1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize internal run-time variables ------------------------
3200 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 ei->change_page[j].can_change_or_has_action =
3207 (ei->change_page[j].can_change |
3208 ei->change_page[j].has_action);
3212 // add change events from custom element configuration
3213 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3215 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3217 for (j = 0; j < ei->num_change_pages; j++)
3219 if (!ei->change_page[j].can_change_or_has_action)
3222 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3224 // only add event page for the first page found with this event
3225 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3227 ei->has_change_event[k] = TRUE;
3229 ei->event_page_nr[k] = j;
3230 ei->event_page[k] = &ei->change_page[j];
3236 // ---------- initialize reference elements in change conditions ------------
3238 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3240 int element = EL_CUSTOM_START + i;
3241 struct ElementInfo *ei = &element_info[element];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 int trigger_element = ei->change_page[j].initial_trigger_element;
3247 if (trigger_element >= EL_PREV_CE_8 &&
3248 trigger_element <= EL_NEXT_CE_8)
3249 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3251 ei->change_page[j].trigger_element = trigger_element;
3255 // ---------- initialize run-time trigger player and element ----------------
3257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3261 for (j = 0; j < ei->num_change_pages; j++)
3263 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3264 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3265 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3266 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3267 ei->change_page[j].actual_trigger_ce_value = 0;
3268 ei->change_page[j].actual_trigger_ce_score = 0;
3272 // ---------- initialize trigger events -------------------------------------
3274 // initialize trigger events information
3275 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3276 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3277 trigger_events[i][j] = FALSE;
3279 // add trigger events from element change event properties
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 struct ElementInfo *ei = &element_info[i];
3284 for (j = 0; j < ei->num_change_pages; j++)
3286 if (!ei->change_page[j].can_change_or_has_action)
3289 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3291 int trigger_element = ei->change_page[j].trigger_element;
3293 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3295 if (ei->change_page[j].has_event[k])
3297 if (IS_GROUP_ELEMENT(trigger_element))
3299 struct ElementGroupInfo *group =
3300 element_info[trigger_element].group;
3302 for (l = 0; l < group->num_elements_resolved; l++)
3303 trigger_events[group->element_resolved[l]][k] = TRUE;
3305 else if (trigger_element == EL_ANY_ELEMENT)
3306 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3307 trigger_events[l][k] = TRUE;
3309 trigger_events[trigger_element][k] = TRUE;
3316 // ---------- initialize push delay -----------------------------------------
3318 // initialize push delay values to default
3319 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3321 if (!IS_CUSTOM_ELEMENT(i))
3323 // set default push delay values (corrected since version 3.0.7-1)
3324 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3326 element_info[i].push_delay_fixed = 2;
3327 element_info[i].push_delay_random = 8;
3331 element_info[i].push_delay_fixed = 8;
3332 element_info[i].push_delay_random = 8;
3337 // set push delay value for certain elements from pre-defined list
3338 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3340 int e = push_delay_list[i].element;
3342 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3343 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3346 // set push delay value for Supaplex elements for newer engine versions
3347 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3351 if (IS_SP_ELEMENT(i))
3353 // set SP push delay to just enough to push under a falling zonk
3354 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3356 element_info[i].push_delay_fixed = delay;
3357 element_info[i].push_delay_random = 0;
3362 // ---------- initialize move stepsize --------------------------------------
3364 // initialize move stepsize values to default
3365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (!IS_CUSTOM_ELEMENT(i))
3367 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3369 // set move stepsize value for certain elements from pre-defined list
3370 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3372 int e = move_stepsize_list[i].element;
3374 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3376 // set move stepsize value for certain elements for older engine versions
3377 if (use_old_move_stepsize_for_magic_wall)
3379 if (e == EL_MAGIC_WALL_FILLING ||
3380 e == EL_MAGIC_WALL_EMPTYING ||
3381 e == EL_BD_MAGIC_WALL_FILLING ||
3382 e == EL_BD_MAGIC_WALL_EMPTYING)
3383 element_info[e].move_stepsize *= 2;
3387 // ---------- initialize collect score --------------------------------------
3389 // initialize collect score values for custom elements from initial value
3390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3391 if (IS_CUSTOM_ELEMENT(i))
3392 element_info[i].collect_score = element_info[i].collect_score_initial;
3394 // ---------- initialize collect count --------------------------------------
3396 // initialize collect count values for non-custom elements
3397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3398 if (!IS_CUSTOM_ELEMENT(i))
3399 element_info[i].collect_count_initial = 0;
3401 // add collect count values for all elements from pre-defined list
3402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3403 element_info[collect_count_list[i].element].collect_count_initial =
3404 collect_count_list[i].count;
3406 // ---------- initialize access direction -----------------------------------
3408 // initialize access direction values to default (access from every side)
3409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3410 if (!IS_CUSTOM_ELEMENT(i))
3411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3413 // set access direction value for certain elements from pre-defined list
3414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3415 element_info[access_direction_list[i].element].access_direction =
3416 access_direction_list[i].direction;
3418 // ---------- initialize explosion content ----------------------------------
3419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3421 if (IS_CUSTOM_ELEMENT(i))
3424 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3426 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3428 element_info[i].content.e[x][y] =
3429 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3430 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3431 i == EL_PLAYER_3 ? EL_EMERALD :
3432 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3433 i == EL_MOLE ? EL_EMERALD_RED :
3434 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3435 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3436 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3437 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3438 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3439 i == EL_WALL_EMERALD ? EL_EMERALD :
3440 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3441 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3442 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3443 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3444 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3445 i == EL_WALL_PEARL ? EL_PEARL :
3446 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3451 // ---------- initialize recursion detection --------------------------------
3452 recursion_loop_depth = 0;
3453 recursion_loop_detected = FALSE;
3454 recursion_loop_element = EL_UNDEFINED;
3456 // ---------- initialize graphics engine ------------------------------------
3457 game.scroll_delay_value =
3458 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3459 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3460 !setup.forced_scroll_delay ? 0 :
3461 setup.scroll_delay ? setup.scroll_delay_value : 0);
3462 game.scroll_delay_value =
3463 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3465 // ---------- initialize game engine snapshots ------------------------------
3466 for (i = 0; i < MAX_PLAYERS; i++)
3467 game.snapshot.last_action[i] = 0;
3468 game.snapshot.changed_action = FALSE;
3469 game.snapshot.collected_item = FALSE;
3470 game.snapshot.mode =
3471 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3472 SNAPSHOT_MODE_EVERY_STEP :
3473 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3474 SNAPSHOT_MODE_EVERY_MOVE :
3475 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3476 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3477 game.snapshot.save_snapshot = FALSE;
3479 // ---------- initialize level time for Supaplex engine ---------------------
3480 // Supaplex levels with time limit currently unsupported -- should be added
3481 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3484 // ---------- initialize flags for handling game actions --------------------
3486 // set flags for game actions to default values
3487 game.use_key_actions = TRUE;
3488 game.use_mouse_actions = FALSE;
3490 // when using Mirror Magic game engine, handle mouse events only
3491 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3493 game.use_key_actions = FALSE;
3494 game.use_mouse_actions = TRUE;
3497 // check for custom elements with mouse click events
3498 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3500 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3502 int element = EL_CUSTOM_START + i;
3504 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3505 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3506 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3507 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3508 game.use_mouse_actions = TRUE;
3513 static int get_num_special_action(int element, int action_first,
3516 int num_special_action = 0;
3519 for (i = action_first; i <= action_last; i++)
3521 boolean found = FALSE;
3523 for (j = 0; j < NUM_DIRECTIONS; j++)
3524 if (el_act_dir2img(element, i, j) !=
3525 el_act_dir2img(element, ACTION_DEFAULT, j))
3529 num_special_action++;
3534 return num_special_action;
3538 // ============================================================================
3540 // ----------------------------------------------------------------------------
3541 // initialize and start new game
3542 // ============================================================================
3544 #if DEBUG_INIT_PLAYER
3545 static void DebugPrintPlayerStatus(char *message)
3552 Debug("game:init:player", "%s:", message);
3554 for (i = 0; i < MAX_PLAYERS; i++)
3556 struct PlayerInfo *player = &stored_player[i];
3558 Debug("game:init:player",
3559 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3563 player->connected_locally,
3564 player->connected_network,
3566 (local_player == player ? " (local player)" : ""));
3573 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3574 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3575 int fade_mask = REDRAW_FIELD;
3576 boolean restarting = (game_status == GAME_MODE_PLAYING);
3577 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3578 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3579 int initial_move_dir = MV_DOWN;
3582 // required here to update video display before fading (FIX THIS)
3583 DrawMaskedBorder(REDRAW_DOOR_2);
3585 if (!game.restart_level)
3586 CloseDoor(DOOR_CLOSE_1);
3590 // force fading out global animations displayed during game play
3591 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3595 SetGameStatus(GAME_MODE_PLAYING);
3598 if (level_editor_test_game)
3599 FadeSkipNextFadeOut();
3601 FadeSetEnterScreen();
3604 fade_mask = REDRAW_ALL;
3606 FadeLevelSoundsAndMusic();
3608 ExpireSoundLoops(TRUE);
3614 // force restarting global animations displayed during game play
3615 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3617 SetGameStatus(GAME_MODE_PLAYING);
3620 if (level_editor_test_game)
3621 FadeSkipNextFadeIn();
3623 // needed if different viewport properties defined for playing
3624 ChangeViewportPropertiesIfNeeded();
3628 DrawCompleteVideoDisplay();
3630 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3633 InitGameControlValues();
3637 // initialize tape actions from game when recording tape
3638 tape.use_key_actions = game.use_key_actions;
3639 tape.use_mouse_actions = game.use_mouse_actions;
3641 // initialize visible playfield size when recording tape (for team mode)
3642 tape.scr_fieldx = SCR_FIELDX;
3643 tape.scr_fieldy = SCR_FIELDY;
3646 // don't play tapes over network
3647 network_playing = (network.enabled && !tape.playing);
3649 for (i = 0; i < MAX_PLAYERS; i++)
3651 struct PlayerInfo *player = &stored_player[i];
3653 player->index_nr = i;
3654 player->index_bit = (1 << i);
3655 player->element_nr = EL_PLAYER_1 + i;
3657 player->present = FALSE;
3658 player->active = FALSE;
3659 player->mapped = FALSE;
3661 player->killed = FALSE;
3662 player->reanimated = FALSE;
3663 player->buried = FALSE;
3666 player->effective_action = 0;
3667 player->programmed_action = 0;
3668 player->snap_action = 0;
3670 player->mouse_action.lx = 0;
3671 player->mouse_action.ly = 0;
3672 player->mouse_action.button = 0;
3673 player->mouse_action.button_hint = 0;
3675 player->effective_mouse_action.lx = 0;
3676 player->effective_mouse_action.ly = 0;
3677 player->effective_mouse_action.button = 0;
3678 player->effective_mouse_action.button_hint = 0;
3680 for (j = 0; j < MAX_NUM_KEYS; j++)
3681 player->key[j] = FALSE;
3683 player->num_white_keys = 0;
3685 player->dynabomb_count = 0;
3686 player->dynabomb_size = 1;
3687 player->dynabombs_left = 0;
3688 player->dynabomb_xl = FALSE;
3690 player->MovDir = initial_move_dir;
3693 player->GfxDir = initial_move_dir;
3694 player->GfxAction = ACTION_DEFAULT;
3696 player->StepFrame = 0;
3698 player->initial_element = player->element_nr;
3699 player->artwork_element =
3700 (level.use_artwork_element[i] ? level.artwork_element[i] :
3701 player->element_nr);
3702 player->use_murphy = FALSE;
3704 player->block_last_field = FALSE; // initialized in InitPlayerField()
3705 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3707 player->gravity = level.initial_player_gravity[i];
3709 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3711 player->actual_frame_counter.count = 0;
3712 player->actual_frame_counter.value = 1;
3714 player->step_counter = 0;
3716 player->last_move_dir = initial_move_dir;
3718 player->is_active = FALSE;
3720 player->is_waiting = FALSE;
3721 player->is_moving = FALSE;
3722 player->is_auto_moving = FALSE;
3723 player->is_digging = FALSE;
3724 player->is_snapping = FALSE;
3725 player->is_collecting = FALSE;
3726 player->is_pushing = FALSE;
3727 player->is_switching = FALSE;
3728 player->is_dropping = FALSE;
3729 player->is_dropping_pressed = FALSE;
3731 player->is_bored = FALSE;
3732 player->is_sleeping = FALSE;
3734 player->was_waiting = TRUE;
3735 player->was_moving = FALSE;
3736 player->was_snapping = FALSE;
3737 player->was_dropping = FALSE;
3739 player->force_dropping = FALSE;
3741 player->frame_counter_bored = -1;
3742 player->frame_counter_sleeping = -1;
3744 player->anim_delay_counter = 0;
3745 player->post_delay_counter = 0;
3747 player->dir_waiting = initial_move_dir;
3748 player->action_waiting = ACTION_DEFAULT;
3749 player->last_action_waiting = ACTION_DEFAULT;
3750 player->special_action_bored = ACTION_DEFAULT;
3751 player->special_action_sleeping = ACTION_DEFAULT;
3753 player->switch_x = -1;
3754 player->switch_y = -1;
3756 player->drop_x = -1;
3757 player->drop_y = -1;
3759 player->show_envelope = 0;
3761 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3763 player->push_delay = -1; // initialized when pushing starts
3764 player->push_delay_value = game.initial_push_delay_value;
3766 player->drop_delay = 0;
3767 player->drop_pressed_delay = 0;
3769 player->last_jx = -1;
3770 player->last_jy = -1;
3774 player->shield_normal_time_left = 0;
3775 player->shield_deadly_time_left = 0;
3777 player->last_removed_element = EL_UNDEFINED;
3779 player->inventory_infinite_element = EL_UNDEFINED;
3780 player->inventory_size = 0;
3782 if (level.use_initial_inventory[i])
3784 for (j = 0; j < level.initial_inventory_size[i]; j++)
3786 int element = level.initial_inventory_content[i][j];
3787 int collect_count = element_info[element].collect_count_initial;
3790 if (!IS_CUSTOM_ELEMENT(element))
3793 if (collect_count == 0)
3794 player->inventory_infinite_element = element;
3796 for (k = 0; k < collect_count; k++)
3797 if (player->inventory_size < MAX_INVENTORY_SIZE)
3798 player->inventory_element[player->inventory_size++] = element;
3802 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3803 SnapField(player, 0, 0);
3805 map_player_action[i] = i;
3808 network_player_action_received = FALSE;
3810 // initial null action
3811 if (network_playing)
3812 SendToServer_MovePlayer(MV_NONE);
3817 TimeLeft = level.time;
3820 ScreenMovDir = MV_NONE;
3824 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3826 game.robot_wheel_x = -1;
3827 game.robot_wheel_y = -1;
3832 game.all_players_gone = FALSE;
3834 game.LevelSolved = FALSE;
3835 game.GameOver = FALSE;
3837 game.GamePlayed = !tape.playing;
3839 game.LevelSolved_GameWon = FALSE;
3840 game.LevelSolved_GameEnd = FALSE;
3841 game.LevelSolved_SaveTape = FALSE;
3842 game.LevelSolved_SaveScore = FALSE;
3844 game.LevelSolved_CountingTime = 0;
3845 game.LevelSolved_CountingScore = 0;
3846 game.LevelSolved_CountingHealth = 0;
3848 game.panel.active = TRUE;
3850 game.no_level_time_limit = (level.time == 0);
3851 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3853 game.yamyam_content_nr = 0;
3854 game.robot_wheel_active = FALSE;
3855 game.magic_wall_active = FALSE;
3856 game.magic_wall_time_left = 0;
3857 game.light_time_left = 0;
3858 game.timegate_time_left = 0;
3859 game.switchgate_pos = 0;
3860 game.wind_direction = level.wind_direction_initial;
3862 game.time_final = 0;
3863 game.score_time_final = 0;
3866 game.score_final = 0;
3868 game.health = MAX_HEALTH;
3869 game.health_final = MAX_HEALTH;
3871 game.gems_still_needed = level.gems_needed;
3872 game.sokoban_fields_still_needed = 0;
3873 game.sokoban_objects_still_needed = 0;
3874 game.lights_still_needed = 0;
3875 game.players_still_needed = 0;
3876 game.friends_still_needed = 0;
3878 game.lenses_time_left = 0;
3879 game.magnify_time_left = 0;
3881 game.ball_active = level.ball_active_initial;
3882 game.ball_content_nr = 0;
3884 game.explosions_delayed = TRUE;
3886 game.envelope_active = FALSE;
3888 // special case: set custom artwork setting to initial value
3889 game.use_masked_elements = game.use_masked_elements_initial;
3891 for (i = 0; i < NUM_BELTS; i++)
3893 game.belt_dir[i] = MV_NONE;
3894 game.belt_dir_nr[i] = 3; // not moving, next moving left
3897 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3898 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3900 #if DEBUG_INIT_PLAYER
3901 DebugPrintPlayerStatus("Player status at level initialization");
3904 SCAN_PLAYFIELD(x, y)
3906 Tile[x][y] = Last[x][y] = level.field[x][y];
3907 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3908 ChangeDelay[x][y] = 0;
3909 ChangePage[x][y] = -1;
3910 CustomValue[x][y] = 0; // initialized in InitField()
3911 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3913 WasJustMoving[x][y] = 0;
3914 WasJustFalling[x][y] = 0;
3915 CheckCollision[x][y] = 0;
3916 CheckImpact[x][y] = 0;
3918 Pushed[x][y] = FALSE;
3920 ChangeCount[x][y] = 0;
3921 ChangeEvent[x][y] = -1;
3923 ExplodePhase[x][y] = 0;
3924 ExplodeDelay[x][y] = 0;
3925 ExplodeField[x][y] = EX_TYPE_NONE;
3927 RunnerVisit[x][y] = 0;
3928 PlayerVisit[x][y] = 0;
3931 GfxRandom[x][y] = INIT_GFX_RANDOM();
3932 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3933 GfxElement[x][y] = EL_UNDEFINED;
3934 GfxElementEmpty[x][y] = EL_EMPTY;
3935 GfxAction[x][y] = ACTION_DEFAULT;
3936 GfxDir[x][y] = MV_NONE;
3937 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3940 SCAN_PLAYFIELD(x, y)
3942 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3944 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3947 InitField(x, y, TRUE);
3949 ResetGfxAnimation(x, y);
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 // set number of special actions for bored and sleeping animation
3959 player->num_special_action_bored =
3960 get_num_special_action(player->artwork_element,
3961 ACTION_BORING_1, ACTION_BORING_LAST);
3962 player->num_special_action_sleeping =
3963 get_num_special_action(player->artwork_element,
3964 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3967 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3968 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3970 // initialize type of slippery elements
3971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3973 if (!IS_CUSTOM_ELEMENT(i))
3975 // default: elements slip down either to the left or right randomly
3976 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3978 // SP style elements prefer to slip down on the left side
3979 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3980 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3982 // BD style elements prefer to slip down on the left side
3983 if (game.emulation == EMU_BOULDERDASH)
3984 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3988 // initialize explosion and ignition delay
3989 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3991 if (!IS_CUSTOM_ELEMENT(i))
3994 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3995 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3996 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3997 int last_phase = (num_phase + 1) * delay;
3998 int half_phase = (num_phase / 2) * delay;
4000 element_info[i].explosion_delay = last_phase - 1;
4001 element_info[i].ignition_delay = half_phase;
4003 if (i == EL_BLACK_ORB)
4004 element_info[i].ignition_delay = 1;
4008 // correct non-moving belts to start moving left
4009 for (i = 0; i < NUM_BELTS; i++)
4010 if (game.belt_dir[i] == MV_NONE)
4011 game.belt_dir_nr[i] = 3; // not moving, next moving left
4013 #if USE_NEW_PLAYER_ASSIGNMENTS
4014 // use preferred player also in local single-player mode
4015 if (!network.enabled && !game.team_mode)
4017 int new_index_nr = setup.network_player_nr;
4019 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 stored_player[i].connected_locally = FALSE;
4024 stored_player[new_index_nr].connected_locally = TRUE;
4028 for (i = 0; i < MAX_PLAYERS; i++)
4030 stored_player[i].connected = FALSE;
4032 // in network game mode, the local player might not be the first player
4033 if (stored_player[i].connected_locally)
4034 local_player = &stored_player[i];
4037 if (!network.enabled)
4038 local_player->connected = TRUE;
4042 for (i = 0; i < MAX_PLAYERS; i++)
4043 stored_player[i].connected = tape.player_participates[i];
4045 else if (network.enabled)
4047 // add team mode players connected over the network (needed for correct
4048 // assignment of player figures from level to locally playing players)
4050 for (i = 0; i < MAX_PLAYERS; i++)
4051 if (stored_player[i].connected_network)
4052 stored_player[i].connected = TRUE;
4054 else if (game.team_mode)
4056 // try to guess locally connected team mode players (needed for correct
4057 // assignment of player figures from level to locally playing players)
4059 for (i = 0; i < MAX_PLAYERS; i++)
4060 if (setup.input[i].use_joystick ||
4061 setup.input[i].key.left != KSYM_UNDEFINED)
4062 stored_player[i].connected = TRUE;
4065 #if DEBUG_INIT_PLAYER
4066 DebugPrintPlayerStatus("Player status after level initialization");
4069 #if DEBUG_INIT_PLAYER
4070 Debug("game:init:player", "Reassigning players ...");
4073 // check if any connected player was not found in playfield
4074 for (i = 0; i < MAX_PLAYERS; i++)
4076 struct PlayerInfo *player = &stored_player[i];
4078 if (player->connected && !player->present)
4080 struct PlayerInfo *field_player = NULL;
4082 #if DEBUG_INIT_PLAYER
4083 Debug("game:init:player",
4084 "- looking for field player for player %d ...", i + 1);
4087 // assign first free player found that is present in the playfield
4089 // first try: look for unmapped playfield player that is not connected
4090 for (j = 0; j < MAX_PLAYERS; j++)
4091 if (field_player == NULL &&
4092 stored_player[j].present &&
4093 !stored_player[j].mapped &&
4094 !stored_player[j].connected)
4095 field_player = &stored_player[j];
4097 // second try: look for *any* unmapped playfield player
4098 for (j = 0; j < MAX_PLAYERS; j++)
4099 if (field_player == NULL &&
4100 stored_player[j].present &&
4101 !stored_player[j].mapped)
4102 field_player = &stored_player[j];
4104 if (field_player != NULL)
4106 int jx = field_player->jx, jy = field_player->jy;
4108 #if DEBUG_INIT_PLAYER
4109 Debug("game:init:player", "- found player %d",
4110 field_player->index_nr + 1);
4113 player->present = FALSE;
4114 player->active = FALSE;
4116 field_player->present = TRUE;
4117 field_player->active = TRUE;
4120 player->initial_element = field_player->initial_element;
4121 player->artwork_element = field_player->artwork_element;
4123 player->block_last_field = field_player->block_last_field;
4124 player->block_delay_adjustment = field_player->block_delay_adjustment;
4127 StorePlayer[jx][jy] = field_player->element_nr;
4129 field_player->jx = field_player->last_jx = jx;
4130 field_player->jy = field_player->last_jy = jy;
4132 if (local_player == player)
4133 local_player = field_player;
4135 map_player_action[field_player->index_nr] = i;
4137 field_player->mapped = TRUE;
4139 #if DEBUG_INIT_PLAYER
4140 Debug("game:init:player", "- map_player_action[%d] == %d",
4141 field_player->index_nr + 1, i + 1);
4146 if (player->connected && player->present)
4147 player->mapped = TRUE;
4150 #if DEBUG_INIT_PLAYER
4151 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4156 // check if any connected player was not found in playfield
4157 for (i = 0; i < MAX_PLAYERS; i++)
4159 struct PlayerInfo *player = &stored_player[i];
4161 if (player->connected && !player->present)
4163 for (j = 0; j < MAX_PLAYERS; j++)
4165 struct PlayerInfo *field_player = &stored_player[j];
4166 int jx = field_player->jx, jy = field_player->jy;
4168 // assign first free player found that is present in the playfield
4169 if (field_player->present && !field_player->connected)
4171 player->present = TRUE;
4172 player->active = TRUE;
4174 field_player->present = FALSE;
4175 field_player->active = FALSE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4183 StorePlayer[jx][jy] = player->element_nr;
4185 player->jx = player->last_jx = jx;
4186 player->jy = player->last_jy = jy;
4196 Debug("game:init:player", "local_player->present == %d",
4197 local_player->present);
4200 // set focus to local player for network games, else to all players
4201 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4202 game.centered_player_nr_next = game.centered_player_nr;
4203 game.set_centered_player = FALSE;
4204 game.set_centered_player_wrap = FALSE;
4206 if (network_playing && tape.recording)
4208 // store client dependent player focus when recording network games
4209 tape.centered_player_nr_next = game.centered_player_nr_next;
4210 tape.set_centered_player = TRUE;
4215 // when playing a tape, eliminate all players who do not participate
4217 #if USE_NEW_PLAYER_ASSIGNMENTS
4219 if (!game.team_mode)
4221 for (i = 0; i < MAX_PLAYERS; i++)
4223 if (stored_player[i].active &&
4224 !tape.player_participates[map_player_action[i]])
4226 struct PlayerInfo *player = &stored_player[i];
4227 int jx = player->jx, jy = player->jy;
4229 #if DEBUG_INIT_PLAYER
4230 Debug("game:init:player", "Removing player %d at (%d, %d)",
4234 player->active = FALSE;
4235 StorePlayer[jx][jy] = 0;
4236 Tile[jx][jy] = EL_EMPTY;
4243 for (i = 0; i < MAX_PLAYERS; i++)
4245 if (stored_player[i].active &&
4246 !tape.player_participates[i])
4248 struct PlayerInfo *player = &stored_player[i];
4249 int jx = player->jx, jy = player->jy;
4251 player->active = FALSE;
4252 StorePlayer[jx][jy] = 0;
4253 Tile[jx][jy] = EL_EMPTY;
4258 else if (!network.enabled && !game.team_mode) // && !tape.playing
4260 // when in single player mode, eliminate all but the local player
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 struct PlayerInfo *player = &stored_player[i];
4266 if (player->active && player != local_player)
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 player->present = FALSE;
4273 StorePlayer[jx][jy] = 0;
4274 Tile[jx][jy] = EL_EMPTY;
4279 for (i = 0; i < MAX_PLAYERS; i++)
4280 if (stored_player[i].active)
4281 game.players_still_needed++;
4283 if (level.solved_by_one_player)
4284 game.players_still_needed = 1;
4286 // when recording the game, store which players take part in the game
4289 #if USE_NEW_PLAYER_ASSIGNMENTS
4290 for (i = 0; i < MAX_PLAYERS; i++)
4291 if (stored_player[i].connected)
4292 tape.player_participates[i] = TRUE;
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4296 tape.player_participates[i] = TRUE;
4300 #if DEBUG_INIT_PLAYER
4301 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4304 if (BorderElement == EL_EMPTY)
4307 SBX_Right = lev_fieldx - SCR_FIELDX;
4309 SBY_Lower = lev_fieldy - SCR_FIELDY;
4314 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4316 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4319 if (full_lev_fieldx <= SCR_FIELDX)
4320 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4321 if (full_lev_fieldy <= SCR_FIELDY)
4322 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4324 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4326 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4329 // if local player not found, look for custom element that might create
4330 // the player (make some assumptions about the right custom element)
4331 if (!local_player->present)
4333 int start_x = 0, start_y = 0;
4334 int found_rating = 0;
4335 int found_element = EL_UNDEFINED;
4336 int player_nr = local_player->index_nr;
4338 SCAN_PLAYFIELD(x, y)
4340 int element = Tile[x][y];
4345 if (level.use_start_element[player_nr] &&
4346 level.start_element[player_nr] == element &&
4353 found_element = element;
4356 if (!IS_CUSTOM_ELEMENT(element))
4359 if (CAN_CHANGE(element))
4361 for (i = 0; i < element_info[element].num_change_pages; i++)
4363 // check for player created from custom element as single target
4364 content = element_info[element].change_page[i].target_element;
4365 is_player = IS_PLAYER_ELEMENT(content);
4367 if (is_player && (found_rating < 3 ||
4368 (found_rating == 3 && element < found_element)))
4374 found_element = element;
4379 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4381 // check for player created from custom element as explosion content
4382 content = element_info[element].content.e[xx][yy];
4383 is_player = IS_PLAYER_ELEMENT(content);
4385 if (is_player && (found_rating < 2 ||
4386 (found_rating == 2 && element < found_element)))
4388 start_x = x + xx - 1;
4389 start_y = y + yy - 1;
4392 found_element = element;
4395 if (!CAN_CHANGE(element))
4398 for (i = 0; i < element_info[element].num_change_pages; i++)
4400 // check for player created from custom element as extended target
4402 element_info[element].change_page[i].target_content.e[xx][yy];
4404 is_player = IS_PLAYER_ELEMENT(content);
4406 if (is_player && (found_rating < 1 ||
4407 (found_rating == 1 && element < found_element)))
4409 start_x = x + xx - 1;
4410 start_y = y + yy - 1;
4413 found_element = element;
4419 scroll_x = SCROLL_POSITION_X(start_x);
4420 scroll_y = SCROLL_POSITION_Y(start_y);
4424 scroll_x = SCROLL_POSITION_X(local_player->jx);
4425 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4428 // !!! FIX THIS (START) !!!
4429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4431 InitGameEngine_EM();
4433 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4435 InitGameEngine_SP();
4437 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4439 InitGameEngine_MM();
4443 DrawLevel(REDRAW_FIELD);
4446 // after drawing the level, correct some elements
4447 if (game.timegate_time_left == 0)
4448 CloseAllOpenTimegates();
4451 // blit playfield from scroll buffer to normal back buffer for fading in
4452 BlitScreenToBitmap(backbuffer);
4453 // !!! FIX THIS (END) !!!
4455 DrawMaskedBorder(fade_mask);
4460 // full screen redraw is required at this point in the following cases:
4461 // - special editor door undrawn when game was started from level editor
4462 // - drawing area (playfield) was changed and has to be removed completely
4463 redraw_mask = REDRAW_ALL;
4467 if (!game.restart_level)
4469 // copy default game door content to main double buffer
4471 // !!! CHECK AGAIN !!!
4472 SetPanelBackground();
4473 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4474 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4477 SetPanelBackground();
4478 SetDrawBackgroundMask(REDRAW_DOOR_1);
4480 UpdateAndDisplayGameControlValues();
4482 if (!game.restart_level)
4488 CreateGameButtons();
4493 // copy actual game door content to door double buffer for OpenDoor()
4494 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4496 OpenDoor(DOOR_OPEN_ALL);
4498 KeyboardAutoRepeatOffUnlessAutoplay();
4500 #if DEBUG_INIT_PLAYER
4501 DebugPrintPlayerStatus("Player status (final)");
4510 if (!game.restart_level && !tape.playing)
4512 LevelStats_incPlayed(level_nr);
4514 SaveLevelSetup_SeriesInfo();
4517 game.restart_level = FALSE;
4519 game.request_active = FALSE;
4520 game.request_active_or_moving = FALSE;
4522 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4523 InitGameActions_MM();
4525 SaveEngineSnapshotToListInitial();
4527 if (!game.restart_level)
4529 PlaySound(SND_GAME_STARTING);
4531 if (setup.sound_music)
4535 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4538 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4539 int actual_player_x, int actual_player_y)
4541 // this is used for non-R'n'D game engines to update certain engine values
4543 // needed to determine if sounds are played within the visible screen area
4544 scroll_x = actual_scroll_x;
4545 scroll_y = actual_scroll_y;
4547 // needed to get player position for "follow finger" playing input method
4548 local_player->jx = actual_player_x;
4549 local_player->jy = actual_player_y;
4552 void InitMovDir(int x, int y)
4554 int i, element = Tile[x][y];
4555 static int xy[4][2] =
4562 static int direction[3][4] =
4564 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4565 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4566 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4575 Tile[x][y] = EL_BUG;
4576 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4579 case EL_SPACESHIP_RIGHT:
4580 case EL_SPACESHIP_UP:
4581 case EL_SPACESHIP_LEFT:
4582 case EL_SPACESHIP_DOWN:
4583 Tile[x][y] = EL_SPACESHIP;
4584 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4587 case EL_BD_BUTTERFLY_RIGHT:
4588 case EL_BD_BUTTERFLY_UP:
4589 case EL_BD_BUTTERFLY_LEFT:
4590 case EL_BD_BUTTERFLY_DOWN:
4591 Tile[x][y] = EL_BD_BUTTERFLY;
4592 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4595 case EL_BD_FIREFLY_RIGHT:
4596 case EL_BD_FIREFLY_UP:
4597 case EL_BD_FIREFLY_LEFT:
4598 case EL_BD_FIREFLY_DOWN:
4599 Tile[x][y] = EL_BD_FIREFLY;
4600 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4603 case EL_PACMAN_RIGHT:
4605 case EL_PACMAN_LEFT:
4606 case EL_PACMAN_DOWN:
4607 Tile[x][y] = EL_PACMAN;
4608 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4611 case EL_YAMYAM_LEFT:
4612 case EL_YAMYAM_RIGHT:
4614 case EL_YAMYAM_DOWN:
4615 Tile[x][y] = EL_YAMYAM;
4616 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4619 case EL_SP_SNIKSNAK:
4620 MovDir[x][y] = MV_UP;
4623 case EL_SP_ELECTRON:
4624 MovDir[x][y] = MV_LEFT;
4631 Tile[x][y] = EL_MOLE;
4632 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4635 case EL_SPRING_LEFT:
4636 case EL_SPRING_RIGHT:
4637 Tile[x][y] = EL_SPRING;
4638 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4642 if (IS_CUSTOM_ELEMENT(element))
4644 struct ElementInfo *ei = &element_info[element];
4645 int move_direction_initial = ei->move_direction_initial;
4646 int move_pattern = ei->move_pattern;
4648 if (move_direction_initial == MV_START_PREVIOUS)
4650 if (MovDir[x][y] != MV_NONE)
4653 move_direction_initial = MV_START_AUTOMATIC;
4656 if (move_direction_initial == MV_START_RANDOM)
4657 MovDir[x][y] = 1 << RND(4);
4658 else if (move_direction_initial & MV_ANY_DIRECTION)
4659 MovDir[x][y] = move_direction_initial;
4660 else if (move_pattern == MV_ALL_DIRECTIONS ||
4661 move_pattern == MV_TURNING_LEFT ||
4662 move_pattern == MV_TURNING_RIGHT ||
4663 move_pattern == MV_TURNING_LEFT_RIGHT ||
4664 move_pattern == MV_TURNING_RIGHT_LEFT ||
4665 move_pattern == MV_TURNING_RANDOM)
4666 MovDir[x][y] = 1 << RND(4);
4667 else if (move_pattern == MV_HORIZONTAL)
4668 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4669 else if (move_pattern == MV_VERTICAL)
4670 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4671 else if (move_pattern & MV_ANY_DIRECTION)
4672 MovDir[x][y] = element_info[element].move_pattern;
4673 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4674 move_pattern == MV_ALONG_RIGHT_SIDE)
4676 // use random direction as default start direction
4677 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4678 MovDir[x][y] = 1 << RND(4);
4680 for (i = 0; i < NUM_DIRECTIONS; i++)
4682 int x1 = x + xy[i][0];
4683 int y1 = y + xy[i][1];
4685 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4687 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4688 MovDir[x][y] = direction[0][i];
4690 MovDir[x][y] = direction[1][i];
4699 MovDir[x][y] = 1 << RND(4);
4701 if (element != EL_BUG &&
4702 element != EL_SPACESHIP &&
4703 element != EL_BD_BUTTERFLY &&
4704 element != EL_BD_FIREFLY)
4707 for (i = 0; i < NUM_DIRECTIONS; i++)
4709 int x1 = x + xy[i][0];
4710 int y1 = y + xy[i][1];
4712 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4714 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4716 MovDir[x][y] = direction[0][i];
4719 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4720 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4722 MovDir[x][y] = direction[1][i];
4731 GfxDir[x][y] = MovDir[x][y];
4734 void InitAmoebaNr(int x, int y)
4737 int group_nr = AmoebaNeighbourNr(x, y);
4741 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4743 if (AmoebaCnt[i] == 0)
4751 AmoebaNr[x][y] = group_nr;
4752 AmoebaCnt[group_nr]++;
4753 AmoebaCnt2[group_nr]++;
4756 static void LevelSolved_SetFinalGameValues(void)
4758 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4759 game.score_time_final = (level.use_step_counter ? TimePlayed :
4760 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4762 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4763 game_em.lev->score :
4764 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4768 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4769 MM_HEALTH(game_mm.laser_overload_value) :
4772 game.LevelSolved_CountingTime = game.time_final;
4773 game.LevelSolved_CountingScore = game.score_final;
4774 game.LevelSolved_CountingHealth = game.health_final;
4777 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4779 game.LevelSolved_CountingTime = time;
4780 game.LevelSolved_CountingScore = score;
4781 game.LevelSolved_CountingHealth = health;
4783 game_panel_controls[GAME_PANEL_TIME].value = time;
4784 game_panel_controls[GAME_PANEL_SCORE].value = score;
4785 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4787 DisplayGameControlValues();
4790 static void LevelSolved(void)
4792 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4793 game.players_still_needed > 0)
4796 game.LevelSolved = TRUE;
4797 game.GameOver = TRUE;
4801 // needed here to display correct panel values while player walks into exit
4802 LevelSolved_SetFinalGameValues();
4807 static int time_count_steps;
4808 static int time, time_final;
4809 static float score, score_final; // needed for time score < 10 for 10 seconds
4810 static int health, health_final;
4811 static int game_over_delay_1 = 0;
4812 static int game_over_delay_2 = 0;
4813 static int game_over_delay_3 = 0;
4814 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4815 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4817 if (!game.LevelSolved_GameWon)
4821 // do not start end game actions before the player stops moving (to exit)
4822 if (local_player->active && local_player->MovPos)
4825 // calculate final game values after player finished walking into exit
4826 LevelSolved_SetFinalGameValues();
4828 game.LevelSolved_GameWon = TRUE;
4829 game.LevelSolved_SaveTape = tape.recording;
4830 game.LevelSolved_SaveScore = !tape.playing;
4834 LevelStats_incSolved(level_nr);
4836 SaveLevelSetup_SeriesInfo();
4839 if (tape.auto_play) // tape might already be stopped here
4840 tape.auto_play_level_solved = TRUE;
4844 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4845 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4846 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4848 time = time_final = game.time_final;
4849 score = score_final = game.score_final;
4850 health = health_final = game.health_final;
4852 // update game panel values before (delayed) counting of score (if any)
4853 LevelSolved_DisplayFinalGameValues(time, score, health);
4855 // if level has time score defined, calculate new final game values
4858 int time_final_max = 999;
4859 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4860 int time_frames = 0;
4861 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4862 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4867 time_frames = time_frames_left;
4869 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4871 time_final = time_final_max;
4872 time_frames = time_frames_final_max - time_frames_played;
4875 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4877 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4879 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4882 score_final += health * time_score;
4885 game.score_final = score_final;
4886 game.health_final = health_final;
4889 // if not counting score after game, immediately update game panel values
4890 if (level_editor_test_game || !setup.count_score_after_game)
4893 score = score_final;
4895 LevelSolved_DisplayFinalGameValues(time, score, health);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4900 // check if last player has left the level
4901 if (game.exit_x >= 0 &&
4904 int x = game.exit_x;
4905 int y = game.exit_y;
4906 int element = Tile[x][y];
4908 // close exit door after last player
4909 if ((game.all_players_gone &&
4910 (element == EL_EXIT_OPEN ||
4911 element == EL_SP_EXIT_OPEN ||
4912 element == EL_STEEL_EXIT_OPEN)) ||
4913 element == EL_EM_EXIT_OPEN ||
4914 element == EL_EM_STEEL_EXIT_OPEN)
4918 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4919 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4920 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4921 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4922 EL_EM_STEEL_EXIT_CLOSING);
4924 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4927 // player disappears
4928 DrawLevelField(x, y);
4931 for (i = 0; i < MAX_PLAYERS; i++)
4933 struct PlayerInfo *player = &stored_player[i];
4935 if (player->present)
4937 RemovePlayer(player);
4939 // player disappears
4940 DrawLevelField(player->jx, player->jy);
4945 PlaySound(SND_GAME_WINNING);
4948 if (setup.count_score_after_game)
4950 if (time != time_final)
4952 if (game_over_delay_1 > 0)
4954 game_over_delay_1--;
4959 int time_to_go = ABS(time_final - time);
4960 int time_count_dir = (time < time_final ? +1 : -1);
4962 if (time_to_go < time_count_steps)
4963 time_count_steps = 1;
4965 time += time_count_steps * time_count_dir;
4966 score += time_count_steps * time_score;
4968 // set final score to correct rounding differences after counting score
4969 if (time == time_final)
4970 score = score_final;
4972 LevelSolved_DisplayFinalGameValues(time, score, health);
4974 if (time == time_final)
4975 StopSound(SND_GAME_LEVELTIME_BONUS);
4976 else if (setup.sound_loops)
4977 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4979 PlaySound(SND_GAME_LEVELTIME_BONUS);
4984 if (health != health_final)
4986 if (game_over_delay_2 > 0)
4988 game_over_delay_2--;
4993 int health_count_dir = (health < health_final ? +1 : -1);
4995 health += health_count_dir;
4996 score += time_score;
4998 LevelSolved_DisplayFinalGameValues(time, score, health);
5000 if (health == health_final)
5001 StopSound(SND_GAME_LEVELTIME_BONUS);
5002 else if (setup.sound_loops)
5003 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5005 PlaySound(SND_GAME_LEVELTIME_BONUS);
5011 game.panel.active = FALSE;
5013 if (game_over_delay_3 > 0)
5015 game_over_delay_3--;
5025 // used instead of "level_nr" (needed for network games)
5026 int last_level_nr = levelset.level_nr;
5027 boolean tape_saved = FALSE;
5029 game.LevelSolved_GameEnd = TRUE;
5031 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5033 // make sure that request dialog to save tape does not open door again
5034 if (!global.use_envelope_request)
5035 CloseDoor(DOOR_CLOSE_1);
5038 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5040 // set unique basename for score tape (also saved in high score table)
5041 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5044 // if no tape is to be saved, close both doors simultaneously
5045 CloseDoor(DOOR_CLOSE_ALL);
5047 if (level_editor_test_game || score_info_tape_play)
5049 SetGameStatus(GAME_MODE_MAIN);
5056 if (!game.LevelSolved_SaveScore)
5058 SetGameStatus(GAME_MODE_MAIN);
5065 if (level_nr == leveldir_current->handicap_level)
5067 leveldir_current->handicap_level++;
5069 SaveLevelSetup_SeriesInfo();
5072 // save score and score tape before potentially erasing tape below
5073 NewHighScore(last_level_nr, tape_saved);
5075 if (setup.increment_levels &&
5076 level_nr < leveldir_current->last_level &&
5079 level_nr++; // advance to next level
5080 TapeErase(); // start with empty tape
5082 if (setup.auto_play_next_level)
5084 scores.continue_playing = TRUE;
5085 scores.next_level_nr = level_nr;
5087 LoadLevel(level_nr);
5089 SaveLevelSetup_SeriesInfo();
5093 if (scores.last_added >= 0 && setup.show_scores_after_game)
5095 SetGameStatus(GAME_MODE_SCORES);
5097 DrawHallOfFame(last_level_nr);
5099 else if (scores.continue_playing)
5101 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5105 SetGameStatus(GAME_MODE_MAIN);
5111 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5112 boolean one_score_entry_per_name)
5116 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5119 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5121 struct ScoreEntry *entry = &list->entry[i];
5122 boolean score_is_better = (new_entry->score > entry->score);
5123 boolean score_is_equal = (new_entry->score == entry->score);
5124 boolean time_is_better = (new_entry->time < entry->time);
5125 boolean time_is_equal = (new_entry->time == entry->time);
5126 boolean better_by_score = (score_is_better ||
5127 (score_is_equal && time_is_better));
5128 boolean better_by_time = (time_is_better ||
5129 (time_is_equal && score_is_better));
5130 boolean is_better = (level.rate_time_over_score ? better_by_time :
5132 boolean entry_is_empty = (entry->score == 0 &&
5135 // prevent adding server score entries if also existing in local score file
5136 // (special case: historic score entries have an empty tape basename entry)
5137 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5138 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5140 // add fields from server score entry not stored in local score entry
5141 // (currently, this means setting platform, version and country fields;
5142 // in rare cases, this may also correct an invalid score value, as
5143 // historic scores might have been truncated to 16-bit values locally)
5144 *entry = *new_entry;
5149 if (is_better || entry_is_empty)
5151 // player has made it to the hall of fame
5153 if (i < MAX_SCORE_ENTRIES - 1)
5155 int m = MAX_SCORE_ENTRIES - 1;
5158 if (one_score_entry_per_name)
5160 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5161 if (strEqual(list->entry[l].name, new_entry->name))
5164 if (m == i) // player's new highscore overwrites his old one
5168 for (l = m; l > i; l--)
5169 list->entry[l] = list->entry[l - 1];
5174 *entry = *new_entry;
5178 else if (one_score_entry_per_name &&
5179 strEqual(entry->name, new_entry->name))
5181 // player already in high score list with better score or time
5187 // special case: new score is beyond the last high score list position
5188 return MAX_SCORE_ENTRIES;
5191 void NewHighScore(int level_nr, boolean tape_saved)
5193 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5194 boolean one_per_name = FALSE;
5196 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5197 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5199 new_entry.score = game.score_final;
5200 new_entry.time = game.score_time_final;
5202 LoadScore(level_nr);
5204 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5206 if (scores.last_added >= MAX_SCORE_ENTRIES)
5208 scores.last_added = MAX_SCORE_ENTRIES - 1;
5209 scores.force_last_added = TRUE;
5211 scores.entry[scores.last_added] = new_entry;
5213 // store last added local score entry (before merging server scores)
5214 scores.last_added_local = scores.last_added;
5219 if (scores.last_added < 0)
5222 SaveScore(level_nr);
5224 // store last added local score entry (before merging server scores)
5225 scores.last_added_local = scores.last_added;
5227 if (!game.LevelSolved_SaveTape)
5230 SaveScoreTape(level_nr);
5232 if (setup.ask_for_using_api_server)
5234 setup.use_api_server =
5235 Request("Upload your score and tape to the high score server?", REQ_ASK);
5237 if (!setup.use_api_server)
5238 Request("Not using high score server! Use setup menu to enable again!",
5241 runtime.use_api_server = setup.use_api_server;
5243 // after asking for using API server once, do not ask again
5244 setup.ask_for_using_api_server = FALSE;
5246 SaveSetup_ServerSetup();
5249 SaveServerScore(level_nr, tape_saved);
5252 void MergeServerScore(void)
5254 struct ScoreEntry last_added_entry;
5255 boolean one_per_name = FALSE;
5258 if (scores.last_added >= 0)
5259 last_added_entry = scores.entry[scores.last_added];
5261 for (i = 0; i < server_scores.num_entries; i++)
5263 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5265 if (pos >= 0 && pos <= scores.last_added)
5266 scores.last_added++;
5269 if (scores.last_added >= MAX_SCORE_ENTRIES)
5271 scores.last_added = MAX_SCORE_ENTRIES - 1;
5272 scores.force_last_added = TRUE;
5274 scores.entry[scores.last_added] = last_added_entry;
5278 static int getElementMoveStepsizeExt(int x, int y, int direction)
5280 int element = Tile[x][y];
5281 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5282 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5283 int horiz_move = (dx != 0);
5284 int sign = (horiz_move ? dx : dy);
5285 int step = sign * element_info[element].move_stepsize;
5287 // special values for move stepsize for spring and things on conveyor belt
5290 if (CAN_FALL(element) &&
5291 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5292 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5293 else if (element == EL_SPRING)
5294 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5300 static int getElementMoveStepsize(int x, int y)
5302 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5305 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5307 if (player->GfxAction != action || player->GfxDir != dir)
5309 player->GfxAction = action;
5310 player->GfxDir = dir;
5312 player->StepFrame = 0;
5316 static void ResetGfxFrame(int x, int y)
5318 // profiling showed that "autotest" spends 10~20% of its time in this function
5319 if (DrawingDeactivatedField())
5322 int element = Tile[x][y];
5323 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5325 if (graphic_info[graphic].anim_global_sync)
5326 GfxFrame[x][y] = FrameCounter;
5327 else if (graphic_info[graphic].anim_global_anim_sync)
5328 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5329 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5330 GfxFrame[x][y] = CustomValue[x][y];
5331 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5332 GfxFrame[x][y] = element_info[element].collect_score;
5333 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5334 GfxFrame[x][y] = ChangeDelay[x][y];
5337 static void ResetGfxAnimation(int x, int y)
5339 GfxAction[x][y] = ACTION_DEFAULT;
5340 GfxDir[x][y] = MovDir[x][y];
5343 ResetGfxFrame(x, y);
5346 static void ResetRandomAnimationValue(int x, int y)
5348 GfxRandom[x][y] = INIT_GFX_RANDOM();
5351 static void InitMovingField(int x, int y, int direction)
5353 int element = Tile[x][y];
5354 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5355 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5358 boolean is_moving_before, is_moving_after;
5360 // check if element was/is moving or being moved before/after mode change
5361 is_moving_before = (WasJustMoving[x][y] != 0);
5362 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5364 // reset animation only for moving elements which change direction of moving
5365 // or which just started or stopped moving
5366 // (else CEs with property "can move" / "not moving" are reset each frame)
5367 if (is_moving_before != is_moving_after ||
5368 direction != MovDir[x][y])
5369 ResetGfxAnimation(x, y);
5371 MovDir[x][y] = direction;
5372 GfxDir[x][y] = direction;
5374 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5375 direction == MV_DOWN && CAN_FALL(element) ?
5376 ACTION_FALLING : ACTION_MOVING);
5378 // this is needed for CEs with property "can move" / "not moving"
5380 if (is_moving_after)
5382 if (Tile[newx][newy] == EL_EMPTY)
5383 Tile[newx][newy] = EL_BLOCKED;
5385 MovDir[newx][newy] = MovDir[x][y];
5387 CustomValue[newx][newy] = CustomValue[x][y];
5389 GfxFrame[newx][newy] = GfxFrame[x][y];
5390 GfxRandom[newx][newy] = GfxRandom[x][y];
5391 GfxAction[newx][newy] = GfxAction[x][y];
5392 GfxDir[newx][newy] = GfxDir[x][y];
5396 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5398 int direction = MovDir[x][y];
5399 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5400 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5406 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5408 int direction = MovDir[x][y];
5409 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5410 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5412 *comes_from_x = oldx;
5413 *comes_from_y = oldy;
5416 static int MovingOrBlocked2Element(int x, int y)
5418 int element = Tile[x][y];
5420 if (element == EL_BLOCKED)
5424 Blocked2Moving(x, y, &oldx, &oldy);
5426 return Tile[oldx][oldy];
5432 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5434 // like MovingOrBlocked2Element(), but if element is moving
5435 // and (x, y) is the field the moving element is just leaving,
5436 // return EL_BLOCKED instead of the element value
5437 int element = Tile[x][y];
5439 if (IS_MOVING(x, y))
5441 if (element == EL_BLOCKED)
5445 Blocked2Moving(x, y, &oldx, &oldy);
5446 return Tile[oldx][oldy];
5455 static void RemoveField(int x, int y)
5457 Tile[x][y] = EL_EMPTY;
5463 CustomValue[x][y] = 0;
5466 ChangeDelay[x][y] = 0;
5467 ChangePage[x][y] = -1;
5468 Pushed[x][y] = FALSE;
5470 GfxElement[x][y] = EL_UNDEFINED;
5471 GfxAction[x][y] = ACTION_DEFAULT;
5472 GfxDir[x][y] = MV_NONE;
5475 static void RemoveMovingField(int x, int y)
5477 int oldx = x, oldy = y, newx = x, newy = y;
5478 int element = Tile[x][y];
5479 int next_element = EL_UNDEFINED;
5481 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5484 if (IS_MOVING(x, y))
5486 Moving2Blocked(x, y, &newx, &newy);
5488 if (Tile[newx][newy] != EL_BLOCKED)
5490 // element is moving, but target field is not free (blocked), but
5491 // already occupied by something different (example: acid pool);
5492 // in this case, only remove the moving field, but not the target
5494 RemoveField(oldx, oldy);
5496 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5498 TEST_DrawLevelField(oldx, oldy);
5503 else if (element == EL_BLOCKED)
5505 Blocked2Moving(x, y, &oldx, &oldy);
5506 if (!IS_MOVING(oldx, oldy))
5510 if (element == EL_BLOCKED &&
5511 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5512 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5513 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5514 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5515 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5516 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5517 next_element = get_next_element(Tile[oldx][oldy]);
5519 RemoveField(oldx, oldy);
5520 RemoveField(newx, newy);
5522 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5524 if (next_element != EL_UNDEFINED)
5525 Tile[oldx][oldy] = next_element;
5527 TEST_DrawLevelField(oldx, oldy);
5528 TEST_DrawLevelField(newx, newy);
5531 void DrawDynamite(int x, int y)
5533 int sx = SCREENX(x), sy = SCREENY(y);
5534 int graphic = el2img(Tile[x][y]);
5537 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5540 if (IS_WALKABLE_INSIDE(Back[x][y]))
5544 DrawLevelElement(x, y, Back[x][y]);
5545 else if (Store[x][y])
5546 DrawLevelElement(x, y, Store[x][y]);
5547 else if (game.use_masked_elements)
5548 DrawLevelElement(x, y, EL_EMPTY);
5550 frame = getGraphicAnimationFrameXY(graphic, x, y);
5552 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5553 DrawGraphicThruMask(sx, sy, graphic, frame);
5555 DrawGraphic(sx, sy, graphic, frame);
5558 static void CheckDynamite(int x, int y)
5560 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5564 if (MovDelay[x][y] != 0)
5567 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5573 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5578 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5580 boolean num_checked_players = 0;
5583 for (i = 0; i < MAX_PLAYERS; i++)
5585 if (stored_player[i].active)
5587 int sx = stored_player[i].jx;
5588 int sy = stored_player[i].jy;
5590 if (num_checked_players == 0)
5597 *sx1 = MIN(*sx1, sx);
5598 *sy1 = MIN(*sy1, sy);
5599 *sx2 = MAX(*sx2, sx);
5600 *sy2 = MAX(*sy2, sy);
5603 num_checked_players++;
5608 static boolean checkIfAllPlayersFitToScreen_RND(void)
5610 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5612 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5614 return (sx2 - sx1 < SCR_FIELDX &&
5615 sy2 - sy1 < SCR_FIELDY);
5618 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5620 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5622 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5624 *sx = (sx1 + sx2) / 2;
5625 *sy = (sy1 + sy2) / 2;
5628 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5629 boolean center_screen, boolean quick_relocation)
5631 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5632 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5633 boolean no_delay = (tape.warp_forward);
5634 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5635 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5636 int new_scroll_x, new_scroll_y;
5638 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5640 // case 1: quick relocation inside visible screen (without scrolling)
5647 if (!level.shifted_relocation || center_screen)
5649 // relocation _with_ centering of screen
5651 new_scroll_x = SCROLL_POSITION_X(x);
5652 new_scroll_y = SCROLL_POSITION_Y(y);
5656 // relocation _without_ centering of screen
5658 int center_scroll_x = SCROLL_POSITION_X(old_x);
5659 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5660 int offset_x = x + (scroll_x - center_scroll_x);
5661 int offset_y = y + (scroll_y - center_scroll_y);
5663 // for new screen position, apply previous offset to center position
5664 new_scroll_x = SCROLL_POSITION_X(offset_x);
5665 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5668 if (quick_relocation)
5670 // case 2: quick relocation (redraw without visible scrolling)
5672 scroll_x = new_scroll_x;
5673 scroll_y = new_scroll_y;
5680 // case 3: visible relocation (with scrolling to new position)
5682 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5684 SetVideoFrameDelay(wait_delay_value);
5686 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5688 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5689 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5691 if (dx == 0 && dy == 0) // no scrolling needed at all
5697 // set values for horizontal/vertical screen scrolling (half tile size)
5698 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5699 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5700 int pos_x = dx * TILEX / 2;
5701 int pos_y = dy * TILEY / 2;
5702 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5703 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5705 ScrollLevel(dx, dy);
5708 // scroll in two steps of half tile size to make things smoother
5709 BlitScreenToBitmapExt_RND(window, fx, fy);
5711 // scroll second step to align at full tile size
5712 BlitScreenToBitmap(window);
5718 SetVideoFrameDelay(frame_delay_value_old);
5721 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5723 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5724 int player_nr = GET_PLAYER_NR(el_player);
5725 struct PlayerInfo *player = &stored_player[player_nr];
5726 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5727 boolean no_delay = (tape.warp_forward);
5728 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5729 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5730 int old_jx = player->jx;
5731 int old_jy = player->jy;
5732 int old_element = Tile[old_jx][old_jy];
5733 int element = Tile[jx][jy];
5734 boolean player_relocated = (old_jx != jx || old_jy != jy);
5736 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5737 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5738 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5739 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5740 int leave_side_horiz = move_dir_horiz;
5741 int leave_side_vert = move_dir_vert;
5742 int enter_side = enter_side_horiz | enter_side_vert;
5743 int leave_side = leave_side_horiz | leave_side_vert;
5745 if (player->buried) // do not reanimate dead player
5748 if (!player_relocated) // no need to relocate the player
5751 if (IS_PLAYER(jx, jy)) // player already placed at new position
5753 RemoveField(jx, jy); // temporarily remove newly placed player
5754 DrawLevelField(jx, jy);
5757 if (player->present)
5759 while (player->MovPos)
5761 ScrollPlayer(player, SCROLL_GO_ON);
5762 ScrollScreen(NULL, SCROLL_GO_ON);
5764 AdvanceFrameAndPlayerCounters(player->index_nr);
5768 BackToFront_WithFrameDelay(wait_delay_value);
5771 DrawPlayer(player); // needed here only to cleanup last field
5772 DrawLevelField(player->jx, player->jy); // remove player graphic
5774 player->is_moving = FALSE;
5777 if (IS_CUSTOM_ELEMENT(old_element))
5778 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5780 player->index_bit, leave_side);
5782 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5784 player->index_bit, leave_side);
5786 Tile[jx][jy] = el_player;
5787 InitPlayerField(jx, jy, el_player, TRUE);
5789 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5790 possible that the relocation target field did not contain a player element,
5791 but a walkable element, to which the new player was relocated -- in this
5792 case, restore that (already initialized!) element on the player field */
5793 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5795 Tile[jx][jy] = element; // restore previously existing element
5798 // only visually relocate centered player
5799 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5800 FALSE, level.instant_relocation);
5802 TestIfPlayerTouchesBadThing(jx, jy);
5803 TestIfPlayerTouchesCustomElement(jx, jy);
5805 if (IS_CUSTOM_ELEMENT(element))
5806 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5807 player->index_bit, enter_side);
5809 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5810 player->index_bit, enter_side);
5812 if (player->is_switching)
5814 /* ensure that relocation while still switching an element does not cause
5815 a new element to be treated as also switched directly after relocation
5816 (this is important for teleporter switches that teleport the player to
5817 a place where another teleporter switch is in the same direction, which
5818 would then incorrectly be treated as immediately switched before the
5819 direction key that caused the switch was released) */
5821 player->switch_x += jx - old_jx;
5822 player->switch_y += jy - old_jy;
5826 static void Explode(int ex, int ey, int phase, int mode)
5832 if (game.explosions_delayed)
5834 ExplodeField[ex][ey] = mode;
5838 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5840 int center_element = Tile[ex][ey];
5841 int ce_value = CustomValue[ex][ey];
5842 int ce_score = element_info[center_element].collect_score;
5843 int artwork_element, explosion_element; // set these values later
5845 // remove things displayed in background while burning dynamite
5846 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5849 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5851 // put moving element to center field (and let it explode there)
5852 center_element = MovingOrBlocked2Element(ex, ey);
5853 RemoveMovingField(ex, ey);
5854 Tile[ex][ey] = center_element;
5857 // now "center_element" is finally determined -- set related values now
5858 artwork_element = center_element; // for custom player artwork
5859 explosion_element = center_element; // for custom player artwork
5861 if (IS_PLAYER(ex, ey))
5863 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5865 artwork_element = stored_player[player_nr].artwork_element;
5867 if (level.use_explosion_element[player_nr])
5869 explosion_element = level.explosion_element[player_nr];
5870 artwork_element = explosion_element;
5874 if (mode == EX_TYPE_NORMAL ||
5875 mode == EX_TYPE_CENTER ||
5876 mode == EX_TYPE_CROSS)
5877 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5879 last_phase = element_info[explosion_element].explosion_delay + 1;
5881 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5883 int xx = x - ex + 1;
5884 int yy = y - ey + 1;
5887 if (!IN_LEV_FIELD(x, y) ||
5888 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5889 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5892 element = Tile[x][y];
5894 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5896 element = MovingOrBlocked2Element(x, y);
5898 if (!IS_EXPLOSION_PROOF(element))
5899 RemoveMovingField(x, y);
5902 // indestructible elements can only explode in center (but not flames)
5903 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5904 mode == EX_TYPE_BORDER)) ||
5905 element == EL_FLAMES)
5908 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5909 behaviour, for example when touching a yamyam that explodes to rocks
5910 with active deadly shield, a rock is created under the player !!! */
5911 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5913 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5914 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5915 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5917 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5920 if (IS_ACTIVE_BOMB(element))
5922 // re-activate things under the bomb like gate or penguin
5923 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5930 // save walkable background elements while explosion on same tile
5931 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5932 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5933 Back[x][y] = element;
5935 // ignite explodable elements reached by other explosion
5936 if (element == EL_EXPLOSION)
5937 element = Store2[x][y];
5939 if (AmoebaNr[x][y] &&
5940 (element == EL_AMOEBA_FULL ||
5941 element == EL_BD_AMOEBA ||
5942 element == EL_AMOEBA_GROWING))
5944 AmoebaCnt[AmoebaNr[x][y]]--;
5945 AmoebaCnt2[AmoebaNr[x][y]]--;
5950 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5952 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5954 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5956 if (PLAYERINFO(ex, ey)->use_murphy)
5957 Store[x][y] = EL_EMPTY;
5960 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5961 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5962 else if (IS_PLAYER_ELEMENT(center_element))
5963 Store[x][y] = EL_EMPTY;
5964 else if (center_element == EL_YAMYAM)
5965 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5966 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5967 Store[x][y] = element_info[center_element].content.e[xx][yy];
5969 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5970 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5971 // otherwise) -- FIX THIS !!!
5972 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5973 Store[x][y] = element_info[element].content.e[1][1];
5975 else if (!CAN_EXPLODE(element))
5976 Store[x][y] = element_info[element].content.e[1][1];
5979 Store[x][y] = EL_EMPTY;
5981 if (IS_CUSTOM_ELEMENT(center_element))
5982 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
5983 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
5984 Store[x][y] >= EL_PREV_CE_8 &&
5985 Store[x][y] <= EL_NEXT_CE_8 ?
5986 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
5989 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5990 center_element == EL_AMOEBA_TO_DIAMOND)
5991 Store2[x][y] = element;
5993 Tile[x][y] = EL_EXPLOSION;
5994 GfxElement[x][y] = artwork_element;
5996 ExplodePhase[x][y] = 1;
5997 ExplodeDelay[x][y] = last_phase;
6002 if (center_element == EL_YAMYAM)
6003 game.yamyam_content_nr =
6004 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6016 GfxFrame[x][y] = 0; // restart explosion animation
6018 last_phase = ExplodeDelay[x][y];
6020 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6022 // this can happen if the player leaves an explosion just in time
6023 if (GfxElement[x][y] == EL_UNDEFINED)
6024 GfxElement[x][y] = EL_EMPTY;
6026 border_element = Store2[x][y];
6027 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6028 border_element = StorePlayer[x][y];
6030 if (phase == element_info[border_element].ignition_delay ||
6031 phase == last_phase)
6033 boolean border_explosion = FALSE;
6035 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6036 !PLAYER_EXPLOSION_PROTECTED(x, y))
6038 KillPlayerUnlessExplosionProtected(x, y);
6039 border_explosion = TRUE;
6041 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6043 Tile[x][y] = Store2[x][y];
6046 border_explosion = TRUE;
6048 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6050 AmoebaToDiamond(x, y);
6052 border_explosion = TRUE;
6055 // if an element just explodes due to another explosion (chain-reaction),
6056 // do not immediately end the new explosion when it was the last frame of
6057 // the explosion (as it would be done in the following "if"-statement!)
6058 if (border_explosion && phase == last_phase)
6062 // this can happen if the player was just killed by an explosion
6063 if (GfxElement[x][y] == EL_UNDEFINED)
6064 GfxElement[x][y] = EL_EMPTY;
6066 if (phase == last_phase)
6070 element = Tile[x][y] = Store[x][y];
6071 Store[x][y] = Store2[x][y] = 0;
6072 GfxElement[x][y] = EL_UNDEFINED;
6074 // player can escape from explosions and might therefore be still alive
6075 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6076 element <= EL_PLAYER_IS_EXPLODING_4)
6078 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6079 int explosion_element = EL_PLAYER_1 + player_nr;
6080 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6081 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6083 if (level.use_explosion_element[player_nr])
6084 explosion_element = level.explosion_element[player_nr];
6086 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6087 element_info[explosion_element].content.e[xx][yy]);
6090 // restore probably existing indestructible background element
6091 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6092 element = Tile[x][y] = Back[x][y];
6095 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6096 GfxDir[x][y] = MV_NONE;
6097 ChangeDelay[x][y] = 0;
6098 ChangePage[x][y] = -1;
6100 CustomValue[x][y] = 0;
6102 InitField_WithBug2(x, y, FALSE);
6104 TEST_DrawLevelField(x, y);
6106 TestIfElementTouchesCustomElement(x, y);
6108 if (GFX_CRUMBLED(element))
6109 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6111 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6112 StorePlayer[x][y] = 0;
6114 if (IS_PLAYER_ELEMENT(element))
6115 RelocatePlayer(x, y, element);
6117 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6119 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6120 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6123 TEST_DrawLevelFieldCrumbled(x, y);
6125 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6127 DrawLevelElement(x, y, Back[x][y]);
6128 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6130 else if (IS_WALKABLE_UNDER(Back[x][y]))
6132 DrawLevelGraphic(x, y, graphic, frame);
6133 DrawLevelElementThruMask(x, y, Back[x][y]);
6135 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6136 DrawLevelGraphic(x, y, graphic, frame);
6140 static void DynaExplode(int ex, int ey)
6143 int dynabomb_element = Tile[ex][ey];
6144 int dynabomb_size = 1;
6145 boolean dynabomb_xl = FALSE;
6146 struct PlayerInfo *player;
6147 struct XY *xy = xy_topdown;
6149 if (IS_ACTIVE_BOMB(dynabomb_element))
6151 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6152 dynabomb_size = player->dynabomb_size;
6153 dynabomb_xl = player->dynabomb_xl;
6154 player->dynabombs_left++;
6157 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6159 for (i = 0; i < NUM_DIRECTIONS; i++)
6161 for (j = 1; j <= dynabomb_size; j++)
6163 int x = ex + j * xy[i].x;
6164 int y = ey + j * xy[i].y;
6167 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6170 element = Tile[x][y];
6172 // do not restart explosions of fields with active bombs
6173 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6176 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6178 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6179 !IS_DIGGABLE(element) && !dynabomb_xl)
6185 void Bang(int x, int y)
6187 int element = MovingOrBlocked2Element(x, y);
6188 int explosion_type = EX_TYPE_NORMAL;
6190 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6192 struct PlayerInfo *player = PLAYERINFO(x, y);
6194 element = Tile[x][y] = player->initial_element;
6196 if (level.use_explosion_element[player->index_nr])
6198 int explosion_element = level.explosion_element[player->index_nr];
6200 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6201 explosion_type = EX_TYPE_CROSS;
6202 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6203 explosion_type = EX_TYPE_CENTER;
6211 case EL_BD_BUTTERFLY:
6214 case EL_DARK_YAMYAM:
6218 RaiseScoreElement(element);
6221 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6222 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6223 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6224 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6225 case EL_DYNABOMB_INCREASE_NUMBER:
6226 case EL_DYNABOMB_INCREASE_SIZE:
6227 case EL_DYNABOMB_INCREASE_POWER:
6228 explosion_type = EX_TYPE_DYNA;
6231 case EL_DC_LANDMINE:
6232 explosion_type = EX_TYPE_CENTER;
6237 case EL_LAMP_ACTIVE:
6238 case EL_AMOEBA_TO_DIAMOND:
6239 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6240 explosion_type = EX_TYPE_CENTER;
6244 if (element_info[element].explosion_type == EXPLODES_CROSS)
6245 explosion_type = EX_TYPE_CROSS;
6246 else if (element_info[element].explosion_type == EXPLODES_1X1)
6247 explosion_type = EX_TYPE_CENTER;
6251 if (explosion_type == EX_TYPE_DYNA)
6254 Explode(x, y, EX_PHASE_START, explosion_type);
6256 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6259 static void SplashAcid(int x, int y)
6261 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6262 (!IN_LEV_FIELD(x - 1, y - 2) ||
6263 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6264 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6266 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6267 (!IN_LEV_FIELD(x + 1, y - 2) ||
6268 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6269 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6271 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6274 static void InitBeltMovement(void)
6276 static int belt_base_element[4] =
6278 EL_CONVEYOR_BELT_1_LEFT,
6279 EL_CONVEYOR_BELT_2_LEFT,
6280 EL_CONVEYOR_BELT_3_LEFT,
6281 EL_CONVEYOR_BELT_4_LEFT
6283 static int belt_base_active_element[4] =
6285 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6286 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6287 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6288 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6293 // set frame order for belt animation graphic according to belt direction
6294 for (i = 0; i < NUM_BELTS; i++)
6298 for (j = 0; j < NUM_BELT_PARTS; j++)
6300 int element = belt_base_active_element[belt_nr] + j;
6301 int graphic_1 = el2img(element);
6302 int graphic_2 = el2panelimg(element);
6304 if (game.belt_dir[i] == MV_LEFT)
6306 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6307 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6311 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6312 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6317 SCAN_PLAYFIELD(x, y)
6319 int element = Tile[x][y];
6321 for (i = 0; i < NUM_BELTS; i++)
6323 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6325 int e_belt_nr = getBeltNrFromBeltElement(element);
6328 if (e_belt_nr == belt_nr)
6330 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6332 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6339 static void ToggleBeltSwitch(int x, int y)
6341 static int belt_base_element[4] =
6343 EL_CONVEYOR_BELT_1_LEFT,
6344 EL_CONVEYOR_BELT_2_LEFT,
6345 EL_CONVEYOR_BELT_3_LEFT,
6346 EL_CONVEYOR_BELT_4_LEFT
6348 static int belt_base_active_element[4] =
6350 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6351 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6352 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6353 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6355 static int belt_base_switch_element[4] =
6357 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6358 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6359 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6360 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6362 static int belt_move_dir[4] =
6370 int element = Tile[x][y];
6371 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6372 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6373 int belt_dir = belt_move_dir[belt_dir_nr];
6376 if (!IS_BELT_SWITCH(element))
6379 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6380 game.belt_dir[belt_nr] = belt_dir;
6382 if (belt_dir_nr == 3)
6385 // set frame order for belt animation graphic according to belt direction
6386 for (i = 0; i < NUM_BELT_PARTS; i++)
6388 int element = belt_base_active_element[belt_nr] + i;
6389 int graphic_1 = el2img(element);
6390 int graphic_2 = el2panelimg(element);
6392 if (belt_dir == MV_LEFT)
6394 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6395 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6399 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6400 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6404 SCAN_PLAYFIELD(xx, yy)
6406 int element = Tile[xx][yy];
6408 if (IS_BELT_SWITCH(element))
6410 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6412 if (e_belt_nr == belt_nr)
6414 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6415 TEST_DrawLevelField(xx, yy);
6418 else if (IS_BELT(element) && belt_dir != MV_NONE)
6420 int e_belt_nr = getBeltNrFromBeltElement(element);
6422 if (e_belt_nr == belt_nr)
6424 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6426 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6427 TEST_DrawLevelField(xx, yy);
6430 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6432 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6434 if (e_belt_nr == belt_nr)
6436 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6438 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6439 TEST_DrawLevelField(xx, yy);
6445 static void ToggleSwitchgateSwitch(void)
6449 game.switchgate_pos = !game.switchgate_pos;
6451 SCAN_PLAYFIELD(xx, yy)
6453 int element = Tile[xx][yy];
6455 if (element == EL_SWITCHGATE_SWITCH_UP)
6457 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6458 TEST_DrawLevelField(xx, yy);
6460 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6462 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6463 TEST_DrawLevelField(xx, yy);
6465 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6467 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6468 TEST_DrawLevelField(xx, yy);
6470 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6472 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6473 TEST_DrawLevelField(xx, yy);
6475 else if (element == EL_SWITCHGATE_OPEN ||
6476 element == EL_SWITCHGATE_OPENING)
6478 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6480 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6482 else if (element == EL_SWITCHGATE_CLOSED ||
6483 element == EL_SWITCHGATE_CLOSING)
6485 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6487 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6492 static int getInvisibleActiveFromInvisibleElement(int element)
6494 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6495 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6496 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6500 static int getInvisibleFromInvisibleActiveElement(int element)
6502 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6503 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6504 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6508 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6512 SCAN_PLAYFIELD(x, y)
6514 int element = Tile[x][y];
6516 if (element == EL_LIGHT_SWITCH &&
6517 game.light_time_left > 0)
6519 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6520 TEST_DrawLevelField(x, y);
6522 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6523 game.light_time_left == 0)
6525 Tile[x][y] = EL_LIGHT_SWITCH;
6526 TEST_DrawLevelField(x, y);
6528 else if (element == EL_EMC_DRIPPER &&
6529 game.light_time_left > 0)
6531 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6532 TEST_DrawLevelField(x, y);
6534 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6535 game.light_time_left == 0)
6537 Tile[x][y] = EL_EMC_DRIPPER;
6538 TEST_DrawLevelField(x, y);
6540 else if (element == EL_INVISIBLE_STEELWALL ||
6541 element == EL_INVISIBLE_WALL ||
6542 element == EL_INVISIBLE_SAND)
6544 if (game.light_time_left > 0)
6545 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6547 TEST_DrawLevelField(x, y);
6549 // uncrumble neighbour fields, if needed
6550 if (element == EL_INVISIBLE_SAND)
6551 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6553 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6554 element == EL_INVISIBLE_WALL_ACTIVE ||
6555 element == EL_INVISIBLE_SAND_ACTIVE)
6557 if (game.light_time_left == 0)
6558 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6560 TEST_DrawLevelField(x, y);
6562 // re-crumble neighbour fields, if needed
6563 if (element == EL_INVISIBLE_SAND)
6564 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6569 static void RedrawAllInvisibleElementsForLenses(void)
6573 SCAN_PLAYFIELD(x, y)
6575 int element = Tile[x][y];
6577 if (element == EL_EMC_DRIPPER &&
6578 game.lenses_time_left > 0)
6580 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6581 TEST_DrawLevelField(x, y);
6583 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6584 game.lenses_time_left == 0)
6586 Tile[x][y] = EL_EMC_DRIPPER;
6587 TEST_DrawLevelField(x, y);
6589 else if (element == EL_INVISIBLE_STEELWALL ||
6590 element == EL_INVISIBLE_WALL ||
6591 element == EL_INVISIBLE_SAND)
6593 if (game.lenses_time_left > 0)
6594 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6596 TEST_DrawLevelField(x, y);
6598 // uncrumble neighbour fields, if needed
6599 if (element == EL_INVISIBLE_SAND)
6600 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6602 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6603 element == EL_INVISIBLE_WALL_ACTIVE ||
6604 element == EL_INVISIBLE_SAND_ACTIVE)
6606 if (game.lenses_time_left == 0)
6607 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6609 TEST_DrawLevelField(x, y);
6611 // re-crumble neighbour fields, if needed
6612 if (element == EL_INVISIBLE_SAND)
6613 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6618 static void RedrawAllInvisibleElementsForMagnifier(void)
6622 SCAN_PLAYFIELD(x, y)
6624 int element = Tile[x][y];
6626 if (element == EL_EMC_FAKE_GRASS &&
6627 game.magnify_time_left > 0)
6629 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6630 TEST_DrawLevelField(x, y);
6632 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6633 game.magnify_time_left == 0)
6635 Tile[x][y] = EL_EMC_FAKE_GRASS;
6636 TEST_DrawLevelField(x, y);
6638 else if (IS_GATE_GRAY(element) &&
6639 game.magnify_time_left > 0)
6641 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6642 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6643 IS_EM_GATE_GRAY(element) ?
6644 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6645 IS_EMC_GATE_GRAY(element) ?
6646 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6647 IS_DC_GATE_GRAY(element) ?
6648 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6650 TEST_DrawLevelField(x, y);
6652 else if (IS_GATE_GRAY_ACTIVE(element) &&
6653 game.magnify_time_left == 0)
6655 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6656 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6657 IS_EM_GATE_GRAY_ACTIVE(element) ?
6658 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6659 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6660 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6661 IS_DC_GATE_GRAY_ACTIVE(element) ?
6662 EL_DC_GATE_WHITE_GRAY :
6664 TEST_DrawLevelField(x, y);
6669 static void ToggleLightSwitch(int x, int y)
6671 int element = Tile[x][y];
6673 game.light_time_left =
6674 (element == EL_LIGHT_SWITCH ?
6675 level.time_light * FRAMES_PER_SECOND : 0);
6677 RedrawAllLightSwitchesAndInvisibleElements();
6680 static void ActivateTimegateSwitch(int x, int y)
6684 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6686 SCAN_PLAYFIELD(xx, yy)
6688 int element = Tile[xx][yy];
6690 if (element == EL_TIMEGATE_CLOSED ||
6691 element == EL_TIMEGATE_CLOSING)
6693 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6694 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6698 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6700 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6701 TEST_DrawLevelField(xx, yy);
6707 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6708 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6711 static void Impact(int x, int y)
6713 boolean last_line = (y == lev_fieldy - 1);
6714 boolean object_hit = FALSE;
6715 boolean impact = (last_line || object_hit);
6716 int element = Tile[x][y];
6717 int smashed = EL_STEELWALL;
6719 if (!last_line) // check if element below was hit
6721 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6724 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6725 MovDir[x][y + 1] != MV_DOWN ||
6726 MovPos[x][y + 1] <= TILEY / 2));
6728 // do not smash moving elements that left the smashed field in time
6729 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6730 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6733 #if USE_QUICKSAND_IMPACT_BUGFIX
6734 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6736 RemoveMovingField(x, y + 1);
6737 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6738 Tile[x][y + 2] = EL_ROCK;
6739 TEST_DrawLevelField(x, y + 2);
6744 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6746 RemoveMovingField(x, y + 1);
6747 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6748 Tile[x][y + 2] = EL_ROCK;
6749 TEST_DrawLevelField(x, y + 2);
6756 smashed = MovingOrBlocked2Element(x, y + 1);
6758 impact = (last_line || object_hit);
6761 if (!last_line && smashed == EL_ACID) // element falls into acid
6763 SplashAcid(x, y + 1);
6767 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6768 // only reset graphic animation if graphic really changes after impact
6770 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6772 ResetGfxAnimation(x, y);
6773 TEST_DrawLevelField(x, y);
6776 if (impact && CAN_EXPLODE_IMPACT(element))
6781 else if (impact && element == EL_PEARL &&
6782 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6784 ResetGfxAnimation(x, y);
6786 Tile[x][y] = EL_PEARL_BREAKING;
6787 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6790 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6792 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6797 if (impact && element == EL_AMOEBA_DROP)
6799 if (object_hit && IS_PLAYER(x, y + 1))
6800 KillPlayerUnlessEnemyProtected(x, y + 1);
6801 else if (object_hit && smashed == EL_PENGUIN)
6805 Tile[x][y] = EL_AMOEBA_GROWING;
6806 Store[x][y] = EL_AMOEBA_WET;
6808 ResetRandomAnimationValue(x, y);
6813 if (object_hit) // check which object was hit
6815 if ((CAN_PASS_MAGIC_WALL(element) &&
6816 (smashed == EL_MAGIC_WALL ||
6817 smashed == EL_BD_MAGIC_WALL)) ||
6818 (CAN_PASS_DC_MAGIC_WALL(element) &&
6819 smashed == EL_DC_MAGIC_WALL))
6822 int activated_magic_wall =
6823 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6824 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6825 EL_DC_MAGIC_WALL_ACTIVE);
6827 // activate magic wall / mill
6828 SCAN_PLAYFIELD(xx, yy)
6830 if (Tile[xx][yy] == smashed)
6831 Tile[xx][yy] = activated_magic_wall;
6834 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6835 game.magic_wall_active = TRUE;
6837 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6838 SND_MAGIC_WALL_ACTIVATING :
6839 smashed == EL_BD_MAGIC_WALL ?
6840 SND_BD_MAGIC_WALL_ACTIVATING :
6841 SND_DC_MAGIC_WALL_ACTIVATING));
6844 if (IS_PLAYER(x, y + 1))
6846 if (CAN_SMASH_PLAYER(element))
6848 KillPlayerUnlessEnemyProtected(x, y + 1);
6852 else if (smashed == EL_PENGUIN)
6854 if (CAN_SMASH_PLAYER(element))
6860 else if (element == EL_BD_DIAMOND)
6862 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6868 else if (((element == EL_SP_INFOTRON ||
6869 element == EL_SP_ZONK) &&
6870 (smashed == EL_SP_SNIKSNAK ||
6871 smashed == EL_SP_ELECTRON ||
6872 smashed == EL_SP_DISK_ORANGE)) ||
6873 (element == EL_SP_INFOTRON &&
6874 smashed == EL_SP_DISK_YELLOW))
6879 else if (CAN_SMASH_EVERYTHING(element))
6881 if (IS_CLASSIC_ENEMY(smashed) ||
6882 CAN_EXPLODE_SMASHED(smashed))
6887 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6889 if (smashed == EL_LAMP ||
6890 smashed == EL_LAMP_ACTIVE)
6895 else if (smashed == EL_NUT)
6897 Tile[x][y + 1] = EL_NUT_BREAKING;
6898 PlayLevelSound(x, y, SND_NUT_BREAKING);
6899 RaiseScoreElement(EL_NUT);
6902 else if (smashed == EL_PEARL)
6904 ResetGfxAnimation(x, y);
6906 Tile[x][y + 1] = EL_PEARL_BREAKING;
6907 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6910 else if (smashed == EL_DIAMOND)
6912 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6913 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6916 else if (IS_BELT_SWITCH(smashed))
6918 ToggleBeltSwitch(x, y + 1);
6920 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6921 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6922 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6923 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6925 ToggleSwitchgateSwitch();
6927 else if (smashed == EL_LIGHT_SWITCH ||
6928 smashed == EL_LIGHT_SWITCH_ACTIVE)
6930 ToggleLightSwitch(x, y + 1);
6934 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6936 CheckElementChangeBySide(x, y + 1, smashed, element,
6937 CE_SWITCHED, CH_SIDE_TOP);
6938 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6944 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6949 // play sound of magic wall / mill
6951 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6952 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6953 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6955 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6956 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6957 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6958 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6959 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6960 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6965 // play sound of object that hits the ground
6966 if (last_line || object_hit)
6967 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6970 static void TurnRoundExt(int x, int y)
6982 { 0, 0 }, { 0, 0 }, { 0, 0 },
6987 int left, right, back;
6991 { MV_DOWN, MV_UP, MV_RIGHT },
6992 { MV_UP, MV_DOWN, MV_LEFT },
6994 { MV_LEFT, MV_RIGHT, MV_DOWN },
6998 { MV_RIGHT, MV_LEFT, MV_UP }
7001 int element = Tile[x][y];
7002 int move_pattern = element_info[element].move_pattern;
7004 int old_move_dir = MovDir[x][y];
7005 int left_dir = turn[old_move_dir].left;
7006 int right_dir = turn[old_move_dir].right;
7007 int back_dir = turn[old_move_dir].back;
7009 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7010 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7011 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7012 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7014 int left_x = x + left_dx, left_y = y + left_dy;
7015 int right_x = x + right_dx, right_y = y + right_dy;
7016 int move_x = x + move_dx, move_y = y + move_dy;
7020 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7022 TestIfBadThingTouchesOtherBadThing(x, y);
7024 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7025 MovDir[x][y] = right_dir;
7026 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7027 MovDir[x][y] = left_dir;
7029 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7031 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7034 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7036 TestIfBadThingTouchesOtherBadThing(x, y);
7038 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7039 MovDir[x][y] = left_dir;
7040 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7041 MovDir[x][y] = right_dir;
7043 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7045 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7048 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7050 TestIfBadThingTouchesOtherBadThing(x, y);
7052 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7053 MovDir[x][y] = left_dir;
7054 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7055 MovDir[x][y] = right_dir;
7057 if (MovDir[x][y] != old_move_dir)
7060 else if (element == EL_YAMYAM)
7062 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7063 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7065 if (can_turn_left && can_turn_right)
7066 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7067 else if (can_turn_left)
7068 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7069 else if (can_turn_right)
7070 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7072 MovDir[x][y] = back_dir;
7074 MovDelay[x][y] = 16 + 16 * RND(3);
7076 else if (element == EL_DARK_YAMYAM)
7078 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7080 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7083 if (can_turn_left && can_turn_right)
7084 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7085 else if (can_turn_left)
7086 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7087 else if (can_turn_right)
7088 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7090 MovDir[x][y] = back_dir;
7092 MovDelay[x][y] = 16 + 16 * RND(3);
7094 else if (element == EL_PACMAN)
7096 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7097 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7099 if (can_turn_left && can_turn_right)
7100 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7101 else if (can_turn_left)
7102 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7103 else if (can_turn_right)
7104 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7106 MovDir[x][y] = back_dir;
7108 MovDelay[x][y] = 6 + RND(40);
7110 else if (element == EL_PIG)
7112 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7113 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7114 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7115 boolean should_turn_left, should_turn_right, should_move_on;
7117 int rnd = RND(rnd_value);
7119 should_turn_left = (can_turn_left &&
7121 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7122 y + back_dy + left_dy)));
7123 should_turn_right = (can_turn_right &&
7125 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7126 y + back_dy + right_dy)));
7127 should_move_on = (can_move_on &&
7130 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7131 y + move_dy + left_dy) ||
7132 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7133 y + move_dy + right_dy)));
7135 if (should_turn_left || should_turn_right || should_move_on)
7137 if (should_turn_left && should_turn_right && should_move_on)
7138 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7139 rnd < 2 * rnd_value / 3 ? right_dir :
7141 else if (should_turn_left && should_turn_right)
7142 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7143 else if (should_turn_left && should_move_on)
7144 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7145 else if (should_turn_right && should_move_on)
7146 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7147 else if (should_turn_left)
7148 MovDir[x][y] = left_dir;
7149 else if (should_turn_right)
7150 MovDir[x][y] = right_dir;
7151 else if (should_move_on)
7152 MovDir[x][y] = old_move_dir;
7154 else if (can_move_on && rnd > rnd_value / 8)
7155 MovDir[x][y] = old_move_dir;
7156 else if (can_turn_left && can_turn_right)
7157 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7158 else if (can_turn_left && rnd > rnd_value / 8)
7159 MovDir[x][y] = left_dir;
7160 else if (can_turn_right && rnd > rnd_value/8)
7161 MovDir[x][y] = right_dir;
7163 MovDir[x][y] = back_dir;
7165 xx = x + move_xy[MovDir[x][y]].dx;
7166 yy = y + move_xy[MovDir[x][y]].dy;
7168 if (!IN_LEV_FIELD(xx, yy) ||
7169 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7170 MovDir[x][y] = old_move_dir;
7174 else if (element == EL_DRAGON)
7176 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7177 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7178 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7180 int rnd = RND(rnd_value);
7182 if (can_move_on && rnd > rnd_value / 8)
7183 MovDir[x][y] = old_move_dir;
7184 else if (can_turn_left && can_turn_right)
7185 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7186 else if (can_turn_left && rnd > rnd_value / 8)
7187 MovDir[x][y] = left_dir;
7188 else if (can_turn_right && rnd > rnd_value / 8)
7189 MovDir[x][y] = right_dir;
7191 MovDir[x][y] = back_dir;
7193 xx = x + move_xy[MovDir[x][y]].dx;
7194 yy = y + move_xy[MovDir[x][y]].dy;
7196 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7197 MovDir[x][y] = old_move_dir;
7201 else if (element == EL_MOLE)
7203 boolean can_move_on =
7204 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7205 IS_AMOEBOID(Tile[move_x][move_y]) ||
7206 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7209 boolean can_turn_left =
7210 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7211 IS_AMOEBOID(Tile[left_x][left_y])));
7213 boolean can_turn_right =
7214 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7215 IS_AMOEBOID(Tile[right_x][right_y])));
7217 if (can_turn_left && can_turn_right)
7218 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7219 else if (can_turn_left)
7220 MovDir[x][y] = left_dir;
7222 MovDir[x][y] = right_dir;
7225 if (MovDir[x][y] != old_move_dir)
7228 else if (element == EL_BALLOON)
7230 MovDir[x][y] = game.wind_direction;
7233 else if (element == EL_SPRING)
7235 if (MovDir[x][y] & MV_HORIZONTAL)
7237 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7238 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7240 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7241 ResetGfxAnimation(move_x, move_y);
7242 TEST_DrawLevelField(move_x, move_y);
7244 MovDir[x][y] = back_dir;
7246 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7247 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7248 MovDir[x][y] = MV_NONE;
7253 else if (element == EL_ROBOT ||
7254 element == EL_SATELLITE ||
7255 element == EL_PENGUIN ||
7256 element == EL_EMC_ANDROID)
7258 int attr_x = -1, attr_y = -1;
7260 if (game.all_players_gone)
7262 attr_x = game.exit_x;
7263 attr_y = game.exit_y;
7269 for (i = 0; i < MAX_PLAYERS; i++)
7271 struct PlayerInfo *player = &stored_player[i];
7272 int jx = player->jx, jy = player->jy;
7274 if (!player->active)
7278 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7286 if (element == EL_ROBOT &&
7287 game.robot_wheel_x >= 0 &&
7288 game.robot_wheel_y >= 0 &&
7289 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7290 game.engine_version < VERSION_IDENT(3,1,0,0)))
7292 attr_x = game.robot_wheel_x;
7293 attr_y = game.robot_wheel_y;
7296 if (element == EL_PENGUIN)
7299 struct XY *xy = xy_topdown;
7301 for (i = 0; i < NUM_DIRECTIONS; i++)
7303 int ex = x + xy[i].x;
7304 int ey = y + xy[i].y;
7306 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7307 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7308 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7309 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7318 MovDir[x][y] = MV_NONE;
7320 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7321 else if (attr_x > x)
7322 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7324 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7325 else if (attr_y > y)
7326 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7328 if (element == EL_ROBOT)
7332 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7333 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7334 Moving2Blocked(x, y, &newx, &newy);
7336 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7337 MovDelay[x][y] = 8 + 8 * !RND(3);
7339 MovDelay[x][y] = 16;
7341 else if (element == EL_PENGUIN)
7347 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7349 boolean first_horiz = RND(2);
7350 int new_move_dir = MovDir[x][y];
7353 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7354 Moving2Blocked(x, y, &newx, &newy);
7356 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7360 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7361 Moving2Blocked(x, y, &newx, &newy);
7363 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7366 MovDir[x][y] = old_move_dir;
7370 else if (element == EL_SATELLITE)
7376 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7378 boolean first_horiz = RND(2);
7379 int new_move_dir = MovDir[x][y];
7382 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7383 Moving2Blocked(x, y, &newx, &newy);
7385 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7389 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7390 Moving2Blocked(x, y, &newx, &newy);
7392 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7395 MovDir[x][y] = old_move_dir;
7399 else if (element == EL_EMC_ANDROID)
7401 static int check_pos[16] =
7403 -1, // 0 => (invalid)
7406 -1, // 3 => (invalid)
7408 0, // 5 => MV_LEFT | MV_UP
7409 2, // 6 => MV_RIGHT | MV_UP
7410 -1, // 7 => (invalid)
7412 6, // 9 => MV_LEFT | MV_DOWN
7413 4, // 10 => MV_RIGHT | MV_DOWN
7414 -1, // 11 => (invalid)
7415 -1, // 12 => (invalid)
7416 -1, // 13 => (invalid)
7417 -1, // 14 => (invalid)
7418 -1, // 15 => (invalid)
7426 { -1, -1, MV_LEFT | MV_UP },
7428 { +1, -1, MV_RIGHT | MV_UP },
7429 { +1, 0, MV_RIGHT },
7430 { +1, +1, MV_RIGHT | MV_DOWN },
7432 { -1, +1, MV_LEFT | MV_DOWN },
7435 int start_pos, check_order;
7436 boolean can_clone = FALSE;
7439 // check if there is any free field around current position
7440 for (i = 0; i < 8; i++)
7442 int newx = x + check_xy[i].dx;
7443 int newy = y + check_xy[i].dy;
7445 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7453 if (can_clone) // randomly find an element to clone
7457 start_pos = check_pos[RND(8)];
7458 check_order = (RND(2) ? -1 : +1);
7460 for (i = 0; i < 8; i++)
7462 int pos_raw = start_pos + i * check_order;
7463 int pos = (pos_raw + 8) % 8;
7464 int newx = x + check_xy[pos].dx;
7465 int newy = y + check_xy[pos].dy;
7467 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7469 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7470 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7472 Store[x][y] = Tile[newx][newy];
7481 if (can_clone) // randomly find a direction to move
7485 start_pos = check_pos[RND(8)];
7486 check_order = (RND(2) ? -1 : +1);
7488 for (i = 0; i < 8; i++)
7490 int pos_raw = start_pos + i * check_order;
7491 int pos = (pos_raw + 8) % 8;
7492 int newx = x + check_xy[pos].dx;
7493 int newy = y + check_xy[pos].dy;
7494 int new_move_dir = check_xy[pos].dir;
7496 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7498 MovDir[x][y] = new_move_dir;
7499 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7508 if (can_clone) // cloning and moving successful
7511 // cannot clone -- try to move towards player
7513 start_pos = check_pos[MovDir[x][y] & 0x0f];
7514 check_order = (RND(2) ? -1 : +1);
7516 for (i = 0; i < 3; i++)
7518 // first check start_pos, then previous/next or (next/previous) pos
7519 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7520 int pos = (pos_raw + 8) % 8;
7521 int newx = x + check_xy[pos].dx;
7522 int newy = y + check_xy[pos].dy;
7523 int new_move_dir = check_xy[pos].dir;
7525 if (IS_PLAYER(newx, newy))
7528 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7530 MovDir[x][y] = new_move_dir;
7531 MovDelay[x][y] = level.android_move_time * 8 + 1;
7538 else if (move_pattern == MV_TURNING_LEFT ||
7539 move_pattern == MV_TURNING_RIGHT ||
7540 move_pattern == MV_TURNING_LEFT_RIGHT ||
7541 move_pattern == MV_TURNING_RIGHT_LEFT ||
7542 move_pattern == MV_TURNING_RANDOM ||
7543 move_pattern == MV_ALL_DIRECTIONS)
7545 boolean can_turn_left =
7546 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7547 boolean can_turn_right =
7548 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7550 if (element_info[element].move_stepsize == 0) // "not moving"
7553 if (move_pattern == MV_TURNING_LEFT)
7554 MovDir[x][y] = left_dir;
7555 else if (move_pattern == MV_TURNING_RIGHT)
7556 MovDir[x][y] = right_dir;
7557 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7558 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7559 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7560 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7561 else if (move_pattern == MV_TURNING_RANDOM)
7562 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7563 can_turn_right && !can_turn_left ? right_dir :
7564 RND(2) ? left_dir : right_dir);
7565 else if (can_turn_left && can_turn_right)
7566 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7567 else if (can_turn_left)
7568 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7569 else if (can_turn_right)
7570 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7572 MovDir[x][y] = back_dir;
7574 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7576 else if (move_pattern == MV_HORIZONTAL ||
7577 move_pattern == MV_VERTICAL)
7579 if (move_pattern & old_move_dir)
7580 MovDir[x][y] = back_dir;
7581 else if (move_pattern == MV_HORIZONTAL)
7582 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7583 else if (move_pattern == MV_VERTICAL)
7584 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7586 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7588 else if (move_pattern & MV_ANY_DIRECTION)
7590 MovDir[x][y] = move_pattern;
7591 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7593 else if (move_pattern & MV_WIND_DIRECTION)
7595 MovDir[x][y] = game.wind_direction;
7596 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7598 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7600 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7601 MovDir[x][y] = left_dir;
7602 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7603 MovDir[x][y] = right_dir;
7605 if (MovDir[x][y] != old_move_dir)
7606 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7608 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7610 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7611 MovDir[x][y] = right_dir;
7612 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7613 MovDir[x][y] = left_dir;
7615 if (MovDir[x][y] != old_move_dir)
7616 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7618 else if (move_pattern == MV_TOWARDS_PLAYER ||
7619 move_pattern == MV_AWAY_FROM_PLAYER)
7621 int attr_x = -1, attr_y = -1;
7623 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7625 if (game.all_players_gone)
7627 attr_x = game.exit_x;
7628 attr_y = game.exit_y;
7634 for (i = 0; i < MAX_PLAYERS; i++)
7636 struct PlayerInfo *player = &stored_player[i];
7637 int jx = player->jx, jy = player->jy;
7639 if (!player->active)
7643 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7651 MovDir[x][y] = MV_NONE;
7653 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7654 else if (attr_x > x)
7655 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7657 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7658 else if (attr_y > y)
7659 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7661 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7663 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7665 boolean first_horiz = RND(2);
7666 int new_move_dir = MovDir[x][y];
7668 if (element_info[element].move_stepsize == 0) // "not moving"
7670 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7671 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7677 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7678 Moving2Blocked(x, y, &newx, &newy);
7680 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7684 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7685 Moving2Blocked(x, y, &newx, &newy);
7687 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7690 MovDir[x][y] = old_move_dir;
7693 else if (move_pattern == MV_WHEN_PUSHED ||
7694 move_pattern == MV_WHEN_DROPPED)
7696 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7697 MovDir[x][y] = MV_NONE;
7701 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7703 struct XY *test_xy = xy_topdown;
7704 static int test_dir[4] =
7711 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7712 int move_preference = -1000000; // start with very low preference
7713 int new_move_dir = MV_NONE;
7714 int start_test = RND(4);
7717 for (i = 0; i < NUM_DIRECTIONS; i++)
7719 int j = (start_test + i) % 4;
7720 int move_dir = test_dir[j];
7721 int move_dir_preference;
7723 xx = x + test_xy[j].x;
7724 yy = y + test_xy[j].y;
7726 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7727 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7729 new_move_dir = move_dir;
7734 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7737 move_dir_preference = -1 * RunnerVisit[xx][yy];
7738 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7739 move_dir_preference = PlayerVisit[xx][yy];
7741 if (move_dir_preference > move_preference)
7743 // prefer field that has not been visited for the longest time
7744 move_preference = move_dir_preference;
7745 new_move_dir = move_dir;
7747 else if (move_dir_preference == move_preference &&
7748 move_dir == old_move_dir)
7750 // prefer last direction when all directions are preferred equally
7751 move_preference = move_dir_preference;
7752 new_move_dir = move_dir;
7756 MovDir[x][y] = new_move_dir;
7757 if (old_move_dir != new_move_dir)
7758 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7762 static void TurnRound(int x, int y)
7764 int direction = MovDir[x][y];
7768 GfxDir[x][y] = MovDir[x][y];
7770 if (direction != MovDir[x][y])
7774 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7776 ResetGfxFrame(x, y);
7779 static boolean JustBeingPushed(int x, int y)
7783 for (i = 0; i < MAX_PLAYERS; i++)
7785 struct PlayerInfo *player = &stored_player[i];
7787 if (player->active && player->is_pushing && player->MovPos)
7789 int next_jx = player->jx + (player->jx - player->last_jx);
7790 int next_jy = player->jy + (player->jy - player->last_jy);
7792 if (x == next_jx && y == next_jy)
7800 static void StartMoving(int x, int y)
7802 boolean started_moving = FALSE; // some elements can fall _and_ move
7803 int element = Tile[x][y];
7808 if (MovDelay[x][y] == 0)
7809 GfxAction[x][y] = ACTION_DEFAULT;
7811 if (CAN_FALL(element) && y < lev_fieldy - 1)
7813 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7814 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7815 if (JustBeingPushed(x, y))
7818 if (element == EL_QUICKSAND_FULL)
7820 if (IS_FREE(x, y + 1))
7822 InitMovingField(x, y, MV_DOWN);
7823 started_moving = TRUE;
7825 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7826 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7827 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7828 Store[x][y] = EL_ROCK;
7830 Store[x][y] = EL_ROCK;
7833 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7835 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7837 if (!MovDelay[x][y])
7839 MovDelay[x][y] = TILEY + 1;
7841 ResetGfxAnimation(x, y);
7842 ResetGfxAnimation(x, y + 1);
7847 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7848 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7855 Tile[x][y] = EL_QUICKSAND_EMPTY;
7856 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7857 Store[x][y + 1] = Store[x][y];
7860 PlayLevelSoundAction(x, y, ACTION_FILLING);
7862 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7864 if (!MovDelay[x][y])
7866 MovDelay[x][y] = TILEY + 1;
7868 ResetGfxAnimation(x, y);
7869 ResetGfxAnimation(x, y + 1);
7874 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7875 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7882 Tile[x][y] = EL_QUICKSAND_EMPTY;
7883 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7884 Store[x][y + 1] = Store[x][y];
7887 PlayLevelSoundAction(x, y, ACTION_FILLING);
7890 else if (element == EL_QUICKSAND_FAST_FULL)
7892 if (IS_FREE(x, y + 1))
7894 InitMovingField(x, y, MV_DOWN);
7895 started_moving = TRUE;
7897 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7898 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7899 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7900 Store[x][y] = EL_ROCK;
7902 Store[x][y] = EL_ROCK;
7905 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7907 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7909 if (!MovDelay[x][y])
7911 MovDelay[x][y] = TILEY + 1;
7913 ResetGfxAnimation(x, y);
7914 ResetGfxAnimation(x, y + 1);
7919 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7920 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7927 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7928 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7929 Store[x][y + 1] = Store[x][y];
7932 PlayLevelSoundAction(x, y, ACTION_FILLING);
7934 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7936 if (!MovDelay[x][y])
7938 MovDelay[x][y] = TILEY + 1;
7940 ResetGfxAnimation(x, y);
7941 ResetGfxAnimation(x, y + 1);
7946 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7947 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7954 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7955 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7956 Store[x][y + 1] = Store[x][y];
7959 PlayLevelSoundAction(x, y, ACTION_FILLING);
7962 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7963 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7965 InitMovingField(x, y, MV_DOWN);
7966 started_moving = TRUE;
7968 Tile[x][y] = EL_QUICKSAND_FILLING;
7969 Store[x][y] = element;
7971 PlayLevelSoundAction(x, y, ACTION_FILLING);
7973 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7974 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7976 InitMovingField(x, y, MV_DOWN);
7977 started_moving = TRUE;
7979 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7980 Store[x][y] = element;
7982 PlayLevelSoundAction(x, y, ACTION_FILLING);
7984 else if (element == EL_MAGIC_WALL_FULL)
7986 if (IS_FREE(x, y + 1))
7988 InitMovingField(x, y, MV_DOWN);
7989 started_moving = TRUE;
7991 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7992 Store[x][y] = EL_CHANGED(Store[x][y]);
7994 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7996 if (!MovDelay[x][y])
7997 MovDelay[x][y] = TILEY / 4 + 1;
8006 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8007 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8008 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8012 else if (element == EL_BD_MAGIC_WALL_FULL)
8014 if (IS_FREE(x, y + 1))
8016 InitMovingField(x, y, MV_DOWN);
8017 started_moving = TRUE;
8019 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8020 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8022 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8024 if (!MovDelay[x][y])
8025 MovDelay[x][y] = TILEY / 4 + 1;
8034 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8035 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8036 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8040 else if (element == EL_DC_MAGIC_WALL_FULL)
8042 if (IS_FREE(x, y + 1))
8044 InitMovingField(x, y, MV_DOWN);
8045 started_moving = TRUE;
8047 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8048 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8050 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8052 if (!MovDelay[x][y])
8053 MovDelay[x][y] = TILEY / 4 + 1;
8062 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8063 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8064 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8068 else if ((CAN_PASS_MAGIC_WALL(element) &&
8069 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8070 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8071 (CAN_PASS_DC_MAGIC_WALL(element) &&
8072 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8075 InitMovingField(x, y, MV_DOWN);
8076 started_moving = TRUE;
8079 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8080 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8081 EL_DC_MAGIC_WALL_FILLING);
8082 Store[x][y] = element;
8084 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8086 SplashAcid(x, y + 1);
8088 InitMovingField(x, y, MV_DOWN);
8089 started_moving = TRUE;
8091 Store[x][y] = EL_ACID;
8094 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8095 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8096 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8097 CAN_FALL(element) && WasJustFalling[x][y] &&
8098 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8100 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8101 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8102 (Tile[x][y + 1] == EL_BLOCKED)))
8104 /* this is needed for a special case not covered by calling "Impact()"
8105 from "ContinueMoving()": if an element moves to a tile directly below
8106 another element which was just falling on that tile (which was empty
8107 in the previous frame), the falling element above would just stop
8108 instead of smashing the element below (in previous version, the above
8109 element was just checked for "moving" instead of "falling", resulting
8110 in incorrect smashes caused by horizontal movement of the above
8111 element; also, the case of the player being the element to smash was
8112 simply not covered here... :-/ ) */
8114 CheckCollision[x][y] = 0;
8115 CheckImpact[x][y] = 0;
8119 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8121 if (MovDir[x][y] == MV_NONE)
8123 InitMovingField(x, y, MV_DOWN);
8124 started_moving = TRUE;
8127 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8129 if (WasJustFalling[x][y]) // prevent animation from being restarted
8130 MovDir[x][y] = MV_DOWN;
8132 InitMovingField(x, y, MV_DOWN);
8133 started_moving = TRUE;
8135 else if (element == EL_AMOEBA_DROP)
8137 Tile[x][y] = EL_AMOEBA_GROWING;
8138 Store[x][y] = EL_AMOEBA_WET;
8140 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8141 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8142 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8143 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8145 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8146 (IS_FREE(x - 1, y + 1) ||
8147 Tile[x - 1][y + 1] == EL_ACID));
8148 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8149 (IS_FREE(x + 1, y + 1) ||
8150 Tile[x + 1][y + 1] == EL_ACID));
8151 boolean can_fall_any = (can_fall_left || can_fall_right);
8152 boolean can_fall_both = (can_fall_left && can_fall_right);
8153 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8155 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8157 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8158 can_fall_right = FALSE;
8159 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8160 can_fall_left = FALSE;
8161 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8162 can_fall_right = FALSE;
8163 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8164 can_fall_left = FALSE;
8166 can_fall_any = (can_fall_left || can_fall_right);
8167 can_fall_both = FALSE;
8172 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8173 can_fall_right = FALSE; // slip down on left side
8175 can_fall_left = !(can_fall_right = RND(2));
8177 can_fall_both = FALSE;
8182 // if not determined otherwise, prefer left side for slipping down
8183 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8184 started_moving = TRUE;
8187 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8189 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8190 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8191 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8192 int belt_dir = game.belt_dir[belt_nr];
8194 if ((belt_dir == MV_LEFT && left_is_free) ||
8195 (belt_dir == MV_RIGHT && right_is_free))
8197 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8199 InitMovingField(x, y, belt_dir);
8200 started_moving = TRUE;
8202 Pushed[x][y] = TRUE;
8203 Pushed[nextx][y] = TRUE;
8205 GfxAction[x][y] = ACTION_DEFAULT;
8209 MovDir[x][y] = 0; // if element was moving, stop it
8214 // not "else if" because of elements that can fall and move (EL_SPRING)
8215 if (CAN_MOVE(element) && !started_moving)
8217 int move_pattern = element_info[element].move_pattern;
8220 Moving2Blocked(x, y, &newx, &newy);
8222 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8225 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8226 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8228 WasJustMoving[x][y] = 0;
8229 CheckCollision[x][y] = 0;
8231 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8233 if (Tile[x][y] != element) // element has changed
8237 if (!MovDelay[x][y]) // start new movement phase
8239 // all objects that can change their move direction after each step
8240 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8242 if (element != EL_YAMYAM &&
8243 element != EL_DARK_YAMYAM &&
8244 element != EL_PACMAN &&
8245 !(move_pattern & MV_ANY_DIRECTION) &&
8246 move_pattern != MV_TURNING_LEFT &&
8247 move_pattern != MV_TURNING_RIGHT &&
8248 move_pattern != MV_TURNING_LEFT_RIGHT &&
8249 move_pattern != MV_TURNING_RIGHT_LEFT &&
8250 move_pattern != MV_TURNING_RANDOM)
8254 if (MovDelay[x][y] && (element == EL_BUG ||
8255 element == EL_SPACESHIP ||
8256 element == EL_SP_SNIKSNAK ||
8257 element == EL_SP_ELECTRON ||
8258 element == EL_MOLE))
8259 TEST_DrawLevelField(x, y);
8263 if (MovDelay[x][y]) // wait some time before next movement
8267 if (element == EL_ROBOT ||
8268 element == EL_YAMYAM ||
8269 element == EL_DARK_YAMYAM)
8271 DrawLevelElementAnimationIfNeeded(x, y, element);
8272 PlayLevelSoundAction(x, y, ACTION_WAITING);
8274 else if (element == EL_SP_ELECTRON)
8275 DrawLevelElementAnimationIfNeeded(x, y, element);
8276 else if (element == EL_DRAGON)
8279 int dir = MovDir[x][y];
8280 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8281 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8282 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8283 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8284 dir == MV_UP ? IMG_FLAMES_1_UP :
8285 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8286 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8288 GfxAction[x][y] = ACTION_ATTACKING;
8290 if (IS_PLAYER(x, y))
8291 DrawPlayerField(x, y);
8293 TEST_DrawLevelField(x, y);
8295 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8297 for (i = 1; i <= 3; i++)
8299 int xx = x + i * dx;
8300 int yy = y + i * dy;
8301 int sx = SCREENX(xx);
8302 int sy = SCREENY(yy);
8303 int flame_graphic = graphic + (i - 1);
8305 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8310 int flamed = MovingOrBlocked2Element(xx, yy);
8312 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8315 RemoveMovingField(xx, yy);
8317 ChangeDelay[xx][yy] = 0;
8319 Tile[xx][yy] = EL_FLAMES;
8321 if (IN_SCR_FIELD(sx, sy))
8323 TEST_DrawLevelFieldCrumbled(xx, yy);
8324 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8329 if (Tile[xx][yy] == EL_FLAMES)
8330 Tile[xx][yy] = EL_EMPTY;
8331 TEST_DrawLevelField(xx, yy);
8336 if (MovDelay[x][y]) // element still has to wait some time
8338 PlayLevelSoundAction(x, y, ACTION_WAITING);
8344 // now make next step
8346 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8348 if (DONT_COLLIDE_WITH(element) &&
8349 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8350 !PLAYER_ENEMY_PROTECTED(newx, newy))
8352 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8357 else if (CAN_MOVE_INTO_ACID(element) &&
8358 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8359 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8360 (MovDir[x][y] == MV_DOWN ||
8361 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8363 SplashAcid(newx, newy);
8364 Store[x][y] = EL_ACID;
8366 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8368 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8369 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8370 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8371 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8374 TEST_DrawLevelField(x, y);
8376 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8377 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8378 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8380 game.friends_still_needed--;
8381 if (!game.friends_still_needed &&
8383 game.all_players_gone)
8388 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8390 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8391 TEST_DrawLevelField(newx, newy);
8393 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8395 else if (!IS_FREE(newx, newy))
8397 GfxAction[x][y] = ACTION_WAITING;
8399 if (IS_PLAYER(x, y))
8400 DrawPlayerField(x, y);
8402 TEST_DrawLevelField(x, y);
8407 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8409 if (IS_FOOD_PIG(Tile[newx][newy]))
8411 if (IS_MOVING(newx, newy))
8412 RemoveMovingField(newx, newy);
8415 Tile[newx][newy] = EL_EMPTY;
8416 TEST_DrawLevelField(newx, newy);
8419 PlayLevelSound(x, y, SND_PIG_DIGGING);
8421 else if (!IS_FREE(newx, newy))
8423 if (IS_PLAYER(x, y))
8424 DrawPlayerField(x, y);
8426 TEST_DrawLevelField(x, y);
8431 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8433 if (Store[x][y] != EL_EMPTY)
8435 boolean can_clone = FALSE;
8438 // check if element to clone is still there
8439 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8441 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8449 // cannot clone or target field not free anymore -- do not clone
8450 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8451 Store[x][y] = EL_EMPTY;
8454 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8456 if (IS_MV_DIAGONAL(MovDir[x][y]))
8458 int diagonal_move_dir = MovDir[x][y];
8459 int stored = Store[x][y];
8460 int change_delay = 8;
8463 // android is moving diagonally
8465 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8467 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8468 GfxElement[x][y] = EL_EMC_ANDROID;
8469 GfxAction[x][y] = ACTION_SHRINKING;
8470 GfxDir[x][y] = diagonal_move_dir;
8471 ChangeDelay[x][y] = change_delay;
8473 if (Store[x][y] == EL_EMPTY)
8474 Store[x][y] = GfxElementEmpty[x][y];
8476 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8479 DrawLevelGraphicAnimation(x, y, graphic);
8480 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8482 if (Tile[newx][newy] == EL_ACID)
8484 SplashAcid(newx, newy);
8489 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8491 Store[newx][newy] = EL_EMC_ANDROID;
8492 GfxElement[newx][newy] = EL_EMC_ANDROID;
8493 GfxAction[newx][newy] = ACTION_GROWING;
8494 GfxDir[newx][newy] = diagonal_move_dir;
8495 ChangeDelay[newx][newy] = change_delay;
8497 graphic = el_act_dir2img(GfxElement[newx][newy],
8498 GfxAction[newx][newy], GfxDir[newx][newy]);
8500 DrawLevelGraphicAnimation(newx, newy, graphic);
8501 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8507 Tile[newx][newy] = EL_EMPTY;
8508 TEST_DrawLevelField(newx, newy);
8510 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8513 else if (!IS_FREE(newx, newy))
8518 else if (IS_CUSTOM_ELEMENT(element) &&
8519 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8521 if (!DigFieldByCE(newx, newy, element))
8524 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8526 RunnerVisit[x][y] = FrameCounter;
8527 PlayerVisit[x][y] /= 8; // expire player visit path
8530 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8532 if (!IS_FREE(newx, newy))
8534 if (IS_PLAYER(x, y))
8535 DrawPlayerField(x, y);
8537 TEST_DrawLevelField(x, y);
8543 boolean wanna_flame = !RND(10);
8544 int dx = newx - x, dy = newy - y;
8545 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8546 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8547 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8548 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8549 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8550 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8553 IS_CLASSIC_ENEMY(element1) ||
8554 IS_CLASSIC_ENEMY(element2)) &&
8555 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8556 element1 != EL_FLAMES && element2 != EL_FLAMES)
8558 ResetGfxAnimation(x, y);
8559 GfxAction[x][y] = ACTION_ATTACKING;
8561 if (IS_PLAYER(x, y))
8562 DrawPlayerField(x, y);
8564 TEST_DrawLevelField(x, y);
8566 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8568 MovDelay[x][y] = 50;
8570 Tile[newx][newy] = EL_FLAMES;
8571 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8572 Tile[newx1][newy1] = EL_FLAMES;
8573 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8574 Tile[newx2][newy2] = EL_FLAMES;
8580 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8581 Tile[newx][newy] == EL_DIAMOND)
8583 if (IS_MOVING(newx, newy))
8584 RemoveMovingField(newx, newy);
8587 Tile[newx][newy] = EL_EMPTY;
8588 TEST_DrawLevelField(newx, newy);
8591 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8593 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8594 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8596 if (AmoebaNr[newx][newy])
8598 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8600 Tile[newx][newy] == EL_BD_AMOEBA)
8601 AmoebaCnt[AmoebaNr[newx][newy]]--;
8604 if (IS_MOVING(newx, newy))
8606 RemoveMovingField(newx, newy);
8610 Tile[newx][newy] = EL_EMPTY;
8611 TEST_DrawLevelField(newx, newy);
8614 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8616 else if ((element == EL_PACMAN || element == EL_MOLE)
8617 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8619 if (AmoebaNr[newx][newy])
8621 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8622 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8623 Tile[newx][newy] == EL_BD_AMOEBA)
8624 AmoebaCnt[AmoebaNr[newx][newy]]--;
8627 if (element == EL_MOLE)
8629 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8630 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8632 ResetGfxAnimation(x, y);
8633 GfxAction[x][y] = ACTION_DIGGING;
8634 TEST_DrawLevelField(x, y);
8636 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8638 return; // wait for shrinking amoeba
8640 else // element == EL_PACMAN
8642 Tile[newx][newy] = EL_EMPTY;
8643 TEST_DrawLevelField(newx, newy);
8644 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8647 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8648 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8649 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8651 // wait for shrinking amoeba to completely disappear
8654 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8656 // object was running against a wall
8660 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8661 DrawLevelElementAnimation(x, y, element);
8663 if (DONT_TOUCH(element))
8664 TestIfBadThingTouchesPlayer(x, y);
8669 InitMovingField(x, y, MovDir[x][y]);
8671 PlayLevelSoundAction(x, y, ACTION_MOVING);
8675 ContinueMoving(x, y);
8678 void ContinueMoving(int x, int y)
8680 int element = Tile[x][y];
8681 struct ElementInfo *ei = &element_info[element];
8682 int direction = MovDir[x][y];
8683 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8684 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8685 int newx = x + dx, newy = y + dy;
8686 int stored = Store[x][y];
8687 int stored_new = Store[newx][newy];
8688 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8689 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8690 boolean last_line = (newy == lev_fieldy - 1);
8691 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8693 if (pushed_by_player) // special case: moving object pushed by player
8695 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8697 else if (use_step_delay) // special case: moving object has step delay
8699 if (!MovDelay[x][y])
8700 MovPos[x][y] += getElementMoveStepsize(x, y);
8705 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8709 TEST_DrawLevelField(x, y);
8711 return; // element is still waiting
8714 else // normal case: generically moving object
8716 MovPos[x][y] += getElementMoveStepsize(x, y);
8719 if (ABS(MovPos[x][y]) < TILEX)
8721 TEST_DrawLevelField(x, y);
8723 return; // element is still moving
8726 // element reached destination field
8728 Tile[x][y] = EL_EMPTY;
8729 Tile[newx][newy] = element;
8730 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8732 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8734 element = Tile[newx][newy] = EL_ACID;
8736 else if (element == EL_MOLE)
8738 Tile[x][y] = EL_SAND;
8740 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8742 else if (element == EL_QUICKSAND_FILLING)
8744 element = Tile[newx][newy] = get_next_element(element);
8745 Store[newx][newy] = Store[x][y];
8747 else if (element == EL_QUICKSAND_EMPTYING)
8749 Tile[x][y] = get_next_element(element);
8750 element = Tile[newx][newy] = Store[x][y];
8752 else if (element == EL_QUICKSAND_FAST_FILLING)
8754 element = Tile[newx][newy] = get_next_element(element);
8755 Store[newx][newy] = Store[x][y];
8757 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8759 Tile[x][y] = get_next_element(element);
8760 element = Tile[newx][newy] = Store[x][y];
8762 else if (element == EL_MAGIC_WALL_FILLING)
8764 element = Tile[newx][newy] = get_next_element(element);
8765 if (!game.magic_wall_active)
8766 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8767 Store[newx][newy] = Store[x][y];
8769 else if (element == EL_MAGIC_WALL_EMPTYING)
8771 Tile[x][y] = get_next_element(element);
8772 if (!game.magic_wall_active)
8773 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8774 element = Tile[newx][newy] = Store[x][y];
8776 InitField(newx, newy, FALSE);
8778 else if (element == EL_BD_MAGIC_WALL_FILLING)
8780 element = Tile[newx][newy] = get_next_element(element);
8781 if (!game.magic_wall_active)
8782 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8783 Store[newx][newy] = Store[x][y];
8785 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8787 Tile[x][y] = get_next_element(element);
8788 if (!game.magic_wall_active)
8789 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8790 element = Tile[newx][newy] = Store[x][y];
8792 InitField(newx, newy, FALSE);
8794 else if (element == EL_DC_MAGIC_WALL_FILLING)
8796 element = Tile[newx][newy] = get_next_element(element);
8797 if (!game.magic_wall_active)
8798 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8799 Store[newx][newy] = Store[x][y];
8801 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8803 Tile[x][y] = get_next_element(element);
8804 if (!game.magic_wall_active)
8805 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8806 element = Tile[newx][newy] = Store[x][y];
8808 InitField(newx, newy, FALSE);
8810 else if (element == EL_AMOEBA_DROPPING)
8812 Tile[x][y] = get_next_element(element);
8813 element = Tile[newx][newy] = Store[x][y];
8815 else if (element == EL_SOKOBAN_OBJECT)
8818 Tile[x][y] = Back[x][y];
8820 if (Back[newx][newy])
8821 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8823 Back[x][y] = Back[newx][newy] = 0;
8826 Store[x][y] = EL_EMPTY;
8831 MovDelay[newx][newy] = 0;
8833 if (CAN_CHANGE_OR_HAS_ACTION(element))
8835 // copy element change control values to new field
8836 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8837 ChangePage[newx][newy] = ChangePage[x][y];
8838 ChangeCount[newx][newy] = ChangeCount[x][y];
8839 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8842 CustomValue[newx][newy] = CustomValue[x][y];
8844 ChangeDelay[x][y] = 0;
8845 ChangePage[x][y] = -1;
8846 ChangeCount[x][y] = 0;
8847 ChangeEvent[x][y] = -1;
8849 CustomValue[x][y] = 0;
8851 // copy animation control values to new field
8852 GfxFrame[newx][newy] = GfxFrame[x][y];
8853 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8854 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8855 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8857 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8859 // some elements can leave other elements behind after moving
8860 if (ei->move_leave_element != EL_EMPTY &&
8861 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8862 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8864 int move_leave_element = ei->move_leave_element;
8866 // this makes it possible to leave the removed element again
8867 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8868 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8870 Tile[x][y] = move_leave_element;
8872 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8873 MovDir[x][y] = direction;
8875 InitField(x, y, FALSE);
8877 if (GFX_CRUMBLED(Tile[x][y]))
8878 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8880 if (IS_PLAYER_ELEMENT(move_leave_element))
8881 RelocatePlayer(x, y, move_leave_element);
8884 // do this after checking for left-behind element
8885 ResetGfxAnimation(x, y); // reset animation values for old field
8887 if (!CAN_MOVE(element) ||
8888 (CAN_FALL(element) && direction == MV_DOWN &&
8889 (element == EL_SPRING ||
8890 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8891 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8892 GfxDir[x][y] = MovDir[newx][newy] = 0;
8894 TEST_DrawLevelField(x, y);
8895 TEST_DrawLevelField(newx, newy);
8897 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8899 // prevent pushed element from moving on in pushed direction
8900 if (pushed_by_player && CAN_MOVE(element) &&
8901 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8902 !(element_info[element].move_pattern & direction))
8903 TurnRound(newx, newy);
8905 // prevent elements on conveyor belt from moving on in last direction
8906 if (pushed_by_conveyor && CAN_FALL(element) &&
8907 direction & MV_HORIZONTAL)
8908 MovDir[newx][newy] = 0;
8910 if (!pushed_by_player)
8912 int nextx = newx + dx, nexty = newy + dy;
8913 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8915 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8917 if (CAN_FALL(element) && direction == MV_DOWN)
8918 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8920 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8921 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8923 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8924 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8927 if (DONT_TOUCH(element)) // object may be nasty to player or others
8929 TestIfBadThingTouchesPlayer(newx, newy);
8930 TestIfBadThingTouchesFriend(newx, newy);
8932 if (!IS_CUSTOM_ELEMENT(element))
8933 TestIfBadThingTouchesOtherBadThing(newx, newy);
8935 else if (element == EL_PENGUIN)
8936 TestIfFriendTouchesBadThing(newx, newy);
8938 if (DONT_GET_HIT_BY(element))
8940 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8943 // give the player one last chance (one more frame) to move away
8944 if (CAN_FALL(element) && direction == MV_DOWN &&
8945 (last_line || (!IS_FREE(x, newy + 1) &&
8946 (!IS_PLAYER(x, newy + 1) ||
8947 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8950 if (pushed_by_player && !game.use_change_when_pushing_bug)
8952 int push_side = MV_DIR_OPPOSITE(direction);
8953 struct PlayerInfo *player = PLAYERINFO(x, y);
8955 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8956 player->index_bit, push_side);
8957 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8958 player->index_bit, push_side);
8961 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8962 MovDelay[newx][newy] = 1;
8964 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8966 TestIfElementTouchesCustomElement(x, y); // empty or new element
8967 TestIfElementHitsCustomElement(newx, newy, direction);
8968 TestIfPlayerTouchesCustomElement(newx, newy);
8969 TestIfElementTouchesCustomElement(newx, newy);
8971 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8972 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8973 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8974 MV_DIR_OPPOSITE(direction));
8977 int AmoebaNeighbourNr(int ax, int ay)
8980 int element = Tile[ax][ay];
8982 struct XY *xy = xy_topdown;
8984 for (i = 0; i < NUM_DIRECTIONS; i++)
8986 int x = ax + xy[i].x;
8987 int y = ay + xy[i].y;
8989 if (!IN_LEV_FIELD(x, y))
8992 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8993 group_nr = AmoebaNr[x][y];
8999 static void AmoebaMerge(int ax, int ay)
9001 int i, x, y, xx, yy;
9002 int new_group_nr = AmoebaNr[ax][ay];
9003 struct XY *xy = xy_topdown;
9005 if (new_group_nr == 0)
9008 for (i = 0; i < NUM_DIRECTIONS; i++)
9013 if (!IN_LEV_FIELD(x, y))
9016 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9017 Tile[x][y] == EL_BD_AMOEBA ||
9018 Tile[x][y] == EL_AMOEBA_DEAD) &&
9019 AmoebaNr[x][y] != new_group_nr)
9021 int old_group_nr = AmoebaNr[x][y];
9023 if (old_group_nr == 0)
9026 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9027 AmoebaCnt[old_group_nr] = 0;
9028 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9029 AmoebaCnt2[old_group_nr] = 0;
9031 SCAN_PLAYFIELD(xx, yy)
9033 if (AmoebaNr[xx][yy] == old_group_nr)
9034 AmoebaNr[xx][yy] = new_group_nr;
9040 void AmoebaToDiamond(int ax, int ay)
9044 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9046 int group_nr = AmoebaNr[ax][ay];
9051 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9052 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9058 SCAN_PLAYFIELD(x, y)
9060 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9063 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9067 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9068 SND_AMOEBA_TURNING_TO_GEM :
9069 SND_AMOEBA_TURNING_TO_ROCK));
9074 struct XY *xy = xy_topdown;
9076 for (i = 0; i < NUM_DIRECTIONS; i++)
9081 if (!IN_LEV_FIELD(x, y))
9084 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9086 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9087 SND_AMOEBA_TURNING_TO_GEM :
9088 SND_AMOEBA_TURNING_TO_ROCK));
9095 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9098 int group_nr = AmoebaNr[ax][ay];
9099 boolean done = FALSE;
9104 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9105 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9111 SCAN_PLAYFIELD(x, y)
9113 if (AmoebaNr[x][y] == group_nr &&
9114 (Tile[x][y] == EL_AMOEBA_DEAD ||
9115 Tile[x][y] == EL_BD_AMOEBA ||
9116 Tile[x][y] == EL_AMOEBA_GROWING))
9119 Tile[x][y] = new_element;
9120 InitField(x, y, FALSE);
9121 TEST_DrawLevelField(x, y);
9127 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9128 SND_BD_AMOEBA_TURNING_TO_ROCK :
9129 SND_BD_AMOEBA_TURNING_TO_GEM));
9132 static void AmoebaGrowing(int x, int y)
9134 static DelayCounter sound_delay = { 0 };
9136 if (!MovDelay[x][y]) // start new growing cycle
9140 if (DelayReached(&sound_delay))
9142 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9143 sound_delay.value = 30;
9147 if (MovDelay[x][y]) // wait some time before growing bigger
9150 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9152 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9153 6 - MovDelay[x][y]);
9155 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9158 if (!MovDelay[x][y])
9160 Tile[x][y] = Store[x][y];
9162 TEST_DrawLevelField(x, y);
9167 static void AmoebaShrinking(int x, int y)
9169 static DelayCounter sound_delay = { 0 };
9171 if (!MovDelay[x][y]) // start new shrinking cycle
9175 if (DelayReached(&sound_delay))
9176 sound_delay.value = 30;
9179 if (MovDelay[x][y]) // wait some time before shrinking
9182 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9184 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9185 6 - MovDelay[x][y]);
9187 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9190 if (!MovDelay[x][y])
9192 Tile[x][y] = EL_EMPTY;
9193 TEST_DrawLevelField(x, y);
9195 // don't let mole enter this field in this cycle;
9196 // (give priority to objects falling to this field from above)
9202 static void AmoebaReproduce(int ax, int ay)
9205 int element = Tile[ax][ay];
9206 int graphic = el2img(element);
9207 int newax = ax, neway = ay;
9208 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9209 struct XY *xy = xy_topdown;
9211 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9213 Tile[ax][ay] = EL_AMOEBA_DEAD;
9214 TEST_DrawLevelField(ax, ay);
9218 if (IS_ANIMATED(graphic))
9219 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9221 if (!MovDelay[ax][ay]) // start making new amoeba field
9222 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9224 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9227 if (MovDelay[ax][ay])
9231 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9234 int x = ax + xy[start].x;
9235 int y = ay + xy[start].y;
9237 if (!IN_LEV_FIELD(x, y))
9240 if (IS_FREE(x, y) ||
9241 CAN_GROW_INTO(Tile[x][y]) ||
9242 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9243 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9249 if (newax == ax && neway == ay)
9252 else // normal or "filled" (BD style) amoeba
9255 boolean waiting_for_player = FALSE;
9257 for (i = 0; i < NUM_DIRECTIONS; i++)
9259 int j = (start + i) % 4;
9260 int x = ax + xy[j].x;
9261 int y = ay + xy[j].y;
9263 if (!IN_LEV_FIELD(x, y))
9266 if (IS_FREE(x, y) ||
9267 CAN_GROW_INTO(Tile[x][y]) ||
9268 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9269 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9275 else if (IS_PLAYER(x, y))
9276 waiting_for_player = TRUE;
9279 if (newax == ax && neway == ay) // amoeba cannot grow
9281 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9283 Tile[ax][ay] = EL_AMOEBA_DEAD;
9284 TEST_DrawLevelField(ax, ay);
9285 AmoebaCnt[AmoebaNr[ax][ay]]--;
9287 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9289 if (element == EL_AMOEBA_FULL)
9290 AmoebaToDiamond(ax, ay);
9291 else if (element == EL_BD_AMOEBA)
9292 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9297 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9299 // amoeba gets larger by growing in some direction
9301 int new_group_nr = AmoebaNr[ax][ay];
9304 if (new_group_nr == 0)
9306 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9308 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9314 AmoebaNr[newax][neway] = new_group_nr;
9315 AmoebaCnt[new_group_nr]++;
9316 AmoebaCnt2[new_group_nr]++;
9318 // if amoeba touches other amoeba(s) after growing, unify them
9319 AmoebaMerge(newax, neway);
9321 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9323 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9329 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9330 (neway == lev_fieldy - 1 && newax != ax))
9332 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9333 Store[newax][neway] = element;
9335 else if (neway == ay || element == EL_EMC_DRIPPER)
9337 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9339 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9343 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9344 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9345 Store[ax][ay] = EL_AMOEBA_DROP;
9346 ContinueMoving(ax, ay);
9350 TEST_DrawLevelField(newax, neway);
9353 static void Life(int ax, int ay)
9357 int element = Tile[ax][ay];
9358 int graphic = el2img(element);
9359 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9361 boolean changed = FALSE;
9363 if (IS_ANIMATED(graphic))
9364 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9369 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9370 MovDelay[ax][ay] = life_time;
9372 if (MovDelay[ax][ay]) // wait some time before next cycle
9375 if (MovDelay[ax][ay])
9379 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9381 int xx = ax+x1, yy = ay+y1;
9382 int old_element = Tile[xx][yy];
9383 int num_neighbours = 0;
9385 if (!IN_LEV_FIELD(xx, yy))
9388 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9390 int x = xx+x2, y = yy+y2;
9392 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9395 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9396 boolean is_neighbour = FALSE;
9398 if (level.use_life_bugs)
9400 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9401 (IS_FREE(x, y) && Stop[x][y]));
9404 (Last[x][y] == element || is_player_cell);
9410 boolean is_free = FALSE;
9412 if (level.use_life_bugs)
9413 is_free = (IS_FREE(xx, yy));
9415 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9417 if (xx == ax && yy == ay) // field in the middle
9419 if (num_neighbours < life_parameter[0] ||
9420 num_neighbours > life_parameter[1])
9422 Tile[xx][yy] = EL_EMPTY;
9423 if (Tile[xx][yy] != old_element)
9424 TEST_DrawLevelField(xx, yy);
9425 Stop[xx][yy] = TRUE;
9429 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9430 { // free border field
9431 if (num_neighbours >= life_parameter[2] &&
9432 num_neighbours <= life_parameter[3])
9434 Tile[xx][yy] = element;
9435 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9436 if (Tile[xx][yy] != old_element)
9437 TEST_DrawLevelField(xx, yy);
9438 Stop[xx][yy] = TRUE;
9445 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9446 SND_GAME_OF_LIFE_GROWING);
9449 static void InitRobotWheel(int x, int y)
9451 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9454 static void RunRobotWheel(int x, int y)
9456 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9459 static void StopRobotWheel(int x, int y)
9461 if (game.robot_wheel_x == x &&
9462 game.robot_wheel_y == y)
9464 game.robot_wheel_x = -1;
9465 game.robot_wheel_y = -1;
9466 game.robot_wheel_active = FALSE;
9470 static void InitTimegateWheel(int x, int y)
9472 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9475 static void RunTimegateWheel(int x, int y)
9477 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9480 static void InitMagicBallDelay(int x, int y)
9482 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9485 static void ActivateMagicBall(int bx, int by)
9489 if (level.ball_random)
9491 int pos_border = RND(8); // select one of the eight border elements
9492 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9493 int xx = pos_content % 3;
9494 int yy = pos_content / 3;
9499 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9500 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9504 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9506 int xx = x - bx + 1;
9507 int yy = y - by + 1;
9509 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9510 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9514 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9517 static void CheckExit(int x, int y)
9519 if (game.gems_still_needed > 0 ||
9520 game.sokoban_fields_still_needed > 0 ||
9521 game.sokoban_objects_still_needed > 0 ||
9522 game.lights_still_needed > 0)
9524 int element = Tile[x][y];
9525 int graphic = el2img(element);
9527 if (IS_ANIMATED(graphic))
9528 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9533 // do not re-open exit door closed after last player
9534 if (game.all_players_gone)
9537 Tile[x][y] = EL_EXIT_OPENING;
9539 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9542 static void CheckExitEM(int x, int y)
9544 if (game.gems_still_needed > 0 ||
9545 game.sokoban_fields_still_needed > 0 ||
9546 game.sokoban_objects_still_needed > 0 ||
9547 game.lights_still_needed > 0)
9549 int element = Tile[x][y];
9550 int graphic = el2img(element);
9552 if (IS_ANIMATED(graphic))
9553 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9558 // do not re-open exit door closed after last player
9559 if (game.all_players_gone)
9562 Tile[x][y] = EL_EM_EXIT_OPENING;
9564 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9567 static void CheckExitSteel(int x, int y)
9569 if (game.gems_still_needed > 0 ||
9570 game.sokoban_fields_still_needed > 0 ||
9571 game.sokoban_objects_still_needed > 0 ||
9572 game.lights_still_needed > 0)
9574 int element = Tile[x][y];
9575 int graphic = el2img(element);
9577 if (IS_ANIMATED(graphic))
9578 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9583 // do not re-open exit door closed after last player
9584 if (game.all_players_gone)
9587 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9589 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9592 static void CheckExitSteelEM(int x, int y)
9594 if (game.gems_still_needed > 0 ||
9595 game.sokoban_fields_still_needed > 0 ||
9596 game.sokoban_objects_still_needed > 0 ||
9597 game.lights_still_needed > 0)
9599 int element = Tile[x][y];
9600 int graphic = el2img(element);
9602 if (IS_ANIMATED(graphic))
9603 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9608 // do not re-open exit door closed after last player
9609 if (game.all_players_gone)
9612 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9614 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9617 static void CheckExitSP(int x, int y)
9619 if (game.gems_still_needed > 0)
9621 int element = Tile[x][y];
9622 int graphic = el2img(element);
9624 if (IS_ANIMATED(graphic))
9625 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9630 // do not re-open exit door closed after last player
9631 if (game.all_players_gone)
9634 Tile[x][y] = EL_SP_EXIT_OPENING;
9636 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9639 static void CloseAllOpenTimegates(void)
9643 SCAN_PLAYFIELD(x, y)
9645 int element = Tile[x][y];
9647 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9649 Tile[x][y] = EL_TIMEGATE_CLOSING;
9651 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9656 static void DrawTwinkleOnField(int x, int y)
9658 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9661 if (Tile[x][y] == EL_BD_DIAMOND)
9664 if (MovDelay[x][y] == 0) // next animation frame
9665 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9667 if (MovDelay[x][y] != 0) // wait some time before next frame
9671 DrawLevelElementAnimation(x, y, Tile[x][y]);
9673 if (MovDelay[x][y] != 0)
9675 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9676 10 - MovDelay[x][y]);
9678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9683 static void WallGrowing(int x, int y)
9687 if (!MovDelay[x][y]) // next animation frame
9688 MovDelay[x][y] = 3 * delay;
9690 if (MovDelay[x][y]) // wait some time before next frame
9694 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9696 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9697 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9699 DrawLevelGraphic(x, y, graphic, frame);
9702 if (!MovDelay[x][y])
9704 if (MovDir[x][y] == MV_LEFT)
9706 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9707 TEST_DrawLevelField(x - 1, y);
9709 else if (MovDir[x][y] == MV_RIGHT)
9711 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9712 TEST_DrawLevelField(x + 1, y);
9714 else if (MovDir[x][y] == MV_UP)
9716 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9717 TEST_DrawLevelField(x, y - 1);
9721 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9722 TEST_DrawLevelField(x, y + 1);
9725 Tile[x][y] = Store[x][y];
9727 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9728 TEST_DrawLevelField(x, y);
9733 static void CheckWallGrowing(int ax, int ay)
9735 int element = Tile[ax][ay];
9736 int graphic = el2img(element);
9737 boolean free_top = FALSE;
9738 boolean free_bottom = FALSE;
9739 boolean free_left = FALSE;
9740 boolean free_right = FALSE;
9741 boolean stop_top = FALSE;
9742 boolean stop_bottom = FALSE;
9743 boolean stop_left = FALSE;
9744 boolean stop_right = FALSE;
9745 boolean new_wall = FALSE;
9747 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9748 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9749 element == EL_EXPANDABLE_STEELWALL_ANY);
9751 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9752 element == EL_EXPANDABLE_WALL_ANY ||
9753 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9754 element == EL_EXPANDABLE_STEELWALL_ANY);
9756 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9757 element == EL_EXPANDABLE_WALL_ANY ||
9758 element == EL_EXPANDABLE_WALL ||
9759 element == EL_BD_EXPANDABLE_WALL ||
9760 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9761 element == EL_EXPANDABLE_STEELWALL_ANY);
9763 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9764 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9766 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9767 element == EL_EXPANDABLE_WALL ||
9768 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9770 int wall_growing = (is_steelwall ?
9771 EL_EXPANDABLE_STEELWALL_GROWING :
9772 EL_EXPANDABLE_WALL_GROWING);
9774 int gfx_wall_growing_up = (is_steelwall ?
9775 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9776 IMG_EXPANDABLE_WALL_GROWING_UP);
9777 int gfx_wall_growing_down = (is_steelwall ?
9778 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9779 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9780 int gfx_wall_growing_left = (is_steelwall ?
9781 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9782 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9783 int gfx_wall_growing_right = (is_steelwall ?
9784 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9785 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9787 if (IS_ANIMATED(graphic))
9788 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9790 if (!MovDelay[ax][ay]) // start building new wall
9791 MovDelay[ax][ay] = 6;
9793 if (MovDelay[ax][ay]) // wait some time before building new wall
9796 if (MovDelay[ax][ay])
9800 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9802 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9804 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9806 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9813 Tile[ax][ay - 1] = wall_growing;
9814 Store[ax][ay - 1] = element;
9815 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9817 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9818 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9825 Tile[ax][ay + 1] = wall_growing;
9826 Store[ax][ay + 1] = element;
9827 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9829 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9830 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9836 if (grow_horizontal)
9840 Tile[ax - 1][ay] = wall_growing;
9841 Store[ax - 1][ay] = element;
9842 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9844 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9845 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9852 Tile[ax + 1][ay] = wall_growing;
9853 Store[ax + 1][ay] = element;
9854 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9856 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9857 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9863 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9864 TEST_DrawLevelField(ax, ay);
9866 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9868 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9870 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9872 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9875 if (((stop_top && stop_bottom) || stop_horizontal) &&
9876 ((stop_left && stop_right) || stop_vertical))
9877 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9880 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9883 static void CheckForDragon(int x, int y)
9886 boolean dragon_found = FALSE;
9887 struct XY *xy = xy_topdown;
9889 for (i = 0; i < NUM_DIRECTIONS; i++)
9891 for (j = 0; j < 4; j++)
9893 int xx = x + j * xy[i].x;
9894 int yy = y + j * xy[i].y;
9896 if (IN_LEV_FIELD(xx, yy) &&
9897 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9899 if (Tile[xx][yy] == EL_DRAGON)
9900 dragon_found = TRUE;
9909 for (i = 0; i < NUM_DIRECTIONS; i++)
9911 for (j = 0; j < 3; j++)
9913 int xx = x + j * xy[i].x;
9914 int yy = y + j * xy[i].y;
9916 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9918 Tile[xx][yy] = EL_EMPTY;
9919 TEST_DrawLevelField(xx, yy);
9928 static void InitBuggyBase(int x, int y)
9930 int element = Tile[x][y];
9931 int activating_delay = FRAMES_PER_SECOND / 4;
9934 (element == EL_SP_BUGGY_BASE ?
9935 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9936 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9938 element == EL_SP_BUGGY_BASE_ACTIVE ?
9939 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9942 static void WarnBuggyBase(int x, int y)
9945 struct XY *xy = xy_topdown;
9947 for (i = 0; i < NUM_DIRECTIONS; i++)
9949 int xx = x + xy[i].x;
9950 int yy = y + xy[i].y;
9952 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9954 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9961 static void InitTrap(int x, int y)
9963 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9966 static void ActivateTrap(int x, int y)
9968 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9971 static void ChangeActiveTrap(int x, int y)
9973 int graphic = IMG_TRAP_ACTIVE;
9975 // if new animation frame was drawn, correct crumbled sand border
9976 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9977 TEST_DrawLevelFieldCrumbled(x, y);
9980 static int getSpecialActionElement(int element, int number, int base_element)
9982 return (element != EL_EMPTY ? element :
9983 number != -1 ? base_element + number - 1 :
9987 static int getModifiedActionNumber(int value_old, int operator, int operand,
9988 int value_min, int value_max)
9990 int value_new = (operator == CA_MODE_SET ? operand :
9991 operator == CA_MODE_ADD ? value_old + operand :
9992 operator == CA_MODE_SUBTRACT ? value_old - operand :
9993 operator == CA_MODE_MULTIPLY ? value_old * operand :
9994 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9995 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9998 return (value_new < value_min ? value_min :
9999 value_new > value_max ? value_max :
10003 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10005 struct ElementInfo *ei = &element_info[element];
10006 struct ElementChangeInfo *change = &ei->change_page[page];
10007 int target_element = change->target_element;
10008 int action_type = change->action_type;
10009 int action_mode = change->action_mode;
10010 int action_arg = change->action_arg;
10011 int action_element = change->action_element;
10014 if (!change->has_action)
10017 // ---------- determine action paramater values -----------------------------
10019 int level_time_value =
10020 (level.time > 0 ? TimeLeft :
10023 int action_arg_element_raw =
10024 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10025 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10026 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10027 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10028 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10029 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10030 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10032 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10034 int action_arg_direction =
10035 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10036 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10037 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10038 change->actual_trigger_side :
10039 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10040 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10043 int action_arg_number_min =
10044 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10047 int action_arg_number_max =
10048 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10049 action_type == CA_SET_LEVEL_GEMS ? 999 :
10050 action_type == CA_SET_LEVEL_TIME ? 9999 :
10051 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10052 action_type == CA_SET_CE_VALUE ? 9999 :
10053 action_type == CA_SET_CE_SCORE ? 9999 :
10056 int action_arg_number_reset =
10057 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10058 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10059 action_type == CA_SET_LEVEL_TIME ? level.time :
10060 action_type == CA_SET_LEVEL_SCORE ? 0 :
10061 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10062 action_type == CA_SET_CE_SCORE ? 0 :
10065 int action_arg_number =
10066 (action_arg <= CA_ARG_MAX ? action_arg :
10067 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10068 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10069 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10070 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10071 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10072 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10073 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10074 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10075 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10076 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10077 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10078 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10079 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10080 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10081 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10082 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10083 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10084 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10085 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10086 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10087 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10090 int action_arg_number_old =
10091 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10092 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10093 action_type == CA_SET_LEVEL_SCORE ? game.score :
10094 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10095 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10098 int action_arg_number_new =
10099 getModifiedActionNumber(action_arg_number_old,
10100 action_mode, action_arg_number,
10101 action_arg_number_min, action_arg_number_max);
10103 int trigger_player_bits =
10104 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10105 change->actual_trigger_player_bits : change->trigger_player);
10107 int action_arg_player_bits =
10108 (action_arg >= CA_ARG_PLAYER_1 &&
10109 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10110 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10111 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10114 // ---------- execute action -----------------------------------------------
10116 switch (action_type)
10123 // ---------- level actions ----------------------------------------------
10125 case CA_RESTART_LEVEL:
10127 game.restart_level = TRUE;
10132 case CA_SHOW_ENVELOPE:
10134 int element = getSpecialActionElement(action_arg_element,
10135 action_arg_number, EL_ENVELOPE_1);
10137 if (IS_ENVELOPE(element))
10138 local_player->show_envelope = element;
10143 case CA_SET_LEVEL_TIME:
10145 if (level.time > 0) // only modify limited time value
10147 TimeLeft = action_arg_number_new;
10149 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10151 DisplayGameControlValues();
10153 if (!TimeLeft && game.time_limit)
10154 for (i = 0; i < MAX_PLAYERS; i++)
10155 KillPlayer(&stored_player[i]);
10161 case CA_SET_LEVEL_SCORE:
10163 game.score = action_arg_number_new;
10165 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10167 DisplayGameControlValues();
10172 case CA_SET_LEVEL_GEMS:
10174 game.gems_still_needed = action_arg_number_new;
10176 game.snapshot.collected_item = TRUE;
10178 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10180 DisplayGameControlValues();
10185 case CA_SET_LEVEL_WIND:
10187 game.wind_direction = action_arg_direction;
10192 case CA_SET_LEVEL_RANDOM_SEED:
10194 // ensure that setting a new random seed while playing is predictable
10195 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10200 // ---------- player actions ---------------------------------------------
10202 case CA_MOVE_PLAYER:
10203 case CA_MOVE_PLAYER_NEW:
10205 // automatically move to the next field in specified direction
10206 for (i = 0; i < MAX_PLAYERS; i++)
10207 if (trigger_player_bits & (1 << i))
10208 if (action_type == CA_MOVE_PLAYER ||
10209 stored_player[i].MovPos == 0)
10210 stored_player[i].programmed_action = action_arg_direction;
10215 case CA_EXIT_PLAYER:
10217 for (i = 0; i < MAX_PLAYERS; i++)
10218 if (action_arg_player_bits & (1 << i))
10219 ExitPlayer(&stored_player[i]);
10221 if (game.players_still_needed == 0)
10227 case CA_KILL_PLAYER:
10229 for (i = 0; i < MAX_PLAYERS; i++)
10230 if (action_arg_player_bits & (1 << i))
10231 KillPlayer(&stored_player[i]);
10236 case CA_SET_PLAYER_KEYS:
10238 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10239 int element = getSpecialActionElement(action_arg_element,
10240 action_arg_number, EL_KEY_1);
10242 if (IS_KEY(element))
10244 for (i = 0; i < MAX_PLAYERS; i++)
10246 if (trigger_player_bits & (1 << i))
10248 stored_player[i].key[KEY_NR(element)] = key_state;
10250 DrawGameDoorValues();
10258 case CA_SET_PLAYER_SPEED:
10260 for (i = 0; i < MAX_PLAYERS; i++)
10262 if (trigger_player_bits & (1 << i))
10264 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10266 if (action_arg == CA_ARG_SPEED_FASTER &&
10267 stored_player[i].cannot_move)
10269 action_arg_number = STEPSIZE_VERY_SLOW;
10271 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10272 action_arg == CA_ARG_SPEED_FASTER)
10274 action_arg_number = 2;
10275 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10278 else if (action_arg == CA_ARG_NUMBER_RESET)
10280 action_arg_number = level.initial_player_stepsize[i];
10284 getModifiedActionNumber(move_stepsize,
10287 action_arg_number_min,
10288 action_arg_number_max);
10290 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10297 case CA_SET_PLAYER_SHIELD:
10299 for (i = 0; i < MAX_PLAYERS; i++)
10301 if (trigger_player_bits & (1 << i))
10303 if (action_arg == CA_ARG_SHIELD_OFF)
10305 stored_player[i].shield_normal_time_left = 0;
10306 stored_player[i].shield_deadly_time_left = 0;
10308 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10310 stored_player[i].shield_normal_time_left = 999999;
10312 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10314 stored_player[i].shield_normal_time_left = 999999;
10315 stored_player[i].shield_deadly_time_left = 999999;
10323 case CA_SET_PLAYER_GRAVITY:
10325 for (i = 0; i < MAX_PLAYERS; i++)
10327 if (trigger_player_bits & (1 << i))
10329 stored_player[i].gravity =
10330 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10331 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10332 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10333 stored_player[i].gravity);
10340 case CA_SET_PLAYER_ARTWORK:
10342 for (i = 0; i < MAX_PLAYERS; i++)
10344 if (trigger_player_bits & (1 << i))
10346 int artwork_element = action_arg_element;
10348 if (action_arg == CA_ARG_ELEMENT_RESET)
10350 (level.use_artwork_element[i] ? level.artwork_element[i] :
10351 stored_player[i].element_nr);
10353 if (stored_player[i].artwork_element != artwork_element)
10354 stored_player[i].Frame = 0;
10356 stored_player[i].artwork_element = artwork_element;
10358 SetPlayerWaiting(&stored_player[i], FALSE);
10360 // set number of special actions for bored and sleeping animation
10361 stored_player[i].num_special_action_bored =
10362 get_num_special_action(artwork_element,
10363 ACTION_BORING_1, ACTION_BORING_LAST);
10364 stored_player[i].num_special_action_sleeping =
10365 get_num_special_action(artwork_element,
10366 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10373 case CA_SET_PLAYER_INVENTORY:
10375 for (i = 0; i < MAX_PLAYERS; i++)
10377 struct PlayerInfo *player = &stored_player[i];
10380 if (trigger_player_bits & (1 << i))
10382 int inventory_element = action_arg_element;
10384 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10385 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10386 action_arg == CA_ARG_ELEMENT_ACTION)
10388 int element = inventory_element;
10389 int collect_count = element_info[element].collect_count_initial;
10391 if (!IS_CUSTOM_ELEMENT(element))
10394 if (collect_count == 0)
10395 player->inventory_infinite_element = element;
10397 for (k = 0; k < collect_count; k++)
10398 if (player->inventory_size < MAX_INVENTORY_SIZE)
10399 player->inventory_element[player->inventory_size++] =
10402 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10403 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10404 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10406 if (player->inventory_infinite_element != EL_UNDEFINED &&
10407 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10408 action_arg_element_raw))
10409 player->inventory_infinite_element = EL_UNDEFINED;
10411 for (k = 0, j = 0; j < player->inventory_size; j++)
10413 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10414 action_arg_element_raw))
10415 player->inventory_element[k++] = player->inventory_element[j];
10418 player->inventory_size = k;
10420 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10422 if (player->inventory_size > 0)
10424 for (j = 0; j < player->inventory_size - 1; j++)
10425 player->inventory_element[j] = player->inventory_element[j + 1];
10427 player->inventory_size--;
10430 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10432 if (player->inventory_size > 0)
10433 player->inventory_size--;
10435 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10437 player->inventory_infinite_element = EL_UNDEFINED;
10438 player->inventory_size = 0;
10440 else if (action_arg == CA_ARG_INVENTORY_RESET)
10442 player->inventory_infinite_element = EL_UNDEFINED;
10443 player->inventory_size = 0;
10445 if (level.use_initial_inventory[i])
10447 for (j = 0; j < level.initial_inventory_size[i]; j++)
10449 int element = level.initial_inventory_content[i][j];
10450 int collect_count = element_info[element].collect_count_initial;
10452 if (!IS_CUSTOM_ELEMENT(element))
10455 if (collect_count == 0)
10456 player->inventory_infinite_element = element;
10458 for (k = 0; k < collect_count; k++)
10459 if (player->inventory_size < MAX_INVENTORY_SIZE)
10460 player->inventory_element[player->inventory_size++] =
10471 // ---------- CE actions -------------------------------------------------
10473 case CA_SET_CE_VALUE:
10475 int last_ce_value = CustomValue[x][y];
10477 CustomValue[x][y] = action_arg_number_new;
10479 if (CustomValue[x][y] != last_ce_value)
10481 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10482 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10484 if (CustomValue[x][y] == 0)
10486 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10487 ChangeCount[x][y] = 0; // allow at least one more change
10489 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10490 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10497 case CA_SET_CE_SCORE:
10499 int last_ce_score = ei->collect_score;
10501 ei->collect_score = action_arg_number_new;
10503 if (ei->collect_score != last_ce_score)
10505 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10506 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10508 if (ei->collect_score == 0)
10512 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10513 ChangeCount[x][y] = 0; // allow at least one more change
10515 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10516 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10519 This is a very special case that seems to be a mixture between
10520 CheckElementChange() and CheckTriggeredElementChange(): while
10521 the first one only affects single elements that are triggered
10522 directly, the second one affects multiple elements in the playfield
10523 that are triggered indirectly by another element. This is a third
10524 case: Changing the CE score always affects multiple identical CEs,
10525 so every affected CE must be checked, not only the single CE for
10526 which the CE score was changed in the first place (as every instance
10527 of that CE shares the same CE score, and therefore also can change)!
10529 SCAN_PLAYFIELD(xx, yy)
10531 if (Tile[xx][yy] == element)
10532 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10533 CE_SCORE_GETS_ZERO);
10541 case CA_SET_CE_ARTWORK:
10543 int artwork_element = action_arg_element;
10544 boolean reset_frame = FALSE;
10547 if (action_arg == CA_ARG_ELEMENT_RESET)
10548 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10551 if (ei->gfx_element != artwork_element)
10552 reset_frame = TRUE;
10554 ei->gfx_element = artwork_element;
10556 SCAN_PLAYFIELD(xx, yy)
10558 if (Tile[xx][yy] == element)
10562 ResetGfxAnimation(xx, yy);
10563 ResetRandomAnimationValue(xx, yy);
10566 TEST_DrawLevelField(xx, yy);
10573 // ---------- engine actions ---------------------------------------------
10575 case CA_SET_ENGINE_SCAN_MODE:
10577 InitPlayfieldScanMode(action_arg);
10587 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10589 int old_element = Tile[x][y];
10590 int new_element = GetElementFromGroupElement(element);
10591 int previous_move_direction = MovDir[x][y];
10592 int last_ce_value = CustomValue[x][y];
10593 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10594 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10595 boolean add_player_onto_element = (new_element_is_player &&
10596 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10597 IS_WALKABLE(old_element));
10599 if (!add_player_onto_element)
10601 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10602 RemoveMovingField(x, y);
10606 Tile[x][y] = new_element;
10608 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10609 MovDir[x][y] = previous_move_direction;
10611 if (element_info[new_element].use_last_ce_value)
10612 CustomValue[x][y] = last_ce_value;
10614 InitField_WithBug1(x, y, FALSE);
10616 new_element = Tile[x][y]; // element may have changed
10618 ResetGfxAnimation(x, y);
10619 ResetRandomAnimationValue(x, y);
10621 TEST_DrawLevelField(x, y);
10623 if (GFX_CRUMBLED(new_element))
10624 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10627 // check if element under the player changes from accessible to unaccessible
10628 // (needed for special case of dropping element which then changes)
10629 // (must be checked after creating new element for walkable group elements)
10630 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10631 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10638 // "ChangeCount" not set yet to allow "entered by player" change one time
10639 if (new_element_is_player)
10640 RelocatePlayer(x, y, new_element);
10643 ChangeCount[x][y]++; // count number of changes in the same frame
10645 TestIfBadThingTouchesPlayer(x, y);
10646 TestIfPlayerTouchesCustomElement(x, y);
10647 TestIfElementTouchesCustomElement(x, y);
10650 static void CreateField(int x, int y, int element)
10652 CreateFieldExt(x, y, element, FALSE);
10655 static void CreateElementFromChange(int x, int y, int element)
10657 element = GET_VALID_RUNTIME_ELEMENT(element);
10659 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10661 int old_element = Tile[x][y];
10663 // prevent changed element from moving in same engine frame
10664 // unless both old and new element can either fall or move
10665 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10666 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10670 CreateFieldExt(x, y, element, TRUE);
10673 static boolean ChangeElement(int x, int y, int element, int page)
10675 struct ElementInfo *ei = &element_info[element];
10676 struct ElementChangeInfo *change = &ei->change_page[page];
10677 int ce_value = CustomValue[x][y];
10678 int ce_score = ei->collect_score;
10679 int target_element;
10680 int old_element = Tile[x][y];
10682 // always use default change event to prevent running into a loop
10683 if (ChangeEvent[x][y] == -1)
10684 ChangeEvent[x][y] = CE_DELAY;
10686 if (ChangeEvent[x][y] == CE_DELAY)
10688 // reset actual trigger element, trigger player and action element
10689 change->actual_trigger_element = EL_EMPTY;
10690 change->actual_trigger_player = EL_EMPTY;
10691 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10692 change->actual_trigger_side = CH_SIDE_NONE;
10693 change->actual_trigger_ce_value = 0;
10694 change->actual_trigger_ce_score = 0;
10697 // do not change elements more than a specified maximum number of changes
10698 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10701 ChangeCount[x][y]++; // count number of changes in the same frame
10703 if (change->explode)
10710 if (change->use_target_content)
10712 boolean complete_replace = TRUE;
10713 boolean can_replace[3][3];
10716 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10719 boolean is_walkable;
10720 boolean is_diggable;
10721 boolean is_collectible;
10722 boolean is_removable;
10723 boolean is_destructible;
10724 int ex = x + xx - 1;
10725 int ey = y + yy - 1;
10726 int content_element = change->target_content.e[xx][yy];
10729 can_replace[xx][yy] = TRUE;
10731 if (ex == x && ey == y) // do not check changing element itself
10734 if (content_element == EL_EMPTY_SPACE)
10736 can_replace[xx][yy] = FALSE; // do not replace border with space
10741 if (!IN_LEV_FIELD(ex, ey))
10743 can_replace[xx][yy] = FALSE;
10744 complete_replace = FALSE;
10751 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10752 e = MovingOrBlocked2Element(ex, ey);
10754 is_empty = (IS_FREE(ex, ey) ||
10755 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10757 is_walkable = (is_empty || IS_WALKABLE(e));
10758 is_diggable = (is_empty || IS_DIGGABLE(e));
10759 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10760 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10761 is_removable = (is_diggable || is_collectible);
10763 can_replace[xx][yy] =
10764 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10765 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10766 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10767 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10768 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10769 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10770 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10772 if (!can_replace[xx][yy])
10773 complete_replace = FALSE;
10776 if (!change->only_if_complete || complete_replace)
10778 boolean something_has_changed = FALSE;
10780 if (change->only_if_complete && change->use_random_replace &&
10781 RND(100) < change->random_percentage)
10784 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10786 int ex = x + xx - 1;
10787 int ey = y + yy - 1;
10788 int content_element;
10790 if (can_replace[xx][yy] && (!change->use_random_replace ||
10791 RND(100) < change->random_percentage))
10793 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10794 RemoveMovingField(ex, ey);
10796 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10798 content_element = change->target_content.e[xx][yy];
10799 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10800 ce_value, ce_score);
10802 CreateElementFromChange(ex, ey, target_element);
10804 something_has_changed = TRUE;
10806 // for symmetry reasons, freeze newly created border elements
10807 if (ex != x || ey != y)
10808 Stop[ex][ey] = TRUE; // no more moving in this frame
10812 if (something_has_changed)
10814 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10815 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10821 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10822 ce_value, ce_score);
10824 if (element == EL_DIAGONAL_GROWING ||
10825 element == EL_DIAGONAL_SHRINKING)
10827 target_element = Store[x][y];
10829 Store[x][y] = EL_EMPTY;
10832 // special case: element changes to player (and may be kept if walkable)
10833 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10834 CreateElementFromChange(x, y, EL_EMPTY);
10836 CreateElementFromChange(x, y, target_element);
10838 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10839 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10842 // this uses direct change before indirect change
10843 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10848 static void HandleElementChange(int x, int y, int page)
10850 int element = MovingOrBlocked2Element(x, y);
10851 struct ElementInfo *ei = &element_info[element];
10852 struct ElementChangeInfo *change = &ei->change_page[page];
10853 boolean handle_action_before_change = FALSE;
10856 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10857 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10859 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10860 x, y, element, element_info[element].token_name);
10861 Debug("game:playing:HandleElementChange", "This should never happen!");
10865 // this can happen with classic bombs on walkable, changing elements
10866 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10871 if (ChangeDelay[x][y] == 0) // initialize element change
10873 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10875 if (change->can_change)
10877 // !!! not clear why graphic animation should be reset at all here !!!
10878 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10879 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10882 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10884 When using an animation frame delay of 1 (this only happens with
10885 "sp_zonk.moving.left/right" in the classic graphics), the default
10886 (non-moving) animation shows wrong animation frames (while the
10887 moving animation, like "sp_zonk.moving.left/right", is correct,
10888 so this graphical bug never shows up with the classic graphics).
10889 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10890 be drawn instead of the correct frames 0,1,2,3. This is caused by
10891 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10892 an element change: First when the change delay ("ChangeDelay[][]")
10893 counter has reached zero after decrementing, then a second time in
10894 the next frame (after "GfxFrame[][]" was already incremented) when
10895 "ChangeDelay[][]" is reset to the initial delay value again.
10897 This causes frame 0 to be drawn twice, while the last frame won't
10898 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10900 As some animations may already be cleverly designed around this bug
10901 (at least the "Snake Bite" snake tail animation does this), it cannot
10902 simply be fixed here without breaking such existing animations.
10903 Unfortunately, it cannot easily be detected if a graphics set was
10904 designed "before" or "after" the bug was fixed. As a workaround,
10905 a new graphics set option "game.graphics_engine_version" was added
10906 to be able to specify the game's major release version for which the
10907 graphics set was designed, which can then be used to decide if the
10908 bugfix should be used (version 4 and above) or not (version 3 or
10909 below, or if no version was specified at all, as with old sets).
10911 (The wrong/fixed animation frames can be tested with the test level set
10912 "test_gfxframe" and level "000", which contains a specially prepared
10913 custom element at level position (x/y) == (11/9) which uses the zonk
10914 animation mentioned above. Using "game.graphics_engine_version: 4"
10915 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10916 This can also be seen from the debug output for this test element.)
10919 // when a custom element is about to change (for example by change delay),
10920 // do not reset graphic animation when the custom element is moving
10921 if (game.graphics_engine_version < 4 &&
10924 ResetGfxAnimation(x, y);
10925 ResetRandomAnimationValue(x, y);
10928 if (change->pre_change_function)
10929 change->pre_change_function(x, y);
10933 ChangeDelay[x][y]--;
10935 if (ChangeDelay[x][y] != 0) // continue element change
10937 if (change->can_change)
10939 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10941 if (IS_ANIMATED(graphic))
10942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10944 if (change->change_function)
10945 change->change_function(x, y);
10948 else // finish element change
10950 if (ChangePage[x][y] != -1) // remember page from delayed change
10952 page = ChangePage[x][y];
10953 ChangePage[x][y] = -1;
10955 change = &ei->change_page[page];
10958 if (IS_MOVING(x, y)) // never change a running system ;-)
10960 ChangeDelay[x][y] = 1; // try change after next move step
10961 ChangePage[x][y] = page; // remember page to use for change
10966 // special case: set new level random seed before changing element
10967 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10968 handle_action_before_change = TRUE;
10970 if (change->has_action && handle_action_before_change)
10971 ExecuteCustomElementAction(x, y, element, page);
10973 if (change->can_change)
10975 if (ChangeElement(x, y, element, page))
10977 if (change->post_change_function)
10978 change->post_change_function(x, y);
10982 if (change->has_action && !handle_action_before_change)
10983 ExecuteCustomElementAction(x, y, element, page);
10987 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10988 int trigger_element,
10990 int trigger_player,
10994 boolean change_done_any = FALSE;
10995 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10998 if (!(trigger_events[trigger_element][trigger_event]))
11001 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11003 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11005 int element = EL_CUSTOM_START + i;
11006 boolean change_done = FALSE;
11009 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11010 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11013 for (p = 0; p < element_info[element].num_change_pages; p++)
11015 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11017 if (change->can_change_or_has_action &&
11018 change->has_event[trigger_event] &&
11019 change->trigger_side & trigger_side &&
11020 change->trigger_player & trigger_player &&
11021 change->trigger_page & trigger_page_bits &&
11022 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11024 change->actual_trigger_element = trigger_element;
11025 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11026 change->actual_trigger_player_bits = trigger_player;
11027 change->actual_trigger_side = trigger_side;
11028 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11029 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11031 if ((change->can_change && !change_done) || change->has_action)
11035 SCAN_PLAYFIELD(x, y)
11037 if (Tile[x][y] == element)
11039 if (change->can_change && !change_done)
11041 // if element already changed in this frame, not only prevent
11042 // another element change (checked in ChangeElement()), but
11043 // also prevent additional element actions for this element
11045 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11046 !level.use_action_after_change_bug)
11049 ChangeDelay[x][y] = 1;
11050 ChangeEvent[x][y] = trigger_event;
11052 HandleElementChange(x, y, p);
11054 else if (change->has_action)
11056 // if element already changed in this frame, not only prevent
11057 // another element change (checked in ChangeElement()), but
11058 // also prevent additional element actions for this element
11060 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11061 !level.use_action_after_change_bug)
11064 ExecuteCustomElementAction(x, y, element, p);
11065 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11070 if (change->can_change)
11072 change_done = TRUE;
11073 change_done_any = TRUE;
11080 RECURSION_LOOP_DETECTION_END();
11082 return change_done_any;
11085 static boolean CheckElementChangeExt(int x, int y,
11087 int trigger_element,
11089 int trigger_player,
11092 boolean change_done = FALSE;
11095 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11096 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11099 if (Tile[x][y] == EL_BLOCKED)
11101 Blocked2Moving(x, y, &x, &y);
11102 element = Tile[x][y];
11105 // check if element has already changed or is about to change after moving
11106 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11107 Tile[x][y] != element) ||
11109 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11110 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11111 ChangePage[x][y] != -1)))
11114 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11116 for (p = 0; p < element_info[element].num_change_pages; p++)
11118 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11120 /* check trigger element for all events where the element that is checked
11121 for changing interacts with a directly adjacent element -- this is
11122 different to element changes that affect other elements to change on the
11123 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11124 boolean check_trigger_element =
11125 (trigger_event == CE_NEXT_TO_X ||
11126 trigger_event == CE_TOUCHING_X ||
11127 trigger_event == CE_HITTING_X ||
11128 trigger_event == CE_HIT_BY_X ||
11129 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11131 if (change->can_change_or_has_action &&
11132 change->has_event[trigger_event] &&
11133 change->trigger_side & trigger_side &&
11134 change->trigger_player & trigger_player &&
11135 (!check_trigger_element ||
11136 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11138 change->actual_trigger_element = trigger_element;
11139 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11140 change->actual_trigger_player_bits = trigger_player;
11141 change->actual_trigger_side = trigger_side;
11142 change->actual_trigger_ce_value = CustomValue[x][y];
11143 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11145 // special case: trigger element not at (x,y) position for some events
11146 if (check_trigger_element)
11158 { 0, 0 }, { 0, 0 }, { 0, 0 },
11162 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11163 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11165 change->actual_trigger_ce_value = CustomValue[xx][yy];
11166 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11169 if (change->can_change && !change_done)
11171 ChangeDelay[x][y] = 1;
11172 ChangeEvent[x][y] = trigger_event;
11174 HandleElementChange(x, y, p);
11176 change_done = TRUE;
11178 else if (change->has_action)
11180 ExecuteCustomElementAction(x, y, element, p);
11181 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11186 RECURSION_LOOP_DETECTION_END();
11188 return change_done;
11191 static void PlayPlayerSound(struct PlayerInfo *player)
11193 int jx = player->jx, jy = player->jy;
11194 int sound_element = player->artwork_element;
11195 int last_action = player->last_action_waiting;
11196 int action = player->action_waiting;
11198 if (player->is_waiting)
11200 if (action != last_action)
11201 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11203 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11207 if (action != last_action)
11208 StopSound(element_info[sound_element].sound[last_action]);
11210 if (last_action == ACTION_SLEEPING)
11211 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11215 static void PlayAllPlayersSound(void)
11219 for (i = 0; i < MAX_PLAYERS; i++)
11220 if (stored_player[i].active)
11221 PlayPlayerSound(&stored_player[i]);
11224 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11226 boolean last_waiting = player->is_waiting;
11227 int move_dir = player->MovDir;
11229 player->dir_waiting = move_dir;
11230 player->last_action_waiting = player->action_waiting;
11234 if (!last_waiting) // not waiting -> waiting
11236 player->is_waiting = TRUE;
11238 player->frame_counter_bored =
11240 game.player_boring_delay_fixed +
11241 GetSimpleRandom(game.player_boring_delay_random);
11242 player->frame_counter_sleeping =
11244 game.player_sleeping_delay_fixed +
11245 GetSimpleRandom(game.player_sleeping_delay_random);
11247 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11250 if (game.player_sleeping_delay_fixed +
11251 game.player_sleeping_delay_random > 0 &&
11252 player->anim_delay_counter == 0 &&
11253 player->post_delay_counter == 0 &&
11254 FrameCounter >= player->frame_counter_sleeping)
11255 player->is_sleeping = TRUE;
11256 else if (game.player_boring_delay_fixed +
11257 game.player_boring_delay_random > 0 &&
11258 FrameCounter >= player->frame_counter_bored)
11259 player->is_bored = TRUE;
11261 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11262 player->is_bored ? ACTION_BORING :
11265 if (player->is_sleeping && player->use_murphy)
11267 // special case for sleeping Murphy when leaning against non-free tile
11269 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11270 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11271 !IS_MOVING(player->jx - 1, player->jy)))
11272 move_dir = MV_LEFT;
11273 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11274 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11275 !IS_MOVING(player->jx + 1, player->jy)))
11276 move_dir = MV_RIGHT;
11278 player->is_sleeping = FALSE;
11280 player->dir_waiting = move_dir;
11283 if (player->is_sleeping)
11285 if (player->num_special_action_sleeping > 0)
11287 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11289 int last_special_action = player->special_action_sleeping;
11290 int num_special_action = player->num_special_action_sleeping;
11291 int special_action =
11292 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11293 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11294 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11295 last_special_action + 1 : ACTION_SLEEPING);
11296 int special_graphic =
11297 el_act_dir2img(player->artwork_element, special_action, move_dir);
11299 player->anim_delay_counter =
11300 graphic_info[special_graphic].anim_delay_fixed +
11301 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11302 player->post_delay_counter =
11303 graphic_info[special_graphic].post_delay_fixed +
11304 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11306 player->special_action_sleeping = special_action;
11309 if (player->anim_delay_counter > 0)
11311 player->action_waiting = player->special_action_sleeping;
11312 player->anim_delay_counter--;
11314 else if (player->post_delay_counter > 0)
11316 player->post_delay_counter--;
11320 else if (player->is_bored)
11322 if (player->num_special_action_bored > 0)
11324 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11326 int special_action =
11327 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11328 int special_graphic =
11329 el_act_dir2img(player->artwork_element, special_action, move_dir);
11331 player->anim_delay_counter =
11332 graphic_info[special_graphic].anim_delay_fixed +
11333 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11334 player->post_delay_counter =
11335 graphic_info[special_graphic].post_delay_fixed +
11336 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11338 player->special_action_bored = special_action;
11341 if (player->anim_delay_counter > 0)
11343 player->action_waiting = player->special_action_bored;
11344 player->anim_delay_counter--;
11346 else if (player->post_delay_counter > 0)
11348 player->post_delay_counter--;
11353 else if (last_waiting) // waiting -> not waiting
11355 player->is_waiting = FALSE;
11356 player->is_bored = FALSE;
11357 player->is_sleeping = FALSE;
11359 player->frame_counter_bored = -1;
11360 player->frame_counter_sleeping = -1;
11362 player->anim_delay_counter = 0;
11363 player->post_delay_counter = 0;
11365 player->dir_waiting = player->MovDir;
11366 player->action_waiting = ACTION_DEFAULT;
11368 player->special_action_bored = ACTION_DEFAULT;
11369 player->special_action_sleeping = ACTION_DEFAULT;
11373 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11375 if ((!player->is_moving && player->was_moving) ||
11376 (player->MovPos == 0 && player->was_moving) ||
11377 (player->is_snapping && !player->was_snapping) ||
11378 (player->is_dropping && !player->was_dropping))
11380 if (!CheckSaveEngineSnapshotToList())
11383 player->was_moving = FALSE;
11384 player->was_snapping = TRUE;
11385 player->was_dropping = TRUE;
11389 if (player->is_moving)
11390 player->was_moving = TRUE;
11392 if (!player->is_snapping)
11393 player->was_snapping = FALSE;
11395 if (!player->is_dropping)
11396 player->was_dropping = FALSE;
11399 static struct MouseActionInfo mouse_action_last = { 0 };
11400 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11401 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11404 CheckSaveEngineSnapshotToList();
11406 mouse_action_last = mouse_action;
11409 static void CheckSingleStepMode(struct PlayerInfo *player)
11411 if (tape.single_step && tape.recording && !tape.pausing)
11413 // as it is called "single step mode", just return to pause mode when the
11414 // player stopped moving after one tile (or never starts moving at all)
11415 // (reverse logic needed here in case single step mode used in team mode)
11416 if (player->is_moving ||
11417 player->is_pushing ||
11418 player->is_dropping_pressed ||
11419 player->effective_mouse_action.button)
11420 game.enter_single_step_mode = FALSE;
11423 CheckSaveEngineSnapshot(player);
11426 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11428 int left = player_action & JOY_LEFT;
11429 int right = player_action & JOY_RIGHT;
11430 int up = player_action & JOY_UP;
11431 int down = player_action & JOY_DOWN;
11432 int button1 = player_action & JOY_BUTTON_1;
11433 int button2 = player_action & JOY_BUTTON_2;
11434 int dx = (left ? -1 : right ? 1 : 0);
11435 int dy = (up ? -1 : down ? 1 : 0);
11437 if (!player->active || tape.pausing)
11443 SnapField(player, dx, dy);
11447 DropElement(player);
11449 MovePlayer(player, dx, dy);
11452 CheckSingleStepMode(player);
11454 SetPlayerWaiting(player, FALSE);
11456 return player_action;
11460 // no actions for this player (no input at player's configured device)
11462 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11463 SnapField(player, 0, 0);
11464 CheckGravityMovementWhenNotMoving(player);
11466 if (player->MovPos == 0)
11467 SetPlayerWaiting(player, TRUE);
11469 if (player->MovPos == 0) // needed for tape.playing
11470 player->is_moving = FALSE;
11472 player->is_dropping = FALSE;
11473 player->is_dropping_pressed = FALSE;
11474 player->drop_pressed_delay = 0;
11476 CheckSingleStepMode(player);
11482 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11485 if (!tape.use_mouse_actions)
11488 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11489 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11490 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11493 static void SetTapeActionFromMouseAction(byte *tape_action,
11494 struct MouseActionInfo *mouse_action)
11496 if (!tape.use_mouse_actions)
11499 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11500 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11501 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11504 static void CheckLevelSolved(void)
11506 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11508 if (game_em.level_solved &&
11509 !game_em.game_over) // game won
11513 game_em.game_over = TRUE;
11515 game.all_players_gone = TRUE;
11518 if (game_em.game_over) // game lost
11519 game.all_players_gone = TRUE;
11521 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11523 if (game_sp.level_solved &&
11524 !game_sp.game_over) // game won
11528 game_sp.game_over = TRUE;
11530 game.all_players_gone = TRUE;
11533 if (game_sp.game_over) // game lost
11534 game.all_players_gone = TRUE;
11536 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11538 if (game_mm.level_solved &&
11539 !game_mm.game_over) // game won
11543 game_mm.game_over = TRUE;
11545 game.all_players_gone = TRUE;
11548 if (game_mm.game_over) // game lost
11549 game.all_players_gone = TRUE;
11553 static void CheckLevelTime_StepCounter(void)
11563 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11564 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11566 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11568 DisplayGameControlValues();
11570 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11571 for (i = 0; i < MAX_PLAYERS; i++)
11572 KillPlayer(&stored_player[i]);
11574 else if (game.no_level_time_limit && !game.all_players_gone)
11576 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11578 DisplayGameControlValues();
11582 static void CheckLevelTime(void)
11586 if (TimeFrames >= FRAMES_PER_SECOND)
11591 for (i = 0; i < MAX_PLAYERS; i++)
11593 struct PlayerInfo *player = &stored_player[i];
11595 if (SHIELD_ON(player))
11597 player->shield_normal_time_left--;
11599 if (player->shield_deadly_time_left > 0)
11600 player->shield_deadly_time_left--;
11604 if (!game.LevelSolved && !level.use_step_counter)
11612 if (TimeLeft <= 10 && game.time_limit)
11613 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11615 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11616 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11618 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11620 if (!TimeLeft && game.time_limit)
11622 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11623 game_em.lev->killed_out_of_time = TRUE;
11625 for (i = 0; i < MAX_PLAYERS; i++)
11626 KillPlayer(&stored_player[i]);
11629 else if (game.no_level_time_limit && !game.all_players_gone)
11631 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11634 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11637 if (tape.recording || tape.playing)
11638 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11641 if (tape.recording || tape.playing)
11642 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11644 UpdateAndDisplayGameControlValues();
11647 void AdvanceFrameAndPlayerCounters(int player_nr)
11651 // advance frame counters (global frame counter and time frame counter)
11655 // advance player counters (counters for move delay, move animation etc.)
11656 for (i = 0; i < MAX_PLAYERS; i++)
11658 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11659 int move_delay_value = stored_player[i].move_delay_value;
11660 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11662 if (!advance_player_counters) // not all players may be affected
11665 if (move_frames == 0) // less than one move per game frame
11667 int stepsize = TILEX / move_delay_value;
11668 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11669 int count = (stored_player[i].is_moving ?
11670 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11672 if (count % delay == 0)
11676 stored_player[i].Frame += move_frames;
11678 if (stored_player[i].MovPos != 0)
11679 stored_player[i].StepFrame += move_frames;
11681 if (stored_player[i].move_delay > 0)
11682 stored_player[i].move_delay--;
11684 // due to bugs in previous versions, counter must count up, not down
11685 if (stored_player[i].push_delay != -1)
11686 stored_player[i].push_delay++;
11688 if (stored_player[i].drop_delay > 0)
11689 stored_player[i].drop_delay--;
11691 if (stored_player[i].is_dropping_pressed)
11692 stored_player[i].drop_pressed_delay++;
11696 void AdvanceFrameCounter(void)
11701 void AdvanceGfxFrame(void)
11705 SCAN_PLAYFIELD(x, y)
11711 void StartGameActions(boolean init_network_game, boolean record_tape,
11714 unsigned int new_random_seed = InitRND(random_seed);
11717 TapeStartRecording(new_random_seed);
11719 if (setup.auto_pause_on_start && !tape.pausing)
11720 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11722 if (init_network_game)
11724 SendToServer_LevelFile();
11725 SendToServer_StartPlaying();
11733 static void GameActionsExt(void)
11736 static unsigned int game_frame_delay = 0;
11738 unsigned int game_frame_delay_value;
11739 byte *recorded_player_action;
11740 byte summarized_player_action = 0;
11741 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11744 // detect endless loops, caused by custom element programming
11745 if (recursion_loop_detected && recursion_loop_depth == 0)
11747 char *message = getStringCat3("Internal Error! Element ",
11748 EL_NAME(recursion_loop_element),
11749 " caused endless loop! Quit the game?");
11751 Warn("element '%s' caused endless loop in game engine",
11752 EL_NAME(recursion_loop_element));
11754 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11756 recursion_loop_detected = FALSE; // if game should be continued
11763 if (game.restart_level)
11764 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11766 CheckLevelSolved();
11768 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11771 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11774 if (game_status != GAME_MODE_PLAYING) // status might have changed
11777 game_frame_delay_value =
11778 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11780 if (tape.playing && tape.warp_forward && !tape.pausing)
11781 game_frame_delay_value = 0;
11783 SetVideoFrameDelay(game_frame_delay_value);
11785 // (de)activate virtual buttons depending on current game status
11786 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11788 if (game.all_players_gone) // if no players there to be controlled anymore
11789 SetOverlayActive(FALSE);
11790 else if (!tape.playing) // if game continues after tape stopped playing
11791 SetOverlayActive(TRUE);
11796 // ---------- main game synchronization point ----------
11798 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11800 Debug("game:playing:skip", "skip == %d", skip);
11803 // ---------- main game synchronization point ----------
11805 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11809 if (network_playing && !network_player_action_received)
11811 // try to get network player actions in time
11813 // last chance to get network player actions without main loop delay
11814 HandleNetworking();
11816 // game was quit by network peer
11817 if (game_status != GAME_MODE_PLAYING)
11820 // check if network player actions still missing and game still running
11821 if (!network_player_action_received && !checkGameEnded())
11822 return; // failed to get network player actions in time
11824 // do not yet reset "network_player_action_received" (for tape.pausing)
11830 // at this point we know that we really continue executing the game
11832 network_player_action_received = FALSE;
11834 // when playing tape, read previously recorded player input from tape data
11835 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11837 local_player->effective_mouse_action = local_player->mouse_action;
11839 if (recorded_player_action != NULL)
11840 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11841 recorded_player_action);
11843 // TapePlayAction() may return NULL when toggling to "pause before death"
11847 if (tape.set_centered_player)
11849 game.centered_player_nr_next = tape.centered_player_nr_next;
11850 game.set_centered_player = TRUE;
11853 for (i = 0; i < MAX_PLAYERS; i++)
11855 summarized_player_action |= stored_player[i].action;
11857 if (!network_playing && (game.team_mode || tape.playing))
11858 stored_player[i].effective_action = stored_player[i].action;
11861 if (network_playing && !checkGameEnded())
11862 SendToServer_MovePlayer(summarized_player_action);
11864 // summarize all actions at local players mapped input device position
11865 // (this allows using different input devices in single player mode)
11866 if (!network.enabled && !game.team_mode)
11867 stored_player[map_player_action[local_player->index_nr]].effective_action =
11868 summarized_player_action;
11870 // summarize all actions at centered player in local team mode
11871 if (tape.recording &&
11872 setup.team_mode && !network.enabled &&
11873 setup.input_on_focus &&
11874 game.centered_player_nr != -1)
11876 for (i = 0; i < MAX_PLAYERS; i++)
11877 stored_player[map_player_action[i]].effective_action =
11878 (i == game.centered_player_nr ? summarized_player_action : 0);
11881 if (recorded_player_action != NULL)
11882 for (i = 0; i < MAX_PLAYERS; i++)
11883 stored_player[i].effective_action = recorded_player_action[i];
11885 for (i = 0; i < MAX_PLAYERS; i++)
11887 tape_action[i] = stored_player[i].effective_action;
11889 /* (this may happen in the RND game engine if a player was not present on
11890 the playfield on level start, but appeared later from a custom element */
11891 if (setup.team_mode &&
11894 !tape.player_participates[i])
11895 tape.player_participates[i] = TRUE;
11898 SetTapeActionFromMouseAction(tape_action,
11899 &local_player->effective_mouse_action);
11901 // only record actions from input devices, but not programmed actions
11902 if (tape.recording)
11903 TapeRecordAction(tape_action);
11905 // remember if game was played (especially after tape stopped playing)
11906 if (!tape.playing && summarized_player_action && !checkGameFailed())
11907 game.GamePlayed = TRUE;
11909 #if USE_NEW_PLAYER_ASSIGNMENTS
11910 // !!! also map player actions in single player mode !!!
11911 // if (game.team_mode)
11914 byte mapped_action[MAX_PLAYERS];
11916 #if DEBUG_PLAYER_ACTIONS
11917 for (i = 0; i < MAX_PLAYERS; i++)
11918 DebugContinued("", "%d, ", stored_player[i].effective_action);
11921 for (i = 0; i < MAX_PLAYERS; i++)
11922 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11924 for (i = 0; i < MAX_PLAYERS; i++)
11925 stored_player[i].effective_action = mapped_action[i];
11927 #if DEBUG_PLAYER_ACTIONS
11928 DebugContinued("", "=> ");
11929 for (i = 0; i < MAX_PLAYERS; i++)
11930 DebugContinued("", "%d, ", stored_player[i].effective_action);
11931 DebugContinued("game:playing:player", "\n");
11934 #if DEBUG_PLAYER_ACTIONS
11937 for (i = 0; i < MAX_PLAYERS; i++)
11938 DebugContinued("", "%d, ", stored_player[i].effective_action);
11939 DebugContinued("game:playing:player", "\n");
11944 for (i = 0; i < MAX_PLAYERS; i++)
11946 // allow engine snapshot in case of changed movement attempt
11947 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11948 (stored_player[i].effective_action & KEY_MOTION))
11949 game.snapshot.changed_action = TRUE;
11951 // allow engine snapshot in case of snapping/dropping attempt
11952 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11953 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11954 game.snapshot.changed_action = TRUE;
11956 game.snapshot.last_action[i] = stored_player[i].effective_action;
11959 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11961 GameActions_EM_Main();
11963 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11965 GameActions_SP_Main();
11967 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11969 GameActions_MM_Main();
11973 GameActions_RND_Main();
11976 BlitScreenToBitmap(backbuffer);
11978 CheckLevelSolved();
11981 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11983 if (global.show_frames_per_second)
11985 static unsigned int fps_counter = 0;
11986 static int fps_frames = 0;
11987 unsigned int fps_delay_ms = Counter() - fps_counter;
11991 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11993 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11996 fps_counter = Counter();
11998 // always draw FPS to screen after FPS value was updated
11999 redraw_mask |= REDRAW_FPS;
12002 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12003 if (GetDrawDeactivationMask() == REDRAW_NONE)
12004 redraw_mask |= REDRAW_FPS;
12008 static void GameActions_CheckSaveEngineSnapshot(void)
12010 if (!game.snapshot.save_snapshot)
12013 // clear flag for saving snapshot _before_ saving snapshot
12014 game.snapshot.save_snapshot = FALSE;
12016 SaveEngineSnapshotToList();
12019 void GameActions(void)
12023 GameActions_CheckSaveEngineSnapshot();
12026 void GameActions_EM_Main(void)
12028 byte effective_action[MAX_PLAYERS];
12031 for (i = 0; i < MAX_PLAYERS; i++)
12032 effective_action[i] = stored_player[i].effective_action;
12034 GameActions_EM(effective_action);
12037 void GameActions_SP_Main(void)
12039 byte effective_action[MAX_PLAYERS];
12042 for (i = 0; i < MAX_PLAYERS; i++)
12043 effective_action[i] = stored_player[i].effective_action;
12045 GameActions_SP(effective_action);
12047 for (i = 0; i < MAX_PLAYERS; i++)
12049 if (stored_player[i].force_dropping)
12050 stored_player[i].action |= KEY_BUTTON_DROP;
12052 stored_player[i].force_dropping = FALSE;
12056 void GameActions_MM_Main(void)
12060 GameActions_MM(local_player->effective_mouse_action);
12063 void GameActions_RND_Main(void)
12068 void GameActions_RND(void)
12070 static struct MouseActionInfo mouse_action_last = { 0 };
12071 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12072 int magic_wall_x = 0, magic_wall_y = 0;
12073 int i, x, y, element, graphic, last_gfx_frame;
12075 InitPlayfieldScanModeVars();
12077 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12079 SCAN_PLAYFIELD(x, y)
12081 ChangeCount[x][y] = 0;
12082 ChangeEvent[x][y] = -1;
12086 if (game.set_centered_player)
12088 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12090 // switching to "all players" only possible if all players fit to screen
12091 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12093 game.centered_player_nr_next = game.centered_player_nr;
12094 game.set_centered_player = FALSE;
12097 // do not switch focus to non-existing (or non-active) player
12098 if (game.centered_player_nr_next >= 0 &&
12099 !stored_player[game.centered_player_nr_next].active)
12101 game.centered_player_nr_next = game.centered_player_nr;
12102 game.set_centered_player = FALSE;
12106 if (game.set_centered_player &&
12107 ScreenMovPos == 0) // screen currently aligned at tile position
12111 if (game.centered_player_nr_next == -1)
12113 setScreenCenteredToAllPlayers(&sx, &sy);
12117 sx = stored_player[game.centered_player_nr_next].jx;
12118 sy = stored_player[game.centered_player_nr_next].jy;
12121 game.centered_player_nr = game.centered_player_nr_next;
12122 game.set_centered_player = FALSE;
12124 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12125 DrawGameDoorValues();
12128 // check single step mode (set flag and clear again if any player is active)
12129 game.enter_single_step_mode =
12130 (tape.single_step && tape.recording && !tape.pausing);
12132 for (i = 0; i < MAX_PLAYERS; i++)
12134 int actual_player_action = stored_player[i].effective_action;
12137 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12138 - rnd_equinox_tetrachloride 048
12139 - rnd_equinox_tetrachloride_ii 096
12140 - rnd_emanuel_schmieg 002
12141 - doctor_sloan_ww 001, 020
12143 if (stored_player[i].MovPos == 0)
12144 CheckGravityMovement(&stored_player[i]);
12147 // overwrite programmed action with tape action
12148 if (stored_player[i].programmed_action)
12149 actual_player_action = stored_player[i].programmed_action;
12151 PlayerActions(&stored_player[i], actual_player_action);
12153 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12156 // single step pause mode may already have been toggled by "ScrollPlayer()"
12157 if (game.enter_single_step_mode && !tape.pausing)
12158 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12160 ScrollScreen(NULL, SCROLL_GO_ON);
12162 /* for backwards compatibility, the following code emulates a fixed bug that
12163 occured when pushing elements (causing elements that just made their last
12164 pushing step to already (if possible) make their first falling step in the
12165 same game frame, which is bad); this code is also needed to use the famous
12166 "spring push bug" which is used in older levels and might be wanted to be
12167 used also in newer levels, but in this case the buggy pushing code is only
12168 affecting the "spring" element and no other elements */
12170 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12172 for (i = 0; i < MAX_PLAYERS; i++)
12174 struct PlayerInfo *player = &stored_player[i];
12175 int x = player->jx;
12176 int y = player->jy;
12178 if (player->active && player->is_pushing && player->is_moving &&
12180 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12181 Tile[x][y] == EL_SPRING))
12183 ContinueMoving(x, y);
12185 // continue moving after pushing (this is actually a bug)
12186 if (!IS_MOVING(x, y))
12187 Stop[x][y] = FALSE;
12192 SCAN_PLAYFIELD(x, y)
12194 Last[x][y] = Tile[x][y];
12196 ChangeCount[x][y] = 0;
12197 ChangeEvent[x][y] = -1;
12199 // this must be handled before main playfield loop
12200 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12203 if (MovDelay[x][y] <= 0)
12207 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12210 if (MovDelay[x][y] <= 0)
12212 int element = Store[x][y];
12213 int move_direction = MovDir[x][y];
12214 int player_index_bit = Store2[x][y];
12220 TEST_DrawLevelField(x, y);
12222 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12224 if (IS_ENVELOPE(element))
12225 local_player->show_envelope = element;
12230 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12232 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12234 Debug("game:playing:GameActions_RND", "This should never happen!");
12236 ChangePage[x][y] = -1;
12240 Stop[x][y] = FALSE;
12241 if (WasJustMoving[x][y] > 0)
12242 WasJustMoving[x][y]--;
12243 if (WasJustFalling[x][y] > 0)
12244 WasJustFalling[x][y]--;
12245 if (CheckCollision[x][y] > 0)
12246 CheckCollision[x][y]--;
12247 if (CheckImpact[x][y] > 0)
12248 CheckImpact[x][y]--;
12252 /* reset finished pushing action (not done in ContinueMoving() to allow
12253 continuous pushing animation for elements with zero push delay) */
12254 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12256 ResetGfxAnimation(x, y);
12257 TEST_DrawLevelField(x, y);
12261 if (IS_BLOCKED(x, y))
12265 Blocked2Moving(x, y, &oldx, &oldy);
12266 if (!IS_MOVING(oldx, oldy))
12268 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12269 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12270 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12271 Debug("game:playing:GameActions_RND", "This should never happen!");
12277 if (mouse_action.button)
12279 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12280 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12282 x = mouse_action.lx;
12283 y = mouse_action.ly;
12284 element = Tile[x][y];
12288 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12289 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12293 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12294 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12297 if (level.use_step_counter)
12299 boolean counted_click = FALSE;
12301 // element clicked that can change when clicked/pressed
12302 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12303 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12304 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12305 counted_click = TRUE;
12307 // element clicked that can trigger change when clicked/pressed
12308 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12309 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12310 counted_click = TRUE;
12312 if (new_button && counted_click)
12313 CheckLevelTime_StepCounter();
12317 SCAN_PLAYFIELD(x, y)
12319 element = Tile[x][y];
12320 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12321 last_gfx_frame = GfxFrame[x][y];
12323 if (element == EL_EMPTY)
12324 graphic = el2img(GfxElementEmpty[x][y]);
12326 ResetGfxFrame(x, y);
12328 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12329 DrawLevelGraphicAnimation(x, y, graphic);
12331 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12332 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12333 ResetRandomAnimationValue(x, y);
12335 SetRandomAnimationValue(x, y);
12337 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12339 if (IS_INACTIVE(element))
12341 if (IS_ANIMATED(graphic))
12342 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12347 // this may take place after moving, so 'element' may have changed
12348 if (IS_CHANGING(x, y) &&
12349 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12351 int page = element_info[element].event_page_nr[CE_DELAY];
12353 HandleElementChange(x, y, page);
12355 element = Tile[x][y];
12356 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12359 CheckNextToConditions(x, y);
12361 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12365 element = Tile[x][y];
12366 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12368 if (IS_ANIMATED(graphic) &&
12369 !IS_MOVING(x, y) &&
12371 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12373 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12374 TEST_DrawTwinkleOnField(x, y);
12376 else if (element == EL_ACID)
12379 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12381 else if ((element == EL_EXIT_OPEN ||
12382 element == EL_EM_EXIT_OPEN ||
12383 element == EL_SP_EXIT_OPEN ||
12384 element == EL_STEEL_EXIT_OPEN ||
12385 element == EL_EM_STEEL_EXIT_OPEN ||
12386 element == EL_SP_TERMINAL ||
12387 element == EL_SP_TERMINAL_ACTIVE ||
12388 element == EL_EXTRA_TIME ||
12389 element == EL_SHIELD_NORMAL ||
12390 element == EL_SHIELD_DEADLY) &&
12391 IS_ANIMATED(graphic))
12392 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12393 else if (IS_MOVING(x, y))
12394 ContinueMoving(x, y);
12395 else if (IS_ACTIVE_BOMB(element))
12396 CheckDynamite(x, y);
12397 else if (element == EL_AMOEBA_GROWING)
12398 AmoebaGrowing(x, y);
12399 else if (element == EL_AMOEBA_SHRINKING)
12400 AmoebaShrinking(x, y);
12402 #if !USE_NEW_AMOEBA_CODE
12403 else if (IS_AMOEBALIVE(element))
12404 AmoebaReproduce(x, y);
12407 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12409 else if (element == EL_EXIT_CLOSED)
12411 else if (element == EL_EM_EXIT_CLOSED)
12413 else if (element == EL_STEEL_EXIT_CLOSED)
12414 CheckExitSteel(x, y);
12415 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12416 CheckExitSteelEM(x, y);
12417 else if (element == EL_SP_EXIT_CLOSED)
12419 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12420 element == EL_EXPANDABLE_STEELWALL_GROWING)
12422 else if (element == EL_EXPANDABLE_WALL ||
12423 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12424 element == EL_EXPANDABLE_WALL_VERTICAL ||
12425 element == EL_EXPANDABLE_WALL_ANY ||
12426 element == EL_BD_EXPANDABLE_WALL ||
12427 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12428 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12429 element == EL_EXPANDABLE_STEELWALL_ANY)
12430 CheckWallGrowing(x, y);
12431 else if (element == EL_FLAMES)
12432 CheckForDragon(x, y);
12433 else if (element == EL_EXPLOSION)
12434 ; // drawing of correct explosion animation is handled separately
12435 else if (element == EL_ELEMENT_SNAPPING ||
12436 element == EL_DIAGONAL_SHRINKING ||
12437 element == EL_DIAGONAL_GROWING)
12439 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12441 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12443 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12444 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12446 if (IS_BELT_ACTIVE(element))
12447 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12449 if (game.magic_wall_active)
12451 int jx = local_player->jx, jy = local_player->jy;
12453 // play the element sound at the position nearest to the player
12454 if ((element == EL_MAGIC_WALL_FULL ||
12455 element == EL_MAGIC_WALL_ACTIVE ||
12456 element == EL_MAGIC_WALL_EMPTYING ||
12457 element == EL_BD_MAGIC_WALL_FULL ||
12458 element == EL_BD_MAGIC_WALL_ACTIVE ||
12459 element == EL_BD_MAGIC_WALL_EMPTYING ||
12460 element == EL_DC_MAGIC_WALL_FULL ||
12461 element == EL_DC_MAGIC_WALL_ACTIVE ||
12462 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12463 ABS(x - jx) + ABS(y - jy) <
12464 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12472 #if USE_NEW_AMOEBA_CODE
12473 // new experimental amoeba growth stuff
12474 if (!(FrameCounter % 8))
12476 static unsigned int random = 1684108901;
12478 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12480 x = RND(lev_fieldx);
12481 y = RND(lev_fieldy);
12482 element = Tile[x][y];
12484 if (!IS_PLAYER(x, y) &&
12485 (element == EL_EMPTY ||
12486 CAN_GROW_INTO(element) ||
12487 element == EL_QUICKSAND_EMPTY ||
12488 element == EL_QUICKSAND_FAST_EMPTY ||
12489 element == EL_ACID_SPLASH_LEFT ||
12490 element == EL_ACID_SPLASH_RIGHT))
12492 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12493 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12494 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12495 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12496 Tile[x][y] = EL_AMOEBA_DROP;
12499 random = random * 129 + 1;
12504 game.explosions_delayed = FALSE;
12506 SCAN_PLAYFIELD(x, y)
12508 element = Tile[x][y];
12510 if (ExplodeField[x][y])
12511 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12512 else if (element == EL_EXPLOSION)
12513 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12515 ExplodeField[x][y] = EX_TYPE_NONE;
12518 game.explosions_delayed = TRUE;
12520 if (game.magic_wall_active)
12522 if (!(game.magic_wall_time_left % 4))
12524 int element = Tile[magic_wall_x][magic_wall_y];
12526 if (element == EL_BD_MAGIC_WALL_FULL ||
12527 element == EL_BD_MAGIC_WALL_ACTIVE ||
12528 element == EL_BD_MAGIC_WALL_EMPTYING)
12529 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12530 else if (element == EL_DC_MAGIC_WALL_FULL ||
12531 element == EL_DC_MAGIC_WALL_ACTIVE ||
12532 element == EL_DC_MAGIC_WALL_EMPTYING)
12533 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12535 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12538 if (game.magic_wall_time_left > 0)
12540 game.magic_wall_time_left--;
12542 if (!game.magic_wall_time_left)
12544 SCAN_PLAYFIELD(x, y)
12546 element = Tile[x][y];
12548 if (element == EL_MAGIC_WALL_ACTIVE ||
12549 element == EL_MAGIC_WALL_FULL)
12551 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12552 TEST_DrawLevelField(x, y);
12554 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12555 element == EL_BD_MAGIC_WALL_FULL)
12557 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12558 TEST_DrawLevelField(x, y);
12560 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12561 element == EL_DC_MAGIC_WALL_FULL)
12563 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12564 TEST_DrawLevelField(x, y);
12568 game.magic_wall_active = FALSE;
12573 if (game.light_time_left > 0)
12575 game.light_time_left--;
12577 if (game.light_time_left == 0)
12578 RedrawAllLightSwitchesAndInvisibleElements();
12581 if (game.timegate_time_left > 0)
12583 game.timegate_time_left--;
12585 if (game.timegate_time_left == 0)
12586 CloseAllOpenTimegates();
12589 if (game.lenses_time_left > 0)
12591 game.lenses_time_left--;
12593 if (game.lenses_time_left == 0)
12594 RedrawAllInvisibleElementsForLenses();
12597 if (game.magnify_time_left > 0)
12599 game.magnify_time_left--;
12601 if (game.magnify_time_left == 0)
12602 RedrawAllInvisibleElementsForMagnifier();
12605 for (i = 0; i < MAX_PLAYERS; i++)
12607 struct PlayerInfo *player = &stored_player[i];
12609 if (SHIELD_ON(player))
12611 if (player->shield_deadly_time_left)
12612 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12613 else if (player->shield_normal_time_left)
12614 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12618 #if USE_DELAYED_GFX_REDRAW
12619 SCAN_PLAYFIELD(x, y)
12621 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12623 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12624 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12626 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12627 DrawLevelField(x, y);
12629 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12630 DrawLevelFieldCrumbled(x, y);
12632 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12633 DrawLevelFieldCrumbledNeighbours(x, y);
12635 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12636 DrawTwinkleOnField(x, y);
12639 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12644 PlayAllPlayersSound();
12646 for (i = 0; i < MAX_PLAYERS; i++)
12648 struct PlayerInfo *player = &stored_player[i];
12650 if (player->show_envelope != 0 && (!player->active ||
12651 player->MovPos == 0))
12653 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12655 player->show_envelope = 0;
12659 // use random number generator in every frame to make it less predictable
12660 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12663 mouse_action_last = mouse_action;
12666 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12668 int min_x = x, min_y = y, max_x = x, max_y = y;
12669 int scr_fieldx = getScreenFieldSizeX();
12670 int scr_fieldy = getScreenFieldSizeY();
12673 for (i = 0; i < MAX_PLAYERS; i++)
12675 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12677 if (!stored_player[i].active || &stored_player[i] == player)
12680 min_x = MIN(min_x, jx);
12681 min_y = MIN(min_y, jy);
12682 max_x = MAX(max_x, jx);
12683 max_y = MAX(max_y, jy);
12686 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12689 static boolean AllPlayersInVisibleScreen(void)
12693 for (i = 0; i < MAX_PLAYERS; i++)
12695 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12697 if (!stored_player[i].active)
12700 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12707 void ScrollLevel(int dx, int dy)
12709 int scroll_offset = 2 * TILEX_VAR;
12712 BlitBitmap(drawto_field, drawto_field,
12713 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12714 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12715 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12716 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12717 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12718 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12722 x = (dx == 1 ? BX1 : BX2);
12723 for (y = BY1; y <= BY2; y++)
12724 DrawScreenField(x, y);
12729 y = (dy == 1 ? BY1 : BY2);
12730 for (x = BX1; x <= BX2; x++)
12731 DrawScreenField(x, y);
12734 redraw_mask |= REDRAW_FIELD;
12737 static boolean canFallDown(struct PlayerInfo *player)
12739 int jx = player->jx, jy = player->jy;
12741 return (IN_LEV_FIELD(jx, jy + 1) &&
12742 (IS_FREE(jx, jy + 1) ||
12743 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12744 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12745 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12748 static boolean canPassField(int x, int y, int move_dir)
12750 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12751 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12752 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12753 int nextx = x + dx;
12754 int nexty = y + dy;
12755 int element = Tile[x][y];
12757 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12758 !CAN_MOVE(element) &&
12759 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12760 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12761 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12764 static boolean canMoveToValidFieldWithGravity(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);
12772 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12773 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12774 (IS_DIGGABLE(Tile[newx][newy]) ||
12775 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12776 canPassField(newx, newy, move_dir)));
12779 static void CheckGravityMovement(struct PlayerInfo *player)
12781 if (player->gravity && !player->programmed_action)
12783 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12784 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12785 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12786 int jx = player->jx, jy = player->jy;
12787 boolean player_is_moving_to_valid_field =
12788 (!player_is_snapping &&
12789 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12790 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12791 boolean player_can_fall_down = canFallDown(player);
12793 if (player_can_fall_down &&
12794 !player_is_moving_to_valid_field)
12795 player->programmed_action = MV_DOWN;
12799 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12801 return CheckGravityMovement(player);
12803 if (player->gravity && !player->programmed_action)
12805 int jx = player->jx, jy = player->jy;
12806 boolean field_under_player_is_free =
12807 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12808 boolean player_is_standing_on_valid_field =
12809 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12810 (IS_WALKABLE(Tile[jx][jy]) &&
12811 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12813 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12814 player->programmed_action = MV_DOWN;
12819 MovePlayerOneStep()
12820 -----------------------------------------------------------------------------
12821 dx, dy: direction (non-diagonal) to try to move the player to
12822 real_dx, real_dy: direction as read from input device (can be diagonal)
12825 boolean MovePlayerOneStep(struct PlayerInfo *player,
12826 int dx, int dy, int real_dx, int real_dy)
12828 int jx = player->jx, jy = player->jy;
12829 int new_jx = jx + dx, new_jy = jy + dy;
12831 boolean player_can_move = !player->cannot_move;
12833 if (!player->active || (!dx && !dy))
12834 return MP_NO_ACTION;
12836 player->MovDir = (dx < 0 ? MV_LEFT :
12837 dx > 0 ? MV_RIGHT :
12839 dy > 0 ? MV_DOWN : MV_NONE);
12841 if (!IN_LEV_FIELD(new_jx, new_jy))
12842 return MP_NO_ACTION;
12844 if (!player_can_move)
12846 if (player->MovPos == 0)
12848 player->is_moving = FALSE;
12849 player->is_digging = FALSE;
12850 player->is_collecting = FALSE;
12851 player->is_snapping = FALSE;
12852 player->is_pushing = FALSE;
12856 if (!network.enabled && game.centered_player_nr == -1 &&
12857 !AllPlayersInSight(player, new_jx, new_jy))
12858 return MP_NO_ACTION;
12860 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12861 if (can_move != MP_MOVING)
12864 // check if DigField() has caused relocation of the player
12865 if (player->jx != jx || player->jy != jy)
12866 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12868 StorePlayer[jx][jy] = 0;
12869 player->last_jx = jx;
12870 player->last_jy = jy;
12871 player->jx = new_jx;
12872 player->jy = new_jy;
12873 StorePlayer[new_jx][new_jy] = player->element_nr;
12875 if (player->move_delay_value_next != -1)
12877 player->move_delay_value = player->move_delay_value_next;
12878 player->move_delay_value_next = -1;
12882 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12884 player->step_counter++;
12886 PlayerVisit[jx][jy] = FrameCounter;
12888 player->is_moving = TRUE;
12891 // should better be called in MovePlayer(), but this breaks some tapes
12892 ScrollPlayer(player, SCROLL_INIT);
12898 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12900 int jx = player->jx, jy = player->jy;
12901 int old_jx = jx, old_jy = jy;
12902 int moved = MP_NO_ACTION;
12904 if (!player->active)
12909 if (player->MovPos == 0)
12911 player->is_moving = FALSE;
12912 player->is_digging = FALSE;
12913 player->is_collecting = FALSE;
12914 player->is_snapping = FALSE;
12915 player->is_pushing = FALSE;
12921 if (player->move_delay > 0)
12924 player->move_delay = -1; // set to "uninitialized" value
12926 // store if player is automatically moved to next field
12927 player->is_auto_moving = (player->programmed_action != MV_NONE);
12929 // remove the last programmed player action
12930 player->programmed_action = 0;
12932 if (player->MovPos)
12934 // should only happen if pre-1.2 tape recordings are played
12935 // this is only for backward compatibility
12937 int original_move_delay_value = player->move_delay_value;
12940 Debug("game:playing:MovePlayer",
12941 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12945 // scroll remaining steps with finest movement resolution
12946 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12948 while (player->MovPos)
12950 ScrollPlayer(player, SCROLL_GO_ON);
12951 ScrollScreen(NULL, SCROLL_GO_ON);
12953 AdvanceFrameAndPlayerCounters(player->index_nr);
12956 BackToFront_WithFrameDelay(0);
12959 player->move_delay_value = original_move_delay_value;
12962 player->is_active = FALSE;
12964 if (player->last_move_dir & MV_HORIZONTAL)
12966 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12967 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12971 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12972 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12975 if (!moved && !player->is_active)
12977 player->is_moving = FALSE;
12978 player->is_digging = FALSE;
12979 player->is_collecting = FALSE;
12980 player->is_snapping = FALSE;
12981 player->is_pushing = FALSE;
12987 if (moved & MP_MOVING && !ScreenMovPos &&
12988 (player->index_nr == game.centered_player_nr ||
12989 game.centered_player_nr == -1))
12991 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12993 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12995 // actual player has left the screen -- scroll in that direction
12996 if (jx != old_jx) // player has moved horizontally
12997 scroll_x += (jx - old_jx);
12998 else // player has moved vertically
12999 scroll_y += (jy - old_jy);
13003 int offset_raw = game.scroll_delay_value;
13005 if (jx != old_jx) // player has moved horizontally
13007 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13008 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13009 int new_scroll_x = jx - MIDPOSX + offset_x;
13011 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13012 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13013 scroll_x = new_scroll_x;
13015 // don't scroll over playfield boundaries
13016 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13018 // don't scroll more than one field at a time
13019 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13021 // don't scroll against the player's moving direction
13022 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13023 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13024 scroll_x = old_scroll_x;
13026 else // player has moved vertically
13028 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13029 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13030 int new_scroll_y = jy - MIDPOSY + offset_y;
13032 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13033 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13034 scroll_y = new_scroll_y;
13036 // don't scroll over playfield boundaries
13037 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13039 // don't scroll more than one field at a time
13040 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13042 // don't scroll against the player's moving direction
13043 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13044 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13045 scroll_y = old_scroll_y;
13049 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13051 if (!network.enabled && game.centered_player_nr == -1 &&
13052 !AllPlayersInVisibleScreen())
13054 scroll_x = old_scroll_x;
13055 scroll_y = old_scroll_y;
13059 ScrollScreen(player, SCROLL_INIT);
13060 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13065 player->StepFrame = 0;
13067 if (moved & MP_MOVING)
13069 if (old_jx != jx && old_jy == jy)
13070 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13071 else if (old_jx == jx && old_jy != jy)
13072 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13074 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13076 player->last_move_dir = player->MovDir;
13077 player->is_moving = TRUE;
13078 player->is_snapping = FALSE;
13079 player->is_switching = FALSE;
13080 player->is_dropping = FALSE;
13081 player->is_dropping_pressed = FALSE;
13082 player->drop_pressed_delay = 0;
13085 // should better be called here than above, but this breaks some tapes
13086 ScrollPlayer(player, SCROLL_INIT);
13091 CheckGravityMovementWhenNotMoving(player);
13093 player->is_moving = FALSE;
13095 /* at this point, the player is allowed to move, but cannot move right now
13096 (e.g. because of something blocking the way) -- ensure that the player
13097 is also allowed to move in the next frame (in old versions before 3.1.1,
13098 the player was forced to wait again for eight frames before next try) */
13100 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13101 player->move_delay = 0; // allow direct movement in the next frame
13104 if (player->move_delay == -1) // not yet initialized by DigField()
13105 player->move_delay = player->move_delay_value;
13107 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13109 TestIfPlayerTouchesBadThing(jx, jy);
13110 TestIfPlayerTouchesCustomElement(jx, jy);
13113 if (!player->active)
13114 RemovePlayer(player);
13119 void ScrollPlayer(struct PlayerInfo *player, int mode)
13121 int jx = player->jx, jy = player->jy;
13122 int last_jx = player->last_jx, last_jy = player->last_jy;
13123 int move_stepsize = TILEX / player->move_delay_value;
13125 if (!player->active)
13128 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13131 if (mode == SCROLL_INIT)
13133 player->actual_frame_counter.count = FrameCounter;
13134 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13136 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13137 Tile[last_jx][last_jy] == EL_EMPTY)
13139 int last_field_block_delay = 0; // start with no blocking at all
13140 int block_delay_adjustment = player->block_delay_adjustment;
13142 // if player blocks last field, add delay for exactly one move
13143 if (player->block_last_field)
13145 last_field_block_delay += player->move_delay_value;
13147 // when blocking enabled, prevent moving up despite gravity
13148 if (player->gravity && player->MovDir == MV_UP)
13149 block_delay_adjustment = -1;
13152 // add block delay adjustment (also possible when not blocking)
13153 last_field_block_delay += block_delay_adjustment;
13155 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13156 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13159 if (player->MovPos != 0) // player has not yet reached destination
13162 else if (!FrameReached(&player->actual_frame_counter))
13165 if (player->MovPos != 0)
13167 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13168 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13170 // before DrawPlayer() to draw correct player graphic for this case
13171 if (player->MovPos == 0)
13172 CheckGravityMovement(player);
13175 if (player->MovPos == 0) // player reached destination field
13177 if (player->move_delay_reset_counter > 0)
13179 player->move_delay_reset_counter--;
13181 if (player->move_delay_reset_counter == 0)
13183 // continue with normal speed after quickly moving through gate
13184 HALVE_PLAYER_SPEED(player);
13186 // be able to make the next move without delay
13187 player->move_delay = 0;
13191 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13192 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13193 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13194 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13195 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13196 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13197 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13198 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13200 ExitPlayer(player);
13202 if (game.players_still_needed == 0 &&
13203 (game.friends_still_needed == 0 ||
13204 IS_SP_ELEMENT(Tile[jx][jy])))
13208 player->last_jx = jx;
13209 player->last_jy = jy;
13211 // this breaks one level: "machine", level 000
13213 int move_direction = player->MovDir;
13214 int enter_side = MV_DIR_OPPOSITE(move_direction);
13215 int leave_side = move_direction;
13216 int old_jx = last_jx;
13217 int old_jy = last_jy;
13218 int old_element = Tile[old_jx][old_jy];
13219 int new_element = Tile[jx][jy];
13221 if (IS_CUSTOM_ELEMENT(old_element))
13222 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13224 player->index_bit, leave_side);
13226 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13227 CE_PLAYER_LEAVES_X,
13228 player->index_bit, leave_side);
13230 // needed because pushed element has not yet reached its destination,
13231 // so it would trigger a change event at its previous field location
13232 if (!player->is_pushing)
13234 if (IS_CUSTOM_ELEMENT(new_element))
13235 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13236 player->index_bit, enter_side);
13238 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13239 CE_PLAYER_ENTERS_X,
13240 player->index_bit, enter_side);
13243 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13244 CE_MOVE_OF_X, move_direction);
13247 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13249 TestIfPlayerTouchesBadThing(jx, jy);
13250 TestIfPlayerTouchesCustomElement(jx, jy);
13252 // needed because pushed element has not yet reached its destination,
13253 // so it would trigger a change event at its previous field location
13254 if (!player->is_pushing)
13255 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13257 if (level.finish_dig_collect &&
13258 (player->is_digging || player->is_collecting))
13260 int last_element = player->last_removed_element;
13261 int move_direction = player->MovDir;
13262 int enter_side = MV_DIR_OPPOSITE(move_direction);
13263 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13264 CE_PLAYER_COLLECTS_X);
13266 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13267 player->index_bit, enter_side);
13269 player->last_removed_element = EL_UNDEFINED;
13272 if (!player->active)
13273 RemovePlayer(player);
13276 if (level.use_step_counter)
13277 CheckLevelTime_StepCounter();
13279 if (tape.single_step && tape.recording && !tape.pausing &&
13280 !player->programmed_action)
13281 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13283 if (!player->programmed_action)
13284 CheckSaveEngineSnapshot(player);
13288 void ScrollScreen(struct PlayerInfo *player, int mode)
13290 static DelayCounter screen_frame_counter = { 0 };
13292 if (mode == SCROLL_INIT)
13294 // set scrolling step size according to actual player's moving speed
13295 ScrollStepSize = TILEX / player->move_delay_value;
13297 screen_frame_counter.count = FrameCounter;
13298 screen_frame_counter.value = 1;
13300 ScreenMovDir = player->MovDir;
13301 ScreenMovPos = player->MovPos;
13302 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13305 else if (!FrameReached(&screen_frame_counter))
13310 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13311 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13312 redraw_mask |= REDRAW_FIELD;
13315 ScreenMovDir = MV_NONE;
13318 void CheckNextToConditions(int x, int y)
13320 int element = Tile[x][y];
13322 if (IS_PLAYER(x, y))
13323 TestIfPlayerNextToCustomElement(x, y);
13325 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13326 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13327 TestIfElementNextToCustomElement(x, y);
13330 void TestIfPlayerNextToCustomElement(int x, int y)
13332 struct XY *xy = xy_topdown;
13333 static int trigger_sides[4][2] =
13335 // center side border side
13336 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13337 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13338 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13339 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13343 if (!IS_PLAYER(x, y))
13346 struct PlayerInfo *player = PLAYERINFO(x, y);
13348 if (player->is_moving)
13351 for (i = 0; i < NUM_DIRECTIONS; i++)
13353 int xx = x + xy[i].x;
13354 int yy = y + xy[i].y;
13355 int border_side = trigger_sides[i][1];
13356 int border_element;
13358 if (!IN_LEV_FIELD(xx, yy))
13361 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13362 continue; // center and border element not connected
13364 border_element = Tile[xx][yy];
13366 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13367 player->index_bit, border_side);
13368 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13369 CE_PLAYER_NEXT_TO_X,
13370 player->index_bit, border_side);
13372 /* use player element that is initially defined in the level playfield,
13373 not the player element that corresponds to the runtime player number
13374 (example: a level that contains EL_PLAYER_3 as the only player would
13375 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13377 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13378 CE_NEXT_TO_X, border_side);
13382 void TestIfPlayerTouchesCustomElement(int x, int y)
13384 struct XY *xy = xy_topdown;
13385 static int trigger_sides[4][2] =
13387 // center side border side
13388 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13389 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13390 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13391 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13393 static int touch_dir[4] =
13395 MV_LEFT | MV_RIGHT,
13400 int center_element = Tile[x][y]; // should always be non-moving!
13403 for (i = 0; i < NUM_DIRECTIONS; i++)
13405 int xx = x + xy[i].x;
13406 int yy = y + xy[i].y;
13407 int center_side = trigger_sides[i][0];
13408 int border_side = trigger_sides[i][1];
13409 int border_element;
13411 if (!IN_LEV_FIELD(xx, yy))
13414 if (IS_PLAYER(x, y)) // player found at center element
13416 struct PlayerInfo *player = PLAYERINFO(x, y);
13418 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13419 border_element = Tile[xx][yy]; // may be moving!
13420 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13421 border_element = Tile[xx][yy];
13422 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13423 border_element = MovingOrBlocked2Element(xx, yy);
13425 continue; // center and border element do not touch
13427 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13428 player->index_bit, border_side);
13429 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13430 CE_PLAYER_TOUCHES_X,
13431 player->index_bit, border_side);
13434 /* use player element that is initially defined in the level playfield,
13435 not the player element that corresponds to the runtime player number
13436 (example: a level that contains EL_PLAYER_3 as the only player would
13437 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13438 int player_element = PLAYERINFO(x, y)->initial_element;
13440 CheckElementChangeBySide(xx, yy, border_element, player_element,
13441 CE_TOUCHING_X, border_side);
13444 else if (IS_PLAYER(xx, yy)) // player found at border element
13446 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13448 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13450 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13451 continue; // center and border element do not touch
13454 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13455 player->index_bit, center_side);
13456 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13457 CE_PLAYER_TOUCHES_X,
13458 player->index_bit, center_side);
13461 /* use player element that is initially defined in the level playfield,
13462 not the player element that corresponds to the runtime player number
13463 (example: a level that contains EL_PLAYER_3 as the only player would
13464 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13465 int player_element = PLAYERINFO(xx, yy)->initial_element;
13467 CheckElementChangeBySide(x, y, center_element, player_element,
13468 CE_TOUCHING_X, center_side);
13476 void TestIfElementNextToCustomElement(int x, int y)
13478 struct XY *xy = xy_topdown;
13479 static int trigger_sides[4][2] =
13481 // center side border side
13482 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13483 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13484 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13485 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13487 int center_element = Tile[x][y]; // should always be non-moving!
13490 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13493 for (i = 0; i < NUM_DIRECTIONS; i++)
13495 int xx = x + xy[i].x;
13496 int yy = y + xy[i].y;
13497 int border_side = trigger_sides[i][1];
13498 int border_element;
13500 if (!IN_LEV_FIELD(xx, yy))
13503 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13504 continue; // center and border element not connected
13506 border_element = Tile[xx][yy];
13508 // check for change of center element (but change it only once)
13509 if (CheckElementChangeBySide(x, y, center_element, border_element,
13510 CE_NEXT_TO_X, border_side))
13515 void TestIfElementTouchesCustomElement(int x, int y)
13517 struct XY *xy = xy_topdown;
13518 static int trigger_sides[4][2] =
13520 // center side border side
13521 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13522 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13523 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13524 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13526 static int touch_dir[4] =
13528 MV_LEFT | MV_RIGHT,
13533 boolean change_center_element = FALSE;
13534 int center_element = Tile[x][y]; // should always be non-moving!
13535 int border_element_old[NUM_DIRECTIONS];
13538 for (i = 0; i < NUM_DIRECTIONS; i++)
13540 int xx = x + xy[i].x;
13541 int yy = y + xy[i].y;
13542 int border_element;
13544 border_element_old[i] = -1;
13546 if (!IN_LEV_FIELD(xx, yy))
13549 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13550 border_element = Tile[xx][yy]; // may be moving!
13551 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13552 border_element = Tile[xx][yy];
13553 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13554 border_element = MovingOrBlocked2Element(xx, yy);
13556 continue; // center and border element do not touch
13558 border_element_old[i] = border_element;
13561 for (i = 0; i < NUM_DIRECTIONS; i++)
13563 int xx = x + xy[i].x;
13564 int yy = y + xy[i].y;
13565 int center_side = trigger_sides[i][0];
13566 int border_element = border_element_old[i];
13568 if (border_element == -1)
13571 // check for change of border element
13572 CheckElementChangeBySide(xx, yy, border_element, center_element,
13573 CE_TOUCHING_X, center_side);
13575 // (center element cannot be player, so we dont have to check this here)
13578 for (i = 0; i < NUM_DIRECTIONS; i++)
13580 int xx = x + xy[i].x;
13581 int yy = y + xy[i].y;
13582 int border_side = trigger_sides[i][1];
13583 int border_element = border_element_old[i];
13585 if (border_element == -1)
13588 // check for change of center element (but change it only once)
13589 if (!change_center_element)
13590 change_center_element =
13591 CheckElementChangeBySide(x, y, center_element, border_element,
13592 CE_TOUCHING_X, border_side);
13594 if (IS_PLAYER(xx, yy))
13596 /* use player element that is initially defined in the level playfield,
13597 not the player element that corresponds to the runtime player number
13598 (example: a level that contains EL_PLAYER_3 as the only player would
13599 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13600 int player_element = PLAYERINFO(xx, yy)->initial_element;
13602 CheckElementChangeBySide(x, y, center_element, player_element,
13603 CE_TOUCHING_X, border_side);
13608 void TestIfElementHitsCustomElement(int x, int y, int direction)
13610 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13611 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13612 int hitx = x + dx, hity = y + dy;
13613 int hitting_element = Tile[x][y];
13614 int touched_element;
13616 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13619 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13620 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13622 if (IN_LEV_FIELD(hitx, hity))
13624 int opposite_direction = MV_DIR_OPPOSITE(direction);
13625 int hitting_side = direction;
13626 int touched_side = opposite_direction;
13627 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13628 MovDir[hitx][hity] != direction ||
13629 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13635 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13636 CE_HITTING_X, touched_side);
13638 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13639 CE_HIT_BY_X, hitting_side);
13641 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13642 CE_HIT_BY_SOMETHING, opposite_direction);
13644 if (IS_PLAYER(hitx, hity))
13646 /* use player element that is initially defined in the level playfield,
13647 not the player element that corresponds to the runtime player number
13648 (example: a level that contains EL_PLAYER_3 as the only player would
13649 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13650 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13652 CheckElementChangeBySide(x, y, hitting_element, player_element,
13653 CE_HITTING_X, touched_side);
13658 // "hitting something" is also true when hitting the playfield border
13659 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13660 CE_HITTING_SOMETHING, direction);
13663 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13665 int i, kill_x = -1, kill_y = -1;
13667 int bad_element = -1;
13668 struct XY *test_xy = xy_topdown;
13669 static int test_dir[4] =
13677 for (i = 0; i < NUM_DIRECTIONS; i++)
13679 int test_x, test_y, test_move_dir, test_element;
13681 test_x = good_x + test_xy[i].x;
13682 test_y = good_y + test_xy[i].y;
13684 if (!IN_LEV_FIELD(test_x, test_y))
13688 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13690 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13692 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13693 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13695 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13696 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13700 bad_element = test_element;
13706 if (kill_x != -1 || kill_y != -1)
13708 if (IS_PLAYER(good_x, good_y))
13710 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13712 if (player->shield_deadly_time_left > 0 &&
13713 !IS_INDESTRUCTIBLE(bad_element))
13714 Bang(kill_x, kill_y);
13715 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13716 KillPlayer(player);
13719 Bang(good_x, good_y);
13723 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13725 int i, kill_x = -1, kill_y = -1;
13726 int bad_element = Tile[bad_x][bad_y];
13727 struct XY *test_xy = xy_topdown;
13728 static int touch_dir[4] =
13730 MV_LEFT | MV_RIGHT,
13735 static int test_dir[4] =
13743 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13746 for (i = 0; i < NUM_DIRECTIONS; i++)
13748 int test_x, test_y, test_move_dir, test_element;
13750 test_x = bad_x + test_xy[i].x;
13751 test_y = bad_y + test_xy[i].y;
13753 if (!IN_LEV_FIELD(test_x, test_y))
13757 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13759 test_element = Tile[test_x][test_y];
13761 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13762 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13764 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13765 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13767 // good thing is player or penguin that does not move away
13768 if (IS_PLAYER(test_x, test_y))
13770 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13772 if (bad_element == EL_ROBOT && player->is_moving)
13773 continue; // robot does not kill player if he is moving
13775 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13777 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13778 continue; // center and border element do not touch
13786 else if (test_element == EL_PENGUIN)
13796 if (kill_x != -1 || kill_y != -1)
13798 if (IS_PLAYER(kill_x, kill_y))
13800 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13802 if (player->shield_deadly_time_left > 0 &&
13803 !IS_INDESTRUCTIBLE(bad_element))
13804 Bang(bad_x, bad_y);
13805 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13806 KillPlayer(player);
13809 Bang(kill_x, kill_y);
13813 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13815 int bad_element = Tile[bad_x][bad_y];
13816 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13817 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13818 int test_x = bad_x + dx, test_y = bad_y + dy;
13819 int test_move_dir, test_element;
13820 int kill_x = -1, kill_y = -1;
13822 if (!IN_LEV_FIELD(test_x, test_y))
13826 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13828 test_element = Tile[test_x][test_y];
13830 if (test_move_dir != bad_move_dir)
13832 // good thing can be player or penguin that does not move away
13833 if (IS_PLAYER(test_x, test_y))
13835 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13837 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13838 player as being hit when he is moving towards the bad thing, because
13839 the "get hit by" condition would be lost after the player stops) */
13840 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13841 return; // player moves away from bad thing
13846 else if (test_element == EL_PENGUIN)
13853 if (kill_x != -1 || kill_y != -1)
13855 if (IS_PLAYER(kill_x, kill_y))
13857 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13859 if (player->shield_deadly_time_left > 0 &&
13860 !IS_INDESTRUCTIBLE(bad_element))
13861 Bang(bad_x, bad_y);
13862 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13863 KillPlayer(player);
13866 Bang(kill_x, kill_y);
13870 void TestIfPlayerTouchesBadThing(int x, int y)
13872 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13875 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13877 TestIfGoodThingHitsBadThing(x, y, move_dir);
13880 void TestIfBadThingTouchesPlayer(int x, int y)
13882 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13885 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13887 TestIfBadThingHitsGoodThing(x, y, move_dir);
13890 void TestIfFriendTouchesBadThing(int x, int y)
13892 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13895 void TestIfBadThingTouchesFriend(int x, int y)
13897 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13900 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13902 int i, kill_x = bad_x, kill_y = bad_y;
13903 struct XY *xy = xy_topdown;
13905 for (i = 0; i < NUM_DIRECTIONS; i++)
13909 x = bad_x + xy[i].x;
13910 y = bad_y + xy[i].y;
13911 if (!IN_LEV_FIELD(x, y))
13914 element = Tile[x][y];
13915 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13916 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13924 if (kill_x != bad_x || kill_y != bad_y)
13925 Bang(bad_x, bad_y);
13928 void KillPlayer(struct PlayerInfo *player)
13930 int jx = player->jx, jy = player->jy;
13932 if (!player->active)
13936 Debug("game:playing:KillPlayer",
13937 "0: killed == %d, active == %d, reanimated == %d",
13938 player->killed, player->active, player->reanimated);
13941 /* the following code was introduced to prevent an infinite loop when calling
13943 -> CheckTriggeredElementChangeExt()
13944 -> ExecuteCustomElementAction()
13946 -> (infinitely repeating the above sequence of function calls)
13947 which occurs when killing the player while having a CE with the setting
13948 "kill player X when explosion of <player X>"; the solution using a new
13949 field "player->killed" was chosen for backwards compatibility, although
13950 clever use of the fields "player->active" etc. would probably also work */
13952 if (player->killed)
13956 player->killed = TRUE;
13958 // remove accessible field at the player's position
13959 RemoveField(jx, jy);
13961 // deactivate shield (else Bang()/Explode() would not work right)
13962 player->shield_normal_time_left = 0;
13963 player->shield_deadly_time_left = 0;
13966 Debug("game:playing:KillPlayer",
13967 "1: killed == %d, active == %d, reanimated == %d",
13968 player->killed, player->active, player->reanimated);
13974 Debug("game:playing:KillPlayer",
13975 "2: killed == %d, active == %d, reanimated == %d",
13976 player->killed, player->active, player->reanimated);
13979 if (player->reanimated) // killed player may have been reanimated
13980 player->killed = player->reanimated = FALSE;
13982 BuryPlayer(player);
13985 static void KillPlayerUnlessEnemyProtected(int x, int y)
13987 if (!PLAYER_ENEMY_PROTECTED(x, y))
13988 KillPlayer(PLAYERINFO(x, y));
13991 static void KillPlayerUnlessExplosionProtected(int x, int y)
13993 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13994 KillPlayer(PLAYERINFO(x, y));
13997 void BuryPlayer(struct PlayerInfo *player)
13999 int jx = player->jx, jy = player->jy;
14001 if (!player->active)
14004 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14006 RemovePlayer(player);
14008 player->buried = TRUE;
14010 if (game.all_players_gone)
14011 game.GameOver = TRUE;
14014 void RemovePlayer(struct PlayerInfo *player)
14016 int jx = player->jx, jy = player->jy;
14017 int i, found = FALSE;
14019 player->present = FALSE;
14020 player->active = FALSE;
14022 // required for some CE actions (even if the player is not active anymore)
14023 player->MovPos = 0;
14025 if (!ExplodeField[jx][jy])
14026 StorePlayer[jx][jy] = 0;
14028 if (player->is_moving)
14029 TEST_DrawLevelField(player->last_jx, player->last_jy);
14031 for (i = 0; i < MAX_PLAYERS; i++)
14032 if (stored_player[i].active)
14037 game.all_players_gone = TRUE;
14038 game.GameOver = TRUE;
14041 game.exit_x = game.robot_wheel_x = jx;
14042 game.exit_y = game.robot_wheel_y = jy;
14045 void ExitPlayer(struct PlayerInfo *player)
14047 DrawPlayer(player); // needed here only to cleanup last field
14048 RemovePlayer(player);
14050 if (game.players_still_needed > 0)
14051 game.players_still_needed--;
14054 static void SetFieldForSnapping(int x, int y, int element, int direction,
14055 int player_index_bit)
14057 struct ElementInfo *ei = &element_info[element];
14058 int direction_bit = MV_DIR_TO_BIT(direction);
14059 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14060 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14061 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14063 Tile[x][y] = EL_ELEMENT_SNAPPING;
14064 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14065 MovDir[x][y] = direction;
14066 Store[x][y] = element;
14067 Store2[x][y] = player_index_bit;
14069 ResetGfxAnimation(x, y);
14071 GfxElement[x][y] = element;
14072 GfxAction[x][y] = action;
14073 GfxDir[x][y] = direction;
14074 GfxFrame[x][y] = -1;
14077 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14078 int player_index_bit)
14080 TestIfElementTouchesCustomElement(x, y); // for empty space
14082 if (level.finish_dig_collect)
14084 int dig_side = MV_DIR_OPPOSITE(direction);
14085 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14086 CE_PLAYER_COLLECTS_X);
14088 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14089 player_index_bit, dig_side);
14090 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14091 player_index_bit, dig_side);
14096 =============================================================================
14097 checkDiagonalPushing()
14098 -----------------------------------------------------------------------------
14099 check if diagonal input device direction results in pushing of object
14100 (by checking if the alternative direction is walkable, diggable, ...)
14101 =============================================================================
14104 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14105 int x, int y, int real_dx, int real_dy)
14107 int jx, jy, dx, dy, xx, yy;
14109 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14112 // diagonal direction: check alternative direction
14117 xx = jx + (dx == 0 ? real_dx : 0);
14118 yy = jy + (dy == 0 ? real_dy : 0);
14120 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14124 =============================================================================
14126 -----------------------------------------------------------------------------
14127 x, y: field next to player (non-diagonal) to try to dig to
14128 real_dx, real_dy: direction as read from input device (can be diagonal)
14129 =============================================================================
14132 static int DigField(struct PlayerInfo *player,
14133 int oldx, int oldy, int x, int y,
14134 int real_dx, int real_dy, int mode)
14136 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14137 boolean player_was_pushing = player->is_pushing;
14138 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14139 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14140 int jx = oldx, jy = oldy;
14141 int dx = x - jx, dy = y - jy;
14142 int nextx = x + dx, nexty = y + dy;
14143 int move_direction = (dx == -1 ? MV_LEFT :
14144 dx == +1 ? MV_RIGHT :
14146 dy == +1 ? MV_DOWN : MV_NONE);
14147 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14148 int dig_side = MV_DIR_OPPOSITE(move_direction);
14149 int old_element = Tile[jx][jy];
14150 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14153 if (is_player) // function can also be called by EL_PENGUIN
14155 if (player->MovPos == 0)
14157 player->is_digging = FALSE;
14158 player->is_collecting = FALSE;
14161 if (player->MovPos == 0) // last pushing move finished
14162 player->is_pushing = FALSE;
14164 if (mode == DF_NO_PUSH) // player just stopped pushing
14166 player->is_switching = FALSE;
14167 player->push_delay = -1;
14169 return MP_NO_ACTION;
14172 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14173 old_element = Back[jx][jy];
14175 // in case of element dropped at player position, check background
14176 else if (Back[jx][jy] != EL_EMPTY &&
14177 game.engine_version >= VERSION_IDENT(2,2,0,0))
14178 old_element = Back[jx][jy];
14180 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14181 return MP_NO_ACTION; // field has no opening in this direction
14183 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14184 return MP_NO_ACTION; // field has no opening in this direction
14186 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14190 Tile[jx][jy] = player->artwork_element;
14191 InitMovingField(jx, jy, MV_DOWN);
14192 Store[jx][jy] = EL_ACID;
14193 ContinueMoving(jx, jy);
14194 BuryPlayer(player);
14196 return MP_DONT_RUN_INTO;
14199 if (player_can_move && DONT_RUN_INTO(element))
14201 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14203 return MP_DONT_RUN_INTO;
14206 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14207 return MP_NO_ACTION;
14209 collect_count = element_info[element].collect_count_initial;
14211 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14212 return MP_NO_ACTION;
14214 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14215 player_can_move = player_can_move_or_snap;
14217 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14218 game.engine_version >= VERSION_IDENT(2,2,0,0))
14220 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14221 player->index_bit, dig_side);
14222 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14223 player->index_bit, dig_side);
14225 if (element == EL_DC_LANDMINE)
14228 if (Tile[x][y] != element) // field changed by snapping
14231 return MP_NO_ACTION;
14234 if (player->gravity && is_player && !player->is_auto_moving &&
14235 canFallDown(player) && move_direction != MV_DOWN &&
14236 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14237 return MP_NO_ACTION; // player cannot walk here due to gravity
14239 if (player_can_move &&
14240 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14242 int sound_element = SND_ELEMENT(element);
14243 int sound_action = ACTION_WALKING;
14245 if (IS_RND_GATE(element))
14247 if (!player->key[RND_GATE_NR(element)])
14248 return MP_NO_ACTION;
14250 else if (IS_RND_GATE_GRAY(element))
14252 if (!player->key[RND_GATE_GRAY_NR(element)])
14253 return MP_NO_ACTION;
14255 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14257 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14258 return MP_NO_ACTION;
14260 else if (element == EL_EXIT_OPEN ||
14261 element == EL_EM_EXIT_OPEN ||
14262 element == EL_EM_EXIT_OPENING ||
14263 element == EL_STEEL_EXIT_OPEN ||
14264 element == EL_EM_STEEL_EXIT_OPEN ||
14265 element == EL_EM_STEEL_EXIT_OPENING ||
14266 element == EL_SP_EXIT_OPEN ||
14267 element == EL_SP_EXIT_OPENING)
14269 sound_action = ACTION_PASSING; // player is passing exit
14271 else if (element == EL_EMPTY)
14273 sound_action = ACTION_MOVING; // nothing to walk on
14276 // play sound from background or player, whatever is available
14277 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14278 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14280 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14282 else if (player_can_move &&
14283 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14285 if (!ACCESS_FROM(element, opposite_direction))
14286 return MP_NO_ACTION; // field not accessible from this direction
14288 if (CAN_MOVE(element)) // only fixed elements can be passed!
14289 return MP_NO_ACTION;
14291 if (IS_EM_GATE(element))
14293 if (!player->key[EM_GATE_NR(element)])
14294 return MP_NO_ACTION;
14296 else if (IS_EM_GATE_GRAY(element))
14298 if (!player->key[EM_GATE_GRAY_NR(element)])
14299 return MP_NO_ACTION;
14301 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14303 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14304 return MP_NO_ACTION;
14306 else if (IS_EMC_GATE(element))
14308 if (!player->key[EMC_GATE_NR(element)])
14309 return MP_NO_ACTION;
14311 else if (IS_EMC_GATE_GRAY(element))
14313 if (!player->key[EMC_GATE_GRAY_NR(element)])
14314 return MP_NO_ACTION;
14316 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14318 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14319 return MP_NO_ACTION;
14321 else if (element == EL_DC_GATE_WHITE ||
14322 element == EL_DC_GATE_WHITE_GRAY ||
14323 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14325 if (player->num_white_keys == 0)
14326 return MP_NO_ACTION;
14328 player->num_white_keys--;
14330 else if (IS_SP_PORT(element))
14332 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14333 element == EL_SP_GRAVITY_PORT_RIGHT ||
14334 element == EL_SP_GRAVITY_PORT_UP ||
14335 element == EL_SP_GRAVITY_PORT_DOWN)
14336 player->gravity = !player->gravity;
14337 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14338 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14339 element == EL_SP_GRAVITY_ON_PORT_UP ||
14340 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14341 player->gravity = TRUE;
14342 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14343 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14344 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14345 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14346 player->gravity = FALSE;
14349 // automatically move to the next field with double speed
14350 player->programmed_action = move_direction;
14352 if (player->move_delay_reset_counter == 0)
14354 player->move_delay_reset_counter = 2; // two double speed steps
14356 DOUBLE_PLAYER_SPEED(player);
14359 PlayLevelSoundAction(x, y, ACTION_PASSING);
14361 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14365 if (mode != DF_SNAP)
14367 GfxElement[x][y] = GFX_ELEMENT(element);
14368 player->is_digging = TRUE;
14371 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14373 // use old behaviour for old levels (digging)
14374 if (!level.finish_dig_collect)
14376 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14377 player->index_bit, dig_side);
14379 // if digging triggered player relocation, finish digging tile
14380 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14381 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14384 if (mode == DF_SNAP)
14386 if (level.block_snap_field)
14387 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14389 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14391 // use old behaviour for old levels (snapping)
14392 if (!level.finish_dig_collect)
14393 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14394 player->index_bit, dig_side);
14397 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14401 if (is_player && mode != DF_SNAP)
14403 GfxElement[x][y] = element;
14404 player->is_collecting = TRUE;
14407 if (element == EL_SPEED_PILL)
14409 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14411 else if (element == EL_EXTRA_TIME && level.time > 0)
14413 TimeLeft += level.extra_time;
14415 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14417 DisplayGameControlValues();
14419 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14421 int shield_time = (element == EL_SHIELD_DEADLY ?
14422 level.shield_deadly_time :
14423 level.shield_normal_time);
14425 player->shield_normal_time_left += shield_time;
14426 if (element == EL_SHIELD_DEADLY)
14427 player->shield_deadly_time_left += shield_time;
14429 else if (element == EL_DYNAMITE ||
14430 element == EL_EM_DYNAMITE ||
14431 element == EL_SP_DISK_RED)
14433 if (player->inventory_size < MAX_INVENTORY_SIZE)
14434 player->inventory_element[player->inventory_size++] = element;
14436 DrawGameDoorValues();
14438 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14440 player->dynabomb_count++;
14441 player->dynabombs_left++;
14443 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14445 player->dynabomb_size++;
14447 else if (element == EL_DYNABOMB_INCREASE_POWER)
14449 player->dynabomb_xl = TRUE;
14451 else if (IS_KEY(element))
14453 player->key[KEY_NR(element)] = TRUE;
14455 DrawGameDoorValues();
14457 else if (element == EL_DC_KEY_WHITE)
14459 player->num_white_keys++;
14461 // display white keys?
14462 // DrawGameDoorValues();
14464 else if (IS_ENVELOPE(element))
14466 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14468 if (!wait_for_snapping)
14469 player->show_envelope = element;
14471 else if (element == EL_EMC_LENSES)
14473 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14475 RedrawAllInvisibleElementsForLenses();
14477 else if (element == EL_EMC_MAGNIFIER)
14479 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14481 RedrawAllInvisibleElementsForMagnifier();
14483 else if (IS_DROPPABLE(element) ||
14484 IS_THROWABLE(element)) // can be collected and dropped
14488 if (collect_count == 0)
14489 player->inventory_infinite_element = element;
14491 for (i = 0; i < collect_count; i++)
14492 if (player->inventory_size < MAX_INVENTORY_SIZE)
14493 player->inventory_element[player->inventory_size++] = element;
14495 DrawGameDoorValues();
14497 else if (collect_count > 0)
14499 game.gems_still_needed -= collect_count;
14500 if (game.gems_still_needed < 0)
14501 game.gems_still_needed = 0;
14503 game.snapshot.collected_item = TRUE;
14505 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14507 DisplayGameControlValues();
14510 RaiseScoreElement(element);
14511 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14513 // use old behaviour for old levels (collecting)
14514 if (!level.finish_dig_collect && is_player)
14516 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14517 player->index_bit, dig_side);
14519 // if collecting triggered player relocation, finish collecting tile
14520 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14521 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14524 if (mode == DF_SNAP)
14526 if (level.block_snap_field)
14527 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14529 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14531 // use old behaviour for old levels (snapping)
14532 if (!level.finish_dig_collect)
14533 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14534 player->index_bit, dig_side);
14537 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14539 if (mode == DF_SNAP && element != EL_BD_ROCK)
14540 return MP_NO_ACTION;
14542 if (CAN_FALL(element) && dy)
14543 return MP_NO_ACTION;
14545 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14546 !(element == EL_SPRING && level.use_spring_bug))
14547 return MP_NO_ACTION;
14549 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14550 ((move_direction & MV_VERTICAL &&
14551 ((element_info[element].move_pattern & MV_LEFT &&
14552 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14553 (element_info[element].move_pattern & MV_RIGHT &&
14554 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14555 (move_direction & MV_HORIZONTAL &&
14556 ((element_info[element].move_pattern & MV_UP &&
14557 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14558 (element_info[element].move_pattern & MV_DOWN &&
14559 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14560 return MP_NO_ACTION;
14562 // do not push elements already moving away faster than player
14563 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14564 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14565 return MP_NO_ACTION;
14567 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14569 if (player->push_delay_value == -1 || !player_was_pushing)
14570 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14572 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14574 if (player->push_delay_value == -1)
14575 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14577 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14579 if (!player->is_pushing)
14580 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14583 player->is_pushing = TRUE;
14584 player->is_active = TRUE;
14586 if (!(IN_LEV_FIELD(nextx, nexty) &&
14587 (IS_FREE(nextx, nexty) ||
14588 (IS_SB_ELEMENT(element) &&
14589 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14590 (IS_CUSTOM_ELEMENT(element) &&
14591 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14592 return MP_NO_ACTION;
14594 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14595 return MP_NO_ACTION;
14597 if (player->push_delay == -1) // new pushing; restart delay
14598 player->push_delay = 0;
14600 if (player->push_delay < player->push_delay_value &&
14601 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14602 element != EL_SPRING && element != EL_BALLOON)
14604 // make sure that there is no move delay before next try to push
14605 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14606 player->move_delay = 0;
14608 return MP_NO_ACTION;
14611 if (IS_CUSTOM_ELEMENT(element) &&
14612 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14614 if (!DigFieldByCE(nextx, nexty, element))
14615 return MP_NO_ACTION;
14618 if (IS_SB_ELEMENT(element))
14620 boolean sokoban_task_solved = FALSE;
14622 if (element == EL_SOKOBAN_FIELD_FULL)
14624 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14626 IncrementSokobanFieldsNeeded();
14627 IncrementSokobanObjectsNeeded();
14630 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14632 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14634 DecrementSokobanFieldsNeeded();
14635 DecrementSokobanObjectsNeeded();
14637 // sokoban object was pushed from empty field to sokoban field
14638 if (Back[x][y] == EL_EMPTY)
14639 sokoban_task_solved = TRUE;
14642 Tile[x][y] = EL_SOKOBAN_OBJECT;
14644 if (Back[x][y] == Back[nextx][nexty])
14645 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14646 else if (Back[x][y] != 0)
14647 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14650 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14653 if (sokoban_task_solved &&
14654 game.sokoban_fields_still_needed == 0 &&
14655 game.sokoban_objects_still_needed == 0 &&
14656 level.auto_exit_sokoban)
14658 game.players_still_needed = 0;
14662 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14668 InitMovingField(x, y, move_direction);
14669 GfxAction[x][y] = ACTION_PUSHING;
14671 if (mode == DF_SNAP)
14672 ContinueMoving(x, y);
14674 MovPos[x][y] = (dx != 0 ? dx : dy);
14676 Pushed[x][y] = TRUE;
14677 Pushed[nextx][nexty] = TRUE;
14679 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14680 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14682 player->push_delay_value = -1; // get new value later
14684 // check for element change _after_ element has been pushed
14685 if (game.use_change_when_pushing_bug)
14687 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14688 player->index_bit, dig_side);
14689 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14690 player->index_bit, dig_side);
14693 else if (IS_SWITCHABLE(element))
14695 if (PLAYER_SWITCHING(player, x, y))
14697 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14698 player->index_bit, dig_side);
14703 player->is_switching = TRUE;
14704 player->switch_x = x;
14705 player->switch_y = y;
14707 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14709 if (element == EL_ROBOT_WHEEL)
14711 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14713 game.robot_wheel_x = x;
14714 game.robot_wheel_y = y;
14715 game.robot_wheel_active = TRUE;
14717 TEST_DrawLevelField(x, y);
14719 else if (element == EL_SP_TERMINAL)
14723 SCAN_PLAYFIELD(xx, yy)
14725 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14729 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14731 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14733 ResetGfxAnimation(xx, yy);
14734 TEST_DrawLevelField(xx, yy);
14738 else if (IS_BELT_SWITCH(element))
14740 ToggleBeltSwitch(x, y);
14742 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14743 element == EL_SWITCHGATE_SWITCH_DOWN ||
14744 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14745 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14747 ToggleSwitchgateSwitch();
14749 else if (element == EL_LIGHT_SWITCH ||
14750 element == EL_LIGHT_SWITCH_ACTIVE)
14752 ToggleLightSwitch(x, y);
14754 else if (element == EL_TIMEGATE_SWITCH ||
14755 element == EL_DC_TIMEGATE_SWITCH)
14757 ActivateTimegateSwitch(x, y);
14759 else if (element == EL_BALLOON_SWITCH_LEFT ||
14760 element == EL_BALLOON_SWITCH_RIGHT ||
14761 element == EL_BALLOON_SWITCH_UP ||
14762 element == EL_BALLOON_SWITCH_DOWN ||
14763 element == EL_BALLOON_SWITCH_NONE ||
14764 element == EL_BALLOON_SWITCH_ANY)
14766 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14767 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14768 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14769 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14770 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14773 else if (element == EL_LAMP)
14775 Tile[x][y] = EL_LAMP_ACTIVE;
14776 game.lights_still_needed--;
14778 ResetGfxAnimation(x, y);
14779 TEST_DrawLevelField(x, y);
14781 else if (element == EL_TIME_ORB_FULL)
14783 Tile[x][y] = EL_TIME_ORB_EMPTY;
14785 if (level.time > 0 || level.use_time_orb_bug)
14787 TimeLeft += level.time_orb_time;
14788 game.no_level_time_limit = FALSE;
14790 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14792 DisplayGameControlValues();
14795 ResetGfxAnimation(x, y);
14796 TEST_DrawLevelField(x, y);
14798 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14799 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14803 game.ball_active = !game.ball_active;
14805 SCAN_PLAYFIELD(xx, yy)
14807 int e = Tile[xx][yy];
14809 if (game.ball_active)
14811 if (e == EL_EMC_MAGIC_BALL)
14812 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14813 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14814 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14818 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14819 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14820 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14821 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14826 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14827 player->index_bit, dig_side);
14829 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14830 player->index_bit, dig_side);
14832 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14833 player->index_bit, dig_side);
14839 if (!PLAYER_SWITCHING(player, x, y))
14841 player->is_switching = TRUE;
14842 player->switch_x = x;
14843 player->switch_y = y;
14845 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14846 player->index_bit, dig_side);
14847 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14848 player->index_bit, dig_side);
14850 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14851 player->index_bit, dig_side);
14852 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14853 player->index_bit, dig_side);
14856 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14857 player->index_bit, dig_side);
14858 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14859 player->index_bit, dig_side);
14861 return MP_NO_ACTION;
14864 player->push_delay = -1;
14866 if (is_player) // function can also be called by EL_PENGUIN
14868 if (Tile[x][y] != element) // really digged/collected something
14870 player->is_collecting = !player->is_digging;
14871 player->is_active = TRUE;
14873 player->last_removed_element = element;
14880 static boolean DigFieldByCE(int x, int y, int digging_element)
14882 int element = Tile[x][y];
14884 if (!IS_FREE(x, y))
14886 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14887 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14890 // no element can dig solid indestructible elements
14891 if (IS_INDESTRUCTIBLE(element) &&
14892 !IS_DIGGABLE(element) &&
14893 !IS_COLLECTIBLE(element))
14896 if (AmoebaNr[x][y] &&
14897 (element == EL_AMOEBA_FULL ||
14898 element == EL_BD_AMOEBA ||
14899 element == EL_AMOEBA_GROWING))
14901 AmoebaCnt[AmoebaNr[x][y]]--;
14902 AmoebaCnt2[AmoebaNr[x][y]]--;
14905 if (IS_MOVING(x, y))
14906 RemoveMovingField(x, y);
14910 TEST_DrawLevelField(x, y);
14913 // if digged element was about to explode, prevent the explosion
14914 ExplodeField[x][y] = EX_TYPE_NONE;
14916 PlayLevelSoundAction(x, y, action);
14919 Store[x][y] = EL_EMPTY;
14921 // this makes it possible to leave the removed element again
14922 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14923 Store[x][y] = element;
14928 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14930 int jx = player->jx, jy = player->jy;
14931 int x = jx + dx, y = jy + dy;
14932 int snap_direction = (dx == -1 ? MV_LEFT :
14933 dx == +1 ? MV_RIGHT :
14935 dy == +1 ? MV_DOWN : MV_NONE);
14936 boolean can_continue_snapping = (level.continuous_snapping &&
14937 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14939 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14942 if (!player->active || !IN_LEV_FIELD(x, y))
14950 if (player->MovPos == 0)
14951 player->is_pushing = FALSE;
14953 player->is_snapping = FALSE;
14955 if (player->MovPos == 0)
14957 player->is_moving = FALSE;
14958 player->is_digging = FALSE;
14959 player->is_collecting = FALSE;
14965 // prevent snapping with already pressed snap key when not allowed
14966 if (player->is_snapping && !can_continue_snapping)
14969 player->MovDir = snap_direction;
14971 if (player->MovPos == 0)
14973 player->is_moving = FALSE;
14974 player->is_digging = FALSE;
14975 player->is_collecting = FALSE;
14978 player->is_dropping = FALSE;
14979 player->is_dropping_pressed = FALSE;
14980 player->drop_pressed_delay = 0;
14982 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14985 player->is_snapping = TRUE;
14986 player->is_active = TRUE;
14988 if (player->MovPos == 0)
14990 player->is_moving = FALSE;
14991 player->is_digging = FALSE;
14992 player->is_collecting = FALSE;
14995 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14996 TEST_DrawLevelField(player->last_jx, player->last_jy);
14998 TEST_DrawLevelField(x, y);
15003 static boolean DropElement(struct PlayerInfo *player)
15005 int old_element, new_element;
15006 int dropx = player->jx, dropy = player->jy;
15007 int drop_direction = player->MovDir;
15008 int drop_side = drop_direction;
15009 int drop_element = get_next_dropped_element(player);
15011 /* do not drop an element on top of another element; when holding drop key
15012 pressed without moving, dropped element must move away before the next
15013 element can be dropped (this is especially important if the next element
15014 is dynamite, which can be placed on background for historical reasons) */
15015 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15018 if (IS_THROWABLE(drop_element))
15020 dropx += GET_DX_FROM_DIR(drop_direction);
15021 dropy += GET_DY_FROM_DIR(drop_direction);
15023 if (!IN_LEV_FIELD(dropx, dropy))
15027 old_element = Tile[dropx][dropy]; // old element at dropping position
15028 new_element = drop_element; // default: no change when dropping
15030 // check if player is active, not moving and ready to drop
15031 if (!player->active || player->MovPos || player->drop_delay > 0)
15034 // check if player has anything that can be dropped
15035 if (new_element == EL_UNDEFINED)
15038 // only set if player has anything that can be dropped
15039 player->is_dropping_pressed = TRUE;
15041 // check if drop key was pressed long enough for EM style dynamite
15042 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15045 // check if anything can be dropped at the current position
15046 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15049 // collected custom elements can only be dropped on empty fields
15050 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15053 if (old_element != EL_EMPTY)
15054 Back[dropx][dropy] = old_element; // store old element on this field
15056 ResetGfxAnimation(dropx, dropy);
15057 ResetRandomAnimationValue(dropx, dropy);
15059 if (player->inventory_size > 0 ||
15060 player->inventory_infinite_element != EL_UNDEFINED)
15062 if (player->inventory_size > 0)
15064 player->inventory_size--;
15066 DrawGameDoorValues();
15068 if (new_element == EL_DYNAMITE)
15069 new_element = EL_DYNAMITE_ACTIVE;
15070 else if (new_element == EL_EM_DYNAMITE)
15071 new_element = EL_EM_DYNAMITE_ACTIVE;
15072 else if (new_element == EL_SP_DISK_RED)
15073 new_element = EL_SP_DISK_RED_ACTIVE;
15076 Tile[dropx][dropy] = new_element;
15078 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15079 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15080 el2img(Tile[dropx][dropy]), 0);
15082 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15084 // needed if previous element just changed to "empty" in the last frame
15085 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15087 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15088 player->index_bit, drop_side);
15089 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15091 player->index_bit, drop_side);
15093 TestIfElementTouchesCustomElement(dropx, dropy);
15095 else // player is dropping a dyna bomb
15097 player->dynabombs_left--;
15099 Tile[dropx][dropy] = new_element;
15101 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15102 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15103 el2img(Tile[dropx][dropy]), 0);
15105 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15108 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15109 InitField_WithBug1(dropx, dropy, FALSE);
15111 new_element = Tile[dropx][dropy]; // element might have changed
15113 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15114 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15116 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15117 MovDir[dropx][dropy] = drop_direction;
15119 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15121 // do not cause impact style collision by dropping elements that can fall
15122 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15125 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15126 player->is_dropping = TRUE;
15128 player->drop_pressed_delay = 0;
15129 player->is_dropping_pressed = FALSE;
15131 player->drop_x = dropx;
15132 player->drop_y = dropy;
15137 // ----------------------------------------------------------------------------
15138 // game sound playing functions
15139 // ----------------------------------------------------------------------------
15141 static int *loop_sound_frame = NULL;
15142 static int *loop_sound_volume = NULL;
15144 void InitPlayLevelSound(void)
15146 int num_sounds = getSoundListSize();
15148 checked_free(loop_sound_frame);
15149 checked_free(loop_sound_volume);
15151 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15152 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15155 static void PlayLevelSound(int x, int y, int nr)
15157 int sx = SCREENX(x), sy = SCREENY(y);
15158 int volume, stereo_position;
15159 int max_distance = 8;
15160 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15162 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15163 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15166 if (!IN_LEV_FIELD(x, y) ||
15167 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15168 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15171 volume = SOUND_MAX_VOLUME;
15173 if (!IN_SCR_FIELD(sx, sy))
15175 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15176 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15178 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15181 stereo_position = (SOUND_MAX_LEFT +
15182 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15183 (SCR_FIELDX + 2 * max_distance));
15185 if (IS_LOOP_SOUND(nr))
15187 /* This assures that quieter loop sounds do not overwrite louder ones,
15188 while restarting sound volume comparison with each new game frame. */
15190 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15193 loop_sound_volume[nr] = volume;
15194 loop_sound_frame[nr] = FrameCounter;
15197 PlaySoundExt(nr, volume, stereo_position, type);
15200 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15202 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15203 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15204 y < LEVELY(BY1) ? LEVELY(BY1) :
15205 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15209 static void PlayLevelSoundAction(int x, int y, int action)
15211 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15214 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15216 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15218 if (sound_effect != SND_UNDEFINED)
15219 PlayLevelSound(x, y, sound_effect);
15222 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15225 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15227 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15228 PlayLevelSound(x, y, sound_effect);
15231 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15233 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15235 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15236 PlayLevelSound(x, y, sound_effect);
15239 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15241 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15243 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15244 StopSound(sound_effect);
15247 static int getLevelMusicNr(void)
15249 int level_pos = level_nr - leveldir_current->first_level;
15251 if (levelset.music[level_nr] != MUS_UNDEFINED)
15252 return levelset.music[level_nr]; // from config file
15254 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15257 static void FadeLevelSounds(void)
15262 static void FadeLevelMusic(void)
15264 int music_nr = getLevelMusicNr();
15265 char *curr_music = getCurrentlyPlayingMusicFilename();
15266 char *next_music = getMusicInfoEntryFilename(music_nr);
15268 if (!strEqual(curr_music, next_music))
15272 void FadeLevelSoundsAndMusic(void)
15278 static void PlayLevelMusic(void)
15280 int music_nr = getLevelMusicNr();
15281 char *curr_music = getCurrentlyPlayingMusicFilename();
15282 char *next_music = getMusicInfoEntryFilename(music_nr);
15284 if (!strEqual(curr_music, next_music))
15285 PlayMusicLoop(music_nr);
15288 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15290 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15292 int x = xx - offset;
15293 int y = yy - offset;
15298 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15302 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15306 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15310 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15314 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15318 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15322 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15325 case SOUND_android_clone:
15326 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15329 case SOUND_android_move:
15330 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15334 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15338 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15342 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15345 case SOUND_eater_eat:
15346 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15350 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15353 case SOUND_collect:
15354 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15357 case SOUND_diamond:
15358 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15362 // !!! CHECK THIS !!!
15364 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15366 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15370 case SOUND_wonderfall:
15371 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15375 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15379 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15383 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15387 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15391 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15395 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15399 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15403 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15406 case SOUND_exit_open:
15407 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15410 case SOUND_exit_leave:
15411 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15414 case SOUND_dynamite:
15415 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15419 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15423 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15427 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15431 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15435 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15439 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15443 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15448 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15450 int element = map_element_SP_to_RND(element_sp);
15451 int action = map_action_SP_to_RND(action_sp);
15452 int offset = (setup.sp_show_border_elements ? 0 : 1);
15453 int x = xx - offset;
15454 int y = yy - offset;
15456 PlayLevelSoundElementAction(x, y, element, action);
15459 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15461 int element = map_element_MM_to_RND(element_mm);
15462 int action = map_action_MM_to_RND(action_mm);
15464 int x = xx - offset;
15465 int y = yy - offset;
15467 if (!IS_MM_ELEMENT(element))
15468 element = EL_MM_DEFAULT;
15470 PlayLevelSoundElementAction(x, y, element, action);
15473 void PlaySound_MM(int sound_mm)
15475 int sound = map_sound_MM_to_RND(sound_mm);
15477 if (sound == SND_UNDEFINED)
15483 void PlaySoundLoop_MM(int sound_mm)
15485 int sound = map_sound_MM_to_RND(sound_mm);
15487 if (sound == SND_UNDEFINED)
15490 PlaySoundLoop(sound);
15493 void StopSound_MM(int sound_mm)
15495 int sound = map_sound_MM_to_RND(sound_mm);
15497 if (sound == SND_UNDEFINED)
15503 void RaiseScore(int value)
15505 game.score += value;
15507 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15509 DisplayGameControlValues();
15512 void RaiseScoreElement(int element)
15517 case EL_BD_DIAMOND:
15518 case EL_EMERALD_YELLOW:
15519 case EL_EMERALD_RED:
15520 case EL_EMERALD_PURPLE:
15521 case EL_SP_INFOTRON:
15522 RaiseScore(level.score[SC_EMERALD]);
15525 RaiseScore(level.score[SC_DIAMOND]);
15528 RaiseScore(level.score[SC_CRYSTAL]);
15531 RaiseScore(level.score[SC_PEARL]);
15534 case EL_BD_BUTTERFLY:
15535 case EL_SP_ELECTRON:
15536 RaiseScore(level.score[SC_BUG]);
15539 case EL_BD_FIREFLY:
15540 case EL_SP_SNIKSNAK:
15541 RaiseScore(level.score[SC_SPACESHIP]);
15544 case EL_DARK_YAMYAM:
15545 RaiseScore(level.score[SC_YAMYAM]);
15548 RaiseScore(level.score[SC_ROBOT]);
15551 RaiseScore(level.score[SC_PACMAN]);
15554 RaiseScore(level.score[SC_NUT]);
15557 case EL_EM_DYNAMITE:
15558 case EL_SP_DISK_RED:
15559 case EL_DYNABOMB_INCREASE_NUMBER:
15560 case EL_DYNABOMB_INCREASE_SIZE:
15561 case EL_DYNABOMB_INCREASE_POWER:
15562 RaiseScore(level.score[SC_DYNAMITE]);
15564 case EL_SHIELD_NORMAL:
15565 case EL_SHIELD_DEADLY:
15566 RaiseScore(level.score[SC_SHIELD]);
15568 case EL_EXTRA_TIME:
15569 RaiseScore(level.extra_time_score);
15583 case EL_DC_KEY_WHITE:
15584 RaiseScore(level.score[SC_KEY]);
15587 RaiseScore(element_info[element].collect_score);
15592 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15594 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15598 // prevent short reactivation of overlay buttons while closing door
15599 SetOverlayActive(FALSE);
15600 UnmapGameButtons();
15602 // door may still be open due to skipped or envelope style request
15603 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15606 if (network.enabled)
15607 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15611 FadeSkipNextFadeIn();
15613 SetGameStatus(GAME_MODE_MAIN);
15618 else // continue playing the game
15620 if (tape.playing && tape.deactivate_display)
15621 TapeDeactivateDisplayOff(TRUE);
15623 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15625 if (tape.playing && tape.deactivate_display)
15626 TapeDeactivateDisplayOn();
15630 void RequestQuitGame(boolean escape_key_pressed)
15632 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15633 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15634 level_editor_test_game);
15635 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15636 quick_quit || score_info_tape_play);
15638 RequestQuitGameExt(skip_request, quick_quit,
15639 "Do you really want to quit the game?");
15642 static char *getRestartGameMessage(void)
15644 boolean play_again = hasStartedNetworkGame();
15645 static char message[MAX_OUTPUT_LINESIZE];
15646 char *game_over_text = "Game over!";
15647 char *play_again_text = " Play it again?";
15649 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15650 game_mm.game_over_message != NULL)
15651 game_over_text = game_mm.game_over_message;
15653 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15654 (play_again ? play_again_text : ""));
15659 static void RequestRestartGame(void)
15661 char *message = getRestartGameMessage();
15662 boolean has_started_game = hasStartedNetworkGame();
15663 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15664 int door_state = DOOR_CLOSE_1;
15666 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15668 CloseDoor(door_state);
15670 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15674 // if game was invoked from level editor, also close tape recorder door
15675 if (level_editor_test_game)
15676 door_state = DOOR_CLOSE_ALL;
15678 CloseDoor(door_state);
15680 SetGameStatus(GAME_MODE_MAIN);
15686 boolean CheckRestartGame(void)
15688 static int game_over_delay = 0;
15689 int game_over_delay_value = 50;
15690 boolean game_over = checkGameFailed();
15694 game_over_delay = game_over_delay_value;
15699 if (game_over_delay > 0)
15701 if (game_over_delay == game_over_delay_value / 2)
15702 PlaySound(SND_GAME_LOSING);
15709 // do not handle game over if request dialog is already active
15710 if (game.request_active)
15713 // do not ask to play again if game was never actually played
15714 if (!game.GamePlayed)
15717 // do not ask to play again if this was disabled in setup menu
15718 if (!setup.ask_on_game_over)
15721 RequestRestartGame();
15726 boolean checkGameSolved(void)
15728 // set for all game engines if level was solved
15729 return game.LevelSolved_GameEnd;
15732 boolean checkGameFailed(void)
15734 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15735 return (game_em.game_over && !game_em.level_solved);
15736 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15737 return (game_sp.game_over && !game_sp.level_solved);
15738 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15739 return (game_mm.game_over && !game_mm.level_solved);
15740 else // GAME_ENGINE_TYPE_RND
15741 return (game.GameOver && !game.LevelSolved);
15744 boolean checkGameEnded(void)
15746 return (checkGameSolved() || checkGameFailed());
15750 // ----------------------------------------------------------------------------
15751 // random generator functions
15752 // ----------------------------------------------------------------------------
15754 unsigned int InitEngineRandom_RND(int seed)
15756 game.num_random_calls = 0;
15758 return InitEngineRandom(seed);
15761 unsigned int RND(int max)
15765 game.num_random_calls++;
15767 return GetEngineRandom(max);
15774 // ----------------------------------------------------------------------------
15775 // game engine snapshot handling functions
15776 // ----------------------------------------------------------------------------
15778 struct EngineSnapshotInfo
15780 // runtime values for custom element collect score
15781 int collect_score[NUM_CUSTOM_ELEMENTS];
15783 // runtime values for group element choice position
15784 int choice_pos[NUM_GROUP_ELEMENTS];
15786 // runtime values for belt position animations
15787 int belt_graphic[4][NUM_BELT_PARTS];
15788 int belt_anim_mode[4][NUM_BELT_PARTS];
15791 static struct EngineSnapshotInfo engine_snapshot_rnd;
15792 static char *snapshot_level_identifier = NULL;
15793 static int snapshot_level_nr = -1;
15795 static void SaveEngineSnapshotValues_RND(void)
15797 static int belt_base_active_element[4] =
15799 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15800 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15801 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15802 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15806 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15808 int element = EL_CUSTOM_START + i;
15810 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15813 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15815 int element = EL_GROUP_START + i;
15817 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15820 for (i = 0; i < 4; i++)
15822 for (j = 0; j < NUM_BELT_PARTS; j++)
15824 int element = belt_base_active_element[i] + j;
15825 int graphic = el2img(element);
15826 int anim_mode = graphic_info[graphic].anim_mode;
15828 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15829 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15834 static void LoadEngineSnapshotValues_RND(void)
15836 unsigned int num_random_calls = game.num_random_calls;
15839 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15841 int element = EL_CUSTOM_START + i;
15843 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15846 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15848 int element = EL_GROUP_START + i;
15850 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15853 for (i = 0; i < 4; i++)
15855 for (j = 0; j < NUM_BELT_PARTS; j++)
15857 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15858 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15860 graphic_info[graphic].anim_mode = anim_mode;
15864 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15866 InitRND(tape.random_seed);
15867 for (i = 0; i < num_random_calls; i++)
15871 if (game.num_random_calls != num_random_calls)
15873 Error("number of random calls out of sync");
15874 Error("number of random calls should be %d", num_random_calls);
15875 Error("number of random calls is %d", game.num_random_calls);
15877 Fail("this should not happen -- please debug");
15881 void FreeEngineSnapshotSingle(void)
15883 FreeSnapshotSingle();
15885 setString(&snapshot_level_identifier, NULL);
15886 snapshot_level_nr = -1;
15889 void FreeEngineSnapshotList(void)
15891 FreeSnapshotList();
15894 static ListNode *SaveEngineSnapshotBuffers(void)
15896 ListNode *buffers = NULL;
15898 // copy some special values to a structure better suited for the snapshot
15900 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15901 SaveEngineSnapshotValues_RND();
15902 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15903 SaveEngineSnapshotValues_EM();
15904 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15905 SaveEngineSnapshotValues_SP(&buffers);
15906 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15907 SaveEngineSnapshotValues_MM();
15909 // save values stored in special snapshot structure
15911 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15912 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15913 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15914 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15915 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15916 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15917 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15918 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15920 // save further RND engine values
15922 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15924 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15926 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15971 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15981 ListNode *node = engine_snapshot_list_rnd;
15984 while (node != NULL)
15986 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15991 Debug("game:playing:SaveEngineSnapshotBuffers",
15992 "size of engine snapshot: %d bytes", num_bytes);
15998 void SaveEngineSnapshotSingle(void)
16000 ListNode *buffers = SaveEngineSnapshotBuffers();
16002 // finally save all snapshot buffers to single snapshot
16003 SaveSnapshotSingle(buffers);
16005 // save level identification information
16006 setString(&snapshot_level_identifier, leveldir_current->identifier);
16007 snapshot_level_nr = level_nr;
16010 boolean CheckSaveEngineSnapshotToList(void)
16012 boolean save_snapshot =
16013 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16014 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16015 game.snapshot.changed_action) ||
16016 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16017 game.snapshot.collected_item));
16019 game.snapshot.changed_action = FALSE;
16020 game.snapshot.collected_item = FALSE;
16021 game.snapshot.save_snapshot = save_snapshot;
16023 return save_snapshot;
16026 void SaveEngineSnapshotToList(void)
16028 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16032 ListNode *buffers = SaveEngineSnapshotBuffers();
16034 // finally save all snapshot buffers to snapshot list
16035 SaveSnapshotToList(buffers);
16038 void SaveEngineSnapshotToListInitial(void)
16040 FreeEngineSnapshotList();
16042 SaveEngineSnapshotToList();
16045 static void LoadEngineSnapshotValues(void)
16047 // restore special values from snapshot structure
16049 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16050 LoadEngineSnapshotValues_RND();
16051 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16052 LoadEngineSnapshotValues_EM();
16053 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16054 LoadEngineSnapshotValues_SP();
16055 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16056 LoadEngineSnapshotValues_MM();
16059 void LoadEngineSnapshotSingle(void)
16061 LoadSnapshotSingle();
16063 LoadEngineSnapshotValues();
16066 static void LoadEngineSnapshot_Undo(int steps)
16068 LoadSnapshotFromList_Older(steps);
16070 LoadEngineSnapshotValues();
16073 static void LoadEngineSnapshot_Redo(int steps)
16075 LoadSnapshotFromList_Newer(steps);
16077 LoadEngineSnapshotValues();
16080 boolean CheckEngineSnapshotSingle(void)
16082 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16083 snapshot_level_nr == level_nr);
16086 boolean CheckEngineSnapshotList(void)
16088 return CheckSnapshotList();
16092 // ---------- new game button stuff -------------------------------------------
16099 boolean *setup_value;
16100 boolean allowed_on_tape;
16101 boolean is_touch_button;
16103 } gamebutton_info[NUM_GAME_BUTTONS] =
16106 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16107 GAME_CTRL_ID_STOP, NULL,
16108 TRUE, FALSE, "stop game"
16111 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16112 GAME_CTRL_ID_PAUSE, NULL,
16113 TRUE, FALSE, "pause game"
16116 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16117 GAME_CTRL_ID_PLAY, NULL,
16118 TRUE, FALSE, "play game"
16121 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16122 GAME_CTRL_ID_UNDO, NULL,
16123 TRUE, FALSE, "undo step"
16126 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16127 GAME_CTRL_ID_REDO, NULL,
16128 TRUE, FALSE, "redo step"
16131 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16132 GAME_CTRL_ID_SAVE, NULL,
16133 TRUE, FALSE, "save game"
16136 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16137 GAME_CTRL_ID_PAUSE2, NULL,
16138 TRUE, FALSE, "pause game"
16141 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16142 GAME_CTRL_ID_LOAD, NULL,
16143 TRUE, FALSE, "load game"
16146 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16147 GAME_CTRL_ID_PANEL_STOP, NULL,
16148 FALSE, FALSE, "stop game"
16151 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16152 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16153 FALSE, FALSE, "pause game"
16156 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16157 GAME_CTRL_ID_PANEL_PLAY, NULL,
16158 FALSE, FALSE, "play game"
16161 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16162 GAME_CTRL_ID_TOUCH_STOP, NULL,
16163 FALSE, TRUE, "stop game"
16166 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16167 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16168 FALSE, TRUE, "pause game"
16171 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16172 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16173 TRUE, FALSE, "background music on/off"
16176 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16177 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16178 TRUE, FALSE, "sound loops on/off"
16181 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16182 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16183 TRUE, FALSE, "normal sounds on/off"
16186 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16187 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16188 FALSE, FALSE, "background music on/off"
16191 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16192 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16193 FALSE, FALSE, "sound loops on/off"
16196 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16197 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16198 FALSE, FALSE, "normal sounds on/off"
16202 void CreateGameButtons(void)
16206 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16208 int graphic = gamebutton_info[i].graphic;
16209 struct GraphicInfo *gfx = &graphic_info[graphic];
16210 struct XY *pos = gamebutton_info[i].pos;
16211 struct GadgetInfo *gi;
16214 unsigned int event_mask;
16215 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16216 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16217 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16218 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16219 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16220 int gd_x = gfx->src_x;
16221 int gd_y = gfx->src_y;
16222 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16223 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16224 int gd_xa = gfx->src_x + gfx->active_xoffset;
16225 int gd_ya = gfx->src_y + gfx->active_yoffset;
16226 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16227 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16228 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16229 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16232 // do not use touch buttons if overlay touch buttons are disabled
16233 if (is_touch_button && !setup.touch.overlay_buttons)
16236 if (gfx->bitmap == NULL)
16238 game_gadget[id] = NULL;
16243 if (id == GAME_CTRL_ID_STOP ||
16244 id == GAME_CTRL_ID_PANEL_STOP ||
16245 id == GAME_CTRL_ID_TOUCH_STOP ||
16246 id == GAME_CTRL_ID_PLAY ||
16247 id == GAME_CTRL_ID_PANEL_PLAY ||
16248 id == GAME_CTRL_ID_SAVE ||
16249 id == GAME_CTRL_ID_LOAD)
16251 button_type = GD_TYPE_NORMAL_BUTTON;
16253 event_mask = GD_EVENT_RELEASED;
16255 else if (id == GAME_CTRL_ID_UNDO ||
16256 id == GAME_CTRL_ID_REDO)
16258 button_type = GD_TYPE_NORMAL_BUTTON;
16260 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16264 button_type = GD_TYPE_CHECK_BUTTON;
16265 checked = (gamebutton_info[i].setup_value != NULL ?
16266 *gamebutton_info[i].setup_value : FALSE);
16267 event_mask = GD_EVENT_PRESSED;
16270 gi = CreateGadget(GDI_CUSTOM_ID, id,
16271 GDI_IMAGE_ID, graphic,
16272 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16275 GDI_WIDTH, gfx->width,
16276 GDI_HEIGHT, gfx->height,
16277 GDI_TYPE, button_type,
16278 GDI_STATE, GD_BUTTON_UNPRESSED,
16279 GDI_CHECKED, checked,
16280 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16281 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16282 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16283 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16284 GDI_DIRECT_DRAW, FALSE,
16285 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16286 GDI_EVENT_MASK, event_mask,
16287 GDI_CALLBACK_ACTION, HandleGameButtons,
16291 Fail("cannot create gadget");
16293 game_gadget[id] = gi;
16297 void FreeGameButtons(void)
16301 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16302 FreeGadget(game_gadget[i]);
16305 static void UnmapGameButtonsAtSamePosition(int id)
16309 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16311 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16312 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16313 UnmapGadget(game_gadget[i]);
16316 static void UnmapGameButtonsAtSamePosition_All(void)
16318 if (setup.show_load_save_buttons)
16320 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16321 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16322 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16324 else if (setup.show_undo_redo_buttons)
16326 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16328 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16332 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16333 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16334 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16336 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16337 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16338 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16342 void MapLoadSaveButtons(void)
16344 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16345 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16347 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16348 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16351 void MapUndoRedoButtons(void)
16353 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16354 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16356 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16357 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16360 void ModifyPauseButtons(void)
16364 GAME_CTRL_ID_PAUSE,
16365 GAME_CTRL_ID_PAUSE2,
16366 GAME_CTRL_ID_PANEL_PAUSE,
16367 GAME_CTRL_ID_TOUCH_PAUSE,
16372 for (i = 0; ids[i] > -1; i++)
16373 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16376 static void MapGameButtonsExt(boolean on_tape)
16380 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16382 if ((i == GAME_CTRL_ID_UNDO ||
16383 i == GAME_CTRL_ID_REDO) &&
16384 game_status != GAME_MODE_PLAYING)
16387 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16388 MapGadget(game_gadget[i]);
16391 UnmapGameButtonsAtSamePosition_All();
16393 RedrawGameButtons();
16396 static void UnmapGameButtonsExt(boolean on_tape)
16400 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16401 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16402 UnmapGadget(game_gadget[i]);
16405 static void RedrawGameButtonsExt(boolean on_tape)
16409 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16410 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16411 RedrawGadget(game_gadget[i]);
16414 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16419 gi->checked = state;
16422 static void RedrawSoundButtonGadget(int id)
16424 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16425 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16426 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16427 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16428 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16429 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16432 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16433 RedrawGadget(game_gadget[id2]);
16436 void MapGameButtons(void)
16438 MapGameButtonsExt(FALSE);
16441 void UnmapGameButtons(void)
16443 UnmapGameButtonsExt(FALSE);
16446 void RedrawGameButtons(void)
16448 RedrawGameButtonsExt(FALSE);
16451 void MapGameButtonsOnTape(void)
16453 MapGameButtonsExt(TRUE);
16456 void UnmapGameButtonsOnTape(void)
16458 UnmapGameButtonsExt(TRUE);
16461 void RedrawGameButtonsOnTape(void)
16463 RedrawGameButtonsExt(TRUE);
16466 static void GameUndoRedoExt(void)
16468 ClearPlayerAction();
16470 tape.pausing = TRUE;
16473 UpdateAndDisplayGameControlValues();
16475 DrawCompleteVideoDisplay();
16476 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16477 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16478 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16480 ModifyPauseButtons();
16485 static void GameUndo(int steps)
16487 if (!CheckEngineSnapshotList())
16490 int tape_property_bits = tape.property_bits;
16492 LoadEngineSnapshot_Undo(steps);
16494 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16499 static void GameRedo(int steps)
16501 if (!CheckEngineSnapshotList())
16504 int tape_property_bits = tape.property_bits;
16506 LoadEngineSnapshot_Redo(steps);
16508 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16513 static void HandleGameButtonsExt(int id, int button)
16515 static boolean game_undo_executed = FALSE;
16516 int steps = BUTTON_STEPSIZE(button);
16517 boolean handle_game_buttons =
16518 (game_status == GAME_MODE_PLAYING ||
16519 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16521 if (!handle_game_buttons)
16526 case GAME_CTRL_ID_STOP:
16527 case GAME_CTRL_ID_PANEL_STOP:
16528 case GAME_CTRL_ID_TOUCH_STOP:
16533 case GAME_CTRL_ID_PAUSE:
16534 case GAME_CTRL_ID_PAUSE2:
16535 case GAME_CTRL_ID_PANEL_PAUSE:
16536 case GAME_CTRL_ID_TOUCH_PAUSE:
16537 if (network.enabled && game_status == GAME_MODE_PLAYING)
16540 SendToServer_ContinuePlaying();
16542 SendToServer_PausePlaying();
16545 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16547 game_undo_executed = FALSE;
16551 case GAME_CTRL_ID_PLAY:
16552 case GAME_CTRL_ID_PANEL_PLAY:
16553 if (game_status == GAME_MODE_MAIN)
16555 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16557 else if (tape.pausing)
16559 if (network.enabled)
16560 SendToServer_ContinuePlaying();
16562 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16566 case GAME_CTRL_ID_UNDO:
16567 // Important: When using "save snapshot when collecting an item" mode,
16568 // load last (current) snapshot for first "undo" after pressing "pause"
16569 // (else the last-but-one snapshot would be loaded, because the snapshot
16570 // pointer already points to the last snapshot when pressing "pause",
16571 // which is fine for "every step/move" mode, but not for "every collect")
16572 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16573 !game_undo_executed)
16576 game_undo_executed = TRUE;
16581 case GAME_CTRL_ID_REDO:
16585 case GAME_CTRL_ID_SAVE:
16589 case GAME_CTRL_ID_LOAD:
16593 case SOUND_CTRL_ID_MUSIC:
16594 case SOUND_CTRL_ID_PANEL_MUSIC:
16595 if (setup.sound_music)
16597 setup.sound_music = FALSE;
16601 else if (audio.music_available)
16603 setup.sound = setup.sound_music = TRUE;
16605 SetAudioMode(setup.sound);
16607 if (game_status == GAME_MODE_PLAYING)
16611 RedrawSoundButtonGadget(id);
16615 case SOUND_CTRL_ID_LOOPS:
16616 case SOUND_CTRL_ID_PANEL_LOOPS:
16617 if (setup.sound_loops)
16618 setup.sound_loops = FALSE;
16619 else if (audio.loops_available)
16621 setup.sound = setup.sound_loops = TRUE;
16623 SetAudioMode(setup.sound);
16626 RedrawSoundButtonGadget(id);
16630 case SOUND_CTRL_ID_SIMPLE:
16631 case SOUND_CTRL_ID_PANEL_SIMPLE:
16632 if (setup.sound_simple)
16633 setup.sound_simple = FALSE;
16634 else if (audio.sound_available)
16636 setup.sound = setup.sound_simple = TRUE;
16638 SetAudioMode(setup.sound);
16641 RedrawSoundButtonGadget(id);
16650 static void HandleGameButtons(struct GadgetInfo *gi)
16652 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16655 void HandleSoundButtonKeys(Key key)
16657 if (key == setup.shortcut.sound_simple)
16658 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16659 else if (key == setup.shortcut.sound_loops)
16660 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16661 else if (key == setup.shortcut.sound_music)
16662 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);