1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize internal run-time variables ------------------------
3200 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 ei->change_page[j].can_change_or_has_action =
3207 (ei->change_page[j].can_change |
3208 ei->change_page[j].has_action);
3212 // add change events from custom element configuration
3213 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3215 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3217 for (j = 0; j < ei->num_change_pages; j++)
3219 if (!ei->change_page[j].can_change_or_has_action)
3222 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3224 // only add event page for the first page found with this event
3225 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3227 ei->has_change_event[k] = TRUE;
3229 ei->event_page_nr[k] = j;
3230 ei->event_page[k] = &ei->change_page[j];
3236 // ---------- initialize reference elements in change conditions ------------
3238 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3240 int element = EL_CUSTOM_START + i;
3241 struct ElementInfo *ei = &element_info[element];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 int trigger_element = ei->change_page[j].initial_trigger_element;
3247 if (trigger_element >= EL_PREV_CE_8 &&
3248 trigger_element <= EL_NEXT_CE_8)
3249 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3251 ei->change_page[j].trigger_element = trigger_element;
3255 // ---------- initialize run-time trigger player and element ----------------
3257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3261 for (j = 0; j < ei->num_change_pages; j++)
3263 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3264 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3265 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3266 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3267 ei->change_page[j].actual_trigger_ce_value = 0;
3268 ei->change_page[j].actual_trigger_ce_score = 0;
3272 // ---------- initialize trigger events -------------------------------------
3274 // initialize trigger events information
3275 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3276 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3277 trigger_events[i][j] = FALSE;
3279 // add trigger events from element change event properties
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 struct ElementInfo *ei = &element_info[i];
3284 for (j = 0; j < ei->num_change_pages; j++)
3286 if (!ei->change_page[j].can_change_or_has_action)
3289 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3291 int trigger_element = ei->change_page[j].trigger_element;
3293 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3295 if (ei->change_page[j].has_event[k])
3297 if (IS_GROUP_ELEMENT(trigger_element))
3299 struct ElementGroupInfo *group =
3300 element_info[trigger_element].group;
3302 for (l = 0; l < group->num_elements_resolved; l++)
3303 trigger_events[group->element_resolved[l]][k] = TRUE;
3305 else if (trigger_element == EL_ANY_ELEMENT)
3306 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3307 trigger_events[l][k] = TRUE;
3309 trigger_events[trigger_element][k] = TRUE;
3316 // ---------- initialize push delay -----------------------------------------
3318 // initialize push delay values to default
3319 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3321 if (!IS_CUSTOM_ELEMENT(i))
3323 // set default push delay values (corrected since version 3.0.7-1)
3324 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3326 element_info[i].push_delay_fixed = 2;
3327 element_info[i].push_delay_random = 8;
3331 element_info[i].push_delay_fixed = 8;
3332 element_info[i].push_delay_random = 8;
3337 // set push delay value for certain elements from pre-defined list
3338 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3340 int e = push_delay_list[i].element;
3342 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3343 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3346 // set push delay value for Supaplex elements for newer engine versions
3347 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3351 if (IS_SP_ELEMENT(i))
3353 // set SP push delay to just enough to push under a falling zonk
3354 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3356 element_info[i].push_delay_fixed = delay;
3357 element_info[i].push_delay_random = 0;
3362 // ---------- initialize move stepsize --------------------------------------
3364 // initialize move stepsize values to default
3365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (!IS_CUSTOM_ELEMENT(i))
3367 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3369 // set move stepsize value for certain elements from pre-defined list
3370 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3372 int e = move_stepsize_list[i].element;
3374 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3376 // set move stepsize value for certain elements for older engine versions
3377 if (use_old_move_stepsize_for_magic_wall)
3379 if (e == EL_MAGIC_WALL_FILLING ||
3380 e == EL_MAGIC_WALL_EMPTYING ||
3381 e == EL_BD_MAGIC_WALL_FILLING ||
3382 e == EL_BD_MAGIC_WALL_EMPTYING)
3383 element_info[e].move_stepsize *= 2;
3387 // ---------- initialize collect score --------------------------------------
3389 // initialize collect score values for custom elements from initial value
3390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3391 if (IS_CUSTOM_ELEMENT(i))
3392 element_info[i].collect_score = element_info[i].collect_score_initial;
3394 // ---------- initialize collect count --------------------------------------
3396 // initialize collect count values for non-custom elements
3397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3398 if (!IS_CUSTOM_ELEMENT(i))
3399 element_info[i].collect_count_initial = 0;
3401 // add collect count values for all elements from pre-defined list
3402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3403 element_info[collect_count_list[i].element].collect_count_initial =
3404 collect_count_list[i].count;
3406 // ---------- initialize access direction -----------------------------------
3408 // initialize access direction values to default (access from every side)
3409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3410 if (!IS_CUSTOM_ELEMENT(i))
3411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3413 // set access direction value for certain elements from pre-defined list
3414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3415 element_info[access_direction_list[i].element].access_direction =
3416 access_direction_list[i].direction;
3418 // ---------- initialize explosion content ----------------------------------
3419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3421 if (IS_CUSTOM_ELEMENT(i))
3424 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3426 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3428 element_info[i].content.e[x][y] =
3429 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3430 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3431 i == EL_PLAYER_3 ? EL_EMERALD :
3432 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3433 i == EL_MOLE ? EL_EMERALD_RED :
3434 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3435 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3436 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3437 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3438 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3439 i == EL_WALL_EMERALD ? EL_EMERALD :
3440 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3441 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3442 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3443 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3444 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3445 i == EL_WALL_PEARL ? EL_PEARL :
3446 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3451 // ---------- initialize recursion detection --------------------------------
3452 recursion_loop_depth = 0;
3453 recursion_loop_detected = FALSE;
3454 recursion_loop_element = EL_UNDEFINED;
3456 // ---------- initialize graphics engine ------------------------------------
3457 game.scroll_delay_value =
3458 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3459 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3460 !setup.forced_scroll_delay ? 0 :
3461 setup.scroll_delay ? setup.scroll_delay_value : 0);
3462 game.scroll_delay_value =
3463 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3465 // ---------- initialize game engine snapshots ------------------------------
3466 for (i = 0; i < MAX_PLAYERS; i++)
3467 game.snapshot.last_action[i] = 0;
3468 game.snapshot.changed_action = FALSE;
3469 game.snapshot.collected_item = FALSE;
3470 game.snapshot.mode =
3471 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3472 SNAPSHOT_MODE_EVERY_STEP :
3473 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3474 SNAPSHOT_MODE_EVERY_MOVE :
3475 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3476 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3477 game.snapshot.save_snapshot = FALSE;
3479 // ---------- initialize level time for Supaplex engine ---------------------
3480 // Supaplex levels with time limit currently unsupported -- should be added
3481 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3484 // ---------- initialize flags for handling game actions --------------------
3486 // set flags for game actions to default values
3487 game.use_key_actions = TRUE;
3488 game.use_mouse_actions = FALSE;
3490 // when using Mirror Magic game engine, handle mouse events only
3491 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3493 game.use_key_actions = FALSE;
3494 game.use_mouse_actions = TRUE;
3497 // check for custom elements with mouse click events
3498 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3500 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3502 int element = EL_CUSTOM_START + i;
3504 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3505 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3506 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3507 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3508 game.use_mouse_actions = TRUE;
3513 static int get_num_special_action(int element, int action_first,
3516 int num_special_action = 0;
3519 for (i = action_first; i <= action_last; i++)
3521 boolean found = FALSE;
3523 for (j = 0; j < NUM_DIRECTIONS; j++)
3524 if (el_act_dir2img(element, i, j) !=
3525 el_act_dir2img(element, ACTION_DEFAULT, j))
3529 num_special_action++;
3534 return num_special_action;
3538 // ============================================================================
3540 // ----------------------------------------------------------------------------
3541 // initialize and start new game
3542 // ============================================================================
3544 #if DEBUG_INIT_PLAYER
3545 static void DebugPrintPlayerStatus(char *message)
3552 Debug("game:init:player", "%s:", message);
3554 for (i = 0; i < MAX_PLAYERS; i++)
3556 struct PlayerInfo *player = &stored_player[i];
3558 Debug("game:init:player",
3559 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3563 player->connected_locally,
3564 player->connected_network,
3566 (local_player == player ? " (local player)" : ""));
3573 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3574 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3575 int fade_mask = REDRAW_FIELD;
3576 boolean restarting = (game_status == GAME_MODE_PLAYING);
3577 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3578 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3579 int initial_move_dir = MV_DOWN;
3582 // required here to update video display before fading (FIX THIS)
3583 DrawMaskedBorder(REDRAW_DOOR_2);
3585 if (!game.restart_level)
3586 CloseDoor(DOOR_CLOSE_1);
3590 // force fading out global animations displayed during game play
3591 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3595 SetGameStatus(GAME_MODE_PLAYING);
3598 if (level_editor_test_game)
3599 FadeSkipNextFadeOut();
3601 FadeSetEnterScreen();
3604 fade_mask = REDRAW_ALL;
3606 FadeLevelSoundsAndMusic();
3608 ExpireSoundLoops(TRUE);
3614 // force restarting global animations displayed during game play
3615 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3617 SetGameStatus(GAME_MODE_PLAYING);
3620 if (level_editor_test_game)
3621 FadeSkipNextFadeIn();
3623 // needed if different viewport properties defined for playing
3624 ChangeViewportPropertiesIfNeeded();
3628 DrawCompleteVideoDisplay();
3630 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3633 InitGameControlValues();
3637 // initialize tape actions from game when recording tape
3638 tape.use_key_actions = game.use_key_actions;
3639 tape.use_mouse_actions = game.use_mouse_actions;
3641 // initialize visible playfield size when recording tape (for team mode)
3642 tape.scr_fieldx = SCR_FIELDX;
3643 tape.scr_fieldy = SCR_FIELDY;
3646 // don't play tapes over network
3647 network_playing = (network.enabled && !tape.playing);
3649 for (i = 0; i < MAX_PLAYERS; i++)
3651 struct PlayerInfo *player = &stored_player[i];
3653 player->index_nr = i;
3654 player->index_bit = (1 << i);
3655 player->element_nr = EL_PLAYER_1 + i;
3657 player->present = FALSE;
3658 player->active = FALSE;
3659 player->mapped = FALSE;
3661 player->killed = FALSE;
3662 player->reanimated = FALSE;
3663 player->buried = FALSE;
3666 player->effective_action = 0;
3667 player->programmed_action = 0;
3668 player->snap_action = 0;
3670 player->mouse_action.lx = 0;
3671 player->mouse_action.ly = 0;
3672 player->mouse_action.button = 0;
3673 player->mouse_action.button_hint = 0;
3675 player->effective_mouse_action.lx = 0;
3676 player->effective_mouse_action.ly = 0;
3677 player->effective_mouse_action.button = 0;
3678 player->effective_mouse_action.button_hint = 0;
3680 for (j = 0; j < MAX_NUM_KEYS; j++)
3681 player->key[j] = FALSE;
3683 player->num_white_keys = 0;
3685 player->dynabomb_count = 0;
3686 player->dynabomb_size = 1;
3687 player->dynabombs_left = 0;
3688 player->dynabomb_xl = FALSE;
3690 player->MovDir = initial_move_dir;
3693 player->GfxDir = initial_move_dir;
3694 player->GfxAction = ACTION_DEFAULT;
3696 player->StepFrame = 0;
3698 player->initial_element = player->element_nr;
3699 player->artwork_element =
3700 (level.use_artwork_element[i] ? level.artwork_element[i] :
3701 player->element_nr);
3702 player->use_murphy = FALSE;
3704 player->block_last_field = FALSE; // initialized in InitPlayerField()
3705 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3707 player->gravity = level.initial_player_gravity[i];
3709 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3711 player->actual_frame_counter.count = 0;
3712 player->actual_frame_counter.value = 1;
3714 player->step_counter = 0;
3716 player->last_move_dir = initial_move_dir;
3718 player->is_active = FALSE;
3720 player->is_waiting = FALSE;
3721 player->is_moving = FALSE;
3722 player->is_auto_moving = FALSE;
3723 player->is_digging = FALSE;
3724 player->is_snapping = FALSE;
3725 player->is_collecting = FALSE;
3726 player->is_pushing = FALSE;
3727 player->is_switching = FALSE;
3728 player->is_dropping = FALSE;
3729 player->is_dropping_pressed = FALSE;
3731 player->is_bored = FALSE;
3732 player->is_sleeping = FALSE;
3734 player->was_waiting = TRUE;
3735 player->was_moving = FALSE;
3736 player->was_snapping = FALSE;
3737 player->was_dropping = FALSE;
3739 player->force_dropping = FALSE;
3741 player->frame_counter_bored = -1;
3742 player->frame_counter_sleeping = -1;
3744 player->anim_delay_counter = 0;
3745 player->post_delay_counter = 0;
3747 player->dir_waiting = initial_move_dir;
3748 player->action_waiting = ACTION_DEFAULT;
3749 player->last_action_waiting = ACTION_DEFAULT;
3750 player->special_action_bored = ACTION_DEFAULT;
3751 player->special_action_sleeping = ACTION_DEFAULT;
3753 player->switch_x = -1;
3754 player->switch_y = -1;
3756 player->drop_x = -1;
3757 player->drop_y = -1;
3759 player->show_envelope = 0;
3761 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3763 player->push_delay = -1; // initialized when pushing starts
3764 player->push_delay_value = game.initial_push_delay_value;
3766 player->drop_delay = 0;
3767 player->drop_pressed_delay = 0;
3769 player->last_jx = -1;
3770 player->last_jy = -1;
3774 player->shield_normal_time_left = 0;
3775 player->shield_deadly_time_left = 0;
3777 player->last_removed_element = EL_UNDEFINED;
3779 player->inventory_infinite_element = EL_UNDEFINED;
3780 player->inventory_size = 0;
3782 if (level.use_initial_inventory[i])
3784 for (j = 0; j < level.initial_inventory_size[i]; j++)
3786 int element = level.initial_inventory_content[i][j];
3787 int collect_count = element_info[element].collect_count_initial;
3790 if (!IS_CUSTOM_ELEMENT(element))
3793 if (collect_count == 0)
3794 player->inventory_infinite_element = element;
3796 for (k = 0; k < collect_count; k++)
3797 if (player->inventory_size < MAX_INVENTORY_SIZE)
3798 player->inventory_element[player->inventory_size++] = element;
3802 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3803 SnapField(player, 0, 0);
3805 map_player_action[i] = i;
3808 network_player_action_received = FALSE;
3810 // initial null action
3811 if (network_playing)
3812 SendToServer_MovePlayer(MV_NONE);
3817 TimeLeft = level.time;
3820 ScreenMovDir = MV_NONE;
3824 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3826 game.robot_wheel_x = -1;
3827 game.robot_wheel_y = -1;
3832 game.all_players_gone = FALSE;
3834 game.LevelSolved = FALSE;
3835 game.GameOver = FALSE;
3837 game.GamePlayed = !tape.playing;
3839 game.LevelSolved_GameWon = FALSE;
3840 game.LevelSolved_GameEnd = FALSE;
3841 game.LevelSolved_SaveTape = FALSE;
3842 game.LevelSolved_SaveScore = FALSE;
3844 game.LevelSolved_CountingTime = 0;
3845 game.LevelSolved_CountingScore = 0;
3846 game.LevelSolved_CountingHealth = 0;
3848 game.panel.active = TRUE;
3850 game.no_level_time_limit = (level.time == 0);
3851 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3853 game.yamyam_content_nr = 0;
3854 game.robot_wheel_active = FALSE;
3855 game.magic_wall_active = FALSE;
3856 game.magic_wall_time_left = 0;
3857 game.light_time_left = 0;
3858 game.timegate_time_left = 0;
3859 game.switchgate_pos = 0;
3860 game.wind_direction = level.wind_direction_initial;
3862 game.time_final = 0;
3863 game.score_time_final = 0;
3866 game.score_final = 0;
3868 game.health = MAX_HEALTH;
3869 game.health_final = MAX_HEALTH;
3871 game.gems_still_needed = level.gems_needed;
3872 game.sokoban_fields_still_needed = 0;
3873 game.sokoban_objects_still_needed = 0;
3874 game.lights_still_needed = 0;
3875 game.players_still_needed = 0;
3876 game.friends_still_needed = 0;
3878 game.lenses_time_left = 0;
3879 game.magnify_time_left = 0;
3881 game.ball_active = level.ball_active_initial;
3882 game.ball_content_nr = 0;
3884 game.explosions_delayed = TRUE;
3886 game.envelope_active = FALSE;
3888 // special case: set custom artwork setting to initial value
3889 game.use_masked_elements = game.use_masked_elements_initial;
3891 for (i = 0; i < NUM_BELTS; i++)
3893 game.belt_dir[i] = MV_NONE;
3894 game.belt_dir_nr[i] = 3; // not moving, next moving left
3897 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3898 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3900 #if DEBUG_INIT_PLAYER
3901 DebugPrintPlayerStatus("Player status at level initialization");
3904 SCAN_PLAYFIELD(x, y)
3906 Tile[x][y] = Last[x][y] = level.field[x][y];
3907 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3908 ChangeDelay[x][y] = 0;
3909 ChangePage[x][y] = -1;
3910 CustomValue[x][y] = 0; // initialized in InitField()
3911 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3913 WasJustMoving[x][y] = 0;
3914 WasJustFalling[x][y] = 0;
3915 CheckCollision[x][y] = 0;
3916 CheckImpact[x][y] = 0;
3918 Pushed[x][y] = FALSE;
3920 ChangeCount[x][y] = 0;
3921 ChangeEvent[x][y] = -1;
3923 ExplodePhase[x][y] = 0;
3924 ExplodeDelay[x][y] = 0;
3925 ExplodeField[x][y] = EX_TYPE_NONE;
3927 RunnerVisit[x][y] = 0;
3928 PlayerVisit[x][y] = 0;
3931 GfxRandom[x][y] = INIT_GFX_RANDOM();
3932 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3933 GfxElement[x][y] = EL_UNDEFINED;
3934 GfxElementEmpty[x][y] = EL_EMPTY;
3935 GfxAction[x][y] = ACTION_DEFAULT;
3936 GfxDir[x][y] = MV_NONE;
3937 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3940 SCAN_PLAYFIELD(x, y)
3942 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3944 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3947 InitField(x, y, TRUE);
3949 ResetGfxAnimation(x, y);
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 // set number of special actions for bored and sleeping animation
3959 player->num_special_action_bored =
3960 get_num_special_action(player->artwork_element,
3961 ACTION_BORING_1, ACTION_BORING_LAST);
3962 player->num_special_action_sleeping =
3963 get_num_special_action(player->artwork_element,
3964 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3967 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3968 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3970 // initialize type of slippery elements
3971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3973 if (!IS_CUSTOM_ELEMENT(i))
3975 // default: elements slip down either to the left or right randomly
3976 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3978 // SP style elements prefer to slip down on the left side
3979 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3980 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3982 // BD style elements prefer to slip down on the left side
3983 if (game.emulation == EMU_BOULDERDASH)
3984 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3988 // initialize explosion and ignition delay
3989 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3991 if (!IS_CUSTOM_ELEMENT(i))
3994 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3995 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3996 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3997 int last_phase = (num_phase + 1) * delay;
3998 int half_phase = (num_phase / 2) * delay;
4000 element_info[i].explosion_delay = last_phase - 1;
4001 element_info[i].ignition_delay = half_phase;
4003 if (i == EL_BLACK_ORB)
4004 element_info[i].ignition_delay = 1;
4008 // correct non-moving belts to start moving left
4009 for (i = 0; i < NUM_BELTS; i++)
4010 if (game.belt_dir[i] == MV_NONE)
4011 game.belt_dir_nr[i] = 3; // not moving, next moving left
4013 #if USE_NEW_PLAYER_ASSIGNMENTS
4014 // use preferred player also in local single-player mode
4015 if (!network.enabled && !game.team_mode)
4017 int new_index_nr = setup.network_player_nr;
4019 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 stored_player[i].connected_locally = FALSE;
4024 stored_player[new_index_nr].connected_locally = TRUE;
4028 for (i = 0; i < MAX_PLAYERS; i++)
4030 stored_player[i].connected = FALSE;
4032 // in network game mode, the local player might not be the first player
4033 if (stored_player[i].connected_locally)
4034 local_player = &stored_player[i];
4037 if (!network.enabled)
4038 local_player->connected = TRUE;
4042 for (i = 0; i < MAX_PLAYERS; i++)
4043 stored_player[i].connected = tape.player_participates[i];
4045 else if (network.enabled)
4047 // add team mode players connected over the network (needed for correct
4048 // assignment of player figures from level to locally playing players)
4050 for (i = 0; i < MAX_PLAYERS; i++)
4051 if (stored_player[i].connected_network)
4052 stored_player[i].connected = TRUE;
4054 else if (game.team_mode)
4056 // try to guess locally connected team mode players (needed for correct
4057 // assignment of player figures from level to locally playing players)
4059 for (i = 0; i < MAX_PLAYERS; i++)
4060 if (setup.input[i].use_joystick ||
4061 setup.input[i].key.left != KSYM_UNDEFINED)
4062 stored_player[i].connected = TRUE;
4065 #if DEBUG_INIT_PLAYER
4066 DebugPrintPlayerStatus("Player status after level initialization");
4069 #if DEBUG_INIT_PLAYER
4070 Debug("game:init:player", "Reassigning players ...");
4073 // check if any connected player was not found in playfield
4074 for (i = 0; i < MAX_PLAYERS; i++)
4076 struct PlayerInfo *player = &stored_player[i];
4078 if (player->connected && !player->present)
4080 struct PlayerInfo *field_player = NULL;
4082 #if DEBUG_INIT_PLAYER
4083 Debug("game:init:player",
4084 "- looking for field player for player %d ...", i + 1);
4087 // assign first free player found that is present in the playfield
4089 // first try: look for unmapped playfield player that is not connected
4090 for (j = 0; j < MAX_PLAYERS; j++)
4091 if (field_player == NULL &&
4092 stored_player[j].present &&
4093 !stored_player[j].mapped &&
4094 !stored_player[j].connected)
4095 field_player = &stored_player[j];
4097 // second try: look for *any* unmapped playfield player
4098 for (j = 0; j < MAX_PLAYERS; j++)
4099 if (field_player == NULL &&
4100 stored_player[j].present &&
4101 !stored_player[j].mapped)
4102 field_player = &stored_player[j];
4104 if (field_player != NULL)
4106 int jx = field_player->jx, jy = field_player->jy;
4108 #if DEBUG_INIT_PLAYER
4109 Debug("game:init:player", "- found player %d",
4110 field_player->index_nr + 1);
4113 player->present = FALSE;
4114 player->active = FALSE;
4116 field_player->present = TRUE;
4117 field_player->active = TRUE;
4120 player->initial_element = field_player->initial_element;
4121 player->artwork_element = field_player->artwork_element;
4123 player->block_last_field = field_player->block_last_field;
4124 player->block_delay_adjustment = field_player->block_delay_adjustment;
4127 StorePlayer[jx][jy] = field_player->element_nr;
4129 field_player->jx = field_player->last_jx = jx;
4130 field_player->jy = field_player->last_jy = jy;
4132 if (local_player == player)
4133 local_player = field_player;
4135 map_player_action[field_player->index_nr] = i;
4137 field_player->mapped = TRUE;
4139 #if DEBUG_INIT_PLAYER
4140 Debug("game:init:player", "- map_player_action[%d] == %d",
4141 field_player->index_nr + 1, i + 1);
4146 if (player->connected && player->present)
4147 player->mapped = TRUE;
4150 #if DEBUG_INIT_PLAYER
4151 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4156 // check if any connected player was not found in playfield
4157 for (i = 0; i < MAX_PLAYERS; i++)
4159 struct PlayerInfo *player = &stored_player[i];
4161 if (player->connected && !player->present)
4163 for (j = 0; j < MAX_PLAYERS; j++)
4165 struct PlayerInfo *field_player = &stored_player[j];
4166 int jx = field_player->jx, jy = field_player->jy;
4168 // assign first free player found that is present in the playfield
4169 if (field_player->present && !field_player->connected)
4171 player->present = TRUE;
4172 player->active = TRUE;
4174 field_player->present = FALSE;
4175 field_player->active = FALSE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4183 StorePlayer[jx][jy] = player->element_nr;
4185 player->jx = player->last_jx = jx;
4186 player->jy = player->last_jy = jy;
4196 Debug("game:init:player", "local_player->present == %d",
4197 local_player->present);
4200 // set focus to local player for network games, else to all players
4201 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4202 game.centered_player_nr_next = game.centered_player_nr;
4203 game.set_centered_player = FALSE;
4204 game.set_centered_player_wrap = FALSE;
4206 if (network_playing && tape.recording)
4208 // store client dependent player focus when recording network games
4209 tape.centered_player_nr_next = game.centered_player_nr_next;
4210 tape.set_centered_player = TRUE;
4215 // when playing a tape, eliminate all players who do not participate
4217 #if USE_NEW_PLAYER_ASSIGNMENTS
4219 if (!game.team_mode)
4221 for (i = 0; i < MAX_PLAYERS; i++)
4223 if (stored_player[i].active &&
4224 !tape.player_participates[map_player_action[i]])
4226 struct PlayerInfo *player = &stored_player[i];
4227 int jx = player->jx, jy = player->jy;
4229 #if DEBUG_INIT_PLAYER
4230 Debug("game:init:player", "Removing player %d at (%d, %d)",
4234 player->active = FALSE;
4235 StorePlayer[jx][jy] = 0;
4236 Tile[jx][jy] = EL_EMPTY;
4243 for (i = 0; i < MAX_PLAYERS; i++)
4245 if (stored_player[i].active &&
4246 !tape.player_participates[i])
4248 struct PlayerInfo *player = &stored_player[i];
4249 int jx = player->jx, jy = player->jy;
4251 player->active = FALSE;
4252 StorePlayer[jx][jy] = 0;
4253 Tile[jx][jy] = EL_EMPTY;
4258 else if (!network.enabled && !game.team_mode) // && !tape.playing
4260 // when in single player mode, eliminate all but the local player
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 struct PlayerInfo *player = &stored_player[i];
4266 if (player->active && player != local_player)
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 player->present = FALSE;
4273 StorePlayer[jx][jy] = 0;
4274 Tile[jx][jy] = EL_EMPTY;
4279 for (i = 0; i < MAX_PLAYERS; i++)
4280 if (stored_player[i].active)
4281 game.players_still_needed++;
4283 if (level.solved_by_one_player)
4284 game.players_still_needed = 1;
4286 // when recording the game, store which players take part in the game
4289 #if USE_NEW_PLAYER_ASSIGNMENTS
4290 for (i = 0; i < MAX_PLAYERS; i++)
4291 if (stored_player[i].connected)
4292 tape.player_participates[i] = TRUE;
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4296 tape.player_participates[i] = TRUE;
4300 #if DEBUG_INIT_PLAYER
4301 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4304 if (BorderElement == EL_EMPTY)
4307 SBX_Right = lev_fieldx - SCR_FIELDX;
4309 SBY_Lower = lev_fieldy - SCR_FIELDY;
4314 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4316 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4319 if (full_lev_fieldx <= SCR_FIELDX)
4320 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4321 if (full_lev_fieldy <= SCR_FIELDY)
4322 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4324 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4326 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4329 // if local player not found, look for custom element that might create
4330 // the player (make some assumptions about the right custom element)
4331 if (!local_player->present)
4333 int start_x = 0, start_y = 0;
4334 int found_rating = 0;
4335 int found_element = EL_UNDEFINED;
4336 int player_nr = local_player->index_nr;
4338 SCAN_PLAYFIELD(x, y)
4340 int element = Tile[x][y];
4345 if (level.use_start_element[player_nr] &&
4346 level.start_element[player_nr] == element &&
4353 found_element = element;
4356 if (!IS_CUSTOM_ELEMENT(element))
4359 if (CAN_CHANGE(element))
4361 for (i = 0; i < element_info[element].num_change_pages; i++)
4363 // check for player created from custom element as single target
4364 content = element_info[element].change_page[i].target_element;
4365 is_player = IS_PLAYER_ELEMENT(content);
4367 if (is_player && (found_rating < 3 ||
4368 (found_rating == 3 && element < found_element)))
4374 found_element = element;
4379 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4381 // check for player created from custom element as explosion content
4382 content = element_info[element].content.e[xx][yy];
4383 is_player = IS_PLAYER_ELEMENT(content);
4385 if (is_player && (found_rating < 2 ||
4386 (found_rating == 2 && element < found_element)))
4388 start_x = x + xx - 1;
4389 start_y = y + yy - 1;
4392 found_element = element;
4395 if (!CAN_CHANGE(element))
4398 for (i = 0; i < element_info[element].num_change_pages; i++)
4400 // check for player created from custom element as extended target
4402 element_info[element].change_page[i].target_content.e[xx][yy];
4404 is_player = IS_PLAYER_ELEMENT(content);
4406 if (is_player && (found_rating < 1 ||
4407 (found_rating == 1 && element < found_element)))
4409 start_x = x + xx - 1;
4410 start_y = y + yy - 1;
4413 found_element = element;
4419 scroll_x = SCROLL_POSITION_X(start_x);
4420 scroll_y = SCROLL_POSITION_Y(start_y);
4424 scroll_x = SCROLL_POSITION_X(local_player->jx);
4425 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4428 // !!! FIX THIS (START) !!!
4429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4431 InitGameEngine_EM();
4433 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4435 InitGameEngine_SP();
4437 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4439 InitGameEngine_MM();
4443 DrawLevel(REDRAW_FIELD);
4446 // after drawing the level, correct some elements
4447 if (game.timegate_time_left == 0)
4448 CloseAllOpenTimegates();
4451 // blit playfield from scroll buffer to normal back buffer for fading in
4452 BlitScreenToBitmap(backbuffer);
4453 // !!! FIX THIS (END) !!!
4455 DrawMaskedBorder(fade_mask);
4460 // full screen redraw is required at this point in the following cases:
4461 // - special editor door undrawn when game was started from level editor
4462 // - drawing area (playfield) was changed and has to be removed completely
4463 redraw_mask = REDRAW_ALL;
4467 if (!game.restart_level)
4469 // copy default game door content to main double buffer
4471 // !!! CHECK AGAIN !!!
4472 SetPanelBackground();
4473 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4474 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4477 SetPanelBackground();
4478 SetDrawBackgroundMask(REDRAW_DOOR_1);
4480 UpdateAndDisplayGameControlValues();
4482 if (!game.restart_level)
4488 CreateGameButtons();
4493 // copy actual game door content to door double buffer for OpenDoor()
4494 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4496 OpenDoor(DOOR_OPEN_ALL);
4498 KeyboardAutoRepeatOffUnlessAutoplay();
4500 #if DEBUG_INIT_PLAYER
4501 DebugPrintPlayerStatus("Player status (final)");
4510 if (!game.restart_level && !tape.playing)
4512 LevelStats_incPlayed(level_nr);
4514 SaveLevelSetup_SeriesInfo();
4517 game.restart_level = FALSE;
4519 game.request_active = FALSE;
4520 game.request_active_or_moving = FALSE;
4522 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4523 InitGameActions_MM();
4525 SaveEngineSnapshotToListInitial();
4527 if (!game.restart_level)
4529 PlaySound(SND_GAME_STARTING);
4531 if (setup.sound_music)
4535 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4538 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4539 int actual_player_x, int actual_player_y)
4541 // this is used for non-R'n'D game engines to update certain engine values
4543 // needed to determine if sounds are played within the visible screen area
4544 scroll_x = actual_scroll_x;
4545 scroll_y = actual_scroll_y;
4547 // needed to get player position for "follow finger" playing input method
4548 local_player->jx = actual_player_x;
4549 local_player->jy = actual_player_y;
4552 void InitMovDir(int x, int y)
4554 int i, element = Tile[x][y];
4555 static int xy[4][2] =
4562 static int direction[3][4] =
4564 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4565 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4566 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4575 Tile[x][y] = EL_BUG;
4576 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4579 case EL_SPACESHIP_RIGHT:
4580 case EL_SPACESHIP_UP:
4581 case EL_SPACESHIP_LEFT:
4582 case EL_SPACESHIP_DOWN:
4583 Tile[x][y] = EL_SPACESHIP;
4584 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4587 case EL_BD_BUTTERFLY_RIGHT:
4588 case EL_BD_BUTTERFLY_UP:
4589 case EL_BD_BUTTERFLY_LEFT:
4590 case EL_BD_BUTTERFLY_DOWN:
4591 Tile[x][y] = EL_BD_BUTTERFLY;
4592 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4595 case EL_BD_FIREFLY_RIGHT:
4596 case EL_BD_FIREFLY_UP:
4597 case EL_BD_FIREFLY_LEFT:
4598 case EL_BD_FIREFLY_DOWN:
4599 Tile[x][y] = EL_BD_FIREFLY;
4600 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4603 case EL_PACMAN_RIGHT:
4605 case EL_PACMAN_LEFT:
4606 case EL_PACMAN_DOWN:
4607 Tile[x][y] = EL_PACMAN;
4608 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4611 case EL_YAMYAM_LEFT:
4612 case EL_YAMYAM_RIGHT:
4614 case EL_YAMYAM_DOWN:
4615 Tile[x][y] = EL_YAMYAM;
4616 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4619 case EL_SP_SNIKSNAK:
4620 MovDir[x][y] = MV_UP;
4623 case EL_SP_ELECTRON:
4624 MovDir[x][y] = MV_LEFT;
4631 Tile[x][y] = EL_MOLE;
4632 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4635 case EL_SPRING_LEFT:
4636 case EL_SPRING_RIGHT:
4637 Tile[x][y] = EL_SPRING;
4638 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4642 if (IS_CUSTOM_ELEMENT(element))
4644 struct ElementInfo *ei = &element_info[element];
4645 int move_direction_initial = ei->move_direction_initial;
4646 int move_pattern = ei->move_pattern;
4648 if (move_direction_initial == MV_START_PREVIOUS)
4650 if (MovDir[x][y] != MV_NONE)
4653 move_direction_initial = MV_START_AUTOMATIC;
4656 if (move_direction_initial == MV_START_RANDOM)
4657 MovDir[x][y] = 1 << RND(4);
4658 else if (move_direction_initial & MV_ANY_DIRECTION)
4659 MovDir[x][y] = move_direction_initial;
4660 else if (move_pattern == MV_ALL_DIRECTIONS ||
4661 move_pattern == MV_TURNING_LEFT ||
4662 move_pattern == MV_TURNING_RIGHT ||
4663 move_pattern == MV_TURNING_LEFT_RIGHT ||
4664 move_pattern == MV_TURNING_RIGHT_LEFT ||
4665 move_pattern == MV_TURNING_RANDOM)
4666 MovDir[x][y] = 1 << RND(4);
4667 else if (move_pattern == MV_HORIZONTAL)
4668 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4669 else if (move_pattern == MV_VERTICAL)
4670 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4671 else if (move_pattern & MV_ANY_DIRECTION)
4672 MovDir[x][y] = element_info[element].move_pattern;
4673 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4674 move_pattern == MV_ALONG_RIGHT_SIDE)
4676 // use random direction as default start direction
4677 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4678 MovDir[x][y] = 1 << RND(4);
4680 for (i = 0; i < NUM_DIRECTIONS; i++)
4682 int x1 = x + xy[i][0];
4683 int y1 = y + xy[i][1];
4685 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4687 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4688 MovDir[x][y] = direction[0][i];
4690 MovDir[x][y] = direction[1][i];
4699 MovDir[x][y] = 1 << RND(4);
4701 if (element != EL_BUG &&
4702 element != EL_SPACESHIP &&
4703 element != EL_BD_BUTTERFLY &&
4704 element != EL_BD_FIREFLY)
4707 for (i = 0; i < NUM_DIRECTIONS; i++)
4709 int x1 = x + xy[i][0];
4710 int y1 = y + xy[i][1];
4712 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4714 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4716 MovDir[x][y] = direction[0][i];
4719 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4720 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4722 MovDir[x][y] = direction[1][i];
4731 GfxDir[x][y] = MovDir[x][y];
4734 void InitAmoebaNr(int x, int y)
4737 int group_nr = AmoebaNeighbourNr(x, y);
4741 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4743 if (AmoebaCnt[i] == 0)
4751 AmoebaNr[x][y] = group_nr;
4752 AmoebaCnt[group_nr]++;
4753 AmoebaCnt2[group_nr]++;
4756 static void LevelSolved_SetFinalGameValues(void)
4758 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4759 game.score_time_final = (level.use_step_counter ? TimePlayed :
4760 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4762 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4763 game_em.lev->score :
4764 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4768 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4769 MM_HEALTH(game_mm.laser_overload_value) :
4772 game.LevelSolved_CountingTime = game.time_final;
4773 game.LevelSolved_CountingScore = game.score_final;
4774 game.LevelSolved_CountingHealth = game.health_final;
4777 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4779 game.LevelSolved_CountingTime = time;
4780 game.LevelSolved_CountingScore = score;
4781 game.LevelSolved_CountingHealth = health;
4783 game_panel_controls[GAME_PANEL_TIME].value = time;
4784 game_panel_controls[GAME_PANEL_SCORE].value = score;
4785 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4787 DisplayGameControlValues();
4790 static void LevelSolved(void)
4792 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4793 game.players_still_needed > 0)
4796 game.LevelSolved = TRUE;
4797 game.GameOver = TRUE;
4801 // needed here to display correct panel values while player walks into exit
4802 LevelSolved_SetFinalGameValues();
4807 static int time_count_steps;
4808 static int time, time_final;
4809 static float score, score_final; // needed for time score < 10 for 10 seconds
4810 static int health, health_final;
4811 static int game_over_delay_1 = 0;
4812 static int game_over_delay_2 = 0;
4813 static int game_over_delay_3 = 0;
4814 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4815 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4817 if (!game.LevelSolved_GameWon)
4821 // do not start end game actions before the player stops moving (to exit)
4822 if (local_player->active && local_player->MovPos)
4825 // calculate final game values after player finished walking into exit
4826 LevelSolved_SetFinalGameValues();
4828 game.LevelSolved_GameWon = TRUE;
4829 game.LevelSolved_SaveTape = tape.recording;
4830 game.LevelSolved_SaveScore = !tape.playing;
4834 LevelStats_incSolved(level_nr);
4836 SaveLevelSetup_SeriesInfo();
4839 if (tape.auto_play) // tape might already be stopped here
4840 tape.auto_play_level_solved = TRUE;
4844 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4845 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4846 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4848 time = time_final = game.time_final;
4849 score = score_final = game.score_final;
4850 health = health_final = game.health_final;
4852 // update game panel values before (delayed) counting of score (if any)
4853 LevelSolved_DisplayFinalGameValues(time, score, health);
4855 // if level has time score defined, calculate new final game values
4858 int time_final_max = 999;
4859 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4860 int time_frames = 0;
4861 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4862 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4867 time_frames = time_frames_left;
4869 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4871 time_final = time_final_max;
4872 time_frames = time_frames_final_max - time_frames_played;
4875 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4877 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4879 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4882 score_final += health * time_score;
4885 game.score_final = score_final;
4886 game.health_final = health_final;
4889 // if not counting score after game, immediately update game panel values
4890 if (level_editor_test_game || !setup.count_score_after_game)
4893 score = score_final;
4895 LevelSolved_DisplayFinalGameValues(time, score, health);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4900 // check if last player has left the level
4901 if (game.exit_x >= 0 &&
4904 int x = game.exit_x;
4905 int y = game.exit_y;
4906 int element = Tile[x][y];
4908 // close exit door after last player
4909 if ((game.all_players_gone &&
4910 (element == EL_EXIT_OPEN ||
4911 element == EL_SP_EXIT_OPEN ||
4912 element == EL_STEEL_EXIT_OPEN)) ||
4913 element == EL_EM_EXIT_OPEN ||
4914 element == EL_EM_STEEL_EXIT_OPEN)
4918 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4919 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4920 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4921 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4922 EL_EM_STEEL_EXIT_CLOSING);
4924 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4927 // player disappears
4928 DrawLevelField(x, y);
4931 for (i = 0; i < MAX_PLAYERS; i++)
4933 struct PlayerInfo *player = &stored_player[i];
4935 if (player->present)
4937 RemovePlayer(player);
4939 // player disappears
4940 DrawLevelField(player->jx, player->jy);
4945 PlaySound(SND_GAME_WINNING);
4948 if (setup.count_score_after_game)
4950 if (time != time_final)
4952 if (game_over_delay_1 > 0)
4954 game_over_delay_1--;
4959 int time_to_go = ABS(time_final - time);
4960 int time_count_dir = (time < time_final ? +1 : -1);
4962 if (time_to_go < time_count_steps)
4963 time_count_steps = 1;
4965 time += time_count_steps * time_count_dir;
4966 score += time_count_steps * time_score;
4968 // set final score to correct rounding differences after counting score
4969 if (time == time_final)
4970 score = score_final;
4972 LevelSolved_DisplayFinalGameValues(time, score, health);
4974 if (time == time_final)
4975 StopSound(SND_GAME_LEVELTIME_BONUS);
4976 else if (setup.sound_loops)
4977 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4979 PlaySound(SND_GAME_LEVELTIME_BONUS);
4984 if (health != health_final)
4986 if (game_over_delay_2 > 0)
4988 game_over_delay_2--;
4993 int health_count_dir = (health < health_final ? +1 : -1);
4995 health += health_count_dir;
4996 score += time_score;
4998 LevelSolved_DisplayFinalGameValues(time, score, health);
5000 if (health == health_final)
5001 StopSound(SND_GAME_LEVELTIME_BONUS);
5002 else if (setup.sound_loops)
5003 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5005 PlaySound(SND_GAME_LEVELTIME_BONUS);
5011 game.panel.active = FALSE;
5013 if (game_over_delay_3 > 0)
5015 game_over_delay_3--;
5025 // used instead of "level_nr" (needed for network games)
5026 int last_level_nr = levelset.level_nr;
5027 boolean tape_saved = FALSE;
5029 game.LevelSolved_GameEnd = TRUE;
5031 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5033 // make sure that request dialog to save tape does not open door again
5034 if (!global.use_envelope_request)
5035 CloseDoor(DOOR_CLOSE_1);
5038 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5040 // set unique basename for score tape (also saved in high score table)
5041 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5044 // if no tape is to be saved, close both doors simultaneously
5045 CloseDoor(DOOR_CLOSE_ALL);
5047 if (level_editor_test_game || score_info_tape_play)
5049 SetGameStatus(GAME_MODE_MAIN);
5056 if (!game.LevelSolved_SaveScore)
5058 SetGameStatus(GAME_MODE_MAIN);
5065 if (level_nr == leveldir_current->handicap_level)
5067 leveldir_current->handicap_level++;
5069 SaveLevelSetup_SeriesInfo();
5072 // save score and score tape before potentially erasing tape below
5073 NewHighScore(last_level_nr, tape_saved);
5075 if (setup.increment_levels &&
5076 level_nr < leveldir_current->last_level &&
5079 level_nr++; // advance to next level
5080 TapeErase(); // start with empty tape
5082 if (setup.auto_play_next_level)
5084 scores.continue_playing = TRUE;
5085 scores.next_level_nr = level_nr;
5087 LoadLevel(level_nr);
5089 SaveLevelSetup_SeriesInfo();
5093 if (scores.last_added >= 0 && setup.show_scores_after_game)
5095 SetGameStatus(GAME_MODE_SCORES);
5097 DrawHallOfFame(last_level_nr);
5099 else if (scores.continue_playing)
5101 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5105 SetGameStatus(GAME_MODE_MAIN);
5111 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5112 boolean one_score_entry_per_name)
5116 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5119 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5121 struct ScoreEntry *entry = &list->entry[i];
5122 boolean score_is_better = (new_entry->score > entry->score);
5123 boolean score_is_equal = (new_entry->score == entry->score);
5124 boolean time_is_better = (new_entry->time < entry->time);
5125 boolean time_is_equal = (new_entry->time == entry->time);
5126 boolean better_by_score = (score_is_better ||
5127 (score_is_equal && time_is_better));
5128 boolean better_by_time = (time_is_better ||
5129 (time_is_equal && score_is_better));
5130 boolean is_better = (level.rate_time_over_score ? better_by_time :
5132 boolean entry_is_empty = (entry->score == 0 &&
5135 // prevent adding server score entries if also existing in local score file
5136 // (special case: historic score entries have an empty tape basename entry)
5137 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5138 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5140 // add fields from server score entry not stored in local score entry
5141 // (currently, this means setting platform, version and country fields;
5142 // in rare cases, this may also correct an invalid score value, as
5143 // historic scores might have been truncated to 16-bit values locally)
5144 *entry = *new_entry;
5149 if (is_better || entry_is_empty)
5151 // player has made it to the hall of fame
5153 if (i < MAX_SCORE_ENTRIES - 1)
5155 int m = MAX_SCORE_ENTRIES - 1;
5158 if (one_score_entry_per_name)
5160 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5161 if (strEqual(list->entry[l].name, new_entry->name))
5164 if (m == i) // player's new highscore overwrites his old one
5168 for (l = m; l > i; l--)
5169 list->entry[l] = list->entry[l - 1];
5174 *entry = *new_entry;
5178 else if (one_score_entry_per_name &&
5179 strEqual(entry->name, new_entry->name))
5181 // player already in high score list with better score or time
5187 // special case: new score is beyond the last high score list position
5188 return MAX_SCORE_ENTRIES;
5191 void NewHighScore(int level_nr, boolean tape_saved)
5193 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5194 boolean one_per_name = FALSE;
5196 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5197 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5199 new_entry.score = game.score_final;
5200 new_entry.time = game.score_time_final;
5202 LoadScore(level_nr);
5204 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5206 if (scores.last_added >= MAX_SCORE_ENTRIES)
5208 scores.last_added = MAX_SCORE_ENTRIES - 1;
5209 scores.force_last_added = TRUE;
5211 scores.entry[scores.last_added] = new_entry;
5213 // store last added local score entry (before merging server scores)
5214 scores.last_added_local = scores.last_added;
5219 if (scores.last_added < 0)
5222 SaveScore(level_nr);
5224 // store last added local score entry (before merging server scores)
5225 scores.last_added_local = scores.last_added;
5227 if (!game.LevelSolved_SaveTape)
5230 SaveScoreTape(level_nr);
5232 if (setup.ask_for_using_api_server)
5234 setup.use_api_server =
5235 Request("Upload your score and tape to the high score server?", REQ_ASK);
5237 if (!setup.use_api_server)
5238 Request("Not using high score server! Use setup menu to enable again!",
5241 runtime.use_api_server = setup.use_api_server;
5243 // after asking for using API server once, do not ask again
5244 setup.ask_for_using_api_server = FALSE;
5246 SaveSetup_ServerSetup();
5249 SaveServerScore(level_nr, tape_saved);
5252 void MergeServerScore(void)
5254 struct ScoreEntry last_added_entry;
5255 boolean one_per_name = FALSE;
5258 if (scores.last_added >= 0)
5259 last_added_entry = scores.entry[scores.last_added];
5261 for (i = 0; i < server_scores.num_entries; i++)
5263 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5265 if (pos >= 0 && pos <= scores.last_added)
5266 scores.last_added++;
5269 if (scores.last_added >= MAX_SCORE_ENTRIES)
5271 scores.last_added = MAX_SCORE_ENTRIES - 1;
5272 scores.force_last_added = TRUE;
5274 scores.entry[scores.last_added] = last_added_entry;
5278 static int getElementMoveStepsizeExt(int x, int y, int direction)
5280 int element = Tile[x][y];
5281 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5282 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5283 int horiz_move = (dx != 0);
5284 int sign = (horiz_move ? dx : dy);
5285 int step = sign * element_info[element].move_stepsize;
5287 // special values for move stepsize for spring and things on conveyor belt
5290 if (CAN_FALL(element) &&
5291 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5292 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5293 else if (element == EL_SPRING)
5294 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5300 static int getElementMoveStepsize(int x, int y)
5302 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5305 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5307 if (player->GfxAction != action || player->GfxDir != dir)
5309 player->GfxAction = action;
5310 player->GfxDir = dir;
5312 player->StepFrame = 0;
5316 static void ResetGfxFrame(int x, int y)
5318 // profiling showed that "autotest" spends 10~20% of its time in this function
5319 if (DrawingDeactivatedField())
5322 int element = Tile[x][y];
5323 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5325 if (graphic_info[graphic].anim_global_sync)
5326 GfxFrame[x][y] = FrameCounter;
5327 else if (graphic_info[graphic].anim_global_anim_sync)
5328 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5329 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5330 GfxFrame[x][y] = CustomValue[x][y];
5331 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5332 GfxFrame[x][y] = element_info[element].collect_score;
5333 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5334 GfxFrame[x][y] = ChangeDelay[x][y];
5337 static void ResetGfxAnimation(int x, int y)
5339 GfxAction[x][y] = ACTION_DEFAULT;
5340 GfxDir[x][y] = MovDir[x][y];
5343 ResetGfxFrame(x, y);
5346 static void ResetRandomAnimationValue(int x, int y)
5348 GfxRandom[x][y] = INIT_GFX_RANDOM();
5351 static void InitMovingField(int x, int y, int direction)
5353 int element = Tile[x][y];
5354 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5355 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5358 boolean is_moving_before, is_moving_after;
5360 // check if element was/is moving or being moved before/after mode change
5361 is_moving_before = (WasJustMoving[x][y] != 0);
5362 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5364 // reset animation only for moving elements which change direction of moving
5365 // or which just started or stopped moving
5366 // (else CEs with property "can move" / "not moving" are reset each frame)
5367 if (is_moving_before != is_moving_after ||
5368 direction != MovDir[x][y])
5369 ResetGfxAnimation(x, y);
5371 MovDir[x][y] = direction;
5372 GfxDir[x][y] = direction;
5374 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5375 direction == MV_DOWN && CAN_FALL(element) ?
5376 ACTION_FALLING : ACTION_MOVING);
5378 // this is needed for CEs with property "can move" / "not moving"
5380 if (is_moving_after)
5382 if (Tile[newx][newy] == EL_EMPTY)
5383 Tile[newx][newy] = EL_BLOCKED;
5385 MovDir[newx][newy] = MovDir[x][y];
5387 CustomValue[newx][newy] = CustomValue[x][y];
5389 GfxFrame[newx][newy] = GfxFrame[x][y];
5390 GfxRandom[newx][newy] = GfxRandom[x][y];
5391 GfxAction[newx][newy] = GfxAction[x][y];
5392 GfxDir[newx][newy] = GfxDir[x][y];
5396 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5398 int direction = MovDir[x][y];
5399 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5400 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5406 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5408 int direction = MovDir[x][y];
5409 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5410 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5412 *comes_from_x = oldx;
5413 *comes_from_y = oldy;
5416 static int MovingOrBlocked2Element(int x, int y)
5418 int element = Tile[x][y];
5420 if (element == EL_BLOCKED)
5424 Blocked2Moving(x, y, &oldx, &oldy);
5426 return Tile[oldx][oldy];
5432 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5434 // like MovingOrBlocked2Element(), but if element is moving
5435 // and (x, y) is the field the moving element is just leaving,
5436 // return EL_BLOCKED instead of the element value
5437 int element = Tile[x][y];
5439 if (IS_MOVING(x, y))
5441 if (element == EL_BLOCKED)
5445 Blocked2Moving(x, y, &oldx, &oldy);
5446 return Tile[oldx][oldy];
5455 static void RemoveField(int x, int y)
5457 Tile[x][y] = EL_EMPTY;
5463 CustomValue[x][y] = 0;
5466 ChangeDelay[x][y] = 0;
5467 ChangePage[x][y] = -1;
5468 Pushed[x][y] = FALSE;
5470 GfxElement[x][y] = EL_UNDEFINED;
5471 GfxAction[x][y] = ACTION_DEFAULT;
5472 GfxDir[x][y] = MV_NONE;
5475 static void RemoveMovingField(int x, int y)
5477 int oldx = x, oldy = y, newx = x, newy = y;
5478 int element = Tile[x][y];
5479 int next_element = EL_UNDEFINED;
5481 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5484 if (IS_MOVING(x, y))
5486 Moving2Blocked(x, y, &newx, &newy);
5488 if (Tile[newx][newy] != EL_BLOCKED)
5490 // element is moving, but target field is not free (blocked), but
5491 // already occupied by something different (example: acid pool);
5492 // in this case, only remove the moving field, but not the target
5494 RemoveField(oldx, oldy);
5496 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5498 TEST_DrawLevelField(oldx, oldy);
5503 else if (element == EL_BLOCKED)
5505 Blocked2Moving(x, y, &oldx, &oldy);
5506 if (!IS_MOVING(oldx, oldy))
5510 if (element == EL_BLOCKED &&
5511 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5512 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5513 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5514 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5515 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5516 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5517 next_element = get_next_element(Tile[oldx][oldy]);
5519 RemoveField(oldx, oldy);
5520 RemoveField(newx, newy);
5522 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5524 if (next_element != EL_UNDEFINED)
5525 Tile[oldx][oldy] = next_element;
5527 TEST_DrawLevelField(oldx, oldy);
5528 TEST_DrawLevelField(newx, newy);
5531 void DrawDynamite(int x, int y)
5533 int sx = SCREENX(x), sy = SCREENY(y);
5534 int graphic = el2img(Tile[x][y]);
5537 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5540 if (IS_WALKABLE_INSIDE(Back[x][y]))
5544 DrawLevelElement(x, y, Back[x][y]);
5545 else if (Store[x][y])
5546 DrawLevelElement(x, y, Store[x][y]);
5547 else if (game.use_masked_elements)
5548 DrawLevelElement(x, y, EL_EMPTY);
5550 frame = getGraphicAnimationFrameXY(graphic, x, y);
5552 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5553 DrawGraphicThruMask(sx, sy, graphic, frame);
5555 DrawGraphic(sx, sy, graphic, frame);
5558 static void CheckDynamite(int x, int y)
5560 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5564 if (MovDelay[x][y] != 0)
5567 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5573 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5578 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5580 boolean num_checked_players = 0;
5583 for (i = 0; i < MAX_PLAYERS; i++)
5585 if (stored_player[i].active)
5587 int sx = stored_player[i].jx;
5588 int sy = stored_player[i].jy;
5590 if (num_checked_players == 0)
5597 *sx1 = MIN(*sx1, sx);
5598 *sy1 = MIN(*sy1, sy);
5599 *sx2 = MAX(*sx2, sx);
5600 *sy2 = MAX(*sy2, sy);
5603 num_checked_players++;
5608 static boolean checkIfAllPlayersFitToScreen_RND(void)
5610 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5612 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5614 return (sx2 - sx1 < SCR_FIELDX &&
5615 sy2 - sy1 < SCR_FIELDY);
5618 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5620 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5622 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5624 *sx = (sx1 + sx2) / 2;
5625 *sy = (sy1 + sy2) / 2;
5628 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5629 boolean center_screen, boolean quick_relocation)
5631 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5632 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5633 boolean no_delay = (tape.warp_forward);
5634 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5635 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5636 int new_scroll_x, new_scroll_y;
5638 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5640 // case 1: quick relocation inside visible screen (without scrolling)
5647 if (!level.shifted_relocation || center_screen)
5649 // relocation _with_ centering of screen
5651 new_scroll_x = SCROLL_POSITION_X(x);
5652 new_scroll_y = SCROLL_POSITION_Y(y);
5656 // relocation _without_ centering of screen
5658 int center_scroll_x = SCROLL_POSITION_X(old_x);
5659 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5660 int offset_x = x + (scroll_x - center_scroll_x);
5661 int offset_y = y + (scroll_y - center_scroll_y);
5663 // for new screen position, apply previous offset to center position
5664 new_scroll_x = SCROLL_POSITION_X(offset_x);
5665 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5668 if (quick_relocation)
5670 // case 2: quick relocation (redraw without visible scrolling)
5672 scroll_x = new_scroll_x;
5673 scroll_y = new_scroll_y;
5680 // case 3: visible relocation (with scrolling to new position)
5682 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5684 SetVideoFrameDelay(wait_delay_value);
5686 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5688 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5689 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5691 if (dx == 0 && dy == 0) // no scrolling needed at all
5697 // set values for horizontal/vertical screen scrolling (half tile size)
5698 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5699 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5700 int pos_x = dx * TILEX / 2;
5701 int pos_y = dy * TILEY / 2;
5702 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5703 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5705 ScrollLevel(dx, dy);
5708 // scroll in two steps of half tile size to make things smoother
5709 BlitScreenToBitmapExt_RND(window, fx, fy);
5711 // scroll second step to align at full tile size
5712 BlitScreenToBitmap(window);
5718 SetVideoFrameDelay(frame_delay_value_old);
5721 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5723 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5724 int player_nr = GET_PLAYER_NR(el_player);
5725 struct PlayerInfo *player = &stored_player[player_nr];
5726 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5727 boolean no_delay = (tape.warp_forward);
5728 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5729 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5730 int old_jx = player->jx;
5731 int old_jy = player->jy;
5732 int old_element = Tile[old_jx][old_jy];
5733 int element = Tile[jx][jy];
5734 boolean player_relocated = (old_jx != jx || old_jy != jy);
5736 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5737 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5738 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5739 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5740 int leave_side_horiz = move_dir_horiz;
5741 int leave_side_vert = move_dir_vert;
5742 int enter_side = enter_side_horiz | enter_side_vert;
5743 int leave_side = leave_side_horiz | leave_side_vert;
5745 if (player->buried) // do not reanimate dead player
5748 if (!player_relocated) // no need to relocate the player
5751 if (IS_PLAYER(jx, jy)) // player already placed at new position
5753 RemoveField(jx, jy); // temporarily remove newly placed player
5754 DrawLevelField(jx, jy);
5757 if (player->present)
5759 while (player->MovPos)
5761 ScrollPlayer(player, SCROLL_GO_ON);
5762 ScrollScreen(NULL, SCROLL_GO_ON);
5764 AdvanceFrameAndPlayerCounters(player->index_nr);
5768 BackToFront_WithFrameDelay(wait_delay_value);
5771 DrawPlayer(player); // needed here only to cleanup last field
5772 DrawLevelField(player->jx, player->jy); // remove player graphic
5774 player->is_moving = FALSE;
5777 if (IS_CUSTOM_ELEMENT(old_element))
5778 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5780 player->index_bit, leave_side);
5782 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5784 player->index_bit, leave_side);
5786 Tile[jx][jy] = el_player;
5787 InitPlayerField(jx, jy, el_player, TRUE);
5789 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5790 possible that the relocation target field did not contain a player element,
5791 but a walkable element, to which the new player was relocated -- in this
5792 case, restore that (already initialized!) element on the player field */
5793 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5795 Tile[jx][jy] = element; // restore previously existing element
5798 // only visually relocate centered player
5799 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5800 FALSE, level.instant_relocation);
5802 TestIfPlayerTouchesBadThing(jx, jy);
5803 TestIfPlayerTouchesCustomElement(jx, jy);
5805 if (IS_CUSTOM_ELEMENT(element))
5806 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5807 player->index_bit, enter_side);
5809 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5810 player->index_bit, enter_side);
5812 if (player->is_switching)
5814 /* ensure that relocation while still switching an element does not cause
5815 a new element to be treated as also switched directly after relocation
5816 (this is important for teleporter switches that teleport the player to
5817 a place where another teleporter switch is in the same direction, which
5818 would then incorrectly be treated as immediately switched before the
5819 direction key that caused the switch was released) */
5821 player->switch_x += jx - old_jx;
5822 player->switch_y += jy - old_jy;
5826 static void Explode(int ex, int ey, int phase, int mode)
5832 if (game.explosions_delayed)
5834 ExplodeField[ex][ey] = mode;
5838 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5840 int center_element = Tile[ex][ey];
5841 int artwork_element, explosion_element; // set these values later
5843 // remove things displayed in background while burning dynamite
5844 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5847 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5849 // put moving element to center field (and let it explode there)
5850 center_element = MovingOrBlocked2Element(ex, ey);
5851 RemoveMovingField(ex, ey);
5852 Tile[ex][ey] = center_element;
5855 // now "center_element" is finally determined -- set related values now
5856 artwork_element = center_element; // for custom player artwork
5857 explosion_element = center_element; // for custom player artwork
5859 if (IS_PLAYER(ex, ey))
5861 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5863 artwork_element = stored_player[player_nr].artwork_element;
5865 if (level.use_explosion_element[player_nr])
5867 explosion_element = level.explosion_element[player_nr];
5868 artwork_element = explosion_element;
5872 if (mode == EX_TYPE_NORMAL ||
5873 mode == EX_TYPE_CENTER ||
5874 mode == EX_TYPE_CROSS)
5875 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5877 last_phase = element_info[explosion_element].explosion_delay + 1;
5879 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5881 int xx = x - ex + 1;
5882 int yy = y - ey + 1;
5885 if (!IN_LEV_FIELD(x, y) ||
5886 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5887 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5890 element = Tile[x][y];
5892 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5894 element = MovingOrBlocked2Element(x, y);
5896 if (!IS_EXPLOSION_PROOF(element))
5897 RemoveMovingField(x, y);
5900 // indestructible elements can only explode in center (but not flames)
5901 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5902 mode == EX_TYPE_BORDER)) ||
5903 element == EL_FLAMES)
5906 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5907 behaviour, for example when touching a yamyam that explodes to rocks
5908 with active deadly shield, a rock is created under the player !!! */
5909 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5911 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5912 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5913 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5915 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5918 if (IS_ACTIVE_BOMB(element))
5920 // re-activate things under the bomb like gate or penguin
5921 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5928 // save walkable background elements while explosion on same tile
5929 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5930 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5931 Back[x][y] = element;
5933 // ignite explodable elements reached by other explosion
5934 if (element == EL_EXPLOSION)
5935 element = Store2[x][y];
5937 if (AmoebaNr[x][y] &&
5938 (element == EL_AMOEBA_FULL ||
5939 element == EL_BD_AMOEBA ||
5940 element == EL_AMOEBA_GROWING))
5942 AmoebaCnt[AmoebaNr[x][y]]--;
5943 AmoebaCnt2[AmoebaNr[x][y]]--;
5948 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5950 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5952 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5954 if (PLAYERINFO(ex, ey)->use_murphy)
5955 Store[x][y] = EL_EMPTY;
5958 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5959 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5960 else if (IS_PLAYER_ELEMENT(center_element))
5961 Store[x][y] = EL_EMPTY;
5962 else if (center_element == EL_YAMYAM)
5963 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5964 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5965 Store[x][y] = element_info[center_element].content.e[xx][yy];
5967 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5968 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5969 // otherwise) -- FIX THIS !!!
5970 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5971 Store[x][y] = element_info[element].content.e[1][1];
5973 else if (!CAN_EXPLODE(element))
5974 Store[x][y] = element_info[element].content.e[1][1];
5977 Store[x][y] = EL_EMPTY;
5979 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5980 center_element == EL_AMOEBA_TO_DIAMOND)
5981 Store2[x][y] = element;
5983 Tile[x][y] = EL_EXPLOSION;
5984 GfxElement[x][y] = artwork_element;
5986 ExplodePhase[x][y] = 1;
5987 ExplodeDelay[x][y] = last_phase;
5992 if (center_element == EL_YAMYAM)
5993 game.yamyam_content_nr =
5994 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6006 GfxFrame[x][y] = 0; // restart explosion animation
6008 last_phase = ExplodeDelay[x][y];
6010 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6012 // this can happen if the player leaves an explosion just in time
6013 if (GfxElement[x][y] == EL_UNDEFINED)
6014 GfxElement[x][y] = EL_EMPTY;
6016 border_element = Store2[x][y];
6017 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6018 border_element = StorePlayer[x][y];
6020 if (phase == element_info[border_element].ignition_delay ||
6021 phase == last_phase)
6023 boolean border_explosion = FALSE;
6025 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6026 !PLAYER_EXPLOSION_PROTECTED(x, y))
6028 KillPlayerUnlessExplosionProtected(x, y);
6029 border_explosion = TRUE;
6031 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6033 Tile[x][y] = Store2[x][y];
6036 border_explosion = TRUE;
6038 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6040 AmoebaToDiamond(x, y);
6042 border_explosion = TRUE;
6045 // if an element just explodes due to another explosion (chain-reaction),
6046 // do not immediately end the new explosion when it was the last frame of
6047 // the explosion (as it would be done in the following "if"-statement!)
6048 if (border_explosion && phase == last_phase)
6052 // this can happen if the player was just killed by an explosion
6053 if (GfxElement[x][y] == EL_UNDEFINED)
6054 GfxElement[x][y] = EL_EMPTY;
6056 if (phase == last_phase)
6060 element = Tile[x][y] = Store[x][y];
6061 Store[x][y] = Store2[x][y] = 0;
6062 GfxElement[x][y] = EL_UNDEFINED;
6064 // player can escape from explosions and might therefore be still alive
6065 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6066 element <= EL_PLAYER_IS_EXPLODING_4)
6068 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6069 int explosion_element = EL_PLAYER_1 + player_nr;
6070 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6071 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6073 if (level.use_explosion_element[player_nr])
6074 explosion_element = level.explosion_element[player_nr];
6076 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6077 element_info[explosion_element].content.e[xx][yy]);
6080 // restore probably existing indestructible background element
6081 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6082 element = Tile[x][y] = Back[x][y];
6085 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6086 GfxDir[x][y] = MV_NONE;
6087 ChangeDelay[x][y] = 0;
6088 ChangePage[x][y] = -1;
6090 CustomValue[x][y] = 0;
6092 InitField_WithBug2(x, y, FALSE);
6094 TEST_DrawLevelField(x, y);
6096 TestIfElementTouchesCustomElement(x, y);
6098 if (GFX_CRUMBLED(element))
6099 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6101 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6102 StorePlayer[x][y] = 0;
6104 if (IS_PLAYER_ELEMENT(element))
6105 RelocatePlayer(x, y, element);
6107 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6109 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6110 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6113 TEST_DrawLevelFieldCrumbled(x, y);
6115 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6117 DrawLevelElement(x, y, Back[x][y]);
6118 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6120 else if (IS_WALKABLE_UNDER(Back[x][y]))
6122 DrawLevelGraphic(x, y, graphic, frame);
6123 DrawLevelElementThruMask(x, y, Back[x][y]);
6125 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6126 DrawLevelGraphic(x, y, graphic, frame);
6130 static void DynaExplode(int ex, int ey)
6133 int dynabomb_element = Tile[ex][ey];
6134 int dynabomb_size = 1;
6135 boolean dynabomb_xl = FALSE;
6136 struct PlayerInfo *player;
6137 struct XY *xy = xy_topdown;
6139 if (IS_ACTIVE_BOMB(dynabomb_element))
6141 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6142 dynabomb_size = player->dynabomb_size;
6143 dynabomb_xl = player->dynabomb_xl;
6144 player->dynabombs_left++;
6147 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6149 for (i = 0; i < NUM_DIRECTIONS; i++)
6151 for (j = 1; j <= dynabomb_size; j++)
6153 int x = ex + j * xy[i].x;
6154 int y = ey + j * xy[i].y;
6157 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6160 element = Tile[x][y];
6162 // do not restart explosions of fields with active bombs
6163 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6166 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6168 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6169 !IS_DIGGABLE(element) && !dynabomb_xl)
6175 void Bang(int x, int y)
6177 int element = MovingOrBlocked2Element(x, y);
6178 int explosion_type = EX_TYPE_NORMAL;
6180 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6182 struct PlayerInfo *player = PLAYERINFO(x, y);
6184 element = Tile[x][y] = player->initial_element;
6186 if (level.use_explosion_element[player->index_nr])
6188 int explosion_element = level.explosion_element[player->index_nr];
6190 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6191 explosion_type = EX_TYPE_CROSS;
6192 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6193 explosion_type = EX_TYPE_CENTER;
6201 case EL_BD_BUTTERFLY:
6204 case EL_DARK_YAMYAM:
6208 RaiseScoreElement(element);
6211 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6212 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6213 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6214 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6215 case EL_DYNABOMB_INCREASE_NUMBER:
6216 case EL_DYNABOMB_INCREASE_SIZE:
6217 case EL_DYNABOMB_INCREASE_POWER:
6218 explosion_type = EX_TYPE_DYNA;
6221 case EL_DC_LANDMINE:
6222 explosion_type = EX_TYPE_CENTER;
6227 case EL_LAMP_ACTIVE:
6228 case EL_AMOEBA_TO_DIAMOND:
6229 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6230 explosion_type = EX_TYPE_CENTER;
6234 if (element_info[element].explosion_type == EXPLODES_CROSS)
6235 explosion_type = EX_TYPE_CROSS;
6236 else if (element_info[element].explosion_type == EXPLODES_1X1)
6237 explosion_type = EX_TYPE_CENTER;
6241 if (explosion_type == EX_TYPE_DYNA)
6244 Explode(x, y, EX_PHASE_START, explosion_type);
6246 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6249 static void SplashAcid(int x, int y)
6251 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6252 (!IN_LEV_FIELD(x - 1, y - 2) ||
6253 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6254 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6256 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6257 (!IN_LEV_FIELD(x + 1, y - 2) ||
6258 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6259 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6261 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6264 static void InitBeltMovement(void)
6266 static int belt_base_element[4] =
6268 EL_CONVEYOR_BELT_1_LEFT,
6269 EL_CONVEYOR_BELT_2_LEFT,
6270 EL_CONVEYOR_BELT_3_LEFT,
6271 EL_CONVEYOR_BELT_4_LEFT
6273 static int belt_base_active_element[4] =
6275 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6276 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6277 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6278 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6283 // set frame order for belt animation graphic according to belt direction
6284 for (i = 0; i < NUM_BELTS; i++)
6288 for (j = 0; j < NUM_BELT_PARTS; j++)
6290 int element = belt_base_active_element[belt_nr] + j;
6291 int graphic_1 = el2img(element);
6292 int graphic_2 = el2panelimg(element);
6294 if (game.belt_dir[i] == MV_LEFT)
6296 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6297 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6301 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6302 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6307 SCAN_PLAYFIELD(x, y)
6309 int element = Tile[x][y];
6311 for (i = 0; i < NUM_BELTS; i++)
6313 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6315 int e_belt_nr = getBeltNrFromBeltElement(element);
6318 if (e_belt_nr == belt_nr)
6320 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6322 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6329 static void ToggleBeltSwitch(int x, int y)
6331 static int belt_base_element[4] =
6333 EL_CONVEYOR_BELT_1_LEFT,
6334 EL_CONVEYOR_BELT_2_LEFT,
6335 EL_CONVEYOR_BELT_3_LEFT,
6336 EL_CONVEYOR_BELT_4_LEFT
6338 static int belt_base_active_element[4] =
6340 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6341 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6342 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6343 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6345 static int belt_base_switch_element[4] =
6347 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6348 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6349 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6350 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6352 static int belt_move_dir[4] =
6360 int element = Tile[x][y];
6361 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6362 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6363 int belt_dir = belt_move_dir[belt_dir_nr];
6366 if (!IS_BELT_SWITCH(element))
6369 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6370 game.belt_dir[belt_nr] = belt_dir;
6372 if (belt_dir_nr == 3)
6375 // set frame order for belt animation graphic according to belt direction
6376 for (i = 0; i < NUM_BELT_PARTS; i++)
6378 int element = belt_base_active_element[belt_nr] + i;
6379 int graphic_1 = el2img(element);
6380 int graphic_2 = el2panelimg(element);
6382 if (belt_dir == MV_LEFT)
6384 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6385 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6389 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6390 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6394 SCAN_PLAYFIELD(xx, yy)
6396 int element = Tile[xx][yy];
6398 if (IS_BELT_SWITCH(element))
6400 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6402 if (e_belt_nr == belt_nr)
6404 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6405 TEST_DrawLevelField(xx, yy);
6408 else if (IS_BELT(element) && belt_dir != MV_NONE)
6410 int e_belt_nr = getBeltNrFromBeltElement(element);
6412 if (e_belt_nr == belt_nr)
6414 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6416 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6417 TEST_DrawLevelField(xx, yy);
6420 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6422 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6424 if (e_belt_nr == belt_nr)
6426 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6428 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6429 TEST_DrawLevelField(xx, yy);
6435 static void ToggleSwitchgateSwitch(void)
6439 game.switchgate_pos = !game.switchgate_pos;
6441 SCAN_PLAYFIELD(xx, yy)
6443 int element = Tile[xx][yy];
6445 if (element == EL_SWITCHGATE_SWITCH_UP)
6447 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6448 TEST_DrawLevelField(xx, yy);
6450 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6452 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6453 TEST_DrawLevelField(xx, yy);
6455 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6457 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6458 TEST_DrawLevelField(xx, yy);
6460 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6462 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6463 TEST_DrawLevelField(xx, yy);
6465 else if (element == EL_SWITCHGATE_OPEN ||
6466 element == EL_SWITCHGATE_OPENING)
6468 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6470 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6472 else if (element == EL_SWITCHGATE_CLOSED ||
6473 element == EL_SWITCHGATE_CLOSING)
6475 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6477 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6482 static int getInvisibleActiveFromInvisibleElement(int element)
6484 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6485 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6486 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6490 static int getInvisibleFromInvisibleActiveElement(int element)
6492 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6493 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6494 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6498 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6502 SCAN_PLAYFIELD(x, y)
6504 int element = Tile[x][y];
6506 if (element == EL_LIGHT_SWITCH &&
6507 game.light_time_left > 0)
6509 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6510 TEST_DrawLevelField(x, y);
6512 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6513 game.light_time_left == 0)
6515 Tile[x][y] = EL_LIGHT_SWITCH;
6516 TEST_DrawLevelField(x, y);
6518 else if (element == EL_EMC_DRIPPER &&
6519 game.light_time_left > 0)
6521 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6522 TEST_DrawLevelField(x, y);
6524 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6525 game.light_time_left == 0)
6527 Tile[x][y] = EL_EMC_DRIPPER;
6528 TEST_DrawLevelField(x, y);
6530 else if (element == EL_INVISIBLE_STEELWALL ||
6531 element == EL_INVISIBLE_WALL ||
6532 element == EL_INVISIBLE_SAND)
6534 if (game.light_time_left > 0)
6535 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6537 TEST_DrawLevelField(x, y);
6539 // uncrumble neighbour fields, if needed
6540 if (element == EL_INVISIBLE_SAND)
6541 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6543 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6544 element == EL_INVISIBLE_WALL_ACTIVE ||
6545 element == EL_INVISIBLE_SAND_ACTIVE)
6547 if (game.light_time_left == 0)
6548 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6550 TEST_DrawLevelField(x, y);
6552 // re-crumble neighbour fields, if needed
6553 if (element == EL_INVISIBLE_SAND)
6554 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6559 static void RedrawAllInvisibleElementsForLenses(void)
6563 SCAN_PLAYFIELD(x, y)
6565 int element = Tile[x][y];
6567 if (element == EL_EMC_DRIPPER &&
6568 game.lenses_time_left > 0)
6570 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6571 TEST_DrawLevelField(x, y);
6573 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6574 game.lenses_time_left == 0)
6576 Tile[x][y] = EL_EMC_DRIPPER;
6577 TEST_DrawLevelField(x, y);
6579 else if (element == EL_INVISIBLE_STEELWALL ||
6580 element == EL_INVISIBLE_WALL ||
6581 element == EL_INVISIBLE_SAND)
6583 if (game.lenses_time_left > 0)
6584 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6586 TEST_DrawLevelField(x, y);
6588 // uncrumble neighbour fields, if needed
6589 if (element == EL_INVISIBLE_SAND)
6590 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6592 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6593 element == EL_INVISIBLE_WALL_ACTIVE ||
6594 element == EL_INVISIBLE_SAND_ACTIVE)
6596 if (game.lenses_time_left == 0)
6597 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6599 TEST_DrawLevelField(x, y);
6601 // re-crumble neighbour fields, if needed
6602 if (element == EL_INVISIBLE_SAND)
6603 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6608 static void RedrawAllInvisibleElementsForMagnifier(void)
6612 SCAN_PLAYFIELD(x, y)
6614 int element = Tile[x][y];
6616 if (element == EL_EMC_FAKE_GRASS &&
6617 game.magnify_time_left > 0)
6619 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6620 TEST_DrawLevelField(x, y);
6622 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6623 game.magnify_time_left == 0)
6625 Tile[x][y] = EL_EMC_FAKE_GRASS;
6626 TEST_DrawLevelField(x, y);
6628 else if (IS_GATE_GRAY(element) &&
6629 game.magnify_time_left > 0)
6631 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6632 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6633 IS_EM_GATE_GRAY(element) ?
6634 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6635 IS_EMC_GATE_GRAY(element) ?
6636 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6637 IS_DC_GATE_GRAY(element) ?
6638 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6640 TEST_DrawLevelField(x, y);
6642 else if (IS_GATE_GRAY_ACTIVE(element) &&
6643 game.magnify_time_left == 0)
6645 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6646 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6647 IS_EM_GATE_GRAY_ACTIVE(element) ?
6648 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6649 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6650 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6651 IS_DC_GATE_GRAY_ACTIVE(element) ?
6652 EL_DC_GATE_WHITE_GRAY :
6654 TEST_DrawLevelField(x, y);
6659 static void ToggleLightSwitch(int x, int y)
6661 int element = Tile[x][y];
6663 game.light_time_left =
6664 (element == EL_LIGHT_SWITCH ?
6665 level.time_light * FRAMES_PER_SECOND : 0);
6667 RedrawAllLightSwitchesAndInvisibleElements();
6670 static void ActivateTimegateSwitch(int x, int y)
6674 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6676 SCAN_PLAYFIELD(xx, yy)
6678 int element = Tile[xx][yy];
6680 if (element == EL_TIMEGATE_CLOSED ||
6681 element == EL_TIMEGATE_CLOSING)
6683 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6684 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6688 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6690 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6691 TEST_DrawLevelField(xx, yy);
6697 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6698 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6701 static void Impact(int x, int y)
6703 boolean last_line = (y == lev_fieldy - 1);
6704 boolean object_hit = FALSE;
6705 boolean impact = (last_line || object_hit);
6706 int element = Tile[x][y];
6707 int smashed = EL_STEELWALL;
6709 if (!last_line) // check if element below was hit
6711 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6714 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6715 MovDir[x][y + 1] != MV_DOWN ||
6716 MovPos[x][y + 1] <= TILEY / 2));
6718 // do not smash moving elements that left the smashed field in time
6719 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6720 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6723 #if USE_QUICKSAND_IMPACT_BUGFIX
6724 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6726 RemoveMovingField(x, y + 1);
6727 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6728 Tile[x][y + 2] = EL_ROCK;
6729 TEST_DrawLevelField(x, y + 2);
6734 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6736 RemoveMovingField(x, y + 1);
6737 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6738 Tile[x][y + 2] = EL_ROCK;
6739 TEST_DrawLevelField(x, y + 2);
6746 smashed = MovingOrBlocked2Element(x, y + 1);
6748 impact = (last_line || object_hit);
6751 if (!last_line && smashed == EL_ACID) // element falls into acid
6753 SplashAcid(x, y + 1);
6757 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6758 // only reset graphic animation if graphic really changes after impact
6760 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6762 ResetGfxAnimation(x, y);
6763 TEST_DrawLevelField(x, y);
6766 if (impact && CAN_EXPLODE_IMPACT(element))
6771 else if (impact && element == EL_PEARL &&
6772 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6774 ResetGfxAnimation(x, y);
6776 Tile[x][y] = EL_PEARL_BREAKING;
6777 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6780 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6782 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6787 if (impact && element == EL_AMOEBA_DROP)
6789 if (object_hit && IS_PLAYER(x, y + 1))
6790 KillPlayerUnlessEnemyProtected(x, y + 1);
6791 else if (object_hit && smashed == EL_PENGUIN)
6795 Tile[x][y] = EL_AMOEBA_GROWING;
6796 Store[x][y] = EL_AMOEBA_WET;
6798 ResetRandomAnimationValue(x, y);
6803 if (object_hit) // check which object was hit
6805 if ((CAN_PASS_MAGIC_WALL(element) &&
6806 (smashed == EL_MAGIC_WALL ||
6807 smashed == EL_BD_MAGIC_WALL)) ||
6808 (CAN_PASS_DC_MAGIC_WALL(element) &&
6809 smashed == EL_DC_MAGIC_WALL))
6812 int activated_magic_wall =
6813 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6814 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6815 EL_DC_MAGIC_WALL_ACTIVE);
6817 // activate magic wall / mill
6818 SCAN_PLAYFIELD(xx, yy)
6820 if (Tile[xx][yy] == smashed)
6821 Tile[xx][yy] = activated_magic_wall;
6824 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6825 game.magic_wall_active = TRUE;
6827 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6828 SND_MAGIC_WALL_ACTIVATING :
6829 smashed == EL_BD_MAGIC_WALL ?
6830 SND_BD_MAGIC_WALL_ACTIVATING :
6831 SND_DC_MAGIC_WALL_ACTIVATING));
6834 if (IS_PLAYER(x, y + 1))
6836 if (CAN_SMASH_PLAYER(element))
6838 KillPlayerUnlessEnemyProtected(x, y + 1);
6842 else if (smashed == EL_PENGUIN)
6844 if (CAN_SMASH_PLAYER(element))
6850 else if (element == EL_BD_DIAMOND)
6852 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6858 else if (((element == EL_SP_INFOTRON ||
6859 element == EL_SP_ZONK) &&
6860 (smashed == EL_SP_SNIKSNAK ||
6861 smashed == EL_SP_ELECTRON ||
6862 smashed == EL_SP_DISK_ORANGE)) ||
6863 (element == EL_SP_INFOTRON &&
6864 smashed == EL_SP_DISK_YELLOW))
6869 else if (CAN_SMASH_EVERYTHING(element))
6871 if (IS_CLASSIC_ENEMY(smashed) ||
6872 CAN_EXPLODE_SMASHED(smashed))
6877 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6879 if (smashed == EL_LAMP ||
6880 smashed == EL_LAMP_ACTIVE)
6885 else if (smashed == EL_NUT)
6887 Tile[x][y + 1] = EL_NUT_BREAKING;
6888 PlayLevelSound(x, y, SND_NUT_BREAKING);
6889 RaiseScoreElement(EL_NUT);
6892 else if (smashed == EL_PEARL)
6894 ResetGfxAnimation(x, y);
6896 Tile[x][y + 1] = EL_PEARL_BREAKING;
6897 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6900 else if (smashed == EL_DIAMOND)
6902 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6903 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6906 else if (IS_BELT_SWITCH(smashed))
6908 ToggleBeltSwitch(x, y + 1);
6910 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6911 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6912 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6913 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6915 ToggleSwitchgateSwitch();
6917 else if (smashed == EL_LIGHT_SWITCH ||
6918 smashed == EL_LIGHT_SWITCH_ACTIVE)
6920 ToggleLightSwitch(x, y + 1);
6924 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6926 CheckElementChangeBySide(x, y + 1, smashed, element,
6927 CE_SWITCHED, CH_SIDE_TOP);
6928 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6934 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6939 // play sound of magic wall / mill
6941 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6942 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6943 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6945 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6946 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6947 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6948 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6949 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6950 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6955 // play sound of object that hits the ground
6956 if (last_line || object_hit)
6957 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6960 static void TurnRoundExt(int x, int y)
6972 { 0, 0 }, { 0, 0 }, { 0, 0 },
6977 int left, right, back;
6981 { MV_DOWN, MV_UP, MV_RIGHT },
6982 { MV_UP, MV_DOWN, MV_LEFT },
6984 { MV_LEFT, MV_RIGHT, MV_DOWN },
6988 { MV_RIGHT, MV_LEFT, MV_UP }
6991 int element = Tile[x][y];
6992 int move_pattern = element_info[element].move_pattern;
6994 int old_move_dir = MovDir[x][y];
6995 int left_dir = turn[old_move_dir].left;
6996 int right_dir = turn[old_move_dir].right;
6997 int back_dir = turn[old_move_dir].back;
6999 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7000 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7001 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7002 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7004 int left_x = x + left_dx, left_y = y + left_dy;
7005 int right_x = x + right_dx, right_y = y + right_dy;
7006 int move_x = x + move_dx, move_y = y + move_dy;
7010 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7012 TestIfBadThingTouchesOtherBadThing(x, y);
7014 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7015 MovDir[x][y] = right_dir;
7016 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7017 MovDir[x][y] = left_dir;
7019 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7021 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7024 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7026 TestIfBadThingTouchesOtherBadThing(x, y);
7028 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7029 MovDir[x][y] = left_dir;
7030 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7031 MovDir[x][y] = right_dir;
7033 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7035 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7038 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7040 TestIfBadThingTouchesOtherBadThing(x, y);
7042 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7043 MovDir[x][y] = left_dir;
7044 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7045 MovDir[x][y] = right_dir;
7047 if (MovDir[x][y] != old_move_dir)
7050 else if (element == EL_YAMYAM)
7052 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7053 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7055 if (can_turn_left && can_turn_right)
7056 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7057 else if (can_turn_left)
7058 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7059 else if (can_turn_right)
7060 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7062 MovDir[x][y] = back_dir;
7064 MovDelay[x][y] = 16 + 16 * RND(3);
7066 else if (element == EL_DARK_YAMYAM)
7068 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7070 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7073 if (can_turn_left && can_turn_right)
7074 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7075 else if (can_turn_left)
7076 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7077 else if (can_turn_right)
7078 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7080 MovDir[x][y] = back_dir;
7082 MovDelay[x][y] = 16 + 16 * RND(3);
7084 else if (element == EL_PACMAN)
7086 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7087 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7089 if (can_turn_left && can_turn_right)
7090 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7091 else if (can_turn_left)
7092 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7093 else if (can_turn_right)
7094 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7096 MovDir[x][y] = back_dir;
7098 MovDelay[x][y] = 6 + RND(40);
7100 else if (element == EL_PIG)
7102 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7103 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7104 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7105 boolean should_turn_left, should_turn_right, should_move_on;
7107 int rnd = RND(rnd_value);
7109 should_turn_left = (can_turn_left &&
7111 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7112 y + back_dy + left_dy)));
7113 should_turn_right = (can_turn_right &&
7115 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7116 y + back_dy + right_dy)));
7117 should_move_on = (can_move_on &&
7120 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7121 y + move_dy + left_dy) ||
7122 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7123 y + move_dy + right_dy)));
7125 if (should_turn_left || should_turn_right || should_move_on)
7127 if (should_turn_left && should_turn_right && should_move_on)
7128 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7129 rnd < 2 * rnd_value / 3 ? right_dir :
7131 else if (should_turn_left && should_turn_right)
7132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7133 else if (should_turn_left && should_move_on)
7134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7135 else if (should_turn_right && should_move_on)
7136 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7137 else if (should_turn_left)
7138 MovDir[x][y] = left_dir;
7139 else if (should_turn_right)
7140 MovDir[x][y] = right_dir;
7141 else if (should_move_on)
7142 MovDir[x][y] = old_move_dir;
7144 else if (can_move_on && rnd > rnd_value / 8)
7145 MovDir[x][y] = old_move_dir;
7146 else if (can_turn_left && can_turn_right)
7147 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7148 else if (can_turn_left && rnd > rnd_value / 8)
7149 MovDir[x][y] = left_dir;
7150 else if (can_turn_right && rnd > rnd_value/8)
7151 MovDir[x][y] = right_dir;
7153 MovDir[x][y] = back_dir;
7155 xx = x + move_xy[MovDir[x][y]].dx;
7156 yy = y + move_xy[MovDir[x][y]].dy;
7158 if (!IN_LEV_FIELD(xx, yy) ||
7159 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7160 MovDir[x][y] = old_move_dir;
7164 else if (element == EL_DRAGON)
7166 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7167 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7168 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7170 int rnd = RND(rnd_value);
7172 if (can_move_on && rnd > rnd_value / 8)
7173 MovDir[x][y] = old_move_dir;
7174 else if (can_turn_left && can_turn_right)
7175 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7176 else if (can_turn_left && rnd > rnd_value / 8)
7177 MovDir[x][y] = left_dir;
7178 else if (can_turn_right && rnd > rnd_value / 8)
7179 MovDir[x][y] = right_dir;
7181 MovDir[x][y] = back_dir;
7183 xx = x + move_xy[MovDir[x][y]].dx;
7184 yy = y + move_xy[MovDir[x][y]].dy;
7186 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7187 MovDir[x][y] = old_move_dir;
7191 else if (element == EL_MOLE)
7193 boolean can_move_on =
7194 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7195 IS_AMOEBOID(Tile[move_x][move_y]) ||
7196 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7199 boolean can_turn_left =
7200 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7201 IS_AMOEBOID(Tile[left_x][left_y])));
7203 boolean can_turn_right =
7204 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7205 IS_AMOEBOID(Tile[right_x][right_y])));
7207 if (can_turn_left && can_turn_right)
7208 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7209 else if (can_turn_left)
7210 MovDir[x][y] = left_dir;
7212 MovDir[x][y] = right_dir;
7215 if (MovDir[x][y] != old_move_dir)
7218 else if (element == EL_BALLOON)
7220 MovDir[x][y] = game.wind_direction;
7223 else if (element == EL_SPRING)
7225 if (MovDir[x][y] & MV_HORIZONTAL)
7227 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7228 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7230 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7231 ResetGfxAnimation(move_x, move_y);
7232 TEST_DrawLevelField(move_x, move_y);
7234 MovDir[x][y] = back_dir;
7236 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7237 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7238 MovDir[x][y] = MV_NONE;
7243 else if (element == EL_ROBOT ||
7244 element == EL_SATELLITE ||
7245 element == EL_PENGUIN ||
7246 element == EL_EMC_ANDROID)
7248 int attr_x = -1, attr_y = -1;
7250 if (game.all_players_gone)
7252 attr_x = game.exit_x;
7253 attr_y = game.exit_y;
7259 for (i = 0; i < MAX_PLAYERS; i++)
7261 struct PlayerInfo *player = &stored_player[i];
7262 int jx = player->jx, jy = player->jy;
7264 if (!player->active)
7268 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7276 if (element == EL_ROBOT &&
7277 game.robot_wheel_x >= 0 &&
7278 game.robot_wheel_y >= 0 &&
7279 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7280 game.engine_version < VERSION_IDENT(3,1,0,0)))
7282 attr_x = game.robot_wheel_x;
7283 attr_y = game.robot_wheel_y;
7286 if (element == EL_PENGUIN)
7289 struct XY *xy = xy_topdown;
7291 for (i = 0; i < NUM_DIRECTIONS; i++)
7293 int ex = x + xy[i].x;
7294 int ey = y + xy[i].y;
7296 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7297 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7298 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7299 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7308 MovDir[x][y] = MV_NONE;
7310 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7311 else if (attr_x > x)
7312 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7314 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7315 else if (attr_y > y)
7316 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7318 if (element == EL_ROBOT)
7322 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7323 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7324 Moving2Blocked(x, y, &newx, &newy);
7326 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7327 MovDelay[x][y] = 8 + 8 * !RND(3);
7329 MovDelay[x][y] = 16;
7331 else if (element == EL_PENGUIN)
7337 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7339 boolean first_horiz = RND(2);
7340 int new_move_dir = MovDir[x][y];
7343 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7344 Moving2Blocked(x, y, &newx, &newy);
7346 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7350 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7351 Moving2Blocked(x, y, &newx, &newy);
7353 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7356 MovDir[x][y] = old_move_dir;
7360 else if (element == EL_SATELLITE)
7366 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7368 boolean first_horiz = RND(2);
7369 int new_move_dir = MovDir[x][y];
7372 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7373 Moving2Blocked(x, y, &newx, &newy);
7375 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7379 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7380 Moving2Blocked(x, y, &newx, &newy);
7382 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7385 MovDir[x][y] = old_move_dir;
7389 else if (element == EL_EMC_ANDROID)
7391 static int check_pos[16] =
7393 -1, // 0 => (invalid)
7396 -1, // 3 => (invalid)
7398 0, // 5 => MV_LEFT | MV_UP
7399 2, // 6 => MV_RIGHT | MV_UP
7400 -1, // 7 => (invalid)
7402 6, // 9 => MV_LEFT | MV_DOWN
7403 4, // 10 => MV_RIGHT | MV_DOWN
7404 -1, // 11 => (invalid)
7405 -1, // 12 => (invalid)
7406 -1, // 13 => (invalid)
7407 -1, // 14 => (invalid)
7408 -1, // 15 => (invalid)
7416 { -1, -1, MV_LEFT | MV_UP },
7418 { +1, -1, MV_RIGHT | MV_UP },
7419 { +1, 0, MV_RIGHT },
7420 { +1, +1, MV_RIGHT | MV_DOWN },
7422 { -1, +1, MV_LEFT | MV_DOWN },
7425 int start_pos, check_order;
7426 boolean can_clone = FALSE;
7429 // check if there is any free field around current position
7430 for (i = 0; i < 8; i++)
7432 int newx = x + check_xy[i].dx;
7433 int newy = y + check_xy[i].dy;
7435 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7443 if (can_clone) // randomly find an element to clone
7447 start_pos = check_pos[RND(8)];
7448 check_order = (RND(2) ? -1 : +1);
7450 for (i = 0; i < 8; i++)
7452 int pos_raw = start_pos + i * check_order;
7453 int pos = (pos_raw + 8) % 8;
7454 int newx = x + check_xy[pos].dx;
7455 int newy = y + check_xy[pos].dy;
7457 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7459 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7460 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7462 Store[x][y] = Tile[newx][newy];
7471 if (can_clone) // randomly find a direction to move
7475 start_pos = check_pos[RND(8)];
7476 check_order = (RND(2) ? -1 : +1);
7478 for (i = 0; i < 8; i++)
7480 int pos_raw = start_pos + i * check_order;
7481 int pos = (pos_raw + 8) % 8;
7482 int newx = x + check_xy[pos].dx;
7483 int newy = y + check_xy[pos].dy;
7484 int new_move_dir = check_xy[pos].dir;
7486 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7488 MovDir[x][y] = new_move_dir;
7489 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7498 if (can_clone) // cloning and moving successful
7501 // cannot clone -- try to move towards player
7503 start_pos = check_pos[MovDir[x][y] & 0x0f];
7504 check_order = (RND(2) ? -1 : +1);
7506 for (i = 0; i < 3; i++)
7508 // first check start_pos, then previous/next or (next/previous) pos
7509 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7510 int pos = (pos_raw + 8) % 8;
7511 int newx = x + check_xy[pos].dx;
7512 int newy = y + check_xy[pos].dy;
7513 int new_move_dir = check_xy[pos].dir;
7515 if (IS_PLAYER(newx, newy))
7518 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7520 MovDir[x][y] = new_move_dir;
7521 MovDelay[x][y] = level.android_move_time * 8 + 1;
7528 else if (move_pattern == MV_TURNING_LEFT ||
7529 move_pattern == MV_TURNING_RIGHT ||
7530 move_pattern == MV_TURNING_LEFT_RIGHT ||
7531 move_pattern == MV_TURNING_RIGHT_LEFT ||
7532 move_pattern == MV_TURNING_RANDOM ||
7533 move_pattern == MV_ALL_DIRECTIONS)
7535 boolean can_turn_left =
7536 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7537 boolean can_turn_right =
7538 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7540 if (element_info[element].move_stepsize == 0) // "not moving"
7543 if (move_pattern == MV_TURNING_LEFT)
7544 MovDir[x][y] = left_dir;
7545 else if (move_pattern == MV_TURNING_RIGHT)
7546 MovDir[x][y] = right_dir;
7547 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7548 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7549 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7550 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7551 else if (move_pattern == MV_TURNING_RANDOM)
7552 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7553 can_turn_right && !can_turn_left ? right_dir :
7554 RND(2) ? left_dir : right_dir);
7555 else if (can_turn_left && can_turn_right)
7556 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7557 else if (can_turn_left)
7558 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7559 else if (can_turn_right)
7560 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7562 MovDir[x][y] = back_dir;
7564 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7566 else if (move_pattern == MV_HORIZONTAL ||
7567 move_pattern == MV_VERTICAL)
7569 if (move_pattern & old_move_dir)
7570 MovDir[x][y] = back_dir;
7571 else if (move_pattern == MV_HORIZONTAL)
7572 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7573 else if (move_pattern == MV_VERTICAL)
7574 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7578 else if (move_pattern & MV_ANY_DIRECTION)
7580 MovDir[x][y] = move_pattern;
7581 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7583 else if (move_pattern & MV_WIND_DIRECTION)
7585 MovDir[x][y] = game.wind_direction;
7586 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7588 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7590 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7591 MovDir[x][y] = left_dir;
7592 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7593 MovDir[x][y] = right_dir;
7595 if (MovDir[x][y] != old_move_dir)
7596 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7598 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7600 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7601 MovDir[x][y] = right_dir;
7602 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7603 MovDir[x][y] = left_dir;
7605 if (MovDir[x][y] != old_move_dir)
7606 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7608 else if (move_pattern == MV_TOWARDS_PLAYER ||
7609 move_pattern == MV_AWAY_FROM_PLAYER)
7611 int attr_x = -1, attr_y = -1;
7613 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7615 if (game.all_players_gone)
7617 attr_x = game.exit_x;
7618 attr_y = game.exit_y;
7624 for (i = 0; i < MAX_PLAYERS; i++)
7626 struct PlayerInfo *player = &stored_player[i];
7627 int jx = player->jx, jy = player->jy;
7629 if (!player->active)
7633 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7641 MovDir[x][y] = MV_NONE;
7643 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7644 else if (attr_x > x)
7645 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7647 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7648 else if (attr_y > y)
7649 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7651 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7653 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7655 boolean first_horiz = RND(2);
7656 int new_move_dir = MovDir[x][y];
7658 if (element_info[element].move_stepsize == 0) // "not moving"
7660 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7661 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7667 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7668 Moving2Blocked(x, y, &newx, &newy);
7670 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7674 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7675 Moving2Blocked(x, y, &newx, &newy);
7677 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7680 MovDir[x][y] = old_move_dir;
7683 else if (move_pattern == MV_WHEN_PUSHED ||
7684 move_pattern == MV_WHEN_DROPPED)
7686 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7687 MovDir[x][y] = MV_NONE;
7691 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7693 struct XY *test_xy = xy_topdown;
7694 static int test_dir[4] =
7701 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7702 int move_preference = -1000000; // start with very low preference
7703 int new_move_dir = MV_NONE;
7704 int start_test = RND(4);
7707 for (i = 0; i < NUM_DIRECTIONS; i++)
7709 int j = (start_test + i) % 4;
7710 int move_dir = test_dir[j];
7711 int move_dir_preference;
7713 xx = x + test_xy[j].x;
7714 yy = y + test_xy[j].y;
7716 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7717 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7719 new_move_dir = move_dir;
7724 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7727 move_dir_preference = -1 * RunnerVisit[xx][yy];
7728 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7729 move_dir_preference = PlayerVisit[xx][yy];
7731 if (move_dir_preference > move_preference)
7733 // prefer field that has not been visited for the longest time
7734 move_preference = move_dir_preference;
7735 new_move_dir = move_dir;
7737 else if (move_dir_preference == move_preference &&
7738 move_dir == old_move_dir)
7740 // prefer last direction when all directions are preferred equally
7741 move_preference = move_dir_preference;
7742 new_move_dir = move_dir;
7746 MovDir[x][y] = new_move_dir;
7747 if (old_move_dir != new_move_dir)
7748 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7752 static void TurnRound(int x, int y)
7754 int direction = MovDir[x][y];
7758 GfxDir[x][y] = MovDir[x][y];
7760 if (direction != MovDir[x][y])
7764 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7766 ResetGfxFrame(x, y);
7769 static boolean JustBeingPushed(int x, int y)
7773 for (i = 0; i < MAX_PLAYERS; i++)
7775 struct PlayerInfo *player = &stored_player[i];
7777 if (player->active && player->is_pushing && player->MovPos)
7779 int next_jx = player->jx + (player->jx - player->last_jx);
7780 int next_jy = player->jy + (player->jy - player->last_jy);
7782 if (x == next_jx && y == next_jy)
7790 static void StartMoving(int x, int y)
7792 boolean started_moving = FALSE; // some elements can fall _and_ move
7793 int element = Tile[x][y];
7798 if (MovDelay[x][y] == 0)
7799 GfxAction[x][y] = ACTION_DEFAULT;
7801 if (CAN_FALL(element) && y < lev_fieldy - 1)
7803 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7804 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7805 if (JustBeingPushed(x, y))
7808 if (element == EL_QUICKSAND_FULL)
7810 if (IS_FREE(x, y + 1))
7812 InitMovingField(x, y, MV_DOWN);
7813 started_moving = TRUE;
7815 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7816 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7817 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7818 Store[x][y] = EL_ROCK;
7820 Store[x][y] = EL_ROCK;
7823 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7825 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7827 if (!MovDelay[x][y])
7829 MovDelay[x][y] = TILEY + 1;
7831 ResetGfxAnimation(x, y);
7832 ResetGfxAnimation(x, y + 1);
7837 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7838 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7845 Tile[x][y] = EL_QUICKSAND_EMPTY;
7846 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7847 Store[x][y + 1] = Store[x][y];
7850 PlayLevelSoundAction(x, y, ACTION_FILLING);
7852 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7854 if (!MovDelay[x][y])
7856 MovDelay[x][y] = TILEY + 1;
7858 ResetGfxAnimation(x, y);
7859 ResetGfxAnimation(x, y + 1);
7864 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7865 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7872 Tile[x][y] = EL_QUICKSAND_EMPTY;
7873 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7874 Store[x][y + 1] = Store[x][y];
7877 PlayLevelSoundAction(x, y, ACTION_FILLING);
7880 else if (element == EL_QUICKSAND_FAST_FULL)
7882 if (IS_FREE(x, y + 1))
7884 InitMovingField(x, y, MV_DOWN);
7885 started_moving = TRUE;
7887 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7888 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7889 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7890 Store[x][y] = EL_ROCK;
7892 Store[x][y] = EL_ROCK;
7895 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7897 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7899 if (!MovDelay[x][y])
7901 MovDelay[x][y] = TILEY + 1;
7903 ResetGfxAnimation(x, y);
7904 ResetGfxAnimation(x, y + 1);
7909 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7910 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7917 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7918 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7919 Store[x][y + 1] = Store[x][y];
7922 PlayLevelSoundAction(x, y, ACTION_FILLING);
7924 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7926 if (!MovDelay[x][y])
7928 MovDelay[x][y] = TILEY + 1;
7930 ResetGfxAnimation(x, y);
7931 ResetGfxAnimation(x, y + 1);
7936 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7937 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7944 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7945 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7946 Store[x][y + 1] = Store[x][y];
7949 PlayLevelSoundAction(x, y, ACTION_FILLING);
7952 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7953 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7955 InitMovingField(x, y, MV_DOWN);
7956 started_moving = TRUE;
7958 Tile[x][y] = EL_QUICKSAND_FILLING;
7959 Store[x][y] = element;
7961 PlayLevelSoundAction(x, y, ACTION_FILLING);
7963 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7964 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7966 InitMovingField(x, y, MV_DOWN);
7967 started_moving = TRUE;
7969 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7970 Store[x][y] = element;
7972 PlayLevelSoundAction(x, y, ACTION_FILLING);
7974 else if (element == EL_MAGIC_WALL_FULL)
7976 if (IS_FREE(x, y + 1))
7978 InitMovingField(x, y, MV_DOWN);
7979 started_moving = TRUE;
7981 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7982 Store[x][y] = EL_CHANGED(Store[x][y]);
7984 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7986 if (!MovDelay[x][y])
7987 MovDelay[x][y] = TILEY / 4 + 1;
7996 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7997 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7998 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8002 else if (element == EL_BD_MAGIC_WALL_FULL)
8004 if (IS_FREE(x, y + 1))
8006 InitMovingField(x, y, MV_DOWN);
8007 started_moving = TRUE;
8009 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8010 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8012 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8014 if (!MovDelay[x][y])
8015 MovDelay[x][y] = TILEY / 4 + 1;
8024 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8025 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8026 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8030 else if (element == EL_DC_MAGIC_WALL_FULL)
8032 if (IS_FREE(x, y + 1))
8034 InitMovingField(x, y, MV_DOWN);
8035 started_moving = TRUE;
8037 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8038 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8040 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8042 if (!MovDelay[x][y])
8043 MovDelay[x][y] = TILEY / 4 + 1;
8052 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8053 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8054 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8058 else if ((CAN_PASS_MAGIC_WALL(element) &&
8059 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8060 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8061 (CAN_PASS_DC_MAGIC_WALL(element) &&
8062 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8065 InitMovingField(x, y, MV_DOWN);
8066 started_moving = TRUE;
8069 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8070 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8071 EL_DC_MAGIC_WALL_FILLING);
8072 Store[x][y] = element;
8074 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8076 SplashAcid(x, y + 1);
8078 InitMovingField(x, y, MV_DOWN);
8079 started_moving = TRUE;
8081 Store[x][y] = EL_ACID;
8084 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8085 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8086 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8087 CAN_FALL(element) && WasJustFalling[x][y] &&
8088 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8090 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8091 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8092 (Tile[x][y + 1] == EL_BLOCKED)))
8094 /* this is needed for a special case not covered by calling "Impact()"
8095 from "ContinueMoving()": if an element moves to a tile directly below
8096 another element which was just falling on that tile (which was empty
8097 in the previous frame), the falling element above would just stop
8098 instead of smashing the element below (in previous version, the above
8099 element was just checked for "moving" instead of "falling", resulting
8100 in incorrect smashes caused by horizontal movement of the above
8101 element; also, the case of the player being the element to smash was
8102 simply not covered here... :-/ ) */
8104 CheckCollision[x][y] = 0;
8105 CheckImpact[x][y] = 0;
8109 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8111 if (MovDir[x][y] == MV_NONE)
8113 InitMovingField(x, y, MV_DOWN);
8114 started_moving = TRUE;
8117 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8119 if (WasJustFalling[x][y]) // prevent animation from being restarted
8120 MovDir[x][y] = MV_DOWN;
8122 InitMovingField(x, y, MV_DOWN);
8123 started_moving = TRUE;
8125 else if (element == EL_AMOEBA_DROP)
8127 Tile[x][y] = EL_AMOEBA_GROWING;
8128 Store[x][y] = EL_AMOEBA_WET;
8130 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8131 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8132 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8133 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8135 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8136 (IS_FREE(x - 1, y + 1) ||
8137 Tile[x - 1][y + 1] == EL_ACID));
8138 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8139 (IS_FREE(x + 1, y + 1) ||
8140 Tile[x + 1][y + 1] == EL_ACID));
8141 boolean can_fall_any = (can_fall_left || can_fall_right);
8142 boolean can_fall_both = (can_fall_left && can_fall_right);
8143 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8145 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8147 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8148 can_fall_right = FALSE;
8149 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8150 can_fall_left = FALSE;
8151 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8152 can_fall_right = FALSE;
8153 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8154 can_fall_left = FALSE;
8156 can_fall_any = (can_fall_left || can_fall_right);
8157 can_fall_both = FALSE;
8162 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8163 can_fall_right = FALSE; // slip down on left side
8165 can_fall_left = !(can_fall_right = RND(2));
8167 can_fall_both = FALSE;
8172 // if not determined otherwise, prefer left side for slipping down
8173 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8174 started_moving = TRUE;
8177 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8179 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8180 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8181 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8182 int belt_dir = game.belt_dir[belt_nr];
8184 if ((belt_dir == MV_LEFT && left_is_free) ||
8185 (belt_dir == MV_RIGHT && right_is_free))
8187 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8189 InitMovingField(x, y, belt_dir);
8190 started_moving = TRUE;
8192 Pushed[x][y] = TRUE;
8193 Pushed[nextx][y] = TRUE;
8195 GfxAction[x][y] = ACTION_DEFAULT;
8199 MovDir[x][y] = 0; // if element was moving, stop it
8204 // not "else if" because of elements that can fall and move (EL_SPRING)
8205 if (CAN_MOVE(element) && !started_moving)
8207 int move_pattern = element_info[element].move_pattern;
8210 Moving2Blocked(x, y, &newx, &newy);
8212 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8215 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8216 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8218 WasJustMoving[x][y] = 0;
8219 CheckCollision[x][y] = 0;
8221 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8223 if (Tile[x][y] != element) // element has changed
8227 if (!MovDelay[x][y]) // start new movement phase
8229 // all objects that can change their move direction after each step
8230 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8232 if (element != EL_YAMYAM &&
8233 element != EL_DARK_YAMYAM &&
8234 element != EL_PACMAN &&
8235 !(move_pattern & MV_ANY_DIRECTION) &&
8236 move_pattern != MV_TURNING_LEFT &&
8237 move_pattern != MV_TURNING_RIGHT &&
8238 move_pattern != MV_TURNING_LEFT_RIGHT &&
8239 move_pattern != MV_TURNING_RIGHT_LEFT &&
8240 move_pattern != MV_TURNING_RANDOM)
8244 if (MovDelay[x][y] && (element == EL_BUG ||
8245 element == EL_SPACESHIP ||
8246 element == EL_SP_SNIKSNAK ||
8247 element == EL_SP_ELECTRON ||
8248 element == EL_MOLE))
8249 TEST_DrawLevelField(x, y);
8253 if (MovDelay[x][y]) // wait some time before next movement
8257 if (element == EL_ROBOT ||
8258 element == EL_YAMYAM ||
8259 element == EL_DARK_YAMYAM)
8261 DrawLevelElementAnimationIfNeeded(x, y, element);
8262 PlayLevelSoundAction(x, y, ACTION_WAITING);
8264 else if (element == EL_SP_ELECTRON)
8265 DrawLevelElementAnimationIfNeeded(x, y, element);
8266 else if (element == EL_DRAGON)
8269 int dir = MovDir[x][y];
8270 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8271 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8272 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8273 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8274 dir == MV_UP ? IMG_FLAMES_1_UP :
8275 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8276 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8278 GfxAction[x][y] = ACTION_ATTACKING;
8280 if (IS_PLAYER(x, y))
8281 DrawPlayerField(x, y);
8283 TEST_DrawLevelField(x, y);
8285 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8287 for (i = 1; i <= 3; i++)
8289 int xx = x + i * dx;
8290 int yy = y + i * dy;
8291 int sx = SCREENX(xx);
8292 int sy = SCREENY(yy);
8293 int flame_graphic = graphic + (i - 1);
8295 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8300 int flamed = MovingOrBlocked2Element(xx, yy);
8302 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8305 RemoveMovingField(xx, yy);
8307 ChangeDelay[xx][yy] = 0;
8309 Tile[xx][yy] = EL_FLAMES;
8311 if (IN_SCR_FIELD(sx, sy))
8313 TEST_DrawLevelFieldCrumbled(xx, yy);
8314 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8319 if (Tile[xx][yy] == EL_FLAMES)
8320 Tile[xx][yy] = EL_EMPTY;
8321 TEST_DrawLevelField(xx, yy);
8326 if (MovDelay[x][y]) // element still has to wait some time
8328 PlayLevelSoundAction(x, y, ACTION_WAITING);
8334 // now make next step
8336 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8338 if (DONT_COLLIDE_WITH(element) &&
8339 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8340 !PLAYER_ENEMY_PROTECTED(newx, newy))
8342 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8347 else if (CAN_MOVE_INTO_ACID(element) &&
8348 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8349 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8350 (MovDir[x][y] == MV_DOWN ||
8351 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8353 SplashAcid(newx, newy);
8354 Store[x][y] = EL_ACID;
8356 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8358 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8359 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8360 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8361 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8364 TEST_DrawLevelField(x, y);
8366 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8367 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8368 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8370 game.friends_still_needed--;
8371 if (!game.friends_still_needed &&
8373 game.all_players_gone)
8378 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8380 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8381 TEST_DrawLevelField(newx, newy);
8383 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8385 else if (!IS_FREE(newx, newy))
8387 GfxAction[x][y] = ACTION_WAITING;
8389 if (IS_PLAYER(x, y))
8390 DrawPlayerField(x, y);
8392 TEST_DrawLevelField(x, y);
8397 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8399 if (IS_FOOD_PIG(Tile[newx][newy]))
8401 if (IS_MOVING(newx, newy))
8402 RemoveMovingField(newx, newy);
8405 Tile[newx][newy] = EL_EMPTY;
8406 TEST_DrawLevelField(newx, newy);
8409 PlayLevelSound(x, y, SND_PIG_DIGGING);
8411 else if (!IS_FREE(newx, newy))
8413 if (IS_PLAYER(x, y))
8414 DrawPlayerField(x, y);
8416 TEST_DrawLevelField(x, y);
8421 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8423 if (Store[x][y] != EL_EMPTY)
8425 boolean can_clone = FALSE;
8428 // check if element to clone is still there
8429 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8431 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8439 // cannot clone or target field not free anymore -- do not clone
8440 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8441 Store[x][y] = EL_EMPTY;
8444 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8446 if (IS_MV_DIAGONAL(MovDir[x][y]))
8448 int diagonal_move_dir = MovDir[x][y];
8449 int stored = Store[x][y];
8450 int change_delay = 8;
8453 // android is moving diagonally
8455 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8457 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8458 GfxElement[x][y] = EL_EMC_ANDROID;
8459 GfxAction[x][y] = ACTION_SHRINKING;
8460 GfxDir[x][y] = diagonal_move_dir;
8461 ChangeDelay[x][y] = change_delay;
8463 if (Store[x][y] == EL_EMPTY)
8464 Store[x][y] = GfxElementEmpty[x][y];
8466 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8469 DrawLevelGraphicAnimation(x, y, graphic);
8470 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8472 if (Tile[newx][newy] == EL_ACID)
8474 SplashAcid(newx, newy);
8479 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8481 Store[newx][newy] = EL_EMC_ANDROID;
8482 GfxElement[newx][newy] = EL_EMC_ANDROID;
8483 GfxAction[newx][newy] = ACTION_GROWING;
8484 GfxDir[newx][newy] = diagonal_move_dir;
8485 ChangeDelay[newx][newy] = change_delay;
8487 graphic = el_act_dir2img(GfxElement[newx][newy],
8488 GfxAction[newx][newy], GfxDir[newx][newy]);
8490 DrawLevelGraphicAnimation(newx, newy, graphic);
8491 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8497 Tile[newx][newy] = EL_EMPTY;
8498 TEST_DrawLevelField(newx, newy);
8500 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8503 else if (!IS_FREE(newx, newy))
8508 else if (IS_CUSTOM_ELEMENT(element) &&
8509 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8511 if (!DigFieldByCE(newx, newy, element))
8514 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8516 RunnerVisit[x][y] = FrameCounter;
8517 PlayerVisit[x][y] /= 8; // expire player visit path
8520 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8522 if (!IS_FREE(newx, newy))
8524 if (IS_PLAYER(x, y))
8525 DrawPlayerField(x, y);
8527 TEST_DrawLevelField(x, y);
8533 boolean wanna_flame = !RND(10);
8534 int dx = newx - x, dy = newy - y;
8535 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8536 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8537 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8538 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8539 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8540 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8543 IS_CLASSIC_ENEMY(element1) ||
8544 IS_CLASSIC_ENEMY(element2)) &&
8545 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8546 element1 != EL_FLAMES && element2 != EL_FLAMES)
8548 ResetGfxAnimation(x, y);
8549 GfxAction[x][y] = ACTION_ATTACKING;
8551 if (IS_PLAYER(x, y))
8552 DrawPlayerField(x, y);
8554 TEST_DrawLevelField(x, y);
8556 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8558 MovDelay[x][y] = 50;
8560 Tile[newx][newy] = EL_FLAMES;
8561 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8562 Tile[newx1][newy1] = EL_FLAMES;
8563 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8564 Tile[newx2][newy2] = EL_FLAMES;
8570 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8571 Tile[newx][newy] == EL_DIAMOND)
8573 if (IS_MOVING(newx, newy))
8574 RemoveMovingField(newx, newy);
8577 Tile[newx][newy] = EL_EMPTY;
8578 TEST_DrawLevelField(newx, newy);
8581 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8583 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8584 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8586 if (AmoebaNr[newx][newy])
8588 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8589 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8590 Tile[newx][newy] == EL_BD_AMOEBA)
8591 AmoebaCnt[AmoebaNr[newx][newy]]--;
8594 if (IS_MOVING(newx, newy))
8596 RemoveMovingField(newx, newy);
8600 Tile[newx][newy] = EL_EMPTY;
8601 TEST_DrawLevelField(newx, newy);
8604 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8606 else if ((element == EL_PACMAN || element == EL_MOLE)
8607 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8609 if (AmoebaNr[newx][newy])
8611 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8612 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8613 Tile[newx][newy] == EL_BD_AMOEBA)
8614 AmoebaCnt[AmoebaNr[newx][newy]]--;
8617 if (element == EL_MOLE)
8619 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8620 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8622 ResetGfxAnimation(x, y);
8623 GfxAction[x][y] = ACTION_DIGGING;
8624 TEST_DrawLevelField(x, y);
8626 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8628 return; // wait for shrinking amoeba
8630 else // element == EL_PACMAN
8632 Tile[newx][newy] = EL_EMPTY;
8633 TEST_DrawLevelField(newx, newy);
8634 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8637 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8638 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8639 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8641 // wait for shrinking amoeba to completely disappear
8644 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8646 // object was running against a wall
8650 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8651 DrawLevelElementAnimation(x, y, element);
8653 if (DONT_TOUCH(element))
8654 TestIfBadThingTouchesPlayer(x, y);
8659 InitMovingField(x, y, MovDir[x][y]);
8661 PlayLevelSoundAction(x, y, ACTION_MOVING);
8665 ContinueMoving(x, y);
8668 void ContinueMoving(int x, int y)
8670 int element = Tile[x][y];
8671 struct ElementInfo *ei = &element_info[element];
8672 int direction = MovDir[x][y];
8673 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8674 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8675 int newx = x + dx, newy = y + dy;
8676 int stored = Store[x][y];
8677 int stored_new = Store[newx][newy];
8678 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8679 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8680 boolean last_line = (newy == lev_fieldy - 1);
8681 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8683 if (pushed_by_player) // special case: moving object pushed by player
8685 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8687 else if (use_step_delay) // special case: moving object has step delay
8689 if (!MovDelay[x][y])
8690 MovPos[x][y] += getElementMoveStepsize(x, y);
8695 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8699 TEST_DrawLevelField(x, y);
8701 return; // element is still waiting
8704 else // normal case: generically moving object
8706 MovPos[x][y] += getElementMoveStepsize(x, y);
8709 if (ABS(MovPos[x][y]) < TILEX)
8711 TEST_DrawLevelField(x, y);
8713 return; // element is still moving
8716 // element reached destination field
8718 Tile[x][y] = EL_EMPTY;
8719 Tile[newx][newy] = element;
8720 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8722 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8724 element = Tile[newx][newy] = EL_ACID;
8726 else if (element == EL_MOLE)
8728 Tile[x][y] = EL_SAND;
8730 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8732 else if (element == EL_QUICKSAND_FILLING)
8734 element = Tile[newx][newy] = get_next_element(element);
8735 Store[newx][newy] = Store[x][y];
8737 else if (element == EL_QUICKSAND_EMPTYING)
8739 Tile[x][y] = get_next_element(element);
8740 element = Tile[newx][newy] = Store[x][y];
8742 else if (element == EL_QUICKSAND_FAST_FILLING)
8744 element = Tile[newx][newy] = get_next_element(element);
8745 Store[newx][newy] = Store[x][y];
8747 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8749 Tile[x][y] = get_next_element(element);
8750 element = Tile[newx][newy] = Store[x][y];
8752 else if (element == EL_MAGIC_WALL_FILLING)
8754 element = Tile[newx][newy] = get_next_element(element);
8755 if (!game.magic_wall_active)
8756 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8757 Store[newx][newy] = Store[x][y];
8759 else if (element == EL_MAGIC_WALL_EMPTYING)
8761 Tile[x][y] = get_next_element(element);
8762 if (!game.magic_wall_active)
8763 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8764 element = Tile[newx][newy] = Store[x][y];
8766 InitField(newx, newy, FALSE);
8768 else if (element == EL_BD_MAGIC_WALL_FILLING)
8770 element = Tile[newx][newy] = get_next_element(element);
8771 if (!game.magic_wall_active)
8772 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8773 Store[newx][newy] = Store[x][y];
8775 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8777 Tile[x][y] = get_next_element(element);
8778 if (!game.magic_wall_active)
8779 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8780 element = Tile[newx][newy] = Store[x][y];
8782 InitField(newx, newy, FALSE);
8784 else if (element == EL_DC_MAGIC_WALL_FILLING)
8786 element = Tile[newx][newy] = get_next_element(element);
8787 if (!game.magic_wall_active)
8788 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8789 Store[newx][newy] = Store[x][y];
8791 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8793 Tile[x][y] = get_next_element(element);
8794 if (!game.magic_wall_active)
8795 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8796 element = Tile[newx][newy] = Store[x][y];
8798 InitField(newx, newy, FALSE);
8800 else if (element == EL_AMOEBA_DROPPING)
8802 Tile[x][y] = get_next_element(element);
8803 element = Tile[newx][newy] = Store[x][y];
8805 else if (element == EL_SOKOBAN_OBJECT)
8808 Tile[x][y] = Back[x][y];
8810 if (Back[newx][newy])
8811 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8813 Back[x][y] = Back[newx][newy] = 0;
8816 Store[x][y] = EL_EMPTY;
8821 MovDelay[newx][newy] = 0;
8823 if (CAN_CHANGE_OR_HAS_ACTION(element))
8825 // copy element change control values to new field
8826 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8827 ChangePage[newx][newy] = ChangePage[x][y];
8828 ChangeCount[newx][newy] = ChangeCount[x][y];
8829 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8832 CustomValue[newx][newy] = CustomValue[x][y];
8834 ChangeDelay[x][y] = 0;
8835 ChangePage[x][y] = -1;
8836 ChangeCount[x][y] = 0;
8837 ChangeEvent[x][y] = -1;
8839 CustomValue[x][y] = 0;
8841 // copy animation control values to new field
8842 GfxFrame[newx][newy] = GfxFrame[x][y];
8843 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8844 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8845 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8847 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8849 // some elements can leave other elements behind after moving
8850 if (ei->move_leave_element != EL_EMPTY &&
8851 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8852 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8854 int move_leave_element = ei->move_leave_element;
8856 // this makes it possible to leave the removed element again
8857 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8858 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8860 Tile[x][y] = move_leave_element;
8862 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8863 MovDir[x][y] = direction;
8865 InitField(x, y, FALSE);
8867 if (GFX_CRUMBLED(Tile[x][y]))
8868 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8870 if (IS_PLAYER_ELEMENT(move_leave_element))
8871 RelocatePlayer(x, y, move_leave_element);
8874 // do this after checking for left-behind element
8875 ResetGfxAnimation(x, y); // reset animation values for old field
8877 if (!CAN_MOVE(element) ||
8878 (CAN_FALL(element) && direction == MV_DOWN &&
8879 (element == EL_SPRING ||
8880 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8881 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8882 GfxDir[x][y] = MovDir[newx][newy] = 0;
8884 TEST_DrawLevelField(x, y);
8885 TEST_DrawLevelField(newx, newy);
8887 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8889 // prevent pushed element from moving on in pushed direction
8890 if (pushed_by_player && CAN_MOVE(element) &&
8891 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8892 !(element_info[element].move_pattern & direction))
8893 TurnRound(newx, newy);
8895 // prevent elements on conveyor belt from moving on in last direction
8896 if (pushed_by_conveyor && CAN_FALL(element) &&
8897 direction & MV_HORIZONTAL)
8898 MovDir[newx][newy] = 0;
8900 if (!pushed_by_player)
8902 int nextx = newx + dx, nexty = newy + dy;
8903 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8905 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8907 if (CAN_FALL(element) && direction == MV_DOWN)
8908 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8910 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8911 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8913 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8914 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8917 if (DONT_TOUCH(element)) // object may be nasty to player or others
8919 TestIfBadThingTouchesPlayer(newx, newy);
8920 TestIfBadThingTouchesFriend(newx, newy);
8922 if (!IS_CUSTOM_ELEMENT(element))
8923 TestIfBadThingTouchesOtherBadThing(newx, newy);
8925 else if (element == EL_PENGUIN)
8926 TestIfFriendTouchesBadThing(newx, newy);
8928 if (DONT_GET_HIT_BY(element))
8930 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8933 // give the player one last chance (one more frame) to move away
8934 if (CAN_FALL(element) && direction == MV_DOWN &&
8935 (last_line || (!IS_FREE(x, newy + 1) &&
8936 (!IS_PLAYER(x, newy + 1) ||
8937 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8940 if (pushed_by_player && !game.use_change_when_pushing_bug)
8942 int push_side = MV_DIR_OPPOSITE(direction);
8943 struct PlayerInfo *player = PLAYERINFO(x, y);
8945 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8946 player->index_bit, push_side);
8947 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8948 player->index_bit, push_side);
8951 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8952 MovDelay[newx][newy] = 1;
8954 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8956 TestIfElementTouchesCustomElement(x, y); // empty or new element
8957 TestIfElementHitsCustomElement(newx, newy, direction);
8958 TestIfPlayerTouchesCustomElement(newx, newy);
8959 TestIfElementTouchesCustomElement(newx, newy);
8961 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8962 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8963 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8964 MV_DIR_OPPOSITE(direction));
8967 int AmoebaNeighbourNr(int ax, int ay)
8970 int element = Tile[ax][ay];
8972 struct XY *xy = xy_topdown;
8974 for (i = 0; i < NUM_DIRECTIONS; i++)
8976 int x = ax + xy[i].x;
8977 int y = ay + xy[i].y;
8979 if (!IN_LEV_FIELD(x, y))
8982 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8983 group_nr = AmoebaNr[x][y];
8989 static void AmoebaMerge(int ax, int ay)
8991 int i, x, y, xx, yy;
8992 int new_group_nr = AmoebaNr[ax][ay];
8993 struct XY *xy = xy_topdown;
8995 if (new_group_nr == 0)
8998 for (i = 0; i < NUM_DIRECTIONS; i++)
9003 if (!IN_LEV_FIELD(x, y))
9006 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9007 Tile[x][y] == EL_BD_AMOEBA ||
9008 Tile[x][y] == EL_AMOEBA_DEAD) &&
9009 AmoebaNr[x][y] != new_group_nr)
9011 int old_group_nr = AmoebaNr[x][y];
9013 if (old_group_nr == 0)
9016 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9017 AmoebaCnt[old_group_nr] = 0;
9018 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9019 AmoebaCnt2[old_group_nr] = 0;
9021 SCAN_PLAYFIELD(xx, yy)
9023 if (AmoebaNr[xx][yy] == old_group_nr)
9024 AmoebaNr[xx][yy] = new_group_nr;
9030 void AmoebaToDiamond(int ax, int ay)
9034 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9036 int group_nr = AmoebaNr[ax][ay];
9041 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9042 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9048 SCAN_PLAYFIELD(x, y)
9050 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9053 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9057 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9058 SND_AMOEBA_TURNING_TO_GEM :
9059 SND_AMOEBA_TURNING_TO_ROCK));
9064 struct XY *xy = xy_topdown;
9066 for (i = 0; i < NUM_DIRECTIONS; i++)
9071 if (!IN_LEV_FIELD(x, y))
9074 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9076 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9077 SND_AMOEBA_TURNING_TO_GEM :
9078 SND_AMOEBA_TURNING_TO_ROCK));
9085 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9088 int group_nr = AmoebaNr[ax][ay];
9089 boolean done = FALSE;
9094 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9095 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9101 SCAN_PLAYFIELD(x, y)
9103 if (AmoebaNr[x][y] == group_nr &&
9104 (Tile[x][y] == EL_AMOEBA_DEAD ||
9105 Tile[x][y] == EL_BD_AMOEBA ||
9106 Tile[x][y] == EL_AMOEBA_GROWING))
9109 Tile[x][y] = new_element;
9110 InitField(x, y, FALSE);
9111 TEST_DrawLevelField(x, y);
9117 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9118 SND_BD_AMOEBA_TURNING_TO_ROCK :
9119 SND_BD_AMOEBA_TURNING_TO_GEM));
9122 static void AmoebaGrowing(int x, int y)
9124 static DelayCounter sound_delay = { 0 };
9126 if (!MovDelay[x][y]) // start new growing cycle
9130 if (DelayReached(&sound_delay))
9132 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9133 sound_delay.value = 30;
9137 if (MovDelay[x][y]) // wait some time before growing bigger
9140 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9142 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9143 6 - MovDelay[x][y]);
9145 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9148 if (!MovDelay[x][y])
9150 Tile[x][y] = Store[x][y];
9152 TEST_DrawLevelField(x, y);
9157 static void AmoebaShrinking(int x, int y)
9159 static DelayCounter sound_delay = { 0 };
9161 if (!MovDelay[x][y]) // start new shrinking cycle
9165 if (DelayReached(&sound_delay))
9166 sound_delay.value = 30;
9169 if (MovDelay[x][y]) // wait some time before shrinking
9172 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9174 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9175 6 - MovDelay[x][y]);
9177 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9180 if (!MovDelay[x][y])
9182 Tile[x][y] = EL_EMPTY;
9183 TEST_DrawLevelField(x, y);
9185 // don't let mole enter this field in this cycle;
9186 // (give priority to objects falling to this field from above)
9192 static void AmoebaReproduce(int ax, int ay)
9195 int element = Tile[ax][ay];
9196 int graphic = el2img(element);
9197 int newax = ax, neway = ay;
9198 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9199 struct XY *xy = xy_topdown;
9201 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9203 Tile[ax][ay] = EL_AMOEBA_DEAD;
9204 TEST_DrawLevelField(ax, ay);
9208 if (IS_ANIMATED(graphic))
9209 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9211 if (!MovDelay[ax][ay]) // start making new amoeba field
9212 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9214 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9217 if (MovDelay[ax][ay])
9221 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9224 int x = ax + xy[start].x;
9225 int y = ay + xy[start].y;
9227 if (!IN_LEV_FIELD(x, y))
9230 if (IS_FREE(x, y) ||
9231 CAN_GROW_INTO(Tile[x][y]) ||
9232 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9233 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9239 if (newax == ax && neway == ay)
9242 else // normal or "filled" (BD style) amoeba
9245 boolean waiting_for_player = FALSE;
9247 for (i = 0; i < NUM_DIRECTIONS; i++)
9249 int j = (start + i) % 4;
9250 int x = ax + xy[j].x;
9251 int y = ay + xy[j].y;
9253 if (!IN_LEV_FIELD(x, y))
9256 if (IS_FREE(x, y) ||
9257 CAN_GROW_INTO(Tile[x][y]) ||
9258 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9259 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9265 else if (IS_PLAYER(x, y))
9266 waiting_for_player = TRUE;
9269 if (newax == ax && neway == ay) // amoeba cannot grow
9271 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9273 Tile[ax][ay] = EL_AMOEBA_DEAD;
9274 TEST_DrawLevelField(ax, ay);
9275 AmoebaCnt[AmoebaNr[ax][ay]]--;
9277 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9279 if (element == EL_AMOEBA_FULL)
9280 AmoebaToDiamond(ax, ay);
9281 else if (element == EL_BD_AMOEBA)
9282 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9287 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9289 // amoeba gets larger by growing in some direction
9291 int new_group_nr = AmoebaNr[ax][ay];
9294 if (new_group_nr == 0)
9296 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9298 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9304 AmoebaNr[newax][neway] = new_group_nr;
9305 AmoebaCnt[new_group_nr]++;
9306 AmoebaCnt2[new_group_nr]++;
9308 // if amoeba touches other amoeba(s) after growing, unify them
9309 AmoebaMerge(newax, neway);
9311 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9313 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9319 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9320 (neway == lev_fieldy - 1 && newax != ax))
9322 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9323 Store[newax][neway] = element;
9325 else if (neway == ay || element == EL_EMC_DRIPPER)
9327 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9329 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9333 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9334 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9335 Store[ax][ay] = EL_AMOEBA_DROP;
9336 ContinueMoving(ax, ay);
9340 TEST_DrawLevelField(newax, neway);
9343 static void Life(int ax, int ay)
9347 int element = Tile[ax][ay];
9348 int graphic = el2img(element);
9349 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9351 boolean changed = FALSE;
9353 if (IS_ANIMATED(graphic))
9354 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9359 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9360 MovDelay[ax][ay] = life_time;
9362 if (MovDelay[ax][ay]) // wait some time before next cycle
9365 if (MovDelay[ax][ay])
9369 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9371 int xx = ax+x1, yy = ay+y1;
9372 int old_element = Tile[xx][yy];
9373 int num_neighbours = 0;
9375 if (!IN_LEV_FIELD(xx, yy))
9378 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9380 int x = xx+x2, y = yy+y2;
9382 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9385 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9386 boolean is_neighbour = FALSE;
9388 if (level.use_life_bugs)
9390 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9391 (IS_FREE(x, y) && Stop[x][y]));
9394 (Last[x][y] == element || is_player_cell);
9400 boolean is_free = FALSE;
9402 if (level.use_life_bugs)
9403 is_free = (IS_FREE(xx, yy));
9405 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9407 if (xx == ax && yy == ay) // field in the middle
9409 if (num_neighbours < life_parameter[0] ||
9410 num_neighbours > life_parameter[1])
9412 Tile[xx][yy] = EL_EMPTY;
9413 if (Tile[xx][yy] != old_element)
9414 TEST_DrawLevelField(xx, yy);
9415 Stop[xx][yy] = TRUE;
9419 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9420 { // free border field
9421 if (num_neighbours >= life_parameter[2] &&
9422 num_neighbours <= life_parameter[3])
9424 Tile[xx][yy] = element;
9425 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9426 if (Tile[xx][yy] != old_element)
9427 TEST_DrawLevelField(xx, yy);
9428 Stop[xx][yy] = TRUE;
9435 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9436 SND_GAME_OF_LIFE_GROWING);
9439 static void InitRobotWheel(int x, int y)
9441 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9444 static void RunRobotWheel(int x, int y)
9446 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9449 static void StopRobotWheel(int x, int y)
9451 if (game.robot_wheel_x == x &&
9452 game.robot_wheel_y == y)
9454 game.robot_wheel_x = -1;
9455 game.robot_wheel_y = -1;
9456 game.robot_wheel_active = FALSE;
9460 static void InitTimegateWheel(int x, int y)
9462 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9465 static void RunTimegateWheel(int x, int y)
9467 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9470 static void InitMagicBallDelay(int x, int y)
9472 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9475 static void ActivateMagicBall(int bx, int by)
9479 if (level.ball_random)
9481 int pos_border = RND(8); // select one of the eight border elements
9482 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9483 int xx = pos_content % 3;
9484 int yy = pos_content / 3;
9489 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9490 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9494 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9496 int xx = x - bx + 1;
9497 int yy = y - by + 1;
9499 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9500 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9504 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9507 static void CheckExit(int x, int y)
9509 if (game.gems_still_needed > 0 ||
9510 game.sokoban_fields_still_needed > 0 ||
9511 game.sokoban_objects_still_needed > 0 ||
9512 game.lights_still_needed > 0)
9514 int element = Tile[x][y];
9515 int graphic = el2img(element);
9517 if (IS_ANIMATED(graphic))
9518 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9523 // do not re-open exit door closed after last player
9524 if (game.all_players_gone)
9527 Tile[x][y] = EL_EXIT_OPENING;
9529 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9532 static void CheckExitEM(int x, int y)
9534 if (game.gems_still_needed > 0 ||
9535 game.sokoban_fields_still_needed > 0 ||
9536 game.sokoban_objects_still_needed > 0 ||
9537 game.lights_still_needed > 0)
9539 int element = Tile[x][y];
9540 int graphic = el2img(element);
9542 if (IS_ANIMATED(graphic))
9543 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9548 // do not re-open exit door closed after last player
9549 if (game.all_players_gone)
9552 Tile[x][y] = EL_EM_EXIT_OPENING;
9554 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9557 static void CheckExitSteel(int x, int y)
9559 if (game.gems_still_needed > 0 ||
9560 game.sokoban_fields_still_needed > 0 ||
9561 game.sokoban_objects_still_needed > 0 ||
9562 game.lights_still_needed > 0)
9564 int element = Tile[x][y];
9565 int graphic = el2img(element);
9567 if (IS_ANIMATED(graphic))
9568 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9573 // do not re-open exit door closed after last player
9574 if (game.all_players_gone)
9577 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9579 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9582 static void CheckExitSteelEM(int x, int y)
9584 if (game.gems_still_needed > 0 ||
9585 game.sokoban_fields_still_needed > 0 ||
9586 game.sokoban_objects_still_needed > 0 ||
9587 game.lights_still_needed > 0)
9589 int element = Tile[x][y];
9590 int graphic = el2img(element);
9592 if (IS_ANIMATED(graphic))
9593 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9598 // do not re-open exit door closed after last player
9599 if (game.all_players_gone)
9602 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9604 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9607 static void CheckExitSP(int x, int y)
9609 if (game.gems_still_needed > 0)
9611 int element = Tile[x][y];
9612 int graphic = el2img(element);
9614 if (IS_ANIMATED(graphic))
9615 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9620 // do not re-open exit door closed after last player
9621 if (game.all_players_gone)
9624 Tile[x][y] = EL_SP_EXIT_OPENING;
9626 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9629 static void CloseAllOpenTimegates(void)
9633 SCAN_PLAYFIELD(x, y)
9635 int element = Tile[x][y];
9637 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9639 Tile[x][y] = EL_TIMEGATE_CLOSING;
9641 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9646 static void DrawTwinkleOnField(int x, int y)
9648 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9651 if (Tile[x][y] == EL_BD_DIAMOND)
9654 if (MovDelay[x][y] == 0) // next animation frame
9655 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9657 if (MovDelay[x][y] != 0) // wait some time before next frame
9661 DrawLevelElementAnimation(x, y, Tile[x][y]);
9663 if (MovDelay[x][y] != 0)
9665 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9666 10 - MovDelay[x][y]);
9668 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9673 static void WallGrowing(int x, int y)
9677 if (!MovDelay[x][y]) // next animation frame
9678 MovDelay[x][y] = 3 * delay;
9680 if (MovDelay[x][y]) // wait some time before next frame
9684 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9686 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9687 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9689 DrawLevelGraphic(x, y, graphic, frame);
9692 if (!MovDelay[x][y])
9694 if (MovDir[x][y] == MV_LEFT)
9696 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9697 TEST_DrawLevelField(x - 1, y);
9699 else if (MovDir[x][y] == MV_RIGHT)
9701 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9702 TEST_DrawLevelField(x + 1, y);
9704 else if (MovDir[x][y] == MV_UP)
9706 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9707 TEST_DrawLevelField(x, y - 1);
9711 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9712 TEST_DrawLevelField(x, y + 1);
9715 Tile[x][y] = Store[x][y];
9717 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9718 TEST_DrawLevelField(x, y);
9723 static void CheckWallGrowing(int ax, int ay)
9725 int element = Tile[ax][ay];
9726 int graphic = el2img(element);
9727 boolean free_top = FALSE;
9728 boolean free_bottom = FALSE;
9729 boolean free_left = FALSE;
9730 boolean free_right = FALSE;
9731 boolean stop_top = FALSE;
9732 boolean stop_bottom = FALSE;
9733 boolean stop_left = FALSE;
9734 boolean stop_right = FALSE;
9735 boolean new_wall = FALSE;
9737 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9738 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9739 element == EL_EXPANDABLE_STEELWALL_ANY);
9741 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9742 element == EL_EXPANDABLE_WALL_ANY ||
9743 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9744 element == EL_EXPANDABLE_STEELWALL_ANY);
9746 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9747 element == EL_EXPANDABLE_WALL_ANY ||
9748 element == EL_EXPANDABLE_WALL ||
9749 element == EL_BD_EXPANDABLE_WALL ||
9750 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9751 element == EL_EXPANDABLE_STEELWALL_ANY);
9753 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9754 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9756 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9757 element == EL_EXPANDABLE_WALL ||
9758 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9760 int wall_growing = (is_steelwall ?
9761 EL_EXPANDABLE_STEELWALL_GROWING :
9762 EL_EXPANDABLE_WALL_GROWING);
9764 int gfx_wall_growing_up = (is_steelwall ?
9765 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9766 IMG_EXPANDABLE_WALL_GROWING_UP);
9767 int gfx_wall_growing_down = (is_steelwall ?
9768 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9769 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9770 int gfx_wall_growing_left = (is_steelwall ?
9771 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9772 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9773 int gfx_wall_growing_right = (is_steelwall ?
9774 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9775 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9777 if (IS_ANIMATED(graphic))
9778 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9780 if (!MovDelay[ax][ay]) // start building new wall
9781 MovDelay[ax][ay] = 6;
9783 if (MovDelay[ax][ay]) // wait some time before building new wall
9786 if (MovDelay[ax][ay])
9790 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9792 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9794 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9796 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9803 Tile[ax][ay - 1] = wall_growing;
9804 Store[ax][ay - 1] = element;
9805 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9807 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9808 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9815 Tile[ax][ay + 1] = wall_growing;
9816 Store[ax][ay + 1] = element;
9817 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9819 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9820 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9826 if (grow_horizontal)
9830 Tile[ax - 1][ay] = wall_growing;
9831 Store[ax - 1][ay] = element;
9832 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9834 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9835 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9842 Tile[ax + 1][ay] = wall_growing;
9843 Store[ax + 1][ay] = element;
9844 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9846 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9847 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9853 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9854 TEST_DrawLevelField(ax, ay);
9856 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9858 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9860 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9862 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9865 if (((stop_top && stop_bottom) || stop_horizontal) &&
9866 ((stop_left && stop_right) || stop_vertical))
9867 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9870 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9873 static void CheckForDragon(int x, int y)
9876 boolean dragon_found = FALSE;
9877 struct XY *xy = xy_topdown;
9879 for (i = 0; i < NUM_DIRECTIONS; i++)
9881 for (j = 0; j < 4; j++)
9883 int xx = x + j * xy[i].x;
9884 int yy = y + j * xy[i].y;
9886 if (IN_LEV_FIELD(xx, yy) &&
9887 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9889 if (Tile[xx][yy] == EL_DRAGON)
9890 dragon_found = TRUE;
9899 for (i = 0; i < NUM_DIRECTIONS; i++)
9901 for (j = 0; j < 3; j++)
9903 int xx = x + j * xy[i].x;
9904 int yy = y + j * xy[i].y;
9906 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9908 Tile[xx][yy] = EL_EMPTY;
9909 TEST_DrawLevelField(xx, yy);
9918 static void InitBuggyBase(int x, int y)
9920 int element = Tile[x][y];
9921 int activating_delay = FRAMES_PER_SECOND / 4;
9924 (element == EL_SP_BUGGY_BASE ?
9925 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9926 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9928 element == EL_SP_BUGGY_BASE_ACTIVE ?
9929 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9932 static void WarnBuggyBase(int x, int y)
9935 struct XY *xy = xy_topdown;
9937 for (i = 0; i < NUM_DIRECTIONS; i++)
9939 int xx = x + xy[i].x;
9940 int yy = y + xy[i].y;
9942 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9944 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9951 static void InitTrap(int x, int y)
9953 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9956 static void ActivateTrap(int x, int y)
9958 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9961 static void ChangeActiveTrap(int x, int y)
9963 int graphic = IMG_TRAP_ACTIVE;
9965 // if new animation frame was drawn, correct crumbled sand border
9966 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9967 TEST_DrawLevelFieldCrumbled(x, y);
9970 static int getSpecialActionElement(int element, int number, int base_element)
9972 return (element != EL_EMPTY ? element :
9973 number != -1 ? base_element + number - 1 :
9977 static int getModifiedActionNumber(int value_old, int operator, int operand,
9978 int value_min, int value_max)
9980 int value_new = (operator == CA_MODE_SET ? operand :
9981 operator == CA_MODE_ADD ? value_old + operand :
9982 operator == CA_MODE_SUBTRACT ? value_old - operand :
9983 operator == CA_MODE_MULTIPLY ? value_old * operand :
9984 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9985 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9988 return (value_new < value_min ? value_min :
9989 value_new > value_max ? value_max :
9993 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9995 struct ElementInfo *ei = &element_info[element];
9996 struct ElementChangeInfo *change = &ei->change_page[page];
9997 int target_element = change->target_element;
9998 int action_type = change->action_type;
9999 int action_mode = change->action_mode;
10000 int action_arg = change->action_arg;
10001 int action_element = change->action_element;
10004 if (!change->has_action)
10007 // ---------- determine action paramater values -----------------------------
10009 int level_time_value =
10010 (level.time > 0 ? TimeLeft :
10013 int action_arg_element_raw =
10014 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10015 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10016 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10017 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10018 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10019 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10020 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10022 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10024 int action_arg_direction =
10025 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10026 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10027 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10028 change->actual_trigger_side :
10029 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10030 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10033 int action_arg_number_min =
10034 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10037 int action_arg_number_max =
10038 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10039 action_type == CA_SET_LEVEL_GEMS ? 999 :
10040 action_type == CA_SET_LEVEL_TIME ? 9999 :
10041 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10042 action_type == CA_SET_CE_VALUE ? 9999 :
10043 action_type == CA_SET_CE_SCORE ? 9999 :
10046 int action_arg_number_reset =
10047 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10048 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10049 action_type == CA_SET_LEVEL_TIME ? level.time :
10050 action_type == CA_SET_LEVEL_SCORE ? 0 :
10051 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10052 action_type == CA_SET_CE_SCORE ? 0 :
10055 int action_arg_number =
10056 (action_arg <= CA_ARG_MAX ? action_arg :
10057 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10058 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10059 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10060 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10061 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10062 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10063 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10064 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10065 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10066 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10067 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10068 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10069 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10070 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10071 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10072 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10073 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10074 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10075 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10076 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10077 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10080 int action_arg_number_old =
10081 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10082 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10083 action_type == CA_SET_LEVEL_SCORE ? game.score :
10084 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10085 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10088 int action_arg_number_new =
10089 getModifiedActionNumber(action_arg_number_old,
10090 action_mode, action_arg_number,
10091 action_arg_number_min, action_arg_number_max);
10093 int trigger_player_bits =
10094 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10095 change->actual_trigger_player_bits : change->trigger_player);
10097 int action_arg_player_bits =
10098 (action_arg >= CA_ARG_PLAYER_1 &&
10099 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10100 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10101 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10104 // ---------- execute action -----------------------------------------------
10106 switch (action_type)
10113 // ---------- level actions ----------------------------------------------
10115 case CA_RESTART_LEVEL:
10117 game.restart_level = TRUE;
10122 case CA_SHOW_ENVELOPE:
10124 int element = getSpecialActionElement(action_arg_element,
10125 action_arg_number, EL_ENVELOPE_1);
10127 if (IS_ENVELOPE(element))
10128 local_player->show_envelope = element;
10133 case CA_SET_LEVEL_TIME:
10135 if (level.time > 0) // only modify limited time value
10137 TimeLeft = action_arg_number_new;
10139 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10141 DisplayGameControlValues();
10143 if (!TimeLeft && game.time_limit)
10144 for (i = 0; i < MAX_PLAYERS; i++)
10145 KillPlayer(&stored_player[i]);
10151 case CA_SET_LEVEL_SCORE:
10153 game.score = action_arg_number_new;
10155 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10157 DisplayGameControlValues();
10162 case CA_SET_LEVEL_GEMS:
10164 game.gems_still_needed = action_arg_number_new;
10166 game.snapshot.collected_item = TRUE;
10168 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10170 DisplayGameControlValues();
10175 case CA_SET_LEVEL_WIND:
10177 game.wind_direction = action_arg_direction;
10182 case CA_SET_LEVEL_RANDOM_SEED:
10184 // ensure that setting a new random seed while playing is predictable
10185 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10190 // ---------- player actions ---------------------------------------------
10192 case CA_MOVE_PLAYER:
10193 case CA_MOVE_PLAYER_NEW:
10195 // automatically move to the next field in specified direction
10196 for (i = 0; i < MAX_PLAYERS; i++)
10197 if (trigger_player_bits & (1 << i))
10198 if (action_type == CA_MOVE_PLAYER ||
10199 stored_player[i].MovPos == 0)
10200 stored_player[i].programmed_action = action_arg_direction;
10205 case CA_EXIT_PLAYER:
10207 for (i = 0; i < MAX_PLAYERS; i++)
10208 if (action_arg_player_bits & (1 << i))
10209 ExitPlayer(&stored_player[i]);
10211 if (game.players_still_needed == 0)
10217 case CA_KILL_PLAYER:
10219 for (i = 0; i < MAX_PLAYERS; i++)
10220 if (action_arg_player_bits & (1 << i))
10221 KillPlayer(&stored_player[i]);
10226 case CA_SET_PLAYER_KEYS:
10228 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10229 int element = getSpecialActionElement(action_arg_element,
10230 action_arg_number, EL_KEY_1);
10232 if (IS_KEY(element))
10234 for (i = 0; i < MAX_PLAYERS; i++)
10236 if (trigger_player_bits & (1 << i))
10238 stored_player[i].key[KEY_NR(element)] = key_state;
10240 DrawGameDoorValues();
10248 case CA_SET_PLAYER_SPEED:
10250 for (i = 0; i < MAX_PLAYERS; i++)
10252 if (trigger_player_bits & (1 << i))
10254 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10256 if (action_arg == CA_ARG_SPEED_FASTER &&
10257 stored_player[i].cannot_move)
10259 action_arg_number = STEPSIZE_VERY_SLOW;
10261 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10262 action_arg == CA_ARG_SPEED_FASTER)
10264 action_arg_number = 2;
10265 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10268 else if (action_arg == CA_ARG_NUMBER_RESET)
10270 action_arg_number = level.initial_player_stepsize[i];
10274 getModifiedActionNumber(move_stepsize,
10277 action_arg_number_min,
10278 action_arg_number_max);
10280 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10287 case CA_SET_PLAYER_SHIELD:
10289 for (i = 0; i < MAX_PLAYERS; i++)
10291 if (trigger_player_bits & (1 << i))
10293 if (action_arg == CA_ARG_SHIELD_OFF)
10295 stored_player[i].shield_normal_time_left = 0;
10296 stored_player[i].shield_deadly_time_left = 0;
10298 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10300 stored_player[i].shield_normal_time_left = 999999;
10302 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10304 stored_player[i].shield_normal_time_left = 999999;
10305 stored_player[i].shield_deadly_time_left = 999999;
10313 case CA_SET_PLAYER_GRAVITY:
10315 for (i = 0; i < MAX_PLAYERS; i++)
10317 if (trigger_player_bits & (1 << i))
10319 stored_player[i].gravity =
10320 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10321 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10322 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10323 stored_player[i].gravity);
10330 case CA_SET_PLAYER_ARTWORK:
10332 for (i = 0; i < MAX_PLAYERS; i++)
10334 if (trigger_player_bits & (1 << i))
10336 int artwork_element = action_arg_element;
10338 if (action_arg == CA_ARG_ELEMENT_RESET)
10340 (level.use_artwork_element[i] ? level.artwork_element[i] :
10341 stored_player[i].element_nr);
10343 if (stored_player[i].artwork_element != artwork_element)
10344 stored_player[i].Frame = 0;
10346 stored_player[i].artwork_element = artwork_element;
10348 SetPlayerWaiting(&stored_player[i], FALSE);
10350 // set number of special actions for bored and sleeping animation
10351 stored_player[i].num_special_action_bored =
10352 get_num_special_action(artwork_element,
10353 ACTION_BORING_1, ACTION_BORING_LAST);
10354 stored_player[i].num_special_action_sleeping =
10355 get_num_special_action(artwork_element,
10356 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10363 case CA_SET_PLAYER_INVENTORY:
10365 for (i = 0; i < MAX_PLAYERS; i++)
10367 struct PlayerInfo *player = &stored_player[i];
10370 if (trigger_player_bits & (1 << i))
10372 int inventory_element = action_arg_element;
10374 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10375 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10376 action_arg == CA_ARG_ELEMENT_ACTION)
10378 int element = inventory_element;
10379 int collect_count = element_info[element].collect_count_initial;
10381 if (!IS_CUSTOM_ELEMENT(element))
10384 if (collect_count == 0)
10385 player->inventory_infinite_element = element;
10387 for (k = 0; k < collect_count; k++)
10388 if (player->inventory_size < MAX_INVENTORY_SIZE)
10389 player->inventory_element[player->inventory_size++] =
10392 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10393 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10394 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10396 if (player->inventory_infinite_element != EL_UNDEFINED &&
10397 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10398 action_arg_element_raw))
10399 player->inventory_infinite_element = EL_UNDEFINED;
10401 for (k = 0, j = 0; j < player->inventory_size; j++)
10403 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10404 action_arg_element_raw))
10405 player->inventory_element[k++] = player->inventory_element[j];
10408 player->inventory_size = k;
10410 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10412 if (player->inventory_size > 0)
10414 for (j = 0; j < player->inventory_size - 1; j++)
10415 player->inventory_element[j] = player->inventory_element[j + 1];
10417 player->inventory_size--;
10420 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10422 if (player->inventory_size > 0)
10423 player->inventory_size--;
10425 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10427 player->inventory_infinite_element = EL_UNDEFINED;
10428 player->inventory_size = 0;
10430 else if (action_arg == CA_ARG_INVENTORY_RESET)
10432 player->inventory_infinite_element = EL_UNDEFINED;
10433 player->inventory_size = 0;
10435 if (level.use_initial_inventory[i])
10437 for (j = 0; j < level.initial_inventory_size[i]; j++)
10439 int element = level.initial_inventory_content[i][j];
10440 int collect_count = element_info[element].collect_count_initial;
10442 if (!IS_CUSTOM_ELEMENT(element))
10445 if (collect_count == 0)
10446 player->inventory_infinite_element = element;
10448 for (k = 0; k < collect_count; k++)
10449 if (player->inventory_size < MAX_INVENTORY_SIZE)
10450 player->inventory_element[player->inventory_size++] =
10461 // ---------- CE actions -------------------------------------------------
10463 case CA_SET_CE_VALUE:
10465 int last_ce_value = CustomValue[x][y];
10467 CustomValue[x][y] = action_arg_number_new;
10469 if (CustomValue[x][y] != last_ce_value)
10471 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10472 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10474 if (CustomValue[x][y] == 0)
10476 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10477 ChangeCount[x][y] = 0; // allow at least one more change
10479 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10480 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10487 case CA_SET_CE_SCORE:
10489 int last_ce_score = ei->collect_score;
10491 ei->collect_score = action_arg_number_new;
10493 if (ei->collect_score != last_ce_score)
10495 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10496 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10498 if (ei->collect_score == 0)
10502 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10503 ChangeCount[x][y] = 0; // allow at least one more change
10505 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10506 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10509 This is a very special case that seems to be a mixture between
10510 CheckElementChange() and CheckTriggeredElementChange(): while
10511 the first one only affects single elements that are triggered
10512 directly, the second one affects multiple elements in the playfield
10513 that are triggered indirectly by another element. This is a third
10514 case: Changing the CE score always affects multiple identical CEs,
10515 so every affected CE must be checked, not only the single CE for
10516 which the CE score was changed in the first place (as every instance
10517 of that CE shares the same CE score, and therefore also can change)!
10519 SCAN_PLAYFIELD(xx, yy)
10521 if (Tile[xx][yy] == element)
10522 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10523 CE_SCORE_GETS_ZERO);
10531 case CA_SET_CE_ARTWORK:
10533 int artwork_element = action_arg_element;
10534 boolean reset_frame = FALSE;
10537 if (action_arg == CA_ARG_ELEMENT_RESET)
10538 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10541 if (ei->gfx_element != artwork_element)
10542 reset_frame = TRUE;
10544 ei->gfx_element = artwork_element;
10546 SCAN_PLAYFIELD(xx, yy)
10548 if (Tile[xx][yy] == element)
10552 ResetGfxAnimation(xx, yy);
10553 ResetRandomAnimationValue(xx, yy);
10556 TEST_DrawLevelField(xx, yy);
10563 // ---------- engine actions ---------------------------------------------
10565 case CA_SET_ENGINE_SCAN_MODE:
10567 InitPlayfieldScanMode(action_arg);
10577 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10579 int old_element = Tile[x][y];
10580 int new_element = GetElementFromGroupElement(element);
10581 int previous_move_direction = MovDir[x][y];
10582 int last_ce_value = CustomValue[x][y];
10583 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10584 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10585 boolean add_player_onto_element = (new_element_is_player &&
10586 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10587 IS_WALKABLE(old_element));
10589 if (!add_player_onto_element)
10591 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10592 RemoveMovingField(x, y);
10596 Tile[x][y] = new_element;
10598 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10599 MovDir[x][y] = previous_move_direction;
10601 if (element_info[new_element].use_last_ce_value)
10602 CustomValue[x][y] = last_ce_value;
10604 InitField_WithBug1(x, y, FALSE);
10606 new_element = Tile[x][y]; // element may have changed
10608 ResetGfxAnimation(x, y);
10609 ResetRandomAnimationValue(x, y);
10611 TEST_DrawLevelField(x, y);
10613 if (GFX_CRUMBLED(new_element))
10614 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10617 // check if element under the player changes from accessible to unaccessible
10618 // (needed for special case of dropping element which then changes)
10619 // (must be checked after creating new element for walkable group elements)
10620 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10621 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10628 // "ChangeCount" not set yet to allow "entered by player" change one time
10629 if (new_element_is_player)
10630 RelocatePlayer(x, y, new_element);
10633 ChangeCount[x][y]++; // count number of changes in the same frame
10635 TestIfBadThingTouchesPlayer(x, y);
10636 TestIfPlayerTouchesCustomElement(x, y);
10637 TestIfElementTouchesCustomElement(x, y);
10640 static void CreateField(int x, int y, int element)
10642 CreateFieldExt(x, y, element, FALSE);
10645 static void CreateElementFromChange(int x, int y, int element)
10647 element = GET_VALID_RUNTIME_ELEMENT(element);
10649 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10651 int old_element = Tile[x][y];
10653 // prevent changed element from moving in same engine frame
10654 // unless both old and new element can either fall or move
10655 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10656 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10660 CreateFieldExt(x, y, element, TRUE);
10663 static boolean ChangeElement(int x, int y, int element, int page)
10665 struct ElementInfo *ei = &element_info[element];
10666 struct ElementChangeInfo *change = &ei->change_page[page];
10667 int ce_value = CustomValue[x][y];
10668 int ce_score = ei->collect_score;
10669 int target_element;
10670 int old_element = Tile[x][y];
10672 // always use default change event to prevent running into a loop
10673 if (ChangeEvent[x][y] == -1)
10674 ChangeEvent[x][y] = CE_DELAY;
10676 if (ChangeEvent[x][y] == CE_DELAY)
10678 // reset actual trigger element, trigger player and action element
10679 change->actual_trigger_element = EL_EMPTY;
10680 change->actual_trigger_player = EL_EMPTY;
10681 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10682 change->actual_trigger_side = CH_SIDE_NONE;
10683 change->actual_trigger_ce_value = 0;
10684 change->actual_trigger_ce_score = 0;
10687 // do not change elements more than a specified maximum number of changes
10688 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10691 ChangeCount[x][y]++; // count number of changes in the same frame
10693 if (change->explode)
10700 if (change->use_target_content)
10702 boolean complete_replace = TRUE;
10703 boolean can_replace[3][3];
10706 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10709 boolean is_walkable;
10710 boolean is_diggable;
10711 boolean is_collectible;
10712 boolean is_removable;
10713 boolean is_destructible;
10714 int ex = x + xx - 1;
10715 int ey = y + yy - 1;
10716 int content_element = change->target_content.e[xx][yy];
10719 can_replace[xx][yy] = TRUE;
10721 if (ex == x && ey == y) // do not check changing element itself
10724 if (content_element == EL_EMPTY_SPACE)
10726 can_replace[xx][yy] = FALSE; // do not replace border with space
10731 if (!IN_LEV_FIELD(ex, ey))
10733 can_replace[xx][yy] = FALSE;
10734 complete_replace = FALSE;
10741 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10742 e = MovingOrBlocked2Element(ex, ey);
10744 is_empty = (IS_FREE(ex, ey) ||
10745 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10747 is_walkable = (is_empty || IS_WALKABLE(e));
10748 is_diggable = (is_empty || IS_DIGGABLE(e));
10749 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10750 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10751 is_removable = (is_diggable || is_collectible);
10753 can_replace[xx][yy] =
10754 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10755 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10756 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10757 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10758 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10759 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10760 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10762 if (!can_replace[xx][yy])
10763 complete_replace = FALSE;
10766 if (!change->only_if_complete || complete_replace)
10768 boolean something_has_changed = FALSE;
10770 if (change->only_if_complete && change->use_random_replace &&
10771 RND(100) < change->random_percentage)
10774 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10776 int ex = x + xx - 1;
10777 int ey = y + yy - 1;
10778 int content_element;
10780 if (can_replace[xx][yy] && (!change->use_random_replace ||
10781 RND(100) < change->random_percentage))
10783 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10784 RemoveMovingField(ex, ey);
10786 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10788 content_element = change->target_content.e[xx][yy];
10789 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10790 ce_value, ce_score);
10792 CreateElementFromChange(ex, ey, target_element);
10794 something_has_changed = TRUE;
10796 // for symmetry reasons, freeze newly created border elements
10797 if (ex != x || ey != y)
10798 Stop[ex][ey] = TRUE; // no more moving in this frame
10802 if (something_has_changed)
10804 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10805 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10811 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10812 ce_value, ce_score);
10814 if (element == EL_DIAGONAL_GROWING ||
10815 element == EL_DIAGONAL_SHRINKING)
10817 target_element = Store[x][y];
10819 Store[x][y] = EL_EMPTY;
10822 // special case: element changes to player (and may be kept if walkable)
10823 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10824 CreateElementFromChange(x, y, EL_EMPTY);
10826 CreateElementFromChange(x, y, target_element);
10828 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10829 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10832 // this uses direct change before indirect change
10833 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10838 static void HandleElementChange(int x, int y, int page)
10840 int element = MovingOrBlocked2Element(x, y);
10841 struct ElementInfo *ei = &element_info[element];
10842 struct ElementChangeInfo *change = &ei->change_page[page];
10843 boolean handle_action_before_change = FALSE;
10846 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10847 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10849 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10850 x, y, element, element_info[element].token_name);
10851 Debug("game:playing:HandleElementChange", "This should never happen!");
10855 // this can happen with classic bombs on walkable, changing elements
10856 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10861 if (ChangeDelay[x][y] == 0) // initialize element change
10863 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10865 if (change->can_change)
10867 // !!! not clear why graphic animation should be reset at all here !!!
10868 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10869 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10872 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10874 When using an animation frame delay of 1 (this only happens with
10875 "sp_zonk.moving.left/right" in the classic graphics), the default
10876 (non-moving) animation shows wrong animation frames (while the
10877 moving animation, like "sp_zonk.moving.left/right", is correct,
10878 so this graphical bug never shows up with the classic graphics).
10879 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10880 be drawn instead of the correct frames 0,1,2,3. This is caused by
10881 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10882 an element change: First when the change delay ("ChangeDelay[][]")
10883 counter has reached zero after decrementing, then a second time in
10884 the next frame (after "GfxFrame[][]" was already incremented) when
10885 "ChangeDelay[][]" is reset to the initial delay value again.
10887 This causes frame 0 to be drawn twice, while the last frame won't
10888 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10890 As some animations may already be cleverly designed around this bug
10891 (at least the "Snake Bite" snake tail animation does this), it cannot
10892 simply be fixed here without breaking such existing animations.
10893 Unfortunately, it cannot easily be detected if a graphics set was
10894 designed "before" or "after" the bug was fixed. As a workaround,
10895 a new graphics set option "game.graphics_engine_version" was added
10896 to be able to specify the game's major release version for which the
10897 graphics set was designed, which can then be used to decide if the
10898 bugfix should be used (version 4 and above) or not (version 3 or
10899 below, or if no version was specified at all, as with old sets).
10901 (The wrong/fixed animation frames can be tested with the test level set
10902 "test_gfxframe" and level "000", which contains a specially prepared
10903 custom element at level position (x/y) == (11/9) which uses the zonk
10904 animation mentioned above. Using "game.graphics_engine_version: 4"
10905 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10906 This can also be seen from the debug output for this test element.)
10909 // when a custom element is about to change (for example by change delay),
10910 // do not reset graphic animation when the custom element is moving
10911 if (game.graphics_engine_version < 4 &&
10914 ResetGfxAnimation(x, y);
10915 ResetRandomAnimationValue(x, y);
10918 if (change->pre_change_function)
10919 change->pre_change_function(x, y);
10923 ChangeDelay[x][y]--;
10925 if (ChangeDelay[x][y] != 0) // continue element change
10927 if (change->can_change)
10929 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10931 if (IS_ANIMATED(graphic))
10932 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10934 if (change->change_function)
10935 change->change_function(x, y);
10938 else // finish element change
10940 if (ChangePage[x][y] != -1) // remember page from delayed change
10942 page = ChangePage[x][y];
10943 ChangePage[x][y] = -1;
10945 change = &ei->change_page[page];
10948 if (IS_MOVING(x, y)) // never change a running system ;-)
10950 ChangeDelay[x][y] = 1; // try change after next move step
10951 ChangePage[x][y] = page; // remember page to use for change
10956 // special case: set new level random seed before changing element
10957 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10958 handle_action_before_change = TRUE;
10960 if (change->has_action && handle_action_before_change)
10961 ExecuteCustomElementAction(x, y, element, page);
10963 if (change->can_change)
10965 if (ChangeElement(x, y, element, page))
10967 if (change->post_change_function)
10968 change->post_change_function(x, y);
10972 if (change->has_action && !handle_action_before_change)
10973 ExecuteCustomElementAction(x, y, element, page);
10977 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10978 int trigger_element,
10980 int trigger_player,
10984 boolean change_done_any = FALSE;
10985 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10988 if (!(trigger_events[trigger_element][trigger_event]))
10991 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10993 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10995 int element = EL_CUSTOM_START + i;
10996 boolean change_done = FALSE;
10999 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11000 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11003 for (p = 0; p < element_info[element].num_change_pages; p++)
11005 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11007 if (change->can_change_or_has_action &&
11008 change->has_event[trigger_event] &&
11009 change->trigger_side & trigger_side &&
11010 change->trigger_player & trigger_player &&
11011 change->trigger_page & trigger_page_bits &&
11012 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11014 change->actual_trigger_element = trigger_element;
11015 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11016 change->actual_trigger_player_bits = trigger_player;
11017 change->actual_trigger_side = trigger_side;
11018 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11019 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11021 if ((change->can_change && !change_done) || change->has_action)
11025 SCAN_PLAYFIELD(x, y)
11027 if (Tile[x][y] == element)
11029 if (change->can_change && !change_done)
11031 // if element already changed in this frame, not only prevent
11032 // another element change (checked in ChangeElement()), but
11033 // also prevent additional element actions for this element
11035 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11036 !level.use_action_after_change_bug)
11039 ChangeDelay[x][y] = 1;
11040 ChangeEvent[x][y] = trigger_event;
11042 HandleElementChange(x, y, p);
11044 else if (change->has_action)
11046 // if element already changed in this frame, not only prevent
11047 // another element change (checked in ChangeElement()), but
11048 // also prevent additional element actions for this element
11050 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11051 !level.use_action_after_change_bug)
11054 ExecuteCustomElementAction(x, y, element, p);
11055 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11060 if (change->can_change)
11062 change_done = TRUE;
11063 change_done_any = TRUE;
11070 RECURSION_LOOP_DETECTION_END();
11072 return change_done_any;
11075 static boolean CheckElementChangeExt(int x, int y,
11077 int trigger_element,
11079 int trigger_player,
11082 boolean change_done = FALSE;
11085 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11086 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11089 if (Tile[x][y] == EL_BLOCKED)
11091 Blocked2Moving(x, y, &x, &y);
11092 element = Tile[x][y];
11095 // check if element has already changed or is about to change after moving
11096 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11097 Tile[x][y] != element) ||
11099 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11100 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11101 ChangePage[x][y] != -1)))
11104 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11106 for (p = 0; p < element_info[element].num_change_pages; p++)
11108 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11110 /* check trigger element for all events where the element that is checked
11111 for changing interacts with a directly adjacent element -- this is
11112 different to element changes that affect other elements to change on the
11113 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11114 boolean check_trigger_element =
11115 (trigger_event == CE_NEXT_TO_X ||
11116 trigger_event == CE_TOUCHING_X ||
11117 trigger_event == CE_HITTING_X ||
11118 trigger_event == CE_HIT_BY_X ||
11119 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11121 if (change->can_change_or_has_action &&
11122 change->has_event[trigger_event] &&
11123 change->trigger_side & trigger_side &&
11124 change->trigger_player & trigger_player &&
11125 (!check_trigger_element ||
11126 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11128 change->actual_trigger_element = trigger_element;
11129 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11130 change->actual_trigger_player_bits = trigger_player;
11131 change->actual_trigger_side = trigger_side;
11132 change->actual_trigger_ce_value = CustomValue[x][y];
11133 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11135 // special case: trigger element not at (x,y) position for some events
11136 if (check_trigger_element)
11148 { 0, 0 }, { 0, 0 }, { 0, 0 },
11152 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11153 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11155 change->actual_trigger_ce_value = CustomValue[xx][yy];
11156 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11159 if (change->can_change && !change_done)
11161 ChangeDelay[x][y] = 1;
11162 ChangeEvent[x][y] = trigger_event;
11164 HandleElementChange(x, y, p);
11166 change_done = TRUE;
11168 else if (change->has_action)
11170 ExecuteCustomElementAction(x, y, element, p);
11171 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11176 RECURSION_LOOP_DETECTION_END();
11178 return change_done;
11181 static void PlayPlayerSound(struct PlayerInfo *player)
11183 int jx = player->jx, jy = player->jy;
11184 int sound_element = player->artwork_element;
11185 int last_action = player->last_action_waiting;
11186 int action = player->action_waiting;
11188 if (player->is_waiting)
11190 if (action != last_action)
11191 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11193 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11197 if (action != last_action)
11198 StopSound(element_info[sound_element].sound[last_action]);
11200 if (last_action == ACTION_SLEEPING)
11201 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11205 static void PlayAllPlayersSound(void)
11209 for (i = 0; i < MAX_PLAYERS; i++)
11210 if (stored_player[i].active)
11211 PlayPlayerSound(&stored_player[i]);
11214 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11216 boolean last_waiting = player->is_waiting;
11217 int move_dir = player->MovDir;
11219 player->dir_waiting = move_dir;
11220 player->last_action_waiting = player->action_waiting;
11224 if (!last_waiting) // not waiting -> waiting
11226 player->is_waiting = TRUE;
11228 player->frame_counter_bored =
11230 game.player_boring_delay_fixed +
11231 GetSimpleRandom(game.player_boring_delay_random);
11232 player->frame_counter_sleeping =
11234 game.player_sleeping_delay_fixed +
11235 GetSimpleRandom(game.player_sleeping_delay_random);
11237 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11240 if (game.player_sleeping_delay_fixed +
11241 game.player_sleeping_delay_random > 0 &&
11242 player->anim_delay_counter == 0 &&
11243 player->post_delay_counter == 0 &&
11244 FrameCounter >= player->frame_counter_sleeping)
11245 player->is_sleeping = TRUE;
11246 else if (game.player_boring_delay_fixed +
11247 game.player_boring_delay_random > 0 &&
11248 FrameCounter >= player->frame_counter_bored)
11249 player->is_bored = TRUE;
11251 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11252 player->is_bored ? ACTION_BORING :
11255 if (player->is_sleeping && player->use_murphy)
11257 // special case for sleeping Murphy when leaning against non-free tile
11259 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11260 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11261 !IS_MOVING(player->jx - 1, player->jy)))
11262 move_dir = MV_LEFT;
11263 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11264 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11265 !IS_MOVING(player->jx + 1, player->jy)))
11266 move_dir = MV_RIGHT;
11268 player->is_sleeping = FALSE;
11270 player->dir_waiting = move_dir;
11273 if (player->is_sleeping)
11275 if (player->num_special_action_sleeping > 0)
11277 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11279 int last_special_action = player->special_action_sleeping;
11280 int num_special_action = player->num_special_action_sleeping;
11281 int special_action =
11282 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11283 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11284 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11285 last_special_action + 1 : ACTION_SLEEPING);
11286 int special_graphic =
11287 el_act_dir2img(player->artwork_element, special_action, move_dir);
11289 player->anim_delay_counter =
11290 graphic_info[special_graphic].anim_delay_fixed +
11291 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11292 player->post_delay_counter =
11293 graphic_info[special_graphic].post_delay_fixed +
11294 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11296 player->special_action_sleeping = special_action;
11299 if (player->anim_delay_counter > 0)
11301 player->action_waiting = player->special_action_sleeping;
11302 player->anim_delay_counter--;
11304 else if (player->post_delay_counter > 0)
11306 player->post_delay_counter--;
11310 else if (player->is_bored)
11312 if (player->num_special_action_bored > 0)
11314 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11316 int special_action =
11317 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11318 int special_graphic =
11319 el_act_dir2img(player->artwork_element, special_action, move_dir);
11321 player->anim_delay_counter =
11322 graphic_info[special_graphic].anim_delay_fixed +
11323 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11324 player->post_delay_counter =
11325 graphic_info[special_graphic].post_delay_fixed +
11326 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11328 player->special_action_bored = special_action;
11331 if (player->anim_delay_counter > 0)
11333 player->action_waiting = player->special_action_bored;
11334 player->anim_delay_counter--;
11336 else if (player->post_delay_counter > 0)
11338 player->post_delay_counter--;
11343 else if (last_waiting) // waiting -> not waiting
11345 player->is_waiting = FALSE;
11346 player->is_bored = FALSE;
11347 player->is_sleeping = FALSE;
11349 player->frame_counter_bored = -1;
11350 player->frame_counter_sleeping = -1;
11352 player->anim_delay_counter = 0;
11353 player->post_delay_counter = 0;
11355 player->dir_waiting = player->MovDir;
11356 player->action_waiting = ACTION_DEFAULT;
11358 player->special_action_bored = ACTION_DEFAULT;
11359 player->special_action_sleeping = ACTION_DEFAULT;
11363 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11365 if ((!player->is_moving && player->was_moving) ||
11366 (player->MovPos == 0 && player->was_moving) ||
11367 (player->is_snapping && !player->was_snapping) ||
11368 (player->is_dropping && !player->was_dropping))
11370 if (!CheckSaveEngineSnapshotToList())
11373 player->was_moving = FALSE;
11374 player->was_snapping = TRUE;
11375 player->was_dropping = TRUE;
11379 if (player->is_moving)
11380 player->was_moving = TRUE;
11382 if (!player->is_snapping)
11383 player->was_snapping = FALSE;
11385 if (!player->is_dropping)
11386 player->was_dropping = FALSE;
11389 static struct MouseActionInfo mouse_action_last = { 0 };
11390 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11391 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11394 CheckSaveEngineSnapshotToList();
11396 mouse_action_last = mouse_action;
11399 static void CheckSingleStepMode(struct PlayerInfo *player)
11401 if (tape.single_step && tape.recording && !tape.pausing)
11403 // as it is called "single step mode", just return to pause mode when the
11404 // player stopped moving after one tile (or never starts moving at all)
11405 // (reverse logic needed here in case single step mode used in team mode)
11406 if (player->is_moving ||
11407 player->is_pushing ||
11408 player->is_dropping_pressed ||
11409 player->effective_mouse_action.button)
11410 game.enter_single_step_mode = FALSE;
11413 CheckSaveEngineSnapshot(player);
11416 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11418 int left = player_action & JOY_LEFT;
11419 int right = player_action & JOY_RIGHT;
11420 int up = player_action & JOY_UP;
11421 int down = player_action & JOY_DOWN;
11422 int button1 = player_action & JOY_BUTTON_1;
11423 int button2 = player_action & JOY_BUTTON_2;
11424 int dx = (left ? -1 : right ? 1 : 0);
11425 int dy = (up ? -1 : down ? 1 : 0);
11427 if (!player->active || tape.pausing)
11433 SnapField(player, dx, dy);
11437 DropElement(player);
11439 MovePlayer(player, dx, dy);
11442 CheckSingleStepMode(player);
11444 SetPlayerWaiting(player, FALSE);
11446 return player_action;
11450 // no actions for this player (no input at player's configured device)
11452 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11453 SnapField(player, 0, 0);
11454 CheckGravityMovementWhenNotMoving(player);
11456 if (player->MovPos == 0)
11457 SetPlayerWaiting(player, TRUE);
11459 if (player->MovPos == 0) // needed for tape.playing
11460 player->is_moving = FALSE;
11462 player->is_dropping = FALSE;
11463 player->is_dropping_pressed = FALSE;
11464 player->drop_pressed_delay = 0;
11466 CheckSingleStepMode(player);
11472 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11475 if (!tape.use_mouse_actions)
11478 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11479 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11480 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11483 static void SetTapeActionFromMouseAction(byte *tape_action,
11484 struct MouseActionInfo *mouse_action)
11486 if (!tape.use_mouse_actions)
11489 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11490 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11491 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11494 static void CheckLevelSolved(void)
11496 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11498 if (game_em.level_solved &&
11499 !game_em.game_over) // game won
11503 game_em.game_over = TRUE;
11505 game.all_players_gone = TRUE;
11508 if (game_em.game_over) // game lost
11509 game.all_players_gone = TRUE;
11511 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11513 if (game_sp.level_solved &&
11514 !game_sp.game_over) // game won
11518 game_sp.game_over = TRUE;
11520 game.all_players_gone = TRUE;
11523 if (game_sp.game_over) // game lost
11524 game.all_players_gone = TRUE;
11526 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11528 if (game_mm.level_solved &&
11529 !game_mm.game_over) // game won
11533 game_mm.game_over = TRUE;
11535 game.all_players_gone = TRUE;
11538 if (game_mm.game_over) // game lost
11539 game.all_players_gone = TRUE;
11543 static void CheckLevelTime_StepCounter(void)
11553 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11554 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11556 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11558 DisplayGameControlValues();
11560 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11561 for (i = 0; i < MAX_PLAYERS; i++)
11562 KillPlayer(&stored_player[i]);
11564 else if (game.no_level_time_limit && !game.all_players_gone)
11566 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11568 DisplayGameControlValues();
11572 static void CheckLevelTime(void)
11576 if (TimeFrames >= FRAMES_PER_SECOND)
11581 for (i = 0; i < MAX_PLAYERS; i++)
11583 struct PlayerInfo *player = &stored_player[i];
11585 if (SHIELD_ON(player))
11587 player->shield_normal_time_left--;
11589 if (player->shield_deadly_time_left > 0)
11590 player->shield_deadly_time_left--;
11594 if (!game.LevelSolved && !level.use_step_counter)
11602 if (TimeLeft <= 10 && game.time_limit)
11603 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11605 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11606 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11608 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11610 if (!TimeLeft && game.time_limit)
11612 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11613 game_em.lev->killed_out_of_time = TRUE;
11615 for (i = 0; i < MAX_PLAYERS; i++)
11616 KillPlayer(&stored_player[i]);
11619 else if (game.no_level_time_limit && !game.all_players_gone)
11621 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11624 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11627 if (tape.recording || tape.playing)
11628 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11631 if (tape.recording || tape.playing)
11632 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11634 UpdateAndDisplayGameControlValues();
11637 void AdvanceFrameAndPlayerCounters(int player_nr)
11641 // advance frame counters (global frame counter and time frame counter)
11645 // advance player counters (counters for move delay, move animation etc.)
11646 for (i = 0; i < MAX_PLAYERS; i++)
11648 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11649 int move_delay_value = stored_player[i].move_delay_value;
11650 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11652 if (!advance_player_counters) // not all players may be affected
11655 if (move_frames == 0) // less than one move per game frame
11657 int stepsize = TILEX / move_delay_value;
11658 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11659 int count = (stored_player[i].is_moving ?
11660 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11662 if (count % delay == 0)
11666 stored_player[i].Frame += move_frames;
11668 if (stored_player[i].MovPos != 0)
11669 stored_player[i].StepFrame += move_frames;
11671 if (stored_player[i].move_delay > 0)
11672 stored_player[i].move_delay--;
11674 // due to bugs in previous versions, counter must count up, not down
11675 if (stored_player[i].push_delay != -1)
11676 stored_player[i].push_delay++;
11678 if (stored_player[i].drop_delay > 0)
11679 stored_player[i].drop_delay--;
11681 if (stored_player[i].is_dropping_pressed)
11682 stored_player[i].drop_pressed_delay++;
11686 void AdvanceFrameCounter(void)
11691 void AdvanceGfxFrame(void)
11695 SCAN_PLAYFIELD(x, y)
11701 void StartGameActions(boolean init_network_game, boolean record_tape,
11704 unsigned int new_random_seed = InitRND(random_seed);
11707 TapeStartRecording(new_random_seed);
11709 if (setup.auto_pause_on_start && !tape.pausing)
11710 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11712 if (init_network_game)
11714 SendToServer_LevelFile();
11715 SendToServer_StartPlaying();
11723 static void GameActionsExt(void)
11726 static unsigned int game_frame_delay = 0;
11728 unsigned int game_frame_delay_value;
11729 byte *recorded_player_action;
11730 byte summarized_player_action = 0;
11731 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11734 // detect endless loops, caused by custom element programming
11735 if (recursion_loop_detected && recursion_loop_depth == 0)
11737 char *message = getStringCat3("Internal Error! Element ",
11738 EL_NAME(recursion_loop_element),
11739 " caused endless loop! Quit the game?");
11741 Warn("element '%s' caused endless loop in game engine",
11742 EL_NAME(recursion_loop_element));
11744 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11746 recursion_loop_detected = FALSE; // if game should be continued
11753 if (game.restart_level)
11754 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11756 CheckLevelSolved();
11758 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11761 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11764 if (game_status != GAME_MODE_PLAYING) // status might have changed
11767 game_frame_delay_value =
11768 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11770 if (tape.playing && tape.warp_forward && !tape.pausing)
11771 game_frame_delay_value = 0;
11773 SetVideoFrameDelay(game_frame_delay_value);
11775 // (de)activate virtual buttons depending on current game status
11776 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11778 if (game.all_players_gone) // if no players there to be controlled anymore
11779 SetOverlayActive(FALSE);
11780 else if (!tape.playing) // if game continues after tape stopped playing
11781 SetOverlayActive(TRUE);
11786 // ---------- main game synchronization point ----------
11788 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11790 Debug("game:playing:skip", "skip == %d", skip);
11793 // ---------- main game synchronization point ----------
11795 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11799 if (network_playing && !network_player_action_received)
11801 // try to get network player actions in time
11803 // last chance to get network player actions without main loop delay
11804 HandleNetworking();
11806 // game was quit by network peer
11807 if (game_status != GAME_MODE_PLAYING)
11810 // check if network player actions still missing and game still running
11811 if (!network_player_action_received && !checkGameEnded())
11812 return; // failed to get network player actions in time
11814 // do not yet reset "network_player_action_received" (for tape.pausing)
11820 // at this point we know that we really continue executing the game
11822 network_player_action_received = FALSE;
11824 // when playing tape, read previously recorded player input from tape data
11825 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11827 local_player->effective_mouse_action = local_player->mouse_action;
11829 if (recorded_player_action != NULL)
11830 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11831 recorded_player_action);
11833 // TapePlayAction() may return NULL when toggling to "pause before death"
11837 if (tape.set_centered_player)
11839 game.centered_player_nr_next = tape.centered_player_nr_next;
11840 game.set_centered_player = TRUE;
11843 for (i = 0; i < MAX_PLAYERS; i++)
11845 summarized_player_action |= stored_player[i].action;
11847 if (!network_playing && (game.team_mode || tape.playing))
11848 stored_player[i].effective_action = stored_player[i].action;
11851 if (network_playing && !checkGameEnded())
11852 SendToServer_MovePlayer(summarized_player_action);
11854 // summarize all actions at local players mapped input device position
11855 // (this allows using different input devices in single player mode)
11856 if (!network.enabled && !game.team_mode)
11857 stored_player[map_player_action[local_player->index_nr]].effective_action =
11858 summarized_player_action;
11860 // summarize all actions at centered player in local team mode
11861 if (tape.recording &&
11862 setup.team_mode && !network.enabled &&
11863 setup.input_on_focus &&
11864 game.centered_player_nr != -1)
11866 for (i = 0; i < MAX_PLAYERS; i++)
11867 stored_player[map_player_action[i]].effective_action =
11868 (i == game.centered_player_nr ? summarized_player_action : 0);
11871 if (recorded_player_action != NULL)
11872 for (i = 0; i < MAX_PLAYERS; i++)
11873 stored_player[i].effective_action = recorded_player_action[i];
11875 for (i = 0; i < MAX_PLAYERS; i++)
11877 tape_action[i] = stored_player[i].effective_action;
11879 /* (this may happen in the RND game engine if a player was not present on
11880 the playfield on level start, but appeared later from a custom element */
11881 if (setup.team_mode &&
11884 !tape.player_participates[i])
11885 tape.player_participates[i] = TRUE;
11888 SetTapeActionFromMouseAction(tape_action,
11889 &local_player->effective_mouse_action);
11891 // only record actions from input devices, but not programmed actions
11892 if (tape.recording)
11893 TapeRecordAction(tape_action);
11895 // remember if game was played (especially after tape stopped playing)
11896 if (!tape.playing && summarized_player_action && !checkGameFailed())
11897 game.GamePlayed = TRUE;
11899 #if USE_NEW_PLAYER_ASSIGNMENTS
11900 // !!! also map player actions in single player mode !!!
11901 // if (game.team_mode)
11904 byte mapped_action[MAX_PLAYERS];
11906 #if DEBUG_PLAYER_ACTIONS
11907 for (i = 0; i < MAX_PLAYERS; i++)
11908 DebugContinued("", "%d, ", stored_player[i].effective_action);
11911 for (i = 0; i < MAX_PLAYERS; i++)
11912 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11914 for (i = 0; i < MAX_PLAYERS; i++)
11915 stored_player[i].effective_action = mapped_action[i];
11917 #if DEBUG_PLAYER_ACTIONS
11918 DebugContinued("", "=> ");
11919 for (i = 0; i < MAX_PLAYERS; i++)
11920 DebugContinued("", "%d, ", stored_player[i].effective_action);
11921 DebugContinued("game:playing:player", "\n");
11924 #if DEBUG_PLAYER_ACTIONS
11927 for (i = 0; i < MAX_PLAYERS; i++)
11928 DebugContinued("", "%d, ", stored_player[i].effective_action);
11929 DebugContinued("game:playing:player", "\n");
11934 for (i = 0; i < MAX_PLAYERS; i++)
11936 // allow engine snapshot in case of changed movement attempt
11937 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11938 (stored_player[i].effective_action & KEY_MOTION))
11939 game.snapshot.changed_action = TRUE;
11941 // allow engine snapshot in case of snapping/dropping attempt
11942 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11943 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11944 game.snapshot.changed_action = TRUE;
11946 game.snapshot.last_action[i] = stored_player[i].effective_action;
11949 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11951 GameActions_EM_Main();
11953 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11955 GameActions_SP_Main();
11957 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11959 GameActions_MM_Main();
11963 GameActions_RND_Main();
11966 BlitScreenToBitmap(backbuffer);
11968 CheckLevelSolved();
11971 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11973 if (global.show_frames_per_second)
11975 static unsigned int fps_counter = 0;
11976 static int fps_frames = 0;
11977 unsigned int fps_delay_ms = Counter() - fps_counter;
11981 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11983 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11986 fps_counter = Counter();
11988 // always draw FPS to screen after FPS value was updated
11989 redraw_mask |= REDRAW_FPS;
11992 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11993 if (GetDrawDeactivationMask() == REDRAW_NONE)
11994 redraw_mask |= REDRAW_FPS;
11998 static void GameActions_CheckSaveEngineSnapshot(void)
12000 if (!game.snapshot.save_snapshot)
12003 // clear flag for saving snapshot _before_ saving snapshot
12004 game.snapshot.save_snapshot = FALSE;
12006 SaveEngineSnapshotToList();
12009 void GameActions(void)
12013 GameActions_CheckSaveEngineSnapshot();
12016 void GameActions_EM_Main(void)
12018 byte effective_action[MAX_PLAYERS];
12021 for (i = 0; i < MAX_PLAYERS; i++)
12022 effective_action[i] = stored_player[i].effective_action;
12024 GameActions_EM(effective_action);
12027 void GameActions_SP_Main(void)
12029 byte effective_action[MAX_PLAYERS];
12032 for (i = 0; i < MAX_PLAYERS; i++)
12033 effective_action[i] = stored_player[i].effective_action;
12035 GameActions_SP(effective_action);
12037 for (i = 0; i < MAX_PLAYERS; i++)
12039 if (stored_player[i].force_dropping)
12040 stored_player[i].action |= KEY_BUTTON_DROP;
12042 stored_player[i].force_dropping = FALSE;
12046 void GameActions_MM_Main(void)
12050 GameActions_MM(local_player->effective_mouse_action);
12053 void GameActions_RND_Main(void)
12058 void GameActions_RND(void)
12060 static struct MouseActionInfo mouse_action_last = { 0 };
12061 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12062 int magic_wall_x = 0, magic_wall_y = 0;
12063 int i, x, y, element, graphic, last_gfx_frame;
12065 InitPlayfieldScanModeVars();
12067 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12069 SCAN_PLAYFIELD(x, y)
12071 ChangeCount[x][y] = 0;
12072 ChangeEvent[x][y] = -1;
12076 if (game.set_centered_player)
12078 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12080 // switching to "all players" only possible if all players fit to screen
12081 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12083 game.centered_player_nr_next = game.centered_player_nr;
12084 game.set_centered_player = FALSE;
12087 // do not switch focus to non-existing (or non-active) player
12088 if (game.centered_player_nr_next >= 0 &&
12089 !stored_player[game.centered_player_nr_next].active)
12091 game.centered_player_nr_next = game.centered_player_nr;
12092 game.set_centered_player = FALSE;
12096 if (game.set_centered_player &&
12097 ScreenMovPos == 0) // screen currently aligned at tile position
12101 if (game.centered_player_nr_next == -1)
12103 setScreenCenteredToAllPlayers(&sx, &sy);
12107 sx = stored_player[game.centered_player_nr_next].jx;
12108 sy = stored_player[game.centered_player_nr_next].jy;
12111 game.centered_player_nr = game.centered_player_nr_next;
12112 game.set_centered_player = FALSE;
12114 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12115 DrawGameDoorValues();
12118 // check single step mode (set flag and clear again if any player is active)
12119 game.enter_single_step_mode =
12120 (tape.single_step && tape.recording && !tape.pausing);
12122 for (i = 0; i < MAX_PLAYERS; i++)
12124 int actual_player_action = stored_player[i].effective_action;
12127 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12128 - rnd_equinox_tetrachloride 048
12129 - rnd_equinox_tetrachloride_ii 096
12130 - rnd_emanuel_schmieg 002
12131 - doctor_sloan_ww 001, 020
12133 if (stored_player[i].MovPos == 0)
12134 CheckGravityMovement(&stored_player[i]);
12137 // overwrite programmed action with tape action
12138 if (stored_player[i].programmed_action)
12139 actual_player_action = stored_player[i].programmed_action;
12141 PlayerActions(&stored_player[i], actual_player_action);
12143 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12146 // single step pause mode may already have been toggled by "ScrollPlayer()"
12147 if (game.enter_single_step_mode && !tape.pausing)
12148 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12150 ScrollScreen(NULL, SCROLL_GO_ON);
12152 /* for backwards compatibility, the following code emulates a fixed bug that
12153 occured when pushing elements (causing elements that just made their last
12154 pushing step to already (if possible) make their first falling step in the
12155 same game frame, which is bad); this code is also needed to use the famous
12156 "spring push bug" which is used in older levels and might be wanted to be
12157 used also in newer levels, but in this case the buggy pushing code is only
12158 affecting the "spring" element and no other elements */
12160 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12162 for (i = 0; i < MAX_PLAYERS; i++)
12164 struct PlayerInfo *player = &stored_player[i];
12165 int x = player->jx;
12166 int y = player->jy;
12168 if (player->active && player->is_pushing && player->is_moving &&
12170 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12171 Tile[x][y] == EL_SPRING))
12173 ContinueMoving(x, y);
12175 // continue moving after pushing (this is actually a bug)
12176 if (!IS_MOVING(x, y))
12177 Stop[x][y] = FALSE;
12182 SCAN_PLAYFIELD(x, y)
12184 Last[x][y] = Tile[x][y];
12186 ChangeCount[x][y] = 0;
12187 ChangeEvent[x][y] = -1;
12189 // this must be handled before main playfield loop
12190 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12193 if (MovDelay[x][y] <= 0)
12197 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12200 if (MovDelay[x][y] <= 0)
12202 int element = Store[x][y];
12203 int move_direction = MovDir[x][y];
12204 int player_index_bit = Store2[x][y];
12210 TEST_DrawLevelField(x, y);
12212 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12214 if (IS_ENVELOPE(element))
12215 local_player->show_envelope = element;
12220 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12222 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12224 Debug("game:playing:GameActions_RND", "This should never happen!");
12226 ChangePage[x][y] = -1;
12230 Stop[x][y] = FALSE;
12231 if (WasJustMoving[x][y] > 0)
12232 WasJustMoving[x][y]--;
12233 if (WasJustFalling[x][y] > 0)
12234 WasJustFalling[x][y]--;
12235 if (CheckCollision[x][y] > 0)
12236 CheckCollision[x][y]--;
12237 if (CheckImpact[x][y] > 0)
12238 CheckImpact[x][y]--;
12242 /* reset finished pushing action (not done in ContinueMoving() to allow
12243 continuous pushing animation for elements with zero push delay) */
12244 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12246 ResetGfxAnimation(x, y);
12247 TEST_DrawLevelField(x, y);
12251 if (IS_BLOCKED(x, y))
12255 Blocked2Moving(x, y, &oldx, &oldy);
12256 if (!IS_MOVING(oldx, oldy))
12258 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12259 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12260 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12261 Debug("game:playing:GameActions_RND", "This should never happen!");
12267 if (mouse_action.button)
12269 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12270 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12272 x = mouse_action.lx;
12273 y = mouse_action.ly;
12274 element = Tile[x][y];
12278 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12279 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12283 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12284 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12287 if (level.use_step_counter)
12289 boolean counted_click = FALSE;
12291 // element clicked that can change when clicked/pressed
12292 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12293 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12294 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12295 counted_click = TRUE;
12297 // element clicked that can trigger change when clicked/pressed
12298 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12299 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12300 counted_click = TRUE;
12302 if (new_button && counted_click)
12303 CheckLevelTime_StepCounter();
12307 SCAN_PLAYFIELD(x, y)
12309 element = Tile[x][y];
12310 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12311 last_gfx_frame = GfxFrame[x][y];
12313 if (element == EL_EMPTY)
12314 graphic = el2img(GfxElementEmpty[x][y]);
12316 ResetGfxFrame(x, y);
12318 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12319 DrawLevelGraphicAnimation(x, y, graphic);
12321 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12322 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12323 ResetRandomAnimationValue(x, y);
12325 SetRandomAnimationValue(x, y);
12327 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12329 if (IS_INACTIVE(element))
12331 if (IS_ANIMATED(graphic))
12332 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12337 // this may take place after moving, so 'element' may have changed
12338 if (IS_CHANGING(x, y) &&
12339 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12341 int page = element_info[element].event_page_nr[CE_DELAY];
12343 HandleElementChange(x, y, page);
12345 element = Tile[x][y];
12346 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12349 CheckNextToConditions(x, y);
12351 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12355 element = Tile[x][y];
12356 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12358 if (IS_ANIMATED(graphic) &&
12359 !IS_MOVING(x, y) &&
12361 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12363 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12364 TEST_DrawTwinkleOnField(x, y);
12366 else if (element == EL_ACID)
12369 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12371 else if ((element == EL_EXIT_OPEN ||
12372 element == EL_EM_EXIT_OPEN ||
12373 element == EL_SP_EXIT_OPEN ||
12374 element == EL_STEEL_EXIT_OPEN ||
12375 element == EL_EM_STEEL_EXIT_OPEN ||
12376 element == EL_SP_TERMINAL ||
12377 element == EL_SP_TERMINAL_ACTIVE ||
12378 element == EL_EXTRA_TIME ||
12379 element == EL_SHIELD_NORMAL ||
12380 element == EL_SHIELD_DEADLY) &&
12381 IS_ANIMATED(graphic))
12382 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12383 else if (IS_MOVING(x, y))
12384 ContinueMoving(x, y);
12385 else if (IS_ACTIVE_BOMB(element))
12386 CheckDynamite(x, y);
12387 else if (element == EL_AMOEBA_GROWING)
12388 AmoebaGrowing(x, y);
12389 else if (element == EL_AMOEBA_SHRINKING)
12390 AmoebaShrinking(x, y);
12392 #if !USE_NEW_AMOEBA_CODE
12393 else if (IS_AMOEBALIVE(element))
12394 AmoebaReproduce(x, y);
12397 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12399 else if (element == EL_EXIT_CLOSED)
12401 else if (element == EL_EM_EXIT_CLOSED)
12403 else if (element == EL_STEEL_EXIT_CLOSED)
12404 CheckExitSteel(x, y);
12405 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12406 CheckExitSteelEM(x, y);
12407 else if (element == EL_SP_EXIT_CLOSED)
12409 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12410 element == EL_EXPANDABLE_STEELWALL_GROWING)
12412 else if (element == EL_EXPANDABLE_WALL ||
12413 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12414 element == EL_EXPANDABLE_WALL_VERTICAL ||
12415 element == EL_EXPANDABLE_WALL_ANY ||
12416 element == EL_BD_EXPANDABLE_WALL ||
12417 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12418 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12419 element == EL_EXPANDABLE_STEELWALL_ANY)
12420 CheckWallGrowing(x, y);
12421 else if (element == EL_FLAMES)
12422 CheckForDragon(x, y);
12423 else if (element == EL_EXPLOSION)
12424 ; // drawing of correct explosion animation is handled separately
12425 else if (element == EL_ELEMENT_SNAPPING ||
12426 element == EL_DIAGONAL_SHRINKING ||
12427 element == EL_DIAGONAL_GROWING)
12429 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12431 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12433 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12434 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12436 if (IS_BELT_ACTIVE(element))
12437 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12439 if (game.magic_wall_active)
12441 int jx = local_player->jx, jy = local_player->jy;
12443 // play the element sound at the position nearest to the player
12444 if ((element == EL_MAGIC_WALL_FULL ||
12445 element == EL_MAGIC_WALL_ACTIVE ||
12446 element == EL_MAGIC_WALL_EMPTYING ||
12447 element == EL_BD_MAGIC_WALL_FULL ||
12448 element == EL_BD_MAGIC_WALL_ACTIVE ||
12449 element == EL_BD_MAGIC_WALL_EMPTYING ||
12450 element == EL_DC_MAGIC_WALL_FULL ||
12451 element == EL_DC_MAGIC_WALL_ACTIVE ||
12452 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12453 ABS(x - jx) + ABS(y - jy) <
12454 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12462 #if USE_NEW_AMOEBA_CODE
12463 // new experimental amoeba growth stuff
12464 if (!(FrameCounter % 8))
12466 static unsigned int random = 1684108901;
12468 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12470 x = RND(lev_fieldx);
12471 y = RND(lev_fieldy);
12472 element = Tile[x][y];
12474 if (!IS_PLAYER(x, y) &&
12475 (element == EL_EMPTY ||
12476 CAN_GROW_INTO(element) ||
12477 element == EL_QUICKSAND_EMPTY ||
12478 element == EL_QUICKSAND_FAST_EMPTY ||
12479 element == EL_ACID_SPLASH_LEFT ||
12480 element == EL_ACID_SPLASH_RIGHT))
12482 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12483 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12484 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12485 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12486 Tile[x][y] = EL_AMOEBA_DROP;
12489 random = random * 129 + 1;
12494 game.explosions_delayed = FALSE;
12496 SCAN_PLAYFIELD(x, y)
12498 element = Tile[x][y];
12500 if (ExplodeField[x][y])
12501 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12502 else if (element == EL_EXPLOSION)
12503 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12505 ExplodeField[x][y] = EX_TYPE_NONE;
12508 game.explosions_delayed = TRUE;
12510 if (game.magic_wall_active)
12512 if (!(game.magic_wall_time_left % 4))
12514 int element = Tile[magic_wall_x][magic_wall_y];
12516 if (element == EL_BD_MAGIC_WALL_FULL ||
12517 element == EL_BD_MAGIC_WALL_ACTIVE ||
12518 element == EL_BD_MAGIC_WALL_EMPTYING)
12519 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12520 else if (element == EL_DC_MAGIC_WALL_FULL ||
12521 element == EL_DC_MAGIC_WALL_ACTIVE ||
12522 element == EL_DC_MAGIC_WALL_EMPTYING)
12523 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12525 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12528 if (game.magic_wall_time_left > 0)
12530 game.magic_wall_time_left--;
12532 if (!game.magic_wall_time_left)
12534 SCAN_PLAYFIELD(x, y)
12536 element = Tile[x][y];
12538 if (element == EL_MAGIC_WALL_ACTIVE ||
12539 element == EL_MAGIC_WALL_FULL)
12541 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12542 TEST_DrawLevelField(x, y);
12544 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12545 element == EL_BD_MAGIC_WALL_FULL)
12547 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12548 TEST_DrawLevelField(x, y);
12550 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12551 element == EL_DC_MAGIC_WALL_FULL)
12553 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12554 TEST_DrawLevelField(x, y);
12558 game.magic_wall_active = FALSE;
12563 if (game.light_time_left > 0)
12565 game.light_time_left--;
12567 if (game.light_time_left == 0)
12568 RedrawAllLightSwitchesAndInvisibleElements();
12571 if (game.timegate_time_left > 0)
12573 game.timegate_time_left--;
12575 if (game.timegate_time_left == 0)
12576 CloseAllOpenTimegates();
12579 if (game.lenses_time_left > 0)
12581 game.lenses_time_left--;
12583 if (game.lenses_time_left == 0)
12584 RedrawAllInvisibleElementsForLenses();
12587 if (game.magnify_time_left > 0)
12589 game.magnify_time_left--;
12591 if (game.magnify_time_left == 0)
12592 RedrawAllInvisibleElementsForMagnifier();
12595 for (i = 0; i < MAX_PLAYERS; i++)
12597 struct PlayerInfo *player = &stored_player[i];
12599 if (SHIELD_ON(player))
12601 if (player->shield_deadly_time_left)
12602 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12603 else if (player->shield_normal_time_left)
12604 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12608 #if USE_DELAYED_GFX_REDRAW
12609 SCAN_PLAYFIELD(x, y)
12611 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12613 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12614 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12616 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12617 DrawLevelField(x, y);
12619 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12620 DrawLevelFieldCrumbled(x, y);
12622 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12623 DrawLevelFieldCrumbledNeighbours(x, y);
12625 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12626 DrawTwinkleOnField(x, y);
12629 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12634 PlayAllPlayersSound();
12636 for (i = 0; i < MAX_PLAYERS; i++)
12638 struct PlayerInfo *player = &stored_player[i];
12640 if (player->show_envelope != 0 && (!player->active ||
12641 player->MovPos == 0))
12643 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12645 player->show_envelope = 0;
12649 // use random number generator in every frame to make it less predictable
12650 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12653 mouse_action_last = mouse_action;
12656 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12658 int min_x = x, min_y = y, max_x = x, max_y = y;
12659 int scr_fieldx = getScreenFieldSizeX();
12660 int scr_fieldy = getScreenFieldSizeY();
12663 for (i = 0; i < MAX_PLAYERS; i++)
12665 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12667 if (!stored_player[i].active || &stored_player[i] == player)
12670 min_x = MIN(min_x, jx);
12671 min_y = MIN(min_y, jy);
12672 max_x = MAX(max_x, jx);
12673 max_y = MAX(max_y, jy);
12676 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12679 static boolean AllPlayersInVisibleScreen(void)
12683 for (i = 0; i < MAX_PLAYERS; i++)
12685 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12687 if (!stored_player[i].active)
12690 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12697 void ScrollLevel(int dx, int dy)
12699 int scroll_offset = 2 * TILEX_VAR;
12702 BlitBitmap(drawto_field, drawto_field,
12703 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12704 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12705 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12706 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12707 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12708 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12712 x = (dx == 1 ? BX1 : BX2);
12713 for (y = BY1; y <= BY2; y++)
12714 DrawScreenField(x, y);
12719 y = (dy == 1 ? BY1 : BY2);
12720 for (x = BX1; x <= BX2; x++)
12721 DrawScreenField(x, y);
12724 redraw_mask |= REDRAW_FIELD;
12727 static boolean canFallDown(struct PlayerInfo *player)
12729 int jx = player->jx, jy = player->jy;
12731 return (IN_LEV_FIELD(jx, jy + 1) &&
12732 (IS_FREE(jx, jy + 1) ||
12733 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12734 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12735 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12738 static boolean canPassField(int x, int y, int move_dir)
12740 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12741 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12742 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12743 int nextx = x + dx;
12744 int nexty = y + dy;
12745 int element = Tile[x][y];
12747 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12748 !CAN_MOVE(element) &&
12749 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12750 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12751 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12754 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12756 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12757 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12758 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12762 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12763 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12764 (IS_DIGGABLE(Tile[newx][newy]) ||
12765 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12766 canPassField(newx, newy, move_dir)));
12769 static void CheckGravityMovement(struct PlayerInfo *player)
12771 if (player->gravity && !player->programmed_action)
12773 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12774 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12775 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12776 int jx = player->jx, jy = player->jy;
12777 boolean player_is_moving_to_valid_field =
12778 (!player_is_snapping &&
12779 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12780 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12781 boolean player_can_fall_down = canFallDown(player);
12783 if (player_can_fall_down &&
12784 !player_is_moving_to_valid_field)
12785 player->programmed_action = MV_DOWN;
12789 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12791 return CheckGravityMovement(player);
12793 if (player->gravity && !player->programmed_action)
12795 int jx = player->jx, jy = player->jy;
12796 boolean field_under_player_is_free =
12797 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12798 boolean player_is_standing_on_valid_field =
12799 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12800 (IS_WALKABLE(Tile[jx][jy]) &&
12801 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12803 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12804 player->programmed_action = MV_DOWN;
12809 MovePlayerOneStep()
12810 -----------------------------------------------------------------------------
12811 dx, dy: direction (non-diagonal) to try to move the player to
12812 real_dx, real_dy: direction as read from input device (can be diagonal)
12815 boolean MovePlayerOneStep(struct PlayerInfo *player,
12816 int dx, int dy, int real_dx, int real_dy)
12818 int jx = player->jx, jy = player->jy;
12819 int new_jx = jx + dx, new_jy = jy + dy;
12821 boolean player_can_move = !player->cannot_move;
12823 if (!player->active || (!dx && !dy))
12824 return MP_NO_ACTION;
12826 player->MovDir = (dx < 0 ? MV_LEFT :
12827 dx > 0 ? MV_RIGHT :
12829 dy > 0 ? MV_DOWN : MV_NONE);
12831 if (!IN_LEV_FIELD(new_jx, new_jy))
12832 return MP_NO_ACTION;
12834 if (!player_can_move)
12836 if (player->MovPos == 0)
12838 player->is_moving = FALSE;
12839 player->is_digging = FALSE;
12840 player->is_collecting = FALSE;
12841 player->is_snapping = FALSE;
12842 player->is_pushing = FALSE;
12846 if (!network.enabled && game.centered_player_nr == -1 &&
12847 !AllPlayersInSight(player, new_jx, new_jy))
12848 return MP_NO_ACTION;
12850 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12851 if (can_move != MP_MOVING)
12854 // check if DigField() has caused relocation of the player
12855 if (player->jx != jx || player->jy != jy)
12856 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12858 StorePlayer[jx][jy] = 0;
12859 player->last_jx = jx;
12860 player->last_jy = jy;
12861 player->jx = new_jx;
12862 player->jy = new_jy;
12863 StorePlayer[new_jx][new_jy] = player->element_nr;
12865 if (player->move_delay_value_next != -1)
12867 player->move_delay_value = player->move_delay_value_next;
12868 player->move_delay_value_next = -1;
12872 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12874 player->step_counter++;
12876 PlayerVisit[jx][jy] = FrameCounter;
12878 player->is_moving = TRUE;
12881 // should better be called in MovePlayer(), but this breaks some tapes
12882 ScrollPlayer(player, SCROLL_INIT);
12888 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12890 int jx = player->jx, jy = player->jy;
12891 int old_jx = jx, old_jy = jy;
12892 int moved = MP_NO_ACTION;
12894 if (!player->active)
12899 if (player->MovPos == 0)
12901 player->is_moving = FALSE;
12902 player->is_digging = FALSE;
12903 player->is_collecting = FALSE;
12904 player->is_snapping = FALSE;
12905 player->is_pushing = FALSE;
12911 if (player->move_delay > 0)
12914 player->move_delay = -1; // set to "uninitialized" value
12916 // store if player is automatically moved to next field
12917 player->is_auto_moving = (player->programmed_action != MV_NONE);
12919 // remove the last programmed player action
12920 player->programmed_action = 0;
12922 if (player->MovPos)
12924 // should only happen if pre-1.2 tape recordings are played
12925 // this is only for backward compatibility
12927 int original_move_delay_value = player->move_delay_value;
12930 Debug("game:playing:MovePlayer",
12931 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12935 // scroll remaining steps with finest movement resolution
12936 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12938 while (player->MovPos)
12940 ScrollPlayer(player, SCROLL_GO_ON);
12941 ScrollScreen(NULL, SCROLL_GO_ON);
12943 AdvanceFrameAndPlayerCounters(player->index_nr);
12946 BackToFront_WithFrameDelay(0);
12949 player->move_delay_value = original_move_delay_value;
12952 player->is_active = FALSE;
12954 if (player->last_move_dir & MV_HORIZONTAL)
12956 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12957 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12961 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12962 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12965 if (!moved && !player->is_active)
12967 player->is_moving = FALSE;
12968 player->is_digging = FALSE;
12969 player->is_collecting = FALSE;
12970 player->is_snapping = FALSE;
12971 player->is_pushing = FALSE;
12977 if (moved & MP_MOVING && !ScreenMovPos &&
12978 (player->index_nr == game.centered_player_nr ||
12979 game.centered_player_nr == -1))
12981 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12983 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12985 // actual player has left the screen -- scroll in that direction
12986 if (jx != old_jx) // player has moved horizontally
12987 scroll_x += (jx - old_jx);
12988 else // player has moved vertically
12989 scroll_y += (jy - old_jy);
12993 int offset_raw = game.scroll_delay_value;
12995 if (jx != old_jx) // player has moved horizontally
12997 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12998 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12999 int new_scroll_x = jx - MIDPOSX + offset_x;
13001 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13002 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13003 scroll_x = new_scroll_x;
13005 // don't scroll over playfield boundaries
13006 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13008 // don't scroll more than one field at a time
13009 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13011 // don't scroll against the player's moving direction
13012 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13013 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13014 scroll_x = old_scroll_x;
13016 else // player has moved vertically
13018 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13019 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13020 int new_scroll_y = jy - MIDPOSY + offset_y;
13022 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13023 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13024 scroll_y = new_scroll_y;
13026 // don't scroll over playfield boundaries
13027 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13029 // don't scroll more than one field at a time
13030 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13032 // don't scroll against the player's moving direction
13033 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13034 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13035 scroll_y = old_scroll_y;
13039 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13041 if (!network.enabled && game.centered_player_nr == -1 &&
13042 !AllPlayersInVisibleScreen())
13044 scroll_x = old_scroll_x;
13045 scroll_y = old_scroll_y;
13049 ScrollScreen(player, SCROLL_INIT);
13050 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13055 player->StepFrame = 0;
13057 if (moved & MP_MOVING)
13059 if (old_jx != jx && old_jy == jy)
13060 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13061 else if (old_jx == jx && old_jy != jy)
13062 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13064 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13066 player->last_move_dir = player->MovDir;
13067 player->is_moving = TRUE;
13068 player->is_snapping = FALSE;
13069 player->is_switching = FALSE;
13070 player->is_dropping = FALSE;
13071 player->is_dropping_pressed = FALSE;
13072 player->drop_pressed_delay = 0;
13075 // should better be called here than above, but this breaks some tapes
13076 ScrollPlayer(player, SCROLL_INIT);
13081 CheckGravityMovementWhenNotMoving(player);
13083 player->is_moving = FALSE;
13085 /* at this point, the player is allowed to move, but cannot move right now
13086 (e.g. because of something blocking the way) -- ensure that the player
13087 is also allowed to move in the next frame (in old versions before 3.1.1,
13088 the player was forced to wait again for eight frames before next try) */
13090 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13091 player->move_delay = 0; // allow direct movement in the next frame
13094 if (player->move_delay == -1) // not yet initialized by DigField()
13095 player->move_delay = player->move_delay_value;
13097 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13099 TestIfPlayerTouchesBadThing(jx, jy);
13100 TestIfPlayerTouchesCustomElement(jx, jy);
13103 if (!player->active)
13104 RemovePlayer(player);
13109 void ScrollPlayer(struct PlayerInfo *player, int mode)
13111 int jx = player->jx, jy = player->jy;
13112 int last_jx = player->last_jx, last_jy = player->last_jy;
13113 int move_stepsize = TILEX / player->move_delay_value;
13115 if (!player->active)
13118 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13121 if (mode == SCROLL_INIT)
13123 player->actual_frame_counter.count = FrameCounter;
13124 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13126 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13127 Tile[last_jx][last_jy] == EL_EMPTY)
13129 int last_field_block_delay = 0; // start with no blocking at all
13130 int block_delay_adjustment = player->block_delay_adjustment;
13132 // if player blocks last field, add delay for exactly one move
13133 if (player->block_last_field)
13135 last_field_block_delay += player->move_delay_value;
13137 // when blocking enabled, prevent moving up despite gravity
13138 if (player->gravity && player->MovDir == MV_UP)
13139 block_delay_adjustment = -1;
13142 // add block delay adjustment (also possible when not blocking)
13143 last_field_block_delay += block_delay_adjustment;
13145 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13146 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13149 if (player->MovPos != 0) // player has not yet reached destination
13152 else if (!FrameReached(&player->actual_frame_counter))
13155 if (player->MovPos != 0)
13157 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13158 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13160 // before DrawPlayer() to draw correct player graphic for this case
13161 if (player->MovPos == 0)
13162 CheckGravityMovement(player);
13165 if (player->MovPos == 0) // player reached destination field
13167 if (player->move_delay_reset_counter > 0)
13169 player->move_delay_reset_counter--;
13171 if (player->move_delay_reset_counter == 0)
13173 // continue with normal speed after quickly moving through gate
13174 HALVE_PLAYER_SPEED(player);
13176 // be able to make the next move without delay
13177 player->move_delay = 0;
13181 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13182 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13183 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13184 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13185 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13186 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13187 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13188 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13190 ExitPlayer(player);
13192 if (game.players_still_needed == 0 &&
13193 (game.friends_still_needed == 0 ||
13194 IS_SP_ELEMENT(Tile[jx][jy])))
13198 player->last_jx = jx;
13199 player->last_jy = jy;
13201 // this breaks one level: "machine", level 000
13203 int move_direction = player->MovDir;
13204 int enter_side = MV_DIR_OPPOSITE(move_direction);
13205 int leave_side = move_direction;
13206 int old_jx = last_jx;
13207 int old_jy = last_jy;
13208 int old_element = Tile[old_jx][old_jy];
13209 int new_element = Tile[jx][jy];
13211 if (IS_CUSTOM_ELEMENT(old_element))
13212 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13214 player->index_bit, leave_side);
13216 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13217 CE_PLAYER_LEAVES_X,
13218 player->index_bit, leave_side);
13220 if (IS_CUSTOM_ELEMENT(new_element))
13221 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13222 player->index_bit, enter_side);
13224 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13225 CE_PLAYER_ENTERS_X,
13226 player->index_bit, enter_side);
13228 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13229 CE_MOVE_OF_X, move_direction);
13232 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13234 TestIfPlayerTouchesBadThing(jx, jy);
13235 TestIfPlayerTouchesCustomElement(jx, jy);
13237 /* needed because pushed element has not yet reached its destination,
13238 so it would trigger a change event at its previous field location */
13239 if (!player->is_pushing)
13240 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13242 if (level.finish_dig_collect &&
13243 (player->is_digging || player->is_collecting))
13245 int last_element = player->last_removed_element;
13246 int move_direction = player->MovDir;
13247 int enter_side = MV_DIR_OPPOSITE(move_direction);
13248 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13249 CE_PLAYER_COLLECTS_X);
13251 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13252 player->index_bit, enter_side);
13254 player->last_removed_element = EL_UNDEFINED;
13257 if (!player->active)
13258 RemovePlayer(player);
13261 if (level.use_step_counter)
13262 CheckLevelTime_StepCounter();
13264 if (tape.single_step && tape.recording && !tape.pausing &&
13265 !player->programmed_action)
13266 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13268 if (!player->programmed_action)
13269 CheckSaveEngineSnapshot(player);
13273 void ScrollScreen(struct PlayerInfo *player, int mode)
13275 static DelayCounter screen_frame_counter = { 0 };
13277 if (mode == SCROLL_INIT)
13279 // set scrolling step size according to actual player's moving speed
13280 ScrollStepSize = TILEX / player->move_delay_value;
13282 screen_frame_counter.count = FrameCounter;
13283 screen_frame_counter.value = 1;
13285 ScreenMovDir = player->MovDir;
13286 ScreenMovPos = player->MovPos;
13287 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13290 else if (!FrameReached(&screen_frame_counter))
13295 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13296 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13297 redraw_mask |= REDRAW_FIELD;
13300 ScreenMovDir = MV_NONE;
13303 void CheckNextToConditions(int x, int y)
13305 int element = Tile[x][y];
13307 if (IS_PLAYER(x, y))
13308 TestIfPlayerNextToCustomElement(x, y);
13310 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13311 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13312 TestIfElementNextToCustomElement(x, y);
13315 void TestIfPlayerNextToCustomElement(int x, int y)
13317 struct XY *xy = xy_topdown;
13318 static int trigger_sides[4][2] =
13320 // center side border side
13321 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13322 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13323 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13324 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13328 if (!IS_PLAYER(x, y))
13331 struct PlayerInfo *player = PLAYERINFO(x, y);
13333 if (player->is_moving)
13336 for (i = 0; i < NUM_DIRECTIONS; i++)
13338 int xx = x + xy[i].x;
13339 int yy = y + xy[i].y;
13340 int border_side = trigger_sides[i][1];
13341 int border_element;
13343 if (!IN_LEV_FIELD(xx, yy))
13346 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13347 continue; // center and border element not connected
13349 border_element = Tile[xx][yy];
13351 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13352 player->index_bit, border_side);
13353 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13354 CE_PLAYER_NEXT_TO_X,
13355 player->index_bit, border_side);
13357 /* use player element that is initially defined in the level playfield,
13358 not the player element that corresponds to the runtime player number
13359 (example: a level that contains EL_PLAYER_3 as the only player would
13360 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13362 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13363 CE_NEXT_TO_X, border_side);
13367 void TestIfPlayerTouchesCustomElement(int x, int y)
13369 struct XY *xy = xy_topdown;
13370 static int trigger_sides[4][2] =
13372 // center side border side
13373 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13374 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13375 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13376 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13378 static int touch_dir[4] =
13380 MV_LEFT | MV_RIGHT,
13385 int center_element = Tile[x][y]; // should always be non-moving!
13388 for (i = 0; i < NUM_DIRECTIONS; i++)
13390 int xx = x + xy[i].x;
13391 int yy = y + xy[i].y;
13392 int center_side = trigger_sides[i][0];
13393 int border_side = trigger_sides[i][1];
13394 int border_element;
13396 if (!IN_LEV_FIELD(xx, yy))
13399 if (IS_PLAYER(x, y)) // player found at center element
13401 struct PlayerInfo *player = PLAYERINFO(x, y);
13403 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13404 border_element = Tile[xx][yy]; // may be moving!
13405 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13406 border_element = Tile[xx][yy];
13407 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13408 border_element = MovingOrBlocked2Element(xx, yy);
13410 continue; // center and border element do not touch
13412 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13413 player->index_bit, border_side);
13414 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13415 CE_PLAYER_TOUCHES_X,
13416 player->index_bit, border_side);
13419 /* use player element that is initially defined in the level playfield,
13420 not the player element that corresponds to the runtime player number
13421 (example: a level that contains EL_PLAYER_3 as the only player would
13422 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13423 int player_element = PLAYERINFO(x, y)->initial_element;
13425 CheckElementChangeBySide(xx, yy, border_element, player_element,
13426 CE_TOUCHING_X, border_side);
13429 else if (IS_PLAYER(xx, yy)) // player found at border element
13431 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13433 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13435 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13436 continue; // center and border element do not touch
13439 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13440 player->index_bit, center_side);
13441 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13442 CE_PLAYER_TOUCHES_X,
13443 player->index_bit, center_side);
13446 /* use player element that is initially defined in the level playfield,
13447 not the player element that corresponds to the runtime player number
13448 (example: a level that contains EL_PLAYER_3 as the only player would
13449 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13450 int player_element = PLAYERINFO(xx, yy)->initial_element;
13452 CheckElementChangeBySide(x, y, center_element, player_element,
13453 CE_TOUCHING_X, center_side);
13461 void TestIfElementNextToCustomElement(int x, int y)
13463 struct XY *xy = xy_topdown;
13464 static int trigger_sides[4][2] =
13466 // center side border side
13467 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13468 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13469 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13470 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13472 int center_element = Tile[x][y]; // should always be non-moving!
13475 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13478 for (i = 0; i < NUM_DIRECTIONS; i++)
13480 int xx = x + xy[i].x;
13481 int yy = y + xy[i].y;
13482 int border_side = trigger_sides[i][1];
13483 int border_element;
13485 if (!IN_LEV_FIELD(xx, yy))
13488 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13489 continue; // center and border element not connected
13491 border_element = Tile[xx][yy];
13493 // check for change of center element (but change it only once)
13494 if (CheckElementChangeBySide(x, y, center_element, border_element,
13495 CE_NEXT_TO_X, border_side))
13500 void TestIfElementTouchesCustomElement(int x, int y)
13502 struct XY *xy = xy_topdown;
13503 static int trigger_sides[4][2] =
13505 // center side border side
13506 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13507 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13508 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13509 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13511 static int touch_dir[4] =
13513 MV_LEFT | MV_RIGHT,
13518 boolean change_center_element = FALSE;
13519 int center_element = Tile[x][y]; // should always be non-moving!
13520 int border_element_old[NUM_DIRECTIONS];
13523 for (i = 0; i < NUM_DIRECTIONS; i++)
13525 int xx = x + xy[i].x;
13526 int yy = y + xy[i].y;
13527 int border_element;
13529 border_element_old[i] = -1;
13531 if (!IN_LEV_FIELD(xx, yy))
13534 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13535 border_element = Tile[xx][yy]; // may be moving!
13536 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13537 border_element = Tile[xx][yy];
13538 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13539 border_element = MovingOrBlocked2Element(xx, yy);
13541 continue; // center and border element do not touch
13543 border_element_old[i] = border_element;
13546 for (i = 0; i < NUM_DIRECTIONS; i++)
13548 int xx = x + xy[i].x;
13549 int yy = y + xy[i].y;
13550 int center_side = trigger_sides[i][0];
13551 int border_element = border_element_old[i];
13553 if (border_element == -1)
13556 // check for change of border element
13557 CheckElementChangeBySide(xx, yy, border_element, center_element,
13558 CE_TOUCHING_X, center_side);
13560 // (center element cannot be player, so we dont have to check this here)
13563 for (i = 0; i < NUM_DIRECTIONS; i++)
13565 int xx = x + xy[i].x;
13566 int yy = y + xy[i].y;
13567 int border_side = trigger_sides[i][1];
13568 int border_element = border_element_old[i];
13570 if (border_element == -1)
13573 // check for change of center element (but change it only once)
13574 if (!change_center_element)
13575 change_center_element =
13576 CheckElementChangeBySide(x, y, center_element, border_element,
13577 CE_TOUCHING_X, border_side);
13579 if (IS_PLAYER(xx, yy))
13581 /* use player element that is initially defined in the level playfield,
13582 not the player element that corresponds to the runtime player number
13583 (example: a level that contains EL_PLAYER_3 as the only player would
13584 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13585 int player_element = PLAYERINFO(xx, yy)->initial_element;
13587 CheckElementChangeBySide(x, y, center_element, player_element,
13588 CE_TOUCHING_X, border_side);
13593 void TestIfElementHitsCustomElement(int x, int y, int direction)
13595 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13596 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13597 int hitx = x + dx, hity = y + dy;
13598 int hitting_element = Tile[x][y];
13599 int touched_element;
13601 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13604 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13605 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13607 if (IN_LEV_FIELD(hitx, hity))
13609 int opposite_direction = MV_DIR_OPPOSITE(direction);
13610 int hitting_side = direction;
13611 int touched_side = opposite_direction;
13612 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13613 MovDir[hitx][hity] != direction ||
13614 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13620 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13621 CE_HITTING_X, touched_side);
13623 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13624 CE_HIT_BY_X, hitting_side);
13626 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13627 CE_HIT_BY_SOMETHING, opposite_direction);
13629 if (IS_PLAYER(hitx, hity))
13631 /* use player element that is initially defined in the level playfield,
13632 not the player element that corresponds to the runtime player number
13633 (example: a level that contains EL_PLAYER_3 as the only player would
13634 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13635 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13637 CheckElementChangeBySide(x, y, hitting_element, player_element,
13638 CE_HITTING_X, touched_side);
13643 // "hitting something" is also true when hitting the playfield border
13644 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13645 CE_HITTING_SOMETHING, direction);
13648 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13650 int i, kill_x = -1, kill_y = -1;
13652 int bad_element = -1;
13653 struct XY *test_xy = xy_topdown;
13654 static int test_dir[4] =
13662 for (i = 0; i < NUM_DIRECTIONS; i++)
13664 int test_x, test_y, test_move_dir, test_element;
13666 test_x = good_x + test_xy[i].x;
13667 test_y = good_y + test_xy[i].y;
13669 if (!IN_LEV_FIELD(test_x, test_y))
13673 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13675 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13677 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13678 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13680 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13681 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13685 bad_element = test_element;
13691 if (kill_x != -1 || kill_y != -1)
13693 if (IS_PLAYER(good_x, good_y))
13695 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13697 if (player->shield_deadly_time_left > 0 &&
13698 !IS_INDESTRUCTIBLE(bad_element))
13699 Bang(kill_x, kill_y);
13700 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13701 KillPlayer(player);
13704 Bang(good_x, good_y);
13708 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13710 int i, kill_x = -1, kill_y = -1;
13711 int bad_element = Tile[bad_x][bad_y];
13712 struct XY *test_xy = xy_topdown;
13713 static int touch_dir[4] =
13715 MV_LEFT | MV_RIGHT,
13720 static int test_dir[4] =
13728 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13731 for (i = 0; i < NUM_DIRECTIONS; i++)
13733 int test_x, test_y, test_move_dir, test_element;
13735 test_x = bad_x + test_xy[i].x;
13736 test_y = bad_y + test_xy[i].y;
13738 if (!IN_LEV_FIELD(test_x, test_y))
13742 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13744 test_element = Tile[test_x][test_y];
13746 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13747 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13749 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13750 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13752 // good thing is player or penguin that does not move away
13753 if (IS_PLAYER(test_x, test_y))
13755 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13757 if (bad_element == EL_ROBOT && player->is_moving)
13758 continue; // robot does not kill player if he is moving
13760 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13762 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13763 continue; // center and border element do not touch
13771 else if (test_element == EL_PENGUIN)
13781 if (kill_x != -1 || kill_y != -1)
13783 if (IS_PLAYER(kill_x, kill_y))
13785 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13787 if (player->shield_deadly_time_left > 0 &&
13788 !IS_INDESTRUCTIBLE(bad_element))
13789 Bang(bad_x, bad_y);
13790 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13791 KillPlayer(player);
13794 Bang(kill_x, kill_y);
13798 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13800 int bad_element = Tile[bad_x][bad_y];
13801 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13802 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13803 int test_x = bad_x + dx, test_y = bad_y + dy;
13804 int test_move_dir, test_element;
13805 int kill_x = -1, kill_y = -1;
13807 if (!IN_LEV_FIELD(test_x, test_y))
13811 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13813 test_element = Tile[test_x][test_y];
13815 if (test_move_dir != bad_move_dir)
13817 // good thing can be player or penguin that does not move away
13818 if (IS_PLAYER(test_x, test_y))
13820 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13822 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13823 player as being hit when he is moving towards the bad thing, because
13824 the "get hit by" condition would be lost after the player stops) */
13825 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13826 return; // player moves away from bad thing
13831 else if (test_element == EL_PENGUIN)
13838 if (kill_x != -1 || kill_y != -1)
13840 if (IS_PLAYER(kill_x, kill_y))
13842 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13844 if (player->shield_deadly_time_left > 0 &&
13845 !IS_INDESTRUCTIBLE(bad_element))
13846 Bang(bad_x, bad_y);
13847 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13848 KillPlayer(player);
13851 Bang(kill_x, kill_y);
13855 void TestIfPlayerTouchesBadThing(int x, int y)
13857 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13860 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13862 TestIfGoodThingHitsBadThing(x, y, move_dir);
13865 void TestIfBadThingTouchesPlayer(int x, int y)
13867 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13870 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13872 TestIfBadThingHitsGoodThing(x, y, move_dir);
13875 void TestIfFriendTouchesBadThing(int x, int y)
13877 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13880 void TestIfBadThingTouchesFriend(int x, int y)
13882 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13885 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13887 int i, kill_x = bad_x, kill_y = bad_y;
13888 struct XY *xy = xy_topdown;
13890 for (i = 0; i < NUM_DIRECTIONS; i++)
13894 x = bad_x + xy[i].x;
13895 y = bad_y + xy[i].y;
13896 if (!IN_LEV_FIELD(x, y))
13899 element = Tile[x][y];
13900 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13901 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13909 if (kill_x != bad_x || kill_y != bad_y)
13910 Bang(bad_x, bad_y);
13913 void KillPlayer(struct PlayerInfo *player)
13915 int jx = player->jx, jy = player->jy;
13917 if (!player->active)
13921 Debug("game:playing:KillPlayer",
13922 "0: killed == %d, active == %d, reanimated == %d",
13923 player->killed, player->active, player->reanimated);
13926 /* the following code was introduced to prevent an infinite loop when calling
13928 -> CheckTriggeredElementChangeExt()
13929 -> ExecuteCustomElementAction()
13931 -> (infinitely repeating the above sequence of function calls)
13932 which occurs when killing the player while having a CE with the setting
13933 "kill player X when explosion of <player X>"; the solution using a new
13934 field "player->killed" was chosen for backwards compatibility, although
13935 clever use of the fields "player->active" etc. would probably also work */
13937 if (player->killed)
13941 player->killed = TRUE;
13943 // remove accessible field at the player's position
13944 RemoveField(jx, jy);
13946 // deactivate shield (else Bang()/Explode() would not work right)
13947 player->shield_normal_time_left = 0;
13948 player->shield_deadly_time_left = 0;
13951 Debug("game:playing:KillPlayer",
13952 "1: killed == %d, active == %d, reanimated == %d",
13953 player->killed, player->active, player->reanimated);
13959 Debug("game:playing:KillPlayer",
13960 "2: killed == %d, active == %d, reanimated == %d",
13961 player->killed, player->active, player->reanimated);
13964 if (player->reanimated) // killed player may have been reanimated
13965 player->killed = player->reanimated = FALSE;
13967 BuryPlayer(player);
13970 static void KillPlayerUnlessEnemyProtected(int x, int y)
13972 if (!PLAYER_ENEMY_PROTECTED(x, y))
13973 KillPlayer(PLAYERINFO(x, y));
13976 static void KillPlayerUnlessExplosionProtected(int x, int y)
13978 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13979 KillPlayer(PLAYERINFO(x, y));
13982 void BuryPlayer(struct PlayerInfo *player)
13984 int jx = player->jx, jy = player->jy;
13986 if (!player->active)
13989 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13991 RemovePlayer(player);
13993 player->buried = TRUE;
13995 if (game.all_players_gone)
13996 game.GameOver = TRUE;
13999 void RemovePlayer(struct PlayerInfo *player)
14001 int jx = player->jx, jy = player->jy;
14002 int i, found = FALSE;
14004 player->present = FALSE;
14005 player->active = FALSE;
14007 // required for some CE actions (even if the player is not active anymore)
14008 player->MovPos = 0;
14010 if (!ExplodeField[jx][jy])
14011 StorePlayer[jx][jy] = 0;
14013 if (player->is_moving)
14014 TEST_DrawLevelField(player->last_jx, player->last_jy);
14016 for (i = 0; i < MAX_PLAYERS; i++)
14017 if (stored_player[i].active)
14022 game.all_players_gone = TRUE;
14023 game.GameOver = TRUE;
14026 game.exit_x = game.robot_wheel_x = jx;
14027 game.exit_y = game.robot_wheel_y = jy;
14030 void ExitPlayer(struct PlayerInfo *player)
14032 DrawPlayer(player); // needed here only to cleanup last field
14033 RemovePlayer(player);
14035 if (game.players_still_needed > 0)
14036 game.players_still_needed--;
14039 static void SetFieldForSnapping(int x, int y, int element, int direction,
14040 int player_index_bit)
14042 struct ElementInfo *ei = &element_info[element];
14043 int direction_bit = MV_DIR_TO_BIT(direction);
14044 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14045 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14046 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14048 Tile[x][y] = EL_ELEMENT_SNAPPING;
14049 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14050 MovDir[x][y] = direction;
14051 Store[x][y] = element;
14052 Store2[x][y] = player_index_bit;
14054 ResetGfxAnimation(x, y);
14056 GfxElement[x][y] = element;
14057 GfxAction[x][y] = action;
14058 GfxDir[x][y] = direction;
14059 GfxFrame[x][y] = -1;
14062 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14063 int player_index_bit)
14065 TestIfElementTouchesCustomElement(x, y); // for empty space
14067 if (level.finish_dig_collect)
14069 int dig_side = MV_DIR_OPPOSITE(direction);
14070 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14071 CE_PLAYER_COLLECTS_X);
14073 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14074 player_index_bit, dig_side);
14075 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14076 player_index_bit, dig_side);
14081 =============================================================================
14082 checkDiagonalPushing()
14083 -----------------------------------------------------------------------------
14084 check if diagonal input device direction results in pushing of object
14085 (by checking if the alternative direction is walkable, diggable, ...)
14086 =============================================================================
14089 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14090 int x, int y, int real_dx, int real_dy)
14092 int jx, jy, dx, dy, xx, yy;
14094 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14097 // diagonal direction: check alternative direction
14102 xx = jx + (dx == 0 ? real_dx : 0);
14103 yy = jy + (dy == 0 ? real_dy : 0);
14105 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14109 =============================================================================
14111 -----------------------------------------------------------------------------
14112 x, y: field next to player (non-diagonal) to try to dig to
14113 real_dx, real_dy: direction as read from input device (can be diagonal)
14114 =============================================================================
14117 static int DigField(struct PlayerInfo *player,
14118 int oldx, int oldy, int x, int y,
14119 int real_dx, int real_dy, int mode)
14121 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14122 boolean player_was_pushing = player->is_pushing;
14123 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14124 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14125 int jx = oldx, jy = oldy;
14126 int dx = x - jx, dy = y - jy;
14127 int nextx = x + dx, nexty = y + dy;
14128 int move_direction = (dx == -1 ? MV_LEFT :
14129 dx == +1 ? MV_RIGHT :
14131 dy == +1 ? MV_DOWN : MV_NONE);
14132 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14133 int dig_side = MV_DIR_OPPOSITE(move_direction);
14134 int old_element = Tile[jx][jy];
14135 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14138 if (is_player) // function can also be called by EL_PENGUIN
14140 if (player->MovPos == 0)
14142 player->is_digging = FALSE;
14143 player->is_collecting = FALSE;
14146 if (player->MovPos == 0) // last pushing move finished
14147 player->is_pushing = FALSE;
14149 if (mode == DF_NO_PUSH) // player just stopped pushing
14151 player->is_switching = FALSE;
14152 player->push_delay = -1;
14154 return MP_NO_ACTION;
14157 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14158 old_element = Back[jx][jy];
14160 // in case of element dropped at player position, check background
14161 else if (Back[jx][jy] != EL_EMPTY &&
14162 game.engine_version >= VERSION_IDENT(2,2,0,0))
14163 old_element = Back[jx][jy];
14165 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14166 return MP_NO_ACTION; // field has no opening in this direction
14168 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14169 return MP_NO_ACTION; // field has no opening in this direction
14171 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14175 Tile[jx][jy] = player->artwork_element;
14176 InitMovingField(jx, jy, MV_DOWN);
14177 Store[jx][jy] = EL_ACID;
14178 ContinueMoving(jx, jy);
14179 BuryPlayer(player);
14181 return MP_DONT_RUN_INTO;
14184 if (player_can_move && DONT_RUN_INTO(element))
14186 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14188 return MP_DONT_RUN_INTO;
14191 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14192 return MP_NO_ACTION;
14194 collect_count = element_info[element].collect_count_initial;
14196 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14197 return MP_NO_ACTION;
14199 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14200 player_can_move = player_can_move_or_snap;
14202 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14203 game.engine_version >= VERSION_IDENT(2,2,0,0))
14205 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14206 player->index_bit, dig_side);
14207 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14208 player->index_bit, dig_side);
14210 if (element == EL_DC_LANDMINE)
14213 if (Tile[x][y] != element) // field changed by snapping
14216 return MP_NO_ACTION;
14219 if (player->gravity && is_player && !player->is_auto_moving &&
14220 canFallDown(player) && move_direction != MV_DOWN &&
14221 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14222 return MP_NO_ACTION; // player cannot walk here due to gravity
14224 if (player_can_move &&
14225 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14227 int sound_element = SND_ELEMENT(element);
14228 int sound_action = ACTION_WALKING;
14230 if (IS_RND_GATE(element))
14232 if (!player->key[RND_GATE_NR(element)])
14233 return MP_NO_ACTION;
14235 else if (IS_RND_GATE_GRAY(element))
14237 if (!player->key[RND_GATE_GRAY_NR(element)])
14238 return MP_NO_ACTION;
14240 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14242 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14243 return MP_NO_ACTION;
14245 else if (element == EL_EXIT_OPEN ||
14246 element == EL_EM_EXIT_OPEN ||
14247 element == EL_EM_EXIT_OPENING ||
14248 element == EL_STEEL_EXIT_OPEN ||
14249 element == EL_EM_STEEL_EXIT_OPEN ||
14250 element == EL_EM_STEEL_EXIT_OPENING ||
14251 element == EL_SP_EXIT_OPEN ||
14252 element == EL_SP_EXIT_OPENING)
14254 sound_action = ACTION_PASSING; // player is passing exit
14256 else if (element == EL_EMPTY)
14258 sound_action = ACTION_MOVING; // nothing to walk on
14261 // play sound from background or player, whatever is available
14262 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14263 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14265 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14267 else if (player_can_move &&
14268 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14270 if (!ACCESS_FROM(element, opposite_direction))
14271 return MP_NO_ACTION; // field not accessible from this direction
14273 if (CAN_MOVE(element)) // only fixed elements can be passed!
14274 return MP_NO_ACTION;
14276 if (IS_EM_GATE(element))
14278 if (!player->key[EM_GATE_NR(element)])
14279 return MP_NO_ACTION;
14281 else if (IS_EM_GATE_GRAY(element))
14283 if (!player->key[EM_GATE_GRAY_NR(element)])
14284 return MP_NO_ACTION;
14286 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14288 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14289 return MP_NO_ACTION;
14291 else if (IS_EMC_GATE(element))
14293 if (!player->key[EMC_GATE_NR(element)])
14294 return MP_NO_ACTION;
14296 else if (IS_EMC_GATE_GRAY(element))
14298 if (!player->key[EMC_GATE_GRAY_NR(element)])
14299 return MP_NO_ACTION;
14301 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14303 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14304 return MP_NO_ACTION;
14306 else if (element == EL_DC_GATE_WHITE ||
14307 element == EL_DC_GATE_WHITE_GRAY ||
14308 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14310 if (player->num_white_keys == 0)
14311 return MP_NO_ACTION;
14313 player->num_white_keys--;
14315 else if (IS_SP_PORT(element))
14317 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14318 element == EL_SP_GRAVITY_PORT_RIGHT ||
14319 element == EL_SP_GRAVITY_PORT_UP ||
14320 element == EL_SP_GRAVITY_PORT_DOWN)
14321 player->gravity = !player->gravity;
14322 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14323 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14324 element == EL_SP_GRAVITY_ON_PORT_UP ||
14325 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14326 player->gravity = TRUE;
14327 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14328 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14329 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14330 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14331 player->gravity = FALSE;
14334 // automatically move to the next field with double speed
14335 player->programmed_action = move_direction;
14337 if (player->move_delay_reset_counter == 0)
14339 player->move_delay_reset_counter = 2; // two double speed steps
14341 DOUBLE_PLAYER_SPEED(player);
14344 PlayLevelSoundAction(x, y, ACTION_PASSING);
14346 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14350 if (mode != DF_SNAP)
14352 GfxElement[x][y] = GFX_ELEMENT(element);
14353 player->is_digging = TRUE;
14356 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14358 // use old behaviour for old levels (digging)
14359 if (!level.finish_dig_collect)
14361 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14362 player->index_bit, dig_side);
14364 // if digging triggered player relocation, finish digging tile
14365 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14366 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14369 if (mode == DF_SNAP)
14371 if (level.block_snap_field)
14372 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14374 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14376 // use old behaviour for old levels (snapping)
14377 if (!level.finish_dig_collect)
14378 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14379 player->index_bit, dig_side);
14382 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14386 if (is_player && mode != DF_SNAP)
14388 GfxElement[x][y] = element;
14389 player->is_collecting = TRUE;
14392 if (element == EL_SPEED_PILL)
14394 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14396 else if (element == EL_EXTRA_TIME && level.time > 0)
14398 TimeLeft += level.extra_time;
14400 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14402 DisplayGameControlValues();
14404 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14406 int shield_time = (element == EL_SHIELD_DEADLY ?
14407 level.shield_deadly_time :
14408 level.shield_normal_time);
14410 player->shield_normal_time_left += shield_time;
14411 if (element == EL_SHIELD_DEADLY)
14412 player->shield_deadly_time_left += shield_time;
14414 else if (element == EL_DYNAMITE ||
14415 element == EL_EM_DYNAMITE ||
14416 element == EL_SP_DISK_RED)
14418 if (player->inventory_size < MAX_INVENTORY_SIZE)
14419 player->inventory_element[player->inventory_size++] = element;
14421 DrawGameDoorValues();
14423 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14425 player->dynabomb_count++;
14426 player->dynabombs_left++;
14428 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14430 player->dynabomb_size++;
14432 else if (element == EL_DYNABOMB_INCREASE_POWER)
14434 player->dynabomb_xl = TRUE;
14436 else if (IS_KEY(element))
14438 player->key[KEY_NR(element)] = TRUE;
14440 DrawGameDoorValues();
14442 else if (element == EL_DC_KEY_WHITE)
14444 player->num_white_keys++;
14446 // display white keys?
14447 // DrawGameDoorValues();
14449 else if (IS_ENVELOPE(element))
14451 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14453 if (!wait_for_snapping)
14454 player->show_envelope = element;
14456 else if (element == EL_EMC_LENSES)
14458 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14460 RedrawAllInvisibleElementsForLenses();
14462 else if (element == EL_EMC_MAGNIFIER)
14464 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14466 RedrawAllInvisibleElementsForMagnifier();
14468 else if (IS_DROPPABLE(element) ||
14469 IS_THROWABLE(element)) // can be collected and dropped
14473 if (collect_count == 0)
14474 player->inventory_infinite_element = element;
14476 for (i = 0; i < collect_count; i++)
14477 if (player->inventory_size < MAX_INVENTORY_SIZE)
14478 player->inventory_element[player->inventory_size++] = element;
14480 DrawGameDoorValues();
14482 else if (collect_count > 0)
14484 game.gems_still_needed -= collect_count;
14485 if (game.gems_still_needed < 0)
14486 game.gems_still_needed = 0;
14488 game.snapshot.collected_item = TRUE;
14490 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14492 DisplayGameControlValues();
14495 RaiseScoreElement(element);
14496 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14498 // use old behaviour for old levels (collecting)
14499 if (!level.finish_dig_collect && is_player)
14501 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14502 player->index_bit, dig_side);
14504 // if collecting triggered player relocation, finish collecting tile
14505 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14506 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14509 if (mode == DF_SNAP)
14511 if (level.block_snap_field)
14512 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14514 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14516 // use old behaviour for old levels (snapping)
14517 if (!level.finish_dig_collect)
14518 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14519 player->index_bit, dig_side);
14522 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14524 if (mode == DF_SNAP && element != EL_BD_ROCK)
14525 return MP_NO_ACTION;
14527 if (CAN_FALL(element) && dy)
14528 return MP_NO_ACTION;
14530 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14531 !(element == EL_SPRING && level.use_spring_bug))
14532 return MP_NO_ACTION;
14534 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14535 ((move_direction & MV_VERTICAL &&
14536 ((element_info[element].move_pattern & MV_LEFT &&
14537 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14538 (element_info[element].move_pattern & MV_RIGHT &&
14539 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14540 (move_direction & MV_HORIZONTAL &&
14541 ((element_info[element].move_pattern & MV_UP &&
14542 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14543 (element_info[element].move_pattern & MV_DOWN &&
14544 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14545 return MP_NO_ACTION;
14547 // do not push elements already moving away faster than player
14548 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14549 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14550 return MP_NO_ACTION;
14552 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14554 if (player->push_delay_value == -1 || !player_was_pushing)
14555 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14557 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14559 if (player->push_delay_value == -1)
14560 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14562 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14564 if (!player->is_pushing)
14565 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14568 player->is_pushing = TRUE;
14569 player->is_active = TRUE;
14571 if (!(IN_LEV_FIELD(nextx, nexty) &&
14572 (IS_FREE(nextx, nexty) ||
14573 (IS_SB_ELEMENT(element) &&
14574 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14575 (IS_CUSTOM_ELEMENT(element) &&
14576 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14577 return MP_NO_ACTION;
14579 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14580 return MP_NO_ACTION;
14582 if (player->push_delay == -1) // new pushing; restart delay
14583 player->push_delay = 0;
14585 if (player->push_delay < player->push_delay_value &&
14586 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14587 element != EL_SPRING && element != EL_BALLOON)
14589 // make sure that there is no move delay before next try to push
14590 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14591 player->move_delay = 0;
14593 return MP_NO_ACTION;
14596 if (IS_CUSTOM_ELEMENT(element) &&
14597 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14599 if (!DigFieldByCE(nextx, nexty, element))
14600 return MP_NO_ACTION;
14603 if (IS_SB_ELEMENT(element))
14605 boolean sokoban_task_solved = FALSE;
14607 if (element == EL_SOKOBAN_FIELD_FULL)
14609 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14611 IncrementSokobanFieldsNeeded();
14612 IncrementSokobanObjectsNeeded();
14615 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14617 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14619 DecrementSokobanFieldsNeeded();
14620 DecrementSokobanObjectsNeeded();
14622 // sokoban object was pushed from empty field to sokoban field
14623 if (Back[x][y] == EL_EMPTY)
14624 sokoban_task_solved = TRUE;
14627 Tile[x][y] = EL_SOKOBAN_OBJECT;
14629 if (Back[x][y] == Back[nextx][nexty])
14630 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14631 else if (Back[x][y] != 0)
14632 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14635 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14638 if (sokoban_task_solved &&
14639 game.sokoban_fields_still_needed == 0 &&
14640 game.sokoban_objects_still_needed == 0 &&
14641 level.auto_exit_sokoban)
14643 game.players_still_needed = 0;
14647 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14651 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14653 InitMovingField(x, y, move_direction);
14654 GfxAction[x][y] = ACTION_PUSHING;
14656 if (mode == DF_SNAP)
14657 ContinueMoving(x, y);
14659 MovPos[x][y] = (dx != 0 ? dx : dy);
14661 Pushed[x][y] = TRUE;
14662 Pushed[nextx][nexty] = TRUE;
14664 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14665 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14667 player->push_delay_value = -1; // get new value later
14669 // check for element change _after_ element has been pushed
14670 if (game.use_change_when_pushing_bug)
14672 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14673 player->index_bit, dig_side);
14674 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14675 player->index_bit, dig_side);
14678 else if (IS_SWITCHABLE(element))
14680 if (PLAYER_SWITCHING(player, x, y))
14682 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14683 player->index_bit, dig_side);
14688 player->is_switching = TRUE;
14689 player->switch_x = x;
14690 player->switch_y = y;
14692 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14694 if (element == EL_ROBOT_WHEEL)
14696 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14698 game.robot_wheel_x = x;
14699 game.robot_wheel_y = y;
14700 game.robot_wheel_active = TRUE;
14702 TEST_DrawLevelField(x, y);
14704 else if (element == EL_SP_TERMINAL)
14708 SCAN_PLAYFIELD(xx, yy)
14710 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14714 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14716 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14718 ResetGfxAnimation(xx, yy);
14719 TEST_DrawLevelField(xx, yy);
14723 else if (IS_BELT_SWITCH(element))
14725 ToggleBeltSwitch(x, y);
14727 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14728 element == EL_SWITCHGATE_SWITCH_DOWN ||
14729 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14730 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14732 ToggleSwitchgateSwitch();
14734 else if (element == EL_LIGHT_SWITCH ||
14735 element == EL_LIGHT_SWITCH_ACTIVE)
14737 ToggleLightSwitch(x, y);
14739 else if (element == EL_TIMEGATE_SWITCH ||
14740 element == EL_DC_TIMEGATE_SWITCH)
14742 ActivateTimegateSwitch(x, y);
14744 else if (element == EL_BALLOON_SWITCH_LEFT ||
14745 element == EL_BALLOON_SWITCH_RIGHT ||
14746 element == EL_BALLOON_SWITCH_UP ||
14747 element == EL_BALLOON_SWITCH_DOWN ||
14748 element == EL_BALLOON_SWITCH_NONE ||
14749 element == EL_BALLOON_SWITCH_ANY)
14751 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14752 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14753 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14754 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14755 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14758 else if (element == EL_LAMP)
14760 Tile[x][y] = EL_LAMP_ACTIVE;
14761 game.lights_still_needed--;
14763 ResetGfxAnimation(x, y);
14764 TEST_DrawLevelField(x, y);
14766 else if (element == EL_TIME_ORB_FULL)
14768 Tile[x][y] = EL_TIME_ORB_EMPTY;
14770 if (level.time > 0 || level.use_time_orb_bug)
14772 TimeLeft += level.time_orb_time;
14773 game.no_level_time_limit = FALSE;
14775 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14777 DisplayGameControlValues();
14780 ResetGfxAnimation(x, y);
14781 TEST_DrawLevelField(x, y);
14783 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14784 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14788 game.ball_active = !game.ball_active;
14790 SCAN_PLAYFIELD(xx, yy)
14792 int e = Tile[xx][yy];
14794 if (game.ball_active)
14796 if (e == EL_EMC_MAGIC_BALL)
14797 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14798 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14799 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14803 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14804 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14805 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14806 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14811 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14812 player->index_bit, dig_side);
14814 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14815 player->index_bit, dig_side);
14817 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14818 player->index_bit, dig_side);
14824 if (!PLAYER_SWITCHING(player, x, y))
14826 player->is_switching = TRUE;
14827 player->switch_x = x;
14828 player->switch_y = y;
14830 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14831 player->index_bit, dig_side);
14832 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14833 player->index_bit, dig_side);
14835 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14836 player->index_bit, dig_side);
14837 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14838 player->index_bit, dig_side);
14841 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14842 player->index_bit, dig_side);
14843 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14844 player->index_bit, dig_side);
14846 return MP_NO_ACTION;
14849 player->push_delay = -1;
14851 if (is_player) // function can also be called by EL_PENGUIN
14853 if (Tile[x][y] != element) // really digged/collected something
14855 player->is_collecting = !player->is_digging;
14856 player->is_active = TRUE;
14858 player->last_removed_element = element;
14865 static boolean DigFieldByCE(int x, int y, int digging_element)
14867 int element = Tile[x][y];
14869 if (!IS_FREE(x, y))
14871 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14872 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14875 // no element can dig solid indestructible elements
14876 if (IS_INDESTRUCTIBLE(element) &&
14877 !IS_DIGGABLE(element) &&
14878 !IS_COLLECTIBLE(element))
14881 if (AmoebaNr[x][y] &&
14882 (element == EL_AMOEBA_FULL ||
14883 element == EL_BD_AMOEBA ||
14884 element == EL_AMOEBA_GROWING))
14886 AmoebaCnt[AmoebaNr[x][y]]--;
14887 AmoebaCnt2[AmoebaNr[x][y]]--;
14890 if (IS_MOVING(x, y))
14891 RemoveMovingField(x, y);
14895 TEST_DrawLevelField(x, y);
14898 // if digged element was about to explode, prevent the explosion
14899 ExplodeField[x][y] = EX_TYPE_NONE;
14901 PlayLevelSoundAction(x, y, action);
14904 Store[x][y] = EL_EMPTY;
14906 // this makes it possible to leave the removed element again
14907 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14908 Store[x][y] = element;
14913 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14915 int jx = player->jx, jy = player->jy;
14916 int x = jx + dx, y = jy + dy;
14917 int snap_direction = (dx == -1 ? MV_LEFT :
14918 dx == +1 ? MV_RIGHT :
14920 dy == +1 ? MV_DOWN : MV_NONE);
14921 boolean can_continue_snapping = (level.continuous_snapping &&
14922 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14924 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14927 if (!player->active || !IN_LEV_FIELD(x, y))
14935 if (player->MovPos == 0)
14936 player->is_pushing = FALSE;
14938 player->is_snapping = FALSE;
14940 if (player->MovPos == 0)
14942 player->is_moving = FALSE;
14943 player->is_digging = FALSE;
14944 player->is_collecting = FALSE;
14950 // prevent snapping with already pressed snap key when not allowed
14951 if (player->is_snapping && !can_continue_snapping)
14954 player->MovDir = snap_direction;
14956 if (player->MovPos == 0)
14958 player->is_moving = FALSE;
14959 player->is_digging = FALSE;
14960 player->is_collecting = FALSE;
14963 player->is_dropping = FALSE;
14964 player->is_dropping_pressed = FALSE;
14965 player->drop_pressed_delay = 0;
14967 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14970 player->is_snapping = TRUE;
14971 player->is_active = TRUE;
14973 if (player->MovPos == 0)
14975 player->is_moving = FALSE;
14976 player->is_digging = FALSE;
14977 player->is_collecting = FALSE;
14980 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14981 TEST_DrawLevelField(player->last_jx, player->last_jy);
14983 TEST_DrawLevelField(x, y);
14988 static boolean DropElement(struct PlayerInfo *player)
14990 int old_element, new_element;
14991 int dropx = player->jx, dropy = player->jy;
14992 int drop_direction = player->MovDir;
14993 int drop_side = drop_direction;
14994 int drop_element = get_next_dropped_element(player);
14996 /* do not drop an element on top of another element; when holding drop key
14997 pressed without moving, dropped element must move away before the next
14998 element can be dropped (this is especially important if the next element
14999 is dynamite, which can be placed on background for historical reasons) */
15000 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15003 if (IS_THROWABLE(drop_element))
15005 dropx += GET_DX_FROM_DIR(drop_direction);
15006 dropy += GET_DY_FROM_DIR(drop_direction);
15008 if (!IN_LEV_FIELD(dropx, dropy))
15012 old_element = Tile[dropx][dropy]; // old element at dropping position
15013 new_element = drop_element; // default: no change when dropping
15015 // check if player is active, not moving and ready to drop
15016 if (!player->active || player->MovPos || player->drop_delay > 0)
15019 // check if player has anything that can be dropped
15020 if (new_element == EL_UNDEFINED)
15023 // only set if player has anything that can be dropped
15024 player->is_dropping_pressed = TRUE;
15026 // check if drop key was pressed long enough for EM style dynamite
15027 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15030 // check if anything can be dropped at the current position
15031 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15034 // collected custom elements can only be dropped on empty fields
15035 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15038 if (old_element != EL_EMPTY)
15039 Back[dropx][dropy] = old_element; // store old element on this field
15041 ResetGfxAnimation(dropx, dropy);
15042 ResetRandomAnimationValue(dropx, dropy);
15044 if (player->inventory_size > 0 ||
15045 player->inventory_infinite_element != EL_UNDEFINED)
15047 if (player->inventory_size > 0)
15049 player->inventory_size--;
15051 DrawGameDoorValues();
15053 if (new_element == EL_DYNAMITE)
15054 new_element = EL_DYNAMITE_ACTIVE;
15055 else if (new_element == EL_EM_DYNAMITE)
15056 new_element = EL_EM_DYNAMITE_ACTIVE;
15057 else if (new_element == EL_SP_DISK_RED)
15058 new_element = EL_SP_DISK_RED_ACTIVE;
15061 Tile[dropx][dropy] = new_element;
15063 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15064 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15065 el2img(Tile[dropx][dropy]), 0);
15067 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15069 // needed if previous element just changed to "empty" in the last frame
15070 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15072 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15073 player->index_bit, drop_side);
15074 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15076 player->index_bit, drop_side);
15078 TestIfElementTouchesCustomElement(dropx, dropy);
15080 else // player is dropping a dyna bomb
15082 player->dynabombs_left--;
15084 Tile[dropx][dropy] = new_element;
15086 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15087 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15088 el2img(Tile[dropx][dropy]), 0);
15090 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15093 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15094 InitField_WithBug1(dropx, dropy, FALSE);
15096 new_element = Tile[dropx][dropy]; // element might have changed
15098 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15099 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15101 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15102 MovDir[dropx][dropy] = drop_direction;
15104 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15106 // do not cause impact style collision by dropping elements that can fall
15107 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15110 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15111 player->is_dropping = TRUE;
15113 player->drop_pressed_delay = 0;
15114 player->is_dropping_pressed = FALSE;
15116 player->drop_x = dropx;
15117 player->drop_y = dropy;
15122 // ----------------------------------------------------------------------------
15123 // game sound playing functions
15124 // ----------------------------------------------------------------------------
15126 static int *loop_sound_frame = NULL;
15127 static int *loop_sound_volume = NULL;
15129 void InitPlayLevelSound(void)
15131 int num_sounds = getSoundListSize();
15133 checked_free(loop_sound_frame);
15134 checked_free(loop_sound_volume);
15136 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15137 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15140 static void PlayLevelSound(int x, int y, int nr)
15142 int sx = SCREENX(x), sy = SCREENY(y);
15143 int volume, stereo_position;
15144 int max_distance = 8;
15145 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15147 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15148 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15151 if (!IN_LEV_FIELD(x, y) ||
15152 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15153 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15156 volume = SOUND_MAX_VOLUME;
15158 if (!IN_SCR_FIELD(sx, sy))
15160 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15161 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15163 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15166 stereo_position = (SOUND_MAX_LEFT +
15167 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15168 (SCR_FIELDX + 2 * max_distance));
15170 if (IS_LOOP_SOUND(nr))
15172 /* This assures that quieter loop sounds do not overwrite louder ones,
15173 while restarting sound volume comparison with each new game frame. */
15175 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15178 loop_sound_volume[nr] = volume;
15179 loop_sound_frame[nr] = FrameCounter;
15182 PlaySoundExt(nr, volume, stereo_position, type);
15185 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15187 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15188 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15189 y < LEVELY(BY1) ? LEVELY(BY1) :
15190 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15194 static void PlayLevelSoundAction(int x, int y, int action)
15196 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15199 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15201 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15203 if (sound_effect != SND_UNDEFINED)
15204 PlayLevelSound(x, y, sound_effect);
15207 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15210 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15212 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15213 PlayLevelSound(x, y, sound_effect);
15216 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15218 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15220 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15221 PlayLevelSound(x, y, sound_effect);
15224 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15226 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15228 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15229 StopSound(sound_effect);
15232 static int getLevelMusicNr(void)
15234 if (levelset.music[level_nr] != MUS_UNDEFINED)
15235 return levelset.music[level_nr]; // from config file
15237 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15240 static void FadeLevelSounds(void)
15245 static void FadeLevelMusic(void)
15247 int music_nr = getLevelMusicNr();
15248 char *curr_music = getCurrentlyPlayingMusicFilename();
15249 char *next_music = getMusicInfoEntryFilename(music_nr);
15251 if (!strEqual(curr_music, next_music))
15255 void FadeLevelSoundsAndMusic(void)
15261 static void PlayLevelMusic(void)
15263 int music_nr = getLevelMusicNr();
15264 char *curr_music = getCurrentlyPlayingMusicFilename();
15265 char *next_music = getMusicInfoEntryFilename(music_nr);
15267 if (!strEqual(curr_music, next_music))
15268 PlayMusicLoop(music_nr);
15271 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15273 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15275 int x = xx - offset;
15276 int y = yy - offset;
15281 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15285 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15289 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15293 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15297 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15301 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15305 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15308 case SOUND_android_clone:
15309 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15312 case SOUND_android_move:
15313 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15317 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15321 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15325 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15328 case SOUND_eater_eat:
15329 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15336 case SOUND_collect:
15337 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15340 case SOUND_diamond:
15341 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15345 // !!! CHECK THIS !!!
15347 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15353 case SOUND_wonderfall:
15354 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15358 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15362 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15366 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15370 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15374 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15378 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15382 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15386 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15389 case SOUND_exit_open:
15390 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15393 case SOUND_exit_leave:
15394 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15397 case SOUND_dynamite:
15398 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15402 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15422 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15426 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15431 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15433 int element = map_element_SP_to_RND(element_sp);
15434 int action = map_action_SP_to_RND(action_sp);
15435 int offset = (setup.sp_show_border_elements ? 0 : 1);
15436 int x = xx - offset;
15437 int y = yy - offset;
15439 PlayLevelSoundElementAction(x, y, element, action);
15442 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15444 int element = map_element_MM_to_RND(element_mm);
15445 int action = map_action_MM_to_RND(action_mm);
15447 int x = xx - offset;
15448 int y = yy - offset;
15450 if (!IS_MM_ELEMENT(element))
15451 element = EL_MM_DEFAULT;
15453 PlayLevelSoundElementAction(x, y, element, action);
15456 void PlaySound_MM(int sound_mm)
15458 int sound = map_sound_MM_to_RND(sound_mm);
15460 if (sound == SND_UNDEFINED)
15466 void PlaySoundLoop_MM(int sound_mm)
15468 int sound = map_sound_MM_to_RND(sound_mm);
15470 if (sound == SND_UNDEFINED)
15473 PlaySoundLoop(sound);
15476 void StopSound_MM(int sound_mm)
15478 int sound = map_sound_MM_to_RND(sound_mm);
15480 if (sound == SND_UNDEFINED)
15486 void RaiseScore(int value)
15488 game.score += value;
15490 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15492 DisplayGameControlValues();
15495 void RaiseScoreElement(int element)
15500 case EL_BD_DIAMOND:
15501 case EL_EMERALD_YELLOW:
15502 case EL_EMERALD_RED:
15503 case EL_EMERALD_PURPLE:
15504 case EL_SP_INFOTRON:
15505 RaiseScore(level.score[SC_EMERALD]);
15508 RaiseScore(level.score[SC_DIAMOND]);
15511 RaiseScore(level.score[SC_CRYSTAL]);
15514 RaiseScore(level.score[SC_PEARL]);
15517 case EL_BD_BUTTERFLY:
15518 case EL_SP_ELECTRON:
15519 RaiseScore(level.score[SC_BUG]);
15522 case EL_BD_FIREFLY:
15523 case EL_SP_SNIKSNAK:
15524 RaiseScore(level.score[SC_SPACESHIP]);
15527 case EL_DARK_YAMYAM:
15528 RaiseScore(level.score[SC_YAMYAM]);
15531 RaiseScore(level.score[SC_ROBOT]);
15534 RaiseScore(level.score[SC_PACMAN]);
15537 RaiseScore(level.score[SC_NUT]);
15540 case EL_EM_DYNAMITE:
15541 case EL_SP_DISK_RED:
15542 case EL_DYNABOMB_INCREASE_NUMBER:
15543 case EL_DYNABOMB_INCREASE_SIZE:
15544 case EL_DYNABOMB_INCREASE_POWER:
15545 RaiseScore(level.score[SC_DYNAMITE]);
15547 case EL_SHIELD_NORMAL:
15548 case EL_SHIELD_DEADLY:
15549 RaiseScore(level.score[SC_SHIELD]);
15551 case EL_EXTRA_TIME:
15552 RaiseScore(level.extra_time_score);
15566 case EL_DC_KEY_WHITE:
15567 RaiseScore(level.score[SC_KEY]);
15570 RaiseScore(element_info[element].collect_score);
15575 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15577 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15581 // prevent short reactivation of overlay buttons while closing door
15582 SetOverlayActive(FALSE);
15583 UnmapGameButtons();
15585 // door may still be open due to skipped or envelope style request
15586 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15589 if (network.enabled)
15590 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15594 FadeSkipNextFadeIn();
15596 SetGameStatus(GAME_MODE_MAIN);
15601 else // continue playing the game
15603 if (tape.playing && tape.deactivate_display)
15604 TapeDeactivateDisplayOff(TRUE);
15606 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15608 if (tape.playing && tape.deactivate_display)
15609 TapeDeactivateDisplayOn();
15613 void RequestQuitGame(boolean escape_key_pressed)
15615 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15616 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15617 level_editor_test_game);
15618 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15619 quick_quit || score_info_tape_play);
15621 RequestQuitGameExt(skip_request, quick_quit,
15622 "Do you really want to quit the game?");
15625 static char *getRestartGameMessage(void)
15627 boolean play_again = hasStartedNetworkGame();
15628 static char message[MAX_OUTPUT_LINESIZE];
15629 char *game_over_text = "Game over!";
15630 char *play_again_text = " Play it again?";
15632 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15633 game_mm.game_over_message != NULL)
15634 game_over_text = game_mm.game_over_message;
15636 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15637 (play_again ? play_again_text : ""));
15642 static void RequestRestartGame(void)
15644 char *message = getRestartGameMessage();
15645 boolean has_started_game = hasStartedNetworkGame();
15646 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15647 int door_state = DOOR_CLOSE_1;
15649 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15651 CloseDoor(door_state);
15653 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15657 // if game was invoked from level editor, also close tape recorder door
15658 if (level_editor_test_game)
15659 door_state = DOOR_CLOSE_ALL;
15661 CloseDoor(door_state);
15663 SetGameStatus(GAME_MODE_MAIN);
15669 boolean CheckRestartGame(void)
15671 static int game_over_delay = 0;
15672 int game_over_delay_value = 50;
15673 boolean game_over = checkGameFailed();
15677 game_over_delay = game_over_delay_value;
15682 if (game_over_delay > 0)
15684 if (game_over_delay == game_over_delay_value / 2)
15685 PlaySound(SND_GAME_LOSING);
15692 // do not handle game over if request dialog is already active
15693 if (game.request_active)
15696 // do not ask to play again if game was never actually played
15697 if (!game.GamePlayed)
15700 // do not ask to play again if this was disabled in setup menu
15701 if (!setup.ask_on_game_over)
15704 RequestRestartGame();
15709 boolean checkGameSolved(void)
15711 // set for all game engines if level was solved
15712 return game.LevelSolved_GameEnd;
15715 boolean checkGameFailed(void)
15717 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15718 return (game_em.game_over && !game_em.level_solved);
15719 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15720 return (game_sp.game_over && !game_sp.level_solved);
15721 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15722 return (game_mm.game_over && !game_mm.level_solved);
15723 else // GAME_ENGINE_TYPE_RND
15724 return (game.GameOver && !game.LevelSolved);
15727 boolean checkGameEnded(void)
15729 return (checkGameSolved() || checkGameFailed());
15733 // ----------------------------------------------------------------------------
15734 // random generator functions
15735 // ----------------------------------------------------------------------------
15737 unsigned int InitEngineRandom_RND(int seed)
15739 game.num_random_calls = 0;
15741 return InitEngineRandom(seed);
15744 unsigned int RND(int max)
15748 game.num_random_calls++;
15750 return GetEngineRandom(max);
15757 // ----------------------------------------------------------------------------
15758 // game engine snapshot handling functions
15759 // ----------------------------------------------------------------------------
15761 struct EngineSnapshotInfo
15763 // runtime values for custom element collect score
15764 int collect_score[NUM_CUSTOM_ELEMENTS];
15766 // runtime values for group element choice position
15767 int choice_pos[NUM_GROUP_ELEMENTS];
15769 // runtime values for belt position animations
15770 int belt_graphic[4][NUM_BELT_PARTS];
15771 int belt_anim_mode[4][NUM_BELT_PARTS];
15774 static struct EngineSnapshotInfo engine_snapshot_rnd;
15775 static char *snapshot_level_identifier = NULL;
15776 static int snapshot_level_nr = -1;
15778 static void SaveEngineSnapshotValues_RND(void)
15780 static int belt_base_active_element[4] =
15782 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15783 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15784 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15785 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15789 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15791 int element = EL_CUSTOM_START + i;
15793 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15796 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15798 int element = EL_GROUP_START + i;
15800 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15803 for (i = 0; i < 4; i++)
15805 for (j = 0; j < NUM_BELT_PARTS; j++)
15807 int element = belt_base_active_element[i] + j;
15808 int graphic = el2img(element);
15809 int anim_mode = graphic_info[graphic].anim_mode;
15811 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15812 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15817 static void LoadEngineSnapshotValues_RND(void)
15819 unsigned int num_random_calls = game.num_random_calls;
15822 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15824 int element = EL_CUSTOM_START + i;
15826 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15829 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15831 int element = EL_GROUP_START + i;
15833 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15836 for (i = 0; i < 4; i++)
15838 for (j = 0; j < NUM_BELT_PARTS; j++)
15840 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15841 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15843 graphic_info[graphic].anim_mode = anim_mode;
15847 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15849 InitRND(tape.random_seed);
15850 for (i = 0; i < num_random_calls; i++)
15854 if (game.num_random_calls != num_random_calls)
15856 Error("number of random calls out of sync");
15857 Error("number of random calls should be %d", num_random_calls);
15858 Error("number of random calls is %d", game.num_random_calls);
15860 Fail("this should not happen -- please debug");
15864 void FreeEngineSnapshotSingle(void)
15866 FreeSnapshotSingle();
15868 setString(&snapshot_level_identifier, NULL);
15869 snapshot_level_nr = -1;
15872 void FreeEngineSnapshotList(void)
15874 FreeSnapshotList();
15877 static ListNode *SaveEngineSnapshotBuffers(void)
15879 ListNode *buffers = NULL;
15881 // copy some special values to a structure better suited for the snapshot
15883 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15884 SaveEngineSnapshotValues_RND();
15885 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15886 SaveEngineSnapshotValues_EM();
15887 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15888 SaveEngineSnapshotValues_SP(&buffers);
15889 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15890 SaveEngineSnapshotValues_MM();
15892 // save values stored in special snapshot structure
15894 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15895 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15896 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15897 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15898 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15899 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15900 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15901 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15903 // save further RND engine values
15905 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15906 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15907 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15910 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15911 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15912 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15913 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15915 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15916 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15917 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15921 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15922 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15924 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15926 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15964 ListNode *node = engine_snapshot_list_rnd;
15967 while (node != NULL)
15969 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15974 Debug("game:playing:SaveEngineSnapshotBuffers",
15975 "size of engine snapshot: %d bytes", num_bytes);
15981 void SaveEngineSnapshotSingle(void)
15983 ListNode *buffers = SaveEngineSnapshotBuffers();
15985 // finally save all snapshot buffers to single snapshot
15986 SaveSnapshotSingle(buffers);
15988 // save level identification information
15989 setString(&snapshot_level_identifier, leveldir_current->identifier);
15990 snapshot_level_nr = level_nr;
15993 boolean CheckSaveEngineSnapshotToList(void)
15995 boolean save_snapshot =
15996 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15997 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15998 game.snapshot.changed_action) ||
15999 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16000 game.snapshot.collected_item));
16002 game.snapshot.changed_action = FALSE;
16003 game.snapshot.collected_item = FALSE;
16004 game.snapshot.save_snapshot = save_snapshot;
16006 return save_snapshot;
16009 void SaveEngineSnapshotToList(void)
16011 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16015 ListNode *buffers = SaveEngineSnapshotBuffers();
16017 // finally save all snapshot buffers to snapshot list
16018 SaveSnapshotToList(buffers);
16021 void SaveEngineSnapshotToListInitial(void)
16023 FreeEngineSnapshotList();
16025 SaveEngineSnapshotToList();
16028 static void LoadEngineSnapshotValues(void)
16030 // restore special values from snapshot structure
16032 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16033 LoadEngineSnapshotValues_RND();
16034 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16035 LoadEngineSnapshotValues_EM();
16036 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16037 LoadEngineSnapshotValues_SP();
16038 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16039 LoadEngineSnapshotValues_MM();
16042 void LoadEngineSnapshotSingle(void)
16044 LoadSnapshotSingle();
16046 LoadEngineSnapshotValues();
16049 static void LoadEngineSnapshot_Undo(int steps)
16051 LoadSnapshotFromList_Older(steps);
16053 LoadEngineSnapshotValues();
16056 static void LoadEngineSnapshot_Redo(int steps)
16058 LoadSnapshotFromList_Newer(steps);
16060 LoadEngineSnapshotValues();
16063 boolean CheckEngineSnapshotSingle(void)
16065 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16066 snapshot_level_nr == level_nr);
16069 boolean CheckEngineSnapshotList(void)
16071 return CheckSnapshotList();
16075 // ---------- new game button stuff -------------------------------------------
16082 boolean *setup_value;
16083 boolean allowed_on_tape;
16084 boolean is_touch_button;
16086 } gamebutton_info[NUM_GAME_BUTTONS] =
16089 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16090 GAME_CTRL_ID_STOP, NULL,
16091 TRUE, FALSE, "stop game"
16094 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16095 GAME_CTRL_ID_PAUSE, NULL,
16096 TRUE, FALSE, "pause game"
16099 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16100 GAME_CTRL_ID_PLAY, NULL,
16101 TRUE, FALSE, "play game"
16104 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16105 GAME_CTRL_ID_UNDO, NULL,
16106 TRUE, FALSE, "undo step"
16109 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16110 GAME_CTRL_ID_REDO, NULL,
16111 TRUE, FALSE, "redo step"
16114 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16115 GAME_CTRL_ID_SAVE, NULL,
16116 TRUE, FALSE, "save game"
16119 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16120 GAME_CTRL_ID_PAUSE2, NULL,
16121 TRUE, FALSE, "pause game"
16124 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16125 GAME_CTRL_ID_LOAD, NULL,
16126 TRUE, FALSE, "load game"
16129 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16130 GAME_CTRL_ID_PANEL_STOP, NULL,
16131 FALSE, FALSE, "stop game"
16134 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16135 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16136 FALSE, FALSE, "pause game"
16139 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16140 GAME_CTRL_ID_PANEL_PLAY, NULL,
16141 FALSE, FALSE, "play game"
16144 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16145 GAME_CTRL_ID_TOUCH_STOP, NULL,
16146 FALSE, TRUE, "stop game"
16149 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16150 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16151 FALSE, TRUE, "pause game"
16154 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16155 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16156 TRUE, FALSE, "background music on/off"
16159 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16160 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16161 TRUE, FALSE, "sound loops on/off"
16164 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16165 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16166 TRUE, FALSE, "normal sounds on/off"
16169 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16170 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16171 FALSE, FALSE, "background music on/off"
16174 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16175 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16176 FALSE, FALSE, "sound loops on/off"
16179 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16180 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16181 FALSE, FALSE, "normal sounds on/off"
16185 void CreateGameButtons(void)
16189 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16191 int graphic = gamebutton_info[i].graphic;
16192 struct GraphicInfo *gfx = &graphic_info[graphic];
16193 struct XY *pos = gamebutton_info[i].pos;
16194 struct GadgetInfo *gi;
16197 unsigned int event_mask;
16198 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16199 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16200 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16201 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16202 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16203 int gd_x = gfx->src_x;
16204 int gd_y = gfx->src_y;
16205 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16206 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16207 int gd_xa = gfx->src_x + gfx->active_xoffset;
16208 int gd_ya = gfx->src_y + gfx->active_yoffset;
16209 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16210 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16211 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16212 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16215 // do not use touch buttons if overlay touch buttons are disabled
16216 if (is_touch_button && !setup.touch.overlay_buttons)
16219 if (gfx->bitmap == NULL)
16221 game_gadget[id] = NULL;
16226 if (id == GAME_CTRL_ID_STOP ||
16227 id == GAME_CTRL_ID_PANEL_STOP ||
16228 id == GAME_CTRL_ID_TOUCH_STOP ||
16229 id == GAME_CTRL_ID_PLAY ||
16230 id == GAME_CTRL_ID_PANEL_PLAY ||
16231 id == GAME_CTRL_ID_SAVE ||
16232 id == GAME_CTRL_ID_LOAD)
16234 button_type = GD_TYPE_NORMAL_BUTTON;
16236 event_mask = GD_EVENT_RELEASED;
16238 else if (id == GAME_CTRL_ID_UNDO ||
16239 id == GAME_CTRL_ID_REDO)
16241 button_type = GD_TYPE_NORMAL_BUTTON;
16243 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16247 button_type = GD_TYPE_CHECK_BUTTON;
16248 checked = (gamebutton_info[i].setup_value != NULL ?
16249 *gamebutton_info[i].setup_value : FALSE);
16250 event_mask = GD_EVENT_PRESSED;
16253 gi = CreateGadget(GDI_CUSTOM_ID, id,
16254 GDI_IMAGE_ID, graphic,
16255 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16258 GDI_WIDTH, gfx->width,
16259 GDI_HEIGHT, gfx->height,
16260 GDI_TYPE, button_type,
16261 GDI_STATE, GD_BUTTON_UNPRESSED,
16262 GDI_CHECKED, checked,
16263 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16264 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16265 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16266 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16267 GDI_DIRECT_DRAW, FALSE,
16268 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16269 GDI_EVENT_MASK, event_mask,
16270 GDI_CALLBACK_ACTION, HandleGameButtons,
16274 Fail("cannot create gadget");
16276 game_gadget[id] = gi;
16280 void FreeGameButtons(void)
16284 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16285 FreeGadget(game_gadget[i]);
16288 static void UnmapGameButtonsAtSamePosition(int id)
16292 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16294 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16295 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16296 UnmapGadget(game_gadget[i]);
16299 static void UnmapGameButtonsAtSamePosition_All(void)
16301 if (setup.show_load_save_buttons)
16303 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16304 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16305 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16307 else if (setup.show_undo_redo_buttons)
16309 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16310 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16311 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16315 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16316 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16317 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16319 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16320 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16321 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16325 void MapLoadSaveButtons(void)
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16328 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16330 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16331 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16334 void MapUndoRedoButtons(void)
16336 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16337 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16339 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16340 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16343 void ModifyPauseButtons(void)
16347 GAME_CTRL_ID_PAUSE,
16348 GAME_CTRL_ID_PAUSE2,
16349 GAME_CTRL_ID_PANEL_PAUSE,
16350 GAME_CTRL_ID_TOUCH_PAUSE,
16355 for (i = 0; ids[i] > -1; i++)
16356 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16359 static void MapGameButtonsExt(boolean on_tape)
16363 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16365 if ((i == GAME_CTRL_ID_UNDO ||
16366 i == GAME_CTRL_ID_REDO) &&
16367 game_status != GAME_MODE_PLAYING)
16370 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16371 MapGadget(game_gadget[i]);
16374 UnmapGameButtonsAtSamePosition_All();
16376 RedrawGameButtons();
16379 static void UnmapGameButtonsExt(boolean on_tape)
16383 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16384 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16385 UnmapGadget(game_gadget[i]);
16388 static void RedrawGameButtonsExt(boolean on_tape)
16392 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16393 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16394 RedrawGadget(game_gadget[i]);
16397 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16402 gi->checked = state;
16405 static void RedrawSoundButtonGadget(int id)
16407 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16408 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16409 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16410 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16411 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16412 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16415 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16416 RedrawGadget(game_gadget[id2]);
16419 void MapGameButtons(void)
16421 MapGameButtonsExt(FALSE);
16424 void UnmapGameButtons(void)
16426 UnmapGameButtonsExt(FALSE);
16429 void RedrawGameButtons(void)
16431 RedrawGameButtonsExt(FALSE);
16434 void MapGameButtonsOnTape(void)
16436 MapGameButtonsExt(TRUE);
16439 void UnmapGameButtonsOnTape(void)
16441 UnmapGameButtonsExt(TRUE);
16444 void RedrawGameButtonsOnTape(void)
16446 RedrawGameButtonsExt(TRUE);
16449 static void GameUndoRedoExt(void)
16451 ClearPlayerAction();
16453 tape.pausing = TRUE;
16456 UpdateAndDisplayGameControlValues();
16458 DrawCompleteVideoDisplay();
16459 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16460 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16461 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16463 ModifyPauseButtons();
16468 static void GameUndo(int steps)
16470 if (!CheckEngineSnapshotList())
16473 int tape_property_bits = tape.property_bits;
16475 LoadEngineSnapshot_Undo(steps);
16477 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16482 static void GameRedo(int steps)
16484 if (!CheckEngineSnapshotList())
16487 int tape_property_bits = tape.property_bits;
16489 LoadEngineSnapshot_Redo(steps);
16491 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16496 static void HandleGameButtonsExt(int id, int button)
16498 static boolean game_undo_executed = FALSE;
16499 int steps = BUTTON_STEPSIZE(button);
16500 boolean handle_game_buttons =
16501 (game_status == GAME_MODE_PLAYING ||
16502 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16504 if (!handle_game_buttons)
16509 case GAME_CTRL_ID_STOP:
16510 case GAME_CTRL_ID_PANEL_STOP:
16511 case GAME_CTRL_ID_TOUCH_STOP:
16516 case GAME_CTRL_ID_PAUSE:
16517 case GAME_CTRL_ID_PAUSE2:
16518 case GAME_CTRL_ID_PANEL_PAUSE:
16519 case GAME_CTRL_ID_TOUCH_PAUSE:
16520 if (network.enabled && game_status == GAME_MODE_PLAYING)
16523 SendToServer_ContinuePlaying();
16525 SendToServer_PausePlaying();
16528 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16530 game_undo_executed = FALSE;
16534 case GAME_CTRL_ID_PLAY:
16535 case GAME_CTRL_ID_PANEL_PLAY:
16536 if (game_status == GAME_MODE_MAIN)
16538 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16540 else if (tape.pausing)
16542 if (network.enabled)
16543 SendToServer_ContinuePlaying();
16545 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16549 case GAME_CTRL_ID_UNDO:
16550 // Important: When using "save snapshot when collecting an item" mode,
16551 // load last (current) snapshot for first "undo" after pressing "pause"
16552 // (else the last-but-one snapshot would be loaded, because the snapshot
16553 // pointer already points to the last snapshot when pressing "pause",
16554 // which is fine for "every step/move" mode, but not for "every collect")
16555 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16556 !game_undo_executed)
16559 game_undo_executed = TRUE;
16564 case GAME_CTRL_ID_REDO:
16568 case GAME_CTRL_ID_SAVE:
16572 case GAME_CTRL_ID_LOAD:
16576 case SOUND_CTRL_ID_MUSIC:
16577 case SOUND_CTRL_ID_PANEL_MUSIC:
16578 if (setup.sound_music)
16580 setup.sound_music = FALSE;
16584 else if (audio.music_available)
16586 setup.sound = setup.sound_music = TRUE;
16588 SetAudioMode(setup.sound);
16590 if (game_status == GAME_MODE_PLAYING)
16594 RedrawSoundButtonGadget(id);
16598 case SOUND_CTRL_ID_LOOPS:
16599 case SOUND_CTRL_ID_PANEL_LOOPS:
16600 if (setup.sound_loops)
16601 setup.sound_loops = FALSE;
16602 else if (audio.loops_available)
16604 setup.sound = setup.sound_loops = TRUE;
16606 SetAudioMode(setup.sound);
16609 RedrawSoundButtonGadget(id);
16613 case SOUND_CTRL_ID_SIMPLE:
16614 case SOUND_CTRL_ID_PANEL_SIMPLE:
16615 if (setup.sound_simple)
16616 setup.sound_simple = FALSE;
16617 else if (audio.sound_available)
16619 setup.sound = setup.sound_simple = TRUE;
16621 SetAudioMode(setup.sound);
16624 RedrawSoundButtonGadget(id);
16633 static void HandleGameButtons(struct GadgetInfo *gi)
16635 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16638 void HandleSoundButtonKeys(Key key)
16640 if (key == setup.shortcut.sound_simple)
16641 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16642 else if (key == setup.shortcut.sound_loops)
16643 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16644 else if (key == setup.shortcut.sound_music)
16645 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);