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 TestIfPlayerTouchesCustomElement(int, int);
1062 static void TestIfElementTouchesCustomElement(int, int);
1063 static void TestIfElementHitsCustomElement(int, int, int);
1065 static void HandleElementChange(int, int, int);
1066 static void ExecuteCustomElementAction(int, int, int, int);
1067 static boolean ChangeElement(int, int, int, int);
1069 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1070 #define CheckTriggeredElementChange(x, y, e, ev) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1072 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1073 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1074 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1075 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1076 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1077 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1078 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1079 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1081 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1082 #define CheckElementChange(x, y, e, te, ev) \
1083 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1084 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1085 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1086 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1087 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1088 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1089 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1091 static void PlayLevelSound(int, int, int);
1092 static void PlayLevelSoundNearest(int, int, int);
1093 static void PlayLevelSoundAction(int, int, int);
1094 static void PlayLevelSoundElementAction(int, int, int, int);
1095 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1096 static void PlayLevelSoundActionIfLoop(int, int, int);
1097 static void StopLevelSoundActionIfLoop(int, int, int);
1098 static void PlayLevelMusic(void);
1099 static void FadeLevelSoundsAndMusic(void);
1101 static void HandleGameButtons(struct GadgetInfo *);
1103 int AmoebaNeighbourNr(int, int);
1104 void AmoebaToDiamond(int, int);
1105 void ContinueMoving(int, int);
1106 void Bang(int, int);
1107 void InitMovDir(int, int);
1108 void InitAmoebaNr(int, int);
1109 int NewHiScore(int);
1111 void TestIfGoodThingHitsBadThing(int, int, int);
1112 void TestIfBadThingHitsGoodThing(int, int, int);
1113 void TestIfPlayerTouchesBadThing(int, int);
1114 void TestIfPlayerRunsIntoBadThing(int, int, int);
1115 void TestIfBadThingTouchesPlayer(int, int);
1116 void TestIfBadThingRunsIntoPlayer(int, int, int);
1117 void TestIfFriendTouchesBadThing(int, int);
1118 void TestIfBadThingTouchesFriend(int, int);
1119 void TestIfBadThingTouchesOtherBadThing(int, int);
1120 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1122 void KillPlayer(struct PlayerInfo *);
1123 void BuryPlayer(struct PlayerInfo *);
1124 void RemovePlayer(struct PlayerInfo *);
1125 void ExitPlayer(struct PlayerInfo *);
1127 static int getInvisibleActiveFromInvisibleElement(int);
1128 static int getInvisibleFromInvisibleActiveElement(int);
1130 static void TestFieldAfterSnapping(int, int, int, int, int);
1132 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1134 // for detection of endless loops, caused by custom element programming
1135 // (using maximal playfield width x 10 is just a rough approximation)
1136 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1138 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1140 if (recursion_loop_detected) \
1143 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1145 recursion_loop_detected = TRUE; \
1146 recursion_loop_element = (e); \
1149 recursion_loop_depth++; \
1152 #define RECURSION_LOOP_DETECTION_END() \
1154 recursion_loop_depth--; \
1157 static int recursion_loop_depth;
1158 static boolean recursion_loop_detected;
1159 static boolean recursion_loop_element;
1161 static int map_player_action[MAX_PLAYERS];
1164 // ----------------------------------------------------------------------------
1165 // definition of elements that automatically change to other elements after
1166 // a specified time, eventually calling a function when changing
1167 // ----------------------------------------------------------------------------
1169 // forward declaration for changer functions
1170 static void InitBuggyBase(int, int);
1171 static void WarnBuggyBase(int, int);
1173 static void InitTrap(int, int);
1174 static void ActivateTrap(int, int);
1175 static void ChangeActiveTrap(int, int);
1177 static void InitRobotWheel(int, int);
1178 static void RunRobotWheel(int, int);
1179 static void StopRobotWheel(int, int);
1181 static void InitTimegateWheel(int, int);
1182 static void RunTimegateWheel(int, int);
1184 static void InitMagicBallDelay(int, int);
1185 static void ActivateMagicBall(int, int);
1187 struct ChangingElementInfo
1192 void (*pre_change_function)(int x, int y);
1193 void (*change_function)(int x, int y);
1194 void (*post_change_function)(int x, int y);
1197 static struct ChangingElementInfo change_delay_list[] =
1232 EL_STEEL_EXIT_OPENING,
1240 EL_STEEL_EXIT_CLOSING,
1241 EL_STEEL_EXIT_CLOSED,
1264 EL_EM_STEEL_EXIT_OPENING,
1265 EL_EM_STEEL_EXIT_OPEN,
1272 EL_EM_STEEL_EXIT_CLOSING,
1296 EL_SWITCHGATE_OPENING,
1304 EL_SWITCHGATE_CLOSING,
1305 EL_SWITCHGATE_CLOSED,
1312 EL_TIMEGATE_OPENING,
1320 EL_TIMEGATE_CLOSING,
1329 EL_ACID_SPLASH_LEFT,
1337 EL_ACID_SPLASH_RIGHT,
1346 EL_SP_BUGGY_BASE_ACTIVATING,
1353 EL_SP_BUGGY_BASE_ACTIVATING,
1354 EL_SP_BUGGY_BASE_ACTIVE,
1361 EL_SP_BUGGY_BASE_ACTIVE,
1385 EL_ROBOT_WHEEL_ACTIVE,
1393 EL_TIMEGATE_SWITCH_ACTIVE,
1401 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1402 EL_DC_TIMEGATE_SWITCH,
1409 EL_EMC_MAGIC_BALL_ACTIVE,
1410 EL_EMC_MAGIC_BALL_ACTIVE,
1417 EL_EMC_SPRING_BUMPER_ACTIVE,
1418 EL_EMC_SPRING_BUMPER,
1425 EL_DIAGONAL_SHRINKING,
1433 EL_DIAGONAL_GROWING,
1454 int push_delay_fixed, push_delay_random;
1458 { EL_SPRING, 0, 0 },
1459 { EL_BALLOON, 0, 0 },
1461 { EL_SOKOBAN_OBJECT, 2, 0 },
1462 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1463 { EL_SATELLITE, 2, 0 },
1464 { EL_SP_DISK_YELLOW, 2, 0 },
1466 { EL_UNDEFINED, 0, 0 },
1474 move_stepsize_list[] =
1476 { EL_AMOEBA_DROP, 2 },
1477 { EL_AMOEBA_DROPPING, 2 },
1478 { EL_QUICKSAND_FILLING, 1 },
1479 { EL_QUICKSAND_EMPTYING, 1 },
1480 { EL_QUICKSAND_FAST_FILLING, 2 },
1481 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1482 { EL_MAGIC_WALL_FILLING, 2 },
1483 { EL_MAGIC_WALL_EMPTYING, 2 },
1484 { EL_BD_MAGIC_WALL_FILLING, 2 },
1485 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1486 { EL_DC_MAGIC_WALL_FILLING, 2 },
1487 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_UNDEFINED, 0 },
1497 collect_count_list[] =
1500 { EL_BD_DIAMOND, 1 },
1501 { EL_EMERALD_YELLOW, 1 },
1502 { EL_EMERALD_RED, 1 },
1503 { EL_EMERALD_PURPLE, 1 },
1505 { EL_SP_INFOTRON, 1 },
1509 { EL_UNDEFINED, 0 },
1517 access_direction_list[] =
1519 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1520 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1521 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1522 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1525 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1526 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1527 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1528 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1529 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1531 { EL_SP_PORT_LEFT, MV_RIGHT },
1532 { EL_SP_PORT_RIGHT, MV_LEFT },
1533 { EL_SP_PORT_UP, MV_DOWN },
1534 { EL_SP_PORT_DOWN, MV_UP },
1535 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1536 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1537 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1538 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1539 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1540 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1542 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1543 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1544 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1545 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1546 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1547 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1548 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1549 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1551 { EL_UNDEFINED, MV_NONE }
1554 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1556 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1557 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1558 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1559 IS_JUST_CHANGING(x, y))
1561 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1563 // static variables for playfield scan mode (scanning forward or backward)
1564 static int playfield_scan_start_x = 0;
1565 static int playfield_scan_start_y = 0;
1566 static int playfield_scan_delta_x = 1;
1567 static int playfield_scan_delta_y = 1;
1569 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1570 (y) >= 0 && (y) <= lev_fieldy - 1; \
1571 (y) += playfield_scan_delta_y) \
1572 for ((x) = playfield_scan_start_x; \
1573 (x) >= 0 && (x) <= lev_fieldx - 1; \
1574 (x) += playfield_scan_delta_x)
1577 void DEBUG_SetMaximumDynamite(void)
1581 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1582 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1583 local_player->inventory_element[local_player->inventory_size++] =
1588 static void InitPlayfieldScanModeVars(void)
1590 if (game.use_reverse_scan_direction)
1592 playfield_scan_start_x = lev_fieldx - 1;
1593 playfield_scan_start_y = lev_fieldy - 1;
1595 playfield_scan_delta_x = -1;
1596 playfield_scan_delta_y = -1;
1600 playfield_scan_start_x = 0;
1601 playfield_scan_start_y = 0;
1603 playfield_scan_delta_x = 1;
1604 playfield_scan_delta_y = 1;
1608 static void InitPlayfieldScanMode(int mode)
1610 game.use_reverse_scan_direction =
1611 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1613 InitPlayfieldScanModeVars();
1616 static int get_move_delay_from_stepsize(int move_stepsize)
1619 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1621 // make sure that stepsize value is always a power of 2
1622 move_stepsize = (1 << log_2(move_stepsize));
1624 return TILEX / move_stepsize;
1627 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1630 int player_nr = player->index_nr;
1631 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1632 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1634 // do no immediately change move delay -- the player might just be moving
1635 player->move_delay_value_next = move_delay;
1637 // information if player can move must be set separately
1638 player->cannot_move = cannot_move;
1642 player->move_delay = game.initial_move_delay[player_nr];
1643 player->move_delay_value = game.initial_move_delay_value[player_nr];
1645 player->move_delay_value_next = -1;
1647 player->move_delay_reset_counter = 0;
1651 void GetPlayerConfig(void)
1653 GameFrameDelay = setup.game_frame_delay;
1655 if (!audio.sound_available)
1656 setup.sound_simple = FALSE;
1658 if (!audio.loops_available)
1659 setup.sound_loops = FALSE;
1661 if (!audio.music_available)
1662 setup.sound_music = FALSE;
1664 if (!video.fullscreen_available)
1665 setup.fullscreen = FALSE;
1667 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1669 SetAudioMode(setup.sound);
1672 int GetElementFromGroupElement(int element)
1674 if (IS_GROUP_ELEMENT(element))
1676 struct ElementGroupInfo *group = element_info[element].group;
1677 int last_anim_random_frame = gfx.anim_random_frame;
1680 if (group->choice_mode == ANIM_RANDOM)
1681 gfx.anim_random_frame = RND(group->num_elements_resolved);
1683 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1684 group->choice_mode, 0,
1687 if (group->choice_mode == ANIM_RANDOM)
1688 gfx.anim_random_frame = last_anim_random_frame;
1690 group->choice_pos++;
1692 element = group->element_resolved[element_pos];
1698 static void IncrementSokobanFieldsNeeded(void)
1700 if (level.sb_fields_needed)
1701 game.sokoban_fields_still_needed++;
1704 static void IncrementSokobanObjectsNeeded(void)
1706 if (level.sb_objects_needed)
1707 game.sokoban_objects_still_needed++;
1710 static void DecrementSokobanFieldsNeeded(void)
1712 if (game.sokoban_fields_still_needed > 0)
1713 game.sokoban_fields_still_needed--;
1716 static void DecrementSokobanObjectsNeeded(void)
1718 if (game.sokoban_objects_still_needed > 0)
1719 game.sokoban_objects_still_needed--;
1722 static void InitPlayerField(int x, int y, int element, boolean init_game)
1724 if (element == EL_SP_MURPHY)
1728 if (stored_player[0].present)
1730 Tile[x][y] = EL_SP_MURPHY_CLONE;
1736 stored_player[0].initial_element = element;
1737 stored_player[0].use_murphy = TRUE;
1739 if (!level.use_artwork_element[0])
1740 stored_player[0].artwork_element = EL_SP_MURPHY;
1743 Tile[x][y] = EL_PLAYER_1;
1749 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1750 int jx = player->jx, jy = player->jy;
1752 player->present = TRUE;
1754 player->block_last_field = (element == EL_SP_MURPHY ?
1755 level.sp_block_last_field :
1756 level.block_last_field);
1758 // ---------- initialize player's last field block delay ------------------
1760 // always start with reliable default value (no adjustment needed)
1761 player->block_delay_adjustment = 0;
1763 // special case 1: in Supaplex, Murphy blocks last field one more frame
1764 if (player->block_last_field && element == EL_SP_MURPHY)
1765 player->block_delay_adjustment = 1;
1767 // special case 2: in game engines before 3.1.1, blocking was different
1768 if (game.use_block_last_field_bug)
1769 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1771 if (!network.enabled || player->connected_network)
1773 player->active = TRUE;
1775 // remove potentially duplicate players
1776 if (StorePlayer[jx][jy] == Tile[x][y])
1777 StorePlayer[jx][jy] = 0;
1779 StorePlayer[x][y] = Tile[x][y];
1781 #if DEBUG_INIT_PLAYER
1782 Debug("game:init:player", "- player element %d activated",
1783 player->element_nr);
1784 Debug("game:init:player", " (local player is %d and currently %s)",
1785 local_player->element_nr,
1786 local_player->active ? "active" : "not active");
1790 Tile[x][y] = EL_EMPTY;
1792 player->jx = player->last_jx = x;
1793 player->jy = player->last_jy = y;
1796 // always check if player was just killed and should be reanimated
1798 int player_nr = GET_PLAYER_NR(element);
1799 struct PlayerInfo *player = &stored_player[player_nr];
1801 if (player->active && player->killed)
1802 player->reanimated = TRUE; // if player was just killed, reanimate him
1806 static void InitField(int x, int y, boolean init_game)
1808 int element = Tile[x][y];
1817 InitPlayerField(x, y, element, init_game);
1820 case EL_SOKOBAN_FIELD_PLAYER:
1821 element = Tile[x][y] = EL_PLAYER_1;
1822 InitField(x, y, init_game);
1824 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1825 InitField(x, y, init_game);
1828 case EL_SOKOBAN_FIELD_EMPTY:
1829 IncrementSokobanFieldsNeeded();
1832 case EL_SOKOBAN_OBJECT:
1833 IncrementSokobanObjectsNeeded();
1837 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1838 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1839 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1840 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1841 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1844 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1845 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1855 case EL_SPACESHIP_RIGHT:
1856 case EL_SPACESHIP_UP:
1857 case EL_SPACESHIP_LEFT:
1858 case EL_SPACESHIP_DOWN:
1859 case EL_BD_BUTTERFLY:
1860 case EL_BD_BUTTERFLY_RIGHT:
1861 case EL_BD_BUTTERFLY_UP:
1862 case EL_BD_BUTTERFLY_LEFT:
1863 case EL_BD_BUTTERFLY_DOWN:
1865 case EL_BD_FIREFLY_RIGHT:
1866 case EL_BD_FIREFLY_UP:
1867 case EL_BD_FIREFLY_LEFT:
1868 case EL_BD_FIREFLY_DOWN:
1869 case EL_PACMAN_RIGHT:
1871 case EL_PACMAN_LEFT:
1872 case EL_PACMAN_DOWN:
1874 case EL_YAMYAM_LEFT:
1875 case EL_YAMYAM_RIGHT:
1877 case EL_YAMYAM_DOWN:
1878 case EL_DARK_YAMYAM:
1881 case EL_SP_SNIKSNAK:
1882 case EL_SP_ELECTRON:
1888 case EL_SPRING_LEFT:
1889 case EL_SPRING_RIGHT:
1893 case EL_AMOEBA_FULL:
1898 case EL_AMOEBA_DROP:
1899 if (y == lev_fieldy - 1)
1901 Tile[x][y] = EL_AMOEBA_GROWING;
1902 Store[x][y] = EL_AMOEBA_WET;
1906 case EL_DYNAMITE_ACTIVE:
1907 case EL_SP_DISK_RED_ACTIVE:
1908 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1909 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1910 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1911 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1912 MovDelay[x][y] = 96;
1915 case EL_EM_DYNAMITE_ACTIVE:
1916 MovDelay[x][y] = 32;
1920 game.lights_still_needed++;
1924 game.friends_still_needed++;
1929 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1932 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1933 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1934 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1935 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1936 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1937 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1938 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1939 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1940 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1941 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1942 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1943 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1946 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1947 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1948 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1950 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1952 game.belt_dir[belt_nr] = belt_dir;
1953 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1955 else // more than one switch -- set it like the first switch
1957 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1962 case EL_LIGHT_SWITCH_ACTIVE:
1964 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1967 case EL_INVISIBLE_STEELWALL:
1968 case EL_INVISIBLE_WALL:
1969 case EL_INVISIBLE_SAND:
1970 if (game.light_time_left > 0 ||
1971 game.lenses_time_left > 0)
1972 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1975 case EL_EMC_MAGIC_BALL:
1976 if (game.ball_active)
1977 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1980 case EL_EMC_MAGIC_BALL_SWITCH:
1981 if (game.ball_active)
1982 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1985 case EL_TRIGGER_PLAYER:
1986 case EL_TRIGGER_ELEMENT:
1987 case EL_TRIGGER_CE_VALUE:
1988 case EL_TRIGGER_CE_SCORE:
1990 case EL_ANY_ELEMENT:
1991 case EL_CURRENT_CE_VALUE:
1992 case EL_CURRENT_CE_SCORE:
2009 // reference elements should not be used on the playfield
2010 Tile[x][y] = EL_EMPTY;
2014 if (IS_CUSTOM_ELEMENT(element))
2016 if (CAN_MOVE(element))
2019 if (!element_info[element].use_last_ce_value || init_game)
2020 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2022 else if (IS_GROUP_ELEMENT(element))
2024 Tile[x][y] = GetElementFromGroupElement(element);
2026 InitField(x, y, init_game);
2033 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2036 static void InitField_WithBug1(int x, int y, boolean init_game)
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(Tile[x][y]))
2046 static void InitField_WithBug2(int x, int y, boolean init_game)
2048 int old_element = Tile[x][y];
2050 InitField(x, y, init_game);
2052 // not needed to call InitMovDir() -- already done by InitField()!
2053 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054 CAN_MOVE(old_element) &&
2055 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2058 /* this case is in fact a combination of not less than three bugs:
2059 first, it calls InitMovDir() for elements that can move, although this is
2060 already done by InitField(); then, it checks the element that was at this
2061 field _before_ the call to InitField() (which can change it); lastly, it
2062 was not called for "mole with direction" elements, which were treated as
2063 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2067 static int get_key_element_from_nr(int key_nr)
2069 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2070 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2071 EL_EM_KEY_1 : EL_KEY_1);
2073 return key_base_element + key_nr;
2076 static int get_next_dropped_element(struct PlayerInfo *player)
2078 return (player->inventory_size > 0 ?
2079 player->inventory_element[player->inventory_size - 1] :
2080 player->inventory_infinite_element != EL_UNDEFINED ?
2081 player->inventory_infinite_element :
2082 player->dynabombs_left > 0 ?
2083 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2087 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2089 // pos >= 0: get element from bottom of the stack;
2090 // pos < 0: get element from top of the stack
2094 int min_inventory_size = -pos;
2095 int inventory_pos = player->inventory_size - min_inventory_size;
2096 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2098 return (player->inventory_size >= min_inventory_size ?
2099 player->inventory_element[inventory_pos] :
2100 player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2108 int min_dynabombs_left = pos + 1;
2109 int min_inventory_size = pos + 1 - player->dynabombs_left;
2110 int inventory_pos = pos - player->dynabombs_left;
2112 return (player->inventory_infinite_element != EL_UNDEFINED ?
2113 player->inventory_infinite_element :
2114 player->dynabombs_left >= min_dynabombs_left ?
2115 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2116 player->inventory_size >= min_inventory_size ?
2117 player->inventory_element[inventory_pos] :
2122 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2124 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2125 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2128 if (gpo1->sort_priority != gpo2->sort_priority)
2129 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2131 compare_result = gpo1->nr - gpo2->nr;
2133 return compare_result;
2136 int getPlayerInventorySize(int player_nr)
2138 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2139 return game_em.ply[player_nr]->dynamite;
2140 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2141 return game_sp.red_disk_count;
2143 return stored_player[player_nr].inventory_size;
2146 static void InitGameControlValues(void)
2150 for (i = 0; game_panel_controls[i].nr != -1; i++)
2152 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2153 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2154 struct TextPosInfo *pos = gpc->pos;
2156 int type = gpc->type;
2160 Error("'game_panel_controls' structure corrupted at %d", i);
2162 Fail("this should not happen -- please debug");
2165 // force update of game controls after initialization
2166 gpc->value = gpc->last_value = -1;
2167 gpc->frame = gpc->last_frame = -1;
2168 gpc->gfx_frame = -1;
2170 // determine panel value width for later calculation of alignment
2171 if (type == TYPE_INTEGER || type == TYPE_STRING)
2173 pos->width = pos->size * getFontWidth(pos->font);
2174 pos->height = getFontHeight(pos->font);
2176 else if (type == TYPE_ELEMENT)
2178 pos->width = pos->size;
2179 pos->height = pos->size;
2182 // fill structure for game panel draw order
2184 gpo->sort_priority = pos->sort_priority;
2187 // sort game panel controls according to sort_priority and control number
2188 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2189 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2192 static void UpdatePlayfieldElementCount(void)
2194 boolean use_element_count = FALSE;
2197 // first check if it is needed at all to calculate playfield element count
2198 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2199 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2200 use_element_count = TRUE;
2202 if (!use_element_count)
2205 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2206 element_info[i].element_count = 0;
2208 SCAN_PLAYFIELD(x, y)
2210 element_info[Tile[x][y]].element_count++;
2213 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2214 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2215 if (IS_IN_GROUP(j, i))
2216 element_info[EL_GROUP_START + i].element_count +=
2217 element_info[j].element_count;
2220 static void UpdateGameControlValues(void)
2223 int time = (game.LevelSolved ?
2224 game.LevelSolved_CountingTime :
2225 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2227 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2228 game_sp.time_played :
2229 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2230 game_mm.energy_left :
2231 game.no_time_limit ? TimePlayed : TimeLeft);
2232 int score = (game.LevelSolved ?
2233 game.LevelSolved_CountingScore :
2234 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2235 game_em.lev->score :
2236 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2241 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2242 game_em.lev->gems_needed :
2243 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2244 game_sp.infotrons_still_needed :
2245 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2246 game_mm.kettles_still_needed :
2247 game.gems_still_needed);
2248 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2249 game_em.lev->gems_needed > 0 :
2250 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2251 game_sp.infotrons_still_needed > 0 :
2252 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2253 game_mm.kettles_still_needed > 0 ||
2254 game_mm.lights_still_needed > 0 :
2255 game.gems_still_needed > 0 ||
2256 game.sokoban_fields_still_needed > 0 ||
2257 game.sokoban_objects_still_needed > 0 ||
2258 game.lights_still_needed > 0);
2259 int health = (game.LevelSolved ?
2260 game.LevelSolved_CountingHealth :
2261 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2262 MM_HEALTH(game_mm.laser_overload_value) :
2264 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2266 UpdatePlayfieldElementCount();
2268 // update game panel control values
2270 // used instead of "level_nr" (for network games)
2271 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2272 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2274 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2275 for (i = 0; i < MAX_NUM_KEYS; i++)
2276 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2277 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2278 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2280 if (game.centered_player_nr == -1)
2282 for (i = 0; i < MAX_PLAYERS; i++)
2284 // only one player in Supaplex game engine
2285 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2288 for (k = 0; k < MAX_NUM_KEYS; k++)
2290 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2292 if (game_em.ply[i]->keys & (1 << k))
2293 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2294 get_key_element_from_nr(k);
2296 else if (stored_player[i].key[k])
2297 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2298 get_key_element_from_nr(k);
2301 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2302 getPlayerInventorySize(i);
2304 if (stored_player[i].num_white_keys > 0)
2305 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2308 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2309 stored_player[i].num_white_keys;
2314 int player_nr = game.centered_player_nr;
2316 for (k = 0; k < MAX_NUM_KEYS; k++)
2318 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2320 if (game_em.ply[player_nr]->keys & (1 << k))
2321 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2322 get_key_element_from_nr(k);
2324 else if (stored_player[player_nr].key[k])
2325 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2326 get_key_element_from_nr(k);
2329 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330 getPlayerInventorySize(player_nr);
2332 if (stored_player[player_nr].num_white_keys > 0)
2333 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2335 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336 stored_player[player_nr].num_white_keys;
2339 // re-arrange keys on game panel, if needed or if defined by style settings
2340 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2342 int nr = GAME_PANEL_KEY_1 + i;
2343 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2344 struct TextPosInfo *pos = gpc->pos;
2346 // skip check if key is not in the player's inventory
2347 if (gpc->value == EL_EMPTY)
2350 // check if keys should be arranged on panel from left to right
2351 if (pos->style == STYLE_LEFTMOST_POSITION)
2353 // check previous key positions (left from current key)
2354 for (k = 0; k < i; k++)
2356 int nr_new = GAME_PANEL_KEY_1 + k;
2358 if (game_panel_controls[nr_new].value == EL_EMPTY)
2360 game_panel_controls[nr_new].value = gpc->value;
2361 gpc->value = EL_EMPTY;
2368 // check if "undefined" keys can be placed at some other position
2369 if (pos->x == -1 && pos->y == -1)
2371 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2373 // 1st try: display key at the same position as normal or EM keys
2374 if (game_panel_controls[nr_new].value == EL_EMPTY)
2376 game_panel_controls[nr_new].value = gpc->value;
2380 // 2nd try: display key at the next free position in the key panel
2381 for (k = 0; k < STD_NUM_KEYS; k++)
2383 nr_new = GAME_PANEL_KEY_1 + k;
2385 if (game_panel_controls[nr_new].value == EL_EMPTY)
2387 game_panel_controls[nr_new].value = gpc->value;
2396 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2398 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2399 get_inventory_element_from_pos(local_player, i);
2400 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2401 get_inventory_element_from_pos(local_player, -i - 1);
2404 game_panel_controls[GAME_PANEL_SCORE].value = score;
2405 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2407 game_panel_controls[GAME_PANEL_TIME].value = time;
2409 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2410 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2411 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2413 if (level.time == 0)
2414 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2416 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2418 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2419 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2421 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2423 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2424 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2426 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2427 local_player->shield_normal_time_left;
2428 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2429 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2431 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2432 local_player->shield_deadly_time_left;
2434 game_panel_controls[GAME_PANEL_EXIT].value =
2435 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2437 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2438 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2439 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2440 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2441 EL_EMC_MAGIC_BALL_SWITCH);
2443 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2444 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2445 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2446 game.light_time_left;
2448 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2449 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2450 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2451 game.timegate_time_left;
2453 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2454 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2456 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2457 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2458 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2459 game.lenses_time_left;
2461 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2462 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2463 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2464 game.magnify_time_left;
2466 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2467 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2468 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2469 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2470 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2471 EL_BALLOON_SWITCH_NONE);
2473 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2474 local_player->dynabomb_count;
2475 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2476 local_player->dynabomb_size;
2477 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2478 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2480 game_panel_controls[GAME_PANEL_PENGUINS].value =
2481 game.friends_still_needed;
2483 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2484 game.sokoban_objects_still_needed;
2485 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2486 game.sokoban_fields_still_needed;
2488 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2489 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2491 for (i = 0; i < NUM_BELTS; i++)
2493 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2494 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2495 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2496 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2497 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2500 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2501 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2502 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2503 game.magic_wall_time_left;
2505 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2506 local_player->gravity;
2508 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2509 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2511 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2512 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2513 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2514 game.panel.element[i].id : EL_UNDEFINED);
2516 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2517 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2518 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2519 element_info[game.panel.element_count[i].id].element_count : 0);
2521 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2522 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2523 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2524 element_info[game.panel.ce_score[i].id].collect_score : 0);
2526 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2527 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2528 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2529 element_info[game.panel.ce_score_element[i].id].collect_score :
2532 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2533 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2534 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2536 // update game panel control frames
2538 for (i = 0; game_panel_controls[i].nr != -1; i++)
2540 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2542 if (gpc->type == TYPE_ELEMENT)
2544 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2546 int last_anim_random_frame = gfx.anim_random_frame;
2547 int element = gpc->value;
2548 int graphic = el2panelimg(element);
2549 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2550 sync_random_frame : INIT_GFX_RANDOM());
2552 if (gpc->value != gpc->last_value)
2555 gpc->gfx_random = init_gfx_random;
2561 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2562 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2563 gpc->gfx_random = init_gfx_random;
2566 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2567 gfx.anim_random_frame = gpc->gfx_random;
2569 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2570 gpc->gfx_frame = element_info[element].collect_score;
2572 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2574 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2575 gfx.anim_random_frame = last_anim_random_frame;
2578 else if (gpc->type == TYPE_GRAPHIC)
2580 if (gpc->graphic != IMG_UNDEFINED)
2582 int last_anim_random_frame = gfx.anim_random_frame;
2583 int graphic = gpc->graphic;
2584 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2585 sync_random_frame : INIT_GFX_RANDOM());
2587 if (gpc->value != gpc->last_value)
2590 gpc->gfx_random = init_gfx_random;
2596 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2597 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2598 gpc->gfx_random = init_gfx_random;
2601 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2602 gfx.anim_random_frame = gpc->gfx_random;
2604 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2606 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2607 gfx.anim_random_frame = last_anim_random_frame;
2613 static void DisplayGameControlValues(void)
2615 boolean redraw_panel = FALSE;
2618 for (i = 0; game_panel_controls[i].nr != -1; i++)
2620 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2622 if (PANEL_DEACTIVATED(gpc->pos))
2625 if (gpc->value == gpc->last_value &&
2626 gpc->frame == gpc->last_frame)
2629 redraw_panel = TRUE;
2635 // copy default game door content to main double buffer
2637 // !!! CHECK AGAIN !!!
2638 SetPanelBackground();
2639 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2640 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2642 // redraw game control buttons
2643 RedrawGameButtons();
2645 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2647 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2649 int nr = game_panel_order[i].nr;
2650 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2651 struct TextPosInfo *pos = gpc->pos;
2652 int type = gpc->type;
2653 int value = gpc->value;
2654 int frame = gpc->frame;
2655 int size = pos->size;
2656 int font = pos->font;
2657 boolean draw_masked = pos->draw_masked;
2658 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2660 if (PANEL_DEACTIVATED(pos))
2663 if (pos->class == get_hash_from_key("extra_panel_items") &&
2664 !setup.prefer_extra_panel_items)
2667 gpc->last_value = value;
2668 gpc->last_frame = frame;
2670 if (type == TYPE_INTEGER)
2672 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2673 nr == GAME_PANEL_TIME)
2675 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2677 if (use_dynamic_size) // use dynamic number of digits
2679 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2680 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2681 int size2 = size1 + 1;
2682 int font1 = pos->font;
2683 int font2 = pos->font_alt;
2685 size = (value < value_change ? size1 : size2);
2686 font = (value < value_change ? font1 : font2);
2690 // correct text size if "digits" is zero or less
2692 size = strlen(int2str(value, size));
2694 // dynamically correct text alignment
2695 pos->width = size * getFontWidth(font);
2697 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2698 int2str(value, size), font, mask_mode);
2700 else if (type == TYPE_ELEMENT)
2702 int element, graphic;
2706 int dst_x = PANEL_XPOS(pos);
2707 int dst_y = PANEL_YPOS(pos);
2709 if (value != EL_UNDEFINED && value != EL_EMPTY)
2712 graphic = el2panelimg(value);
2715 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2716 element, EL_NAME(element), size);
2719 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2722 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2725 width = graphic_info[graphic].width * size / TILESIZE;
2726 height = graphic_info[graphic].height * size / TILESIZE;
2729 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2732 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2736 else if (type == TYPE_GRAPHIC)
2738 int graphic = gpc->graphic;
2739 int graphic_active = gpc->graphic_active;
2743 int dst_x = PANEL_XPOS(pos);
2744 int dst_y = PANEL_YPOS(pos);
2745 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2746 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2748 if (graphic != IMG_UNDEFINED && !skip)
2750 if (pos->style == STYLE_REVERSE)
2751 value = 100 - value;
2753 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2755 if (pos->direction & MV_HORIZONTAL)
2757 width = graphic_info[graphic_active].width * value / 100;
2758 height = graphic_info[graphic_active].height;
2760 if (pos->direction == MV_LEFT)
2762 src_x += graphic_info[graphic_active].width - width;
2763 dst_x += graphic_info[graphic_active].width - width;
2768 width = graphic_info[graphic_active].width;
2769 height = graphic_info[graphic_active].height * value / 100;
2771 if (pos->direction == MV_UP)
2773 src_y += graphic_info[graphic_active].height - height;
2774 dst_y += graphic_info[graphic_active].height - height;
2779 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2782 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2785 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2787 if (pos->direction & MV_HORIZONTAL)
2789 if (pos->direction == MV_RIGHT)
2796 dst_x = PANEL_XPOS(pos);
2799 width = graphic_info[graphic].width - width;
2803 if (pos->direction == MV_DOWN)
2810 dst_y = PANEL_YPOS(pos);
2813 height = graphic_info[graphic].height - height;
2817 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2820 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2824 else if (type == TYPE_STRING)
2826 boolean active = (value != 0);
2827 char *state_normal = "off";
2828 char *state_active = "on";
2829 char *state = (active ? state_active : state_normal);
2830 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2831 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2832 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2833 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2835 if (nr == GAME_PANEL_GRAVITY_STATE)
2837 int font1 = pos->font; // (used for normal state)
2838 int font2 = pos->font_alt; // (used for active state)
2840 font = (active ? font2 : font1);
2849 // don't truncate output if "chars" is zero or less
2852 // dynamically correct text alignment
2853 pos->width = size * getFontWidth(font);
2856 s_cut = getStringCopyN(s, size);
2858 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2859 s_cut, font, mask_mode);
2865 redraw_mask |= REDRAW_DOOR_1;
2868 SetGameStatus(GAME_MODE_PLAYING);
2871 void UpdateAndDisplayGameControlValues(void)
2873 if (tape.deactivate_display)
2876 UpdateGameControlValues();
2877 DisplayGameControlValues();
2880 void UpdateGameDoorValues(void)
2882 UpdateGameControlValues();
2885 void DrawGameDoorValues(void)
2887 DisplayGameControlValues();
2891 // ============================================================================
2893 // ----------------------------------------------------------------------------
2894 // initialize game engine due to level / tape version number
2895 // ============================================================================
2897 static void InitGameEngine(void)
2899 int i, j, k, l, x, y;
2901 // set game engine from tape file when re-playing, else from level file
2902 game.engine_version = (tape.playing ? tape.engine_version :
2903 level.game_version);
2905 // set single or multi-player game mode (needed for re-playing tapes)
2906 game.team_mode = setup.team_mode;
2910 int num_players = 0;
2912 for (i = 0; i < MAX_PLAYERS; i++)
2913 if (tape.player_participates[i])
2916 // multi-player tapes contain input data for more than one player
2917 game.team_mode = (num_players > 1);
2921 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2922 level.game_version);
2923 Debug("game:init:level", " tape.file_version == %06d",
2925 Debug("game:init:level", " tape.game_version == %06d",
2927 Debug("game:init:level", " tape.engine_version == %06d",
2928 tape.engine_version);
2929 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2930 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2933 // --------------------------------------------------------------------------
2934 // set flags for bugs and changes according to active game engine version
2935 // --------------------------------------------------------------------------
2939 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2941 Bug was introduced in version:
2944 Bug was fixed in version:
2948 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2949 but the property "can fall" was missing, which caused some levels to be
2950 unsolvable. This was fixed in version 4.2.0.0.
2952 Affected levels/tapes:
2953 An example for a tape that was fixed by this bugfix is tape 029 from the
2954 level set "rnd_sam_bateman".
2955 The wrong behaviour will still be used for all levels or tapes that were
2956 created/recorded with it. An example for this is tape 023 from the level
2957 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2960 boolean use_amoeba_dropping_cannot_fall_bug =
2961 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2962 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2964 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2965 tape.game_version < VERSION_IDENT(4,2,0,0)));
2968 Summary of bugfix/change:
2969 Fixed move speed of elements entering or leaving magic wall.
2971 Fixed/changed in version:
2975 Before 2.0.1, move speed of elements entering or leaving magic wall was
2976 twice as fast as it is now.
2977 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2979 Affected levels/tapes:
2980 The first condition is generally needed for all levels/tapes before version
2981 2.0.1, which might use the old behaviour before it was changed; known tapes
2982 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2983 The second condition is an exception from the above case and is needed for
2984 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2985 above, but before it was known that this change would break tapes like the
2986 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2987 although the engine version while recording maybe was before 2.0.1. There
2988 are a lot of tapes that are affected by this exception, like tape 006 from
2989 the level set "rnd_conor_mancone".
2992 boolean use_old_move_stepsize_for_magic_wall =
2993 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2995 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2996 tape.game_version < VERSION_IDENT(4,2,0,0)));
2999 Summary of bugfix/change:
3000 Fixed handling for custom elements that change when pushed by the player.
3002 Fixed/changed in version:
3006 Before 3.1.0, custom elements that "change when pushing" changed directly
3007 after the player started pushing them (until then handled in "DigField()").
3008 Since 3.1.0, these custom elements are not changed until the "pushing"
3009 move of the element is finished (now handled in "ContinueMoving()").
3011 Affected levels/tapes:
3012 The first condition is generally needed for all levels/tapes before version
3013 3.1.0, which might use the old behaviour before it was changed; known tapes
3014 that are affected are some tapes from the level set "Walpurgis Gardens" by
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 3.1.0 or
3018 above (including some development versions of 3.1.0), but before it was
3019 known that this change would break tapes like the above and was fixed in
3020 3.1.1, so that the changed behaviour was active although the engine version
3021 while recording maybe was before 3.1.0. There is at least one tape that is
3022 affected by this exception, which is the tape for the one-level set "Bug
3023 Machine" by Juergen Bonhagen.
3026 game.use_change_when_pushing_bug =
3027 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3029 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3030 tape.game_version < VERSION_IDENT(3,1,1,0)));
3033 Summary of bugfix/change:
3034 Fixed handling for blocking the field the player leaves when moving.
3036 Fixed/changed in version:
3040 Before 3.1.1, when "block last field when moving" was enabled, the field
3041 the player is leaving when moving was blocked for the time of the move,
3042 and was directly unblocked afterwards. This resulted in the last field
3043 being blocked for exactly one less than the number of frames of one player
3044 move. Additionally, even when blocking was disabled, the last field was
3045 blocked for exactly one frame.
3046 Since 3.1.1, due to changes in player movement handling, the last field
3047 is not blocked at all when blocking is disabled. When blocking is enabled,
3048 the last field is blocked for exactly the number of frames of one player
3049 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3050 last field is blocked for exactly one more than the number of frames of
3053 Affected levels/tapes:
3054 (!!! yet to be determined -- probably many !!!)
3057 game.use_block_last_field_bug =
3058 (game.engine_version < VERSION_IDENT(3,1,1,0));
3060 /* various special flags and settings for native Emerald Mine game engine */
3062 game_em.use_single_button =
3063 (game.engine_version > VERSION_IDENT(4,0,0,2));
3065 game_em.use_snap_key_bug =
3066 (game.engine_version < VERSION_IDENT(4,0,1,0));
3068 game_em.use_random_bug =
3069 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3071 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3073 game_em.use_old_explosions = use_old_em_engine;
3074 game_em.use_old_android = use_old_em_engine;
3075 game_em.use_old_push_elements = use_old_em_engine;
3076 game_em.use_old_push_into_acid = use_old_em_engine;
3078 game_em.use_wrap_around = !use_old_em_engine;
3080 // --------------------------------------------------------------------------
3082 // set maximal allowed number of custom element changes per game frame
3083 game.max_num_changes_per_frame = 1;
3085 // default scan direction: scan playfield from top/left to bottom/right
3086 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3088 // dynamically adjust element properties according to game engine version
3089 InitElementPropertiesEngine(game.engine_version);
3091 // ---------- initialize special element properties -------------------------
3093 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3094 if (use_amoeba_dropping_cannot_fall_bug)
3095 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3097 // ---------- initialize player's initial move delay ------------------------
3099 // dynamically adjust player properties according to level information
3100 for (i = 0; i < MAX_PLAYERS; i++)
3101 game.initial_move_delay_value[i] =
3102 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3104 // dynamically adjust player properties according to game engine version
3105 for (i = 0; i < MAX_PLAYERS; i++)
3106 game.initial_move_delay[i] =
3107 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3108 game.initial_move_delay_value[i] : 0);
3110 // ---------- initialize player's initial push delay ------------------------
3112 // dynamically adjust player properties according to game engine version
3113 game.initial_push_delay_value =
3114 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3116 // ---------- initialize changing elements ----------------------------------
3118 // initialize changing elements information
3119 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3121 struct ElementInfo *ei = &element_info[i];
3123 // this pointer might have been changed in the level editor
3124 ei->change = &ei->change_page[0];
3126 if (!IS_CUSTOM_ELEMENT(i))
3128 ei->change->target_element = EL_EMPTY_SPACE;
3129 ei->change->delay_fixed = 0;
3130 ei->change->delay_random = 0;
3131 ei->change->delay_frames = 1;
3134 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3136 ei->has_change_event[j] = FALSE;
3138 ei->event_page_nr[j] = 0;
3139 ei->event_page[j] = &ei->change_page[0];
3143 // add changing elements from pre-defined list
3144 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3146 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3147 struct ElementInfo *ei = &element_info[ch_delay->element];
3149 ei->change->target_element = ch_delay->target_element;
3150 ei->change->delay_fixed = ch_delay->change_delay;
3152 ei->change->pre_change_function = ch_delay->pre_change_function;
3153 ei->change->change_function = ch_delay->change_function;
3154 ei->change->post_change_function = ch_delay->post_change_function;
3156 ei->change->can_change = TRUE;
3157 ei->change->can_change_or_has_action = TRUE;
3159 ei->has_change_event[CE_DELAY] = TRUE;
3161 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3162 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3165 // ---------- initialize internal run-time variables ------------------------
3167 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3169 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3171 for (j = 0; j < ei->num_change_pages; j++)
3173 ei->change_page[j].can_change_or_has_action =
3174 (ei->change_page[j].can_change |
3175 ei->change_page[j].has_action);
3179 // add change events from custom element configuration
3180 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3182 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3184 for (j = 0; j < ei->num_change_pages; j++)
3186 if (!ei->change_page[j].can_change_or_has_action)
3189 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3191 // only add event page for the first page found with this event
3192 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3194 ei->has_change_event[k] = TRUE;
3196 ei->event_page_nr[k] = j;
3197 ei->event_page[k] = &ei->change_page[j];
3203 // ---------- initialize reference elements in change conditions ------------
3205 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3207 int element = EL_CUSTOM_START + i;
3208 struct ElementInfo *ei = &element_info[element];
3210 for (j = 0; j < ei->num_change_pages; j++)
3212 int trigger_element = ei->change_page[j].initial_trigger_element;
3214 if (trigger_element >= EL_PREV_CE_8 &&
3215 trigger_element <= EL_NEXT_CE_8)
3216 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3218 ei->change_page[j].trigger_element = trigger_element;
3222 // ---------- initialize run-time trigger player and element ----------------
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3231 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3232 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3233 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3234 ei->change_page[j].actual_trigger_ce_value = 0;
3235 ei->change_page[j].actual_trigger_ce_score = 0;
3239 // ---------- initialize trigger events -------------------------------------
3241 // initialize trigger events information
3242 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3243 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3244 trigger_events[i][j] = FALSE;
3246 // add trigger events from element change event properties
3247 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3249 struct ElementInfo *ei = &element_info[i];
3251 for (j = 0; j < ei->num_change_pages; j++)
3253 if (!ei->change_page[j].can_change_or_has_action)
3256 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3258 int trigger_element = ei->change_page[j].trigger_element;
3260 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3262 if (ei->change_page[j].has_event[k])
3264 if (IS_GROUP_ELEMENT(trigger_element))
3266 struct ElementGroupInfo *group =
3267 element_info[trigger_element].group;
3269 for (l = 0; l < group->num_elements_resolved; l++)
3270 trigger_events[group->element_resolved[l]][k] = TRUE;
3272 else if (trigger_element == EL_ANY_ELEMENT)
3273 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3274 trigger_events[l][k] = TRUE;
3276 trigger_events[trigger_element][k] = TRUE;
3283 // ---------- initialize push delay -----------------------------------------
3285 // initialize push delay values to default
3286 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3288 if (!IS_CUSTOM_ELEMENT(i))
3290 // set default push delay values (corrected since version 3.0.7-1)
3291 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3293 element_info[i].push_delay_fixed = 2;
3294 element_info[i].push_delay_random = 8;
3298 element_info[i].push_delay_fixed = 8;
3299 element_info[i].push_delay_random = 8;
3304 // set push delay value for certain elements from pre-defined list
3305 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3307 int e = push_delay_list[i].element;
3309 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3310 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3313 // set push delay value for Supaplex elements for newer engine versions
3314 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3316 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3318 if (IS_SP_ELEMENT(i))
3320 // set SP push delay to just enough to push under a falling zonk
3321 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3323 element_info[i].push_delay_fixed = delay;
3324 element_info[i].push_delay_random = 0;
3329 // ---------- initialize move stepsize --------------------------------------
3331 // initialize move stepsize values to default
3332 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3333 if (!IS_CUSTOM_ELEMENT(i))
3334 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3336 // set move stepsize value for certain elements from pre-defined list
3337 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3339 int e = move_stepsize_list[i].element;
3341 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3343 // set move stepsize value for certain elements for older engine versions
3344 if (use_old_move_stepsize_for_magic_wall)
3346 if (e == EL_MAGIC_WALL_FILLING ||
3347 e == EL_MAGIC_WALL_EMPTYING ||
3348 e == EL_BD_MAGIC_WALL_FILLING ||
3349 e == EL_BD_MAGIC_WALL_EMPTYING)
3350 element_info[e].move_stepsize *= 2;
3354 // ---------- initialize collect score --------------------------------------
3356 // initialize collect score values for custom elements from initial value
3357 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3358 if (IS_CUSTOM_ELEMENT(i))
3359 element_info[i].collect_score = element_info[i].collect_score_initial;
3361 // ---------- initialize collect count --------------------------------------
3363 // initialize collect count values for non-custom elements
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3365 if (!IS_CUSTOM_ELEMENT(i))
3366 element_info[i].collect_count_initial = 0;
3368 // add collect count values for all elements from pre-defined list
3369 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3370 element_info[collect_count_list[i].element].collect_count_initial =
3371 collect_count_list[i].count;
3373 // ---------- initialize access direction -----------------------------------
3375 // initialize access direction values to default (access from every side)
3376 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3377 if (!IS_CUSTOM_ELEMENT(i))
3378 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3380 // set access direction value for certain elements from pre-defined list
3381 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3382 element_info[access_direction_list[i].element].access_direction =
3383 access_direction_list[i].direction;
3385 // ---------- initialize explosion content ----------------------------------
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3388 if (IS_CUSTOM_ELEMENT(i))
3391 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3393 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3395 element_info[i].content.e[x][y] =
3396 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3397 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3398 i == EL_PLAYER_3 ? EL_EMERALD :
3399 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3400 i == EL_MOLE ? EL_EMERALD_RED :
3401 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3402 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3403 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3404 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3405 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3406 i == EL_WALL_EMERALD ? EL_EMERALD :
3407 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3408 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3409 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3410 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3411 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3412 i == EL_WALL_PEARL ? EL_PEARL :
3413 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3418 // ---------- initialize recursion detection --------------------------------
3419 recursion_loop_depth = 0;
3420 recursion_loop_detected = FALSE;
3421 recursion_loop_element = EL_UNDEFINED;
3423 // ---------- initialize graphics engine ------------------------------------
3424 game.scroll_delay_value =
3425 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3426 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3427 !setup.forced_scroll_delay ? 0 :
3428 setup.scroll_delay ? setup.scroll_delay_value : 0);
3429 game.scroll_delay_value =
3430 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3432 // ---------- initialize game engine snapshots ------------------------------
3433 for (i = 0; i < MAX_PLAYERS; i++)
3434 game.snapshot.last_action[i] = 0;
3435 game.snapshot.changed_action = FALSE;
3436 game.snapshot.collected_item = FALSE;
3437 game.snapshot.mode =
3438 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3439 SNAPSHOT_MODE_EVERY_STEP :
3440 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3441 SNAPSHOT_MODE_EVERY_MOVE :
3442 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3443 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3444 game.snapshot.save_snapshot = FALSE;
3446 // ---------- initialize level time for Supaplex engine ---------------------
3447 // Supaplex levels with time limit currently unsupported -- should be added
3448 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3451 // ---------- initialize flags for handling game actions --------------------
3453 // set flags for game actions to default values
3454 game.use_key_actions = TRUE;
3455 game.use_mouse_actions = FALSE;
3457 // when using Mirror Magic game engine, handle mouse events only
3458 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3460 game.use_key_actions = FALSE;
3461 game.use_mouse_actions = TRUE;
3464 // check for custom elements with mouse click events
3465 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3467 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3469 int element = EL_CUSTOM_START + i;
3471 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3472 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3473 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3474 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3475 game.use_mouse_actions = TRUE;
3480 static int get_num_special_action(int element, int action_first,
3483 int num_special_action = 0;
3486 for (i = action_first; i <= action_last; i++)
3488 boolean found = FALSE;
3490 for (j = 0; j < NUM_DIRECTIONS; j++)
3491 if (el_act_dir2img(element, i, j) !=
3492 el_act_dir2img(element, ACTION_DEFAULT, j))
3496 num_special_action++;
3501 return num_special_action;
3505 // ============================================================================
3507 // ----------------------------------------------------------------------------
3508 // initialize and start new game
3509 // ============================================================================
3511 #if DEBUG_INIT_PLAYER
3512 static void DebugPrintPlayerStatus(char *message)
3519 Debug("game:init:player", "%s:", message);
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 Debug("game:init:player",
3526 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3530 player->connected_locally,
3531 player->connected_network,
3533 (local_player == player ? " (local player)" : ""));
3540 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3541 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3542 int fade_mask = REDRAW_FIELD;
3544 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3545 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3546 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3547 int initial_move_dir = MV_DOWN;
3550 // required here to update video display before fading (FIX THIS)
3551 DrawMaskedBorder(REDRAW_DOOR_2);
3553 if (!game.restart_level)
3554 CloseDoor(DOOR_CLOSE_1);
3556 SetGameStatus(GAME_MODE_PLAYING);
3558 if (level_editor_test_game)
3559 FadeSkipNextFadeOut();
3561 FadeSetEnterScreen();
3564 fade_mask = REDRAW_ALL;
3566 FadeLevelSoundsAndMusic();
3568 ExpireSoundLoops(TRUE);
3572 if (level_editor_test_game)
3573 FadeSkipNextFadeIn();
3575 // needed if different viewport properties defined for playing
3576 ChangeViewportPropertiesIfNeeded();
3580 DrawCompleteVideoDisplay();
3582 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3585 InitGameControlValues();
3589 // initialize tape actions from game when recording tape
3590 tape.use_key_actions = game.use_key_actions;
3591 tape.use_mouse_actions = game.use_mouse_actions;
3593 // initialize visible playfield size when recording tape (for team mode)
3594 tape.scr_fieldx = SCR_FIELDX;
3595 tape.scr_fieldy = SCR_FIELDY;
3598 // don't play tapes over network
3599 network_playing = (network.enabled && !tape.playing);
3601 for (i = 0; i < MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3605 player->index_nr = i;
3606 player->index_bit = (1 << i);
3607 player->element_nr = EL_PLAYER_1 + i;
3609 player->present = FALSE;
3610 player->active = FALSE;
3611 player->mapped = FALSE;
3613 player->killed = FALSE;
3614 player->reanimated = FALSE;
3615 player->buried = FALSE;
3618 player->effective_action = 0;
3619 player->programmed_action = 0;
3620 player->snap_action = 0;
3622 player->mouse_action.lx = 0;
3623 player->mouse_action.ly = 0;
3624 player->mouse_action.button = 0;
3625 player->mouse_action.button_hint = 0;
3627 player->effective_mouse_action.lx = 0;
3628 player->effective_mouse_action.ly = 0;
3629 player->effective_mouse_action.button = 0;
3630 player->effective_mouse_action.button_hint = 0;
3632 for (j = 0; j < MAX_NUM_KEYS; j++)
3633 player->key[j] = FALSE;
3635 player->num_white_keys = 0;
3637 player->dynabomb_count = 0;
3638 player->dynabomb_size = 1;
3639 player->dynabombs_left = 0;
3640 player->dynabomb_xl = FALSE;
3642 player->MovDir = initial_move_dir;
3645 player->GfxDir = initial_move_dir;
3646 player->GfxAction = ACTION_DEFAULT;
3648 player->StepFrame = 0;
3650 player->initial_element = player->element_nr;
3651 player->artwork_element =
3652 (level.use_artwork_element[i] ? level.artwork_element[i] :
3653 player->element_nr);
3654 player->use_murphy = FALSE;
3656 player->block_last_field = FALSE; // initialized in InitPlayerField()
3657 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3659 player->gravity = level.initial_player_gravity[i];
3661 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3663 player->actual_frame_counter = 0;
3665 player->step_counter = 0;
3667 player->last_move_dir = initial_move_dir;
3669 player->is_active = FALSE;
3671 player->is_waiting = FALSE;
3672 player->is_moving = FALSE;
3673 player->is_auto_moving = FALSE;
3674 player->is_digging = FALSE;
3675 player->is_snapping = FALSE;
3676 player->is_collecting = FALSE;
3677 player->is_pushing = FALSE;
3678 player->is_switching = FALSE;
3679 player->is_dropping = FALSE;
3680 player->is_dropping_pressed = FALSE;
3682 player->is_bored = FALSE;
3683 player->is_sleeping = FALSE;
3685 player->was_waiting = TRUE;
3686 player->was_moving = FALSE;
3687 player->was_snapping = FALSE;
3688 player->was_dropping = FALSE;
3690 player->force_dropping = FALSE;
3692 player->frame_counter_bored = -1;
3693 player->frame_counter_sleeping = -1;
3695 player->anim_delay_counter = 0;
3696 player->post_delay_counter = 0;
3698 player->dir_waiting = initial_move_dir;
3699 player->action_waiting = ACTION_DEFAULT;
3700 player->last_action_waiting = ACTION_DEFAULT;
3701 player->special_action_bored = ACTION_DEFAULT;
3702 player->special_action_sleeping = ACTION_DEFAULT;
3704 player->switch_x = -1;
3705 player->switch_y = -1;
3707 player->drop_x = -1;
3708 player->drop_y = -1;
3710 player->show_envelope = 0;
3712 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3714 player->push_delay = -1; // initialized when pushing starts
3715 player->push_delay_value = game.initial_push_delay_value;
3717 player->drop_delay = 0;
3718 player->drop_pressed_delay = 0;
3720 player->last_jx = -1;
3721 player->last_jy = -1;
3725 player->shield_normal_time_left = 0;
3726 player->shield_deadly_time_left = 0;
3728 player->last_removed_element = EL_UNDEFINED;
3730 player->inventory_infinite_element = EL_UNDEFINED;
3731 player->inventory_size = 0;
3733 if (level.use_initial_inventory[i])
3735 for (j = 0; j < level.initial_inventory_size[i]; j++)
3737 int element = level.initial_inventory_content[i][j];
3738 int collect_count = element_info[element].collect_count_initial;
3741 if (!IS_CUSTOM_ELEMENT(element))
3744 if (collect_count == 0)
3745 player->inventory_infinite_element = element;
3747 for (k = 0; k < collect_count; k++)
3748 if (player->inventory_size < MAX_INVENTORY_SIZE)
3749 player->inventory_element[player->inventory_size++] = element;
3753 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3754 SnapField(player, 0, 0);
3756 map_player_action[i] = i;
3759 network_player_action_received = FALSE;
3761 // initial null action
3762 if (network_playing)
3763 SendToServer_MovePlayer(MV_NONE);
3768 TimeLeft = level.time;
3771 ScreenMovDir = MV_NONE;
3775 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3777 game.robot_wheel_x = -1;
3778 game.robot_wheel_y = -1;
3783 game.all_players_gone = FALSE;
3785 game.LevelSolved = FALSE;
3786 game.GameOver = FALSE;
3788 game.GamePlayed = !tape.playing;
3790 game.LevelSolved_GameWon = FALSE;
3791 game.LevelSolved_GameEnd = FALSE;
3792 game.LevelSolved_SaveTape = FALSE;
3793 game.LevelSolved_SaveScore = FALSE;
3795 game.LevelSolved_CountingTime = 0;
3796 game.LevelSolved_CountingScore = 0;
3797 game.LevelSolved_CountingHealth = 0;
3799 game.panel.active = TRUE;
3801 game.no_time_limit = (level.time == 0);
3803 game.yamyam_content_nr = 0;
3804 game.robot_wheel_active = FALSE;
3805 game.magic_wall_active = FALSE;
3806 game.magic_wall_time_left = 0;
3807 game.light_time_left = 0;
3808 game.timegate_time_left = 0;
3809 game.switchgate_pos = 0;
3810 game.wind_direction = level.wind_direction_initial;
3812 game.time_final = 0;
3815 game.score_final = 0;
3817 game.health = MAX_HEALTH;
3818 game.health_final = MAX_HEALTH;
3820 game.gems_still_needed = level.gems_needed;
3821 game.sokoban_fields_still_needed = 0;
3822 game.sokoban_objects_still_needed = 0;
3823 game.lights_still_needed = 0;
3824 game.players_still_needed = 0;
3825 game.friends_still_needed = 0;
3827 game.lenses_time_left = 0;
3828 game.magnify_time_left = 0;
3830 game.ball_active = level.ball_active_initial;
3831 game.ball_content_nr = 0;
3833 game.explosions_delayed = TRUE;
3835 game.envelope_active = FALSE;
3837 for (i = 0; i < NUM_BELTS; i++)
3839 game.belt_dir[i] = MV_NONE;
3840 game.belt_dir_nr[i] = 3; // not moving, next moving left
3843 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3844 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3846 #if DEBUG_INIT_PLAYER
3847 DebugPrintPlayerStatus("Player status at level initialization");
3850 SCAN_PLAYFIELD(x, y)
3852 Tile[x][y] = Last[x][y] = level.field[x][y];
3853 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3854 ChangeDelay[x][y] = 0;
3855 ChangePage[x][y] = -1;
3856 CustomValue[x][y] = 0; // initialized in InitField()
3857 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3859 WasJustMoving[x][y] = 0;
3860 WasJustFalling[x][y] = 0;
3861 CheckCollision[x][y] = 0;
3862 CheckImpact[x][y] = 0;
3864 Pushed[x][y] = FALSE;
3866 ChangeCount[x][y] = 0;
3867 ChangeEvent[x][y] = -1;
3869 ExplodePhase[x][y] = 0;
3870 ExplodeDelay[x][y] = 0;
3871 ExplodeField[x][y] = EX_TYPE_NONE;
3873 RunnerVisit[x][y] = 0;
3874 PlayerVisit[x][y] = 0;
3877 GfxRandom[x][y] = INIT_GFX_RANDOM();
3878 GfxElement[x][y] = EL_UNDEFINED;
3879 GfxAction[x][y] = ACTION_DEFAULT;
3880 GfxDir[x][y] = MV_NONE;
3881 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3884 SCAN_PLAYFIELD(x, y)
3886 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3888 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3890 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3893 InitField(x, y, TRUE);
3895 ResetGfxAnimation(x, y);
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 struct PlayerInfo *player = &stored_player[i];
3904 // set number of special actions for bored and sleeping animation
3905 player->num_special_action_bored =
3906 get_num_special_action(player->artwork_element,
3907 ACTION_BORING_1, ACTION_BORING_LAST);
3908 player->num_special_action_sleeping =
3909 get_num_special_action(player->artwork_element,
3910 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3913 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3914 emulate_sb ? EMU_SOKOBAN :
3915 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3917 // initialize type of slippery elements
3918 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3920 if (!IS_CUSTOM_ELEMENT(i))
3922 // default: elements slip down either to the left or right randomly
3923 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3925 // SP style elements prefer to slip down on the left side
3926 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3927 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3929 // BD style elements prefer to slip down on the left side
3930 if (game.emulation == EMU_BOULDERDASH)
3931 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3935 // initialize explosion and ignition delay
3936 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3938 if (!IS_CUSTOM_ELEMENT(i))
3941 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3942 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3943 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3944 int last_phase = (num_phase + 1) * delay;
3945 int half_phase = (num_phase / 2) * delay;
3947 element_info[i].explosion_delay = last_phase - 1;
3948 element_info[i].ignition_delay = half_phase;
3950 if (i == EL_BLACK_ORB)
3951 element_info[i].ignition_delay = 1;
3955 // correct non-moving belts to start moving left
3956 for (i = 0; i < NUM_BELTS; i++)
3957 if (game.belt_dir[i] == MV_NONE)
3958 game.belt_dir_nr[i] = 3; // not moving, next moving left
3960 #if USE_NEW_PLAYER_ASSIGNMENTS
3961 // use preferred player also in local single-player mode
3962 if (!network.enabled && !game.team_mode)
3964 int new_index_nr = setup.network_player_nr;
3966 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3968 for (i = 0; i < MAX_PLAYERS; i++)
3969 stored_player[i].connected_locally = FALSE;
3971 stored_player[new_index_nr].connected_locally = TRUE;
3975 for (i = 0; i < MAX_PLAYERS; i++)
3977 stored_player[i].connected = FALSE;
3979 // in network game mode, the local player might not be the first player
3980 if (stored_player[i].connected_locally)
3981 local_player = &stored_player[i];
3984 if (!network.enabled)
3985 local_player->connected = TRUE;
3989 for (i = 0; i < MAX_PLAYERS; i++)
3990 stored_player[i].connected = tape.player_participates[i];
3992 else if (network.enabled)
3994 // add team mode players connected over the network (needed for correct
3995 // assignment of player figures from level to locally playing players)
3997 for (i = 0; i < MAX_PLAYERS; i++)
3998 if (stored_player[i].connected_network)
3999 stored_player[i].connected = TRUE;
4001 else if (game.team_mode)
4003 // try to guess locally connected team mode players (needed for correct
4004 // assignment of player figures from level to locally playing players)
4006 for (i = 0; i < MAX_PLAYERS; i++)
4007 if (setup.input[i].use_joystick ||
4008 setup.input[i].key.left != KSYM_UNDEFINED)
4009 stored_player[i].connected = TRUE;
4012 #if DEBUG_INIT_PLAYER
4013 DebugPrintPlayerStatus("Player status after level initialization");
4016 #if DEBUG_INIT_PLAYER
4017 Debug("game:init:player", "Reassigning players ...");
4020 // check if any connected player was not found in playfield
4021 for (i = 0; i < MAX_PLAYERS; i++)
4023 struct PlayerInfo *player = &stored_player[i];
4025 if (player->connected && !player->present)
4027 struct PlayerInfo *field_player = NULL;
4029 #if DEBUG_INIT_PLAYER
4030 Debug("game:init:player",
4031 "- looking for field player for player %d ...", i + 1);
4034 // assign first free player found that is present in the playfield
4036 // first try: look for unmapped playfield player that is not connected
4037 for (j = 0; j < MAX_PLAYERS; j++)
4038 if (field_player == NULL &&
4039 stored_player[j].present &&
4040 !stored_player[j].mapped &&
4041 !stored_player[j].connected)
4042 field_player = &stored_player[j];
4044 // second try: look for *any* unmapped playfield player
4045 for (j = 0; j < MAX_PLAYERS; j++)
4046 if (field_player == NULL &&
4047 stored_player[j].present &&
4048 !stored_player[j].mapped)
4049 field_player = &stored_player[j];
4051 if (field_player != NULL)
4053 int jx = field_player->jx, jy = field_player->jy;
4055 #if DEBUG_INIT_PLAYER
4056 Debug("game:init:player", "- found player %d",
4057 field_player->index_nr + 1);
4060 player->present = FALSE;
4061 player->active = FALSE;
4063 field_player->present = TRUE;
4064 field_player->active = TRUE;
4067 player->initial_element = field_player->initial_element;
4068 player->artwork_element = field_player->artwork_element;
4070 player->block_last_field = field_player->block_last_field;
4071 player->block_delay_adjustment = field_player->block_delay_adjustment;
4074 StorePlayer[jx][jy] = field_player->element_nr;
4076 field_player->jx = field_player->last_jx = jx;
4077 field_player->jy = field_player->last_jy = jy;
4079 if (local_player == player)
4080 local_player = field_player;
4082 map_player_action[field_player->index_nr] = i;
4084 field_player->mapped = TRUE;
4086 #if DEBUG_INIT_PLAYER
4087 Debug("game:init:player", "- map_player_action[%d] == %d",
4088 field_player->index_nr + 1, i + 1);
4093 if (player->connected && player->present)
4094 player->mapped = TRUE;
4097 #if DEBUG_INIT_PLAYER
4098 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4103 // check if any connected player was not found in playfield
4104 for (i = 0; i < MAX_PLAYERS; i++)
4106 struct PlayerInfo *player = &stored_player[i];
4108 if (player->connected && !player->present)
4110 for (j = 0; j < MAX_PLAYERS; j++)
4112 struct PlayerInfo *field_player = &stored_player[j];
4113 int jx = field_player->jx, jy = field_player->jy;
4115 // assign first free player found that is present in the playfield
4116 if (field_player->present && !field_player->connected)
4118 player->present = TRUE;
4119 player->active = TRUE;
4121 field_player->present = FALSE;
4122 field_player->active = FALSE;
4124 player->initial_element = field_player->initial_element;
4125 player->artwork_element = field_player->artwork_element;
4127 player->block_last_field = field_player->block_last_field;
4128 player->block_delay_adjustment = field_player->block_delay_adjustment;
4130 StorePlayer[jx][jy] = player->element_nr;
4132 player->jx = player->last_jx = jx;
4133 player->jy = player->last_jy = jy;
4143 Debug("game:init:player", "local_player->present == %d",
4144 local_player->present);
4147 // set focus to local player for network games, else to all players
4148 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4149 game.centered_player_nr_next = game.centered_player_nr;
4150 game.set_centered_player = FALSE;
4151 game.set_centered_player_wrap = FALSE;
4153 if (network_playing && tape.recording)
4155 // store client dependent player focus when recording network games
4156 tape.centered_player_nr_next = game.centered_player_nr_next;
4157 tape.set_centered_player = TRUE;
4162 // when playing a tape, eliminate all players who do not participate
4164 #if USE_NEW_PLAYER_ASSIGNMENTS
4166 if (!game.team_mode)
4168 for (i = 0; i < MAX_PLAYERS; i++)
4170 if (stored_player[i].active &&
4171 !tape.player_participates[map_player_action[i]])
4173 struct PlayerInfo *player = &stored_player[i];
4174 int jx = player->jx, jy = player->jy;
4176 #if DEBUG_INIT_PLAYER
4177 Debug("game:init:player", "Removing player %d at (%d, %d)",
4181 player->active = FALSE;
4182 StorePlayer[jx][jy] = 0;
4183 Tile[jx][jy] = EL_EMPTY;
4190 for (i = 0; i < MAX_PLAYERS; i++)
4192 if (stored_player[i].active &&
4193 !tape.player_participates[i])
4195 struct PlayerInfo *player = &stored_player[i];
4196 int jx = player->jx, jy = player->jy;
4198 player->active = FALSE;
4199 StorePlayer[jx][jy] = 0;
4200 Tile[jx][jy] = EL_EMPTY;
4205 else if (!network.enabled && !game.team_mode) // && !tape.playing
4207 // when in single player mode, eliminate all but the local player
4209 for (i = 0; i < MAX_PLAYERS; i++)
4211 struct PlayerInfo *player = &stored_player[i];
4213 if (player->active && player != local_player)
4215 int jx = player->jx, jy = player->jy;
4217 player->active = FALSE;
4218 player->present = FALSE;
4220 StorePlayer[jx][jy] = 0;
4221 Tile[jx][jy] = EL_EMPTY;
4226 for (i = 0; i < MAX_PLAYERS; i++)
4227 if (stored_player[i].active)
4228 game.players_still_needed++;
4230 if (level.solved_by_one_player)
4231 game.players_still_needed = 1;
4233 // when recording the game, store which players take part in the game
4236 #if USE_NEW_PLAYER_ASSIGNMENTS
4237 for (i = 0; i < MAX_PLAYERS; i++)
4238 if (stored_player[i].connected)
4239 tape.player_participates[i] = TRUE;
4241 for (i = 0; i < MAX_PLAYERS; i++)
4242 if (stored_player[i].active)
4243 tape.player_participates[i] = TRUE;
4247 #if DEBUG_INIT_PLAYER
4248 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4251 if (BorderElement == EL_EMPTY)
4254 SBX_Right = lev_fieldx - SCR_FIELDX;
4256 SBY_Lower = lev_fieldy - SCR_FIELDY;
4261 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4263 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4266 if (full_lev_fieldx <= SCR_FIELDX)
4267 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4268 if (full_lev_fieldy <= SCR_FIELDY)
4269 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4271 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4273 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4276 // if local player not found, look for custom element that might create
4277 // the player (make some assumptions about the right custom element)
4278 if (!local_player->present)
4280 int start_x = 0, start_y = 0;
4281 int found_rating = 0;
4282 int found_element = EL_UNDEFINED;
4283 int player_nr = local_player->index_nr;
4285 SCAN_PLAYFIELD(x, y)
4287 int element = Tile[x][y];
4292 if (level.use_start_element[player_nr] &&
4293 level.start_element[player_nr] == element &&
4300 found_element = element;
4303 if (!IS_CUSTOM_ELEMENT(element))
4306 if (CAN_CHANGE(element))
4308 for (i = 0; i < element_info[element].num_change_pages; i++)
4310 // check for player created from custom element as single target
4311 content = element_info[element].change_page[i].target_element;
4312 is_player = ELEM_IS_PLAYER(content);
4314 if (is_player && (found_rating < 3 ||
4315 (found_rating == 3 && element < found_element)))
4321 found_element = element;
4326 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4328 // check for player created from custom element as explosion content
4329 content = element_info[element].content.e[xx][yy];
4330 is_player = ELEM_IS_PLAYER(content);
4332 if (is_player && (found_rating < 2 ||
4333 (found_rating == 2 && element < found_element)))
4335 start_x = x + xx - 1;
4336 start_y = y + yy - 1;
4339 found_element = element;
4342 if (!CAN_CHANGE(element))
4345 for (i = 0; i < element_info[element].num_change_pages; i++)
4347 // check for player created from custom element as extended target
4349 element_info[element].change_page[i].target_content.e[xx][yy];
4351 is_player = ELEM_IS_PLAYER(content);
4353 if (is_player && (found_rating < 1 ||
4354 (found_rating == 1 && element < found_element)))
4356 start_x = x + xx - 1;
4357 start_y = y + yy - 1;
4360 found_element = element;
4366 scroll_x = SCROLL_POSITION_X(start_x);
4367 scroll_y = SCROLL_POSITION_Y(start_y);
4371 scroll_x = SCROLL_POSITION_X(local_player->jx);
4372 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4375 // !!! FIX THIS (START) !!!
4376 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4378 InitGameEngine_EM();
4380 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4382 InitGameEngine_SP();
4384 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4386 InitGameEngine_MM();
4390 DrawLevel(REDRAW_FIELD);
4393 // after drawing the level, correct some elements
4394 if (game.timegate_time_left == 0)
4395 CloseAllOpenTimegates();
4398 // blit playfield from scroll buffer to normal back buffer for fading in
4399 BlitScreenToBitmap(backbuffer);
4400 // !!! FIX THIS (END) !!!
4402 DrawMaskedBorder(fade_mask);
4407 // full screen redraw is required at this point in the following cases:
4408 // - special editor door undrawn when game was started from level editor
4409 // - drawing area (playfield) was changed and has to be removed completely
4410 redraw_mask = REDRAW_ALL;
4414 if (!game.restart_level)
4416 // copy default game door content to main double buffer
4418 // !!! CHECK AGAIN !!!
4419 SetPanelBackground();
4420 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4421 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4424 SetPanelBackground();
4425 SetDrawBackgroundMask(REDRAW_DOOR_1);
4427 UpdateAndDisplayGameControlValues();
4429 if (!game.restart_level)
4435 CreateGameButtons();
4440 // copy actual game door content to door double buffer for OpenDoor()
4441 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4443 OpenDoor(DOOR_OPEN_ALL);
4445 KeyboardAutoRepeatOffUnlessAutoplay();
4447 #if DEBUG_INIT_PLAYER
4448 DebugPrintPlayerStatus("Player status (final)");
4457 if (!game.restart_level && !tape.playing)
4459 LevelStats_incPlayed(level_nr);
4461 SaveLevelSetup_SeriesInfo();
4464 game.restart_level = FALSE;
4465 game.restart_game_message = NULL;
4467 game.request_active = FALSE;
4468 game.request_active_or_moving = FALSE;
4470 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4471 InitGameActions_MM();
4473 SaveEngineSnapshotToListInitial();
4475 if (!game.restart_level)
4477 PlaySound(SND_GAME_STARTING);
4479 if (setup.sound_music)
4484 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4485 int actual_player_x, int actual_player_y)
4487 // this is used for non-R'n'D game engines to update certain engine values
4489 // needed to determine if sounds are played within the visible screen area
4490 scroll_x = actual_scroll_x;
4491 scroll_y = actual_scroll_y;
4493 // needed to get player position for "follow finger" playing input method
4494 local_player->jx = actual_player_x;
4495 local_player->jy = actual_player_y;
4498 void InitMovDir(int x, int y)
4500 int i, element = Tile[x][y];
4501 static int xy[4][2] =
4508 static int direction[3][4] =
4510 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4511 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4512 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4521 Tile[x][y] = EL_BUG;
4522 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4525 case EL_SPACESHIP_RIGHT:
4526 case EL_SPACESHIP_UP:
4527 case EL_SPACESHIP_LEFT:
4528 case EL_SPACESHIP_DOWN:
4529 Tile[x][y] = EL_SPACESHIP;
4530 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4533 case EL_BD_BUTTERFLY_RIGHT:
4534 case EL_BD_BUTTERFLY_UP:
4535 case EL_BD_BUTTERFLY_LEFT:
4536 case EL_BD_BUTTERFLY_DOWN:
4537 Tile[x][y] = EL_BD_BUTTERFLY;
4538 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4541 case EL_BD_FIREFLY_RIGHT:
4542 case EL_BD_FIREFLY_UP:
4543 case EL_BD_FIREFLY_LEFT:
4544 case EL_BD_FIREFLY_DOWN:
4545 Tile[x][y] = EL_BD_FIREFLY;
4546 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4549 case EL_PACMAN_RIGHT:
4551 case EL_PACMAN_LEFT:
4552 case EL_PACMAN_DOWN:
4553 Tile[x][y] = EL_PACMAN;
4554 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4557 case EL_YAMYAM_LEFT:
4558 case EL_YAMYAM_RIGHT:
4560 case EL_YAMYAM_DOWN:
4561 Tile[x][y] = EL_YAMYAM;
4562 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4565 case EL_SP_SNIKSNAK:
4566 MovDir[x][y] = MV_UP;
4569 case EL_SP_ELECTRON:
4570 MovDir[x][y] = MV_LEFT;
4577 Tile[x][y] = EL_MOLE;
4578 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4581 case EL_SPRING_LEFT:
4582 case EL_SPRING_RIGHT:
4583 Tile[x][y] = EL_SPRING;
4584 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4588 if (IS_CUSTOM_ELEMENT(element))
4590 struct ElementInfo *ei = &element_info[element];
4591 int move_direction_initial = ei->move_direction_initial;
4592 int move_pattern = ei->move_pattern;
4594 if (move_direction_initial == MV_START_PREVIOUS)
4596 if (MovDir[x][y] != MV_NONE)
4599 move_direction_initial = MV_START_AUTOMATIC;
4602 if (move_direction_initial == MV_START_RANDOM)
4603 MovDir[x][y] = 1 << RND(4);
4604 else if (move_direction_initial & MV_ANY_DIRECTION)
4605 MovDir[x][y] = move_direction_initial;
4606 else if (move_pattern == MV_ALL_DIRECTIONS ||
4607 move_pattern == MV_TURNING_LEFT ||
4608 move_pattern == MV_TURNING_RIGHT ||
4609 move_pattern == MV_TURNING_LEFT_RIGHT ||
4610 move_pattern == MV_TURNING_RIGHT_LEFT ||
4611 move_pattern == MV_TURNING_RANDOM)
4612 MovDir[x][y] = 1 << RND(4);
4613 else if (move_pattern == MV_HORIZONTAL)
4614 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4615 else if (move_pattern == MV_VERTICAL)
4616 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4617 else if (move_pattern & MV_ANY_DIRECTION)
4618 MovDir[x][y] = element_info[element].move_pattern;
4619 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4620 move_pattern == MV_ALONG_RIGHT_SIDE)
4622 // use random direction as default start direction
4623 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4624 MovDir[x][y] = 1 << RND(4);
4626 for (i = 0; i < NUM_DIRECTIONS; i++)
4628 int x1 = x + xy[i][0];
4629 int y1 = y + xy[i][1];
4631 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4633 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4634 MovDir[x][y] = direction[0][i];
4636 MovDir[x][y] = direction[1][i];
4645 MovDir[x][y] = 1 << RND(4);
4647 if (element != EL_BUG &&
4648 element != EL_SPACESHIP &&
4649 element != EL_BD_BUTTERFLY &&
4650 element != EL_BD_FIREFLY)
4653 for (i = 0; i < NUM_DIRECTIONS; i++)
4655 int x1 = x + xy[i][0];
4656 int y1 = y + xy[i][1];
4658 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4660 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4662 MovDir[x][y] = direction[0][i];
4665 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4666 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4668 MovDir[x][y] = direction[1][i];
4677 GfxDir[x][y] = MovDir[x][y];
4680 void InitAmoebaNr(int x, int y)
4683 int group_nr = AmoebaNeighbourNr(x, y);
4687 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4689 if (AmoebaCnt[i] == 0)
4697 AmoebaNr[x][y] = group_nr;
4698 AmoebaCnt[group_nr]++;
4699 AmoebaCnt2[group_nr]++;
4702 static void LevelSolved(void)
4704 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4705 game.players_still_needed > 0)
4708 game.LevelSolved = TRUE;
4709 game.GameOver = TRUE;
4711 game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4712 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4713 game_em.lev->score :
4714 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4717 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4718 MM_HEALTH(game_mm.laser_overload_value) :
4721 game.LevelSolved_CountingTime = game.time_final;
4722 game.LevelSolved_CountingScore = game.score_final;
4723 game.LevelSolved_CountingHealth = game.health_final;
4728 static int time_count_steps;
4729 static int time, time_final;
4730 static float score, score_final; // needed for time score < 10 for 10 seconds
4731 static int health, health_final;
4732 static int game_over_delay_1 = 0;
4733 static int game_over_delay_2 = 0;
4734 static int game_over_delay_3 = 0;
4735 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4736 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4738 if (!game.LevelSolved_GameWon)
4742 // do not start end game actions before the player stops moving (to exit)
4743 if (local_player->active && local_player->MovPos)
4746 game.LevelSolved_GameWon = TRUE;
4747 game.LevelSolved_SaveTape = tape.recording;
4748 game.LevelSolved_SaveScore = !tape.playing;
4752 LevelStats_incSolved(level_nr);
4754 SaveLevelSetup_SeriesInfo();
4757 if (tape.auto_play) // tape might already be stopped here
4758 tape.auto_play_level_solved = TRUE;
4762 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4763 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4764 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4766 time = time_final = game.time_final;
4767 score = score_final = game.score_final;
4768 health = health_final = game.health_final;
4772 int time_final_max = 999;
4773 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4774 int time_frames = 0;
4775 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4776 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4781 time_frames = time_frames_left;
4783 else if (game.no_time_limit && TimePlayed < time_final_max)
4785 time_final = time_final_max;
4786 time_frames = time_frames_final_max - time_frames_played;
4789 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4791 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4793 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4796 score_final += health * time_score;
4799 game.score_final = score_final;
4800 game.health_final = health_final;
4803 if (level_editor_test_game || !setup.count_score_after_game)
4806 score = score_final;
4808 game.LevelSolved_CountingTime = time;
4809 game.LevelSolved_CountingScore = score;
4811 game_panel_controls[GAME_PANEL_TIME].value = time;
4812 game_panel_controls[GAME_PANEL_SCORE].value = score;
4814 DisplayGameControlValues();
4817 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4819 // check if last player has left the level
4820 if (game.exit_x >= 0 &&
4823 int x = game.exit_x;
4824 int y = game.exit_y;
4825 int element = Tile[x][y];
4827 // close exit door after last player
4828 if ((game.all_players_gone &&
4829 (element == EL_EXIT_OPEN ||
4830 element == EL_SP_EXIT_OPEN ||
4831 element == EL_STEEL_EXIT_OPEN)) ||
4832 element == EL_EM_EXIT_OPEN ||
4833 element == EL_EM_STEEL_EXIT_OPEN)
4837 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4838 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4839 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4840 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4841 EL_EM_STEEL_EXIT_CLOSING);
4843 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4846 // player disappears
4847 DrawLevelField(x, y);
4850 for (i = 0; i < MAX_PLAYERS; i++)
4852 struct PlayerInfo *player = &stored_player[i];
4854 if (player->present)
4856 RemovePlayer(player);
4858 // player disappears
4859 DrawLevelField(player->jx, player->jy);
4864 PlaySound(SND_GAME_WINNING);
4867 if (setup.count_score_after_game)
4869 if (time != time_final)
4871 if (game_over_delay_1 > 0)
4873 game_over_delay_1--;
4878 int time_to_go = ABS(time_final - time);
4879 int time_count_dir = (time < time_final ? +1 : -1);
4881 if (time_to_go < time_count_steps)
4882 time_count_steps = 1;
4884 time += time_count_steps * time_count_dir;
4885 score += time_count_steps * time_score;
4887 // set final score to correct rounding differences after counting score
4888 if (time == time_final)
4889 score = score_final;
4891 game.LevelSolved_CountingTime = time;
4892 game.LevelSolved_CountingScore = score;
4894 game_panel_controls[GAME_PANEL_TIME].value = time;
4895 game_panel_controls[GAME_PANEL_SCORE].value = score;
4897 DisplayGameControlValues();
4899 if (time == time_final)
4900 StopSound(SND_GAME_LEVELTIME_BONUS);
4901 else if (setup.sound_loops)
4902 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4904 PlaySound(SND_GAME_LEVELTIME_BONUS);
4909 if (health != health_final)
4911 if (game_over_delay_2 > 0)
4913 game_over_delay_2--;
4918 int health_count_dir = (health < health_final ? +1 : -1);
4920 health += health_count_dir;
4921 score += time_score;
4923 game.LevelSolved_CountingHealth = health;
4924 game.LevelSolved_CountingScore = score;
4926 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4927 game_panel_controls[GAME_PANEL_SCORE].value = score;
4929 DisplayGameControlValues();
4931 if (health == health_final)
4932 StopSound(SND_GAME_LEVELTIME_BONUS);
4933 else if (setup.sound_loops)
4934 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4936 PlaySound(SND_GAME_LEVELTIME_BONUS);
4942 game.panel.active = FALSE;
4944 if (game_over_delay_3 > 0)
4946 game_over_delay_3--;
4956 // used instead of "level_nr" (needed for network games)
4957 int last_level_nr = levelset.level_nr;
4960 game.LevelSolved_GameEnd = TRUE;
4962 if (game.LevelSolved_SaveTape)
4964 // make sure that request dialog to save tape does not open door again
4965 if (!global.use_envelope_request)
4966 CloseDoor(DOOR_CLOSE_1);
4968 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4971 // if no tape is to be saved, close both doors simultaneously
4972 CloseDoor(DOOR_CLOSE_ALL);
4974 if (level_editor_test_game)
4976 SetGameStatus(GAME_MODE_MAIN);
4983 if (!game.LevelSolved_SaveScore)
4985 SetGameStatus(GAME_MODE_MAIN);
4992 if (level_nr == leveldir_current->handicap_level)
4994 leveldir_current->handicap_level++;
4996 SaveLevelSetup_SeriesInfo();
4999 if (setup.increment_levels &&
5000 level_nr < leveldir_current->last_level &&
5003 level_nr++; // advance to next level
5004 TapeErase(); // start with empty tape
5006 if (setup.auto_play_next_level)
5008 LoadLevel(level_nr);
5010 SaveLevelSetup_SeriesInfo();
5014 hi_pos = NewHiScore(last_level_nr);
5016 if (hi_pos >= 0 && setup.show_scores_after_game)
5018 SetGameStatus(GAME_MODE_SCORES);
5020 DrawHallOfFame(last_level_nr, hi_pos);
5022 else if (setup.auto_play_next_level && setup.increment_levels &&
5023 last_level_nr < leveldir_current->last_level &&
5026 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5030 SetGameStatus(GAME_MODE_MAIN);
5036 int NewHiScore(int level_nr)
5040 boolean one_score_entry_per_name = !program.many_scores_per_name;
5042 LoadScore(level_nr);
5044 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5045 game.score_final < scores.entry[MAX_SCORE_ENTRIES - 1].score)
5048 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5050 if (game.score_final > scores.entry[k].score)
5052 // player has made it to the hall of fame
5054 if (k < MAX_SCORE_ENTRIES - 1)
5056 int m = MAX_SCORE_ENTRIES - 1;
5058 if (one_score_entry_per_name)
5060 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5061 if (strEqual(setup.player_name, scores.entry[l].name))
5064 if (m == k) // player's new highscore overwrites his old one
5068 for (l = m; l > k; l--)
5070 strcpy(scores.entry[l].name, scores.entry[l - 1].name);
5071 scores.entry[l].score = scores.entry[l - 1].score;
5077 strncpy(scores.entry[k].name, setup.player_name, MAX_PLAYER_NAME_LEN);
5078 scores.entry[k].name[MAX_PLAYER_NAME_LEN] = '\0';
5079 scores.entry[k].score = game.score_final;
5084 else if (one_score_entry_per_name &&
5085 !strncmp(setup.player_name, scores.entry[k].name,
5086 MAX_PLAYER_NAME_LEN))
5087 break; // player already there with a higher score
5091 SaveScore(level_nr);
5096 static int getElementMoveStepsizeExt(int x, int y, int direction)
5098 int element = Tile[x][y];
5099 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5100 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5101 int horiz_move = (dx != 0);
5102 int sign = (horiz_move ? dx : dy);
5103 int step = sign * element_info[element].move_stepsize;
5105 // special values for move stepsize for spring and things on conveyor belt
5108 if (CAN_FALL(element) &&
5109 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5110 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5111 else if (element == EL_SPRING)
5112 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5118 static int getElementMoveStepsize(int x, int y)
5120 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5123 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5125 if (player->GfxAction != action || player->GfxDir != dir)
5127 player->GfxAction = action;
5128 player->GfxDir = dir;
5130 player->StepFrame = 0;
5134 static void ResetGfxFrame(int x, int y)
5136 // profiling showed that "autotest" spends 10~20% of its time in this function
5137 if (DrawingDeactivatedField())
5140 int element = Tile[x][y];
5141 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5143 if (graphic_info[graphic].anim_global_sync)
5144 GfxFrame[x][y] = FrameCounter;
5145 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5146 GfxFrame[x][y] = CustomValue[x][y];
5147 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5148 GfxFrame[x][y] = element_info[element].collect_score;
5149 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5150 GfxFrame[x][y] = ChangeDelay[x][y];
5153 static void ResetGfxAnimation(int x, int y)
5155 GfxAction[x][y] = ACTION_DEFAULT;
5156 GfxDir[x][y] = MovDir[x][y];
5159 ResetGfxFrame(x, y);
5162 static void ResetRandomAnimationValue(int x, int y)
5164 GfxRandom[x][y] = INIT_GFX_RANDOM();
5167 static void InitMovingField(int x, int y, int direction)
5169 int element = Tile[x][y];
5170 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5171 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5174 boolean is_moving_before, is_moving_after;
5176 // check if element was/is moving or being moved before/after mode change
5177 is_moving_before = (WasJustMoving[x][y] != 0);
5178 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5180 // reset animation only for moving elements which change direction of moving
5181 // or which just started or stopped moving
5182 // (else CEs with property "can move" / "not moving" are reset each frame)
5183 if (is_moving_before != is_moving_after ||
5184 direction != MovDir[x][y])
5185 ResetGfxAnimation(x, y);
5187 MovDir[x][y] = direction;
5188 GfxDir[x][y] = direction;
5190 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5191 direction == MV_DOWN && CAN_FALL(element) ?
5192 ACTION_FALLING : ACTION_MOVING);
5194 // this is needed for CEs with property "can move" / "not moving"
5196 if (is_moving_after)
5198 if (Tile[newx][newy] == EL_EMPTY)
5199 Tile[newx][newy] = EL_BLOCKED;
5201 MovDir[newx][newy] = MovDir[x][y];
5203 CustomValue[newx][newy] = CustomValue[x][y];
5205 GfxFrame[newx][newy] = GfxFrame[x][y];
5206 GfxRandom[newx][newy] = GfxRandom[x][y];
5207 GfxAction[newx][newy] = GfxAction[x][y];
5208 GfxDir[newx][newy] = GfxDir[x][y];
5212 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5214 int direction = MovDir[x][y];
5215 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5216 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5222 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5224 int oldx = x, oldy = y;
5225 int direction = MovDir[x][y];
5227 if (direction == MV_LEFT)
5229 else if (direction == MV_RIGHT)
5231 else if (direction == MV_UP)
5233 else if (direction == MV_DOWN)
5236 *comes_from_x = oldx;
5237 *comes_from_y = oldy;
5240 static int MovingOrBlocked2Element(int x, int y)
5242 int element = Tile[x][y];
5244 if (element == EL_BLOCKED)
5248 Blocked2Moving(x, y, &oldx, &oldy);
5249 return Tile[oldx][oldy];
5255 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5257 // like MovingOrBlocked2Element(), but if element is moving
5258 // and (x,y) is the field the moving element is just leaving,
5259 // return EL_BLOCKED instead of the element value
5260 int element = Tile[x][y];
5262 if (IS_MOVING(x, y))
5264 if (element == EL_BLOCKED)
5268 Blocked2Moving(x, y, &oldx, &oldy);
5269 return Tile[oldx][oldy];
5278 static void RemoveField(int x, int y)
5280 Tile[x][y] = EL_EMPTY;
5286 CustomValue[x][y] = 0;
5289 ChangeDelay[x][y] = 0;
5290 ChangePage[x][y] = -1;
5291 Pushed[x][y] = FALSE;
5293 GfxElement[x][y] = EL_UNDEFINED;
5294 GfxAction[x][y] = ACTION_DEFAULT;
5295 GfxDir[x][y] = MV_NONE;
5298 static void RemoveMovingField(int x, int y)
5300 int oldx = x, oldy = y, newx = x, newy = y;
5301 int element = Tile[x][y];
5302 int next_element = EL_UNDEFINED;
5304 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5307 if (IS_MOVING(x, y))
5309 Moving2Blocked(x, y, &newx, &newy);
5311 if (Tile[newx][newy] != EL_BLOCKED)
5313 // element is moving, but target field is not free (blocked), but
5314 // already occupied by something different (example: acid pool);
5315 // in this case, only remove the moving field, but not the target
5317 RemoveField(oldx, oldy);
5319 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5321 TEST_DrawLevelField(oldx, oldy);
5326 else if (element == EL_BLOCKED)
5328 Blocked2Moving(x, y, &oldx, &oldy);
5329 if (!IS_MOVING(oldx, oldy))
5333 if (element == EL_BLOCKED &&
5334 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5335 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5336 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5337 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5338 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5339 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5340 next_element = get_next_element(Tile[oldx][oldy]);
5342 RemoveField(oldx, oldy);
5343 RemoveField(newx, newy);
5345 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5347 if (next_element != EL_UNDEFINED)
5348 Tile[oldx][oldy] = next_element;
5350 TEST_DrawLevelField(oldx, oldy);
5351 TEST_DrawLevelField(newx, newy);
5354 void DrawDynamite(int x, int y)
5356 int sx = SCREENX(x), sy = SCREENY(y);
5357 int graphic = el2img(Tile[x][y]);
5360 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5363 if (IS_WALKABLE_INSIDE(Back[x][y]))
5367 DrawLevelElement(x, y, Back[x][y]);
5368 else if (Store[x][y])
5369 DrawLevelElement(x, y, Store[x][y]);
5370 else if (game.use_masked_elements)
5371 DrawLevelElement(x, y, EL_EMPTY);
5373 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5375 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5376 DrawGraphicThruMask(sx, sy, graphic, frame);
5378 DrawGraphic(sx, sy, graphic, frame);
5381 static void CheckDynamite(int x, int y)
5383 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5387 if (MovDelay[x][y] != 0)
5390 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5396 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5401 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5403 boolean num_checked_players = 0;
5406 for (i = 0; i < MAX_PLAYERS; i++)
5408 if (stored_player[i].active)
5410 int sx = stored_player[i].jx;
5411 int sy = stored_player[i].jy;
5413 if (num_checked_players == 0)
5420 *sx1 = MIN(*sx1, sx);
5421 *sy1 = MIN(*sy1, sy);
5422 *sx2 = MAX(*sx2, sx);
5423 *sy2 = MAX(*sy2, sy);
5426 num_checked_players++;
5431 static boolean checkIfAllPlayersFitToScreen_RND(void)
5433 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5435 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5437 return (sx2 - sx1 < SCR_FIELDX &&
5438 sy2 - sy1 < SCR_FIELDY);
5441 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5443 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5445 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5447 *sx = (sx1 + sx2) / 2;
5448 *sy = (sy1 + sy2) / 2;
5451 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5452 boolean center_screen, boolean quick_relocation)
5454 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5455 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5456 boolean no_delay = (tape.warp_forward);
5457 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5458 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5459 int new_scroll_x, new_scroll_y;
5461 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5463 // case 1: quick relocation inside visible screen (without scrolling)
5470 if (!level.shifted_relocation || center_screen)
5472 // relocation _with_ centering of screen
5474 new_scroll_x = SCROLL_POSITION_X(x);
5475 new_scroll_y = SCROLL_POSITION_Y(y);
5479 // relocation _without_ centering of screen
5481 int center_scroll_x = SCROLL_POSITION_X(old_x);
5482 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5483 int offset_x = x + (scroll_x - center_scroll_x);
5484 int offset_y = y + (scroll_y - center_scroll_y);
5486 // for new screen position, apply previous offset to center position
5487 new_scroll_x = SCROLL_POSITION_X(offset_x);
5488 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5491 if (quick_relocation)
5493 // case 2: quick relocation (redraw without visible scrolling)
5495 scroll_x = new_scroll_x;
5496 scroll_y = new_scroll_y;
5503 // case 3: visible relocation (with scrolling to new position)
5505 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5507 SetVideoFrameDelay(wait_delay_value);
5509 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5511 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5512 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5514 if (dx == 0 && dy == 0) // no scrolling needed at all
5520 // set values for horizontal/vertical screen scrolling (half tile size)
5521 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5522 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5523 int pos_x = dx * TILEX / 2;
5524 int pos_y = dy * TILEY / 2;
5525 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5526 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5528 ScrollLevel(dx, dy);
5531 // scroll in two steps of half tile size to make things smoother
5532 BlitScreenToBitmapExt_RND(window, fx, fy);
5534 // scroll second step to align at full tile size
5535 BlitScreenToBitmap(window);
5541 SetVideoFrameDelay(frame_delay_value_old);
5544 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5546 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5547 int player_nr = GET_PLAYER_NR(el_player);
5548 struct PlayerInfo *player = &stored_player[player_nr];
5549 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5550 boolean no_delay = (tape.warp_forward);
5551 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5552 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5553 int old_jx = player->jx;
5554 int old_jy = player->jy;
5555 int old_element = Tile[old_jx][old_jy];
5556 int element = Tile[jx][jy];
5557 boolean player_relocated = (old_jx != jx || old_jy != jy);
5559 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5560 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5561 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5562 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5563 int leave_side_horiz = move_dir_horiz;
5564 int leave_side_vert = move_dir_vert;
5565 int enter_side = enter_side_horiz | enter_side_vert;
5566 int leave_side = leave_side_horiz | leave_side_vert;
5568 if (player->buried) // do not reanimate dead player
5571 if (!player_relocated) // no need to relocate the player
5574 if (IS_PLAYER(jx, jy)) // player already placed at new position
5576 RemoveField(jx, jy); // temporarily remove newly placed player
5577 DrawLevelField(jx, jy);
5580 if (player->present)
5582 while (player->MovPos)
5584 ScrollPlayer(player, SCROLL_GO_ON);
5585 ScrollScreen(NULL, SCROLL_GO_ON);
5587 AdvanceFrameAndPlayerCounters(player->index_nr);
5591 BackToFront_WithFrameDelay(wait_delay_value);
5594 DrawPlayer(player); // needed here only to cleanup last field
5595 DrawLevelField(player->jx, player->jy); // remove player graphic
5597 player->is_moving = FALSE;
5600 if (IS_CUSTOM_ELEMENT(old_element))
5601 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5603 player->index_bit, leave_side);
5605 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5607 player->index_bit, leave_side);
5609 Tile[jx][jy] = el_player;
5610 InitPlayerField(jx, jy, el_player, TRUE);
5612 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5613 possible that the relocation target field did not contain a player element,
5614 but a walkable element, to which the new player was relocated -- in this
5615 case, restore that (already initialized!) element on the player field */
5616 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5618 Tile[jx][jy] = element; // restore previously existing element
5621 // only visually relocate centered player
5622 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5623 FALSE, level.instant_relocation);
5625 TestIfPlayerTouchesBadThing(jx, jy);
5626 TestIfPlayerTouchesCustomElement(jx, jy);
5628 if (IS_CUSTOM_ELEMENT(element))
5629 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5630 player->index_bit, enter_side);
5632 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5633 player->index_bit, enter_side);
5635 if (player->is_switching)
5637 /* ensure that relocation while still switching an element does not cause
5638 a new element to be treated as also switched directly after relocation
5639 (this is important for teleporter switches that teleport the player to
5640 a place where another teleporter switch is in the same direction, which
5641 would then incorrectly be treated as immediately switched before the
5642 direction key that caused the switch was released) */
5644 player->switch_x += jx - old_jx;
5645 player->switch_y += jy - old_jy;
5649 static void Explode(int ex, int ey, int phase, int mode)
5655 // !!! eliminate this variable !!!
5656 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5658 if (game.explosions_delayed)
5660 ExplodeField[ex][ey] = mode;
5664 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5666 int center_element = Tile[ex][ey];
5667 int artwork_element, explosion_element; // set these values later
5669 // remove things displayed in background while burning dynamite
5670 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5673 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5675 // put moving element to center field (and let it explode there)
5676 center_element = MovingOrBlocked2Element(ex, ey);
5677 RemoveMovingField(ex, ey);
5678 Tile[ex][ey] = center_element;
5681 // now "center_element" is finally determined -- set related values now
5682 artwork_element = center_element; // for custom player artwork
5683 explosion_element = center_element; // for custom player artwork
5685 if (IS_PLAYER(ex, ey))
5687 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5689 artwork_element = stored_player[player_nr].artwork_element;
5691 if (level.use_explosion_element[player_nr])
5693 explosion_element = level.explosion_element[player_nr];
5694 artwork_element = explosion_element;
5698 if (mode == EX_TYPE_NORMAL ||
5699 mode == EX_TYPE_CENTER ||
5700 mode == EX_TYPE_CROSS)
5701 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5703 last_phase = element_info[explosion_element].explosion_delay + 1;
5705 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5707 int xx = x - ex + 1;
5708 int yy = y - ey + 1;
5711 if (!IN_LEV_FIELD(x, y) ||
5712 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5713 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5716 element = Tile[x][y];
5718 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5720 element = MovingOrBlocked2Element(x, y);
5722 if (!IS_EXPLOSION_PROOF(element))
5723 RemoveMovingField(x, y);
5726 // indestructible elements can only explode in center (but not flames)
5727 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5728 mode == EX_TYPE_BORDER)) ||
5729 element == EL_FLAMES)
5732 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5733 behaviour, for example when touching a yamyam that explodes to rocks
5734 with active deadly shield, a rock is created under the player !!! */
5735 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5737 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5738 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5739 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5741 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5744 if (IS_ACTIVE_BOMB(element))
5746 // re-activate things under the bomb like gate or penguin
5747 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5754 // save walkable background elements while explosion on same tile
5755 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5756 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5757 Back[x][y] = element;
5759 // ignite explodable elements reached by other explosion
5760 if (element == EL_EXPLOSION)
5761 element = Store2[x][y];
5763 if (AmoebaNr[x][y] &&
5764 (element == EL_AMOEBA_FULL ||
5765 element == EL_BD_AMOEBA ||
5766 element == EL_AMOEBA_GROWING))
5768 AmoebaCnt[AmoebaNr[x][y]]--;
5769 AmoebaCnt2[AmoebaNr[x][y]]--;
5774 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5776 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5778 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5780 if (PLAYERINFO(ex, ey)->use_murphy)
5781 Store[x][y] = EL_EMPTY;
5784 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5785 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5786 else if (ELEM_IS_PLAYER(center_element))
5787 Store[x][y] = EL_EMPTY;
5788 else if (center_element == EL_YAMYAM)
5789 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5790 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5791 Store[x][y] = element_info[center_element].content.e[xx][yy];
5793 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5794 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5795 // otherwise) -- FIX THIS !!!
5796 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5797 Store[x][y] = element_info[element].content.e[1][1];
5799 else if (!CAN_EXPLODE(element))
5800 Store[x][y] = element_info[element].content.e[1][1];
5803 Store[x][y] = EL_EMPTY;
5805 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5806 center_element == EL_AMOEBA_TO_DIAMOND)
5807 Store2[x][y] = element;
5809 Tile[x][y] = EL_EXPLOSION;
5810 GfxElement[x][y] = artwork_element;
5812 ExplodePhase[x][y] = 1;
5813 ExplodeDelay[x][y] = last_phase;
5818 if (center_element == EL_YAMYAM)
5819 game.yamyam_content_nr =
5820 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5832 GfxFrame[x][y] = 0; // restart explosion animation
5834 last_phase = ExplodeDelay[x][y];
5836 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5838 // this can happen if the player leaves an explosion just in time
5839 if (GfxElement[x][y] == EL_UNDEFINED)
5840 GfxElement[x][y] = EL_EMPTY;
5842 border_element = Store2[x][y];
5843 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5844 border_element = StorePlayer[x][y];
5846 if (phase == element_info[border_element].ignition_delay ||
5847 phase == last_phase)
5849 boolean border_explosion = FALSE;
5851 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5852 !PLAYER_EXPLOSION_PROTECTED(x, y))
5854 KillPlayerUnlessExplosionProtected(x, y);
5855 border_explosion = TRUE;
5857 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5859 Tile[x][y] = Store2[x][y];
5862 border_explosion = TRUE;
5864 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5866 AmoebaToDiamond(x, y);
5868 border_explosion = TRUE;
5871 // if an element just explodes due to another explosion (chain-reaction),
5872 // do not immediately end the new explosion when it was the last frame of
5873 // the explosion (as it would be done in the following "if"-statement!)
5874 if (border_explosion && phase == last_phase)
5878 if (phase == last_phase)
5882 element = Tile[x][y] = Store[x][y];
5883 Store[x][y] = Store2[x][y] = 0;
5884 GfxElement[x][y] = EL_UNDEFINED;
5886 // player can escape from explosions and might therefore be still alive
5887 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5888 element <= EL_PLAYER_IS_EXPLODING_4)
5890 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5891 int explosion_element = EL_PLAYER_1 + player_nr;
5892 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5893 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5895 if (level.use_explosion_element[player_nr])
5896 explosion_element = level.explosion_element[player_nr];
5898 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5899 element_info[explosion_element].content.e[xx][yy]);
5902 // restore probably existing indestructible background element
5903 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5904 element = Tile[x][y] = Back[x][y];
5907 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5908 GfxDir[x][y] = MV_NONE;
5909 ChangeDelay[x][y] = 0;
5910 ChangePage[x][y] = -1;
5912 CustomValue[x][y] = 0;
5914 InitField_WithBug2(x, y, FALSE);
5916 TEST_DrawLevelField(x, y);
5918 TestIfElementTouchesCustomElement(x, y);
5920 if (GFX_CRUMBLED(element))
5921 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5923 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5924 StorePlayer[x][y] = 0;
5926 if (ELEM_IS_PLAYER(element))
5927 RelocatePlayer(x, y, element);
5929 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5931 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5932 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5935 TEST_DrawLevelFieldCrumbled(x, y);
5937 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5939 DrawLevelElement(x, y, Back[x][y]);
5940 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5942 else if (IS_WALKABLE_UNDER(Back[x][y]))
5944 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5945 DrawLevelElementThruMask(x, y, Back[x][y]);
5947 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5948 DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5952 static void DynaExplode(int ex, int ey)
5955 int dynabomb_element = Tile[ex][ey];
5956 int dynabomb_size = 1;
5957 boolean dynabomb_xl = FALSE;
5958 struct PlayerInfo *player;
5959 static int xy[4][2] =
5967 if (IS_ACTIVE_BOMB(dynabomb_element))
5969 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5970 dynabomb_size = player->dynabomb_size;
5971 dynabomb_xl = player->dynabomb_xl;
5972 player->dynabombs_left++;
5975 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5977 for (i = 0; i < NUM_DIRECTIONS; i++)
5979 for (j = 1; j <= dynabomb_size; j++)
5981 int x = ex + j * xy[i][0];
5982 int y = ey + j * xy[i][1];
5985 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5988 element = Tile[x][y];
5990 // do not restart explosions of fields with active bombs
5991 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5994 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5996 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5997 !IS_DIGGABLE(element) && !dynabomb_xl)
6003 void Bang(int x, int y)
6005 int element = MovingOrBlocked2Element(x, y);
6006 int explosion_type = EX_TYPE_NORMAL;
6008 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6010 struct PlayerInfo *player = PLAYERINFO(x, y);
6012 element = Tile[x][y] = player->initial_element;
6014 if (level.use_explosion_element[player->index_nr])
6016 int explosion_element = level.explosion_element[player->index_nr];
6018 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6019 explosion_type = EX_TYPE_CROSS;
6020 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6021 explosion_type = EX_TYPE_CENTER;
6029 case EL_BD_BUTTERFLY:
6032 case EL_DARK_YAMYAM:
6036 RaiseScoreElement(element);
6039 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6040 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6041 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6042 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6043 case EL_DYNABOMB_INCREASE_NUMBER:
6044 case EL_DYNABOMB_INCREASE_SIZE:
6045 case EL_DYNABOMB_INCREASE_POWER:
6046 explosion_type = EX_TYPE_DYNA;
6049 case EL_DC_LANDMINE:
6050 explosion_type = EX_TYPE_CENTER;
6055 case EL_LAMP_ACTIVE:
6056 case EL_AMOEBA_TO_DIAMOND:
6057 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6058 explosion_type = EX_TYPE_CENTER;
6062 if (element_info[element].explosion_type == EXPLODES_CROSS)
6063 explosion_type = EX_TYPE_CROSS;
6064 else if (element_info[element].explosion_type == EXPLODES_1X1)
6065 explosion_type = EX_TYPE_CENTER;
6069 if (explosion_type == EX_TYPE_DYNA)
6072 Explode(x, y, EX_PHASE_START, explosion_type);
6074 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6077 static void SplashAcid(int x, int y)
6079 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6080 (!IN_LEV_FIELD(x - 1, y - 2) ||
6081 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6082 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6084 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6085 (!IN_LEV_FIELD(x + 1, y - 2) ||
6086 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6087 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6089 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6092 static void InitBeltMovement(void)
6094 static int belt_base_element[4] =
6096 EL_CONVEYOR_BELT_1_LEFT,
6097 EL_CONVEYOR_BELT_2_LEFT,
6098 EL_CONVEYOR_BELT_3_LEFT,
6099 EL_CONVEYOR_BELT_4_LEFT
6101 static int belt_base_active_element[4] =
6103 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6104 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6105 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6106 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6111 // set frame order for belt animation graphic according to belt direction
6112 for (i = 0; i < NUM_BELTS; i++)
6116 for (j = 0; j < NUM_BELT_PARTS; j++)
6118 int element = belt_base_active_element[belt_nr] + j;
6119 int graphic_1 = el2img(element);
6120 int graphic_2 = el2panelimg(element);
6122 if (game.belt_dir[i] == MV_LEFT)
6124 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6125 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6129 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6130 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6135 SCAN_PLAYFIELD(x, y)
6137 int element = Tile[x][y];
6139 for (i = 0; i < NUM_BELTS; i++)
6141 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6143 int e_belt_nr = getBeltNrFromBeltElement(element);
6146 if (e_belt_nr == belt_nr)
6148 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6150 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6157 static void ToggleBeltSwitch(int x, int y)
6159 static int belt_base_element[4] =
6161 EL_CONVEYOR_BELT_1_LEFT,
6162 EL_CONVEYOR_BELT_2_LEFT,
6163 EL_CONVEYOR_BELT_3_LEFT,
6164 EL_CONVEYOR_BELT_4_LEFT
6166 static int belt_base_active_element[4] =
6168 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6169 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6170 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6171 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6173 static int belt_base_switch_element[4] =
6175 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6176 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6177 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6178 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6180 static int belt_move_dir[4] =
6188 int element = Tile[x][y];
6189 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6190 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6191 int belt_dir = belt_move_dir[belt_dir_nr];
6194 if (!IS_BELT_SWITCH(element))
6197 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6198 game.belt_dir[belt_nr] = belt_dir;
6200 if (belt_dir_nr == 3)
6203 // set frame order for belt animation graphic according to belt direction
6204 for (i = 0; i < NUM_BELT_PARTS; i++)
6206 int element = belt_base_active_element[belt_nr] + i;
6207 int graphic_1 = el2img(element);
6208 int graphic_2 = el2panelimg(element);
6210 if (belt_dir == MV_LEFT)
6212 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6213 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6217 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6218 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6222 SCAN_PLAYFIELD(xx, yy)
6224 int element = Tile[xx][yy];
6226 if (IS_BELT_SWITCH(element))
6228 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6230 if (e_belt_nr == belt_nr)
6232 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6233 TEST_DrawLevelField(xx, yy);
6236 else if (IS_BELT(element) && belt_dir != MV_NONE)
6238 int e_belt_nr = getBeltNrFromBeltElement(element);
6240 if (e_belt_nr == belt_nr)
6242 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6244 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6245 TEST_DrawLevelField(xx, yy);
6248 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6250 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6252 if (e_belt_nr == belt_nr)
6254 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6256 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6257 TEST_DrawLevelField(xx, yy);
6263 static void ToggleSwitchgateSwitch(int x, int y)
6267 game.switchgate_pos = !game.switchgate_pos;
6269 SCAN_PLAYFIELD(xx, yy)
6271 int element = Tile[xx][yy];
6273 if (element == EL_SWITCHGATE_SWITCH_UP)
6275 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6276 TEST_DrawLevelField(xx, yy);
6278 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6280 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6281 TEST_DrawLevelField(xx, yy);
6283 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6285 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6286 TEST_DrawLevelField(xx, yy);
6288 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6290 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6291 TEST_DrawLevelField(xx, yy);
6293 else if (element == EL_SWITCHGATE_OPEN ||
6294 element == EL_SWITCHGATE_OPENING)
6296 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6298 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6300 else if (element == EL_SWITCHGATE_CLOSED ||
6301 element == EL_SWITCHGATE_CLOSING)
6303 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6305 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6310 static int getInvisibleActiveFromInvisibleElement(int element)
6312 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6313 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6314 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6318 static int getInvisibleFromInvisibleActiveElement(int element)
6320 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6321 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6322 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6326 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6330 SCAN_PLAYFIELD(x, y)
6332 int element = Tile[x][y];
6334 if (element == EL_LIGHT_SWITCH &&
6335 game.light_time_left > 0)
6337 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6338 TEST_DrawLevelField(x, y);
6340 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6341 game.light_time_left == 0)
6343 Tile[x][y] = EL_LIGHT_SWITCH;
6344 TEST_DrawLevelField(x, y);
6346 else if (element == EL_EMC_DRIPPER &&
6347 game.light_time_left > 0)
6349 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6350 TEST_DrawLevelField(x, y);
6352 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6353 game.light_time_left == 0)
6355 Tile[x][y] = EL_EMC_DRIPPER;
6356 TEST_DrawLevelField(x, y);
6358 else if (element == EL_INVISIBLE_STEELWALL ||
6359 element == EL_INVISIBLE_WALL ||
6360 element == EL_INVISIBLE_SAND)
6362 if (game.light_time_left > 0)
6363 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6365 TEST_DrawLevelField(x, y);
6367 // uncrumble neighbour fields, if needed
6368 if (element == EL_INVISIBLE_SAND)
6369 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6371 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6372 element == EL_INVISIBLE_WALL_ACTIVE ||
6373 element == EL_INVISIBLE_SAND_ACTIVE)
6375 if (game.light_time_left == 0)
6376 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6378 TEST_DrawLevelField(x, y);
6380 // re-crumble neighbour fields, if needed
6381 if (element == EL_INVISIBLE_SAND)
6382 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6387 static void RedrawAllInvisibleElementsForLenses(void)
6391 SCAN_PLAYFIELD(x, y)
6393 int element = Tile[x][y];
6395 if (element == EL_EMC_DRIPPER &&
6396 game.lenses_time_left > 0)
6398 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6399 TEST_DrawLevelField(x, y);
6401 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6402 game.lenses_time_left == 0)
6404 Tile[x][y] = EL_EMC_DRIPPER;
6405 TEST_DrawLevelField(x, y);
6407 else if (element == EL_INVISIBLE_STEELWALL ||
6408 element == EL_INVISIBLE_WALL ||
6409 element == EL_INVISIBLE_SAND)
6411 if (game.lenses_time_left > 0)
6412 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6414 TEST_DrawLevelField(x, y);
6416 // uncrumble neighbour fields, if needed
6417 if (element == EL_INVISIBLE_SAND)
6418 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6420 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6421 element == EL_INVISIBLE_WALL_ACTIVE ||
6422 element == EL_INVISIBLE_SAND_ACTIVE)
6424 if (game.lenses_time_left == 0)
6425 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6427 TEST_DrawLevelField(x, y);
6429 // re-crumble neighbour fields, if needed
6430 if (element == EL_INVISIBLE_SAND)
6431 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6436 static void RedrawAllInvisibleElementsForMagnifier(void)
6440 SCAN_PLAYFIELD(x, y)
6442 int element = Tile[x][y];
6444 if (element == EL_EMC_FAKE_GRASS &&
6445 game.magnify_time_left > 0)
6447 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6448 TEST_DrawLevelField(x, y);
6450 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6451 game.magnify_time_left == 0)
6453 Tile[x][y] = EL_EMC_FAKE_GRASS;
6454 TEST_DrawLevelField(x, y);
6456 else if (IS_GATE_GRAY(element) &&
6457 game.magnify_time_left > 0)
6459 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6460 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6461 IS_EM_GATE_GRAY(element) ?
6462 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6463 IS_EMC_GATE_GRAY(element) ?
6464 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6465 IS_DC_GATE_GRAY(element) ?
6466 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6468 TEST_DrawLevelField(x, y);
6470 else if (IS_GATE_GRAY_ACTIVE(element) &&
6471 game.magnify_time_left == 0)
6473 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6474 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6475 IS_EM_GATE_GRAY_ACTIVE(element) ?
6476 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6477 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6478 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6479 IS_DC_GATE_GRAY_ACTIVE(element) ?
6480 EL_DC_GATE_WHITE_GRAY :
6482 TEST_DrawLevelField(x, y);
6487 static void ToggleLightSwitch(int x, int y)
6489 int element = Tile[x][y];
6491 game.light_time_left =
6492 (element == EL_LIGHT_SWITCH ?
6493 level.time_light * FRAMES_PER_SECOND : 0);
6495 RedrawAllLightSwitchesAndInvisibleElements();
6498 static void ActivateTimegateSwitch(int x, int y)
6502 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6504 SCAN_PLAYFIELD(xx, yy)
6506 int element = Tile[xx][yy];
6508 if (element == EL_TIMEGATE_CLOSED ||
6509 element == EL_TIMEGATE_CLOSING)
6511 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6512 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6516 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6518 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6519 TEST_DrawLevelField(xx, yy);
6525 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6526 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6529 static void Impact(int x, int y)
6531 boolean last_line = (y == lev_fieldy - 1);
6532 boolean object_hit = FALSE;
6533 boolean impact = (last_line || object_hit);
6534 int element = Tile[x][y];
6535 int smashed = EL_STEELWALL;
6537 if (!last_line) // check if element below was hit
6539 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6542 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6543 MovDir[x][y + 1] != MV_DOWN ||
6544 MovPos[x][y + 1] <= TILEY / 2));
6546 // do not smash moving elements that left the smashed field in time
6547 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6548 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6551 #if USE_QUICKSAND_IMPACT_BUGFIX
6552 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6554 RemoveMovingField(x, y + 1);
6555 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6556 Tile[x][y + 2] = EL_ROCK;
6557 TEST_DrawLevelField(x, y + 2);
6562 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6564 RemoveMovingField(x, y + 1);
6565 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6566 Tile[x][y + 2] = EL_ROCK;
6567 TEST_DrawLevelField(x, y + 2);
6574 smashed = MovingOrBlocked2Element(x, y + 1);
6576 impact = (last_line || object_hit);
6579 if (!last_line && smashed == EL_ACID) // element falls into acid
6581 SplashAcid(x, y + 1);
6585 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6586 // only reset graphic animation if graphic really changes after impact
6588 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6590 ResetGfxAnimation(x, y);
6591 TEST_DrawLevelField(x, y);
6594 if (impact && CAN_EXPLODE_IMPACT(element))
6599 else if (impact && element == EL_PEARL &&
6600 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6602 ResetGfxAnimation(x, y);
6604 Tile[x][y] = EL_PEARL_BREAKING;
6605 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6608 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6610 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6615 if (impact && element == EL_AMOEBA_DROP)
6617 if (object_hit && IS_PLAYER(x, y + 1))
6618 KillPlayerUnlessEnemyProtected(x, y + 1);
6619 else if (object_hit && smashed == EL_PENGUIN)
6623 Tile[x][y] = EL_AMOEBA_GROWING;
6624 Store[x][y] = EL_AMOEBA_WET;
6626 ResetRandomAnimationValue(x, y);
6631 if (object_hit) // check which object was hit
6633 if ((CAN_PASS_MAGIC_WALL(element) &&
6634 (smashed == EL_MAGIC_WALL ||
6635 smashed == EL_BD_MAGIC_WALL)) ||
6636 (CAN_PASS_DC_MAGIC_WALL(element) &&
6637 smashed == EL_DC_MAGIC_WALL))
6640 int activated_magic_wall =
6641 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6642 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6643 EL_DC_MAGIC_WALL_ACTIVE);
6645 // activate magic wall / mill
6646 SCAN_PLAYFIELD(xx, yy)
6648 if (Tile[xx][yy] == smashed)
6649 Tile[xx][yy] = activated_magic_wall;
6652 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6653 game.magic_wall_active = TRUE;
6655 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6656 SND_MAGIC_WALL_ACTIVATING :
6657 smashed == EL_BD_MAGIC_WALL ?
6658 SND_BD_MAGIC_WALL_ACTIVATING :
6659 SND_DC_MAGIC_WALL_ACTIVATING));
6662 if (IS_PLAYER(x, y + 1))
6664 if (CAN_SMASH_PLAYER(element))
6666 KillPlayerUnlessEnemyProtected(x, y + 1);
6670 else if (smashed == EL_PENGUIN)
6672 if (CAN_SMASH_PLAYER(element))
6678 else if (element == EL_BD_DIAMOND)
6680 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6686 else if (((element == EL_SP_INFOTRON ||
6687 element == EL_SP_ZONK) &&
6688 (smashed == EL_SP_SNIKSNAK ||
6689 smashed == EL_SP_ELECTRON ||
6690 smashed == EL_SP_DISK_ORANGE)) ||
6691 (element == EL_SP_INFOTRON &&
6692 smashed == EL_SP_DISK_YELLOW))
6697 else if (CAN_SMASH_EVERYTHING(element))
6699 if (IS_CLASSIC_ENEMY(smashed) ||
6700 CAN_EXPLODE_SMASHED(smashed))
6705 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6707 if (smashed == EL_LAMP ||
6708 smashed == EL_LAMP_ACTIVE)
6713 else if (smashed == EL_NUT)
6715 Tile[x][y + 1] = EL_NUT_BREAKING;
6716 PlayLevelSound(x, y, SND_NUT_BREAKING);
6717 RaiseScoreElement(EL_NUT);
6720 else if (smashed == EL_PEARL)
6722 ResetGfxAnimation(x, y);
6724 Tile[x][y + 1] = EL_PEARL_BREAKING;
6725 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6728 else if (smashed == EL_DIAMOND)
6730 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6731 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6734 else if (IS_BELT_SWITCH(smashed))
6736 ToggleBeltSwitch(x, y + 1);
6738 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6739 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6740 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6741 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6743 ToggleSwitchgateSwitch(x, y + 1);
6745 else if (smashed == EL_LIGHT_SWITCH ||
6746 smashed == EL_LIGHT_SWITCH_ACTIVE)
6748 ToggleLightSwitch(x, y + 1);
6752 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6754 CheckElementChangeBySide(x, y + 1, smashed, element,
6755 CE_SWITCHED, CH_SIDE_TOP);
6756 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6762 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6767 // play sound of magic wall / mill
6769 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6770 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6771 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6773 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6774 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6775 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6776 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6777 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6778 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6783 // play sound of object that hits the ground
6784 if (last_line || object_hit)
6785 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6788 static void TurnRoundExt(int x, int y)
6800 { 0, 0 }, { 0, 0 }, { 0, 0 },
6805 int left, right, back;
6809 { MV_DOWN, MV_UP, MV_RIGHT },
6810 { MV_UP, MV_DOWN, MV_LEFT },
6812 { MV_LEFT, MV_RIGHT, MV_DOWN },
6816 { MV_RIGHT, MV_LEFT, MV_UP }
6819 int element = Tile[x][y];
6820 int move_pattern = element_info[element].move_pattern;
6822 int old_move_dir = MovDir[x][y];
6823 int left_dir = turn[old_move_dir].left;
6824 int right_dir = turn[old_move_dir].right;
6825 int back_dir = turn[old_move_dir].back;
6827 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6828 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6829 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6830 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6832 int left_x = x + left_dx, left_y = y + left_dy;
6833 int right_x = x + right_dx, right_y = y + right_dy;
6834 int move_x = x + move_dx, move_y = y + move_dy;
6838 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6840 TestIfBadThingTouchesOtherBadThing(x, y);
6842 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6843 MovDir[x][y] = right_dir;
6844 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6845 MovDir[x][y] = left_dir;
6847 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6849 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6852 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6854 TestIfBadThingTouchesOtherBadThing(x, y);
6856 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6857 MovDir[x][y] = left_dir;
6858 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6859 MovDir[x][y] = right_dir;
6861 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6863 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6866 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6868 TestIfBadThingTouchesOtherBadThing(x, y);
6870 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6871 MovDir[x][y] = left_dir;
6872 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6873 MovDir[x][y] = right_dir;
6875 if (MovDir[x][y] != old_move_dir)
6878 else if (element == EL_YAMYAM)
6880 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6881 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6883 if (can_turn_left && can_turn_right)
6884 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6885 else if (can_turn_left)
6886 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6887 else if (can_turn_right)
6888 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6890 MovDir[x][y] = back_dir;
6892 MovDelay[x][y] = 16 + 16 * RND(3);
6894 else if (element == EL_DARK_YAMYAM)
6896 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6898 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6901 if (can_turn_left && can_turn_right)
6902 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6903 else if (can_turn_left)
6904 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6905 else if (can_turn_right)
6906 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6908 MovDir[x][y] = back_dir;
6910 MovDelay[x][y] = 16 + 16 * RND(3);
6912 else if (element == EL_PACMAN)
6914 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6915 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6917 if (can_turn_left && can_turn_right)
6918 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6919 else if (can_turn_left)
6920 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6921 else if (can_turn_right)
6922 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6924 MovDir[x][y] = back_dir;
6926 MovDelay[x][y] = 6 + RND(40);
6928 else if (element == EL_PIG)
6930 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6931 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6932 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6933 boolean should_turn_left, should_turn_right, should_move_on;
6935 int rnd = RND(rnd_value);
6937 should_turn_left = (can_turn_left &&
6939 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6940 y + back_dy + left_dy)));
6941 should_turn_right = (can_turn_right &&
6943 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6944 y + back_dy + right_dy)));
6945 should_move_on = (can_move_on &&
6948 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6949 y + move_dy + left_dy) ||
6950 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6951 y + move_dy + right_dy)));
6953 if (should_turn_left || should_turn_right || should_move_on)
6955 if (should_turn_left && should_turn_right && should_move_on)
6956 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6957 rnd < 2 * rnd_value / 3 ? right_dir :
6959 else if (should_turn_left && should_turn_right)
6960 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6961 else if (should_turn_left && should_move_on)
6962 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6963 else if (should_turn_right && should_move_on)
6964 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6965 else if (should_turn_left)
6966 MovDir[x][y] = left_dir;
6967 else if (should_turn_right)
6968 MovDir[x][y] = right_dir;
6969 else if (should_move_on)
6970 MovDir[x][y] = old_move_dir;
6972 else if (can_move_on && rnd > rnd_value / 8)
6973 MovDir[x][y] = old_move_dir;
6974 else if (can_turn_left && can_turn_right)
6975 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6976 else if (can_turn_left && rnd > rnd_value / 8)
6977 MovDir[x][y] = left_dir;
6978 else if (can_turn_right && rnd > rnd_value/8)
6979 MovDir[x][y] = right_dir;
6981 MovDir[x][y] = back_dir;
6983 xx = x + move_xy[MovDir[x][y]].dx;
6984 yy = y + move_xy[MovDir[x][y]].dy;
6986 if (!IN_LEV_FIELD(xx, yy) ||
6987 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6988 MovDir[x][y] = old_move_dir;
6992 else if (element == EL_DRAGON)
6994 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6995 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6996 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6998 int rnd = RND(rnd_value);
7000 if (can_move_on && rnd > rnd_value / 8)
7001 MovDir[x][y] = old_move_dir;
7002 else if (can_turn_left && can_turn_right)
7003 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7004 else if (can_turn_left && rnd > rnd_value / 8)
7005 MovDir[x][y] = left_dir;
7006 else if (can_turn_right && rnd > rnd_value / 8)
7007 MovDir[x][y] = right_dir;
7009 MovDir[x][y] = back_dir;
7011 xx = x + move_xy[MovDir[x][y]].dx;
7012 yy = y + move_xy[MovDir[x][y]].dy;
7014 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7015 MovDir[x][y] = old_move_dir;
7019 else if (element == EL_MOLE)
7021 boolean can_move_on =
7022 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7023 IS_AMOEBOID(Tile[move_x][move_y]) ||
7024 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7027 boolean can_turn_left =
7028 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7029 IS_AMOEBOID(Tile[left_x][left_y])));
7031 boolean can_turn_right =
7032 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7033 IS_AMOEBOID(Tile[right_x][right_y])));
7035 if (can_turn_left && can_turn_right)
7036 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7037 else if (can_turn_left)
7038 MovDir[x][y] = left_dir;
7040 MovDir[x][y] = right_dir;
7043 if (MovDir[x][y] != old_move_dir)
7046 else if (element == EL_BALLOON)
7048 MovDir[x][y] = game.wind_direction;
7051 else if (element == EL_SPRING)
7053 if (MovDir[x][y] & MV_HORIZONTAL)
7055 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7056 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7058 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7059 ResetGfxAnimation(move_x, move_y);
7060 TEST_DrawLevelField(move_x, move_y);
7062 MovDir[x][y] = back_dir;
7064 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7065 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7066 MovDir[x][y] = MV_NONE;
7071 else if (element == EL_ROBOT ||
7072 element == EL_SATELLITE ||
7073 element == EL_PENGUIN ||
7074 element == EL_EMC_ANDROID)
7076 int attr_x = -1, attr_y = -1;
7078 if (game.all_players_gone)
7080 attr_x = game.exit_x;
7081 attr_y = game.exit_y;
7087 for (i = 0; i < MAX_PLAYERS; i++)
7089 struct PlayerInfo *player = &stored_player[i];
7090 int jx = player->jx, jy = player->jy;
7092 if (!player->active)
7096 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7104 if (element == EL_ROBOT &&
7105 game.robot_wheel_x >= 0 &&
7106 game.robot_wheel_y >= 0 &&
7107 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7108 game.engine_version < VERSION_IDENT(3,1,0,0)))
7110 attr_x = game.robot_wheel_x;
7111 attr_y = game.robot_wheel_y;
7114 if (element == EL_PENGUIN)
7117 static int xy[4][2] =
7125 for (i = 0; i < NUM_DIRECTIONS; i++)
7127 int ex = x + xy[i][0];
7128 int ey = y + xy[i][1];
7130 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7131 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7132 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7133 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7142 MovDir[x][y] = MV_NONE;
7144 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7145 else if (attr_x > x)
7146 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7148 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7149 else if (attr_y > y)
7150 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7152 if (element == EL_ROBOT)
7156 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7157 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7158 Moving2Blocked(x, y, &newx, &newy);
7160 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7161 MovDelay[x][y] = 8 + 8 * !RND(3);
7163 MovDelay[x][y] = 16;
7165 else if (element == EL_PENGUIN)
7171 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7173 boolean first_horiz = RND(2);
7174 int new_move_dir = MovDir[x][y];
7177 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7178 Moving2Blocked(x, y, &newx, &newy);
7180 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7184 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7185 Moving2Blocked(x, y, &newx, &newy);
7187 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7190 MovDir[x][y] = old_move_dir;
7194 else if (element == EL_SATELLITE)
7200 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7202 boolean first_horiz = RND(2);
7203 int new_move_dir = MovDir[x][y];
7206 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 Moving2Blocked(x, y, &newx, &newy);
7209 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7213 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7214 Moving2Blocked(x, y, &newx, &newy);
7216 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7219 MovDir[x][y] = old_move_dir;
7223 else if (element == EL_EMC_ANDROID)
7225 static int check_pos[16] =
7227 -1, // 0 => (invalid)
7230 -1, // 3 => (invalid)
7232 0, // 5 => MV_LEFT | MV_UP
7233 2, // 6 => MV_RIGHT | MV_UP
7234 -1, // 7 => (invalid)
7236 6, // 9 => MV_LEFT | MV_DOWN
7237 4, // 10 => MV_RIGHT | MV_DOWN
7238 -1, // 11 => (invalid)
7239 -1, // 12 => (invalid)
7240 -1, // 13 => (invalid)
7241 -1, // 14 => (invalid)
7242 -1, // 15 => (invalid)
7250 { -1, -1, MV_LEFT | MV_UP },
7252 { +1, -1, MV_RIGHT | MV_UP },
7253 { +1, 0, MV_RIGHT },
7254 { +1, +1, MV_RIGHT | MV_DOWN },
7256 { -1, +1, MV_LEFT | MV_DOWN },
7259 int start_pos, check_order;
7260 boolean can_clone = FALSE;
7263 // check if there is any free field around current position
7264 for (i = 0; i < 8; i++)
7266 int newx = x + check_xy[i].dx;
7267 int newy = y + check_xy[i].dy;
7269 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7277 if (can_clone) // randomly find an element to clone
7281 start_pos = check_pos[RND(8)];
7282 check_order = (RND(2) ? -1 : +1);
7284 for (i = 0; i < 8; i++)
7286 int pos_raw = start_pos + i * check_order;
7287 int pos = (pos_raw + 8) % 8;
7288 int newx = x + check_xy[pos].dx;
7289 int newy = y + check_xy[pos].dy;
7291 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7293 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7294 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7296 Store[x][y] = Tile[newx][newy];
7305 if (can_clone) // randomly find a direction to move
7309 start_pos = check_pos[RND(8)];
7310 check_order = (RND(2) ? -1 : +1);
7312 for (i = 0; i < 8; i++)
7314 int pos_raw = start_pos + i * check_order;
7315 int pos = (pos_raw + 8) % 8;
7316 int newx = x + check_xy[pos].dx;
7317 int newy = y + check_xy[pos].dy;
7318 int new_move_dir = check_xy[pos].dir;
7320 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7322 MovDir[x][y] = new_move_dir;
7323 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7332 if (can_clone) // cloning and moving successful
7335 // cannot clone -- try to move towards player
7337 start_pos = check_pos[MovDir[x][y] & 0x0f];
7338 check_order = (RND(2) ? -1 : +1);
7340 for (i = 0; i < 3; i++)
7342 // first check start_pos, then previous/next or (next/previous) pos
7343 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7344 int pos = (pos_raw + 8) % 8;
7345 int newx = x + check_xy[pos].dx;
7346 int newy = y + check_xy[pos].dy;
7347 int new_move_dir = check_xy[pos].dir;
7349 if (IS_PLAYER(newx, newy))
7352 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7354 MovDir[x][y] = new_move_dir;
7355 MovDelay[x][y] = level.android_move_time * 8 + 1;
7362 else if (move_pattern == MV_TURNING_LEFT ||
7363 move_pattern == MV_TURNING_RIGHT ||
7364 move_pattern == MV_TURNING_LEFT_RIGHT ||
7365 move_pattern == MV_TURNING_RIGHT_LEFT ||
7366 move_pattern == MV_TURNING_RANDOM ||
7367 move_pattern == MV_ALL_DIRECTIONS)
7369 boolean can_turn_left =
7370 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7371 boolean can_turn_right =
7372 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7374 if (element_info[element].move_stepsize == 0) // "not moving"
7377 if (move_pattern == MV_TURNING_LEFT)
7378 MovDir[x][y] = left_dir;
7379 else if (move_pattern == MV_TURNING_RIGHT)
7380 MovDir[x][y] = right_dir;
7381 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7382 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7383 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7384 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7385 else if (move_pattern == MV_TURNING_RANDOM)
7386 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7387 can_turn_right && !can_turn_left ? right_dir :
7388 RND(2) ? left_dir : right_dir);
7389 else if (can_turn_left && can_turn_right)
7390 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7391 else if (can_turn_left)
7392 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7393 else if (can_turn_right)
7394 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7396 MovDir[x][y] = back_dir;
7398 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7400 else if (move_pattern == MV_HORIZONTAL ||
7401 move_pattern == MV_VERTICAL)
7403 if (move_pattern & old_move_dir)
7404 MovDir[x][y] = back_dir;
7405 else if (move_pattern == MV_HORIZONTAL)
7406 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7407 else if (move_pattern == MV_VERTICAL)
7408 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7410 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7412 else if (move_pattern & MV_ANY_DIRECTION)
7414 MovDir[x][y] = move_pattern;
7415 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7417 else if (move_pattern & MV_WIND_DIRECTION)
7419 MovDir[x][y] = game.wind_direction;
7420 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7422 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7424 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7425 MovDir[x][y] = left_dir;
7426 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7427 MovDir[x][y] = right_dir;
7429 if (MovDir[x][y] != old_move_dir)
7430 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7432 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7434 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7435 MovDir[x][y] = right_dir;
7436 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7437 MovDir[x][y] = left_dir;
7439 if (MovDir[x][y] != old_move_dir)
7440 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7442 else if (move_pattern == MV_TOWARDS_PLAYER ||
7443 move_pattern == MV_AWAY_FROM_PLAYER)
7445 int attr_x = -1, attr_y = -1;
7447 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7449 if (game.all_players_gone)
7451 attr_x = game.exit_x;
7452 attr_y = game.exit_y;
7458 for (i = 0; i < MAX_PLAYERS; i++)
7460 struct PlayerInfo *player = &stored_player[i];
7461 int jx = player->jx, jy = player->jy;
7463 if (!player->active)
7467 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7475 MovDir[x][y] = MV_NONE;
7477 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7478 else if (attr_x > x)
7479 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7481 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7482 else if (attr_y > y)
7483 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7485 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7487 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7489 boolean first_horiz = RND(2);
7490 int new_move_dir = MovDir[x][y];
7492 if (element_info[element].move_stepsize == 0) // "not moving"
7494 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7495 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7501 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7502 Moving2Blocked(x, y, &newx, &newy);
7504 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7508 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7509 Moving2Blocked(x, y, &newx, &newy);
7511 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7514 MovDir[x][y] = old_move_dir;
7517 else if (move_pattern == MV_WHEN_PUSHED ||
7518 move_pattern == MV_WHEN_DROPPED)
7520 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7521 MovDir[x][y] = MV_NONE;
7525 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7527 static int test_xy[7][2] =
7537 static int test_dir[7] =
7547 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7548 int move_preference = -1000000; // start with very low preference
7549 int new_move_dir = MV_NONE;
7550 int start_test = RND(4);
7553 for (i = 0; i < NUM_DIRECTIONS; i++)
7555 int move_dir = test_dir[start_test + i];
7556 int move_dir_preference;
7558 xx = x + test_xy[start_test + i][0];
7559 yy = y + test_xy[start_test + i][1];
7561 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7562 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7564 new_move_dir = move_dir;
7569 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7572 move_dir_preference = -1 * RunnerVisit[xx][yy];
7573 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7574 move_dir_preference = PlayerVisit[xx][yy];
7576 if (move_dir_preference > move_preference)
7578 // prefer field that has not been visited for the longest time
7579 move_preference = move_dir_preference;
7580 new_move_dir = move_dir;
7582 else if (move_dir_preference == move_preference &&
7583 move_dir == old_move_dir)
7585 // prefer last direction when all directions are preferred equally
7586 move_preference = move_dir_preference;
7587 new_move_dir = move_dir;
7591 MovDir[x][y] = new_move_dir;
7592 if (old_move_dir != new_move_dir)
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7597 static void TurnRound(int x, int y)
7599 int direction = MovDir[x][y];
7603 GfxDir[x][y] = MovDir[x][y];
7605 if (direction != MovDir[x][y])
7609 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7611 ResetGfxFrame(x, y);
7614 static boolean JustBeingPushed(int x, int y)
7618 for (i = 0; i < MAX_PLAYERS; i++)
7620 struct PlayerInfo *player = &stored_player[i];
7622 if (player->active && player->is_pushing && player->MovPos)
7624 int next_jx = player->jx + (player->jx - player->last_jx);
7625 int next_jy = player->jy + (player->jy - player->last_jy);
7627 if (x == next_jx && y == next_jy)
7635 static void StartMoving(int x, int y)
7637 boolean started_moving = FALSE; // some elements can fall _and_ move
7638 int element = Tile[x][y];
7643 if (MovDelay[x][y] == 0)
7644 GfxAction[x][y] = ACTION_DEFAULT;
7646 if (CAN_FALL(element) && y < lev_fieldy - 1)
7648 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7649 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7650 if (JustBeingPushed(x, y))
7653 if (element == EL_QUICKSAND_FULL)
7655 if (IS_FREE(x, y + 1))
7657 InitMovingField(x, y, MV_DOWN);
7658 started_moving = TRUE;
7660 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7661 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7662 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7663 Store[x][y] = EL_ROCK;
7665 Store[x][y] = EL_ROCK;
7668 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7670 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7672 if (!MovDelay[x][y])
7674 MovDelay[x][y] = TILEY + 1;
7676 ResetGfxAnimation(x, y);
7677 ResetGfxAnimation(x, y + 1);
7682 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7683 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7690 Tile[x][y] = EL_QUICKSAND_EMPTY;
7691 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7692 Store[x][y + 1] = Store[x][y];
7695 PlayLevelSoundAction(x, y, ACTION_FILLING);
7697 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7699 if (!MovDelay[x][y])
7701 MovDelay[x][y] = TILEY + 1;
7703 ResetGfxAnimation(x, y);
7704 ResetGfxAnimation(x, y + 1);
7709 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7710 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7717 Tile[x][y] = EL_QUICKSAND_EMPTY;
7718 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7719 Store[x][y + 1] = Store[x][y];
7722 PlayLevelSoundAction(x, y, ACTION_FILLING);
7725 else if (element == EL_QUICKSAND_FAST_FULL)
7727 if (IS_FREE(x, y + 1))
7729 InitMovingField(x, y, MV_DOWN);
7730 started_moving = TRUE;
7732 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7733 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7734 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7735 Store[x][y] = EL_ROCK;
7737 Store[x][y] = EL_ROCK;
7740 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7742 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7744 if (!MovDelay[x][y])
7746 MovDelay[x][y] = TILEY + 1;
7748 ResetGfxAnimation(x, y);
7749 ResetGfxAnimation(x, y + 1);
7754 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7755 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7762 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7763 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7764 Store[x][y + 1] = Store[x][y];
7767 PlayLevelSoundAction(x, y, ACTION_FILLING);
7769 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7771 if (!MovDelay[x][y])
7773 MovDelay[x][y] = TILEY + 1;
7775 ResetGfxAnimation(x, y);
7776 ResetGfxAnimation(x, y + 1);
7781 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7782 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7789 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7790 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7791 Store[x][y + 1] = Store[x][y];
7794 PlayLevelSoundAction(x, y, ACTION_FILLING);
7797 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7798 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7800 InitMovingField(x, y, MV_DOWN);
7801 started_moving = TRUE;
7803 Tile[x][y] = EL_QUICKSAND_FILLING;
7804 Store[x][y] = element;
7806 PlayLevelSoundAction(x, y, ACTION_FILLING);
7808 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7809 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7811 InitMovingField(x, y, MV_DOWN);
7812 started_moving = TRUE;
7814 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7815 Store[x][y] = element;
7817 PlayLevelSoundAction(x, y, ACTION_FILLING);
7819 else if (element == EL_MAGIC_WALL_FULL)
7821 if (IS_FREE(x, y + 1))
7823 InitMovingField(x, y, MV_DOWN);
7824 started_moving = TRUE;
7826 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7827 Store[x][y] = EL_CHANGED(Store[x][y]);
7829 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7831 if (!MovDelay[x][y])
7832 MovDelay[x][y] = TILEY / 4 + 1;
7841 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7842 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7843 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7847 else if (element == EL_BD_MAGIC_WALL_FULL)
7849 if (IS_FREE(x, y + 1))
7851 InitMovingField(x, y, MV_DOWN);
7852 started_moving = TRUE;
7854 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7855 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7857 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7859 if (!MovDelay[x][y])
7860 MovDelay[x][y] = TILEY / 4 + 1;
7869 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7870 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7871 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7875 else if (element == EL_DC_MAGIC_WALL_FULL)
7877 if (IS_FREE(x, y + 1))
7879 InitMovingField(x, y, MV_DOWN);
7880 started_moving = TRUE;
7882 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7883 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7885 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7887 if (!MovDelay[x][y])
7888 MovDelay[x][y] = TILEY / 4 + 1;
7897 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7898 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7899 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7903 else if ((CAN_PASS_MAGIC_WALL(element) &&
7904 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7905 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7906 (CAN_PASS_DC_MAGIC_WALL(element) &&
7907 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7910 InitMovingField(x, y, MV_DOWN);
7911 started_moving = TRUE;
7914 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7915 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7916 EL_DC_MAGIC_WALL_FILLING);
7917 Store[x][y] = element;
7919 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7921 SplashAcid(x, y + 1);
7923 InitMovingField(x, y, MV_DOWN);
7924 started_moving = TRUE;
7926 Store[x][y] = EL_ACID;
7929 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7930 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7931 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7932 CAN_FALL(element) && WasJustFalling[x][y] &&
7933 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7935 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7936 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7937 (Tile[x][y + 1] == EL_BLOCKED)))
7939 /* this is needed for a special case not covered by calling "Impact()"
7940 from "ContinueMoving()": if an element moves to a tile directly below
7941 another element which was just falling on that tile (which was empty
7942 in the previous frame), the falling element above would just stop
7943 instead of smashing the element below (in previous version, the above
7944 element was just checked for "moving" instead of "falling", resulting
7945 in incorrect smashes caused by horizontal movement of the above
7946 element; also, the case of the player being the element to smash was
7947 simply not covered here... :-/ ) */
7949 CheckCollision[x][y] = 0;
7950 CheckImpact[x][y] = 0;
7954 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7956 if (MovDir[x][y] == MV_NONE)
7958 InitMovingField(x, y, MV_DOWN);
7959 started_moving = TRUE;
7962 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7964 if (WasJustFalling[x][y]) // prevent animation from being restarted
7965 MovDir[x][y] = MV_DOWN;
7967 InitMovingField(x, y, MV_DOWN);
7968 started_moving = TRUE;
7970 else if (element == EL_AMOEBA_DROP)
7972 Tile[x][y] = EL_AMOEBA_GROWING;
7973 Store[x][y] = EL_AMOEBA_WET;
7975 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7976 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7977 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7978 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7980 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7981 (IS_FREE(x - 1, y + 1) ||
7982 Tile[x - 1][y + 1] == EL_ACID));
7983 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7984 (IS_FREE(x + 1, y + 1) ||
7985 Tile[x + 1][y + 1] == EL_ACID));
7986 boolean can_fall_any = (can_fall_left || can_fall_right);
7987 boolean can_fall_both = (can_fall_left && can_fall_right);
7988 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7990 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7992 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7993 can_fall_right = FALSE;
7994 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7995 can_fall_left = FALSE;
7996 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7997 can_fall_right = FALSE;
7998 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7999 can_fall_left = FALSE;
8001 can_fall_any = (can_fall_left || can_fall_right);
8002 can_fall_both = FALSE;
8007 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8008 can_fall_right = FALSE; // slip down on left side
8010 can_fall_left = !(can_fall_right = RND(2));
8012 can_fall_both = FALSE;
8017 // if not determined otherwise, prefer left side for slipping down
8018 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8019 started_moving = TRUE;
8022 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8024 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8025 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8026 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8027 int belt_dir = game.belt_dir[belt_nr];
8029 if ((belt_dir == MV_LEFT && left_is_free) ||
8030 (belt_dir == MV_RIGHT && right_is_free))
8032 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8034 InitMovingField(x, y, belt_dir);
8035 started_moving = TRUE;
8037 Pushed[x][y] = TRUE;
8038 Pushed[nextx][y] = TRUE;
8040 GfxAction[x][y] = ACTION_DEFAULT;
8044 MovDir[x][y] = 0; // if element was moving, stop it
8049 // not "else if" because of elements that can fall and move (EL_SPRING)
8050 if (CAN_MOVE(element) && !started_moving)
8052 int move_pattern = element_info[element].move_pattern;
8055 Moving2Blocked(x, y, &newx, &newy);
8057 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8060 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8061 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8063 WasJustMoving[x][y] = 0;
8064 CheckCollision[x][y] = 0;
8066 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8068 if (Tile[x][y] != element) // element has changed
8072 if (!MovDelay[x][y]) // start new movement phase
8074 // all objects that can change their move direction after each step
8075 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8077 if (element != EL_YAMYAM &&
8078 element != EL_DARK_YAMYAM &&
8079 element != EL_PACMAN &&
8080 !(move_pattern & MV_ANY_DIRECTION) &&
8081 move_pattern != MV_TURNING_LEFT &&
8082 move_pattern != MV_TURNING_RIGHT &&
8083 move_pattern != MV_TURNING_LEFT_RIGHT &&
8084 move_pattern != MV_TURNING_RIGHT_LEFT &&
8085 move_pattern != MV_TURNING_RANDOM)
8089 if (MovDelay[x][y] && (element == EL_BUG ||
8090 element == EL_SPACESHIP ||
8091 element == EL_SP_SNIKSNAK ||
8092 element == EL_SP_ELECTRON ||
8093 element == EL_MOLE))
8094 TEST_DrawLevelField(x, y);
8098 if (MovDelay[x][y]) // wait some time before next movement
8102 if (element == EL_ROBOT ||
8103 element == EL_YAMYAM ||
8104 element == EL_DARK_YAMYAM)
8106 DrawLevelElementAnimationIfNeeded(x, y, element);
8107 PlayLevelSoundAction(x, y, ACTION_WAITING);
8109 else if (element == EL_SP_ELECTRON)
8110 DrawLevelElementAnimationIfNeeded(x, y, element);
8111 else if (element == EL_DRAGON)
8114 int dir = MovDir[x][y];
8115 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8116 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8117 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8118 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8119 dir == MV_UP ? IMG_FLAMES_1_UP :
8120 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8121 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8123 GfxAction[x][y] = ACTION_ATTACKING;
8125 if (IS_PLAYER(x, y))
8126 DrawPlayerField(x, y);
8128 TEST_DrawLevelField(x, y);
8130 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8132 for (i = 1; i <= 3; i++)
8134 int xx = x + i * dx;
8135 int yy = y + i * dy;
8136 int sx = SCREENX(xx);
8137 int sy = SCREENY(yy);
8138 int flame_graphic = graphic + (i - 1);
8140 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8145 int flamed = MovingOrBlocked2Element(xx, yy);
8147 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8150 RemoveMovingField(xx, yy);
8152 ChangeDelay[xx][yy] = 0;
8154 Tile[xx][yy] = EL_FLAMES;
8156 if (IN_SCR_FIELD(sx, sy))
8158 TEST_DrawLevelFieldCrumbled(xx, yy);
8159 DrawGraphic(sx, sy, flame_graphic, frame);
8164 if (Tile[xx][yy] == EL_FLAMES)
8165 Tile[xx][yy] = EL_EMPTY;
8166 TEST_DrawLevelField(xx, yy);
8171 if (MovDelay[x][y]) // element still has to wait some time
8173 PlayLevelSoundAction(x, y, ACTION_WAITING);
8179 // now make next step
8181 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8183 if (DONT_COLLIDE_WITH(element) &&
8184 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8185 !PLAYER_ENEMY_PROTECTED(newx, newy))
8187 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8192 else if (CAN_MOVE_INTO_ACID(element) &&
8193 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8194 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8195 (MovDir[x][y] == MV_DOWN ||
8196 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8198 SplashAcid(newx, newy);
8199 Store[x][y] = EL_ACID;
8201 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8203 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8204 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8205 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8206 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8209 TEST_DrawLevelField(x, y);
8211 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8212 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8213 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8215 game.friends_still_needed--;
8216 if (!game.friends_still_needed &&
8218 game.all_players_gone)
8223 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8225 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8226 TEST_DrawLevelField(newx, newy);
8228 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8230 else if (!IS_FREE(newx, newy))
8232 GfxAction[x][y] = ACTION_WAITING;
8234 if (IS_PLAYER(x, y))
8235 DrawPlayerField(x, y);
8237 TEST_DrawLevelField(x, y);
8242 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8244 if (IS_FOOD_PIG(Tile[newx][newy]))
8246 if (IS_MOVING(newx, newy))
8247 RemoveMovingField(newx, newy);
8250 Tile[newx][newy] = EL_EMPTY;
8251 TEST_DrawLevelField(newx, newy);
8254 PlayLevelSound(x, y, SND_PIG_DIGGING);
8256 else if (!IS_FREE(newx, newy))
8258 if (IS_PLAYER(x, y))
8259 DrawPlayerField(x, y);
8261 TEST_DrawLevelField(x, y);
8266 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8268 if (Store[x][y] != EL_EMPTY)
8270 boolean can_clone = FALSE;
8273 // check if element to clone is still there
8274 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8276 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8284 // cannot clone or target field not free anymore -- do not clone
8285 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8286 Store[x][y] = EL_EMPTY;
8289 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8291 if (IS_MV_DIAGONAL(MovDir[x][y]))
8293 int diagonal_move_dir = MovDir[x][y];
8294 int stored = Store[x][y];
8295 int change_delay = 8;
8298 // android is moving diagonally
8300 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8302 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8303 GfxElement[x][y] = EL_EMC_ANDROID;
8304 GfxAction[x][y] = ACTION_SHRINKING;
8305 GfxDir[x][y] = diagonal_move_dir;
8306 ChangeDelay[x][y] = change_delay;
8308 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8311 DrawLevelGraphicAnimation(x, y, graphic);
8312 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8314 if (Tile[newx][newy] == EL_ACID)
8316 SplashAcid(newx, newy);
8321 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8323 Store[newx][newy] = EL_EMC_ANDROID;
8324 GfxElement[newx][newy] = EL_EMC_ANDROID;
8325 GfxAction[newx][newy] = ACTION_GROWING;
8326 GfxDir[newx][newy] = diagonal_move_dir;
8327 ChangeDelay[newx][newy] = change_delay;
8329 graphic = el_act_dir2img(GfxElement[newx][newy],
8330 GfxAction[newx][newy], GfxDir[newx][newy]);
8332 DrawLevelGraphicAnimation(newx, newy, graphic);
8333 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8339 Tile[newx][newy] = EL_EMPTY;
8340 TEST_DrawLevelField(newx, newy);
8342 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8345 else if (!IS_FREE(newx, newy))
8350 else if (IS_CUSTOM_ELEMENT(element) &&
8351 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8353 if (!DigFieldByCE(newx, newy, element))
8356 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8358 RunnerVisit[x][y] = FrameCounter;
8359 PlayerVisit[x][y] /= 8; // expire player visit path
8362 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8364 if (!IS_FREE(newx, newy))
8366 if (IS_PLAYER(x, y))
8367 DrawPlayerField(x, y);
8369 TEST_DrawLevelField(x, y);
8375 boolean wanna_flame = !RND(10);
8376 int dx = newx - x, dy = newy - y;
8377 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8378 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8379 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8380 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8381 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8382 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8385 IS_CLASSIC_ENEMY(element1) ||
8386 IS_CLASSIC_ENEMY(element2)) &&
8387 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8388 element1 != EL_FLAMES && element2 != EL_FLAMES)
8390 ResetGfxAnimation(x, y);
8391 GfxAction[x][y] = ACTION_ATTACKING;
8393 if (IS_PLAYER(x, y))
8394 DrawPlayerField(x, y);
8396 TEST_DrawLevelField(x, y);
8398 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8400 MovDelay[x][y] = 50;
8402 Tile[newx][newy] = EL_FLAMES;
8403 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8404 Tile[newx1][newy1] = EL_FLAMES;
8405 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8406 Tile[newx2][newy2] = EL_FLAMES;
8412 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8413 Tile[newx][newy] == EL_DIAMOND)
8415 if (IS_MOVING(newx, newy))
8416 RemoveMovingField(newx, newy);
8419 Tile[newx][newy] = EL_EMPTY;
8420 TEST_DrawLevelField(newx, newy);
8423 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8425 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8426 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8428 if (AmoebaNr[newx][newy])
8430 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8431 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8432 Tile[newx][newy] == EL_BD_AMOEBA)
8433 AmoebaCnt[AmoebaNr[newx][newy]]--;
8436 if (IS_MOVING(newx, newy))
8438 RemoveMovingField(newx, newy);
8442 Tile[newx][newy] = EL_EMPTY;
8443 TEST_DrawLevelField(newx, newy);
8446 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8448 else if ((element == EL_PACMAN || element == EL_MOLE)
8449 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8451 if (AmoebaNr[newx][newy])
8453 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8454 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8455 Tile[newx][newy] == EL_BD_AMOEBA)
8456 AmoebaCnt[AmoebaNr[newx][newy]]--;
8459 if (element == EL_MOLE)
8461 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8462 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8464 ResetGfxAnimation(x, y);
8465 GfxAction[x][y] = ACTION_DIGGING;
8466 TEST_DrawLevelField(x, y);
8468 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8470 return; // wait for shrinking amoeba
8472 else // element == EL_PACMAN
8474 Tile[newx][newy] = EL_EMPTY;
8475 TEST_DrawLevelField(newx, newy);
8476 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8479 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8480 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8481 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8483 // wait for shrinking amoeba to completely disappear
8486 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8488 // object was running against a wall
8492 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8493 DrawLevelElementAnimation(x, y, element);
8495 if (DONT_TOUCH(element))
8496 TestIfBadThingTouchesPlayer(x, y);
8501 InitMovingField(x, y, MovDir[x][y]);
8503 PlayLevelSoundAction(x, y, ACTION_MOVING);
8507 ContinueMoving(x, y);
8510 void ContinueMoving(int x, int y)
8512 int element = Tile[x][y];
8513 struct ElementInfo *ei = &element_info[element];
8514 int direction = MovDir[x][y];
8515 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8516 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8517 int newx = x + dx, newy = y + dy;
8518 int stored = Store[x][y];
8519 int stored_new = Store[newx][newy];
8520 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8521 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8522 boolean last_line = (newy == lev_fieldy - 1);
8523 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8525 if (pushed_by_player) // special case: moving object pushed by player
8527 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8529 else if (use_step_delay) // special case: moving object has step delay
8531 if (!MovDelay[x][y])
8532 MovPos[x][y] += getElementMoveStepsize(x, y);
8537 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8541 TEST_DrawLevelField(x, y);
8543 return; // element is still waiting
8546 else // normal case: generically moving object
8548 MovPos[x][y] += getElementMoveStepsize(x, y);
8551 if (ABS(MovPos[x][y]) < TILEX)
8553 TEST_DrawLevelField(x, y);
8555 return; // element is still moving
8558 // element reached destination field
8560 Tile[x][y] = EL_EMPTY;
8561 Tile[newx][newy] = element;
8562 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8564 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8566 element = Tile[newx][newy] = EL_ACID;
8568 else if (element == EL_MOLE)
8570 Tile[x][y] = EL_SAND;
8572 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8574 else if (element == EL_QUICKSAND_FILLING)
8576 element = Tile[newx][newy] = get_next_element(element);
8577 Store[newx][newy] = Store[x][y];
8579 else if (element == EL_QUICKSAND_EMPTYING)
8581 Tile[x][y] = get_next_element(element);
8582 element = Tile[newx][newy] = Store[x][y];
8584 else if (element == EL_QUICKSAND_FAST_FILLING)
8586 element = Tile[newx][newy] = get_next_element(element);
8587 Store[newx][newy] = Store[x][y];
8589 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8591 Tile[x][y] = get_next_element(element);
8592 element = Tile[newx][newy] = Store[x][y];
8594 else if (element == EL_MAGIC_WALL_FILLING)
8596 element = Tile[newx][newy] = get_next_element(element);
8597 if (!game.magic_wall_active)
8598 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8599 Store[newx][newy] = Store[x][y];
8601 else if (element == EL_MAGIC_WALL_EMPTYING)
8603 Tile[x][y] = get_next_element(element);
8604 if (!game.magic_wall_active)
8605 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8606 element = Tile[newx][newy] = Store[x][y];
8608 InitField(newx, newy, FALSE);
8610 else if (element == EL_BD_MAGIC_WALL_FILLING)
8612 element = Tile[newx][newy] = get_next_element(element);
8613 if (!game.magic_wall_active)
8614 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8615 Store[newx][newy] = Store[x][y];
8617 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8619 Tile[x][y] = get_next_element(element);
8620 if (!game.magic_wall_active)
8621 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8622 element = Tile[newx][newy] = Store[x][y];
8624 InitField(newx, newy, FALSE);
8626 else if (element == EL_DC_MAGIC_WALL_FILLING)
8628 element = Tile[newx][newy] = get_next_element(element);
8629 if (!game.magic_wall_active)
8630 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8631 Store[newx][newy] = Store[x][y];
8633 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8635 Tile[x][y] = get_next_element(element);
8636 if (!game.magic_wall_active)
8637 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8638 element = Tile[newx][newy] = Store[x][y];
8640 InitField(newx, newy, FALSE);
8642 else if (element == EL_AMOEBA_DROPPING)
8644 Tile[x][y] = get_next_element(element);
8645 element = Tile[newx][newy] = Store[x][y];
8647 else if (element == EL_SOKOBAN_OBJECT)
8650 Tile[x][y] = Back[x][y];
8652 if (Back[newx][newy])
8653 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8655 Back[x][y] = Back[newx][newy] = 0;
8658 Store[x][y] = EL_EMPTY;
8663 MovDelay[newx][newy] = 0;
8665 if (CAN_CHANGE_OR_HAS_ACTION(element))
8667 // copy element change control values to new field
8668 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8669 ChangePage[newx][newy] = ChangePage[x][y];
8670 ChangeCount[newx][newy] = ChangeCount[x][y];
8671 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8674 CustomValue[newx][newy] = CustomValue[x][y];
8676 ChangeDelay[x][y] = 0;
8677 ChangePage[x][y] = -1;
8678 ChangeCount[x][y] = 0;
8679 ChangeEvent[x][y] = -1;
8681 CustomValue[x][y] = 0;
8683 // copy animation control values to new field
8684 GfxFrame[newx][newy] = GfxFrame[x][y];
8685 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8686 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8687 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8689 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8691 // some elements can leave other elements behind after moving
8692 if (ei->move_leave_element != EL_EMPTY &&
8693 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8694 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8696 int move_leave_element = ei->move_leave_element;
8698 // this makes it possible to leave the removed element again
8699 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8700 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8702 Tile[x][y] = move_leave_element;
8704 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8705 MovDir[x][y] = direction;
8707 InitField(x, y, FALSE);
8709 if (GFX_CRUMBLED(Tile[x][y]))
8710 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8712 if (ELEM_IS_PLAYER(move_leave_element))
8713 RelocatePlayer(x, y, move_leave_element);
8716 // do this after checking for left-behind element
8717 ResetGfxAnimation(x, y); // reset animation values for old field
8719 if (!CAN_MOVE(element) ||
8720 (CAN_FALL(element) && direction == MV_DOWN &&
8721 (element == EL_SPRING ||
8722 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8723 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8724 GfxDir[x][y] = MovDir[newx][newy] = 0;
8726 TEST_DrawLevelField(x, y);
8727 TEST_DrawLevelField(newx, newy);
8729 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8731 // prevent pushed element from moving on in pushed direction
8732 if (pushed_by_player && CAN_MOVE(element) &&
8733 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8734 !(element_info[element].move_pattern & direction))
8735 TurnRound(newx, newy);
8737 // prevent elements on conveyor belt from moving on in last direction
8738 if (pushed_by_conveyor && CAN_FALL(element) &&
8739 direction & MV_HORIZONTAL)
8740 MovDir[newx][newy] = 0;
8742 if (!pushed_by_player)
8744 int nextx = newx + dx, nexty = newy + dy;
8745 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8747 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8749 if (CAN_FALL(element) && direction == MV_DOWN)
8750 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8752 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8753 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8755 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8756 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8759 if (DONT_TOUCH(element)) // object may be nasty to player or others
8761 TestIfBadThingTouchesPlayer(newx, newy);
8762 TestIfBadThingTouchesFriend(newx, newy);
8764 if (!IS_CUSTOM_ELEMENT(element))
8765 TestIfBadThingTouchesOtherBadThing(newx, newy);
8767 else if (element == EL_PENGUIN)
8768 TestIfFriendTouchesBadThing(newx, newy);
8770 if (DONT_GET_HIT_BY(element))
8772 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8775 // give the player one last chance (one more frame) to move away
8776 if (CAN_FALL(element) && direction == MV_DOWN &&
8777 (last_line || (!IS_FREE(x, newy + 1) &&
8778 (!IS_PLAYER(x, newy + 1) ||
8779 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8782 if (pushed_by_player && !game.use_change_when_pushing_bug)
8784 int push_side = MV_DIR_OPPOSITE(direction);
8785 struct PlayerInfo *player = PLAYERINFO(x, y);
8787 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8788 player->index_bit, push_side);
8789 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8790 player->index_bit, push_side);
8793 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8794 MovDelay[newx][newy] = 1;
8796 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8798 TestIfElementTouchesCustomElement(x, y); // empty or new element
8799 TestIfElementHitsCustomElement(newx, newy, direction);
8800 TestIfPlayerTouchesCustomElement(newx, newy);
8801 TestIfElementTouchesCustomElement(newx, newy);
8803 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8804 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8805 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8806 MV_DIR_OPPOSITE(direction));
8809 int AmoebaNeighbourNr(int ax, int ay)
8812 int element = Tile[ax][ay];
8814 static int xy[4][2] =
8822 for (i = 0; i < NUM_DIRECTIONS; i++)
8824 int x = ax + xy[i][0];
8825 int y = ay + xy[i][1];
8827 if (!IN_LEV_FIELD(x, y))
8830 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8831 group_nr = AmoebaNr[x][y];
8837 static void AmoebaMerge(int ax, int ay)
8839 int i, x, y, xx, yy;
8840 int new_group_nr = AmoebaNr[ax][ay];
8841 static int xy[4][2] =
8849 if (new_group_nr == 0)
8852 for (i = 0; i < NUM_DIRECTIONS; i++)
8857 if (!IN_LEV_FIELD(x, y))
8860 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8861 Tile[x][y] == EL_BD_AMOEBA ||
8862 Tile[x][y] == EL_AMOEBA_DEAD) &&
8863 AmoebaNr[x][y] != new_group_nr)
8865 int old_group_nr = AmoebaNr[x][y];
8867 if (old_group_nr == 0)
8870 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8871 AmoebaCnt[old_group_nr] = 0;
8872 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8873 AmoebaCnt2[old_group_nr] = 0;
8875 SCAN_PLAYFIELD(xx, yy)
8877 if (AmoebaNr[xx][yy] == old_group_nr)
8878 AmoebaNr[xx][yy] = new_group_nr;
8884 void AmoebaToDiamond(int ax, int ay)
8888 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8890 int group_nr = AmoebaNr[ax][ay];
8895 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8896 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8902 SCAN_PLAYFIELD(x, y)
8904 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8907 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8911 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8912 SND_AMOEBA_TURNING_TO_GEM :
8913 SND_AMOEBA_TURNING_TO_ROCK));
8918 static int xy[4][2] =
8926 for (i = 0; i < NUM_DIRECTIONS; i++)
8931 if (!IN_LEV_FIELD(x, y))
8934 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8936 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8937 SND_AMOEBA_TURNING_TO_GEM :
8938 SND_AMOEBA_TURNING_TO_ROCK));
8945 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8948 int group_nr = AmoebaNr[ax][ay];
8949 boolean done = FALSE;
8954 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8955 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8961 SCAN_PLAYFIELD(x, y)
8963 if (AmoebaNr[x][y] == group_nr &&
8964 (Tile[x][y] == EL_AMOEBA_DEAD ||
8965 Tile[x][y] == EL_BD_AMOEBA ||
8966 Tile[x][y] == EL_AMOEBA_GROWING))
8969 Tile[x][y] = new_element;
8970 InitField(x, y, FALSE);
8971 TEST_DrawLevelField(x, y);
8977 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8978 SND_BD_AMOEBA_TURNING_TO_ROCK :
8979 SND_BD_AMOEBA_TURNING_TO_GEM));
8982 static void AmoebaGrowing(int x, int y)
8984 static unsigned int sound_delay = 0;
8985 static unsigned int sound_delay_value = 0;
8987 if (!MovDelay[x][y]) // start new growing cycle
8991 if (DelayReached(&sound_delay, sound_delay_value))
8993 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8994 sound_delay_value = 30;
8998 if (MovDelay[x][y]) // wait some time before growing bigger
9001 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9003 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9004 6 - MovDelay[x][y]);
9006 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9009 if (!MovDelay[x][y])
9011 Tile[x][y] = Store[x][y];
9013 TEST_DrawLevelField(x, y);
9018 static void AmoebaShrinking(int x, int y)
9020 static unsigned int sound_delay = 0;
9021 static unsigned int sound_delay_value = 0;
9023 if (!MovDelay[x][y]) // start new shrinking cycle
9027 if (DelayReached(&sound_delay, sound_delay_value))
9028 sound_delay_value = 30;
9031 if (MovDelay[x][y]) // wait some time before shrinking
9034 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9036 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9037 6 - MovDelay[x][y]);
9039 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9042 if (!MovDelay[x][y])
9044 Tile[x][y] = EL_EMPTY;
9045 TEST_DrawLevelField(x, y);
9047 // don't let mole enter this field in this cycle;
9048 // (give priority to objects falling to this field from above)
9054 static void AmoebaReproduce(int ax, int ay)
9057 int element = Tile[ax][ay];
9058 int graphic = el2img(element);
9059 int newax = ax, neway = ay;
9060 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9061 static int xy[4][2] =
9069 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9071 Tile[ax][ay] = EL_AMOEBA_DEAD;
9072 TEST_DrawLevelField(ax, ay);
9076 if (IS_ANIMATED(graphic))
9077 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9079 if (!MovDelay[ax][ay]) // start making new amoeba field
9080 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9082 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9085 if (MovDelay[ax][ay])
9089 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9092 int x = ax + xy[start][0];
9093 int y = ay + xy[start][1];
9095 if (!IN_LEV_FIELD(x, y))
9098 if (IS_FREE(x, y) ||
9099 CAN_GROW_INTO(Tile[x][y]) ||
9100 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9101 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9107 if (newax == ax && neway == ay)
9110 else // normal or "filled" (BD style) amoeba
9113 boolean waiting_for_player = FALSE;
9115 for (i = 0; i < NUM_DIRECTIONS; i++)
9117 int j = (start + i) % 4;
9118 int x = ax + xy[j][0];
9119 int y = ay + xy[j][1];
9121 if (!IN_LEV_FIELD(x, y))
9124 if (IS_FREE(x, y) ||
9125 CAN_GROW_INTO(Tile[x][y]) ||
9126 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9127 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9133 else if (IS_PLAYER(x, y))
9134 waiting_for_player = TRUE;
9137 if (newax == ax && neway == ay) // amoeba cannot grow
9139 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9141 Tile[ax][ay] = EL_AMOEBA_DEAD;
9142 TEST_DrawLevelField(ax, ay);
9143 AmoebaCnt[AmoebaNr[ax][ay]]--;
9145 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9147 if (element == EL_AMOEBA_FULL)
9148 AmoebaToDiamond(ax, ay);
9149 else if (element == EL_BD_AMOEBA)
9150 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9155 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9157 // amoeba gets larger by growing in some direction
9159 int new_group_nr = AmoebaNr[ax][ay];
9162 if (new_group_nr == 0)
9164 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9166 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9172 AmoebaNr[newax][neway] = new_group_nr;
9173 AmoebaCnt[new_group_nr]++;
9174 AmoebaCnt2[new_group_nr]++;
9176 // if amoeba touches other amoeba(s) after growing, unify them
9177 AmoebaMerge(newax, neway);
9179 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9181 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9187 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9188 (neway == lev_fieldy - 1 && newax != ax))
9190 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9191 Store[newax][neway] = element;
9193 else if (neway == ay || element == EL_EMC_DRIPPER)
9195 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9197 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9201 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9202 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9203 Store[ax][ay] = EL_AMOEBA_DROP;
9204 ContinueMoving(ax, ay);
9208 TEST_DrawLevelField(newax, neway);
9211 static void Life(int ax, int ay)
9215 int element = Tile[ax][ay];
9216 int graphic = el2img(element);
9217 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9219 boolean changed = FALSE;
9221 if (IS_ANIMATED(graphic))
9222 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9227 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9228 MovDelay[ax][ay] = life_time;
9230 if (MovDelay[ax][ay]) // wait some time before next cycle
9233 if (MovDelay[ax][ay])
9237 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9239 int xx = ax+x1, yy = ay+y1;
9240 int old_element = Tile[xx][yy];
9241 int num_neighbours = 0;
9243 if (!IN_LEV_FIELD(xx, yy))
9246 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9248 int x = xx+x2, y = yy+y2;
9250 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9253 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9254 boolean is_neighbour = FALSE;
9256 if (level.use_life_bugs)
9258 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9259 (IS_FREE(x, y) && Stop[x][y]));
9262 (Last[x][y] == element || is_player_cell);
9268 boolean is_free = FALSE;
9270 if (level.use_life_bugs)
9271 is_free = (IS_FREE(xx, yy));
9273 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9275 if (xx == ax && yy == ay) // field in the middle
9277 if (num_neighbours < life_parameter[0] ||
9278 num_neighbours > life_parameter[1])
9280 Tile[xx][yy] = EL_EMPTY;
9281 if (Tile[xx][yy] != old_element)
9282 TEST_DrawLevelField(xx, yy);
9283 Stop[xx][yy] = TRUE;
9287 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9288 { // free border field
9289 if (num_neighbours >= life_parameter[2] &&
9290 num_neighbours <= life_parameter[3])
9292 Tile[xx][yy] = element;
9293 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9294 if (Tile[xx][yy] != old_element)
9295 TEST_DrawLevelField(xx, yy);
9296 Stop[xx][yy] = TRUE;
9303 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9304 SND_GAME_OF_LIFE_GROWING);
9307 static void InitRobotWheel(int x, int y)
9309 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9312 static void RunRobotWheel(int x, int y)
9314 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9317 static void StopRobotWheel(int x, int y)
9319 if (game.robot_wheel_x == x &&
9320 game.robot_wheel_y == y)
9322 game.robot_wheel_x = -1;
9323 game.robot_wheel_y = -1;
9324 game.robot_wheel_active = FALSE;
9328 static void InitTimegateWheel(int x, int y)
9330 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9333 static void RunTimegateWheel(int x, int y)
9335 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9338 static void InitMagicBallDelay(int x, int y)
9340 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9343 static void ActivateMagicBall(int bx, int by)
9347 if (level.ball_random)
9349 int pos_border = RND(8); // select one of the eight border elements
9350 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9351 int xx = pos_content % 3;
9352 int yy = pos_content / 3;
9357 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9358 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9362 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9364 int xx = x - bx + 1;
9365 int yy = y - by + 1;
9367 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9368 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9372 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9375 static void CheckExit(int x, int y)
9377 if (game.gems_still_needed > 0 ||
9378 game.sokoban_fields_still_needed > 0 ||
9379 game.sokoban_objects_still_needed > 0 ||
9380 game.lights_still_needed > 0)
9382 int element = Tile[x][y];
9383 int graphic = el2img(element);
9385 if (IS_ANIMATED(graphic))
9386 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9391 // do not re-open exit door closed after last player
9392 if (game.all_players_gone)
9395 Tile[x][y] = EL_EXIT_OPENING;
9397 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9400 static void CheckExitEM(int x, int y)
9402 if (game.gems_still_needed > 0 ||
9403 game.sokoban_fields_still_needed > 0 ||
9404 game.sokoban_objects_still_needed > 0 ||
9405 game.lights_still_needed > 0)
9407 int element = Tile[x][y];
9408 int graphic = el2img(element);
9410 if (IS_ANIMATED(graphic))
9411 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9416 // do not re-open exit door closed after last player
9417 if (game.all_players_gone)
9420 Tile[x][y] = EL_EM_EXIT_OPENING;
9422 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9425 static void CheckExitSteel(int x, int y)
9427 if (game.gems_still_needed > 0 ||
9428 game.sokoban_fields_still_needed > 0 ||
9429 game.sokoban_objects_still_needed > 0 ||
9430 game.lights_still_needed > 0)
9432 int element = Tile[x][y];
9433 int graphic = el2img(element);
9435 if (IS_ANIMATED(graphic))
9436 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9441 // do not re-open exit door closed after last player
9442 if (game.all_players_gone)
9445 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9447 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9450 static void CheckExitSteelEM(int x, int y)
9452 if (game.gems_still_needed > 0 ||
9453 game.sokoban_fields_still_needed > 0 ||
9454 game.sokoban_objects_still_needed > 0 ||
9455 game.lights_still_needed > 0)
9457 int element = Tile[x][y];
9458 int graphic = el2img(element);
9460 if (IS_ANIMATED(graphic))
9461 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9466 // do not re-open exit door closed after last player
9467 if (game.all_players_gone)
9470 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9472 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9475 static void CheckExitSP(int x, int y)
9477 if (game.gems_still_needed > 0)
9479 int element = Tile[x][y];
9480 int graphic = el2img(element);
9482 if (IS_ANIMATED(graphic))
9483 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9488 // do not re-open exit door closed after last player
9489 if (game.all_players_gone)
9492 Tile[x][y] = EL_SP_EXIT_OPENING;
9494 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9497 static void CloseAllOpenTimegates(void)
9501 SCAN_PLAYFIELD(x, y)
9503 int element = Tile[x][y];
9505 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9507 Tile[x][y] = EL_TIMEGATE_CLOSING;
9509 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9514 static void DrawTwinkleOnField(int x, int y)
9516 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9519 if (Tile[x][y] == EL_BD_DIAMOND)
9522 if (MovDelay[x][y] == 0) // next animation frame
9523 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9525 if (MovDelay[x][y] != 0) // wait some time before next frame
9529 DrawLevelElementAnimation(x, y, Tile[x][y]);
9531 if (MovDelay[x][y] != 0)
9533 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9534 10 - MovDelay[x][y]);
9536 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9541 static void MauerWaechst(int x, int y)
9545 if (!MovDelay[x][y]) // next animation frame
9546 MovDelay[x][y] = 3 * delay;
9548 if (MovDelay[x][y]) // wait some time before next frame
9552 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9554 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9555 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9557 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9560 if (!MovDelay[x][y])
9562 if (MovDir[x][y] == MV_LEFT)
9564 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9565 TEST_DrawLevelField(x - 1, y);
9567 else if (MovDir[x][y] == MV_RIGHT)
9569 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9570 TEST_DrawLevelField(x + 1, y);
9572 else if (MovDir[x][y] == MV_UP)
9574 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9575 TEST_DrawLevelField(x, y - 1);
9579 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9580 TEST_DrawLevelField(x, y + 1);
9583 Tile[x][y] = Store[x][y];
9585 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9586 TEST_DrawLevelField(x, y);
9591 static void MauerAbleger(int ax, int ay)
9593 int element = Tile[ax][ay];
9594 int graphic = el2img(element);
9595 boolean oben_frei = FALSE, unten_frei = FALSE;
9596 boolean links_frei = FALSE, rechts_frei = FALSE;
9597 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9598 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9599 boolean new_wall = FALSE;
9601 if (IS_ANIMATED(graphic))
9602 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9604 if (!MovDelay[ax][ay]) // start building new wall
9605 MovDelay[ax][ay] = 6;
9607 if (MovDelay[ax][ay]) // wait some time before building new wall
9610 if (MovDelay[ax][ay])
9614 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9616 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9618 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9620 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9623 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9624 element == EL_EXPANDABLE_WALL_ANY)
9628 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9629 Store[ax][ay-1] = element;
9630 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9631 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9632 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9633 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9638 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9639 Store[ax][ay+1] = element;
9640 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9641 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9642 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9643 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9648 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9649 element == EL_EXPANDABLE_WALL_ANY ||
9650 element == EL_EXPANDABLE_WALL ||
9651 element == EL_BD_EXPANDABLE_WALL)
9655 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9656 Store[ax-1][ay] = element;
9657 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9658 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9659 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9660 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9666 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9667 Store[ax+1][ay] = element;
9668 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9669 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9670 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9671 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9676 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9677 TEST_DrawLevelField(ax, ay);
9679 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9681 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9682 unten_massiv = TRUE;
9683 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9684 links_massiv = TRUE;
9685 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9686 rechts_massiv = TRUE;
9688 if (((oben_massiv && unten_massiv) ||
9689 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9690 element == EL_EXPANDABLE_WALL) &&
9691 ((links_massiv && rechts_massiv) ||
9692 element == EL_EXPANDABLE_WALL_VERTICAL))
9693 Tile[ax][ay] = EL_WALL;
9696 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9699 static void MauerAblegerStahl(int ax, int ay)
9701 int element = Tile[ax][ay];
9702 int graphic = el2img(element);
9703 boolean oben_frei = FALSE, unten_frei = FALSE;
9704 boolean links_frei = FALSE, rechts_frei = FALSE;
9705 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9706 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9707 boolean new_wall = FALSE;
9709 if (IS_ANIMATED(graphic))
9710 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9712 if (!MovDelay[ax][ay]) // start building new wall
9713 MovDelay[ax][ay] = 6;
9715 if (MovDelay[ax][ay]) // wait some time before building new wall
9718 if (MovDelay[ax][ay])
9722 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9724 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9726 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9728 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9731 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9732 element == EL_EXPANDABLE_STEELWALL_ANY)
9736 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9737 Store[ax][ay-1] = element;
9738 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9739 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9740 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9741 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9746 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9747 Store[ax][ay+1] = element;
9748 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9749 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9750 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9751 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9756 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9757 element == EL_EXPANDABLE_STEELWALL_ANY)
9761 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9762 Store[ax-1][ay] = element;
9763 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9764 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9765 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9766 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9772 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9773 Store[ax+1][ay] = element;
9774 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9775 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9776 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9777 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9782 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9784 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9785 unten_massiv = TRUE;
9786 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9787 links_massiv = TRUE;
9788 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9789 rechts_massiv = TRUE;
9791 if (((oben_massiv && unten_massiv) ||
9792 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9793 ((links_massiv && rechts_massiv) ||
9794 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9795 Tile[ax][ay] = EL_STEELWALL;
9798 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9801 static void CheckForDragon(int x, int y)
9804 boolean dragon_found = FALSE;
9805 static int xy[4][2] =
9813 for (i = 0; i < NUM_DIRECTIONS; i++)
9815 for (j = 0; j < 4; j++)
9817 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9819 if (IN_LEV_FIELD(xx, yy) &&
9820 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9822 if (Tile[xx][yy] == EL_DRAGON)
9823 dragon_found = TRUE;
9832 for (i = 0; i < NUM_DIRECTIONS; i++)
9834 for (j = 0; j < 3; j++)
9836 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9838 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9840 Tile[xx][yy] = EL_EMPTY;
9841 TEST_DrawLevelField(xx, yy);
9850 static void InitBuggyBase(int x, int y)
9852 int element = Tile[x][y];
9853 int activating_delay = FRAMES_PER_SECOND / 4;
9856 (element == EL_SP_BUGGY_BASE ?
9857 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9858 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9860 element == EL_SP_BUGGY_BASE_ACTIVE ?
9861 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9864 static void WarnBuggyBase(int x, int y)
9867 static int xy[4][2] =
9875 for (i = 0; i < NUM_DIRECTIONS; i++)
9877 int xx = x + xy[i][0];
9878 int yy = y + xy[i][1];
9880 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9882 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9889 static void InitTrap(int x, int y)
9891 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9894 static void ActivateTrap(int x, int y)
9896 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9899 static void ChangeActiveTrap(int x, int y)
9901 int graphic = IMG_TRAP_ACTIVE;
9903 // if new animation frame was drawn, correct crumbled sand border
9904 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9905 TEST_DrawLevelFieldCrumbled(x, y);
9908 static int getSpecialActionElement(int element, int number, int base_element)
9910 return (element != EL_EMPTY ? element :
9911 number != -1 ? base_element + number - 1 :
9915 static int getModifiedActionNumber(int value_old, int operator, int operand,
9916 int value_min, int value_max)
9918 int value_new = (operator == CA_MODE_SET ? operand :
9919 operator == CA_MODE_ADD ? value_old + operand :
9920 operator == CA_MODE_SUBTRACT ? value_old - operand :
9921 operator == CA_MODE_MULTIPLY ? value_old * operand :
9922 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9923 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9926 return (value_new < value_min ? value_min :
9927 value_new > value_max ? value_max :
9931 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9933 struct ElementInfo *ei = &element_info[element];
9934 struct ElementChangeInfo *change = &ei->change_page[page];
9935 int target_element = change->target_element;
9936 int action_type = change->action_type;
9937 int action_mode = change->action_mode;
9938 int action_arg = change->action_arg;
9939 int action_element = change->action_element;
9942 if (!change->has_action)
9945 // ---------- determine action paramater values -----------------------------
9947 int level_time_value =
9948 (level.time > 0 ? TimeLeft :
9951 int action_arg_element_raw =
9952 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9953 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9954 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9955 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9956 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9957 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9958 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9960 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9962 int action_arg_direction =
9963 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9964 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9965 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9966 change->actual_trigger_side :
9967 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9968 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9971 int action_arg_number_min =
9972 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9975 int action_arg_number_max =
9976 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9977 action_type == CA_SET_LEVEL_GEMS ? 999 :
9978 action_type == CA_SET_LEVEL_TIME ? 9999 :
9979 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9980 action_type == CA_SET_CE_VALUE ? 9999 :
9981 action_type == CA_SET_CE_SCORE ? 9999 :
9984 int action_arg_number_reset =
9985 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9986 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9987 action_type == CA_SET_LEVEL_TIME ? level.time :
9988 action_type == CA_SET_LEVEL_SCORE ? 0 :
9989 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9990 action_type == CA_SET_CE_SCORE ? 0 :
9993 int action_arg_number =
9994 (action_arg <= CA_ARG_MAX ? action_arg :
9995 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9996 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9997 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9998 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9999 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10000 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10001 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10002 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10003 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10004 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10005 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10006 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10007 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10008 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10009 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10010 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10011 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10012 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10013 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10014 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10015 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10018 int action_arg_number_old =
10019 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10020 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10021 action_type == CA_SET_LEVEL_SCORE ? game.score :
10022 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10023 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10026 int action_arg_number_new =
10027 getModifiedActionNumber(action_arg_number_old,
10028 action_mode, action_arg_number,
10029 action_arg_number_min, action_arg_number_max);
10031 int trigger_player_bits =
10032 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10033 change->actual_trigger_player_bits : change->trigger_player);
10035 int action_arg_player_bits =
10036 (action_arg >= CA_ARG_PLAYER_1 &&
10037 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10038 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10039 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10042 // ---------- execute action -----------------------------------------------
10044 switch (action_type)
10051 // ---------- level actions ----------------------------------------------
10053 case CA_RESTART_LEVEL:
10055 game.restart_level = TRUE;
10060 case CA_SHOW_ENVELOPE:
10062 int element = getSpecialActionElement(action_arg_element,
10063 action_arg_number, EL_ENVELOPE_1);
10065 if (IS_ENVELOPE(element))
10066 local_player->show_envelope = element;
10071 case CA_SET_LEVEL_TIME:
10073 if (level.time > 0) // only modify limited time value
10075 TimeLeft = action_arg_number_new;
10077 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10079 DisplayGameControlValues();
10081 if (!TimeLeft && setup.time_limit)
10082 for (i = 0; i < MAX_PLAYERS; i++)
10083 KillPlayer(&stored_player[i]);
10089 case CA_SET_LEVEL_SCORE:
10091 game.score = action_arg_number_new;
10093 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10095 DisplayGameControlValues();
10100 case CA_SET_LEVEL_GEMS:
10102 game.gems_still_needed = action_arg_number_new;
10104 game.snapshot.collected_item = TRUE;
10106 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10108 DisplayGameControlValues();
10113 case CA_SET_LEVEL_WIND:
10115 game.wind_direction = action_arg_direction;
10120 case CA_SET_LEVEL_RANDOM_SEED:
10122 // ensure that setting a new random seed while playing is predictable
10123 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10128 // ---------- player actions ---------------------------------------------
10130 case CA_MOVE_PLAYER:
10131 case CA_MOVE_PLAYER_NEW:
10133 // automatically move to the next field in specified direction
10134 for (i = 0; i < MAX_PLAYERS; i++)
10135 if (trigger_player_bits & (1 << i))
10136 if (action_type == CA_MOVE_PLAYER ||
10137 stored_player[i].MovPos == 0)
10138 stored_player[i].programmed_action = action_arg_direction;
10143 case CA_EXIT_PLAYER:
10145 for (i = 0; i < MAX_PLAYERS; i++)
10146 if (action_arg_player_bits & (1 << i))
10147 ExitPlayer(&stored_player[i]);
10149 if (game.players_still_needed == 0)
10155 case CA_KILL_PLAYER:
10157 for (i = 0; i < MAX_PLAYERS; i++)
10158 if (action_arg_player_bits & (1 << i))
10159 KillPlayer(&stored_player[i]);
10164 case CA_SET_PLAYER_KEYS:
10166 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10167 int element = getSpecialActionElement(action_arg_element,
10168 action_arg_number, EL_KEY_1);
10170 if (IS_KEY(element))
10172 for (i = 0; i < MAX_PLAYERS; i++)
10174 if (trigger_player_bits & (1 << i))
10176 stored_player[i].key[KEY_NR(element)] = key_state;
10178 DrawGameDoorValues();
10186 case CA_SET_PLAYER_SPEED:
10188 for (i = 0; i < MAX_PLAYERS; i++)
10190 if (trigger_player_bits & (1 << i))
10192 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10194 if (action_arg == CA_ARG_SPEED_FASTER &&
10195 stored_player[i].cannot_move)
10197 action_arg_number = STEPSIZE_VERY_SLOW;
10199 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10200 action_arg == CA_ARG_SPEED_FASTER)
10202 action_arg_number = 2;
10203 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10206 else if (action_arg == CA_ARG_NUMBER_RESET)
10208 action_arg_number = level.initial_player_stepsize[i];
10212 getModifiedActionNumber(move_stepsize,
10215 action_arg_number_min,
10216 action_arg_number_max);
10218 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10225 case CA_SET_PLAYER_SHIELD:
10227 for (i = 0; i < MAX_PLAYERS; i++)
10229 if (trigger_player_bits & (1 << i))
10231 if (action_arg == CA_ARG_SHIELD_OFF)
10233 stored_player[i].shield_normal_time_left = 0;
10234 stored_player[i].shield_deadly_time_left = 0;
10236 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10238 stored_player[i].shield_normal_time_left = 999999;
10240 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10242 stored_player[i].shield_normal_time_left = 999999;
10243 stored_player[i].shield_deadly_time_left = 999999;
10251 case CA_SET_PLAYER_GRAVITY:
10253 for (i = 0; i < MAX_PLAYERS; i++)
10255 if (trigger_player_bits & (1 << i))
10257 stored_player[i].gravity =
10258 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10259 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10260 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10261 stored_player[i].gravity);
10268 case CA_SET_PLAYER_ARTWORK:
10270 for (i = 0; i < MAX_PLAYERS; i++)
10272 if (trigger_player_bits & (1 << i))
10274 int artwork_element = action_arg_element;
10276 if (action_arg == CA_ARG_ELEMENT_RESET)
10278 (level.use_artwork_element[i] ? level.artwork_element[i] :
10279 stored_player[i].element_nr);
10281 if (stored_player[i].artwork_element != artwork_element)
10282 stored_player[i].Frame = 0;
10284 stored_player[i].artwork_element = artwork_element;
10286 SetPlayerWaiting(&stored_player[i], FALSE);
10288 // set number of special actions for bored and sleeping animation
10289 stored_player[i].num_special_action_bored =
10290 get_num_special_action(artwork_element,
10291 ACTION_BORING_1, ACTION_BORING_LAST);
10292 stored_player[i].num_special_action_sleeping =
10293 get_num_special_action(artwork_element,
10294 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10301 case CA_SET_PLAYER_INVENTORY:
10303 for (i = 0; i < MAX_PLAYERS; i++)
10305 struct PlayerInfo *player = &stored_player[i];
10308 if (trigger_player_bits & (1 << i))
10310 int inventory_element = action_arg_element;
10312 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10313 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10314 action_arg == CA_ARG_ELEMENT_ACTION)
10316 int element = inventory_element;
10317 int collect_count = element_info[element].collect_count_initial;
10319 if (!IS_CUSTOM_ELEMENT(element))
10322 if (collect_count == 0)
10323 player->inventory_infinite_element = element;
10325 for (k = 0; k < collect_count; k++)
10326 if (player->inventory_size < MAX_INVENTORY_SIZE)
10327 player->inventory_element[player->inventory_size++] =
10330 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10331 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10332 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10334 if (player->inventory_infinite_element != EL_UNDEFINED &&
10335 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10336 action_arg_element_raw))
10337 player->inventory_infinite_element = EL_UNDEFINED;
10339 for (k = 0, j = 0; j < player->inventory_size; j++)
10341 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10342 action_arg_element_raw))
10343 player->inventory_element[k++] = player->inventory_element[j];
10346 player->inventory_size = k;
10348 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10350 if (player->inventory_size > 0)
10352 for (j = 0; j < player->inventory_size - 1; j++)
10353 player->inventory_element[j] = player->inventory_element[j + 1];
10355 player->inventory_size--;
10358 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10360 if (player->inventory_size > 0)
10361 player->inventory_size--;
10363 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10365 player->inventory_infinite_element = EL_UNDEFINED;
10366 player->inventory_size = 0;
10368 else if (action_arg == CA_ARG_INVENTORY_RESET)
10370 player->inventory_infinite_element = EL_UNDEFINED;
10371 player->inventory_size = 0;
10373 if (level.use_initial_inventory[i])
10375 for (j = 0; j < level.initial_inventory_size[i]; j++)
10377 int element = level.initial_inventory_content[i][j];
10378 int collect_count = element_info[element].collect_count_initial;
10380 if (!IS_CUSTOM_ELEMENT(element))
10383 if (collect_count == 0)
10384 player->inventory_infinite_element = element;
10386 for (k = 0; k < collect_count; k++)
10387 if (player->inventory_size < MAX_INVENTORY_SIZE)
10388 player->inventory_element[player->inventory_size++] =
10399 // ---------- CE actions -------------------------------------------------
10401 case CA_SET_CE_VALUE:
10403 int last_ce_value = CustomValue[x][y];
10405 CustomValue[x][y] = action_arg_number_new;
10407 if (CustomValue[x][y] != last_ce_value)
10409 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10410 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10412 if (CustomValue[x][y] == 0)
10414 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10415 ChangeCount[x][y] = 0; // allow at least one more change
10417 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10418 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10425 case CA_SET_CE_SCORE:
10427 int last_ce_score = ei->collect_score;
10429 ei->collect_score = action_arg_number_new;
10431 if (ei->collect_score != last_ce_score)
10433 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10434 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10436 if (ei->collect_score == 0)
10440 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10441 ChangeCount[x][y] = 0; // allow at least one more change
10443 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10444 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10447 This is a very special case that seems to be a mixture between
10448 CheckElementChange() and CheckTriggeredElementChange(): while
10449 the first one only affects single elements that are triggered
10450 directly, the second one affects multiple elements in the playfield
10451 that are triggered indirectly by another element. This is a third
10452 case: Changing the CE score always affects multiple identical CEs,
10453 so every affected CE must be checked, not only the single CE for
10454 which the CE score was changed in the first place (as every instance
10455 of that CE shares the same CE score, and therefore also can change)!
10457 SCAN_PLAYFIELD(xx, yy)
10459 if (Tile[xx][yy] == element)
10460 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10461 CE_SCORE_GETS_ZERO);
10469 case CA_SET_CE_ARTWORK:
10471 int artwork_element = action_arg_element;
10472 boolean reset_frame = FALSE;
10475 if (action_arg == CA_ARG_ELEMENT_RESET)
10476 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10479 if (ei->gfx_element != artwork_element)
10480 reset_frame = TRUE;
10482 ei->gfx_element = artwork_element;
10484 SCAN_PLAYFIELD(xx, yy)
10486 if (Tile[xx][yy] == element)
10490 ResetGfxAnimation(xx, yy);
10491 ResetRandomAnimationValue(xx, yy);
10494 TEST_DrawLevelField(xx, yy);
10501 // ---------- engine actions ---------------------------------------------
10503 case CA_SET_ENGINE_SCAN_MODE:
10505 InitPlayfieldScanMode(action_arg);
10515 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10517 int old_element = Tile[x][y];
10518 int new_element = GetElementFromGroupElement(element);
10519 int previous_move_direction = MovDir[x][y];
10520 int last_ce_value = CustomValue[x][y];
10521 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10522 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10523 boolean add_player_onto_element = (new_element_is_player &&
10524 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10525 IS_WALKABLE(old_element));
10527 if (!add_player_onto_element)
10529 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10530 RemoveMovingField(x, y);
10534 Tile[x][y] = new_element;
10536 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10537 MovDir[x][y] = previous_move_direction;
10539 if (element_info[new_element].use_last_ce_value)
10540 CustomValue[x][y] = last_ce_value;
10542 InitField_WithBug1(x, y, FALSE);
10544 new_element = Tile[x][y]; // element may have changed
10546 ResetGfxAnimation(x, y);
10547 ResetRandomAnimationValue(x, y);
10549 TEST_DrawLevelField(x, y);
10551 if (GFX_CRUMBLED(new_element))
10552 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10555 // check if element under the player changes from accessible to unaccessible
10556 // (needed for special case of dropping element which then changes)
10557 // (must be checked after creating new element for walkable group elements)
10558 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10559 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10566 // "ChangeCount" not set yet to allow "entered by player" change one time
10567 if (new_element_is_player)
10568 RelocatePlayer(x, y, new_element);
10571 ChangeCount[x][y]++; // count number of changes in the same frame
10573 TestIfBadThingTouchesPlayer(x, y);
10574 TestIfPlayerTouchesCustomElement(x, y);
10575 TestIfElementTouchesCustomElement(x, y);
10578 static void CreateField(int x, int y, int element)
10580 CreateFieldExt(x, y, element, FALSE);
10583 static void CreateElementFromChange(int x, int y, int element)
10585 element = GET_VALID_RUNTIME_ELEMENT(element);
10587 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10589 int old_element = Tile[x][y];
10591 // prevent changed element from moving in same engine frame
10592 // unless both old and new element can either fall or move
10593 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10594 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10598 CreateFieldExt(x, y, element, TRUE);
10601 static boolean ChangeElement(int x, int y, int element, int page)
10603 struct ElementInfo *ei = &element_info[element];
10604 struct ElementChangeInfo *change = &ei->change_page[page];
10605 int ce_value = CustomValue[x][y];
10606 int ce_score = ei->collect_score;
10607 int target_element;
10608 int old_element = Tile[x][y];
10610 // always use default change event to prevent running into a loop
10611 if (ChangeEvent[x][y] == -1)
10612 ChangeEvent[x][y] = CE_DELAY;
10614 if (ChangeEvent[x][y] == CE_DELAY)
10616 // reset actual trigger element, trigger player and action element
10617 change->actual_trigger_element = EL_EMPTY;
10618 change->actual_trigger_player = EL_EMPTY;
10619 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10620 change->actual_trigger_side = CH_SIDE_NONE;
10621 change->actual_trigger_ce_value = 0;
10622 change->actual_trigger_ce_score = 0;
10625 // do not change elements more than a specified maximum number of changes
10626 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10629 ChangeCount[x][y]++; // count number of changes in the same frame
10631 if (change->explode)
10638 if (change->use_target_content)
10640 boolean complete_replace = TRUE;
10641 boolean can_replace[3][3];
10644 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10647 boolean is_walkable;
10648 boolean is_diggable;
10649 boolean is_collectible;
10650 boolean is_removable;
10651 boolean is_destructible;
10652 int ex = x + xx - 1;
10653 int ey = y + yy - 1;
10654 int content_element = change->target_content.e[xx][yy];
10657 can_replace[xx][yy] = TRUE;
10659 if (ex == x && ey == y) // do not check changing element itself
10662 if (content_element == EL_EMPTY_SPACE)
10664 can_replace[xx][yy] = FALSE; // do not replace border with space
10669 if (!IN_LEV_FIELD(ex, ey))
10671 can_replace[xx][yy] = FALSE;
10672 complete_replace = FALSE;
10679 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10680 e = MovingOrBlocked2Element(ex, ey);
10682 is_empty = (IS_FREE(ex, ey) ||
10683 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10685 is_walkable = (is_empty || IS_WALKABLE(e));
10686 is_diggable = (is_empty || IS_DIGGABLE(e));
10687 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10688 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10689 is_removable = (is_diggable || is_collectible);
10691 can_replace[xx][yy] =
10692 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10693 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10694 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10695 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10696 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10697 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10698 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10700 if (!can_replace[xx][yy])
10701 complete_replace = FALSE;
10704 if (!change->only_if_complete || complete_replace)
10706 boolean something_has_changed = FALSE;
10708 if (change->only_if_complete && change->use_random_replace &&
10709 RND(100) < change->random_percentage)
10712 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10714 int ex = x + xx - 1;
10715 int ey = y + yy - 1;
10716 int content_element;
10718 if (can_replace[xx][yy] && (!change->use_random_replace ||
10719 RND(100) < change->random_percentage))
10721 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10722 RemoveMovingField(ex, ey);
10724 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10726 content_element = change->target_content.e[xx][yy];
10727 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10728 ce_value, ce_score);
10730 CreateElementFromChange(ex, ey, target_element);
10732 something_has_changed = TRUE;
10734 // for symmetry reasons, freeze newly created border elements
10735 if (ex != x || ey != y)
10736 Stop[ex][ey] = TRUE; // no more moving in this frame
10740 if (something_has_changed)
10742 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10743 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10749 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10750 ce_value, ce_score);
10752 if (element == EL_DIAGONAL_GROWING ||
10753 element == EL_DIAGONAL_SHRINKING)
10755 target_element = Store[x][y];
10757 Store[x][y] = EL_EMPTY;
10760 CreateElementFromChange(x, y, target_element);
10762 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10763 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10766 // this uses direct change before indirect change
10767 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10772 static void HandleElementChange(int x, int y, int page)
10774 int element = MovingOrBlocked2Element(x, y);
10775 struct ElementInfo *ei = &element_info[element];
10776 struct ElementChangeInfo *change = &ei->change_page[page];
10777 boolean handle_action_before_change = FALSE;
10780 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10781 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10783 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10784 x, y, element, element_info[element].token_name);
10785 Debug("game:playing:HandleElementChange", "This should never happen!");
10789 // this can happen with classic bombs on walkable, changing elements
10790 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10795 if (ChangeDelay[x][y] == 0) // initialize element change
10797 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10799 if (change->can_change)
10801 // !!! not clear why graphic animation should be reset at all here !!!
10802 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10803 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10806 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10808 When using an animation frame delay of 1 (this only happens with
10809 "sp_zonk.moving.left/right" in the classic graphics), the default
10810 (non-moving) animation shows wrong animation frames (while the
10811 moving animation, like "sp_zonk.moving.left/right", is correct,
10812 so this graphical bug never shows up with the classic graphics).
10813 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10814 be drawn instead of the correct frames 0,1,2,3. This is caused by
10815 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10816 an element change: First when the change delay ("ChangeDelay[][]")
10817 counter has reached zero after decrementing, then a second time in
10818 the next frame (after "GfxFrame[][]" was already incremented) when
10819 "ChangeDelay[][]" is reset to the initial delay value again.
10821 This causes frame 0 to be drawn twice, while the last frame won't
10822 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10824 As some animations may already be cleverly designed around this bug
10825 (at least the "Snake Bite" snake tail animation does this), it cannot
10826 simply be fixed here without breaking such existing animations.
10827 Unfortunately, it cannot easily be detected if a graphics set was
10828 designed "before" or "after" the bug was fixed. As a workaround,
10829 a new graphics set option "game.graphics_engine_version" was added
10830 to be able to specify the game's major release version for which the
10831 graphics set was designed, which can then be used to decide if the
10832 bugfix should be used (version 4 and above) or not (version 3 or
10833 below, or if no version was specified at all, as with old sets).
10835 (The wrong/fixed animation frames can be tested with the test level set
10836 "test_gfxframe" and level "000", which contains a specially prepared
10837 custom element at level position (x/y) == (11/9) which uses the zonk
10838 animation mentioned above. Using "game.graphics_engine_version: 4"
10839 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10840 This can also be seen from the debug output for this test element.)
10843 // when a custom element is about to change (for example by change delay),
10844 // do not reset graphic animation when the custom element is moving
10845 if (game.graphics_engine_version < 4 &&
10848 ResetGfxAnimation(x, y);
10849 ResetRandomAnimationValue(x, y);
10852 if (change->pre_change_function)
10853 change->pre_change_function(x, y);
10857 ChangeDelay[x][y]--;
10859 if (ChangeDelay[x][y] != 0) // continue element change
10861 if (change->can_change)
10863 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10865 if (IS_ANIMATED(graphic))
10866 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10868 if (change->change_function)
10869 change->change_function(x, y);
10872 else // finish element change
10874 if (ChangePage[x][y] != -1) // remember page from delayed change
10876 page = ChangePage[x][y];
10877 ChangePage[x][y] = -1;
10879 change = &ei->change_page[page];
10882 if (IS_MOVING(x, y)) // never change a running system ;-)
10884 ChangeDelay[x][y] = 1; // try change after next move step
10885 ChangePage[x][y] = page; // remember page to use for change
10890 // special case: set new level random seed before changing element
10891 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10892 handle_action_before_change = TRUE;
10894 if (change->has_action && handle_action_before_change)
10895 ExecuteCustomElementAction(x, y, element, page);
10897 if (change->can_change)
10899 if (ChangeElement(x, y, element, page))
10901 if (change->post_change_function)
10902 change->post_change_function(x, y);
10906 if (change->has_action && !handle_action_before_change)
10907 ExecuteCustomElementAction(x, y, element, page);
10911 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10912 int trigger_element,
10914 int trigger_player,
10918 boolean change_done_any = FALSE;
10919 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10922 if (!(trigger_events[trigger_element][trigger_event]))
10925 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10927 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10929 int element = EL_CUSTOM_START + i;
10930 boolean change_done = FALSE;
10933 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10934 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10937 for (p = 0; p < element_info[element].num_change_pages; p++)
10939 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10941 if (change->can_change_or_has_action &&
10942 change->has_event[trigger_event] &&
10943 change->trigger_side & trigger_side &&
10944 change->trigger_player & trigger_player &&
10945 change->trigger_page & trigger_page_bits &&
10946 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10948 change->actual_trigger_element = trigger_element;
10949 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10950 change->actual_trigger_player_bits = trigger_player;
10951 change->actual_trigger_side = trigger_side;
10952 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10953 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10955 if ((change->can_change && !change_done) || change->has_action)
10959 SCAN_PLAYFIELD(x, y)
10961 if (Tile[x][y] == element)
10963 if (change->can_change && !change_done)
10965 // if element already changed in this frame, not only prevent
10966 // another element change (checked in ChangeElement()), but
10967 // also prevent additional element actions for this element
10969 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10970 !level.use_action_after_change_bug)
10973 ChangeDelay[x][y] = 1;
10974 ChangeEvent[x][y] = trigger_event;
10976 HandleElementChange(x, y, p);
10978 else if (change->has_action)
10980 // if element already changed in this frame, not only prevent
10981 // another element change (checked in ChangeElement()), but
10982 // also prevent additional element actions for this element
10984 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10985 !level.use_action_after_change_bug)
10988 ExecuteCustomElementAction(x, y, element, p);
10989 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10994 if (change->can_change)
10996 change_done = TRUE;
10997 change_done_any = TRUE;
11004 RECURSION_LOOP_DETECTION_END();
11006 return change_done_any;
11009 static boolean CheckElementChangeExt(int x, int y,
11011 int trigger_element,
11013 int trigger_player,
11016 boolean change_done = FALSE;
11019 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11020 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11023 if (Tile[x][y] == EL_BLOCKED)
11025 Blocked2Moving(x, y, &x, &y);
11026 element = Tile[x][y];
11029 // check if element has already changed or is about to change after moving
11030 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11031 Tile[x][y] != element) ||
11033 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11034 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11035 ChangePage[x][y] != -1)))
11038 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11040 for (p = 0; p < element_info[element].num_change_pages; p++)
11042 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11044 /* check trigger element for all events where the element that is checked
11045 for changing interacts with a directly adjacent element -- this is
11046 different to element changes that affect other elements to change on the
11047 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11048 boolean check_trigger_element =
11049 (trigger_event == CE_TOUCHING_X ||
11050 trigger_event == CE_HITTING_X ||
11051 trigger_event == CE_HIT_BY_X ||
11052 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11054 if (change->can_change_or_has_action &&
11055 change->has_event[trigger_event] &&
11056 change->trigger_side & trigger_side &&
11057 change->trigger_player & trigger_player &&
11058 (!check_trigger_element ||
11059 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11061 change->actual_trigger_element = trigger_element;
11062 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11063 change->actual_trigger_player_bits = trigger_player;
11064 change->actual_trigger_side = trigger_side;
11065 change->actual_trigger_ce_value = CustomValue[x][y];
11066 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11068 // special case: trigger element not at (x,y) position for some events
11069 if (check_trigger_element)
11081 { 0, 0 }, { 0, 0 }, { 0, 0 },
11085 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11086 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11088 change->actual_trigger_ce_value = CustomValue[xx][yy];
11089 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11092 if (change->can_change && !change_done)
11094 ChangeDelay[x][y] = 1;
11095 ChangeEvent[x][y] = trigger_event;
11097 HandleElementChange(x, y, p);
11099 change_done = TRUE;
11101 else if (change->has_action)
11103 ExecuteCustomElementAction(x, y, element, p);
11104 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11109 RECURSION_LOOP_DETECTION_END();
11111 return change_done;
11114 static void PlayPlayerSound(struct PlayerInfo *player)
11116 int jx = player->jx, jy = player->jy;
11117 int sound_element = player->artwork_element;
11118 int last_action = player->last_action_waiting;
11119 int action = player->action_waiting;
11121 if (player->is_waiting)
11123 if (action != last_action)
11124 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11126 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11130 if (action != last_action)
11131 StopSound(element_info[sound_element].sound[last_action]);
11133 if (last_action == ACTION_SLEEPING)
11134 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11138 static void PlayAllPlayersSound(void)
11142 for (i = 0; i < MAX_PLAYERS; i++)
11143 if (stored_player[i].active)
11144 PlayPlayerSound(&stored_player[i]);
11147 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11149 boolean last_waiting = player->is_waiting;
11150 int move_dir = player->MovDir;
11152 player->dir_waiting = move_dir;
11153 player->last_action_waiting = player->action_waiting;
11157 if (!last_waiting) // not waiting -> waiting
11159 player->is_waiting = TRUE;
11161 player->frame_counter_bored =
11163 game.player_boring_delay_fixed +
11164 GetSimpleRandom(game.player_boring_delay_random);
11165 player->frame_counter_sleeping =
11167 game.player_sleeping_delay_fixed +
11168 GetSimpleRandom(game.player_sleeping_delay_random);
11170 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11173 if (game.player_sleeping_delay_fixed +
11174 game.player_sleeping_delay_random > 0 &&
11175 player->anim_delay_counter == 0 &&
11176 player->post_delay_counter == 0 &&
11177 FrameCounter >= player->frame_counter_sleeping)
11178 player->is_sleeping = TRUE;
11179 else if (game.player_boring_delay_fixed +
11180 game.player_boring_delay_random > 0 &&
11181 FrameCounter >= player->frame_counter_bored)
11182 player->is_bored = TRUE;
11184 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11185 player->is_bored ? ACTION_BORING :
11188 if (player->is_sleeping && player->use_murphy)
11190 // special case for sleeping Murphy when leaning against non-free tile
11192 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11193 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11194 !IS_MOVING(player->jx - 1, player->jy)))
11195 move_dir = MV_LEFT;
11196 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11197 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11198 !IS_MOVING(player->jx + 1, player->jy)))
11199 move_dir = MV_RIGHT;
11201 player->is_sleeping = FALSE;
11203 player->dir_waiting = move_dir;
11206 if (player->is_sleeping)
11208 if (player->num_special_action_sleeping > 0)
11210 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11212 int last_special_action = player->special_action_sleeping;
11213 int num_special_action = player->num_special_action_sleeping;
11214 int special_action =
11215 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11216 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11217 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11218 last_special_action + 1 : ACTION_SLEEPING);
11219 int special_graphic =
11220 el_act_dir2img(player->artwork_element, special_action, move_dir);
11222 player->anim_delay_counter =
11223 graphic_info[special_graphic].anim_delay_fixed +
11224 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11225 player->post_delay_counter =
11226 graphic_info[special_graphic].post_delay_fixed +
11227 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11229 player->special_action_sleeping = special_action;
11232 if (player->anim_delay_counter > 0)
11234 player->action_waiting = player->special_action_sleeping;
11235 player->anim_delay_counter--;
11237 else if (player->post_delay_counter > 0)
11239 player->post_delay_counter--;
11243 else if (player->is_bored)
11245 if (player->num_special_action_bored > 0)
11247 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11249 int special_action =
11250 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11251 int special_graphic =
11252 el_act_dir2img(player->artwork_element, special_action, move_dir);
11254 player->anim_delay_counter =
11255 graphic_info[special_graphic].anim_delay_fixed +
11256 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11257 player->post_delay_counter =
11258 graphic_info[special_graphic].post_delay_fixed +
11259 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11261 player->special_action_bored = special_action;
11264 if (player->anim_delay_counter > 0)
11266 player->action_waiting = player->special_action_bored;
11267 player->anim_delay_counter--;
11269 else if (player->post_delay_counter > 0)
11271 player->post_delay_counter--;
11276 else if (last_waiting) // waiting -> not waiting
11278 player->is_waiting = FALSE;
11279 player->is_bored = FALSE;
11280 player->is_sleeping = FALSE;
11282 player->frame_counter_bored = -1;
11283 player->frame_counter_sleeping = -1;
11285 player->anim_delay_counter = 0;
11286 player->post_delay_counter = 0;
11288 player->dir_waiting = player->MovDir;
11289 player->action_waiting = ACTION_DEFAULT;
11291 player->special_action_bored = ACTION_DEFAULT;
11292 player->special_action_sleeping = ACTION_DEFAULT;
11296 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11298 if ((!player->is_moving && player->was_moving) ||
11299 (player->MovPos == 0 && player->was_moving) ||
11300 (player->is_snapping && !player->was_snapping) ||
11301 (player->is_dropping && !player->was_dropping))
11303 if (!CheckSaveEngineSnapshotToList())
11306 player->was_moving = FALSE;
11307 player->was_snapping = TRUE;
11308 player->was_dropping = TRUE;
11312 if (player->is_moving)
11313 player->was_moving = TRUE;
11315 if (!player->is_snapping)
11316 player->was_snapping = FALSE;
11318 if (!player->is_dropping)
11319 player->was_dropping = FALSE;
11322 static struct MouseActionInfo mouse_action_last = { 0 };
11323 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11324 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11327 CheckSaveEngineSnapshotToList();
11329 mouse_action_last = mouse_action;
11332 static void CheckSingleStepMode(struct PlayerInfo *player)
11334 if (tape.single_step && tape.recording && !tape.pausing)
11336 // as it is called "single step mode", just return to pause mode when the
11337 // player stopped moving after one tile (or never starts moving at all)
11338 // (reverse logic needed here in case single step mode used in team mode)
11339 if (player->is_moving ||
11340 player->is_pushing ||
11341 player->is_dropping_pressed ||
11342 player->effective_mouse_action.button)
11343 game.enter_single_step_mode = FALSE;
11346 CheckSaveEngineSnapshot(player);
11349 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11351 int left = player_action & JOY_LEFT;
11352 int right = player_action & JOY_RIGHT;
11353 int up = player_action & JOY_UP;
11354 int down = player_action & JOY_DOWN;
11355 int button1 = player_action & JOY_BUTTON_1;
11356 int button2 = player_action & JOY_BUTTON_2;
11357 int dx = (left ? -1 : right ? 1 : 0);
11358 int dy = (up ? -1 : down ? 1 : 0);
11360 if (!player->active || tape.pausing)
11366 SnapField(player, dx, dy);
11370 DropElement(player);
11372 MovePlayer(player, dx, dy);
11375 CheckSingleStepMode(player);
11377 SetPlayerWaiting(player, FALSE);
11379 return player_action;
11383 // no actions for this player (no input at player's configured device)
11385 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11386 SnapField(player, 0, 0);
11387 CheckGravityMovementWhenNotMoving(player);
11389 if (player->MovPos == 0)
11390 SetPlayerWaiting(player, TRUE);
11392 if (player->MovPos == 0) // needed for tape.playing
11393 player->is_moving = FALSE;
11395 player->is_dropping = FALSE;
11396 player->is_dropping_pressed = FALSE;
11397 player->drop_pressed_delay = 0;
11399 CheckSingleStepMode(player);
11405 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11408 if (!tape.use_mouse_actions)
11411 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11412 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11413 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11416 static void SetTapeActionFromMouseAction(byte *tape_action,
11417 struct MouseActionInfo *mouse_action)
11419 if (!tape.use_mouse_actions)
11422 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11423 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11424 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11427 static void CheckLevelSolved(void)
11429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11431 if (game_em.level_solved &&
11432 !game_em.game_over) // game won
11436 game_em.game_over = TRUE;
11438 game.all_players_gone = TRUE;
11441 if (game_em.game_over) // game lost
11442 game.all_players_gone = TRUE;
11444 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11446 if (game_sp.level_solved &&
11447 !game_sp.game_over) // game won
11451 game_sp.game_over = TRUE;
11453 game.all_players_gone = TRUE;
11456 if (game_sp.game_over) // game lost
11457 game.all_players_gone = TRUE;
11459 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11461 if (game_mm.level_solved &&
11462 !game_mm.game_over) // game won
11466 game_mm.game_over = TRUE;
11468 game.all_players_gone = TRUE;
11471 if (game_mm.game_over) // game lost
11472 game.all_players_gone = TRUE;
11476 static void CheckLevelTime(void)
11480 if (TimeFrames >= FRAMES_PER_SECOND)
11485 for (i = 0; i < MAX_PLAYERS; i++)
11487 struct PlayerInfo *player = &stored_player[i];
11489 if (SHIELD_ON(player))
11491 player->shield_normal_time_left--;
11493 if (player->shield_deadly_time_left > 0)
11494 player->shield_deadly_time_left--;
11498 if (!game.LevelSolved && !level.use_step_counter)
11506 if (TimeLeft <= 10 && setup.time_limit)
11507 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11509 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11510 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11512 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11514 if (!TimeLeft && setup.time_limit)
11516 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11517 game_em.lev->killed_out_of_time = TRUE;
11519 for (i = 0; i < MAX_PLAYERS; i++)
11520 KillPlayer(&stored_player[i]);
11523 else if (game.no_time_limit && !game.all_players_gone)
11525 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11528 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11531 if (tape.recording || tape.playing)
11532 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11535 if (tape.recording || tape.playing)
11536 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11538 UpdateAndDisplayGameControlValues();
11541 void AdvanceFrameAndPlayerCounters(int player_nr)
11545 // advance frame counters (global frame counter and time frame counter)
11549 // advance player counters (counters for move delay, move animation etc.)
11550 for (i = 0; i < MAX_PLAYERS; i++)
11552 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11553 int move_delay_value = stored_player[i].move_delay_value;
11554 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11556 if (!advance_player_counters) // not all players may be affected
11559 if (move_frames == 0) // less than one move per game frame
11561 int stepsize = TILEX / move_delay_value;
11562 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11563 int count = (stored_player[i].is_moving ?
11564 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11566 if (count % delay == 0)
11570 stored_player[i].Frame += move_frames;
11572 if (stored_player[i].MovPos != 0)
11573 stored_player[i].StepFrame += move_frames;
11575 if (stored_player[i].move_delay > 0)
11576 stored_player[i].move_delay--;
11578 // due to bugs in previous versions, counter must count up, not down
11579 if (stored_player[i].push_delay != -1)
11580 stored_player[i].push_delay++;
11582 if (stored_player[i].drop_delay > 0)
11583 stored_player[i].drop_delay--;
11585 if (stored_player[i].is_dropping_pressed)
11586 stored_player[i].drop_pressed_delay++;
11590 void StartGameActions(boolean init_network_game, boolean record_tape,
11593 unsigned int new_random_seed = InitRND(random_seed);
11596 TapeStartRecording(new_random_seed);
11598 if (init_network_game)
11600 SendToServer_LevelFile();
11601 SendToServer_StartPlaying();
11609 static void GameActionsExt(void)
11612 static unsigned int game_frame_delay = 0;
11614 unsigned int game_frame_delay_value;
11615 byte *recorded_player_action;
11616 byte summarized_player_action = 0;
11617 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11620 // detect endless loops, caused by custom element programming
11621 if (recursion_loop_detected && recursion_loop_depth == 0)
11623 char *message = getStringCat3("Internal Error! Element ",
11624 EL_NAME(recursion_loop_element),
11625 " caused endless loop! Quit the game?");
11627 Warn("element '%s' caused endless loop in game engine",
11628 EL_NAME(recursion_loop_element));
11630 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11632 recursion_loop_detected = FALSE; // if game should be continued
11639 if (game.restart_level)
11640 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11642 CheckLevelSolved();
11644 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11647 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11650 if (game_status != GAME_MODE_PLAYING) // status might have changed
11653 game_frame_delay_value =
11654 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11656 if (tape.playing && tape.warp_forward && !tape.pausing)
11657 game_frame_delay_value = 0;
11659 SetVideoFrameDelay(game_frame_delay_value);
11661 // (de)activate virtual buttons depending on current game status
11662 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11664 if (game.all_players_gone) // if no players there to be controlled anymore
11665 SetOverlayActive(FALSE);
11666 else if (!tape.playing) // if game continues after tape stopped playing
11667 SetOverlayActive(TRUE);
11672 // ---------- main game synchronization point ----------
11674 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11676 Debug("game:playing:skip", "skip == %d", skip);
11679 // ---------- main game synchronization point ----------
11681 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11685 if (network_playing && !network_player_action_received)
11687 // try to get network player actions in time
11689 // last chance to get network player actions without main loop delay
11690 HandleNetworking();
11692 // game was quit by network peer
11693 if (game_status != GAME_MODE_PLAYING)
11696 // check if network player actions still missing and game still running
11697 if (!network_player_action_received && !checkGameEnded())
11698 return; // failed to get network player actions in time
11700 // do not yet reset "network_player_action_received" (for tape.pausing)
11706 // at this point we know that we really continue executing the game
11708 network_player_action_received = FALSE;
11710 // when playing tape, read previously recorded player input from tape data
11711 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11713 local_player->effective_mouse_action = local_player->mouse_action;
11715 if (recorded_player_action != NULL)
11716 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11717 recorded_player_action);
11719 // TapePlayAction() may return NULL when toggling to "pause before death"
11723 if (tape.set_centered_player)
11725 game.centered_player_nr_next = tape.centered_player_nr_next;
11726 game.set_centered_player = TRUE;
11729 for (i = 0; i < MAX_PLAYERS; i++)
11731 summarized_player_action |= stored_player[i].action;
11733 if (!network_playing && (game.team_mode || tape.playing))
11734 stored_player[i].effective_action = stored_player[i].action;
11737 if (network_playing && !checkGameEnded())
11738 SendToServer_MovePlayer(summarized_player_action);
11740 // summarize all actions at local players mapped input device position
11741 // (this allows using different input devices in single player mode)
11742 if (!network.enabled && !game.team_mode)
11743 stored_player[map_player_action[local_player->index_nr]].effective_action =
11744 summarized_player_action;
11746 // summarize all actions at centered player in local team mode
11747 if (tape.recording &&
11748 setup.team_mode && !network.enabled &&
11749 setup.input_on_focus &&
11750 game.centered_player_nr != -1)
11752 for (i = 0; i < MAX_PLAYERS; i++)
11753 stored_player[map_player_action[i]].effective_action =
11754 (i == game.centered_player_nr ? summarized_player_action : 0);
11757 if (recorded_player_action != NULL)
11758 for (i = 0; i < MAX_PLAYERS; i++)
11759 stored_player[i].effective_action = recorded_player_action[i];
11761 for (i = 0; i < MAX_PLAYERS; i++)
11763 tape_action[i] = stored_player[i].effective_action;
11765 /* (this may happen in the RND game engine if a player was not present on
11766 the playfield on level start, but appeared later from a custom element */
11767 if (setup.team_mode &&
11770 !tape.player_participates[i])
11771 tape.player_participates[i] = TRUE;
11774 SetTapeActionFromMouseAction(tape_action,
11775 &local_player->effective_mouse_action);
11777 // only record actions from input devices, but not programmed actions
11778 if (tape.recording)
11779 TapeRecordAction(tape_action);
11781 // remember if game was played (especially after tape stopped playing)
11782 if (!tape.playing && summarized_player_action)
11783 game.GamePlayed = TRUE;
11785 #if USE_NEW_PLAYER_ASSIGNMENTS
11786 // !!! also map player actions in single player mode !!!
11787 // if (game.team_mode)
11790 byte mapped_action[MAX_PLAYERS];
11792 #if DEBUG_PLAYER_ACTIONS
11793 for (i = 0; i < MAX_PLAYERS; i++)
11794 DebugContinued("", "%d, ", stored_player[i].effective_action);
11797 for (i = 0; i < MAX_PLAYERS; i++)
11798 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11800 for (i = 0; i < MAX_PLAYERS; i++)
11801 stored_player[i].effective_action = mapped_action[i];
11803 #if DEBUG_PLAYER_ACTIONS
11804 DebugContinued("", "=> ");
11805 for (i = 0; i < MAX_PLAYERS; i++)
11806 DebugContinued("", "%d, ", stored_player[i].effective_action);
11807 DebugContinued("game:playing:player", "\n");
11810 #if DEBUG_PLAYER_ACTIONS
11813 for (i = 0; i < MAX_PLAYERS; i++)
11814 DebugContinued("", "%d, ", stored_player[i].effective_action);
11815 DebugContinued("game:playing:player", "\n");
11820 for (i = 0; i < MAX_PLAYERS; i++)
11822 // allow engine snapshot in case of changed movement attempt
11823 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11824 (stored_player[i].effective_action & KEY_MOTION))
11825 game.snapshot.changed_action = TRUE;
11827 // allow engine snapshot in case of snapping/dropping attempt
11828 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11829 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11830 game.snapshot.changed_action = TRUE;
11832 game.snapshot.last_action[i] = stored_player[i].effective_action;
11835 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11837 GameActions_EM_Main();
11839 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11841 GameActions_SP_Main();
11843 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11845 GameActions_MM_Main();
11849 GameActions_RND_Main();
11852 BlitScreenToBitmap(backbuffer);
11854 CheckLevelSolved();
11857 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11859 if (global.show_frames_per_second)
11861 static unsigned int fps_counter = 0;
11862 static int fps_frames = 0;
11863 unsigned int fps_delay_ms = Counter() - fps_counter;
11867 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11869 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11872 fps_counter = Counter();
11874 // always draw FPS to screen after FPS value was updated
11875 redraw_mask |= REDRAW_FPS;
11878 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11879 if (GetDrawDeactivationMask() == REDRAW_NONE)
11880 redraw_mask |= REDRAW_FPS;
11884 static void GameActions_CheckSaveEngineSnapshot(void)
11886 if (!game.snapshot.save_snapshot)
11889 // clear flag for saving snapshot _before_ saving snapshot
11890 game.snapshot.save_snapshot = FALSE;
11892 SaveEngineSnapshotToList();
11895 void GameActions(void)
11899 GameActions_CheckSaveEngineSnapshot();
11902 void GameActions_EM_Main(void)
11904 byte effective_action[MAX_PLAYERS];
11905 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11908 for (i = 0; i < MAX_PLAYERS; i++)
11909 effective_action[i] = stored_player[i].effective_action;
11911 GameActions_EM(effective_action, warp_mode);
11914 void GameActions_SP_Main(void)
11916 byte effective_action[MAX_PLAYERS];
11917 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11920 for (i = 0; i < MAX_PLAYERS; i++)
11921 effective_action[i] = stored_player[i].effective_action;
11923 GameActions_SP(effective_action, warp_mode);
11925 for (i = 0; i < MAX_PLAYERS; i++)
11927 if (stored_player[i].force_dropping)
11928 stored_player[i].action |= KEY_BUTTON_DROP;
11930 stored_player[i].force_dropping = FALSE;
11934 void GameActions_MM_Main(void)
11936 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11938 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11941 void GameActions_RND_Main(void)
11946 void GameActions_RND(void)
11948 static struct MouseActionInfo mouse_action_last = { 0 };
11949 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11950 int magic_wall_x = 0, magic_wall_y = 0;
11951 int i, x, y, element, graphic, last_gfx_frame;
11953 InitPlayfieldScanModeVars();
11955 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11957 SCAN_PLAYFIELD(x, y)
11959 ChangeCount[x][y] = 0;
11960 ChangeEvent[x][y] = -1;
11964 if (game.set_centered_player)
11966 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11968 // switching to "all players" only possible if all players fit to screen
11969 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11971 game.centered_player_nr_next = game.centered_player_nr;
11972 game.set_centered_player = FALSE;
11975 // do not switch focus to non-existing (or non-active) player
11976 if (game.centered_player_nr_next >= 0 &&
11977 !stored_player[game.centered_player_nr_next].active)
11979 game.centered_player_nr_next = game.centered_player_nr;
11980 game.set_centered_player = FALSE;
11984 if (game.set_centered_player &&
11985 ScreenMovPos == 0) // screen currently aligned at tile position
11989 if (game.centered_player_nr_next == -1)
11991 setScreenCenteredToAllPlayers(&sx, &sy);
11995 sx = stored_player[game.centered_player_nr_next].jx;
11996 sy = stored_player[game.centered_player_nr_next].jy;
11999 game.centered_player_nr = game.centered_player_nr_next;
12000 game.set_centered_player = FALSE;
12002 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12003 DrawGameDoorValues();
12006 // check single step mode (set flag and clear again if any player is active)
12007 game.enter_single_step_mode =
12008 (tape.single_step && tape.recording && !tape.pausing);
12010 for (i = 0; i < MAX_PLAYERS; i++)
12012 int actual_player_action = stored_player[i].effective_action;
12015 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12016 - rnd_equinox_tetrachloride 048
12017 - rnd_equinox_tetrachloride_ii 096
12018 - rnd_emanuel_schmieg 002
12019 - doctor_sloan_ww 001, 020
12021 if (stored_player[i].MovPos == 0)
12022 CheckGravityMovement(&stored_player[i]);
12025 // overwrite programmed action with tape action
12026 if (stored_player[i].programmed_action)
12027 actual_player_action = stored_player[i].programmed_action;
12029 PlayerActions(&stored_player[i], actual_player_action);
12031 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12034 // single step pause mode may already have been toggled by "ScrollPlayer()"
12035 if (game.enter_single_step_mode && !tape.pausing)
12036 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12038 ScrollScreen(NULL, SCROLL_GO_ON);
12040 /* for backwards compatibility, the following code emulates a fixed bug that
12041 occured when pushing elements (causing elements that just made their last
12042 pushing step to already (if possible) make their first falling step in the
12043 same game frame, which is bad); this code is also needed to use the famous
12044 "spring push bug" which is used in older levels and might be wanted to be
12045 used also in newer levels, but in this case the buggy pushing code is only
12046 affecting the "spring" element and no other elements */
12048 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12050 for (i = 0; i < MAX_PLAYERS; i++)
12052 struct PlayerInfo *player = &stored_player[i];
12053 int x = player->jx;
12054 int y = player->jy;
12056 if (player->active && player->is_pushing && player->is_moving &&
12058 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12059 Tile[x][y] == EL_SPRING))
12061 ContinueMoving(x, y);
12063 // continue moving after pushing (this is actually a bug)
12064 if (!IS_MOVING(x, y))
12065 Stop[x][y] = FALSE;
12070 SCAN_PLAYFIELD(x, y)
12072 Last[x][y] = Tile[x][y];
12074 ChangeCount[x][y] = 0;
12075 ChangeEvent[x][y] = -1;
12077 // this must be handled before main playfield loop
12078 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12081 if (MovDelay[x][y] <= 0)
12085 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12088 if (MovDelay[x][y] <= 0)
12090 int element = Store[x][y];
12091 int move_direction = MovDir[x][y];
12092 int player_index_bit = Store2[x][y];
12098 TEST_DrawLevelField(x, y);
12100 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12105 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12107 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12109 Debug("game:playing:GameActions_RND", "This should never happen!");
12111 ChangePage[x][y] = -1;
12115 Stop[x][y] = FALSE;
12116 if (WasJustMoving[x][y] > 0)
12117 WasJustMoving[x][y]--;
12118 if (WasJustFalling[x][y] > 0)
12119 WasJustFalling[x][y]--;
12120 if (CheckCollision[x][y] > 0)
12121 CheckCollision[x][y]--;
12122 if (CheckImpact[x][y] > 0)
12123 CheckImpact[x][y]--;
12127 /* reset finished pushing action (not done in ContinueMoving() to allow
12128 continuous pushing animation for elements with zero push delay) */
12129 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12131 ResetGfxAnimation(x, y);
12132 TEST_DrawLevelField(x, y);
12136 if (IS_BLOCKED(x, y))
12140 Blocked2Moving(x, y, &oldx, &oldy);
12141 if (!IS_MOVING(oldx, oldy))
12143 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12144 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12145 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12146 Debug("game:playing:GameActions_RND", "This should never happen!");
12152 if (mouse_action.button)
12154 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12155 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12157 x = mouse_action.lx;
12158 y = mouse_action.ly;
12159 element = Tile[x][y];
12163 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12164 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12168 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12169 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12173 SCAN_PLAYFIELD(x, y)
12175 element = Tile[x][y];
12176 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12177 last_gfx_frame = GfxFrame[x][y];
12179 ResetGfxFrame(x, y);
12181 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12182 DrawLevelGraphicAnimation(x, y, graphic);
12184 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12185 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12186 ResetRandomAnimationValue(x, y);
12188 SetRandomAnimationValue(x, y);
12190 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12192 if (IS_INACTIVE(element))
12194 if (IS_ANIMATED(graphic))
12195 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12200 // this may take place after moving, so 'element' may have changed
12201 if (IS_CHANGING(x, y) &&
12202 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12204 int page = element_info[element].event_page_nr[CE_DELAY];
12206 HandleElementChange(x, y, page);
12208 element = Tile[x][y];
12209 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12212 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12216 element = Tile[x][y];
12217 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12219 if (IS_ANIMATED(graphic) &&
12220 !IS_MOVING(x, y) &&
12222 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12224 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12225 TEST_DrawTwinkleOnField(x, y);
12227 else if (element == EL_ACID)
12230 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12232 else if ((element == EL_EXIT_OPEN ||
12233 element == EL_EM_EXIT_OPEN ||
12234 element == EL_SP_EXIT_OPEN ||
12235 element == EL_STEEL_EXIT_OPEN ||
12236 element == EL_EM_STEEL_EXIT_OPEN ||
12237 element == EL_SP_TERMINAL ||
12238 element == EL_SP_TERMINAL_ACTIVE ||
12239 element == EL_EXTRA_TIME ||
12240 element == EL_SHIELD_NORMAL ||
12241 element == EL_SHIELD_DEADLY) &&
12242 IS_ANIMATED(graphic))
12243 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12244 else if (IS_MOVING(x, y))
12245 ContinueMoving(x, y);
12246 else if (IS_ACTIVE_BOMB(element))
12247 CheckDynamite(x, y);
12248 else if (element == EL_AMOEBA_GROWING)
12249 AmoebaGrowing(x, y);
12250 else if (element == EL_AMOEBA_SHRINKING)
12251 AmoebaShrinking(x, y);
12253 #if !USE_NEW_AMOEBA_CODE
12254 else if (IS_AMOEBALIVE(element))
12255 AmoebaReproduce(x, y);
12258 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12260 else if (element == EL_EXIT_CLOSED)
12262 else if (element == EL_EM_EXIT_CLOSED)
12264 else if (element == EL_STEEL_EXIT_CLOSED)
12265 CheckExitSteel(x, y);
12266 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12267 CheckExitSteelEM(x, y);
12268 else if (element == EL_SP_EXIT_CLOSED)
12270 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12271 element == EL_EXPANDABLE_STEELWALL_GROWING)
12272 MauerWaechst(x, y);
12273 else if (element == EL_EXPANDABLE_WALL ||
12274 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12275 element == EL_EXPANDABLE_WALL_VERTICAL ||
12276 element == EL_EXPANDABLE_WALL_ANY ||
12277 element == EL_BD_EXPANDABLE_WALL)
12278 MauerAbleger(x, y);
12279 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12280 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12281 element == EL_EXPANDABLE_STEELWALL_ANY)
12282 MauerAblegerStahl(x, y);
12283 else if (element == EL_FLAMES)
12284 CheckForDragon(x, y);
12285 else if (element == EL_EXPLOSION)
12286 ; // drawing of correct explosion animation is handled separately
12287 else if (element == EL_ELEMENT_SNAPPING ||
12288 element == EL_DIAGONAL_SHRINKING ||
12289 element == EL_DIAGONAL_GROWING)
12291 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12293 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12295 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12296 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12298 if (IS_BELT_ACTIVE(element))
12299 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12301 if (game.magic_wall_active)
12303 int jx = local_player->jx, jy = local_player->jy;
12305 // play the element sound at the position nearest to the player
12306 if ((element == EL_MAGIC_WALL_FULL ||
12307 element == EL_MAGIC_WALL_ACTIVE ||
12308 element == EL_MAGIC_WALL_EMPTYING ||
12309 element == EL_BD_MAGIC_WALL_FULL ||
12310 element == EL_BD_MAGIC_WALL_ACTIVE ||
12311 element == EL_BD_MAGIC_WALL_EMPTYING ||
12312 element == EL_DC_MAGIC_WALL_FULL ||
12313 element == EL_DC_MAGIC_WALL_ACTIVE ||
12314 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12315 ABS(x - jx) + ABS(y - jy) <
12316 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12324 #if USE_NEW_AMOEBA_CODE
12325 // new experimental amoeba growth stuff
12326 if (!(FrameCounter % 8))
12328 static unsigned int random = 1684108901;
12330 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12332 x = RND(lev_fieldx);
12333 y = RND(lev_fieldy);
12334 element = Tile[x][y];
12336 if (!IS_PLAYER(x,y) &&
12337 (element == EL_EMPTY ||
12338 CAN_GROW_INTO(element) ||
12339 element == EL_QUICKSAND_EMPTY ||
12340 element == EL_QUICKSAND_FAST_EMPTY ||
12341 element == EL_ACID_SPLASH_LEFT ||
12342 element == EL_ACID_SPLASH_RIGHT))
12344 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12345 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12346 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12347 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12348 Tile[x][y] = EL_AMOEBA_DROP;
12351 random = random * 129 + 1;
12356 game.explosions_delayed = FALSE;
12358 SCAN_PLAYFIELD(x, y)
12360 element = Tile[x][y];
12362 if (ExplodeField[x][y])
12363 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12364 else if (element == EL_EXPLOSION)
12365 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12367 ExplodeField[x][y] = EX_TYPE_NONE;
12370 game.explosions_delayed = TRUE;
12372 if (game.magic_wall_active)
12374 if (!(game.magic_wall_time_left % 4))
12376 int element = Tile[magic_wall_x][magic_wall_y];
12378 if (element == EL_BD_MAGIC_WALL_FULL ||
12379 element == EL_BD_MAGIC_WALL_ACTIVE ||
12380 element == EL_BD_MAGIC_WALL_EMPTYING)
12381 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12382 else if (element == EL_DC_MAGIC_WALL_FULL ||
12383 element == EL_DC_MAGIC_WALL_ACTIVE ||
12384 element == EL_DC_MAGIC_WALL_EMPTYING)
12385 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12387 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12390 if (game.magic_wall_time_left > 0)
12392 game.magic_wall_time_left--;
12394 if (!game.magic_wall_time_left)
12396 SCAN_PLAYFIELD(x, y)
12398 element = Tile[x][y];
12400 if (element == EL_MAGIC_WALL_ACTIVE ||
12401 element == EL_MAGIC_WALL_FULL)
12403 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12404 TEST_DrawLevelField(x, y);
12406 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12407 element == EL_BD_MAGIC_WALL_FULL)
12409 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12410 TEST_DrawLevelField(x, y);
12412 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12413 element == EL_DC_MAGIC_WALL_FULL)
12415 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12416 TEST_DrawLevelField(x, y);
12420 game.magic_wall_active = FALSE;
12425 if (game.light_time_left > 0)
12427 game.light_time_left--;
12429 if (game.light_time_left == 0)
12430 RedrawAllLightSwitchesAndInvisibleElements();
12433 if (game.timegate_time_left > 0)
12435 game.timegate_time_left--;
12437 if (game.timegate_time_left == 0)
12438 CloseAllOpenTimegates();
12441 if (game.lenses_time_left > 0)
12443 game.lenses_time_left--;
12445 if (game.lenses_time_left == 0)
12446 RedrawAllInvisibleElementsForLenses();
12449 if (game.magnify_time_left > 0)
12451 game.magnify_time_left--;
12453 if (game.magnify_time_left == 0)
12454 RedrawAllInvisibleElementsForMagnifier();
12457 for (i = 0; i < MAX_PLAYERS; i++)
12459 struct PlayerInfo *player = &stored_player[i];
12461 if (SHIELD_ON(player))
12463 if (player->shield_deadly_time_left)
12464 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12465 else if (player->shield_normal_time_left)
12466 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12470 #if USE_DELAYED_GFX_REDRAW
12471 SCAN_PLAYFIELD(x, y)
12473 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12475 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12476 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12478 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12479 DrawLevelField(x, y);
12481 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12482 DrawLevelFieldCrumbled(x, y);
12484 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12485 DrawLevelFieldCrumbledNeighbours(x, y);
12487 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12488 DrawTwinkleOnField(x, y);
12491 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12496 PlayAllPlayersSound();
12498 for (i = 0; i < MAX_PLAYERS; i++)
12500 struct PlayerInfo *player = &stored_player[i];
12502 if (player->show_envelope != 0 && (!player->active ||
12503 player->MovPos == 0))
12505 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12507 player->show_envelope = 0;
12511 // use random number generator in every frame to make it less predictable
12512 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12515 mouse_action_last = mouse_action;
12518 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12520 int min_x = x, min_y = y, max_x = x, max_y = y;
12521 int scr_fieldx = getScreenFieldSizeX();
12522 int scr_fieldy = getScreenFieldSizeY();
12525 for (i = 0; i < MAX_PLAYERS; i++)
12527 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12529 if (!stored_player[i].active || &stored_player[i] == player)
12532 min_x = MIN(min_x, jx);
12533 min_y = MIN(min_y, jy);
12534 max_x = MAX(max_x, jx);
12535 max_y = MAX(max_y, jy);
12538 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12541 static boolean AllPlayersInVisibleScreen(void)
12545 for (i = 0; i < MAX_PLAYERS; i++)
12547 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12549 if (!stored_player[i].active)
12552 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12559 void ScrollLevel(int dx, int dy)
12561 int scroll_offset = 2 * TILEX_VAR;
12564 BlitBitmap(drawto_field, drawto_field,
12565 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12566 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12567 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12568 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12569 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12570 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12574 x = (dx == 1 ? BX1 : BX2);
12575 for (y = BY1; y <= BY2; y++)
12576 DrawScreenField(x, y);
12581 y = (dy == 1 ? BY1 : BY2);
12582 for (x = BX1; x <= BX2; x++)
12583 DrawScreenField(x, y);
12586 redraw_mask |= REDRAW_FIELD;
12589 static boolean canFallDown(struct PlayerInfo *player)
12591 int jx = player->jx, jy = player->jy;
12593 return (IN_LEV_FIELD(jx, jy + 1) &&
12594 (IS_FREE(jx, jy + 1) ||
12595 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12596 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12597 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12600 static boolean canPassField(int x, int y, int move_dir)
12602 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12603 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12604 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12605 int nextx = x + dx;
12606 int nexty = y + dy;
12607 int element = Tile[x][y];
12609 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12610 !CAN_MOVE(element) &&
12611 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12612 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12613 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12616 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12618 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12619 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12620 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12624 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12625 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12626 (IS_DIGGABLE(Tile[newx][newy]) ||
12627 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12628 canPassField(newx, newy, move_dir)));
12631 static void CheckGravityMovement(struct PlayerInfo *player)
12633 if (player->gravity && !player->programmed_action)
12635 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12636 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12637 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12638 int jx = player->jx, jy = player->jy;
12639 boolean player_is_moving_to_valid_field =
12640 (!player_is_snapping &&
12641 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12642 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12643 boolean player_can_fall_down = canFallDown(player);
12645 if (player_can_fall_down &&
12646 !player_is_moving_to_valid_field)
12647 player->programmed_action = MV_DOWN;
12651 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12653 return CheckGravityMovement(player);
12655 if (player->gravity && !player->programmed_action)
12657 int jx = player->jx, jy = player->jy;
12658 boolean field_under_player_is_free =
12659 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12660 boolean player_is_standing_on_valid_field =
12661 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12662 (IS_WALKABLE(Tile[jx][jy]) &&
12663 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12665 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12666 player->programmed_action = MV_DOWN;
12671 MovePlayerOneStep()
12672 -----------------------------------------------------------------------------
12673 dx, dy: direction (non-diagonal) to try to move the player to
12674 real_dx, real_dy: direction as read from input device (can be diagonal)
12677 boolean MovePlayerOneStep(struct PlayerInfo *player,
12678 int dx, int dy, int real_dx, int real_dy)
12680 int jx = player->jx, jy = player->jy;
12681 int new_jx = jx + dx, new_jy = jy + dy;
12683 boolean player_can_move = !player->cannot_move;
12685 if (!player->active || (!dx && !dy))
12686 return MP_NO_ACTION;
12688 player->MovDir = (dx < 0 ? MV_LEFT :
12689 dx > 0 ? MV_RIGHT :
12691 dy > 0 ? MV_DOWN : MV_NONE);
12693 if (!IN_LEV_FIELD(new_jx, new_jy))
12694 return MP_NO_ACTION;
12696 if (!player_can_move)
12698 if (player->MovPos == 0)
12700 player->is_moving = FALSE;
12701 player->is_digging = FALSE;
12702 player->is_collecting = FALSE;
12703 player->is_snapping = FALSE;
12704 player->is_pushing = FALSE;
12708 if (!network.enabled && game.centered_player_nr == -1 &&
12709 !AllPlayersInSight(player, new_jx, new_jy))
12710 return MP_NO_ACTION;
12712 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12713 if (can_move != MP_MOVING)
12716 // check if DigField() has caused relocation of the player
12717 if (player->jx != jx || player->jy != jy)
12718 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12720 StorePlayer[jx][jy] = 0;
12721 player->last_jx = jx;
12722 player->last_jy = jy;
12723 player->jx = new_jx;
12724 player->jy = new_jy;
12725 StorePlayer[new_jx][new_jy] = player->element_nr;
12727 if (player->move_delay_value_next != -1)
12729 player->move_delay_value = player->move_delay_value_next;
12730 player->move_delay_value_next = -1;
12734 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12736 player->step_counter++;
12738 PlayerVisit[jx][jy] = FrameCounter;
12740 player->is_moving = TRUE;
12743 // should better be called in MovePlayer(), but this breaks some tapes
12744 ScrollPlayer(player, SCROLL_INIT);
12750 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12752 int jx = player->jx, jy = player->jy;
12753 int old_jx = jx, old_jy = jy;
12754 int moved = MP_NO_ACTION;
12756 if (!player->active)
12761 if (player->MovPos == 0)
12763 player->is_moving = FALSE;
12764 player->is_digging = FALSE;
12765 player->is_collecting = FALSE;
12766 player->is_snapping = FALSE;
12767 player->is_pushing = FALSE;
12773 if (player->move_delay > 0)
12776 player->move_delay = -1; // set to "uninitialized" value
12778 // store if player is automatically moved to next field
12779 player->is_auto_moving = (player->programmed_action != MV_NONE);
12781 // remove the last programmed player action
12782 player->programmed_action = 0;
12784 if (player->MovPos)
12786 // should only happen if pre-1.2 tape recordings are played
12787 // this is only for backward compatibility
12789 int original_move_delay_value = player->move_delay_value;
12792 Debug("game:playing:MovePlayer",
12793 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12797 // scroll remaining steps with finest movement resolution
12798 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12800 while (player->MovPos)
12802 ScrollPlayer(player, SCROLL_GO_ON);
12803 ScrollScreen(NULL, SCROLL_GO_ON);
12805 AdvanceFrameAndPlayerCounters(player->index_nr);
12808 BackToFront_WithFrameDelay(0);
12811 player->move_delay_value = original_move_delay_value;
12814 player->is_active = FALSE;
12816 if (player->last_move_dir & MV_HORIZONTAL)
12818 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12819 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12823 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12824 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12827 if (!moved && !player->is_active)
12829 player->is_moving = FALSE;
12830 player->is_digging = FALSE;
12831 player->is_collecting = FALSE;
12832 player->is_snapping = FALSE;
12833 player->is_pushing = FALSE;
12839 if (moved & MP_MOVING && !ScreenMovPos &&
12840 (player->index_nr == game.centered_player_nr ||
12841 game.centered_player_nr == -1))
12843 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12845 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12847 // actual player has left the screen -- scroll in that direction
12848 if (jx != old_jx) // player has moved horizontally
12849 scroll_x += (jx - old_jx);
12850 else // player has moved vertically
12851 scroll_y += (jy - old_jy);
12855 int offset_raw = game.scroll_delay_value;
12857 if (jx != old_jx) // player has moved horizontally
12859 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12860 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12861 int new_scroll_x = jx - MIDPOSX + offset_x;
12863 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12864 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12865 scroll_x = new_scroll_x;
12867 // don't scroll over playfield boundaries
12868 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12870 // don't scroll more than one field at a time
12871 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12873 // don't scroll against the player's moving direction
12874 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12875 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12876 scroll_x = old_scroll_x;
12878 else // player has moved vertically
12880 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12881 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12882 int new_scroll_y = jy - MIDPOSY + offset_y;
12884 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12885 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12886 scroll_y = new_scroll_y;
12888 // don't scroll over playfield boundaries
12889 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12891 // don't scroll more than one field at a time
12892 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12894 // don't scroll against the player's moving direction
12895 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12896 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12897 scroll_y = old_scroll_y;
12901 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12903 if (!network.enabled && game.centered_player_nr == -1 &&
12904 !AllPlayersInVisibleScreen())
12906 scroll_x = old_scroll_x;
12907 scroll_y = old_scroll_y;
12911 ScrollScreen(player, SCROLL_INIT);
12912 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12917 player->StepFrame = 0;
12919 if (moved & MP_MOVING)
12921 if (old_jx != jx && old_jy == jy)
12922 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12923 else if (old_jx == jx && old_jy != jy)
12924 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12926 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12928 player->last_move_dir = player->MovDir;
12929 player->is_moving = TRUE;
12930 player->is_snapping = FALSE;
12931 player->is_switching = FALSE;
12932 player->is_dropping = FALSE;
12933 player->is_dropping_pressed = FALSE;
12934 player->drop_pressed_delay = 0;
12937 // should better be called here than above, but this breaks some tapes
12938 ScrollPlayer(player, SCROLL_INIT);
12943 CheckGravityMovementWhenNotMoving(player);
12945 player->is_moving = FALSE;
12947 /* at this point, the player is allowed to move, but cannot move right now
12948 (e.g. because of something blocking the way) -- ensure that the player
12949 is also allowed to move in the next frame (in old versions before 3.1.1,
12950 the player was forced to wait again for eight frames before next try) */
12952 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12953 player->move_delay = 0; // allow direct movement in the next frame
12956 if (player->move_delay == -1) // not yet initialized by DigField()
12957 player->move_delay = player->move_delay_value;
12959 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12961 TestIfPlayerTouchesBadThing(jx, jy);
12962 TestIfPlayerTouchesCustomElement(jx, jy);
12965 if (!player->active)
12966 RemovePlayer(player);
12971 void ScrollPlayer(struct PlayerInfo *player, int mode)
12973 int jx = player->jx, jy = player->jy;
12974 int last_jx = player->last_jx, last_jy = player->last_jy;
12975 int move_stepsize = TILEX / player->move_delay_value;
12977 if (!player->active)
12980 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12983 if (mode == SCROLL_INIT)
12985 player->actual_frame_counter = FrameCounter;
12986 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12988 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12989 Tile[last_jx][last_jy] == EL_EMPTY)
12991 int last_field_block_delay = 0; // start with no blocking at all
12992 int block_delay_adjustment = player->block_delay_adjustment;
12994 // if player blocks last field, add delay for exactly one move
12995 if (player->block_last_field)
12997 last_field_block_delay += player->move_delay_value;
12999 // when blocking enabled, prevent moving up despite gravity
13000 if (player->gravity && player->MovDir == MV_UP)
13001 block_delay_adjustment = -1;
13004 // add block delay adjustment (also possible when not blocking)
13005 last_field_block_delay += block_delay_adjustment;
13007 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13008 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13011 if (player->MovPos != 0) // player has not yet reached destination
13014 else if (!FrameReached(&player->actual_frame_counter, 1))
13017 if (player->MovPos != 0)
13019 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13020 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13022 // before DrawPlayer() to draw correct player graphic for this case
13023 if (player->MovPos == 0)
13024 CheckGravityMovement(player);
13027 if (player->MovPos == 0) // player reached destination field
13029 if (player->move_delay_reset_counter > 0)
13031 player->move_delay_reset_counter--;
13033 if (player->move_delay_reset_counter == 0)
13035 // continue with normal speed after quickly moving through gate
13036 HALVE_PLAYER_SPEED(player);
13038 // be able to make the next move without delay
13039 player->move_delay = 0;
13043 player->last_jx = jx;
13044 player->last_jy = jy;
13046 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13047 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13048 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13049 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13050 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13051 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13052 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13053 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13055 ExitPlayer(player);
13057 if (game.players_still_needed == 0 &&
13058 (game.friends_still_needed == 0 ||
13059 IS_SP_ELEMENT(Tile[jx][jy])))
13063 // this breaks one level: "machine", level 000
13065 int move_direction = player->MovDir;
13066 int enter_side = MV_DIR_OPPOSITE(move_direction);
13067 int leave_side = move_direction;
13068 int old_jx = last_jx;
13069 int old_jy = last_jy;
13070 int old_element = Tile[old_jx][old_jy];
13071 int new_element = Tile[jx][jy];
13073 if (IS_CUSTOM_ELEMENT(old_element))
13074 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13076 player->index_bit, leave_side);
13078 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13079 CE_PLAYER_LEAVES_X,
13080 player->index_bit, leave_side);
13082 if (IS_CUSTOM_ELEMENT(new_element))
13083 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13084 player->index_bit, enter_side);
13086 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13087 CE_PLAYER_ENTERS_X,
13088 player->index_bit, enter_side);
13090 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13091 CE_MOVE_OF_X, move_direction);
13094 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13096 TestIfPlayerTouchesBadThing(jx, jy);
13097 TestIfPlayerTouchesCustomElement(jx, jy);
13099 /* needed because pushed element has not yet reached its destination,
13100 so it would trigger a change event at its previous field location */
13101 if (!player->is_pushing)
13102 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13104 if (level.finish_dig_collect &&
13105 (player->is_digging || player->is_collecting))
13107 int last_element = player->last_removed_element;
13108 int move_direction = player->MovDir;
13109 int enter_side = MV_DIR_OPPOSITE(move_direction);
13110 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13111 CE_PLAYER_COLLECTS_X);
13113 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13114 player->index_bit, enter_side);
13116 player->last_removed_element = EL_UNDEFINED;
13119 if (!player->active)
13120 RemovePlayer(player);
13123 if (!game.LevelSolved && level.use_step_counter)
13133 if (TimeLeft <= 10 && setup.time_limit)
13134 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13136 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13138 DisplayGameControlValues();
13140 if (!TimeLeft && setup.time_limit)
13141 for (i = 0; i < MAX_PLAYERS; i++)
13142 KillPlayer(&stored_player[i]);
13144 else if (game.no_time_limit && !game.all_players_gone)
13146 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13148 DisplayGameControlValues();
13152 if (tape.single_step && tape.recording && !tape.pausing &&
13153 !player->programmed_action)
13154 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13156 if (!player->programmed_action)
13157 CheckSaveEngineSnapshot(player);
13161 void ScrollScreen(struct PlayerInfo *player, int mode)
13163 static unsigned int screen_frame_counter = 0;
13165 if (mode == SCROLL_INIT)
13167 // set scrolling step size according to actual player's moving speed
13168 ScrollStepSize = TILEX / player->move_delay_value;
13170 screen_frame_counter = FrameCounter;
13171 ScreenMovDir = player->MovDir;
13172 ScreenMovPos = player->MovPos;
13173 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13176 else if (!FrameReached(&screen_frame_counter, 1))
13181 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13182 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13183 redraw_mask |= REDRAW_FIELD;
13186 ScreenMovDir = MV_NONE;
13189 void TestIfPlayerTouchesCustomElement(int x, int y)
13191 static int xy[4][2] =
13198 static int trigger_sides[4][2] =
13200 // center side border side
13201 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13202 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13203 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13204 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13206 static int touch_dir[4] =
13208 MV_LEFT | MV_RIGHT,
13213 int center_element = Tile[x][y]; // should always be non-moving!
13216 for (i = 0; i < NUM_DIRECTIONS; i++)
13218 int xx = x + xy[i][0];
13219 int yy = y + xy[i][1];
13220 int center_side = trigger_sides[i][0];
13221 int border_side = trigger_sides[i][1];
13222 int border_element;
13224 if (!IN_LEV_FIELD(xx, yy))
13227 if (IS_PLAYER(x, y)) // player found at center element
13229 struct PlayerInfo *player = PLAYERINFO(x, y);
13231 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13232 border_element = Tile[xx][yy]; // may be moving!
13233 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13234 border_element = Tile[xx][yy];
13235 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13236 border_element = MovingOrBlocked2Element(xx, yy);
13238 continue; // center and border element do not touch
13240 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13241 player->index_bit, border_side);
13242 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13243 CE_PLAYER_TOUCHES_X,
13244 player->index_bit, border_side);
13247 /* use player element that is initially defined in the level playfield,
13248 not the player element that corresponds to the runtime player number
13249 (example: a level that contains EL_PLAYER_3 as the only player would
13250 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13251 int player_element = PLAYERINFO(x, y)->initial_element;
13253 CheckElementChangeBySide(xx, yy, border_element, player_element,
13254 CE_TOUCHING_X, border_side);
13257 else if (IS_PLAYER(xx, yy)) // player found at border element
13259 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13261 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13263 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13264 continue; // center and border element do not touch
13267 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13268 player->index_bit, center_side);
13269 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13270 CE_PLAYER_TOUCHES_X,
13271 player->index_bit, center_side);
13274 /* use player element that is initially defined in the level playfield,
13275 not the player element that corresponds to the runtime player number
13276 (example: a level that contains EL_PLAYER_3 as the only player would
13277 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13278 int player_element = PLAYERINFO(xx, yy)->initial_element;
13280 CheckElementChangeBySide(x, y, center_element, player_element,
13281 CE_TOUCHING_X, center_side);
13289 void TestIfElementTouchesCustomElement(int x, int y)
13291 static int xy[4][2] =
13298 static int trigger_sides[4][2] =
13300 // center side border side
13301 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13302 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13303 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13304 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13306 static int touch_dir[4] =
13308 MV_LEFT | MV_RIGHT,
13313 boolean change_center_element = FALSE;
13314 int center_element = Tile[x][y]; // should always be non-moving!
13315 int border_element_old[NUM_DIRECTIONS];
13318 for (i = 0; i < NUM_DIRECTIONS; i++)
13320 int xx = x + xy[i][0];
13321 int yy = y + xy[i][1];
13322 int border_element;
13324 border_element_old[i] = -1;
13326 if (!IN_LEV_FIELD(xx, yy))
13329 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13330 border_element = Tile[xx][yy]; // may be moving!
13331 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13332 border_element = Tile[xx][yy];
13333 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13334 border_element = MovingOrBlocked2Element(xx, yy);
13336 continue; // center and border element do not touch
13338 border_element_old[i] = border_element;
13341 for (i = 0; i < NUM_DIRECTIONS; i++)
13343 int xx = x + xy[i][0];
13344 int yy = y + xy[i][1];
13345 int center_side = trigger_sides[i][0];
13346 int border_element = border_element_old[i];
13348 if (border_element == -1)
13351 // check for change of border element
13352 CheckElementChangeBySide(xx, yy, border_element, center_element,
13353 CE_TOUCHING_X, center_side);
13355 // (center element cannot be player, so we dont have to check this here)
13358 for (i = 0; i < NUM_DIRECTIONS; i++)
13360 int xx = x + xy[i][0];
13361 int yy = y + xy[i][1];
13362 int border_side = trigger_sides[i][1];
13363 int border_element = border_element_old[i];
13365 if (border_element == -1)
13368 // check for change of center element (but change it only once)
13369 if (!change_center_element)
13370 change_center_element =
13371 CheckElementChangeBySide(x, y, center_element, border_element,
13372 CE_TOUCHING_X, border_side);
13374 if (IS_PLAYER(xx, yy))
13376 /* use player element that is initially defined in the level playfield,
13377 not the player element that corresponds to the runtime player number
13378 (example: a level that contains EL_PLAYER_3 as the only player would
13379 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13380 int player_element = PLAYERINFO(xx, yy)->initial_element;
13382 CheckElementChangeBySide(x, y, center_element, player_element,
13383 CE_TOUCHING_X, border_side);
13388 void TestIfElementHitsCustomElement(int x, int y, int direction)
13390 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13391 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13392 int hitx = x + dx, hity = y + dy;
13393 int hitting_element = Tile[x][y];
13394 int touched_element;
13396 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13399 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13400 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13402 if (IN_LEV_FIELD(hitx, hity))
13404 int opposite_direction = MV_DIR_OPPOSITE(direction);
13405 int hitting_side = direction;
13406 int touched_side = opposite_direction;
13407 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13408 MovDir[hitx][hity] != direction ||
13409 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13415 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13416 CE_HITTING_X, touched_side);
13418 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13419 CE_HIT_BY_X, hitting_side);
13421 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13422 CE_HIT_BY_SOMETHING, opposite_direction);
13424 if (IS_PLAYER(hitx, hity))
13426 /* use player element that is initially defined in the level playfield,
13427 not the player element that corresponds to the runtime player number
13428 (example: a level that contains EL_PLAYER_3 as the only player would
13429 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13430 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13432 CheckElementChangeBySide(x, y, hitting_element, player_element,
13433 CE_HITTING_X, touched_side);
13438 // "hitting something" is also true when hitting the playfield border
13439 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13440 CE_HITTING_SOMETHING, direction);
13443 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13445 int i, kill_x = -1, kill_y = -1;
13447 int bad_element = -1;
13448 static int test_xy[4][2] =
13455 static int test_dir[4] =
13463 for (i = 0; i < NUM_DIRECTIONS; i++)
13465 int test_x, test_y, test_move_dir, test_element;
13467 test_x = good_x + test_xy[i][0];
13468 test_y = good_y + test_xy[i][1];
13470 if (!IN_LEV_FIELD(test_x, test_y))
13474 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13476 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13478 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13479 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13481 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13482 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13486 bad_element = test_element;
13492 if (kill_x != -1 || kill_y != -1)
13494 if (IS_PLAYER(good_x, good_y))
13496 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13498 if (player->shield_deadly_time_left > 0 &&
13499 !IS_INDESTRUCTIBLE(bad_element))
13500 Bang(kill_x, kill_y);
13501 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13502 KillPlayer(player);
13505 Bang(good_x, good_y);
13509 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13511 int i, kill_x = -1, kill_y = -1;
13512 int bad_element = Tile[bad_x][bad_y];
13513 static int test_xy[4][2] =
13520 static int touch_dir[4] =
13522 MV_LEFT | MV_RIGHT,
13527 static int test_dir[4] =
13535 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13538 for (i = 0; i < NUM_DIRECTIONS; i++)
13540 int test_x, test_y, test_move_dir, test_element;
13542 test_x = bad_x + test_xy[i][0];
13543 test_y = bad_y + test_xy[i][1];
13545 if (!IN_LEV_FIELD(test_x, test_y))
13549 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13551 test_element = Tile[test_x][test_y];
13553 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13554 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13556 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13557 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13559 // good thing is player or penguin that does not move away
13560 if (IS_PLAYER(test_x, test_y))
13562 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13564 if (bad_element == EL_ROBOT && player->is_moving)
13565 continue; // robot does not kill player if he is moving
13567 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13569 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13570 continue; // center and border element do not touch
13578 else if (test_element == EL_PENGUIN)
13588 if (kill_x != -1 || kill_y != -1)
13590 if (IS_PLAYER(kill_x, kill_y))
13592 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13594 if (player->shield_deadly_time_left > 0 &&
13595 !IS_INDESTRUCTIBLE(bad_element))
13596 Bang(bad_x, bad_y);
13597 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13598 KillPlayer(player);
13601 Bang(kill_x, kill_y);
13605 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13607 int bad_element = Tile[bad_x][bad_y];
13608 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13609 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13610 int test_x = bad_x + dx, test_y = bad_y + dy;
13611 int test_move_dir, test_element;
13612 int kill_x = -1, kill_y = -1;
13614 if (!IN_LEV_FIELD(test_x, test_y))
13618 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13620 test_element = Tile[test_x][test_y];
13622 if (test_move_dir != bad_move_dir)
13624 // good thing can be player or penguin that does not move away
13625 if (IS_PLAYER(test_x, test_y))
13627 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13629 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13630 player as being hit when he is moving towards the bad thing, because
13631 the "get hit by" condition would be lost after the player stops) */
13632 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13633 return; // player moves away from bad thing
13638 else if (test_element == EL_PENGUIN)
13645 if (kill_x != -1 || kill_y != -1)
13647 if (IS_PLAYER(kill_x, kill_y))
13649 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13651 if (player->shield_deadly_time_left > 0 &&
13652 !IS_INDESTRUCTIBLE(bad_element))
13653 Bang(bad_x, bad_y);
13654 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13655 KillPlayer(player);
13658 Bang(kill_x, kill_y);
13662 void TestIfPlayerTouchesBadThing(int x, int y)
13664 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13667 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13669 TestIfGoodThingHitsBadThing(x, y, move_dir);
13672 void TestIfBadThingTouchesPlayer(int x, int y)
13674 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13677 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13679 TestIfBadThingHitsGoodThing(x, y, move_dir);
13682 void TestIfFriendTouchesBadThing(int x, int y)
13684 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13687 void TestIfBadThingTouchesFriend(int x, int y)
13689 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13692 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13694 int i, kill_x = bad_x, kill_y = bad_y;
13695 static int xy[4][2] =
13703 for (i = 0; i < NUM_DIRECTIONS; i++)
13707 x = bad_x + xy[i][0];
13708 y = bad_y + xy[i][1];
13709 if (!IN_LEV_FIELD(x, y))
13712 element = Tile[x][y];
13713 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13714 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13722 if (kill_x != bad_x || kill_y != bad_y)
13723 Bang(bad_x, bad_y);
13726 void KillPlayer(struct PlayerInfo *player)
13728 int jx = player->jx, jy = player->jy;
13730 if (!player->active)
13734 Debug("game:playing:KillPlayer",
13735 "0: killed == %d, active == %d, reanimated == %d",
13736 player->killed, player->active, player->reanimated);
13739 /* the following code was introduced to prevent an infinite loop when calling
13741 -> CheckTriggeredElementChangeExt()
13742 -> ExecuteCustomElementAction()
13744 -> (infinitely repeating the above sequence of function calls)
13745 which occurs when killing the player while having a CE with the setting
13746 "kill player X when explosion of <player X>"; the solution using a new
13747 field "player->killed" was chosen for backwards compatibility, although
13748 clever use of the fields "player->active" etc. would probably also work */
13750 if (player->killed)
13754 player->killed = TRUE;
13756 // remove accessible field at the player's position
13757 Tile[jx][jy] = EL_EMPTY;
13759 // deactivate shield (else Bang()/Explode() would not work right)
13760 player->shield_normal_time_left = 0;
13761 player->shield_deadly_time_left = 0;
13764 Debug("game:playing:KillPlayer",
13765 "1: killed == %d, active == %d, reanimated == %d",
13766 player->killed, player->active, player->reanimated);
13772 Debug("game:playing:KillPlayer",
13773 "2: killed == %d, active == %d, reanimated == %d",
13774 player->killed, player->active, player->reanimated);
13777 if (player->reanimated) // killed player may have been reanimated
13778 player->killed = player->reanimated = FALSE;
13780 BuryPlayer(player);
13783 static void KillPlayerUnlessEnemyProtected(int x, int y)
13785 if (!PLAYER_ENEMY_PROTECTED(x, y))
13786 KillPlayer(PLAYERINFO(x, y));
13789 static void KillPlayerUnlessExplosionProtected(int x, int y)
13791 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13792 KillPlayer(PLAYERINFO(x, y));
13795 void BuryPlayer(struct PlayerInfo *player)
13797 int jx = player->jx, jy = player->jy;
13799 if (!player->active)
13802 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13803 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13805 RemovePlayer(player);
13807 player->buried = TRUE;
13809 if (game.all_players_gone)
13810 game.GameOver = TRUE;
13813 void RemovePlayer(struct PlayerInfo *player)
13815 int jx = player->jx, jy = player->jy;
13816 int i, found = FALSE;
13818 player->present = FALSE;
13819 player->active = FALSE;
13821 // required for some CE actions (even if the player is not active anymore)
13822 player->MovPos = 0;
13824 if (!ExplodeField[jx][jy])
13825 StorePlayer[jx][jy] = 0;
13827 if (player->is_moving)
13828 TEST_DrawLevelField(player->last_jx, player->last_jy);
13830 for (i = 0; i < MAX_PLAYERS; i++)
13831 if (stored_player[i].active)
13836 game.all_players_gone = TRUE;
13837 game.GameOver = TRUE;
13840 game.exit_x = game.robot_wheel_x = jx;
13841 game.exit_y = game.robot_wheel_y = jy;
13844 void ExitPlayer(struct PlayerInfo *player)
13846 DrawPlayer(player); // needed here only to cleanup last field
13847 RemovePlayer(player);
13849 if (game.players_still_needed > 0)
13850 game.players_still_needed--;
13853 static void SetFieldForSnapping(int x, int y, int element, int direction,
13854 int player_index_bit)
13856 struct ElementInfo *ei = &element_info[element];
13857 int direction_bit = MV_DIR_TO_BIT(direction);
13858 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13859 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13860 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13862 Tile[x][y] = EL_ELEMENT_SNAPPING;
13863 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13864 MovDir[x][y] = direction;
13865 Store[x][y] = element;
13866 Store2[x][y] = player_index_bit;
13868 ResetGfxAnimation(x, y);
13870 GfxElement[x][y] = element;
13871 GfxAction[x][y] = action;
13872 GfxDir[x][y] = direction;
13873 GfxFrame[x][y] = -1;
13876 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
13877 int player_index_bit)
13879 TestIfElementTouchesCustomElement(x, y); // for empty space
13881 if (level.finish_dig_collect)
13883 int dig_side = MV_DIR_OPPOSITE(direction);
13885 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13886 player_index_bit, dig_side);
13891 =============================================================================
13892 checkDiagonalPushing()
13893 -----------------------------------------------------------------------------
13894 check if diagonal input device direction results in pushing of object
13895 (by checking if the alternative direction is walkable, diggable, ...)
13896 =============================================================================
13899 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13900 int x, int y, int real_dx, int real_dy)
13902 int jx, jy, dx, dy, xx, yy;
13904 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13907 // diagonal direction: check alternative direction
13912 xx = jx + (dx == 0 ? real_dx : 0);
13913 yy = jy + (dy == 0 ? real_dy : 0);
13915 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13919 =============================================================================
13921 -----------------------------------------------------------------------------
13922 x, y: field next to player (non-diagonal) to try to dig to
13923 real_dx, real_dy: direction as read from input device (can be diagonal)
13924 =============================================================================
13927 static int DigField(struct PlayerInfo *player,
13928 int oldx, int oldy, int x, int y,
13929 int real_dx, int real_dy, int mode)
13931 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13932 boolean player_was_pushing = player->is_pushing;
13933 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13934 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13935 int jx = oldx, jy = oldy;
13936 int dx = x - jx, dy = y - jy;
13937 int nextx = x + dx, nexty = y + dy;
13938 int move_direction = (dx == -1 ? MV_LEFT :
13939 dx == +1 ? MV_RIGHT :
13941 dy == +1 ? MV_DOWN : MV_NONE);
13942 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13943 int dig_side = MV_DIR_OPPOSITE(move_direction);
13944 int old_element = Tile[jx][jy];
13945 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13948 if (is_player) // function can also be called by EL_PENGUIN
13950 if (player->MovPos == 0)
13952 player->is_digging = FALSE;
13953 player->is_collecting = FALSE;
13956 if (player->MovPos == 0) // last pushing move finished
13957 player->is_pushing = FALSE;
13959 if (mode == DF_NO_PUSH) // player just stopped pushing
13961 player->is_switching = FALSE;
13962 player->push_delay = -1;
13964 return MP_NO_ACTION;
13968 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13969 old_element = Back[jx][jy];
13971 // in case of element dropped at player position, check background
13972 else if (Back[jx][jy] != EL_EMPTY &&
13973 game.engine_version >= VERSION_IDENT(2,2,0,0))
13974 old_element = Back[jx][jy];
13976 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13977 return MP_NO_ACTION; // field has no opening in this direction
13979 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13980 return MP_NO_ACTION; // field has no opening in this direction
13982 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13986 Tile[jx][jy] = player->artwork_element;
13987 InitMovingField(jx, jy, MV_DOWN);
13988 Store[jx][jy] = EL_ACID;
13989 ContinueMoving(jx, jy);
13990 BuryPlayer(player);
13992 return MP_DONT_RUN_INTO;
13995 if (player_can_move && DONT_RUN_INTO(element))
13997 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13999 return MP_DONT_RUN_INTO;
14002 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14003 return MP_NO_ACTION;
14005 collect_count = element_info[element].collect_count_initial;
14007 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14008 return MP_NO_ACTION;
14010 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14011 player_can_move = player_can_move_or_snap;
14013 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14014 game.engine_version >= VERSION_IDENT(2,2,0,0))
14016 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14017 player->index_bit, dig_side);
14018 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14019 player->index_bit, dig_side);
14021 if (element == EL_DC_LANDMINE)
14024 if (Tile[x][y] != element) // field changed by snapping
14027 return MP_NO_ACTION;
14030 if (player->gravity && is_player && !player->is_auto_moving &&
14031 canFallDown(player) && move_direction != MV_DOWN &&
14032 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14033 return MP_NO_ACTION; // player cannot walk here due to gravity
14035 if (player_can_move &&
14036 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14038 int sound_element = SND_ELEMENT(element);
14039 int sound_action = ACTION_WALKING;
14041 if (IS_RND_GATE(element))
14043 if (!player->key[RND_GATE_NR(element)])
14044 return MP_NO_ACTION;
14046 else if (IS_RND_GATE_GRAY(element))
14048 if (!player->key[RND_GATE_GRAY_NR(element)])
14049 return MP_NO_ACTION;
14051 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14053 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14054 return MP_NO_ACTION;
14056 else if (element == EL_EXIT_OPEN ||
14057 element == EL_EM_EXIT_OPEN ||
14058 element == EL_EM_EXIT_OPENING ||
14059 element == EL_STEEL_EXIT_OPEN ||
14060 element == EL_EM_STEEL_EXIT_OPEN ||
14061 element == EL_EM_STEEL_EXIT_OPENING ||
14062 element == EL_SP_EXIT_OPEN ||
14063 element == EL_SP_EXIT_OPENING)
14065 sound_action = ACTION_PASSING; // player is passing exit
14067 else if (element == EL_EMPTY)
14069 sound_action = ACTION_MOVING; // nothing to walk on
14072 // play sound from background or player, whatever is available
14073 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14074 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14076 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14078 else if (player_can_move &&
14079 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14081 if (!ACCESS_FROM(element, opposite_direction))
14082 return MP_NO_ACTION; // field not accessible from this direction
14084 if (CAN_MOVE(element)) // only fixed elements can be passed!
14085 return MP_NO_ACTION;
14087 if (IS_EM_GATE(element))
14089 if (!player->key[EM_GATE_NR(element)])
14090 return MP_NO_ACTION;
14092 else if (IS_EM_GATE_GRAY(element))
14094 if (!player->key[EM_GATE_GRAY_NR(element)])
14095 return MP_NO_ACTION;
14097 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14099 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14100 return MP_NO_ACTION;
14102 else if (IS_EMC_GATE(element))
14104 if (!player->key[EMC_GATE_NR(element)])
14105 return MP_NO_ACTION;
14107 else if (IS_EMC_GATE_GRAY(element))
14109 if (!player->key[EMC_GATE_GRAY_NR(element)])
14110 return MP_NO_ACTION;
14112 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14114 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14115 return MP_NO_ACTION;
14117 else if (element == EL_DC_GATE_WHITE ||
14118 element == EL_DC_GATE_WHITE_GRAY ||
14119 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14121 if (player->num_white_keys == 0)
14122 return MP_NO_ACTION;
14124 player->num_white_keys--;
14126 else if (IS_SP_PORT(element))
14128 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14129 element == EL_SP_GRAVITY_PORT_RIGHT ||
14130 element == EL_SP_GRAVITY_PORT_UP ||
14131 element == EL_SP_GRAVITY_PORT_DOWN)
14132 player->gravity = !player->gravity;
14133 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14134 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14135 element == EL_SP_GRAVITY_ON_PORT_UP ||
14136 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14137 player->gravity = TRUE;
14138 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14139 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14140 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14141 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14142 player->gravity = FALSE;
14145 // automatically move to the next field with double speed
14146 player->programmed_action = move_direction;
14148 if (player->move_delay_reset_counter == 0)
14150 player->move_delay_reset_counter = 2; // two double speed steps
14152 DOUBLE_PLAYER_SPEED(player);
14155 PlayLevelSoundAction(x, y, ACTION_PASSING);
14157 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14161 if (mode != DF_SNAP)
14163 GfxElement[x][y] = GFX_ELEMENT(element);
14164 player->is_digging = TRUE;
14167 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14169 // use old behaviour for old levels (digging)
14170 if (!level.finish_dig_collect)
14172 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14173 player->index_bit, dig_side);
14175 // if digging triggered player relocation, finish digging tile
14176 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14177 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14180 if (mode == DF_SNAP)
14182 if (level.block_snap_field)
14183 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14185 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14187 // use old behaviour for old levels (snapping)
14188 if (!level.finish_dig_collect)
14189 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14190 player->index_bit, dig_side);
14193 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14197 if (is_player && mode != DF_SNAP)
14199 GfxElement[x][y] = element;
14200 player->is_collecting = TRUE;
14203 if (element == EL_SPEED_PILL)
14205 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14207 else if (element == EL_EXTRA_TIME && level.time > 0)
14209 TimeLeft += level.extra_time;
14211 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14213 DisplayGameControlValues();
14215 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14217 player->shield_normal_time_left += level.shield_normal_time;
14218 if (element == EL_SHIELD_DEADLY)
14219 player->shield_deadly_time_left += level.shield_deadly_time;
14221 else if (element == EL_DYNAMITE ||
14222 element == EL_EM_DYNAMITE ||
14223 element == EL_SP_DISK_RED)
14225 if (player->inventory_size < MAX_INVENTORY_SIZE)
14226 player->inventory_element[player->inventory_size++] = element;
14228 DrawGameDoorValues();
14230 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14232 player->dynabomb_count++;
14233 player->dynabombs_left++;
14235 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14237 player->dynabomb_size++;
14239 else if (element == EL_DYNABOMB_INCREASE_POWER)
14241 player->dynabomb_xl = TRUE;
14243 else if (IS_KEY(element))
14245 player->key[KEY_NR(element)] = TRUE;
14247 DrawGameDoorValues();
14249 else if (element == EL_DC_KEY_WHITE)
14251 player->num_white_keys++;
14253 // display white keys?
14254 // DrawGameDoorValues();
14256 else if (IS_ENVELOPE(element))
14258 player->show_envelope = element;
14260 else if (element == EL_EMC_LENSES)
14262 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14264 RedrawAllInvisibleElementsForLenses();
14266 else if (element == EL_EMC_MAGNIFIER)
14268 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14270 RedrawAllInvisibleElementsForMagnifier();
14272 else if (IS_DROPPABLE(element) ||
14273 IS_THROWABLE(element)) // can be collected and dropped
14277 if (collect_count == 0)
14278 player->inventory_infinite_element = element;
14280 for (i = 0; i < collect_count; i++)
14281 if (player->inventory_size < MAX_INVENTORY_SIZE)
14282 player->inventory_element[player->inventory_size++] = element;
14284 DrawGameDoorValues();
14286 else if (collect_count > 0)
14288 game.gems_still_needed -= collect_count;
14289 if (game.gems_still_needed < 0)
14290 game.gems_still_needed = 0;
14292 game.snapshot.collected_item = TRUE;
14294 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14296 DisplayGameControlValues();
14299 RaiseScoreElement(element);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14302 // use old behaviour for old levels (collecting)
14303 if (!level.finish_dig_collect && is_player)
14305 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14306 player->index_bit, dig_side);
14308 // if collecting triggered player relocation, finish collecting tile
14309 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14310 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14313 if (mode == DF_SNAP)
14315 if (level.block_snap_field)
14316 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14318 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14320 // use old behaviour for old levels (snapping)
14321 if (!level.finish_dig_collect)
14322 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14323 player->index_bit, dig_side);
14326 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14328 if (mode == DF_SNAP && element != EL_BD_ROCK)
14329 return MP_NO_ACTION;
14331 if (CAN_FALL(element) && dy)
14332 return MP_NO_ACTION;
14334 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14335 !(element == EL_SPRING && level.use_spring_bug))
14336 return MP_NO_ACTION;
14338 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14339 ((move_direction & MV_VERTICAL &&
14340 ((element_info[element].move_pattern & MV_LEFT &&
14341 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14342 (element_info[element].move_pattern & MV_RIGHT &&
14343 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14344 (move_direction & MV_HORIZONTAL &&
14345 ((element_info[element].move_pattern & MV_UP &&
14346 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14347 (element_info[element].move_pattern & MV_DOWN &&
14348 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14349 return MP_NO_ACTION;
14351 // do not push elements already moving away faster than player
14352 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14353 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14354 return MP_NO_ACTION;
14356 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14358 if (player->push_delay_value == -1 || !player_was_pushing)
14359 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14361 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14363 if (player->push_delay_value == -1)
14364 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14366 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14368 if (!player->is_pushing)
14369 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14372 player->is_pushing = TRUE;
14373 player->is_active = TRUE;
14375 if (!(IN_LEV_FIELD(nextx, nexty) &&
14376 (IS_FREE(nextx, nexty) ||
14377 (IS_SB_ELEMENT(element) &&
14378 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14379 (IS_CUSTOM_ELEMENT(element) &&
14380 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14381 return MP_NO_ACTION;
14383 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14384 return MP_NO_ACTION;
14386 if (player->push_delay == -1) // new pushing; restart delay
14387 player->push_delay = 0;
14389 if (player->push_delay < player->push_delay_value &&
14390 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14391 element != EL_SPRING && element != EL_BALLOON)
14393 // make sure that there is no move delay before next try to push
14394 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14395 player->move_delay = 0;
14397 return MP_NO_ACTION;
14400 if (IS_CUSTOM_ELEMENT(element) &&
14401 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14403 if (!DigFieldByCE(nextx, nexty, element))
14404 return MP_NO_ACTION;
14407 if (IS_SB_ELEMENT(element))
14409 boolean sokoban_task_solved = FALSE;
14411 if (element == EL_SOKOBAN_FIELD_FULL)
14413 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14415 IncrementSokobanFieldsNeeded();
14416 IncrementSokobanObjectsNeeded();
14419 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14421 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14423 DecrementSokobanFieldsNeeded();
14424 DecrementSokobanObjectsNeeded();
14426 // sokoban object was pushed from empty field to sokoban field
14427 if (Back[x][y] == EL_EMPTY)
14428 sokoban_task_solved = TRUE;
14431 Tile[x][y] = EL_SOKOBAN_OBJECT;
14433 if (Back[x][y] == Back[nextx][nexty])
14434 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14435 else if (Back[x][y] != 0)
14436 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14439 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14442 if (sokoban_task_solved &&
14443 game.sokoban_fields_still_needed == 0 &&
14444 game.sokoban_objects_still_needed == 0 &&
14445 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14447 game.players_still_needed = 0;
14451 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14455 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14457 InitMovingField(x, y, move_direction);
14458 GfxAction[x][y] = ACTION_PUSHING;
14460 if (mode == DF_SNAP)
14461 ContinueMoving(x, y);
14463 MovPos[x][y] = (dx != 0 ? dx : dy);
14465 Pushed[x][y] = TRUE;
14466 Pushed[nextx][nexty] = TRUE;
14468 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14469 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14471 player->push_delay_value = -1; // get new value later
14473 // check for element change _after_ element has been pushed
14474 if (game.use_change_when_pushing_bug)
14476 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14477 player->index_bit, dig_side);
14478 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14479 player->index_bit, dig_side);
14482 else if (IS_SWITCHABLE(element))
14484 if (PLAYER_SWITCHING(player, x, y))
14486 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14487 player->index_bit, dig_side);
14492 player->is_switching = TRUE;
14493 player->switch_x = x;
14494 player->switch_y = y;
14496 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14498 if (element == EL_ROBOT_WHEEL)
14500 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14502 game.robot_wheel_x = x;
14503 game.robot_wheel_y = y;
14504 game.robot_wheel_active = TRUE;
14506 TEST_DrawLevelField(x, y);
14508 else if (element == EL_SP_TERMINAL)
14512 SCAN_PLAYFIELD(xx, yy)
14514 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14518 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14520 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14522 ResetGfxAnimation(xx, yy);
14523 TEST_DrawLevelField(xx, yy);
14527 else if (IS_BELT_SWITCH(element))
14529 ToggleBeltSwitch(x, y);
14531 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14532 element == EL_SWITCHGATE_SWITCH_DOWN ||
14533 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14534 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14536 ToggleSwitchgateSwitch(x, y);
14538 else if (element == EL_LIGHT_SWITCH ||
14539 element == EL_LIGHT_SWITCH_ACTIVE)
14541 ToggleLightSwitch(x, y);
14543 else if (element == EL_TIMEGATE_SWITCH ||
14544 element == EL_DC_TIMEGATE_SWITCH)
14546 ActivateTimegateSwitch(x, y);
14548 else if (element == EL_BALLOON_SWITCH_LEFT ||
14549 element == EL_BALLOON_SWITCH_RIGHT ||
14550 element == EL_BALLOON_SWITCH_UP ||
14551 element == EL_BALLOON_SWITCH_DOWN ||
14552 element == EL_BALLOON_SWITCH_NONE ||
14553 element == EL_BALLOON_SWITCH_ANY)
14555 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14556 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14557 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14558 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14559 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14562 else if (element == EL_LAMP)
14564 Tile[x][y] = EL_LAMP_ACTIVE;
14565 game.lights_still_needed--;
14567 ResetGfxAnimation(x, y);
14568 TEST_DrawLevelField(x, y);
14570 else if (element == EL_TIME_ORB_FULL)
14572 Tile[x][y] = EL_TIME_ORB_EMPTY;
14574 if (level.time > 0 || level.use_time_orb_bug)
14576 TimeLeft += level.time_orb_time;
14577 game.no_time_limit = FALSE;
14579 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14581 DisplayGameControlValues();
14584 ResetGfxAnimation(x, y);
14585 TEST_DrawLevelField(x, y);
14587 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14588 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14592 game.ball_active = !game.ball_active;
14594 SCAN_PLAYFIELD(xx, yy)
14596 int e = Tile[xx][yy];
14598 if (game.ball_active)
14600 if (e == EL_EMC_MAGIC_BALL)
14601 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14602 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14603 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14607 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14608 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14609 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14610 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14615 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14616 player->index_bit, dig_side);
14618 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14619 player->index_bit, dig_side);
14621 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14622 player->index_bit, dig_side);
14628 if (!PLAYER_SWITCHING(player, x, y))
14630 player->is_switching = TRUE;
14631 player->switch_x = x;
14632 player->switch_y = y;
14634 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14635 player->index_bit, dig_side);
14636 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14637 player->index_bit, dig_side);
14639 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14640 player->index_bit, dig_side);
14641 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14642 player->index_bit, dig_side);
14645 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14646 player->index_bit, dig_side);
14647 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14648 player->index_bit, dig_side);
14650 return MP_NO_ACTION;
14653 player->push_delay = -1;
14655 if (is_player) // function can also be called by EL_PENGUIN
14657 if (Tile[x][y] != element) // really digged/collected something
14659 player->is_collecting = !player->is_digging;
14660 player->is_active = TRUE;
14662 player->last_removed_element = element;
14669 static boolean DigFieldByCE(int x, int y, int digging_element)
14671 int element = Tile[x][y];
14673 if (!IS_FREE(x, y))
14675 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14676 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14679 // no element can dig solid indestructible elements
14680 if (IS_INDESTRUCTIBLE(element) &&
14681 !IS_DIGGABLE(element) &&
14682 !IS_COLLECTIBLE(element))
14685 if (AmoebaNr[x][y] &&
14686 (element == EL_AMOEBA_FULL ||
14687 element == EL_BD_AMOEBA ||
14688 element == EL_AMOEBA_GROWING))
14690 AmoebaCnt[AmoebaNr[x][y]]--;
14691 AmoebaCnt2[AmoebaNr[x][y]]--;
14694 if (IS_MOVING(x, y))
14695 RemoveMovingField(x, y);
14699 TEST_DrawLevelField(x, y);
14702 // if digged element was about to explode, prevent the explosion
14703 ExplodeField[x][y] = EX_TYPE_NONE;
14705 PlayLevelSoundAction(x, y, action);
14708 Store[x][y] = EL_EMPTY;
14710 // this makes it possible to leave the removed element again
14711 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14712 Store[x][y] = element;
14717 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14719 int jx = player->jx, jy = player->jy;
14720 int x = jx + dx, y = jy + dy;
14721 int snap_direction = (dx == -1 ? MV_LEFT :
14722 dx == +1 ? MV_RIGHT :
14724 dy == +1 ? MV_DOWN : MV_NONE);
14725 boolean can_continue_snapping = (level.continuous_snapping &&
14726 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14728 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14731 if (!player->active || !IN_LEV_FIELD(x, y))
14739 if (player->MovPos == 0)
14740 player->is_pushing = FALSE;
14742 player->is_snapping = FALSE;
14744 if (player->MovPos == 0)
14746 player->is_moving = FALSE;
14747 player->is_digging = FALSE;
14748 player->is_collecting = FALSE;
14754 // prevent snapping with already pressed snap key when not allowed
14755 if (player->is_snapping && !can_continue_snapping)
14758 player->MovDir = snap_direction;
14760 if (player->MovPos == 0)
14762 player->is_moving = FALSE;
14763 player->is_digging = FALSE;
14764 player->is_collecting = FALSE;
14767 player->is_dropping = FALSE;
14768 player->is_dropping_pressed = FALSE;
14769 player->drop_pressed_delay = 0;
14771 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14774 player->is_snapping = TRUE;
14775 player->is_active = TRUE;
14777 if (player->MovPos == 0)
14779 player->is_moving = FALSE;
14780 player->is_digging = FALSE;
14781 player->is_collecting = FALSE;
14784 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14785 TEST_DrawLevelField(player->last_jx, player->last_jy);
14787 TEST_DrawLevelField(x, y);
14792 static boolean DropElement(struct PlayerInfo *player)
14794 int old_element, new_element;
14795 int dropx = player->jx, dropy = player->jy;
14796 int drop_direction = player->MovDir;
14797 int drop_side = drop_direction;
14798 int drop_element = get_next_dropped_element(player);
14800 /* do not drop an element on top of another element; when holding drop key
14801 pressed without moving, dropped element must move away before the next
14802 element can be dropped (this is especially important if the next element
14803 is dynamite, which can be placed on background for historical reasons) */
14804 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14807 if (IS_THROWABLE(drop_element))
14809 dropx += GET_DX_FROM_DIR(drop_direction);
14810 dropy += GET_DY_FROM_DIR(drop_direction);
14812 if (!IN_LEV_FIELD(dropx, dropy))
14816 old_element = Tile[dropx][dropy]; // old element at dropping position
14817 new_element = drop_element; // default: no change when dropping
14819 // check if player is active, not moving and ready to drop
14820 if (!player->active || player->MovPos || player->drop_delay > 0)
14823 // check if player has anything that can be dropped
14824 if (new_element == EL_UNDEFINED)
14827 // only set if player has anything that can be dropped
14828 player->is_dropping_pressed = TRUE;
14830 // check if drop key was pressed long enough for EM style dynamite
14831 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14834 // check if anything can be dropped at the current position
14835 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14838 // collected custom elements can only be dropped on empty fields
14839 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14842 if (old_element != EL_EMPTY)
14843 Back[dropx][dropy] = old_element; // store old element on this field
14845 ResetGfxAnimation(dropx, dropy);
14846 ResetRandomAnimationValue(dropx, dropy);
14848 if (player->inventory_size > 0 ||
14849 player->inventory_infinite_element != EL_UNDEFINED)
14851 if (player->inventory_size > 0)
14853 player->inventory_size--;
14855 DrawGameDoorValues();
14857 if (new_element == EL_DYNAMITE)
14858 new_element = EL_DYNAMITE_ACTIVE;
14859 else if (new_element == EL_EM_DYNAMITE)
14860 new_element = EL_EM_DYNAMITE_ACTIVE;
14861 else if (new_element == EL_SP_DISK_RED)
14862 new_element = EL_SP_DISK_RED_ACTIVE;
14865 Tile[dropx][dropy] = new_element;
14867 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14868 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14869 el2img(Tile[dropx][dropy]), 0);
14871 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14873 // needed if previous element just changed to "empty" in the last frame
14874 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14876 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14877 player->index_bit, drop_side);
14878 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14880 player->index_bit, drop_side);
14882 TestIfElementTouchesCustomElement(dropx, dropy);
14884 else // player is dropping a dyna bomb
14886 player->dynabombs_left--;
14888 Tile[dropx][dropy] = new_element;
14890 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14891 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14892 el2img(Tile[dropx][dropy]), 0);
14894 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14897 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14898 InitField_WithBug1(dropx, dropy, FALSE);
14900 new_element = Tile[dropx][dropy]; // element might have changed
14902 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14903 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14905 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14906 MovDir[dropx][dropy] = drop_direction;
14908 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14910 // do not cause impact style collision by dropping elements that can fall
14911 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14914 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14915 player->is_dropping = TRUE;
14917 player->drop_pressed_delay = 0;
14918 player->is_dropping_pressed = FALSE;
14920 player->drop_x = dropx;
14921 player->drop_y = dropy;
14926 // ----------------------------------------------------------------------------
14927 // game sound playing functions
14928 // ----------------------------------------------------------------------------
14930 static int *loop_sound_frame = NULL;
14931 static int *loop_sound_volume = NULL;
14933 void InitPlayLevelSound(void)
14935 int num_sounds = getSoundListSize();
14937 checked_free(loop_sound_frame);
14938 checked_free(loop_sound_volume);
14940 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14941 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14944 static void PlayLevelSound(int x, int y, int nr)
14946 int sx = SCREENX(x), sy = SCREENY(y);
14947 int volume, stereo_position;
14948 int max_distance = 8;
14949 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14951 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14952 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14955 if (!IN_LEV_FIELD(x, y) ||
14956 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14957 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14960 volume = SOUND_MAX_VOLUME;
14962 if (!IN_SCR_FIELD(sx, sy))
14964 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14965 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14967 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14970 stereo_position = (SOUND_MAX_LEFT +
14971 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14972 (SCR_FIELDX + 2 * max_distance));
14974 if (IS_LOOP_SOUND(nr))
14976 /* This assures that quieter loop sounds do not overwrite louder ones,
14977 while restarting sound volume comparison with each new game frame. */
14979 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14982 loop_sound_volume[nr] = volume;
14983 loop_sound_frame[nr] = FrameCounter;
14986 PlaySoundExt(nr, volume, stereo_position, type);
14989 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14991 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14992 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14993 y < LEVELY(BY1) ? LEVELY(BY1) :
14994 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14998 static void PlayLevelSoundAction(int x, int y, int action)
15000 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15003 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15005 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15007 if (sound_effect != SND_UNDEFINED)
15008 PlayLevelSound(x, y, sound_effect);
15011 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15014 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15016 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15017 PlayLevelSound(x, y, sound_effect);
15020 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15022 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15024 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15025 PlayLevelSound(x, y, sound_effect);
15028 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15030 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15032 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15033 StopSound(sound_effect);
15036 static int getLevelMusicNr(void)
15038 if (levelset.music[level_nr] != MUS_UNDEFINED)
15039 return levelset.music[level_nr]; // from config file
15041 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15044 static void FadeLevelSounds(void)
15049 static void FadeLevelMusic(void)
15051 int music_nr = getLevelMusicNr();
15052 char *curr_music = getCurrentlyPlayingMusicFilename();
15053 char *next_music = getMusicInfoEntryFilename(music_nr);
15055 if (!strEqual(curr_music, next_music))
15059 void FadeLevelSoundsAndMusic(void)
15065 static void PlayLevelMusic(void)
15067 int music_nr = getLevelMusicNr();
15068 char *curr_music = getCurrentlyPlayingMusicFilename();
15069 char *next_music = getMusicInfoEntryFilename(music_nr);
15071 if (!strEqual(curr_music, next_music))
15072 PlayMusicLoop(music_nr);
15075 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15077 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15079 int x = xx - offset;
15080 int y = yy - offset;
15085 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15089 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15093 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15097 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15101 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15105 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15109 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15112 case SOUND_android_clone:
15113 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15116 case SOUND_android_move:
15117 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15121 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15125 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15129 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15132 case SOUND_eater_eat:
15133 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15137 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15140 case SOUND_collect:
15141 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15144 case SOUND_diamond:
15145 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15149 // !!! CHECK THIS !!!
15151 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15153 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15157 case SOUND_wonderfall:
15158 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15162 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15166 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15170 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15174 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15178 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15182 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15186 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15190 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15193 case SOUND_exit_open:
15194 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15197 case SOUND_exit_leave:
15198 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15201 case SOUND_dynamite:
15202 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15206 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15210 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15214 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15218 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15222 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15226 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15230 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15235 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15237 int element = map_element_SP_to_RND(element_sp);
15238 int action = map_action_SP_to_RND(action_sp);
15239 int offset = (setup.sp_show_border_elements ? 0 : 1);
15240 int x = xx - offset;
15241 int y = yy - offset;
15243 PlayLevelSoundElementAction(x, y, element, action);
15246 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15248 int element = map_element_MM_to_RND(element_mm);
15249 int action = map_action_MM_to_RND(action_mm);
15251 int x = xx - offset;
15252 int y = yy - offset;
15254 if (!IS_MM_ELEMENT(element))
15255 element = EL_MM_DEFAULT;
15257 PlayLevelSoundElementAction(x, y, element, action);
15260 void PlaySound_MM(int sound_mm)
15262 int sound = map_sound_MM_to_RND(sound_mm);
15264 if (sound == SND_UNDEFINED)
15270 void PlaySoundLoop_MM(int sound_mm)
15272 int sound = map_sound_MM_to_RND(sound_mm);
15274 if (sound == SND_UNDEFINED)
15277 PlaySoundLoop(sound);
15280 void StopSound_MM(int sound_mm)
15282 int sound = map_sound_MM_to_RND(sound_mm);
15284 if (sound == SND_UNDEFINED)
15290 void RaiseScore(int value)
15292 game.score += value;
15294 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15296 DisplayGameControlValues();
15299 void RaiseScoreElement(int element)
15304 case EL_BD_DIAMOND:
15305 case EL_EMERALD_YELLOW:
15306 case EL_EMERALD_RED:
15307 case EL_EMERALD_PURPLE:
15308 case EL_SP_INFOTRON:
15309 RaiseScore(level.score[SC_EMERALD]);
15312 RaiseScore(level.score[SC_DIAMOND]);
15315 RaiseScore(level.score[SC_CRYSTAL]);
15318 RaiseScore(level.score[SC_PEARL]);
15321 case EL_BD_BUTTERFLY:
15322 case EL_SP_ELECTRON:
15323 RaiseScore(level.score[SC_BUG]);
15326 case EL_BD_FIREFLY:
15327 case EL_SP_SNIKSNAK:
15328 RaiseScore(level.score[SC_SPACESHIP]);
15331 case EL_DARK_YAMYAM:
15332 RaiseScore(level.score[SC_YAMYAM]);
15335 RaiseScore(level.score[SC_ROBOT]);
15338 RaiseScore(level.score[SC_PACMAN]);
15341 RaiseScore(level.score[SC_NUT]);
15344 case EL_EM_DYNAMITE:
15345 case EL_SP_DISK_RED:
15346 case EL_DYNABOMB_INCREASE_NUMBER:
15347 case EL_DYNABOMB_INCREASE_SIZE:
15348 case EL_DYNABOMB_INCREASE_POWER:
15349 RaiseScore(level.score[SC_DYNAMITE]);
15351 case EL_SHIELD_NORMAL:
15352 case EL_SHIELD_DEADLY:
15353 RaiseScore(level.score[SC_SHIELD]);
15355 case EL_EXTRA_TIME:
15356 RaiseScore(level.extra_time_score);
15370 case EL_DC_KEY_WHITE:
15371 RaiseScore(level.score[SC_KEY]);
15374 RaiseScore(element_info[element].collect_score);
15379 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15381 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15385 // prevent short reactivation of overlay buttons while closing door
15386 SetOverlayActive(FALSE);
15388 // door may still be open due to skipped or envelope style request
15389 CloseDoor(DOOR_CLOSE_1);
15392 if (network.enabled)
15393 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15397 FadeSkipNextFadeIn();
15399 SetGameStatus(GAME_MODE_MAIN);
15404 else // continue playing the game
15406 if (tape.playing && tape.deactivate_display)
15407 TapeDeactivateDisplayOff(TRUE);
15409 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15411 if (tape.playing && tape.deactivate_display)
15412 TapeDeactivateDisplayOn();
15416 void RequestQuitGame(boolean escape_key_pressed)
15418 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15419 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15420 level_editor_test_game);
15421 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15424 RequestQuitGameExt(skip_request, quick_quit,
15425 "Do you really want to quit the game?");
15428 void RequestRestartGame(char *message)
15430 game.restart_game_message = NULL;
15432 boolean has_started_game = hasStartedNetworkGame();
15433 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15435 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15437 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15441 // needed in case of envelope request to close game panel
15442 CloseDoor(DOOR_CLOSE_1);
15444 SetGameStatus(GAME_MODE_MAIN);
15450 void CheckGameOver(void)
15452 static boolean last_game_over = FALSE;
15453 static int game_over_delay = 0;
15454 int game_over_delay_value = 50;
15455 boolean game_over = checkGameFailed();
15457 // do not handle game over if request dialog is already active
15458 if (game.request_active)
15461 // do not ask to play again if game was never actually played
15462 if (!game.GamePlayed)
15467 last_game_over = FALSE;
15468 game_over_delay = game_over_delay_value;
15473 if (game_over_delay > 0)
15480 if (last_game_over != game_over)
15481 game.restart_game_message = (hasStartedNetworkGame() ?
15482 "Game over! Play it again?" :
15485 last_game_over = game_over;
15488 boolean checkGameSolved(void)
15490 // set for all game engines if level was solved
15491 return game.LevelSolved_GameEnd;
15494 boolean checkGameFailed(void)
15496 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15497 return (game_em.game_over && !game_em.level_solved);
15498 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15499 return (game_sp.game_over && !game_sp.level_solved);
15500 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15501 return (game_mm.game_over && !game_mm.level_solved);
15502 else // GAME_ENGINE_TYPE_RND
15503 return (game.GameOver && !game.LevelSolved);
15506 boolean checkGameEnded(void)
15508 return (checkGameSolved() || checkGameFailed());
15512 // ----------------------------------------------------------------------------
15513 // random generator functions
15514 // ----------------------------------------------------------------------------
15516 unsigned int InitEngineRandom_RND(int seed)
15518 game.num_random_calls = 0;
15520 return InitEngineRandom(seed);
15523 unsigned int RND(int max)
15527 game.num_random_calls++;
15529 return GetEngineRandom(max);
15536 // ----------------------------------------------------------------------------
15537 // game engine snapshot handling functions
15538 // ----------------------------------------------------------------------------
15540 struct EngineSnapshotInfo
15542 // runtime values for custom element collect score
15543 int collect_score[NUM_CUSTOM_ELEMENTS];
15545 // runtime values for group element choice position
15546 int choice_pos[NUM_GROUP_ELEMENTS];
15548 // runtime values for belt position animations
15549 int belt_graphic[4][NUM_BELT_PARTS];
15550 int belt_anim_mode[4][NUM_BELT_PARTS];
15553 static struct EngineSnapshotInfo engine_snapshot_rnd;
15554 static char *snapshot_level_identifier = NULL;
15555 static int snapshot_level_nr = -1;
15557 static void SaveEngineSnapshotValues_RND(void)
15559 static int belt_base_active_element[4] =
15561 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15562 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15563 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15564 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15568 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15570 int element = EL_CUSTOM_START + i;
15572 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15575 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15577 int element = EL_GROUP_START + i;
15579 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15582 for (i = 0; i < 4; i++)
15584 for (j = 0; j < NUM_BELT_PARTS; j++)
15586 int element = belt_base_active_element[i] + j;
15587 int graphic = el2img(element);
15588 int anim_mode = graphic_info[graphic].anim_mode;
15590 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15591 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15596 static void LoadEngineSnapshotValues_RND(void)
15598 unsigned int num_random_calls = game.num_random_calls;
15601 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15603 int element = EL_CUSTOM_START + i;
15605 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15608 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15610 int element = EL_GROUP_START + i;
15612 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15615 for (i = 0; i < 4; i++)
15617 for (j = 0; j < NUM_BELT_PARTS; j++)
15619 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15620 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15622 graphic_info[graphic].anim_mode = anim_mode;
15626 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15628 InitRND(tape.random_seed);
15629 for (i = 0; i < num_random_calls; i++)
15633 if (game.num_random_calls != num_random_calls)
15635 Error("number of random calls out of sync");
15636 Error("number of random calls should be %d", num_random_calls);
15637 Error("number of random calls is %d", game.num_random_calls);
15639 Fail("this should not happen -- please debug");
15643 void FreeEngineSnapshotSingle(void)
15645 FreeSnapshotSingle();
15647 setString(&snapshot_level_identifier, NULL);
15648 snapshot_level_nr = -1;
15651 void FreeEngineSnapshotList(void)
15653 FreeSnapshotList();
15656 static ListNode *SaveEngineSnapshotBuffers(void)
15658 ListNode *buffers = NULL;
15660 // copy some special values to a structure better suited for the snapshot
15662 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15663 SaveEngineSnapshotValues_RND();
15664 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15665 SaveEngineSnapshotValues_EM();
15666 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15667 SaveEngineSnapshotValues_SP(&buffers);
15668 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15669 SaveEngineSnapshotValues_MM(&buffers);
15671 // save values stored in special snapshot structure
15673 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15675 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15677 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15679 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15682 // save further RND engine values
15684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15742 ListNode *node = engine_snapshot_list_rnd;
15745 while (node != NULL)
15747 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15752 Debug("game:playing:SaveEngineSnapshotBuffers",
15753 "size of engine snapshot: %d bytes", num_bytes);
15759 void SaveEngineSnapshotSingle(void)
15761 ListNode *buffers = SaveEngineSnapshotBuffers();
15763 // finally save all snapshot buffers to single snapshot
15764 SaveSnapshotSingle(buffers);
15766 // save level identification information
15767 setString(&snapshot_level_identifier, leveldir_current->identifier);
15768 snapshot_level_nr = level_nr;
15771 boolean CheckSaveEngineSnapshotToList(void)
15773 boolean save_snapshot =
15774 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15775 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15776 game.snapshot.changed_action) ||
15777 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15778 game.snapshot.collected_item));
15780 game.snapshot.changed_action = FALSE;
15781 game.snapshot.collected_item = FALSE;
15782 game.snapshot.save_snapshot = save_snapshot;
15784 return save_snapshot;
15787 void SaveEngineSnapshotToList(void)
15789 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15793 ListNode *buffers = SaveEngineSnapshotBuffers();
15795 // finally save all snapshot buffers to snapshot list
15796 SaveSnapshotToList(buffers);
15799 void SaveEngineSnapshotToListInitial(void)
15801 FreeEngineSnapshotList();
15803 SaveEngineSnapshotToList();
15806 static void LoadEngineSnapshotValues(void)
15808 // restore special values from snapshot structure
15810 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15811 LoadEngineSnapshotValues_RND();
15812 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15813 LoadEngineSnapshotValues_EM();
15814 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15815 LoadEngineSnapshotValues_SP();
15816 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15817 LoadEngineSnapshotValues_MM();
15820 void LoadEngineSnapshotSingle(void)
15822 LoadSnapshotSingle();
15824 LoadEngineSnapshotValues();
15827 static void LoadEngineSnapshot_Undo(int steps)
15829 LoadSnapshotFromList_Older(steps);
15831 LoadEngineSnapshotValues();
15834 static void LoadEngineSnapshot_Redo(int steps)
15836 LoadSnapshotFromList_Newer(steps);
15838 LoadEngineSnapshotValues();
15841 boolean CheckEngineSnapshotSingle(void)
15843 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15844 snapshot_level_nr == level_nr);
15847 boolean CheckEngineSnapshotList(void)
15849 return CheckSnapshotList();
15853 // ---------- new game button stuff -------------------------------------------
15860 boolean *setup_value;
15861 boolean allowed_on_tape;
15862 boolean is_touch_button;
15864 } gamebutton_info[NUM_GAME_BUTTONS] =
15867 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15868 GAME_CTRL_ID_STOP, NULL,
15869 TRUE, FALSE, "stop game"
15872 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15873 GAME_CTRL_ID_PAUSE, NULL,
15874 TRUE, FALSE, "pause game"
15877 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15878 GAME_CTRL_ID_PLAY, NULL,
15879 TRUE, FALSE, "play game"
15882 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15883 GAME_CTRL_ID_UNDO, NULL,
15884 TRUE, FALSE, "undo step"
15887 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15888 GAME_CTRL_ID_REDO, NULL,
15889 TRUE, FALSE, "redo step"
15892 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15893 GAME_CTRL_ID_SAVE, NULL,
15894 TRUE, FALSE, "save game"
15897 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15898 GAME_CTRL_ID_PAUSE2, NULL,
15899 TRUE, FALSE, "pause game"
15902 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15903 GAME_CTRL_ID_LOAD, NULL,
15904 TRUE, FALSE, "load game"
15907 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15908 GAME_CTRL_ID_PANEL_STOP, NULL,
15909 FALSE, FALSE, "stop game"
15912 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15913 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15914 FALSE, FALSE, "pause game"
15917 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15918 GAME_CTRL_ID_PANEL_PLAY, NULL,
15919 FALSE, FALSE, "play game"
15922 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15923 GAME_CTRL_ID_TOUCH_STOP, NULL,
15924 FALSE, TRUE, "stop game"
15927 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15928 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15929 FALSE, TRUE, "pause game"
15932 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15933 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15934 TRUE, FALSE, "background music on/off"
15937 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15938 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15939 TRUE, FALSE, "sound loops on/off"
15942 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15943 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15944 TRUE, FALSE, "normal sounds on/off"
15947 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15948 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15949 FALSE, FALSE, "background music on/off"
15952 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15953 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15954 FALSE, FALSE, "sound loops on/off"
15957 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15958 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15959 FALSE, FALSE, "normal sounds on/off"
15963 void CreateGameButtons(void)
15967 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15969 int graphic = gamebutton_info[i].graphic;
15970 struct GraphicInfo *gfx = &graphic_info[graphic];
15971 struct XY *pos = gamebutton_info[i].pos;
15972 struct GadgetInfo *gi;
15975 unsigned int event_mask;
15976 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15977 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15978 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15979 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15980 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15981 int gd_x = gfx->src_x;
15982 int gd_y = gfx->src_y;
15983 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15984 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15985 int gd_xa = gfx->src_x + gfx->active_xoffset;
15986 int gd_ya = gfx->src_y + gfx->active_yoffset;
15987 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15988 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15989 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15990 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15993 if (gfx->bitmap == NULL)
15995 game_gadget[id] = NULL;
16000 if (id == GAME_CTRL_ID_STOP ||
16001 id == GAME_CTRL_ID_PANEL_STOP ||
16002 id == GAME_CTRL_ID_TOUCH_STOP ||
16003 id == GAME_CTRL_ID_PLAY ||
16004 id == GAME_CTRL_ID_PANEL_PLAY ||
16005 id == GAME_CTRL_ID_SAVE ||
16006 id == GAME_CTRL_ID_LOAD)
16008 button_type = GD_TYPE_NORMAL_BUTTON;
16010 event_mask = GD_EVENT_RELEASED;
16012 else if (id == GAME_CTRL_ID_UNDO ||
16013 id == GAME_CTRL_ID_REDO)
16015 button_type = GD_TYPE_NORMAL_BUTTON;
16017 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16021 button_type = GD_TYPE_CHECK_BUTTON;
16022 checked = (gamebutton_info[i].setup_value != NULL ?
16023 *gamebutton_info[i].setup_value : FALSE);
16024 event_mask = GD_EVENT_PRESSED;
16027 gi = CreateGadget(GDI_CUSTOM_ID, id,
16028 GDI_IMAGE_ID, graphic,
16029 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16032 GDI_WIDTH, gfx->width,
16033 GDI_HEIGHT, gfx->height,
16034 GDI_TYPE, button_type,
16035 GDI_STATE, GD_BUTTON_UNPRESSED,
16036 GDI_CHECKED, checked,
16037 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16038 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16039 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16040 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16041 GDI_DIRECT_DRAW, FALSE,
16042 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16043 GDI_EVENT_MASK, event_mask,
16044 GDI_CALLBACK_ACTION, HandleGameButtons,
16048 Fail("cannot create gadget");
16050 game_gadget[id] = gi;
16054 void FreeGameButtons(void)
16058 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16059 FreeGadget(game_gadget[i]);
16062 static void UnmapGameButtonsAtSamePosition(int id)
16066 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16068 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16069 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16070 UnmapGadget(game_gadget[i]);
16073 static void UnmapGameButtonsAtSamePosition_All(void)
16075 if (setup.show_snapshot_buttons)
16077 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16078 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16079 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16083 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16084 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16085 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16087 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16088 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16089 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16093 static void MapGameButtonsAtSamePosition(int id)
16097 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16099 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16100 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16101 MapGadget(game_gadget[i]);
16103 UnmapGameButtonsAtSamePosition_All();
16106 void MapUndoRedoButtons(void)
16108 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16109 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16111 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16112 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16115 void UnmapUndoRedoButtons(void)
16117 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16118 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16120 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16121 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16124 void ModifyPauseButtons(void)
16128 GAME_CTRL_ID_PAUSE,
16129 GAME_CTRL_ID_PAUSE2,
16130 GAME_CTRL_ID_PANEL_PAUSE,
16131 GAME_CTRL_ID_TOUCH_PAUSE,
16136 for (i = 0; ids[i] > -1; i++)
16137 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16140 static void MapGameButtonsExt(boolean on_tape)
16144 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16145 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16146 i != GAME_CTRL_ID_UNDO &&
16147 i != GAME_CTRL_ID_REDO)
16148 MapGadget(game_gadget[i]);
16150 UnmapGameButtonsAtSamePosition_All();
16152 RedrawGameButtons();
16155 static void UnmapGameButtonsExt(boolean on_tape)
16159 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16160 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16161 UnmapGadget(game_gadget[i]);
16164 static void RedrawGameButtonsExt(boolean on_tape)
16168 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16169 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16170 RedrawGadget(game_gadget[i]);
16173 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16178 gi->checked = state;
16181 static void RedrawSoundButtonGadget(int id)
16183 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16184 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16185 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16186 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16187 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16188 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16191 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16192 RedrawGadget(game_gadget[id2]);
16195 void MapGameButtons(void)
16197 MapGameButtonsExt(FALSE);
16200 void UnmapGameButtons(void)
16202 UnmapGameButtonsExt(FALSE);
16205 void RedrawGameButtons(void)
16207 RedrawGameButtonsExt(FALSE);
16210 void MapGameButtonsOnTape(void)
16212 MapGameButtonsExt(TRUE);
16215 void UnmapGameButtonsOnTape(void)
16217 UnmapGameButtonsExt(TRUE);
16220 void RedrawGameButtonsOnTape(void)
16222 RedrawGameButtonsExt(TRUE);
16225 static void GameUndoRedoExt(void)
16227 ClearPlayerAction();
16229 tape.pausing = TRUE;
16232 UpdateAndDisplayGameControlValues();
16234 DrawCompleteVideoDisplay();
16235 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16236 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16237 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16242 static void GameUndo(int steps)
16244 if (!CheckEngineSnapshotList())
16247 LoadEngineSnapshot_Undo(steps);
16252 static void GameRedo(int steps)
16254 if (!CheckEngineSnapshotList())
16257 LoadEngineSnapshot_Redo(steps);
16262 static void HandleGameButtonsExt(int id, int button)
16264 static boolean game_undo_executed = FALSE;
16265 int steps = BUTTON_STEPSIZE(button);
16266 boolean handle_game_buttons =
16267 (game_status == GAME_MODE_PLAYING ||
16268 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16270 if (!handle_game_buttons)
16275 case GAME_CTRL_ID_STOP:
16276 case GAME_CTRL_ID_PANEL_STOP:
16277 case GAME_CTRL_ID_TOUCH_STOP:
16278 if (game_status == GAME_MODE_MAIN)
16284 RequestQuitGame(FALSE);
16288 case GAME_CTRL_ID_PAUSE:
16289 case GAME_CTRL_ID_PAUSE2:
16290 case GAME_CTRL_ID_PANEL_PAUSE:
16291 case GAME_CTRL_ID_TOUCH_PAUSE:
16292 if (network.enabled && game_status == GAME_MODE_PLAYING)
16295 SendToServer_ContinuePlaying();
16297 SendToServer_PausePlaying();
16300 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16302 game_undo_executed = FALSE;
16306 case GAME_CTRL_ID_PLAY:
16307 case GAME_CTRL_ID_PANEL_PLAY:
16308 if (game_status == GAME_MODE_MAIN)
16310 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16312 else if (tape.pausing)
16314 if (network.enabled)
16315 SendToServer_ContinuePlaying();
16317 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16321 case GAME_CTRL_ID_UNDO:
16322 // Important: When using "save snapshot when collecting an item" mode,
16323 // load last (current) snapshot for first "undo" after pressing "pause"
16324 // (else the last-but-one snapshot would be loaded, because the snapshot
16325 // pointer already points to the last snapshot when pressing "pause",
16326 // which is fine for "every step/move" mode, but not for "every collect")
16327 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16328 !game_undo_executed)
16331 game_undo_executed = TRUE;
16336 case GAME_CTRL_ID_REDO:
16340 case GAME_CTRL_ID_SAVE:
16344 case GAME_CTRL_ID_LOAD:
16348 case SOUND_CTRL_ID_MUSIC:
16349 case SOUND_CTRL_ID_PANEL_MUSIC:
16350 if (setup.sound_music)
16352 setup.sound_music = FALSE;
16356 else if (audio.music_available)
16358 setup.sound = setup.sound_music = TRUE;
16360 SetAudioMode(setup.sound);
16362 if (game_status == GAME_MODE_PLAYING)
16366 RedrawSoundButtonGadget(id);
16370 case SOUND_CTRL_ID_LOOPS:
16371 case SOUND_CTRL_ID_PANEL_LOOPS:
16372 if (setup.sound_loops)
16373 setup.sound_loops = FALSE;
16374 else if (audio.loops_available)
16376 setup.sound = setup.sound_loops = TRUE;
16378 SetAudioMode(setup.sound);
16381 RedrawSoundButtonGadget(id);
16385 case SOUND_CTRL_ID_SIMPLE:
16386 case SOUND_CTRL_ID_PANEL_SIMPLE:
16387 if (setup.sound_simple)
16388 setup.sound_simple = FALSE;
16389 else if (audio.sound_available)
16391 setup.sound = setup.sound_simple = TRUE;
16393 SetAudioMode(setup.sound);
16396 RedrawSoundButtonGadget(id);
16405 static void HandleGameButtons(struct GadgetInfo *gi)
16407 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16410 void HandleSoundButtonKeys(Key key)
16412 if (key == setup.shortcut.sound_simple)
16413 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16414 else if (key == setup.shortcut.sound_loops)
16415 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16416 else if (key == setup.shortcut.sound_music)
16417 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);