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 if element can trigger global animations -----------
3200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[i];
3204 ei->has_anim_event = FALSE;
3207 InitGlobalAnimEventsForCustomElements();
3209 // ---------- initialize internal run-time variables ------------------------
3211 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 ei->change_page[j].can_change_or_has_action =
3218 (ei->change_page[j].can_change |
3219 ei->change_page[j].has_action);
3223 // add change events from custom element configuration
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 if (!ei->change_page[j].can_change_or_has_action)
3233 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3235 // only add event page for the first page found with this event
3236 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3238 ei->has_change_event[k] = TRUE;
3240 ei->event_page_nr[k] = j;
3241 ei->event_page[k] = &ei->change_page[j];
3247 // ---------- initialize reference elements in change conditions ------------
3249 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3251 int element = EL_CUSTOM_START + i;
3252 struct ElementInfo *ei = &element_info[element];
3254 for (j = 0; j < ei->num_change_pages; j++)
3256 int trigger_element = ei->change_page[j].initial_trigger_element;
3258 if (trigger_element >= EL_PREV_CE_8 &&
3259 trigger_element <= EL_NEXT_CE_8)
3260 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3262 ei->change_page[j].trigger_element = trigger_element;
3266 // ---------- initialize run-time trigger player and element ----------------
3268 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 struct ElementChangeInfo *change = &ei->change_page[j];
3276 change->actual_trigger_element = EL_EMPTY;
3277 change->actual_trigger_player = EL_EMPTY;
3278 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3279 change->actual_trigger_side = CH_SIDE_NONE;
3280 change->actual_trigger_ce_value = 0;
3281 change->actual_trigger_ce_score = 0;
3285 // ---------- initialize trigger events -------------------------------------
3287 // initialize trigger events information
3288 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3289 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3290 trigger_events[i][j] = FALSE;
3292 // add trigger events from element change event properties
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3295 struct ElementInfo *ei = &element_info[i];
3297 for (j = 0; j < ei->num_change_pages; j++)
3299 struct ElementChangeInfo *change = &ei->change_page[j];
3301 if (!change->can_change_or_has_action)
3304 if (change->has_event[CE_BY_OTHER_ACTION])
3306 int trigger_element = change->trigger_element;
3308 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3310 if (change->has_event[k])
3312 if (IS_GROUP_ELEMENT(trigger_element))
3314 struct ElementGroupInfo *group =
3315 element_info[trigger_element].group;
3317 for (l = 0; l < group->num_elements_resolved; l++)
3318 trigger_events[group->element_resolved[l]][k] = TRUE;
3320 else if (trigger_element == EL_ANY_ELEMENT)
3321 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3322 trigger_events[l][k] = TRUE;
3324 trigger_events[trigger_element][k] = TRUE;
3331 // ---------- initialize push delay -----------------------------------------
3333 // initialize push delay values to default
3334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3336 if (!IS_CUSTOM_ELEMENT(i))
3338 // set default push delay values (corrected since version 3.0.7-1)
3339 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3341 element_info[i].push_delay_fixed = 2;
3342 element_info[i].push_delay_random = 8;
3346 element_info[i].push_delay_fixed = 8;
3347 element_info[i].push_delay_random = 8;
3352 // set push delay value for certain elements from pre-defined list
3353 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3355 int e = push_delay_list[i].element;
3357 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3358 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3361 // set push delay value for Supaplex elements for newer engine versions
3362 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (IS_SP_ELEMENT(i))
3368 // set SP push delay to just enough to push under a falling zonk
3369 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3371 element_info[i].push_delay_fixed = delay;
3372 element_info[i].push_delay_random = 0;
3377 // ---------- initialize move stepsize --------------------------------------
3379 // initialize move stepsize values to default
3380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3381 if (!IS_CUSTOM_ELEMENT(i))
3382 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3384 // set move stepsize value for certain elements from pre-defined list
3385 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3387 int e = move_stepsize_list[i].element;
3389 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3391 // set move stepsize value for certain elements for older engine versions
3392 if (use_old_move_stepsize_for_magic_wall)
3394 if (e == EL_MAGIC_WALL_FILLING ||
3395 e == EL_MAGIC_WALL_EMPTYING ||
3396 e == EL_BD_MAGIC_WALL_FILLING ||
3397 e == EL_BD_MAGIC_WALL_EMPTYING)
3398 element_info[e].move_stepsize *= 2;
3402 // ---------- initialize collect score --------------------------------------
3404 // initialize collect score values for custom elements from initial value
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (IS_CUSTOM_ELEMENT(i))
3407 element_info[i].collect_score = element_info[i].collect_score_initial;
3409 // ---------- initialize collect count --------------------------------------
3411 // initialize collect count values for non-custom elements
3412 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3413 if (!IS_CUSTOM_ELEMENT(i))
3414 element_info[i].collect_count_initial = 0;
3416 // add collect count values for all elements from pre-defined list
3417 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3418 element_info[collect_count_list[i].element].collect_count_initial =
3419 collect_count_list[i].count;
3421 // ---------- initialize access direction -----------------------------------
3423 // initialize access direction values to default (access from every side)
3424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3426 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3428 // set access direction value for certain elements from pre-defined list
3429 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3430 element_info[access_direction_list[i].element].access_direction =
3431 access_direction_list[i].direction;
3433 // ---------- initialize explosion content ----------------------------------
3434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3436 if (IS_CUSTOM_ELEMENT(i))
3439 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3441 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3443 element_info[i].content.e[x][y] =
3444 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3445 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3446 i == EL_PLAYER_3 ? EL_EMERALD :
3447 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3448 i == EL_MOLE ? EL_EMERALD_RED :
3449 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3450 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3451 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3452 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3453 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3454 i == EL_WALL_EMERALD ? EL_EMERALD :
3455 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3456 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3457 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3458 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3459 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3460 i == EL_WALL_PEARL ? EL_PEARL :
3461 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3466 // ---------- initialize recursion detection --------------------------------
3467 recursion_loop_depth = 0;
3468 recursion_loop_detected = FALSE;
3469 recursion_loop_element = EL_UNDEFINED;
3471 // ---------- initialize graphics engine ------------------------------------
3472 game.scroll_delay_value =
3473 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3474 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3475 !setup.forced_scroll_delay ? 0 :
3476 setup.scroll_delay ? setup.scroll_delay_value : 0);
3477 game.scroll_delay_value =
3478 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3480 // ---------- initialize game engine snapshots ------------------------------
3481 for (i = 0; i < MAX_PLAYERS; i++)
3482 game.snapshot.last_action[i] = 0;
3483 game.snapshot.changed_action = FALSE;
3484 game.snapshot.collected_item = FALSE;
3485 game.snapshot.mode =
3486 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3487 SNAPSHOT_MODE_EVERY_STEP :
3488 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3489 SNAPSHOT_MODE_EVERY_MOVE :
3490 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3491 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3492 game.snapshot.save_snapshot = FALSE;
3494 // ---------- initialize level time for Supaplex engine ---------------------
3495 // Supaplex levels with time limit currently unsupported -- should be added
3496 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3499 // ---------- initialize flags for handling game actions --------------------
3501 // set flags for game actions to default values
3502 game.use_key_actions = TRUE;
3503 game.use_mouse_actions = FALSE;
3505 // when using Mirror Magic game engine, handle mouse events only
3506 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3508 game.use_key_actions = FALSE;
3509 game.use_mouse_actions = TRUE;
3512 // check for custom elements with mouse click events
3513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3515 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3517 int element = EL_CUSTOM_START + i;
3519 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3520 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3521 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3522 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3523 game.use_mouse_actions = TRUE;
3528 static int get_num_special_action(int element, int action_first,
3531 int num_special_action = 0;
3534 for (i = action_first; i <= action_last; i++)
3536 boolean found = FALSE;
3538 for (j = 0; j < NUM_DIRECTIONS; j++)
3539 if (el_act_dir2img(element, i, j) !=
3540 el_act_dir2img(element, ACTION_DEFAULT, j))
3544 num_special_action++;
3549 return num_special_action;
3553 // ============================================================================
3555 // ----------------------------------------------------------------------------
3556 // initialize and start new game
3557 // ============================================================================
3559 #if DEBUG_INIT_PLAYER
3560 static void DebugPrintPlayerStatus(char *message)
3567 Debug("game:init:player", "%s:", message);
3569 for (i = 0; i < MAX_PLAYERS; i++)
3571 struct PlayerInfo *player = &stored_player[i];
3573 Debug("game:init:player",
3574 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3578 player->connected_locally,
3579 player->connected_network,
3581 (local_player == player ? " (local player)" : ""));
3588 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3589 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3590 int fade_mask = REDRAW_FIELD;
3591 boolean restarting = (game_status == GAME_MODE_PLAYING);
3592 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3593 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3594 int initial_move_dir = MV_DOWN;
3597 // required here to update video display before fading (FIX THIS)
3598 DrawMaskedBorder(REDRAW_DOOR_2);
3600 if (!game.restart_level)
3601 CloseDoor(DOOR_CLOSE_1);
3605 // force fading out global animations displayed during game play
3606 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3610 SetGameStatus(GAME_MODE_PLAYING);
3613 if (level_editor_test_game)
3614 FadeSkipNextFadeOut();
3616 FadeSetEnterScreen();
3619 fade_mask = REDRAW_ALL;
3621 FadeLevelSoundsAndMusic();
3623 ExpireSoundLoops(TRUE);
3629 // force restarting global animations displayed during game play
3630 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3632 SetGameStatus(GAME_MODE_PLAYING);
3635 if (level_editor_test_game)
3636 FadeSkipNextFadeIn();
3638 // needed if different viewport properties defined for playing
3639 ChangeViewportPropertiesIfNeeded();
3643 DrawCompleteVideoDisplay();
3645 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3648 InitGameControlValues();
3652 // initialize tape actions from game when recording tape
3653 tape.use_key_actions = game.use_key_actions;
3654 tape.use_mouse_actions = game.use_mouse_actions;
3656 // initialize visible playfield size when recording tape (for team mode)
3657 tape.scr_fieldx = SCR_FIELDX;
3658 tape.scr_fieldy = SCR_FIELDY;
3661 // don't play tapes over network
3662 network_playing = (network.enabled && !tape.playing);
3664 for (i = 0; i < MAX_PLAYERS; i++)
3666 struct PlayerInfo *player = &stored_player[i];
3668 player->index_nr = i;
3669 player->index_bit = (1 << i);
3670 player->element_nr = EL_PLAYER_1 + i;
3672 player->present = FALSE;
3673 player->active = FALSE;
3674 player->mapped = FALSE;
3676 player->killed = FALSE;
3677 player->reanimated = FALSE;
3678 player->buried = FALSE;
3681 player->effective_action = 0;
3682 player->programmed_action = 0;
3683 player->snap_action = 0;
3685 player->mouse_action.lx = 0;
3686 player->mouse_action.ly = 0;
3687 player->mouse_action.button = 0;
3688 player->mouse_action.button_hint = 0;
3690 player->effective_mouse_action.lx = 0;
3691 player->effective_mouse_action.ly = 0;
3692 player->effective_mouse_action.button = 0;
3693 player->effective_mouse_action.button_hint = 0;
3695 for (j = 0; j < MAX_NUM_KEYS; j++)
3696 player->key[j] = FALSE;
3698 player->num_white_keys = 0;
3700 player->dynabomb_count = 0;
3701 player->dynabomb_size = 1;
3702 player->dynabombs_left = 0;
3703 player->dynabomb_xl = FALSE;
3705 player->MovDir = initial_move_dir;
3708 player->GfxDir = initial_move_dir;
3709 player->GfxAction = ACTION_DEFAULT;
3711 player->StepFrame = 0;
3713 player->initial_element = player->element_nr;
3714 player->artwork_element =
3715 (level.use_artwork_element[i] ? level.artwork_element[i] :
3716 player->element_nr);
3717 player->use_murphy = FALSE;
3719 player->block_last_field = FALSE; // initialized in InitPlayerField()
3720 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3722 player->gravity = level.initial_player_gravity[i];
3724 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3726 player->actual_frame_counter.count = 0;
3727 player->actual_frame_counter.value = 1;
3729 player->step_counter = 0;
3731 player->last_move_dir = initial_move_dir;
3733 player->is_active = FALSE;
3735 player->is_waiting = FALSE;
3736 player->is_moving = FALSE;
3737 player->is_auto_moving = FALSE;
3738 player->is_digging = FALSE;
3739 player->is_snapping = FALSE;
3740 player->is_collecting = FALSE;
3741 player->is_pushing = FALSE;
3742 player->is_switching = FALSE;
3743 player->is_dropping = FALSE;
3744 player->is_dropping_pressed = FALSE;
3746 player->is_bored = FALSE;
3747 player->is_sleeping = FALSE;
3749 player->was_waiting = TRUE;
3750 player->was_moving = FALSE;
3751 player->was_snapping = FALSE;
3752 player->was_dropping = FALSE;
3754 player->force_dropping = FALSE;
3756 player->frame_counter_bored = -1;
3757 player->frame_counter_sleeping = -1;
3759 player->anim_delay_counter = 0;
3760 player->post_delay_counter = 0;
3762 player->dir_waiting = initial_move_dir;
3763 player->action_waiting = ACTION_DEFAULT;
3764 player->last_action_waiting = ACTION_DEFAULT;
3765 player->special_action_bored = ACTION_DEFAULT;
3766 player->special_action_sleeping = ACTION_DEFAULT;
3768 player->switch_x = -1;
3769 player->switch_y = -1;
3771 player->drop_x = -1;
3772 player->drop_y = -1;
3774 player->show_envelope = 0;
3776 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3778 player->push_delay = -1; // initialized when pushing starts
3779 player->push_delay_value = game.initial_push_delay_value;
3781 player->drop_delay = 0;
3782 player->drop_pressed_delay = 0;
3784 player->last_jx = -1;
3785 player->last_jy = -1;
3789 player->shield_normal_time_left = 0;
3790 player->shield_deadly_time_left = 0;
3792 player->last_removed_element = EL_UNDEFINED;
3794 player->inventory_infinite_element = EL_UNDEFINED;
3795 player->inventory_size = 0;
3797 if (level.use_initial_inventory[i])
3799 for (j = 0; j < level.initial_inventory_size[i]; j++)
3801 int element = level.initial_inventory_content[i][j];
3802 int collect_count = element_info[element].collect_count_initial;
3805 if (!IS_CUSTOM_ELEMENT(element))
3808 if (collect_count == 0)
3809 player->inventory_infinite_element = element;
3811 for (k = 0; k < collect_count; k++)
3812 if (player->inventory_size < MAX_INVENTORY_SIZE)
3813 player->inventory_element[player->inventory_size++] = element;
3817 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3818 SnapField(player, 0, 0);
3820 map_player_action[i] = i;
3823 network_player_action_received = FALSE;
3825 // initial null action
3826 if (network_playing)
3827 SendToServer_MovePlayer(MV_NONE);
3832 TimeLeft = level.time;
3835 ScreenMovDir = MV_NONE;
3839 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3841 game.robot_wheel_x = -1;
3842 game.robot_wheel_y = -1;
3847 game.all_players_gone = FALSE;
3849 game.LevelSolved = FALSE;
3850 game.GameOver = FALSE;
3852 game.GamePlayed = !tape.playing;
3854 game.LevelSolved_GameWon = FALSE;
3855 game.LevelSolved_GameEnd = FALSE;
3856 game.LevelSolved_SaveTape = FALSE;
3857 game.LevelSolved_SaveScore = FALSE;
3859 game.LevelSolved_CountingTime = 0;
3860 game.LevelSolved_CountingScore = 0;
3861 game.LevelSolved_CountingHealth = 0;
3863 game.panel.active = TRUE;
3865 game.no_level_time_limit = (level.time == 0);
3866 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3868 game.yamyam_content_nr = 0;
3869 game.robot_wheel_active = FALSE;
3870 game.magic_wall_active = FALSE;
3871 game.magic_wall_time_left = 0;
3872 game.light_time_left = 0;
3873 game.timegate_time_left = 0;
3874 game.switchgate_pos = 0;
3875 game.wind_direction = level.wind_direction_initial;
3877 game.time_final = 0;
3878 game.score_time_final = 0;
3881 game.score_final = 0;
3883 game.health = MAX_HEALTH;
3884 game.health_final = MAX_HEALTH;
3886 game.gems_still_needed = level.gems_needed;
3887 game.sokoban_fields_still_needed = 0;
3888 game.sokoban_objects_still_needed = 0;
3889 game.lights_still_needed = 0;
3890 game.players_still_needed = 0;
3891 game.friends_still_needed = 0;
3893 game.lenses_time_left = 0;
3894 game.magnify_time_left = 0;
3896 game.ball_active = level.ball_active_initial;
3897 game.ball_content_nr = 0;
3899 game.explosions_delayed = TRUE;
3901 game.envelope_active = FALSE;
3903 // special case: set custom artwork setting to initial value
3904 game.use_masked_elements = game.use_masked_elements_initial;
3906 for (i = 0; i < NUM_BELTS; i++)
3908 game.belt_dir[i] = MV_NONE;
3909 game.belt_dir_nr[i] = 3; // not moving, next moving left
3912 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3913 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3915 #if DEBUG_INIT_PLAYER
3916 DebugPrintPlayerStatus("Player status at level initialization");
3919 SCAN_PLAYFIELD(x, y)
3921 Tile[x][y] = Last[x][y] = level.field[x][y];
3922 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3923 ChangeDelay[x][y] = 0;
3924 ChangePage[x][y] = -1;
3925 CustomValue[x][y] = 0; // initialized in InitField()
3926 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3928 WasJustMoving[x][y] = 0;
3929 WasJustFalling[x][y] = 0;
3930 CheckCollision[x][y] = 0;
3931 CheckImpact[x][y] = 0;
3933 Pushed[x][y] = FALSE;
3935 ChangeCount[x][y] = 0;
3936 ChangeEvent[x][y] = -1;
3938 ExplodePhase[x][y] = 0;
3939 ExplodeDelay[x][y] = 0;
3940 ExplodeField[x][y] = EX_TYPE_NONE;
3942 RunnerVisit[x][y] = 0;
3943 PlayerVisit[x][y] = 0;
3946 GfxRandom[x][y] = INIT_GFX_RANDOM();
3947 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3948 GfxElement[x][y] = EL_UNDEFINED;
3949 GfxElementEmpty[x][y] = EL_EMPTY;
3950 GfxAction[x][y] = ACTION_DEFAULT;
3951 GfxDir[x][y] = MV_NONE;
3952 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3955 SCAN_PLAYFIELD(x, y)
3957 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3959 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3962 InitField(x, y, TRUE);
3964 ResetGfxAnimation(x, y);
3969 for (i = 0; i < MAX_PLAYERS; i++)
3971 struct PlayerInfo *player = &stored_player[i];
3973 // set number of special actions for bored and sleeping animation
3974 player->num_special_action_bored =
3975 get_num_special_action(player->artwork_element,
3976 ACTION_BORING_1, ACTION_BORING_LAST);
3977 player->num_special_action_sleeping =
3978 get_num_special_action(player->artwork_element,
3979 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3982 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3983 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3985 // initialize type of slippery elements
3986 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3988 if (!IS_CUSTOM_ELEMENT(i))
3990 // default: elements slip down either to the left or right randomly
3991 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3993 // SP style elements prefer to slip down on the left side
3994 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3995 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3997 // BD style elements prefer to slip down on the left side
3998 if (game.emulation == EMU_BOULDERDASH)
3999 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4003 // initialize explosion and ignition delay
4004 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4006 if (!IS_CUSTOM_ELEMENT(i))
4009 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4010 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4011 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4012 int last_phase = (num_phase + 1) * delay;
4013 int half_phase = (num_phase / 2) * delay;
4015 element_info[i].explosion_delay = last_phase - 1;
4016 element_info[i].ignition_delay = half_phase;
4018 if (i == EL_BLACK_ORB)
4019 element_info[i].ignition_delay = 1;
4023 // correct non-moving belts to start moving left
4024 for (i = 0; i < NUM_BELTS; i++)
4025 if (game.belt_dir[i] == MV_NONE)
4026 game.belt_dir_nr[i] = 3; // not moving, next moving left
4028 #if USE_NEW_PLAYER_ASSIGNMENTS
4029 // use preferred player also in local single-player mode
4030 if (!network.enabled && !game.team_mode)
4032 int new_index_nr = setup.network_player_nr;
4034 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4036 for (i = 0; i < MAX_PLAYERS; i++)
4037 stored_player[i].connected_locally = FALSE;
4039 stored_player[new_index_nr].connected_locally = TRUE;
4043 for (i = 0; i < MAX_PLAYERS; i++)
4045 stored_player[i].connected = FALSE;
4047 // in network game mode, the local player might not be the first player
4048 if (stored_player[i].connected_locally)
4049 local_player = &stored_player[i];
4052 if (!network.enabled)
4053 local_player->connected = TRUE;
4057 for (i = 0; i < MAX_PLAYERS; i++)
4058 stored_player[i].connected = tape.player_participates[i];
4060 else if (network.enabled)
4062 // add team mode players connected over the network (needed for correct
4063 // assignment of player figures from level to locally playing players)
4065 for (i = 0; i < MAX_PLAYERS; i++)
4066 if (stored_player[i].connected_network)
4067 stored_player[i].connected = TRUE;
4069 else if (game.team_mode)
4071 // try to guess locally connected team mode players (needed for correct
4072 // assignment of player figures from level to locally playing players)
4074 for (i = 0; i < MAX_PLAYERS; i++)
4075 if (setup.input[i].use_joystick ||
4076 setup.input[i].key.left != KSYM_UNDEFINED)
4077 stored_player[i].connected = TRUE;
4080 #if DEBUG_INIT_PLAYER
4081 DebugPrintPlayerStatus("Player status after level initialization");
4084 #if DEBUG_INIT_PLAYER
4085 Debug("game:init:player", "Reassigning players ...");
4088 // check if any connected player was not found in playfield
4089 for (i = 0; i < MAX_PLAYERS; i++)
4091 struct PlayerInfo *player = &stored_player[i];
4093 if (player->connected && !player->present)
4095 struct PlayerInfo *field_player = NULL;
4097 #if DEBUG_INIT_PLAYER
4098 Debug("game:init:player",
4099 "- looking for field player for player %d ...", i + 1);
4102 // assign first free player found that is present in the playfield
4104 // first try: look for unmapped playfield player that is not connected
4105 for (j = 0; j < MAX_PLAYERS; j++)
4106 if (field_player == NULL &&
4107 stored_player[j].present &&
4108 !stored_player[j].mapped &&
4109 !stored_player[j].connected)
4110 field_player = &stored_player[j];
4112 // second try: look for *any* unmapped playfield player
4113 for (j = 0; j < MAX_PLAYERS; j++)
4114 if (field_player == NULL &&
4115 stored_player[j].present &&
4116 !stored_player[j].mapped)
4117 field_player = &stored_player[j];
4119 if (field_player != NULL)
4121 int jx = field_player->jx, jy = field_player->jy;
4123 #if DEBUG_INIT_PLAYER
4124 Debug("game:init:player", "- found player %d",
4125 field_player->index_nr + 1);
4128 player->present = FALSE;
4129 player->active = FALSE;
4131 field_player->present = TRUE;
4132 field_player->active = TRUE;
4135 player->initial_element = field_player->initial_element;
4136 player->artwork_element = field_player->artwork_element;
4138 player->block_last_field = field_player->block_last_field;
4139 player->block_delay_adjustment = field_player->block_delay_adjustment;
4142 StorePlayer[jx][jy] = field_player->element_nr;
4144 field_player->jx = field_player->last_jx = jx;
4145 field_player->jy = field_player->last_jy = jy;
4147 if (local_player == player)
4148 local_player = field_player;
4150 map_player_action[field_player->index_nr] = i;
4152 field_player->mapped = TRUE;
4154 #if DEBUG_INIT_PLAYER
4155 Debug("game:init:player", "- map_player_action[%d] == %d",
4156 field_player->index_nr + 1, i + 1);
4161 if (player->connected && player->present)
4162 player->mapped = TRUE;
4165 #if DEBUG_INIT_PLAYER
4166 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4171 // check if any connected player was not found in playfield
4172 for (i = 0; i < MAX_PLAYERS; i++)
4174 struct PlayerInfo *player = &stored_player[i];
4176 if (player->connected && !player->present)
4178 for (j = 0; j < MAX_PLAYERS; j++)
4180 struct PlayerInfo *field_player = &stored_player[j];
4181 int jx = field_player->jx, jy = field_player->jy;
4183 // assign first free player found that is present in the playfield
4184 if (field_player->present && !field_player->connected)
4186 player->present = TRUE;
4187 player->active = TRUE;
4189 field_player->present = FALSE;
4190 field_player->active = FALSE;
4192 player->initial_element = field_player->initial_element;
4193 player->artwork_element = field_player->artwork_element;
4195 player->block_last_field = field_player->block_last_field;
4196 player->block_delay_adjustment = field_player->block_delay_adjustment;
4198 StorePlayer[jx][jy] = player->element_nr;
4200 player->jx = player->last_jx = jx;
4201 player->jy = player->last_jy = jy;
4211 Debug("game:init:player", "local_player->present == %d",
4212 local_player->present);
4215 // set focus to local player for network games, else to all players
4216 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4217 game.centered_player_nr_next = game.centered_player_nr;
4218 game.set_centered_player = FALSE;
4219 game.set_centered_player_wrap = FALSE;
4221 if (network_playing && tape.recording)
4223 // store client dependent player focus when recording network games
4224 tape.centered_player_nr_next = game.centered_player_nr_next;
4225 tape.set_centered_player = TRUE;
4230 // when playing a tape, eliminate all players who do not participate
4232 #if USE_NEW_PLAYER_ASSIGNMENTS
4234 if (!game.team_mode)
4236 for (i = 0; i < MAX_PLAYERS; i++)
4238 if (stored_player[i].active &&
4239 !tape.player_participates[map_player_action[i]])
4241 struct PlayerInfo *player = &stored_player[i];
4242 int jx = player->jx, jy = player->jy;
4244 #if DEBUG_INIT_PLAYER
4245 Debug("game:init:player", "Removing player %d at (%d, %d)",
4249 player->active = FALSE;
4250 StorePlayer[jx][jy] = 0;
4251 Tile[jx][jy] = EL_EMPTY;
4258 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active &&
4261 !tape.player_participates[i])
4263 struct PlayerInfo *player = &stored_player[i];
4264 int jx = player->jx, jy = player->jy;
4266 player->active = FALSE;
4267 StorePlayer[jx][jy] = 0;
4268 Tile[jx][jy] = EL_EMPTY;
4273 else if (!network.enabled && !game.team_mode) // && !tape.playing
4275 // when in single player mode, eliminate all but the local player
4277 for (i = 0; i < MAX_PLAYERS; i++)
4279 struct PlayerInfo *player = &stored_player[i];
4281 if (player->active && player != local_player)
4283 int jx = player->jx, jy = player->jy;
4285 player->active = FALSE;
4286 player->present = FALSE;
4288 StorePlayer[jx][jy] = 0;
4289 Tile[jx][jy] = EL_EMPTY;
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4296 game.players_still_needed++;
4298 if (level.solved_by_one_player)
4299 game.players_still_needed = 1;
4301 // when recording the game, store which players take part in the game
4304 #if USE_NEW_PLAYER_ASSIGNMENTS
4305 for (i = 0; i < MAX_PLAYERS; i++)
4306 if (stored_player[i].connected)
4307 tape.player_participates[i] = TRUE;
4309 for (i = 0; i < MAX_PLAYERS; i++)
4310 if (stored_player[i].active)
4311 tape.player_participates[i] = TRUE;
4315 #if DEBUG_INIT_PLAYER
4316 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4319 if (BorderElement == EL_EMPTY)
4322 SBX_Right = lev_fieldx - SCR_FIELDX;
4324 SBY_Lower = lev_fieldy - SCR_FIELDY;
4329 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4331 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4334 if (full_lev_fieldx <= SCR_FIELDX)
4335 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4336 if (full_lev_fieldy <= SCR_FIELDY)
4337 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4339 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4341 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4344 // if local player not found, look for custom element that might create
4345 // the player (make some assumptions about the right custom element)
4346 if (!local_player->present)
4348 int start_x = 0, start_y = 0;
4349 int found_rating = 0;
4350 int found_element = EL_UNDEFINED;
4351 int player_nr = local_player->index_nr;
4353 SCAN_PLAYFIELD(x, y)
4355 int element = Tile[x][y];
4360 if (level.use_start_element[player_nr] &&
4361 level.start_element[player_nr] == element &&
4368 found_element = element;
4371 if (!IS_CUSTOM_ELEMENT(element))
4374 if (CAN_CHANGE(element))
4376 for (i = 0; i < element_info[element].num_change_pages; i++)
4378 // check for player created from custom element as single target
4379 content = element_info[element].change_page[i].target_element;
4380 is_player = IS_PLAYER_ELEMENT(content);
4382 if (is_player && (found_rating < 3 ||
4383 (found_rating == 3 && element < found_element)))
4389 found_element = element;
4394 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4396 // check for player created from custom element as explosion content
4397 content = element_info[element].content.e[xx][yy];
4398 is_player = IS_PLAYER_ELEMENT(content);
4400 if (is_player && (found_rating < 2 ||
4401 (found_rating == 2 && element < found_element)))
4403 start_x = x + xx - 1;
4404 start_y = y + yy - 1;
4407 found_element = element;
4410 if (!CAN_CHANGE(element))
4413 for (i = 0; i < element_info[element].num_change_pages; i++)
4415 // check for player created from custom element as extended target
4417 element_info[element].change_page[i].target_content.e[xx][yy];
4419 is_player = IS_PLAYER_ELEMENT(content);
4421 if (is_player && (found_rating < 1 ||
4422 (found_rating == 1 && element < found_element)))
4424 start_x = x + xx - 1;
4425 start_y = y + yy - 1;
4428 found_element = element;
4434 scroll_x = SCROLL_POSITION_X(start_x);
4435 scroll_y = SCROLL_POSITION_Y(start_y);
4439 scroll_x = SCROLL_POSITION_X(local_player->jx);
4440 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4443 // !!! FIX THIS (START) !!!
4444 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4446 InitGameEngine_EM();
4448 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4450 InitGameEngine_SP();
4452 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4454 InitGameEngine_MM();
4458 DrawLevel(REDRAW_FIELD);
4461 // after drawing the level, correct some elements
4462 if (game.timegate_time_left == 0)
4463 CloseAllOpenTimegates();
4466 // blit playfield from scroll buffer to normal back buffer for fading in
4467 BlitScreenToBitmap(backbuffer);
4468 // !!! FIX THIS (END) !!!
4470 DrawMaskedBorder(fade_mask);
4475 // full screen redraw is required at this point in the following cases:
4476 // - special editor door undrawn when game was started from level editor
4477 // - drawing area (playfield) was changed and has to be removed completely
4478 redraw_mask = REDRAW_ALL;
4482 if (!game.restart_level)
4484 // copy default game door content to main double buffer
4486 // !!! CHECK AGAIN !!!
4487 SetPanelBackground();
4488 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4489 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4492 SetPanelBackground();
4493 SetDrawBackgroundMask(REDRAW_DOOR_1);
4495 UpdateAndDisplayGameControlValues();
4497 if (!game.restart_level)
4503 CreateGameButtons();
4508 // copy actual game door content to door double buffer for OpenDoor()
4509 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4511 OpenDoor(DOOR_OPEN_ALL);
4513 KeyboardAutoRepeatOffUnlessAutoplay();
4515 #if DEBUG_INIT_PLAYER
4516 DebugPrintPlayerStatus("Player status (final)");
4525 if (!game.restart_level && !tape.playing)
4527 LevelStats_incPlayed(level_nr);
4529 SaveLevelSetup_SeriesInfo();
4532 game.restart_level = FALSE;
4534 game.request_active = FALSE;
4535 game.request_active_or_moving = FALSE;
4537 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4538 InitGameActions_MM();
4540 SaveEngineSnapshotToListInitial();
4542 if (!game.restart_level)
4544 PlaySound(SND_GAME_STARTING);
4546 if (setup.sound_music)
4550 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4553 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4554 int actual_player_x, int actual_player_y)
4556 // this is used for non-R'n'D game engines to update certain engine values
4558 // needed to determine if sounds are played within the visible screen area
4559 scroll_x = actual_scroll_x;
4560 scroll_y = actual_scroll_y;
4562 // needed to get player position for "follow finger" playing input method
4563 local_player->jx = actual_player_x;
4564 local_player->jy = actual_player_y;
4567 void InitMovDir(int x, int y)
4569 int i, element = Tile[x][y];
4570 static int xy[4][2] =
4577 static int direction[3][4] =
4579 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4580 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4581 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4590 Tile[x][y] = EL_BUG;
4591 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4594 case EL_SPACESHIP_RIGHT:
4595 case EL_SPACESHIP_UP:
4596 case EL_SPACESHIP_LEFT:
4597 case EL_SPACESHIP_DOWN:
4598 Tile[x][y] = EL_SPACESHIP;
4599 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4602 case EL_BD_BUTTERFLY_RIGHT:
4603 case EL_BD_BUTTERFLY_UP:
4604 case EL_BD_BUTTERFLY_LEFT:
4605 case EL_BD_BUTTERFLY_DOWN:
4606 Tile[x][y] = EL_BD_BUTTERFLY;
4607 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4610 case EL_BD_FIREFLY_RIGHT:
4611 case EL_BD_FIREFLY_UP:
4612 case EL_BD_FIREFLY_LEFT:
4613 case EL_BD_FIREFLY_DOWN:
4614 Tile[x][y] = EL_BD_FIREFLY;
4615 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4618 case EL_PACMAN_RIGHT:
4620 case EL_PACMAN_LEFT:
4621 case EL_PACMAN_DOWN:
4622 Tile[x][y] = EL_PACMAN;
4623 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4626 case EL_YAMYAM_LEFT:
4627 case EL_YAMYAM_RIGHT:
4629 case EL_YAMYAM_DOWN:
4630 Tile[x][y] = EL_YAMYAM;
4631 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4634 case EL_SP_SNIKSNAK:
4635 MovDir[x][y] = MV_UP;
4638 case EL_SP_ELECTRON:
4639 MovDir[x][y] = MV_LEFT;
4646 Tile[x][y] = EL_MOLE;
4647 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4650 case EL_SPRING_LEFT:
4651 case EL_SPRING_RIGHT:
4652 Tile[x][y] = EL_SPRING;
4653 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4657 if (IS_CUSTOM_ELEMENT(element))
4659 struct ElementInfo *ei = &element_info[element];
4660 int move_direction_initial = ei->move_direction_initial;
4661 int move_pattern = ei->move_pattern;
4663 if (move_direction_initial == MV_START_PREVIOUS)
4665 if (MovDir[x][y] != MV_NONE)
4668 move_direction_initial = MV_START_AUTOMATIC;
4671 if (move_direction_initial == MV_START_RANDOM)
4672 MovDir[x][y] = 1 << RND(4);
4673 else if (move_direction_initial & MV_ANY_DIRECTION)
4674 MovDir[x][y] = move_direction_initial;
4675 else if (move_pattern == MV_ALL_DIRECTIONS ||
4676 move_pattern == MV_TURNING_LEFT ||
4677 move_pattern == MV_TURNING_RIGHT ||
4678 move_pattern == MV_TURNING_LEFT_RIGHT ||
4679 move_pattern == MV_TURNING_RIGHT_LEFT ||
4680 move_pattern == MV_TURNING_RANDOM)
4681 MovDir[x][y] = 1 << RND(4);
4682 else if (move_pattern == MV_HORIZONTAL)
4683 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4684 else if (move_pattern == MV_VERTICAL)
4685 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4686 else if (move_pattern & MV_ANY_DIRECTION)
4687 MovDir[x][y] = element_info[element].move_pattern;
4688 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4689 move_pattern == MV_ALONG_RIGHT_SIDE)
4691 // use random direction as default start direction
4692 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4693 MovDir[x][y] = 1 << RND(4);
4695 for (i = 0; i < NUM_DIRECTIONS; i++)
4697 int x1 = x + xy[i][0];
4698 int y1 = y + xy[i][1];
4700 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4702 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4703 MovDir[x][y] = direction[0][i];
4705 MovDir[x][y] = direction[1][i];
4714 MovDir[x][y] = 1 << RND(4);
4716 if (element != EL_BUG &&
4717 element != EL_SPACESHIP &&
4718 element != EL_BD_BUTTERFLY &&
4719 element != EL_BD_FIREFLY)
4722 for (i = 0; i < NUM_DIRECTIONS; i++)
4724 int x1 = x + xy[i][0];
4725 int y1 = y + xy[i][1];
4727 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4729 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4731 MovDir[x][y] = direction[0][i];
4734 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4735 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4737 MovDir[x][y] = direction[1][i];
4746 GfxDir[x][y] = MovDir[x][y];
4749 void InitAmoebaNr(int x, int y)
4752 int group_nr = AmoebaNeighbourNr(x, y);
4756 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4758 if (AmoebaCnt[i] == 0)
4766 AmoebaNr[x][y] = group_nr;
4767 AmoebaCnt[group_nr]++;
4768 AmoebaCnt2[group_nr]++;
4771 static void LevelSolved_SetFinalGameValues(void)
4773 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4774 game.score_time_final = (level.use_step_counter ? TimePlayed :
4775 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4777 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4778 game_em.lev->score :
4779 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4783 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4784 MM_HEALTH(game_mm.laser_overload_value) :
4787 game.LevelSolved_CountingTime = game.time_final;
4788 game.LevelSolved_CountingScore = game.score_final;
4789 game.LevelSolved_CountingHealth = game.health_final;
4792 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4794 game.LevelSolved_CountingTime = time;
4795 game.LevelSolved_CountingScore = score;
4796 game.LevelSolved_CountingHealth = health;
4798 game_panel_controls[GAME_PANEL_TIME].value = time;
4799 game_panel_controls[GAME_PANEL_SCORE].value = score;
4800 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4802 DisplayGameControlValues();
4805 static void LevelSolved(void)
4807 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4808 game.players_still_needed > 0)
4811 game.LevelSolved = TRUE;
4812 game.GameOver = TRUE;
4816 // needed here to display correct panel values while player walks into exit
4817 LevelSolved_SetFinalGameValues();
4822 static int time_count_steps;
4823 static int time, time_final;
4824 static float score, score_final; // needed for time score < 10 for 10 seconds
4825 static int health, health_final;
4826 static int game_over_delay_1 = 0;
4827 static int game_over_delay_2 = 0;
4828 static int game_over_delay_3 = 0;
4829 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4830 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4832 if (!game.LevelSolved_GameWon)
4836 // do not start end game actions before the player stops moving (to exit)
4837 if (local_player->active && local_player->MovPos)
4840 // calculate final game values after player finished walking into exit
4841 LevelSolved_SetFinalGameValues();
4843 game.LevelSolved_GameWon = TRUE;
4844 game.LevelSolved_SaveTape = tape.recording;
4845 game.LevelSolved_SaveScore = !tape.playing;
4849 LevelStats_incSolved(level_nr);
4851 SaveLevelSetup_SeriesInfo();
4854 if (tape.auto_play) // tape might already be stopped here
4855 tape.auto_play_level_solved = TRUE;
4859 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4860 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4861 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4863 time = time_final = game.time_final;
4864 score = score_final = game.score_final;
4865 health = health_final = game.health_final;
4867 // update game panel values before (delayed) counting of score (if any)
4868 LevelSolved_DisplayFinalGameValues(time, score, health);
4870 // if level has time score defined, calculate new final game values
4873 int time_final_max = 999;
4874 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4875 int time_frames = 0;
4876 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4877 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4882 time_frames = time_frames_left;
4884 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4886 time_final = time_final_max;
4887 time_frames = time_frames_final_max - time_frames_played;
4890 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4892 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4894 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4897 score_final += health * time_score;
4900 game.score_final = score_final;
4901 game.health_final = health_final;
4904 // if not counting score after game, immediately update game panel values
4905 if (level_editor_test_game || !setup.count_score_after_game)
4908 score = score_final;
4910 LevelSolved_DisplayFinalGameValues(time, score, health);
4913 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4915 // check if last player has left the level
4916 if (game.exit_x >= 0 &&
4919 int x = game.exit_x;
4920 int y = game.exit_y;
4921 int element = Tile[x][y];
4923 // close exit door after last player
4924 if ((game.all_players_gone &&
4925 (element == EL_EXIT_OPEN ||
4926 element == EL_SP_EXIT_OPEN ||
4927 element == EL_STEEL_EXIT_OPEN)) ||
4928 element == EL_EM_EXIT_OPEN ||
4929 element == EL_EM_STEEL_EXIT_OPEN)
4933 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4934 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4935 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4936 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4937 EL_EM_STEEL_EXIT_CLOSING);
4939 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4942 // player disappears
4943 DrawLevelField(x, y);
4946 for (i = 0; i < MAX_PLAYERS; i++)
4948 struct PlayerInfo *player = &stored_player[i];
4950 if (player->present)
4952 RemovePlayer(player);
4954 // player disappears
4955 DrawLevelField(player->jx, player->jy);
4960 PlaySound(SND_GAME_WINNING);
4963 if (setup.count_score_after_game)
4965 if (time != time_final)
4967 if (game_over_delay_1 > 0)
4969 game_over_delay_1--;
4974 int time_to_go = ABS(time_final - time);
4975 int time_count_dir = (time < time_final ? +1 : -1);
4977 if (time_to_go < time_count_steps)
4978 time_count_steps = 1;
4980 time += time_count_steps * time_count_dir;
4981 score += time_count_steps * time_score;
4983 // set final score to correct rounding differences after counting score
4984 if (time == time_final)
4985 score = score_final;
4987 LevelSolved_DisplayFinalGameValues(time, score, health);
4989 if (time == time_final)
4990 StopSound(SND_GAME_LEVELTIME_BONUS);
4991 else if (setup.sound_loops)
4992 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4994 PlaySound(SND_GAME_LEVELTIME_BONUS);
4999 if (health != health_final)
5001 if (game_over_delay_2 > 0)
5003 game_over_delay_2--;
5008 int health_count_dir = (health < health_final ? +1 : -1);
5010 health += health_count_dir;
5011 score += time_score;
5013 LevelSolved_DisplayFinalGameValues(time, score, health);
5015 if (health == health_final)
5016 StopSound(SND_GAME_LEVELTIME_BONUS);
5017 else if (setup.sound_loops)
5018 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5020 PlaySound(SND_GAME_LEVELTIME_BONUS);
5026 game.panel.active = FALSE;
5028 if (game_over_delay_3 > 0)
5030 game_over_delay_3--;
5040 // used instead of "level_nr" (needed for network games)
5041 int last_level_nr = levelset.level_nr;
5042 boolean tape_saved = FALSE;
5044 game.LevelSolved_GameEnd = TRUE;
5046 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5048 // make sure that request dialog to save tape does not open door again
5049 if (!global.use_envelope_request)
5050 CloseDoor(DOOR_CLOSE_1);
5053 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5055 // set unique basename for score tape (also saved in high score table)
5056 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5059 // if no tape is to be saved, close both doors simultaneously
5060 CloseDoor(DOOR_CLOSE_ALL);
5062 if (level_editor_test_game || score_info_tape_play)
5064 SetGameStatus(GAME_MODE_MAIN);
5071 if (!game.LevelSolved_SaveScore)
5073 SetGameStatus(GAME_MODE_MAIN);
5080 if (level_nr == leveldir_current->handicap_level)
5082 leveldir_current->handicap_level++;
5084 SaveLevelSetup_SeriesInfo();
5087 // save score and score tape before potentially erasing tape below
5088 NewHighScore(last_level_nr, tape_saved);
5090 if (setup.increment_levels &&
5091 level_nr < leveldir_current->last_level &&
5094 level_nr++; // advance to next level
5095 TapeErase(); // start with empty tape
5097 if (setup.auto_play_next_level)
5099 scores.continue_playing = TRUE;
5100 scores.next_level_nr = level_nr;
5102 LoadLevel(level_nr);
5104 SaveLevelSetup_SeriesInfo();
5108 if (scores.last_added >= 0 && setup.show_scores_after_game)
5110 SetGameStatus(GAME_MODE_SCORES);
5112 DrawHallOfFame(last_level_nr);
5114 else if (scores.continue_playing)
5116 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5120 SetGameStatus(GAME_MODE_MAIN);
5126 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5127 boolean one_score_entry_per_name)
5131 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5134 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5136 struct ScoreEntry *entry = &list->entry[i];
5137 boolean score_is_better = (new_entry->score > entry->score);
5138 boolean score_is_equal = (new_entry->score == entry->score);
5139 boolean time_is_better = (new_entry->time < entry->time);
5140 boolean time_is_equal = (new_entry->time == entry->time);
5141 boolean better_by_score = (score_is_better ||
5142 (score_is_equal && time_is_better));
5143 boolean better_by_time = (time_is_better ||
5144 (time_is_equal && score_is_better));
5145 boolean is_better = (level.rate_time_over_score ? better_by_time :
5147 boolean entry_is_empty = (entry->score == 0 &&
5150 // prevent adding server score entries if also existing in local score file
5151 // (special case: historic score entries have an empty tape basename entry)
5152 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5153 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5155 // add fields from server score entry not stored in local score entry
5156 // (currently, this means setting platform, version and country fields;
5157 // in rare cases, this may also correct an invalid score value, as
5158 // historic scores might have been truncated to 16-bit values locally)
5159 *entry = *new_entry;
5164 if (is_better || entry_is_empty)
5166 // player has made it to the hall of fame
5168 if (i < MAX_SCORE_ENTRIES - 1)
5170 int m = MAX_SCORE_ENTRIES - 1;
5173 if (one_score_entry_per_name)
5175 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5176 if (strEqual(list->entry[l].name, new_entry->name))
5179 if (m == i) // player's new highscore overwrites his old one
5183 for (l = m; l > i; l--)
5184 list->entry[l] = list->entry[l - 1];
5189 *entry = *new_entry;
5193 else if (one_score_entry_per_name &&
5194 strEqual(entry->name, new_entry->name))
5196 // player already in high score list with better score or time
5202 // special case: new score is beyond the last high score list position
5203 return MAX_SCORE_ENTRIES;
5206 void NewHighScore(int level_nr, boolean tape_saved)
5208 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5209 boolean one_per_name = FALSE;
5211 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5212 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5214 new_entry.score = game.score_final;
5215 new_entry.time = game.score_time_final;
5217 LoadScore(level_nr);
5219 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5221 if (scores.last_added >= MAX_SCORE_ENTRIES)
5223 scores.last_added = MAX_SCORE_ENTRIES - 1;
5224 scores.force_last_added = TRUE;
5226 scores.entry[scores.last_added] = new_entry;
5228 // store last added local score entry (before merging server scores)
5229 scores.last_added_local = scores.last_added;
5234 if (scores.last_added < 0)
5237 SaveScore(level_nr);
5239 // store last added local score entry (before merging server scores)
5240 scores.last_added_local = scores.last_added;
5242 if (!game.LevelSolved_SaveTape)
5245 SaveScoreTape(level_nr);
5247 if (setup.ask_for_using_api_server)
5249 setup.use_api_server =
5250 Request("Upload your score and tape to the high score server?", REQ_ASK);
5252 if (!setup.use_api_server)
5253 Request("Not using high score server! Use setup menu to enable again!",
5256 runtime.use_api_server = setup.use_api_server;
5258 // after asking for using API server once, do not ask again
5259 setup.ask_for_using_api_server = FALSE;
5261 SaveSetup_ServerSetup();
5264 SaveServerScore(level_nr, tape_saved);
5267 void MergeServerScore(void)
5269 struct ScoreEntry last_added_entry;
5270 boolean one_per_name = FALSE;
5273 if (scores.last_added >= 0)
5274 last_added_entry = scores.entry[scores.last_added];
5276 for (i = 0; i < server_scores.num_entries; i++)
5278 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5280 if (pos >= 0 && pos <= scores.last_added)
5281 scores.last_added++;
5284 if (scores.last_added >= MAX_SCORE_ENTRIES)
5286 scores.last_added = MAX_SCORE_ENTRIES - 1;
5287 scores.force_last_added = TRUE;
5289 scores.entry[scores.last_added] = last_added_entry;
5293 static int getElementMoveStepsizeExt(int x, int y, int direction)
5295 int element = Tile[x][y];
5296 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5297 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5298 int horiz_move = (dx != 0);
5299 int sign = (horiz_move ? dx : dy);
5300 int step = sign * element_info[element].move_stepsize;
5302 // special values for move stepsize for spring and things on conveyor belt
5305 if (CAN_FALL(element) &&
5306 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5307 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5308 else if (element == EL_SPRING)
5309 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5315 static int getElementMoveStepsize(int x, int y)
5317 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5320 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5322 if (player->GfxAction != action || player->GfxDir != dir)
5324 player->GfxAction = action;
5325 player->GfxDir = dir;
5327 player->StepFrame = 0;
5331 static void ResetGfxFrame(int x, int y)
5333 // profiling showed that "autotest" spends 10~20% of its time in this function
5334 if (DrawingDeactivatedField())
5337 int element = Tile[x][y];
5338 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5340 if (graphic_info[graphic].anim_global_sync)
5341 GfxFrame[x][y] = FrameCounter;
5342 else if (graphic_info[graphic].anim_global_anim_sync)
5343 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5344 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5345 GfxFrame[x][y] = CustomValue[x][y];
5346 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5347 GfxFrame[x][y] = element_info[element].collect_score;
5348 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5349 GfxFrame[x][y] = ChangeDelay[x][y];
5352 static void ResetGfxAnimation(int x, int y)
5354 GfxAction[x][y] = ACTION_DEFAULT;
5355 GfxDir[x][y] = MovDir[x][y];
5358 ResetGfxFrame(x, y);
5361 static void ResetRandomAnimationValue(int x, int y)
5363 GfxRandom[x][y] = INIT_GFX_RANDOM();
5366 static void InitMovingField(int x, int y, int direction)
5368 int element = Tile[x][y];
5369 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5370 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5373 boolean is_moving_before, is_moving_after;
5375 // check if element was/is moving or being moved before/after mode change
5376 is_moving_before = (WasJustMoving[x][y] != 0);
5377 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5379 // reset animation only for moving elements which change direction of moving
5380 // or which just started or stopped moving
5381 // (else CEs with property "can move" / "not moving" are reset each frame)
5382 if (is_moving_before != is_moving_after ||
5383 direction != MovDir[x][y])
5384 ResetGfxAnimation(x, y);
5386 MovDir[x][y] = direction;
5387 GfxDir[x][y] = direction;
5389 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5390 direction == MV_DOWN && CAN_FALL(element) ?
5391 ACTION_FALLING : ACTION_MOVING);
5393 // this is needed for CEs with property "can move" / "not moving"
5395 if (is_moving_after)
5397 if (Tile[newx][newy] == EL_EMPTY)
5398 Tile[newx][newy] = EL_BLOCKED;
5400 MovDir[newx][newy] = MovDir[x][y];
5402 CustomValue[newx][newy] = CustomValue[x][y];
5404 GfxFrame[newx][newy] = GfxFrame[x][y];
5405 GfxRandom[newx][newy] = GfxRandom[x][y];
5406 GfxAction[newx][newy] = GfxAction[x][y];
5407 GfxDir[newx][newy] = GfxDir[x][y];
5411 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5413 int direction = MovDir[x][y];
5414 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5415 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5421 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5423 int direction = MovDir[x][y];
5424 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5425 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5427 *comes_from_x = oldx;
5428 *comes_from_y = oldy;
5431 static int MovingOrBlocked2Element(int x, int y)
5433 int element = Tile[x][y];
5435 if (element == EL_BLOCKED)
5439 Blocked2Moving(x, y, &oldx, &oldy);
5441 return Tile[oldx][oldy];
5447 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5449 // like MovingOrBlocked2Element(), but if element is moving
5450 // and (x, y) is the field the moving element is just leaving,
5451 // return EL_BLOCKED instead of the element value
5452 int element = Tile[x][y];
5454 if (IS_MOVING(x, y))
5456 if (element == EL_BLOCKED)
5460 Blocked2Moving(x, y, &oldx, &oldy);
5461 return Tile[oldx][oldy];
5470 static void RemoveField(int x, int y)
5472 Tile[x][y] = EL_EMPTY;
5478 CustomValue[x][y] = 0;
5481 ChangeDelay[x][y] = 0;
5482 ChangePage[x][y] = -1;
5483 Pushed[x][y] = FALSE;
5485 GfxElement[x][y] = EL_UNDEFINED;
5486 GfxAction[x][y] = ACTION_DEFAULT;
5487 GfxDir[x][y] = MV_NONE;
5490 static void RemoveMovingField(int x, int y)
5492 int oldx = x, oldy = y, newx = x, newy = y;
5493 int element = Tile[x][y];
5494 int next_element = EL_UNDEFINED;
5496 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5499 if (IS_MOVING(x, y))
5501 Moving2Blocked(x, y, &newx, &newy);
5503 if (Tile[newx][newy] != EL_BLOCKED)
5505 // element is moving, but target field is not free (blocked), but
5506 // already occupied by something different (example: acid pool);
5507 // in this case, only remove the moving field, but not the target
5509 RemoveField(oldx, oldy);
5511 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5513 TEST_DrawLevelField(oldx, oldy);
5518 else if (element == EL_BLOCKED)
5520 Blocked2Moving(x, y, &oldx, &oldy);
5521 if (!IS_MOVING(oldx, oldy))
5525 if (element == EL_BLOCKED &&
5526 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5527 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5528 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5529 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5530 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5531 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5532 next_element = get_next_element(Tile[oldx][oldy]);
5534 RemoveField(oldx, oldy);
5535 RemoveField(newx, newy);
5537 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5539 if (next_element != EL_UNDEFINED)
5540 Tile[oldx][oldy] = next_element;
5542 TEST_DrawLevelField(oldx, oldy);
5543 TEST_DrawLevelField(newx, newy);
5546 void DrawDynamite(int x, int y)
5548 int sx = SCREENX(x), sy = SCREENY(y);
5549 int graphic = el2img(Tile[x][y]);
5552 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5555 if (IS_WALKABLE_INSIDE(Back[x][y]))
5559 DrawLevelElement(x, y, Back[x][y]);
5560 else if (Store[x][y])
5561 DrawLevelElement(x, y, Store[x][y]);
5562 else if (game.use_masked_elements)
5563 DrawLevelElement(x, y, EL_EMPTY);
5565 frame = getGraphicAnimationFrameXY(graphic, x, y);
5567 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5568 DrawGraphicThruMask(sx, sy, graphic, frame);
5570 DrawGraphic(sx, sy, graphic, frame);
5573 static void CheckDynamite(int x, int y)
5575 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5579 if (MovDelay[x][y] != 0)
5582 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5588 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5593 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5595 boolean num_checked_players = 0;
5598 for (i = 0; i < MAX_PLAYERS; i++)
5600 if (stored_player[i].active)
5602 int sx = stored_player[i].jx;
5603 int sy = stored_player[i].jy;
5605 if (num_checked_players == 0)
5612 *sx1 = MIN(*sx1, sx);
5613 *sy1 = MIN(*sy1, sy);
5614 *sx2 = MAX(*sx2, sx);
5615 *sy2 = MAX(*sy2, sy);
5618 num_checked_players++;
5623 static boolean checkIfAllPlayersFitToScreen_RND(void)
5625 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5627 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5629 return (sx2 - sx1 < SCR_FIELDX &&
5630 sy2 - sy1 < SCR_FIELDY);
5633 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5635 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5637 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5639 *sx = (sx1 + sx2) / 2;
5640 *sy = (sy1 + sy2) / 2;
5643 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5644 boolean center_screen, boolean quick_relocation)
5646 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5647 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5648 boolean no_delay = (tape.warp_forward);
5649 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5650 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5651 int new_scroll_x, new_scroll_y;
5653 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5655 // case 1: quick relocation inside visible screen (without scrolling)
5662 if (!level.shifted_relocation || center_screen)
5664 // relocation _with_ centering of screen
5666 new_scroll_x = SCROLL_POSITION_X(x);
5667 new_scroll_y = SCROLL_POSITION_Y(y);
5671 // relocation _without_ centering of screen
5673 int center_scroll_x = SCROLL_POSITION_X(old_x);
5674 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5675 int offset_x = x + (scroll_x - center_scroll_x);
5676 int offset_y = y + (scroll_y - center_scroll_y);
5678 // for new screen position, apply previous offset to center position
5679 new_scroll_x = SCROLL_POSITION_X(offset_x);
5680 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5683 if (quick_relocation)
5685 // case 2: quick relocation (redraw without visible scrolling)
5687 scroll_x = new_scroll_x;
5688 scroll_y = new_scroll_y;
5695 // case 3: visible relocation (with scrolling to new position)
5697 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5699 SetVideoFrameDelay(wait_delay_value);
5701 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5703 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5704 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5706 if (dx == 0 && dy == 0) // no scrolling needed at all
5712 // set values for horizontal/vertical screen scrolling (half tile size)
5713 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5714 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5715 int pos_x = dx * TILEX / 2;
5716 int pos_y = dy * TILEY / 2;
5717 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5718 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5720 ScrollLevel(dx, dy);
5723 // scroll in two steps of half tile size to make things smoother
5724 BlitScreenToBitmapExt_RND(window, fx, fy);
5726 // scroll second step to align at full tile size
5727 BlitScreenToBitmap(window);
5733 SetVideoFrameDelay(frame_delay_value_old);
5736 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5738 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5739 int player_nr = GET_PLAYER_NR(el_player);
5740 struct PlayerInfo *player = &stored_player[player_nr];
5741 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5742 boolean no_delay = (tape.warp_forward);
5743 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5744 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5745 int old_jx = player->jx;
5746 int old_jy = player->jy;
5747 int old_element = Tile[old_jx][old_jy];
5748 int element = Tile[jx][jy];
5749 boolean player_relocated = (old_jx != jx || old_jy != jy);
5751 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5752 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5753 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5754 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5755 int leave_side_horiz = move_dir_horiz;
5756 int leave_side_vert = move_dir_vert;
5757 int enter_side = enter_side_horiz | enter_side_vert;
5758 int leave_side = leave_side_horiz | leave_side_vert;
5760 if (player->buried) // do not reanimate dead player
5763 if (!player_relocated) // no need to relocate the player
5766 if (IS_PLAYER(jx, jy)) // player already placed at new position
5768 RemoveField(jx, jy); // temporarily remove newly placed player
5769 DrawLevelField(jx, jy);
5772 if (player->present)
5774 while (player->MovPos)
5776 ScrollPlayer(player, SCROLL_GO_ON);
5777 ScrollScreen(NULL, SCROLL_GO_ON);
5779 AdvanceFrameAndPlayerCounters(player->index_nr);
5783 BackToFront_WithFrameDelay(wait_delay_value);
5786 DrawPlayer(player); // needed here only to cleanup last field
5787 DrawLevelField(player->jx, player->jy); // remove player graphic
5789 player->is_moving = FALSE;
5792 if (IS_CUSTOM_ELEMENT(old_element))
5793 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5795 player->index_bit, leave_side);
5797 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5799 player->index_bit, leave_side);
5801 Tile[jx][jy] = el_player;
5802 InitPlayerField(jx, jy, el_player, TRUE);
5804 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5805 possible that the relocation target field did not contain a player element,
5806 but a walkable element, to which the new player was relocated -- in this
5807 case, restore that (already initialized!) element on the player field */
5808 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5810 Tile[jx][jy] = element; // restore previously existing element
5813 // only visually relocate centered player
5814 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5815 FALSE, level.instant_relocation);
5817 TestIfPlayerTouchesBadThing(jx, jy);
5818 TestIfPlayerTouchesCustomElement(jx, jy);
5820 if (IS_CUSTOM_ELEMENT(element))
5821 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5822 player->index_bit, enter_side);
5824 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5825 player->index_bit, enter_side);
5827 if (player->is_switching)
5829 /* ensure that relocation while still switching an element does not cause
5830 a new element to be treated as also switched directly after relocation
5831 (this is important for teleporter switches that teleport the player to
5832 a place where another teleporter switch is in the same direction, which
5833 would then incorrectly be treated as immediately switched before the
5834 direction key that caused the switch was released) */
5836 player->switch_x += jx - old_jx;
5837 player->switch_y += jy - old_jy;
5841 static void Explode(int ex, int ey, int phase, int mode)
5847 if (game.explosions_delayed)
5849 ExplodeField[ex][ey] = mode;
5853 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5855 int center_element = Tile[ex][ey];
5856 int ce_value = CustomValue[ex][ey];
5857 int ce_score = element_info[center_element].collect_score;
5858 int artwork_element, explosion_element; // set these values later
5860 // remove things displayed in background while burning dynamite
5861 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5864 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5866 // put moving element to center field (and let it explode there)
5867 center_element = MovingOrBlocked2Element(ex, ey);
5868 RemoveMovingField(ex, ey);
5869 Tile[ex][ey] = center_element;
5872 // now "center_element" is finally determined -- set related values now
5873 artwork_element = center_element; // for custom player artwork
5874 explosion_element = center_element; // for custom player artwork
5876 if (IS_PLAYER(ex, ey))
5878 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5880 artwork_element = stored_player[player_nr].artwork_element;
5882 if (level.use_explosion_element[player_nr])
5884 explosion_element = level.explosion_element[player_nr];
5885 artwork_element = explosion_element;
5889 if (mode == EX_TYPE_NORMAL ||
5890 mode == EX_TYPE_CENTER ||
5891 mode == EX_TYPE_CROSS)
5892 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5894 last_phase = element_info[explosion_element].explosion_delay + 1;
5896 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5898 int xx = x - ex + 1;
5899 int yy = y - ey + 1;
5902 if (!IN_LEV_FIELD(x, y) ||
5903 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5904 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5907 element = Tile[x][y];
5909 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5911 element = MovingOrBlocked2Element(x, y);
5913 if (!IS_EXPLOSION_PROOF(element))
5914 RemoveMovingField(x, y);
5917 // indestructible elements can only explode in center (but not flames)
5918 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5919 mode == EX_TYPE_BORDER)) ||
5920 element == EL_FLAMES)
5923 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5924 behaviour, for example when touching a yamyam that explodes to rocks
5925 with active deadly shield, a rock is created under the player !!! */
5926 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5928 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5929 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5930 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5932 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5935 if (IS_ACTIVE_BOMB(element))
5937 // re-activate things under the bomb like gate or penguin
5938 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5945 // save walkable background elements while explosion on same tile
5946 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5947 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5948 Back[x][y] = element;
5950 // ignite explodable elements reached by other explosion
5951 if (element == EL_EXPLOSION)
5952 element = Store2[x][y];
5954 if (AmoebaNr[x][y] &&
5955 (element == EL_AMOEBA_FULL ||
5956 element == EL_BD_AMOEBA ||
5957 element == EL_AMOEBA_GROWING))
5959 AmoebaCnt[AmoebaNr[x][y]]--;
5960 AmoebaCnt2[AmoebaNr[x][y]]--;
5965 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5967 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5969 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5971 if (PLAYERINFO(ex, ey)->use_murphy)
5972 Store[x][y] = EL_EMPTY;
5975 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5976 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5977 else if (IS_PLAYER_ELEMENT(center_element))
5978 Store[x][y] = EL_EMPTY;
5979 else if (center_element == EL_YAMYAM)
5980 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5981 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5982 Store[x][y] = element_info[center_element].content.e[xx][yy];
5984 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5985 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5986 // otherwise) -- FIX THIS !!!
5987 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5988 Store[x][y] = element_info[element].content.e[1][1];
5990 else if (!CAN_EXPLODE(element))
5991 Store[x][y] = element_info[element].content.e[1][1];
5994 Store[x][y] = EL_EMPTY;
5996 if (IS_CUSTOM_ELEMENT(center_element))
5997 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
5998 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
5999 Store[x][y] >= EL_PREV_CE_8 &&
6000 Store[x][y] <= EL_NEXT_CE_8 ?
6001 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6004 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6005 center_element == EL_AMOEBA_TO_DIAMOND)
6006 Store2[x][y] = element;
6008 Tile[x][y] = EL_EXPLOSION;
6009 GfxElement[x][y] = artwork_element;
6011 ExplodePhase[x][y] = 1;
6012 ExplodeDelay[x][y] = last_phase;
6017 if (center_element == EL_YAMYAM)
6018 game.yamyam_content_nr =
6019 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6031 GfxFrame[x][y] = 0; // restart explosion animation
6033 last_phase = ExplodeDelay[x][y];
6035 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6037 // this can happen if the player leaves an explosion just in time
6038 if (GfxElement[x][y] == EL_UNDEFINED)
6039 GfxElement[x][y] = EL_EMPTY;
6041 border_element = Store2[x][y];
6042 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6043 border_element = StorePlayer[x][y];
6045 if (phase == element_info[border_element].ignition_delay ||
6046 phase == last_phase)
6048 boolean border_explosion = FALSE;
6050 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6051 !PLAYER_EXPLOSION_PROTECTED(x, y))
6053 KillPlayerUnlessExplosionProtected(x, y);
6054 border_explosion = TRUE;
6056 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6058 Tile[x][y] = Store2[x][y];
6061 border_explosion = TRUE;
6063 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6065 AmoebaToDiamond(x, y);
6067 border_explosion = TRUE;
6070 // if an element just explodes due to another explosion (chain-reaction),
6071 // do not immediately end the new explosion when it was the last frame of
6072 // the explosion (as it would be done in the following "if"-statement!)
6073 if (border_explosion && phase == last_phase)
6077 // this can happen if the player was just killed by an explosion
6078 if (GfxElement[x][y] == EL_UNDEFINED)
6079 GfxElement[x][y] = EL_EMPTY;
6081 if (phase == last_phase)
6085 element = Tile[x][y] = Store[x][y];
6086 Store[x][y] = Store2[x][y] = 0;
6087 GfxElement[x][y] = EL_UNDEFINED;
6089 // player can escape from explosions and might therefore be still alive
6090 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6091 element <= EL_PLAYER_IS_EXPLODING_4)
6093 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6094 int explosion_element = EL_PLAYER_1 + player_nr;
6095 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6096 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6098 if (level.use_explosion_element[player_nr])
6099 explosion_element = level.explosion_element[player_nr];
6101 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6102 element_info[explosion_element].content.e[xx][yy]);
6105 // restore probably existing indestructible background element
6106 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6107 element = Tile[x][y] = Back[x][y];
6110 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6111 GfxDir[x][y] = MV_NONE;
6112 ChangeDelay[x][y] = 0;
6113 ChangePage[x][y] = -1;
6115 CustomValue[x][y] = 0;
6117 InitField_WithBug2(x, y, FALSE);
6119 TEST_DrawLevelField(x, y);
6121 TestIfElementTouchesCustomElement(x, y);
6123 if (GFX_CRUMBLED(element))
6124 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6126 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6127 StorePlayer[x][y] = 0;
6129 if (IS_PLAYER_ELEMENT(element))
6130 RelocatePlayer(x, y, element);
6132 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6134 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6135 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6138 TEST_DrawLevelFieldCrumbled(x, y);
6140 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6142 DrawLevelElement(x, y, Back[x][y]);
6143 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6145 else if (IS_WALKABLE_UNDER(Back[x][y]))
6147 DrawLevelGraphic(x, y, graphic, frame);
6148 DrawLevelElementThruMask(x, y, Back[x][y]);
6150 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6151 DrawLevelGraphic(x, y, graphic, frame);
6155 static void DynaExplode(int ex, int ey)
6158 int dynabomb_element = Tile[ex][ey];
6159 int dynabomb_size = 1;
6160 boolean dynabomb_xl = FALSE;
6161 struct PlayerInfo *player;
6162 struct XY *xy = xy_topdown;
6164 if (IS_ACTIVE_BOMB(dynabomb_element))
6166 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6167 dynabomb_size = player->dynabomb_size;
6168 dynabomb_xl = player->dynabomb_xl;
6169 player->dynabombs_left++;
6172 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6174 for (i = 0; i < NUM_DIRECTIONS; i++)
6176 for (j = 1; j <= dynabomb_size; j++)
6178 int x = ex + j * xy[i].x;
6179 int y = ey + j * xy[i].y;
6182 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6185 element = Tile[x][y];
6187 // do not restart explosions of fields with active bombs
6188 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6191 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6193 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6194 !IS_DIGGABLE(element) && !dynabomb_xl)
6200 void Bang(int x, int y)
6202 int element = MovingOrBlocked2Element(x, y);
6203 int explosion_type = EX_TYPE_NORMAL;
6205 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6207 struct PlayerInfo *player = PLAYERINFO(x, y);
6209 element = Tile[x][y] = player->initial_element;
6211 if (level.use_explosion_element[player->index_nr])
6213 int explosion_element = level.explosion_element[player->index_nr];
6215 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6216 explosion_type = EX_TYPE_CROSS;
6217 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6218 explosion_type = EX_TYPE_CENTER;
6226 case EL_BD_BUTTERFLY:
6229 case EL_DARK_YAMYAM:
6233 RaiseScoreElement(element);
6236 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6237 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6238 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6239 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6240 case EL_DYNABOMB_INCREASE_NUMBER:
6241 case EL_DYNABOMB_INCREASE_SIZE:
6242 case EL_DYNABOMB_INCREASE_POWER:
6243 explosion_type = EX_TYPE_DYNA;
6246 case EL_DC_LANDMINE:
6247 explosion_type = EX_TYPE_CENTER;
6252 case EL_LAMP_ACTIVE:
6253 case EL_AMOEBA_TO_DIAMOND:
6254 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6255 explosion_type = EX_TYPE_CENTER;
6259 if (element_info[element].explosion_type == EXPLODES_CROSS)
6260 explosion_type = EX_TYPE_CROSS;
6261 else if (element_info[element].explosion_type == EXPLODES_1X1)
6262 explosion_type = EX_TYPE_CENTER;
6266 if (explosion_type == EX_TYPE_DYNA)
6269 Explode(x, y, EX_PHASE_START, explosion_type);
6271 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6274 static void SplashAcid(int x, int y)
6276 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6277 (!IN_LEV_FIELD(x - 1, y - 2) ||
6278 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6279 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6281 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6282 (!IN_LEV_FIELD(x + 1, y - 2) ||
6283 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6284 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6286 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6289 static void InitBeltMovement(void)
6291 static int belt_base_element[4] =
6293 EL_CONVEYOR_BELT_1_LEFT,
6294 EL_CONVEYOR_BELT_2_LEFT,
6295 EL_CONVEYOR_BELT_3_LEFT,
6296 EL_CONVEYOR_BELT_4_LEFT
6298 static int belt_base_active_element[4] =
6300 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6301 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6302 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6303 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6308 // set frame order for belt animation graphic according to belt direction
6309 for (i = 0; i < NUM_BELTS; i++)
6313 for (j = 0; j < NUM_BELT_PARTS; j++)
6315 int element = belt_base_active_element[belt_nr] + j;
6316 int graphic_1 = el2img(element);
6317 int graphic_2 = el2panelimg(element);
6319 if (game.belt_dir[i] == MV_LEFT)
6321 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6322 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6326 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6327 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6332 SCAN_PLAYFIELD(x, y)
6334 int element = Tile[x][y];
6336 for (i = 0; i < NUM_BELTS; i++)
6338 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6340 int e_belt_nr = getBeltNrFromBeltElement(element);
6343 if (e_belt_nr == belt_nr)
6345 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6347 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6354 static void ToggleBeltSwitch(int x, int y)
6356 static int belt_base_element[4] =
6358 EL_CONVEYOR_BELT_1_LEFT,
6359 EL_CONVEYOR_BELT_2_LEFT,
6360 EL_CONVEYOR_BELT_3_LEFT,
6361 EL_CONVEYOR_BELT_4_LEFT
6363 static int belt_base_active_element[4] =
6365 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6366 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6367 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6368 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6370 static int belt_base_switch_element[4] =
6372 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6373 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6374 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6375 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6377 static int belt_move_dir[4] =
6385 int element = Tile[x][y];
6386 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6387 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6388 int belt_dir = belt_move_dir[belt_dir_nr];
6391 if (!IS_BELT_SWITCH(element))
6394 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6395 game.belt_dir[belt_nr] = belt_dir;
6397 if (belt_dir_nr == 3)
6400 // set frame order for belt animation graphic according to belt direction
6401 for (i = 0; i < NUM_BELT_PARTS; i++)
6403 int element = belt_base_active_element[belt_nr] + i;
6404 int graphic_1 = el2img(element);
6405 int graphic_2 = el2panelimg(element);
6407 if (belt_dir == MV_LEFT)
6409 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6410 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6414 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6415 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6419 SCAN_PLAYFIELD(xx, yy)
6421 int element = Tile[xx][yy];
6423 if (IS_BELT_SWITCH(element))
6425 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6427 if (e_belt_nr == belt_nr)
6429 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6430 TEST_DrawLevelField(xx, yy);
6433 else if (IS_BELT(element) && belt_dir != MV_NONE)
6435 int e_belt_nr = getBeltNrFromBeltElement(element);
6437 if (e_belt_nr == belt_nr)
6439 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6441 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6442 TEST_DrawLevelField(xx, yy);
6445 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6447 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6449 if (e_belt_nr == belt_nr)
6451 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6453 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6454 TEST_DrawLevelField(xx, yy);
6460 static void ToggleSwitchgateSwitch(void)
6464 game.switchgate_pos = !game.switchgate_pos;
6466 SCAN_PLAYFIELD(xx, yy)
6468 int element = Tile[xx][yy];
6470 if (element == EL_SWITCHGATE_SWITCH_UP)
6472 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6473 TEST_DrawLevelField(xx, yy);
6475 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6477 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6478 TEST_DrawLevelField(xx, yy);
6480 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6482 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6483 TEST_DrawLevelField(xx, yy);
6485 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6487 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6488 TEST_DrawLevelField(xx, yy);
6490 else if (element == EL_SWITCHGATE_OPEN ||
6491 element == EL_SWITCHGATE_OPENING)
6493 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6495 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6497 else if (element == EL_SWITCHGATE_CLOSED ||
6498 element == EL_SWITCHGATE_CLOSING)
6500 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6502 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6507 static int getInvisibleActiveFromInvisibleElement(int element)
6509 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6510 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6511 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6515 static int getInvisibleFromInvisibleActiveElement(int element)
6517 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6518 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6519 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6523 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6527 SCAN_PLAYFIELD(x, y)
6529 int element = Tile[x][y];
6531 if (element == EL_LIGHT_SWITCH &&
6532 game.light_time_left > 0)
6534 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6535 TEST_DrawLevelField(x, y);
6537 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6538 game.light_time_left == 0)
6540 Tile[x][y] = EL_LIGHT_SWITCH;
6541 TEST_DrawLevelField(x, y);
6543 else if (element == EL_EMC_DRIPPER &&
6544 game.light_time_left > 0)
6546 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6547 TEST_DrawLevelField(x, y);
6549 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6550 game.light_time_left == 0)
6552 Tile[x][y] = EL_EMC_DRIPPER;
6553 TEST_DrawLevelField(x, y);
6555 else if (element == EL_INVISIBLE_STEELWALL ||
6556 element == EL_INVISIBLE_WALL ||
6557 element == EL_INVISIBLE_SAND)
6559 if (game.light_time_left > 0)
6560 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6562 TEST_DrawLevelField(x, y);
6564 // uncrumble neighbour fields, if needed
6565 if (element == EL_INVISIBLE_SAND)
6566 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6568 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6569 element == EL_INVISIBLE_WALL_ACTIVE ||
6570 element == EL_INVISIBLE_SAND_ACTIVE)
6572 if (game.light_time_left == 0)
6573 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6575 TEST_DrawLevelField(x, y);
6577 // re-crumble neighbour fields, if needed
6578 if (element == EL_INVISIBLE_SAND)
6579 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6584 static void RedrawAllInvisibleElementsForLenses(void)
6588 SCAN_PLAYFIELD(x, y)
6590 int element = Tile[x][y];
6592 if (element == EL_EMC_DRIPPER &&
6593 game.lenses_time_left > 0)
6595 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6596 TEST_DrawLevelField(x, y);
6598 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6599 game.lenses_time_left == 0)
6601 Tile[x][y] = EL_EMC_DRIPPER;
6602 TEST_DrawLevelField(x, y);
6604 else if (element == EL_INVISIBLE_STEELWALL ||
6605 element == EL_INVISIBLE_WALL ||
6606 element == EL_INVISIBLE_SAND)
6608 if (game.lenses_time_left > 0)
6609 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6611 TEST_DrawLevelField(x, y);
6613 // uncrumble neighbour fields, if needed
6614 if (element == EL_INVISIBLE_SAND)
6615 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6617 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6618 element == EL_INVISIBLE_WALL_ACTIVE ||
6619 element == EL_INVISIBLE_SAND_ACTIVE)
6621 if (game.lenses_time_left == 0)
6622 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6624 TEST_DrawLevelField(x, y);
6626 // re-crumble neighbour fields, if needed
6627 if (element == EL_INVISIBLE_SAND)
6628 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6633 static void RedrawAllInvisibleElementsForMagnifier(void)
6637 SCAN_PLAYFIELD(x, y)
6639 int element = Tile[x][y];
6641 if (element == EL_EMC_FAKE_GRASS &&
6642 game.magnify_time_left > 0)
6644 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6645 TEST_DrawLevelField(x, y);
6647 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6648 game.magnify_time_left == 0)
6650 Tile[x][y] = EL_EMC_FAKE_GRASS;
6651 TEST_DrawLevelField(x, y);
6653 else if (IS_GATE_GRAY(element) &&
6654 game.magnify_time_left > 0)
6656 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6657 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6658 IS_EM_GATE_GRAY(element) ?
6659 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6660 IS_EMC_GATE_GRAY(element) ?
6661 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6662 IS_DC_GATE_GRAY(element) ?
6663 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6665 TEST_DrawLevelField(x, y);
6667 else if (IS_GATE_GRAY_ACTIVE(element) &&
6668 game.magnify_time_left == 0)
6670 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6671 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6672 IS_EM_GATE_GRAY_ACTIVE(element) ?
6673 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6674 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6675 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6676 IS_DC_GATE_GRAY_ACTIVE(element) ?
6677 EL_DC_GATE_WHITE_GRAY :
6679 TEST_DrawLevelField(x, y);
6684 static void ToggleLightSwitch(int x, int y)
6686 int element = Tile[x][y];
6688 game.light_time_left =
6689 (element == EL_LIGHT_SWITCH ?
6690 level.time_light * FRAMES_PER_SECOND : 0);
6692 RedrawAllLightSwitchesAndInvisibleElements();
6695 static void ActivateTimegateSwitch(int x, int y)
6699 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6701 SCAN_PLAYFIELD(xx, yy)
6703 int element = Tile[xx][yy];
6705 if (element == EL_TIMEGATE_CLOSED ||
6706 element == EL_TIMEGATE_CLOSING)
6708 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6709 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6713 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6715 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6716 TEST_DrawLevelField(xx, yy);
6722 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6723 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6726 static void Impact(int x, int y)
6728 boolean last_line = (y == lev_fieldy - 1);
6729 boolean object_hit = FALSE;
6730 boolean impact = (last_line || object_hit);
6731 int element = Tile[x][y];
6732 int smashed = EL_STEELWALL;
6734 if (!last_line) // check if element below was hit
6736 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6739 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6740 MovDir[x][y + 1] != MV_DOWN ||
6741 MovPos[x][y + 1] <= TILEY / 2));
6743 // do not smash moving elements that left the smashed field in time
6744 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6745 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6748 #if USE_QUICKSAND_IMPACT_BUGFIX
6749 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6751 RemoveMovingField(x, y + 1);
6752 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6753 Tile[x][y + 2] = EL_ROCK;
6754 TEST_DrawLevelField(x, y + 2);
6759 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6761 RemoveMovingField(x, y + 1);
6762 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6763 Tile[x][y + 2] = EL_ROCK;
6764 TEST_DrawLevelField(x, y + 2);
6771 smashed = MovingOrBlocked2Element(x, y + 1);
6773 impact = (last_line || object_hit);
6776 if (!last_line && smashed == EL_ACID) // element falls into acid
6778 SplashAcid(x, y + 1);
6782 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6783 // only reset graphic animation if graphic really changes after impact
6785 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6787 ResetGfxAnimation(x, y);
6788 TEST_DrawLevelField(x, y);
6791 if (impact && CAN_EXPLODE_IMPACT(element))
6796 else if (impact && element == EL_PEARL &&
6797 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6799 ResetGfxAnimation(x, y);
6801 Tile[x][y] = EL_PEARL_BREAKING;
6802 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6805 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6807 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6812 if (impact && element == EL_AMOEBA_DROP)
6814 if (object_hit && IS_PLAYER(x, y + 1))
6815 KillPlayerUnlessEnemyProtected(x, y + 1);
6816 else if (object_hit && smashed == EL_PENGUIN)
6820 Tile[x][y] = EL_AMOEBA_GROWING;
6821 Store[x][y] = EL_AMOEBA_WET;
6823 ResetRandomAnimationValue(x, y);
6828 if (object_hit) // check which object was hit
6830 if ((CAN_PASS_MAGIC_WALL(element) &&
6831 (smashed == EL_MAGIC_WALL ||
6832 smashed == EL_BD_MAGIC_WALL)) ||
6833 (CAN_PASS_DC_MAGIC_WALL(element) &&
6834 smashed == EL_DC_MAGIC_WALL))
6837 int activated_magic_wall =
6838 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6839 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6840 EL_DC_MAGIC_WALL_ACTIVE);
6842 // activate magic wall / mill
6843 SCAN_PLAYFIELD(xx, yy)
6845 if (Tile[xx][yy] == smashed)
6846 Tile[xx][yy] = activated_magic_wall;
6849 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6850 game.magic_wall_active = TRUE;
6852 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6853 SND_MAGIC_WALL_ACTIVATING :
6854 smashed == EL_BD_MAGIC_WALL ?
6855 SND_BD_MAGIC_WALL_ACTIVATING :
6856 SND_DC_MAGIC_WALL_ACTIVATING));
6859 if (IS_PLAYER(x, y + 1))
6861 if (CAN_SMASH_PLAYER(element))
6863 KillPlayerUnlessEnemyProtected(x, y + 1);
6867 else if (smashed == EL_PENGUIN)
6869 if (CAN_SMASH_PLAYER(element))
6875 else if (element == EL_BD_DIAMOND)
6877 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6883 else if (((element == EL_SP_INFOTRON ||
6884 element == EL_SP_ZONK) &&
6885 (smashed == EL_SP_SNIKSNAK ||
6886 smashed == EL_SP_ELECTRON ||
6887 smashed == EL_SP_DISK_ORANGE)) ||
6888 (element == EL_SP_INFOTRON &&
6889 smashed == EL_SP_DISK_YELLOW))
6894 else if (CAN_SMASH_EVERYTHING(element))
6896 if (IS_CLASSIC_ENEMY(smashed) ||
6897 CAN_EXPLODE_SMASHED(smashed))
6902 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6904 if (smashed == EL_LAMP ||
6905 smashed == EL_LAMP_ACTIVE)
6910 else if (smashed == EL_NUT)
6912 Tile[x][y + 1] = EL_NUT_BREAKING;
6913 PlayLevelSound(x, y, SND_NUT_BREAKING);
6914 RaiseScoreElement(EL_NUT);
6917 else if (smashed == EL_PEARL)
6919 ResetGfxAnimation(x, y);
6921 Tile[x][y + 1] = EL_PEARL_BREAKING;
6922 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6925 else if (smashed == EL_DIAMOND)
6927 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6928 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6931 else if (IS_BELT_SWITCH(smashed))
6933 ToggleBeltSwitch(x, y + 1);
6935 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6936 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6937 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6938 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6940 ToggleSwitchgateSwitch();
6942 else if (smashed == EL_LIGHT_SWITCH ||
6943 smashed == EL_LIGHT_SWITCH_ACTIVE)
6945 ToggleLightSwitch(x, y + 1);
6949 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6951 CheckElementChangeBySide(x, y + 1, smashed, element,
6952 CE_SWITCHED, CH_SIDE_TOP);
6953 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6959 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6964 // play sound of magic wall / mill
6966 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6967 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6968 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6970 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6971 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6972 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6973 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6974 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6975 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6980 // play sound of object that hits the ground
6981 if (last_line || object_hit)
6982 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6985 static void TurnRoundExt(int x, int y)
6997 { 0, 0 }, { 0, 0 }, { 0, 0 },
7002 int left, right, back;
7006 { MV_DOWN, MV_UP, MV_RIGHT },
7007 { MV_UP, MV_DOWN, MV_LEFT },
7009 { MV_LEFT, MV_RIGHT, MV_DOWN },
7013 { MV_RIGHT, MV_LEFT, MV_UP }
7016 int element = Tile[x][y];
7017 int move_pattern = element_info[element].move_pattern;
7019 int old_move_dir = MovDir[x][y];
7020 int left_dir = turn[old_move_dir].left;
7021 int right_dir = turn[old_move_dir].right;
7022 int back_dir = turn[old_move_dir].back;
7024 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7025 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7026 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7027 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7029 int left_x = x + left_dx, left_y = y + left_dy;
7030 int right_x = x + right_dx, right_y = y + right_dy;
7031 int move_x = x + move_dx, move_y = y + move_dy;
7035 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7037 TestIfBadThingTouchesOtherBadThing(x, y);
7039 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7040 MovDir[x][y] = right_dir;
7041 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7042 MovDir[x][y] = left_dir;
7044 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7046 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7051 TestIfBadThingTouchesOtherBadThing(x, y);
7053 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7054 MovDir[x][y] = left_dir;
7055 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7056 MovDir[x][y] = right_dir;
7058 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7060 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7063 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7065 TestIfBadThingTouchesOtherBadThing(x, y);
7067 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7068 MovDir[x][y] = left_dir;
7069 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7070 MovDir[x][y] = right_dir;
7072 if (MovDir[x][y] != old_move_dir)
7075 else if (element == EL_YAMYAM)
7077 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7078 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7080 if (can_turn_left && can_turn_right)
7081 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7082 else if (can_turn_left)
7083 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7084 else if (can_turn_right)
7085 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7087 MovDir[x][y] = back_dir;
7089 MovDelay[x][y] = 16 + 16 * RND(3);
7091 else if (element == EL_DARK_YAMYAM)
7093 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7095 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7098 if (can_turn_left && can_turn_right)
7099 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7100 else if (can_turn_left)
7101 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7102 else if (can_turn_right)
7103 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7105 MovDir[x][y] = back_dir;
7107 MovDelay[x][y] = 16 + 16 * RND(3);
7109 else if (element == EL_PACMAN)
7111 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7112 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7114 if (can_turn_left && can_turn_right)
7115 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7116 else if (can_turn_left)
7117 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7118 else if (can_turn_right)
7119 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7121 MovDir[x][y] = back_dir;
7123 MovDelay[x][y] = 6 + RND(40);
7125 else if (element == EL_PIG)
7127 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7128 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7129 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7130 boolean should_turn_left, should_turn_right, should_move_on;
7132 int rnd = RND(rnd_value);
7134 should_turn_left = (can_turn_left &&
7136 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7137 y + back_dy + left_dy)));
7138 should_turn_right = (can_turn_right &&
7140 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7141 y + back_dy + right_dy)));
7142 should_move_on = (can_move_on &&
7145 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7146 y + move_dy + left_dy) ||
7147 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7148 y + move_dy + right_dy)));
7150 if (should_turn_left || should_turn_right || should_move_on)
7152 if (should_turn_left && should_turn_right && should_move_on)
7153 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7154 rnd < 2 * rnd_value / 3 ? right_dir :
7156 else if (should_turn_left && should_turn_right)
7157 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7158 else if (should_turn_left && should_move_on)
7159 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7160 else if (should_turn_right && should_move_on)
7161 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7162 else if (should_turn_left)
7163 MovDir[x][y] = left_dir;
7164 else if (should_turn_right)
7165 MovDir[x][y] = right_dir;
7166 else if (should_move_on)
7167 MovDir[x][y] = old_move_dir;
7169 else if (can_move_on && rnd > rnd_value / 8)
7170 MovDir[x][y] = old_move_dir;
7171 else if (can_turn_left && can_turn_right)
7172 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7173 else if (can_turn_left && rnd > rnd_value / 8)
7174 MovDir[x][y] = left_dir;
7175 else if (can_turn_right && rnd > rnd_value/8)
7176 MovDir[x][y] = right_dir;
7178 MovDir[x][y] = back_dir;
7180 xx = x + move_xy[MovDir[x][y]].dx;
7181 yy = y + move_xy[MovDir[x][y]].dy;
7183 if (!IN_LEV_FIELD(xx, yy) ||
7184 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7185 MovDir[x][y] = old_move_dir;
7189 else if (element == EL_DRAGON)
7191 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7192 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7193 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7195 int rnd = RND(rnd_value);
7197 if (can_move_on && rnd > rnd_value / 8)
7198 MovDir[x][y] = old_move_dir;
7199 else if (can_turn_left && can_turn_right)
7200 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7201 else if (can_turn_left && rnd > rnd_value / 8)
7202 MovDir[x][y] = left_dir;
7203 else if (can_turn_right && rnd > rnd_value / 8)
7204 MovDir[x][y] = right_dir;
7206 MovDir[x][y] = back_dir;
7208 xx = x + move_xy[MovDir[x][y]].dx;
7209 yy = y + move_xy[MovDir[x][y]].dy;
7211 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7212 MovDir[x][y] = old_move_dir;
7216 else if (element == EL_MOLE)
7218 boolean can_move_on =
7219 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7220 IS_AMOEBOID(Tile[move_x][move_y]) ||
7221 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7224 boolean can_turn_left =
7225 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7226 IS_AMOEBOID(Tile[left_x][left_y])));
7228 boolean can_turn_right =
7229 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7230 IS_AMOEBOID(Tile[right_x][right_y])));
7232 if (can_turn_left && can_turn_right)
7233 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7234 else if (can_turn_left)
7235 MovDir[x][y] = left_dir;
7237 MovDir[x][y] = right_dir;
7240 if (MovDir[x][y] != old_move_dir)
7243 else if (element == EL_BALLOON)
7245 MovDir[x][y] = game.wind_direction;
7248 else if (element == EL_SPRING)
7250 if (MovDir[x][y] & MV_HORIZONTAL)
7252 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7253 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7255 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7256 ResetGfxAnimation(move_x, move_y);
7257 TEST_DrawLevelField(move_x, move_y);
7259 MovDir[x][y] = back_dir;
7261 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7262 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7263 MovDir[x][y] = MV_NONE;
7268 else if (element == EL_ROBOT ||
7269 element == EL_SATELLITE ||
7270 element == EL_PENGUIN ||
7271 element == EL_EMC_ANDROID)
7273 int attr_x = -1, attr_y = -1;
7275 if (game.all_players_gone)
7277 attr_x = game.exit_x;
7278 attr_y = game.exit_y;
7284 for (i = 0; i < MAX_PLAYERS; i++)
7286 struct PlayerInfo *player = &stored_player[i];
7287 int jx = player->jx, jy = player->jy;
7289 if (!player->active)
7293 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7301 if (element == EL_ROBOT &&
7302 game.robot_wheel_x >= 0 &&
7303 game.robot_wheel_y >= 0 &&
7304 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7305 game.engine_version < VERSION_IDENT(3,1,0,0)))
7307 attr_x = game.robot_wheel_x;
7308 attr_y = game.robot_wheel_y;
7311 if (element == EL_PENGUIN)
7314 struct XY *xy = xy_topdown;
7316 for (i = 0; i < NUM_DIRECTIONS; i++)
7318 int ex = x + xy[i].x;
7319 int ey = y + xy[i].y;
7321 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7322 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7323 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7324 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7333 MovDir[x][y] = MV_NONE;
7335 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7336 else if (attr_x > x)
7337 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7339 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7340 else if (attr_y > y)
7341 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7343 if (element == EL_ROBOT)
7347 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7348 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7349 Moving2Blocked(x, y, &newx, &newy);
7351 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7352 MovDelay[x][y] = 8 + 8 * !RND(3);
7354 MovDelay[x][y] = 16;
7356 else if (element == EL_PENGUIN)
7362 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7364 boolean first_horiz = RND(2);
7365 int new_move_dir = MovDir[x][y];
7368 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7369 Moving2Blocked(x, y, &newx, &newy);
7371 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7375 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7376 Moving2Blocked(x, y, &newx, &newy);
7378 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7381 MovDir[x][y] = old_move_dir;
7385 else if (element == EL_SATELLITE)
7391 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7393 boolean first_horiz = RND(2);
7394 int new_move_dir = MovDir[x][y];
7397 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7398 Moving2Blocked(x, y, &newx, &newy);
7400 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7404 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7405 Moving2Blocked(x, y, &newx, &newy);
7407 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7410 MovDir[x][y] = old_move_dir;
7414 else if (element == EL_EMC_ANDROID)
7416 static int check_pos[16] =
7418 -1, // 0 => (invalid)
7421 -1, // 3 => (invalid)
7423 0, // 5 => MV_LEFT | MV_UP
7424 2, // 6 => MV_RIGHT | MV_UP
7425 -1, // 7 => (invalid)
7427 6, // 9 => MV_LEFT | MV_DOWN
7428 4, // 10 => MV_RIGHT | MV_DOWN
7429 -1, // 11 => (invalid)
7430 -1, // 12 => (invalid)
7431 -1, // 13 => (invalid)
7432 -1, // 14 => (invalid)
7433 -1, // 15 => (invalid)
7441 { -1, -1, MV_LEFT | MV_UP },
7443 { +1, -1, MV_RIGHT | MV_UP },
7444 { +1, 0, MV_RIGHT },
7445 { +1, +1, MV_RIGHT | MV_DOWN },
7447 { -1, +1, MV_LEFT | MV_DOWN },
7450 int start_pos, check_order;
7451 boolean can_clone = FALSE;
7454 // check if there is any free field around current position
7455 for (i = 0; i < 8; i++)
7457 int newx = x + check_xy[i].dx;
7458 int newy = y + check_xy[i].dy;
7460 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7468 if (can_clone) // randomly find an element to clone
7472 start_pos = check_pos[RND(8)];
7473 check_order = (RND(2) ? -1 : +1);
7475 for (i = 0; i < 8; i++)
7477 int pos_raw = start_pos + i * check_order;
7478 int pos = (pos_raw + 8) % 8;
7479 int newx = x + check_xy[pos].dx;
7480 int newy = y + check_xy[pos].dy;
7482 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7484 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7485 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7487 Store[x][y] = Tile[newx][newy];
7496 if (can_clone) // randomly find a direction to move
7500 start_pos = check_pos[RND(8)];
7501 check_order = (RND(2) ? -1 : +1);
7503 for (i = 0; i < 8; i++)
7505 int pos_raw = start_pos + i * check_order;
7506 int pos = (pos_raw + 8) % 8;
7507 int newx = x + check_xy[pos].dx;
7508 int newy = y + check_xy[pos].dy;
7509 int new_move_dir = check_xy[pos].dir;
7511 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7513 MovDir[x][y] = new_move_dir;
7514 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7523 if (can_clone) // cloning and moving successful
7526 // cannot clone -- try to move towards player
7528 start_pos = check_pos[MovDir[x][y] & 0x0f];
7529 check_order = (RND(2) ? -1 : +1);
7531 for (i = 0; i < 3; i++)
7533 // first check start_pos, then previous/next or (next/previous) pos
7534 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7535 int pos = (pos_raw + 8) % 8;
7536 int newx = x + check_xy[pos].dx;
7537 int newy = y + check_xy[pos].dy;
7538 int new_move_dir = check_xy[pos].dir;
7540 if (IS_PLAYER(newx, newy))
7543 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7545 MovDir[x][y] = new_move_dir;
7546 MovDelay[x][y] = level.android_move_time * 8 + 1;
7553 else if (move_pattern == MV_TURNING_LEFT ||
7554 move_pattern == MV_TURNING_RIGHT ||
7555 move_pattern == MV_TURNING_LEFT_RIGHT ||
7556 move_pattern == MV_TURNING_RIGHT_LEFT ||
7557 move_pattern == MV_TURNING_RANDOM ||
7558 move_pattern == MV_ALL_DIRECTIONS)
7560 boolean can_turn_left =
7561 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7562 boolean can_turn_right =
7563 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7565 if (element_info[element].move_stepsize == 0) // "not moving"
7568 if (move_pattern == MV_TURNING_LEFT)
7569 MovDir[x][y] = left_dir;
7570 else if (move_pattern == MV_TURNING_RIGHT)
7571 MovDir[x][y] = right_dir;
7572 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7573 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7574 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7575 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7576 else if (move_pattern == MV_TURNING_RANDOM)
7577 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7578 can_turn_right && !can_turn_left ? right_dir :
7579 RND(2) ? left_dir : right_dir);
7580 else if (can_turn_left && can_turn_right)
7581 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7582 else if (can_turn_left)
7583 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7584 else if (can_turn_right)
7585 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7587 MovDir[x][y] = back_dir;
7589 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7591 else if (move_pattern == MV_HORIZONTAL ||
7592 move_pattern == MV_VERTICAL)
7594 if (move_pattern & old_move_dir)
7595 MovDir[x][y] = back_dir;
7596 else if (move_pattern == MV_HORIZONTAL)
7597 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7598 else if (move_pattern == MV_VERTICAL)
7599 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7601 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7603 else if (move_pattern & MV_ANY_DIRECTION)
7605 MovDir[x][y] = move_pattern;
7606 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7608 else if (move_pattern & MV_WIND_DIRECTION)
7610 MovDir[x][y] = game.wind_direction;
7611 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7613 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7615 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7616 MovDir[x][y] = left_dir;
7617 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7618 MovDir[x][y] = right_dir;
7620 if (MovDir[x][y] != old_move_dir)
7621 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7623 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7625 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7626 MovDir[x][y] = right_dir;
7627 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7628 MovDir[x][y] = left_dir;
7630 if (MovDir[x][y] != old_move_dir)
7631 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7633 else if (move_pattern == MV_TOWARDS_PLAYER ||
7634 move_pattern == MV_AWAY_FROM_PLAYER)
7636 int attr_x = -1, attr_y = -1;
7638 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7640 if (game.all_players_gone)
7642 attr_x = game.exit_x;
7643 attr_y = game.exit_y;
7649 for (i = 0; i < MAX_PLAYERS; i++)
7651 struct PlayerInfo *player = &stored_player[i];
7652 int jx = player->jx, jy = player->jy;
7654 if (!player->active)
7658 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7666 MovDir[x][y] = MV_NONE;
7668 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7669 else if (attr_x > x)
7670 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7672 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7673 else if (attr_y > y)
7674 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7676 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7678 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7680 boolean first_horiz = RND(2);
7681 int new_move_dir = MovDir[x][y];
7683 if (element_info[element].move_stepsize == 0) // "not moving"
7685 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7686 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7692 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7693 Moving2Blocked(x, y, &newx, &newy);
7695 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7699 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7700 Moving2Blocked(x, y, &newx, &newy);
7702 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7705 MovDir[x][y] = old_move_dir;
7708 else if (move_pattern == MV_WHEN_PUSHED ||
7709 move_pattern == MV_WHEN_DROPPED)
7711 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7712 MovDir[x][y] = MV_NONE;
7716 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7718 struct XY *test_xy = xy_topdown;
7719 static int test_dir[4] =
7726 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7727 int move_preference = -1000000; // start with very low preference
7728 int new_move_dir = MV_NONE;
7729 int start_test = RND(4);
7732 for (i = 0; i < NUM_DIRECTIONS; i++)
7734 int j = (start_test + i) % 4;
7735 int move_dir = test_dir[j];
7736 int move_dir_preference;
7738 xx = x + test_xy[j].x;
7739 yy = y + test_xy[j].y;
7741 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7742 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7744 new_move_dir = move_dir;
7749 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7752 move_dir_preference = -1 * RunnerVisit[xx][yy];
7753 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7754 move_dir_preference = PlayerVisit[xx][yy];
7756 if (move_dir_preference > move_preference)
7758 // prefer field that has not been visited for the longest time
7759 move_preference = move_dir_preference;
7760 new_move_dir = move_dir;
7762 else if (move_dir_preference == move_preference &&
7763 move_dir == old_move_dir)
7765 // prefer last direction when all directions are preferred equally
7766 move_preference = move_dir_preference;
7767 new_move_dir = move_dir;
7771 MovDir[x][y] = new_move_dir;
7772 if (old_move_dir != new_move_dir)
7773 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7777 static void TurnRound(int x, int y)
7779 int direction = MovDir[x][y];
7783 GfxDir[x][y] = MovDir[x][y];
7785 if (direction != MovDir[x][y])
7789 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7791 ResetGfxFrame(x, y);
7794 static boolean JustBeingPushed(int x, int y)
7798 for (i = 0; i < MAX_PLAYERS; i++)
7800 struct PlayerInfo *player = &stored_player[i];
7802 if (player->active && player->is_pushing && player->MovPos)
7804 int next_jx = player->jx + (player->jx - player->last_jx);
7805 int next_jy = player->jy + (player->jy - player->last_jy);
7807 if (x == next_jx && y == next_jy)
7815 static void StartMoving(int x, int y)
7817 boolean started_moving = FALSE; // some elements can fall _and_ move
7818 int element = Tile[x][y];
7823 if (MovDelay[x][y] == 0)
7824 GfxAction[x][y] = ACTION_DEFAULT;
7826 if (CAN_FALL(element) && y < lev_fieldy - 1)
7828 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7829 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7830 if (JustBeingPushed(x, y))
7833 if (element == EL_QUICKSAND_FULL)
7835 if (IS_FREE(x, y + 1))
7837 InitMovingField(x, y, MV_DOWN);
7838 started_moving = TRUE;
7840 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7841 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7842 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7843 Store[x][y] = EL_ROCK;
7845 Store[x][y] = EL_ROCK;
7848 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7850 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7852 if (!MovDelay[x][y])
7854 MovDelay[x][y] = TILEY + 1;
7856 ResetGfxAnimation(x, y);
7857 ResetGfxAnimation(x, y + 1);
7862 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7863 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7870 Tile[x][y] = EL_QUICKSAND_EMPTY;
7871 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7872 Store[x][y + 1] = Store[x][y];
7875 PlayLevelSoundAction(x, y, ACTION_FILLING);
7877 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7879 if (!MovDelay[x][y])
7881 MovDelay[x][y] = TILEY + 1;
7883 ResetGfxAnimation(x, y);
7884 ResetGfxAnimation(x, y + 1);
7889 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7890 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7897 Tile[x][y] = EL_QUICKSAND_EMPTY;
7898 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7899 Store[x][y + 1] = Store[x][y];
7902 PlayLevelSoundAction(x, y, ACTION_FILLING);
7905 else if (element == EL_QUICKSAND_FAST_FULL)
7907 if (IS_FREE(x, y + 1))
7909 InitMovingField(x, y, MV_DOWN);
7910 started_moving = TRUE;
7912 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7913 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7914 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7915 Store[x][y] = EL_ROCK;
7917 Store[x][y] = EL_ROCK;
7920 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7922 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7924 if (!MovDelay[x][y])
7926 MovDelay[x][y] = TILEY + 1;
7928 ResetGfxAnimation(x, y);
7929 ResetGfxAnimation(x, y + 1);
7934 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7935 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7942 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7943 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7944 Store[x][y + 1] = Store[x][y];
7947 PlayLevelSoundAction(x, y, ACTION_FILLING);
7949 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7951 if (!MovDelay[x][y])
7953 MovDelay[x][y] = TILEY + 1;
7955 ResetGfxAnimation(x, y);
7956 ResetGfxAnimation(x, y + 1);
7961 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7962 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7969 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7970 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7971 Store[x][y + 1] = Store[x][y];
7974 PlayLevelSoundAction(x, y, ACTION_FILLING);
7977 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7978 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7980 InitMovingField(x, y, MV_DOWN);
7981 started_moving = TRUE;
7983 Tile[x][y] = EL_QUICKSAND_FILLING;
7984 Store[x][y] = element;
7986 PlayLevelSoundAction(x, y, ACTION_FILLING);
7988 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7989 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7991 InitMovingField(x, y, MV_DOWN);
7992 started_moving = TRUE;
7994 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7995 Store[x][y] = element;
7997 PlayLevelSoundAction(x, y, ACTION_FILLING);
7999 else if (element == EL_MAGIC_WALL_FULL)
8001 if (IS_FREE(x, y + 1))
8003 InitMovingField(x, y, MV_DOWN);
8004 started_moving = TRUE;
8006 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8007 Store[x][y] = EL_CHANGED(Store[x][y]);
8009 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8011 if (!MovDelay[x][y])
8012 MovDelay[x][y] = TILEY / 4 + 1;
8021 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8022 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8023 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8027 else if (element == EL_BD_MAGIC_WALL_FULL)
8029 if (IS_FREE(x, y + 1))
8031 InitMovingField(x, y, MV_DOWN);
8032 started_moving = TRUE;
8034 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8035 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8037 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8039 if (!MovDelay[x][y])
8040 MovDelay[x][y] = TILEY / 4 + 1;
8049 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8050 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8051 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8055 else if (element == EL_DC_MAGIC_WALL_FULL)
8057 if (IS_FREE(x, y + 1))
8059 InitMovingField(x, y, MV_DOWN);
8060 started_moving = TRUE;
8062 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8063 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8065 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8067 if (!MovDelay[x][y])
8068 MovDelay[x][y] = TILEY / 4 + 1;
8077 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8078 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8079 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8083 else if ((CAN_PASS_MAGIC_WALL(element) &&
8084 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8085 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8086 (CAN_PASS_DC_MAGIC_WALL(element) &&
8087 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8090 InitMovingField(x, y, MV_DOWN);
8091 started_moving = TRUE;
8094 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8095 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8096 EL_DC_MAGIC_WALL_FILLING);
8097 Store[x][y] = element;
8099 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8101 SplashAcid(x, y + 1);
8103 InitMovingField(x, y, MV_DOWN);
8104 started_moving = TRUE;
8106 Store[x][y] = EL_ACID;
8109 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8110 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8111 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8112 CAN_FALL(element) && WasJustFalling[x][y] &&
8113 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8115 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8116 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8117 (Tile[x][y + 1] == EL_BLOCKED)))
8119 /* this is needed for a special case not covered by calling "Impact()"
8120 from "ContinueMoving()": if an element moves to a tile directly below
8121 another element which was just falling on that tile (which was empty
8122 in the previous frame), the falling element above would just stop
8123 instead of smashing the element below (in previous version, the above
8124 element was just checked for "moving" instead of "falling", resulting
8125 in incorrect smashes caused by horizontal movement of the above
8126 element; also, the case of the player being the element to smash was
8127 simply not covered here... :-/ ) */
8129 CheckCollision[x][y] = 0;
8130 CheckImpact[x][y] = 0;
8134 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8136 if (MovDir[x][y] == MV_NONE)
8138 InitMovingField(x, y, MV_DOWN);
8139 started_moving = TRUE;
8142 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8144 if (WasJustFalling[x][y]) // prevent animation from being restarted
8145 MovDir[x][y] = MV_DOWN;
8147 InitMovingField(x, y, MV_DOWN);
8148 started_moving = TRUE;
8150 else if (element == EL_AMOEBA_DROP)
8152 Tile[x][y] = EL_AMOEBA_GROWING;
8153 Store[x][y] = EL_AMOEBA_WET;
8155 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8156 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8157 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8158 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8160 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8161 (IS_FREE(x - 1, y + 1) ||
8162 Tile[x - 1][y + 1] == EL_ACID));
8163 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8164 (IS_FREE(x + 1, y + 1) ||
8165 Tile[x + 1][y + 1] == EL_ACID));
8166 boolean can_fall_any = (can_fall_left || can_fall_right);
8167 boolean can_fall_both = (can_fall_left && can_fall_right);
8168 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8170 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8172 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8173 can_fall_right = FALSE;
8174 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8175 can_fall_left = FALSE;
8176 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8177 can_fall_right = FALSE;
8178 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8179 can_fall_left = FALSE;
8181 can_fall_any = (can_fall_left || can_fall_right);
8182 can_fall_both = FALSE;
8187 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8188 can_fall_right = FALSE; // slip down on left side
8190 can_fall_left = !(can_fall_right = RND(2));
8192 can_fall_both = FALSE;
8197 // if not determined otherwise, prefer left side for slipping down
8198 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8199 started_moving = TRUE;
8202 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8204 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8205 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8206 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8207 int belt_dir = game.belt_dir[belt_nr];
8209 if ((belt_dir == MV_LEFT && left_is_free) ||
8210 (belt_dir == MV_RIGHT && right_is_free))
8212 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8214 InitMovingField(x, y, belt_dir);
8215 started_moving = TRUE;
8217 Pushed[x][y] = TRUE;
8218 Pushed[nextx][y] = TRUE;
8220 GfxAction[x][y] = ACTION_DEFAULT;
8224 MovDir[x][y] = 0; // if element was moving, stop it
8229 // not "else if" because of elements that can fall and move (EL_SPRING)
8230 if (CAN_MOVE(element) && !started_moving)
8232 int move_pattern = element_info[element].move_pattern;
8235 Moving2Blocked(x, y, &newx, &newy);
8237 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8240 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8241 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8243 WasJustMoving[x][y] = 0;
8244 CheckCollision[x][y] = 0;
8246 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8248 if (Tile[x][y] != element) // element has changed
8252 if (!MovDelay[x][y]) // start new movement phase
8254 // all objects that can change their move direction after each step
8255 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8257 if (element != EL_YAMYAM &&
8258 element != EL_DARK_YAMYAM &&
8259 element != EL_PACMAN &&
8260 !(move_pattern & MV_ANY_DIRECTION) &&
8261 move_pattern != MV_TURNING_LEFT &&
8262 move_pattern != MV_TURNING_RIGHT &&
8263 move_pattern != MV_TURNING_LEFT_RIGHT &&
8264 move_pattern != MV_TURNING_RIGHT_LEFT &&
8265 move_pattern != MV_TURNING_RANDOM)
8269 if (MovDelay[x][y] && (element == EL_BUG ||
8270 element == EL_SPACESHIP ||
8271 element == EL_SP_SNIKSNAK ||
8272 element == EL_SP_ELECTRON ||
8273 element == EL_MOLE))
8274 TEST_DrawLevelField(x, y);
8278 if (MovDelay[x][y]) // wait some time before next movement
8282 if (element == EL_ROBOT ||
8283 element == EL_YAMYAM ||
8284 element == EL_DARK_YAMYAM)
8286 DrawLevelElementAnimationIfNeeded(x, y, element);
8287 PlayLevelSoundAction(x, y, ACTION_WAITING);
8289 else if (element == EL_SP_ELECTRON)
8290 DrawLevelElementAnimationIfNeeded(x, y, element);
8291 else if (element == EL_DRAGON)
8294 int dir = MovDir[x][y];
8295 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8296 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8297 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8298 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8299 dir == MV_UP ? IMG_FLAMES_1_UP :
8300 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8301 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8303 GfxAction[x][y] = ACTION_ATTACKING;
8305 if (IS_PLAYER(x, y))
8306 DrawPlayerField(x, y);
8308 TEST_DrawLevelField(x, y);
8310 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8312 for (i = 1; i <= 3; i++)
8314 int xx = x + i * dx;
8315 int yy = y + i * dy;
8316 int sx = SCREENX(xx);
8317 int sy = SCREENY(yy);
8318 int flame_graphic = graphic + (i - 1);
8320 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8325 int flamed = MovingOrBlocked2Element(xx, yy);
8327 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8330 RemoveMovingField(xx, yy);
8332 ChangeDelay[xx][yy] = 0;
8334 Tile[xx][yy] = EL_FLAMES;
8336 if (IN_SCR_FIELD(sx, sy))
8338 TEST_DrawLevelFieldCrumbled(xx, yy);
8339 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8344 if (Tile[xx][yy] == EL_FLAMES)
8345 Tile[xx][yy] = EL_EMPTY;
8346 TEST_DrawLevelField(xx, yy);
8351 if (MovDelay[x][y]) // element still has to wait some time
8353 PlayLevelSoundAction(x, y, ACTION_WAITING);
8359 // now make next step
8361 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8363 if (DONT_COLLIDE_WITH(element) &&
8364 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8365 !PLAYER_ENEMY_PROTECTED(newx, newy))
8367 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8372 else if (CAN_MOVE_INTO_ACID(element) &&
8373 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8374 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8375 (MovDir[x][y] == MV_DOWN ||
8376 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8378 SplashAcid(newx, newy);
8379 Store[x][y] = EL_ACID;
8381 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8383 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8384 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8385 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8386 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8389 TEST_DrawLevelField(x, y);
8391 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8392 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8393 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8395 game.friends_still_needed--;
8396 if (!game.friends_still_needed &&
8398 game.all_players_gone)
8403 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8405 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8406 TEST_DrawLevelField(newx, newy);
8408 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8410 else if (!IS_FREE(newx, newy))
8412 GfxAction[x][y] = ACTION_WAITING;
8414 if (IS_PLAYER(x, y))
8415 DrawPlayerField(x, y);
8417 TEST_DrawLevelField(x, y);
8422 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8424 if (IS_FOOD_PIG(Tile[newx][newy]))
8426 if (IS_MOVING(newx, newy))
8427 RemoveMovingField(newx, newy);
8430 Tile[newx][newy] = EL_EMPTY;
8431 TEST_DrawLevelField(newx, newy);
8434 PlayLevelSound(x, y, SND_PIG_DIGGING);
8436 else if (!IS_FREE(newx, newy))
8438 if (IS_PLAYER(x, y))
8439 DrawPlayerField(x, y);
8441 TEST_DrawLevelField(x, y);
8446 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8448 if (Store[x][y] != EL_EMPTY)
8450 boolean can_clone = FALSE;
8453 // check if element to clone is still there
8454 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8456 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8464 // cannot clone or target field not free anymore -- do not clone
8465 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8466 Store[x][y] = EL_EMPTY;
8469 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8471 if (IS_MV_DIAGONAL(MovDir[x][y]))
8473 int diagonal_move_dir = MovDir[x][y];
8474 int stored = Store[x][y];
8475 int change_delay = 8;
8478 // android is moving diagonally
8480 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8482 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8483 GfxElement[x][y] = EL_EMC_ANDROID;
8484 GfxAction[x][y] = ACTION_SHRINKING;
8485 GfxDir[x][y] = diagonal_move_dir;
8486 ChangeDelay[x][y] = change_delay;
8488 if (Store[x][y] == EL_EMPTY)
8489 Store[x][y] = GfxElementEmpty[x][y];
8491 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8494 DrawLevelGraphicAnimation(x, y, graphic);
8495 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8497 if (Tile[newx][newy] == EL_ACID)
8499 SplashAcid(newx, newy);
8504 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8506 Store[newx][newy] = EL_EMC_ANDROID;
8507 GfxElement[newx][newy] = EL_EMC_ANDROID;
8508 GfxAction[newx][newy] = ACTION_GROWING;
8509 GfxDir[newx][newy] = diagonal_move_dir;
8510 ChangeDelay[newx][newy] = change_delay;
8512 graphic = el_act_dir2img(GfxElement[newx][newy],
8513 GfxAction[newx][newy], GfxDir[newx][newy]);
8515 DrawLevelGraphicAnimation(newx, newy, graphic);
8516 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8522 Tile[newx][newy] = EL_EMPTY;
8523 TEST_DrawLevelField(newx, newy);
8525 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8528 else if (!IS_FREE(newx, newy))
8533 else if (IS_CUSTOM_ELEMENT(element) &&
8534 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8536 if (!DigFieldByCE(newx, newy, element))
8539 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8541 RunnerVisit[x][y] = FrameCounter;
8542 PlayerVisit[x][y] /= 8; // expire player visit path
8545 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8547 if (!IS_FREE(newx, newy))
8549 if (IS_PLAYER(x, y))
8550 DrawPlayerField(x, y);
8552 TEST_DrawLevelField(x, y);
8558 boolean wanna_flame = !RND(10);
8559 int dx = newx - x, dy = newy - y;
8560 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8561 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8562 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8563 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8564 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8565 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8568 IS_CLASSIC_ENEMY(element1) ||
8569 IS_CLASSIC_ENEMY(element2)) &&
8570 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8571 element1 != EL_FLAMES && element2 != EL_FLAMES)
8573 ResetGfxAnimation(x, y);
8574 GfxAction[x][y] = ACTION_ATTACKING;
8576 if (IS_PLAYER(x, y))
8577 DrawPlayerField(x, y);
8579 TEST_DrawLevelField(x, y);
8581 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8583 MovDelay[x][y] = 50;
8585 Tile[newx][newy] = EL_FLAMES;
8586 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8587 Tile[newx1][newy1] = EL_FLAMES;
8588 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8589 Tile[newx2][newy2] = EL_FLAMES;
8595 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8596 Tile[newx][newy] == EL_DIAMOND)
8598 if (IS_MOVING(newx, newy))
8599 RemoveMovingField(newx, newy);
8602 Tile[newx][newy] = EL_EMPTY;
8603 TEST_DrawLevelField(newx, newy);
8606 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8608 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8609 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8611 if (AmoebaNr[newx][newy])
8613 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8614 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8615 Tile[newx][newy] == EL_BD_AMOEBA)
8616 AmoebaCnt[AmoebaNr[newx][newy]]--;
8619 if (IS_MOVING(newx, newy))
8621 RemoveMovingField(newx, newy);
8625 Tile[newx][newy] = EL_EMPTY;
8626 TEST_DrawLevelField(newx, newy);
8629 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8631 else if ((element == EL_PACMAN || element == EL_MOLE)
8632 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8634 if (AmoebaNr[newx][newy])
8636 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8637 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8638 Tile[newx][newy] == EL_BD_AMOEBA)
8639 AmoebaCnt[AmoebaNr[newx][newy]]--;
8642 if (element == EL_MOLE)
8644 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8645 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8647 ResetGfxAnimation(x, y);
8648 GfxAction[x][y] = ACTION_DIGGING;
8649 TEST_DrawLevelField(x, y);
8651 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8653 return; // wait for shrinking amoeba
8655 else // element == EL_PACMAN
8657 Tile[newx][newy] = EL_EMPTY;
8658 TEST_DrawLevelField(newx, newy);
8659 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8662 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8663 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8664 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8666 // wait for shrinking amoeba to completely disappear
8669 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8671 // object was running against a wall
8675 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8676 DrawLevelElementAnimation(x, y, element);
8678 if (DONT_TOUCH(element))
8679 TestIfBadThingTouchesPlayer(x, y);
8684 InitMovingField(x, y, MovDir[x][y]);
8686 PlayLevelSoundAction(x, y, ACTION_MOVING);
8690 ContinueMoving(x, y);
8693 void ContinueMoving(int x, int y)
8695 int element = Tile[x][y];
8696 struct ElementInfo *ei = &element_info[element];
8697 int direction = MovDir[x][y];
8698 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8699 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8700 int newx = x + dx, newy = y + dy;
8701 int stored = Store[x][y];
8702 int stored_new = Store[newx][newy];
8703 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8704 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8705 boolean last_line = (newy == lev_fieldy - 1);
8706 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8708 if (pushed_by_player) // special case: moving object pushed by player
8710 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8712 else if (use_step_delay) // special case: moving object has step delay
8714 if (!MovDelay[x][y])
8715 MovPos[x][y] += getElementMoveStepsize(x, y);
8720 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8724 TEST_DrawLevelField(x, y);
8726 return; // element is still waiting
8729 else // normal case: generically moving object
8731 MovPos[x][y] += getElementMoveStepsize(x, y);
8734 if (ABS(MovPos[x][y]) < TILEX)
8736 TEST_DrawLevelField(x, y);
8738 return; // element is still moving
8741 // element reached destination field
8743 Tile[x][y] = EL_EMPTY;
8744 Tile[newx][newy] = element;
8745 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8747 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8749 element = Tile[newx][newy] = EL_ACID;
8751 else if (element == EL_MOLE)
8753 Tile[x][y] = EL_SAND;
8755 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8757 else if (element == EL_QUICKSAND_FILLING)
8759 element = Tile[newx][newy] = get_next_element(element);
8760 Store[newx][newy] = Store[x][y];
8762 else if (element == EL_QUICKSAND_EMPTYING)
8764 Tile[x][y] = get_next_element(element);
8765 element = Tile[newx][newy] = Store[x][y];
8767 else if (element == EL_QUICKSAND_FAST_FILLING)
8769 element = Tile[newx][newy] = get_next_element(element);
8770 Store[newx][newy] = Store[x][y];
8772 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8774 Tile[x][y] = get_next_element(element);
8775 element = Tile[newx][newy] = Store[x][y];
8777 else if (element == EL_MAGIC_WALL_FILLING)
8779 element = Tile[newx][newy] = get_next_element(element);
8780 if (!game.magic_wall_active)
8781 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8782 Store[newx][newy] = Store[x][y];
8784 else if (element == EL_MAGIC_WALL_EMPTYING)
8786 Tile[x][y] = get_next_element(element);
8787 if (!game.magic_wall_active)
8788 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8789 element = Tile[newx][newy] = Store[x][y];
8791 InitField(newx, newy, FALSE);
8793 else if (element == EL_BD_MAGIC_WALL_FILLING)
8795 element = Tile[newx][newy] = get_next_element(element);
8796 if (!game.magic_wall_active)
8797 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8798 Store[newx][newy] = Store[x][y];
8800 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8802 Tile[x][y] = get_next_element(element);
8803 if (!game.magic_wall_active)
8804 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8805 element = Tile[newx][newy] = Store[x][y];
8807 InitField(newx, newy, FALSE);
8809 else if (element == EL_DC_MAGIC_WALL_FILLING)
8811 element = Tile[newx][newy] = get_next_element(element);
8812 if (!game.magic_wall_active)
8813 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8814 Store[newx][newy] = Store[x][y];
8816 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8818 Tile[x][y] = get_next_element(element);
8819 if (!game.magic_wall_active)
8820 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8821 element = Tile[newx][newy] = Store[x][y];
8823 InitField(newx, newy, FALSE);
8825 else if (element == EL_AMOEBA_DROPPING)
8827 Tile[x][y] = get_next_element(element);
8828 element = Tile[newx][newy] = Store[x][y];
8830 else if (element == EL_SOKOBAN_OBJECT)
8833 Tile[x][y] = Back[x][y];
8835 if (Back[newx][newy])
8836 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8838 Back[x][y] = Back[newx][newy] = 0;
8841 Store[x][y] = EL_EMPTY;
8846 MovDelay[newx][newy] = 0;
8848 if (CAN_CHANGE_OR_HAS_ACTION(element))
8850 // copy element change control values to new field
8851 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8852 ChangePage[newx][newy] = ChangePage[x][y];
8853 ChangeCount[newx][newy] = ChangeCount[x][y];
8854 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8857 CustomValue[newx][newy] = CustomValue[x][y];
8859 ChangeDelay[x][y] = 0;
8860 ChangePage[x][y] = -1;
8861 ChangeCount[x][y] = 0;
8862 ChangeEvent[x][y] = -1;
8864 CustomValue[x][y] = 0;
8866 // copy animation control values to new field
8867 GfxFrame[newx][newy] = GfxFrame[x][y];
8868 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8869 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8870 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8872 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8874 // some elements can leave other elements behind after moving
8875 if (ei->move_leave_element != EL_EMPTY &&
8876 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8877 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8879 int move_leave_element = ei->move_leave_element;
8881 // this makes it possible to leave the removed element again
8882 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8883 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8885 Tile[x][y] = move_leave_element;
8887 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8888 MovDir[x][y] = direction;
8890 InitField(x, y, FALSE);
8892 if (GFX_CRUMBLED(Tile[x][y]))
8893 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8895 if (IS_PLAYER_ELEMENT(move_leave_element))
8896 RelocatePlayer(x, y, move_leave_element);
8899 // do this after checking for left-behind element
8900 ResetGfxAnimation(x, y); // reset animation values for old field
8902 if (!CAN_MOVE(element) ||
8903 (CAN_FALL(element) && direction == MV_DOWN &&
8904 (element == EL_SPRING ||
8905 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8906 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8907 GfxDir[x][y] = MovDir[newx][newy] = 0;
8909 TEST_DrawLevelField(x, y);
8910 TEST_DrawLevelField(newx, newy);
8912 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8914 // prevent pushed element from moving on in pushed direction
8915 if (pushed_by_player && CAN_MOVE(element) &&
8916 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8917 !(element_info[element].move_pattern & direction))
8918 TurnRound(newx, newy);
8920 // prevent elements on conveyor belt from moving on in last direction
8921 if (pushed_by_conveyor && CAN_FALL(element) &&
8922 direction & MV_HORIZONTAL)
8923 MovDir[newx][newy] = 0;
8925 if (!pushed_by_player)
8927 int nextx = newx + dx, nexty = newy + dy;
8928 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8930 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8932 if (CAN_FALL(element) && direction == MV_DOWN)
8933 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8935 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8936 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8938 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8939 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8942 if (DONT_TOUCH(element)) // object may be nasty to player or others
8944 TestIfBadThingTouchesPlayer(newx, newy);
8945 TestIfBadThingTouchesFriend(newx, newy);
8947 if (!IS_CUSTOM_ELEMENT(element))
8948 TestIfBadThingTouchesOtherBadThing(newx, newy);
8950 else if (element == EL_PENGUIN)
8951 TestIfFriendTouchesBadThing(newx, newy);
8953 if (DONT_GET_HIT_BY(element))
8955 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8958 // give the player one last chance (one more frame) to move away
8959 if (CAN_FALL(element) && direction == MV_DOWN &&
8960 (last_line || (!IS_FREE(x, newy + 1) &&
8961 (!IS_PLAYER(x, newy + 1) ||
8962 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8965 if (pushed_by_player && !game.use_change_when_pushing_bug)
8967 int push_side = MV_DIR_OPPOSITE(direction);
8968 struct PlayerInfo *player = PLAYERINFO(x, y);
8970 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8971 player->index_bit, push_side);
8972 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8973 player->index_bit, push_side);
8976 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8977 MovDelay[newx][newy] = 1;
8979 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8981 TestIfElementTouchesCustomElement(x, y); // empty or new element
8982 TestIfElementHitsCustomElement(newx, newy, direction);
8983 TestIfPlayerTouchesCustomElement(newx, newy);
8984 TestIfElementTouchesCustomElement(newx, newy);
8986 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8987 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8988 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8989 MV_DIR_OPPOSITE(direction));
8992 int AmoebaNeighbourNr(int ax, int ay)
8995 int element = Tile[ax][ay];
8997 struct XY *xy = xy_topdown;
8999 for (i = 0; i < NUM_DIRECTIONS; i++)
9001 int x = ax + xy[i].x;
9002 int y = ay + xy[i].y;
9004 if (!IN_LEV_FIELD(x, y))
9007 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9008 group_nr = AmoebaNr[x][y];
9014 static void AmoebaMerge(int ax, int ay)
9016 int i, x, y, xx, yy;
9017 int new_group_nr = AmoebaNr[ax][ay];
9018 struct XY *xy = xy_topdown;
9020 if (new_group_nr == 0)
9023 for (i = 0; i < NUM_DIRECTIONS; i++)
9028 if (!IN_LEV_FIELD(x, y))
9031 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9032 Tile[x][y] == EL_BD_AMOEBA ||
9033 Tile[x][y] == EL_AMOEBA_DEAD) &&
9034 AmoebaNr[x][y] != new_group_nr)
9036 int old_group_nr = AmoebaNr[x][y];
9038 if (old_group_nr == 0)
9041 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9042 AmoebaCnt[old_group_nr] = 0;
9043 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9044 AmoebaCnt2[old_group_nr] = 0;
9046 SCAN_PLAYFIELD(xx, yy)
9048 if (AmoebaNr[xx][yy] == old_group_nr)
9049 AmoebaNr[xx][yy] = new_group_nr;
9055 void AmoebaToDiamond(int ax, int ay)
9059 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9061 int group_nr = AmoebaNr[ax][ay];
9066 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9067 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9073 SCAN_PLAYFIELD(x, y)
9075 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9078 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9082 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9083 SND_AMOEBA_TURNING_TO_GEM :
9084 SND_AMOEBA_TURNING_TO_ROCK));
9089 struct XY *xy = xy_topdown;
9091 for (i = 0; i < NUM_DIRECTIONS; i++)
9096 if (!IN_LEV_FIELD(x, y))
9099 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9101 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9102 SND_AMOEBA_TURNING_TO_GEM :
9103 SND_AMOEBA_TURNING_TO_ROCK));
9110 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9113 int group_nr = AmoebaNr[ax][ay];
9114 boolean done = FALSE;
9119 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9120 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9126 SCAN_PLAYFIELD(x, y)
9128 if (AmoebaNr[x][y] == group_nr &&
9129 (Tile[x][y] == EL_AMOEBA_DEAD ||
9130 Tile[x][y] == EL_BD_AMOEBA ||
9131 Tile[x][y] == EL_AMOEBA_GROWING))
9134 Tile[x][y] = new_element;
9135 InitField(x, y, FALSE);
9136 TEST_DrawLevelField(x, y);
9142 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9143 SND_BD_AMOEBA_TURNING_TO_ROCK :
9144 SND_BD_AMOEBA_TURNING_TO_GEM));
9147 static void AmoebaGrowing(int x, int y)
9149 static DelayCounter sound_delay = { 0 };
9151 if (!MovDelay[x][y]) // start new growing cycle
9155 if (DelayReached(&sound_delay))
9157 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9158 sound_delay.value = 30;
9162 if (MovDelay[x][y]) // wait some time before growing bigger
9165 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9167 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9168 6 - MovDelay[x][y]);
9170 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9173 if (!MovDelay[x][y])
9175 Tile[x][y] = Store[x][y];
9177 TEST_DrawLevelField(x, y);
9182 static void AmoebaShrinking(int x, int y)
9184 static DelayCounter sound_delay = { 0 };
9186 if (!MovDelay[x][y]) // start new shrinking cycle
9190 if (DelayReached(&sound_delay))
9191 sound_delay.value = 30;
9194 if (MovDelay[x][y]) // wait some time before shrinking
9197 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9199 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9200 6 - MovDelay[x][y]);
9202 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9205 if (!MovDelay[x][y])
9207 Tile[x][y] = EL_EMPTY;
9208 TEST_DrawLevelField(x, y);
9210 // don't let mole enter this field in this cycle;
9211 // (give priority to objects falling to this field from above)
9217 static void AmoebaReproduce(int ax, int ay)
9220 int element = Tile[ax][ay];
9221 int graphic = el2img(element);
9222 int newax = ax, neway = ay;
9223 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9224 struct XY *xy = xy_topdown;
9226 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9228 Tile[ax][ay] = EL_AMOEBA_DEAD;
9229 TEST_DrawLevelField(ax, ay);
9233 if (IS_ANIMATED(graphic))
9234 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9236 if (!MovDelay[ax][ay]) // start making new amoeba field
9237 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9239 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9242 if (MovDelay[ax][ay])
9246 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9249 int x = ax + xy[start].x;
9250 int y = ay + xy[start].y;
9252 if (!IN_LEV_FIELD(x, y))
9255 if (IS_FREE(x, y) ||
9256 CAN_GROW_INTO(Tile[x][y]) ||
9257 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9258 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9264 if (newax == ax && neway == ay)
9267 else // normal or "filled" (BD style) amoeba
9270 boolean waiting_for_player = FALSE;
9272 for (i = 0; i < NUM_DIRECTIONS; i++)
9274 int j = (start + i) % 4;
9275 int x = ax + xy[j].x;
9276 int y = ay + xy[j].y;
9278 if (!IN_LEV_FIELD(x, y))
9281 if (IS_FREE(x, y) ||
9282 CAN_GROW_INTO(Tile[x][y]) ||
9283 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9284 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9290 else if (IS_PLAYER(x, y))
9291 waiting_for_player = TRUE;
9294 if (newax == ax && neway == ay) // amoeba cannot grow
9296 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9298 Tile[ax][ay] = EL_AMOEBA_DEAD;
9299 TEST_DrawLevelField(ax, ay);
9300 AmoebaCnt[AmoebaNr[ax][ay]]--;
9302 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9304 if (element == EL_AMOEBA_FULL)
9305 AmoebaToDiamond(ax, ay);
9306 else if (element == EL_BD_AMOEBA)
9307 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9312 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9314 // amoeba gets larger by growing in some direction
9316 int new_group_nr = AmoebaNr[ax][ay];
9319 if (new_group_nr == 0)
9321 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9323 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9329 AmoebaNr[newax][neway] = new_group_nr;
9330 AmoebaCnt[new_group_nr]++;
9331 AmoebaCnt2[new_group_nr]++;
9333 // if amoeba touches other amoeba(s) after growing, unify them
9334 AmoebaMerge(newax, neway);
9336 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9338 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9344 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9345 (neway == lev_fieldy - 1 && newax != ax))
9347 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9348 Store[newax][neway] = element;
9350 else if (neway == ay || element == EL_EMC_DRIPPER)
9352 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9354 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9358 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9359 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9360 Store[ax][ay] = EL_AMOEBA_DROP;
9361 ContinueMoving(ax, ay);
9365 TEST_DrawLevelField(newax, neway);
9368 static void Life(int ax, int ay)
9372 int element = Tile[ax][ay];
9373 int graphic = el2img(element);
9374 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9376 boolean changed = FALSE;
9378 if (IS_ANIMATED(graphic))
9379 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9384 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9385 MovDelay[ax][ay] = life_time;
9387 if (MovDelay[ax][ay]) // wait some time before next cycle
9390 if (MovDelay[ax][ay])
9394 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9396 int xx = ax+x1, yy = ay+y1;
9397 int old_element = Tile[xx][yy];
9398 int num_neighbours = 0;
9400 if (!IN_LEV_FIELD(xx, yy))
9403 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9405 int x = xx+x2, y = yy+y2;
9407 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9410 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9411 boolean is_neighbour = FALSE;
9413 if (level.use_life_bugs)
9415 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9416 (IS_FREE(x, y) && Stop[x][y]));
9419 (Last[x][y] == element || is_player_cell);
9425 boolean is_free = FALSE;
9427 if (level.use_life_bugs)
9428 is_free = (IS_FREE(xx, yy));
9430 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9432 if (xx == ax && yy == ay) // field in the middle
9434 if (num_neighbours < life_parameter[0] ||
9435 num_neighbours > life_parameter[1])
9437 Tile[xx][yy] = EL_EMPTY;
9438 if (Tile[xx][yy] != old_element)
9439 TEST_DrawLevelField(xx, yy);
9440 Stop[xx][yy] = TRUE;
9444 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9445 { // free border field
9446 if (num_neighbours >= life_parameter[2] &&
9447 num_neighbours <= life_parameter[3])
9449 Tile[xx][yy] = element;
9450 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9451 if (Tile[xx][yy] != old_element)
9452 TEST_DrawLevelField(xx, yy);
9453 Stop[xx][yy] = TRUE;
9460 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9461 SND_GAME_OF_LIFE_GROWING);
9464 static void InitRobotWheel(int x, int y)
9466 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9469 static void RunRobotWheel(int x, int y)
9471 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9474 static void StopRobotWheel(int x, int y)
9476 if (game.robot_wheel_x == x &&
9477 game.robot_wheel_y == y)
9479 game.robot_wheel_x = -1;
9480 game.robot_wheel_y = -1;
9481 game.robot_wheel_active = FALSE;
9485 static void InitTimegateWheel(int x, int y)
9487 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9490 static void RunTimegateWheel(int x, int y)
9492 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9495 static void InitMagicBallDelay(int x, int y)
9497 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9500 static void ActivateMagicBall(int bx, int by)
9504 if (level.ball_random)
9506 int pos_border = RND(8); // select one of the eight border elements
9507 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9508 int xx = pos_content % 3;
9509 int yy = pos_content / 3;
9514 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9515 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9519 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9521 int xx = x - bx + 1;
9522 int yy = y - by + 1;
9524 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9525 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9529 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9532 static void CheckExit(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_EXIT_OPENING;
9554 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9557 static void CheckExitEM(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_EM_EXIT_OPENING;
9579 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9582 static void CheckExitSteel(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_STEEL_EXIT_OPENING;
9604 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9607 static void CheckExitSteelEM(int x, int y)
9609 if (game.gems_still_needed > 0 ||
9610 game.sokoban_fields_still_needed > 0 ||
9611 game.sokoban_objects_still_needed > 0 ||
9612 game.lights_still_needed > 0)
9614 int element = Tile[x][y];
9615 int graphic = el2img(element);
9617 if (IS_ANIMATED(graphic))
9618 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9623 // do not re-open exit door closed after last player
9624 if (game.all_players_gone)
9627 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9629 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9632 static void CheckExitSP(int x, int y)
9634 if (game.gems_still_needed > 0)
9636 int element = Tile[x][y];
9637 int graphic = el2img(element);
9639 if (IS_ANIMATED(graphic))
9640 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9645 // do not re-open exit door closed after last player
9646 if (game.all_players_gone)
9649 Tile[x][y] = EL_SP_EXIT_OPENING;
9651 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9654 static void CloseAllOpenTimegates(void)
9658 SCAN_PLAYFIELD(x, y)
9660 int element = Tile[x][y];
9662 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9664 Tile[x][y] = EL_TIMEGATE_CLOSING;
9666 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9671 static void DrawTwinkleOnField(int x, int y)
9673 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9676 if (Tile[x][y] == EL_BD_DIAMOND)
9679 if (MovDelay[x][y] == 0) // next animation frame
9680 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9682 if (MovDelay[x][y] != 0) // wait some time before next frame
9686 DrawLevelElementAnimation(x, y, Tile[x][y]);
9688 if (MovDelay[x][y] != 0)
9690 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9691 10 - MovDelay[x][y]);
9693 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9698 static void WallGrowing(int x, int y)
9702 if (!MovDelay[x][y]) // next animation frame
9703 MovDelay[x][y] = 3 * delay;
9705 if (MovDelay[x][y]) // wait some time before next frame
9709 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9711 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9712 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9714 DrawLevelGraphic(x, y, graphic, frame);
9717 if (!MovDelay[x][y])
9719 if (MovDir[x][y] == MV_LEFT)
9721 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9722 TEST_DrawLevelField(x - 1, y);
9724 else if (MovDir[x][y] == MV_RIGHT)
9726 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9727 TEST_DrawLevelField(x + 1, y);
9729 else if (MovDir[x][y] == MV_UP)
9731 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9732 TEST_DrawLevelField(x, y - 1);
9736 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9737 TEST_DrawLevelField(x, y + 1);
9740 Tile[x][y] = Store[x][y];
9742 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9743 TEST_DrawLevelField(x, y);
9748 static void CheckWallGrowing(int ax, int ay)
9750 int element = Tile[ax][ay];
9751 int graphic = el2img(element);
9752 boolean free_top = FALSE;
9753 boolean free_bottom = FALSE;
9754 boolean free_left = FALSE;
9755 boolean free_right = FALSE;
9756 boolean stop_top = FALSE;
9757 boolean stop_bottom = FALSE;
9758 boolean stop_left = FALSE;
9759 boolean stop_right = FALSE;
9760 boolean new_wall = FALSE;
9762 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9763 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9764 element == EL_EXPANDABLE_STEELWALL_ANY);
9766 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9767 element == EL_EXPANDABLE_WALL_ANY ||
9768 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9769 element == EL_EXPANDABLE_STEELWALL_ANY);
9771 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9772 element == EL_EXPANDABLE_WALL_ANY ||
9773 element == EL_EXPANDABLE_WALL ||
9774 element == EL_BD_EXPANDABLE_WALL ||
9775 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9776 element == EL_EXPANDABLE_STEELWALL_ANY);
9778 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9779 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9781 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9782 element == EL_EXPANDABLE_WALL ||
9783 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9785 int wall_growing = (is_steelwall ?
9786 EL_EXPANDABLE_STEELWALL_GROWING :
9787 EL_EXPANDABLE_WALL_GROWING);
9789 int gfx_wall_growing_up = (is_steelwall ?
9790 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9791 IMG_EXPANDABLE_WALL_GROWING_UP);
9792 int gfx_wall_growing_down = (is_steelwall ?
9793 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9794 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9795 int gfx_wall_growing_left = (is_steelwall ?
9796 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9797 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9798 int gfx_wall_growing_right = (is_steelwall ?
9799 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9800 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9802 if (IS_ANIMATED(graphic))
9803 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9805 if (!MovDelay[ax][ay]) // start building new wall
9806 MovDelay[ax][ay] = 6;
9808 if (MovDelay[ax][ay]) // wait some time before building new wall
9811 if (MovDelay[ax][ay])
9815 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9817 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9819 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9821 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9828 Tile[ax][ay - 1] = wall_growing;
9829 Store[ax][ay - 1] = element;
9830 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9832 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9833 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9840 Tile[ax][ay + 1] = wall_growing;
9841 Store[ax][ay + 1] = element;
9842 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9844 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9845 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9851 if (grow_horizontal)
9855 Tile[ax - 1][ay] = wall_growing;
9856 Store[ax - 1][ay] = element;
9857 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9859 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9860 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9867 Tile[ax + 1][ay] = wall_growing;
9868 Store[ax + 1][ay] = element;
9869 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9871 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9872 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9878 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9879 TEST_DrawLevelField(ax, ay);
9881 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9883 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9885 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9887 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9890 if (((stop_top && stop_bottom) || stop_horizontal) &&
9891 ((stop_left && stop_right) || stop_vertical))
9892 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9895 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9898 static void CheckForDragon(int x, int y)
9901 boolean dragon_found = FALSE;
9902 struct XY *xy = xy_topdown;
9904 for (i = 0; i < NUM_DIRECTIONS; i++)
9906 for (j = 0; j < 4; j++)
9908 int xx = x + j * xy[i].x;
9909 int yy = y + j * xy[i].y;
9911 if (IN_LEV_FIELD(xx, yy) &&
9912 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9914 if (Tile[xx][yy] == EL_DRAGON)
9915 dragon_found = TRUE;
9924 for (i = 0; i < NUM_DIRECTIONS; i++)
9926 for (j = 0; j < 3; j++)
9928 int xx = x + j * xy[i].x;
9929 int yy = y + j * xy[i].y;
9931 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9933 Tile[xx][yy] = EL_EMPTY;
9934 TEST_DrawLevelField(xx, yy);
9943 static void InitBuggyBase(int x, int y)
9945 int element = Tile[x][y];
9946 int activating_delay = FRAMES_PER_SECOND / 4;
9949 (element == EL_SP_BUGGY_BASE ?
9950 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9951 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9953 element == EL_SP_BUGGY_BASE_ACTIVE ?
9954 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9957 static void WarnBuggyBase(int x, int y)
9960 struct XY *xy = xy_topdown;
9962 for (i = 0; i < NUM_DIRECTIONS; i++)
9964 int xx = x + xy[i].x;
9965 int yy = y + xy[i].y;
9967 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9969 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9976 static void InitTrap(int x, int y)
9978 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9981 static void ActivateTrap(int x, int y)
9983 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9986 static void ChangeActiveTrap(int x, int y)
9988 int graphic = IMG_TRAP_ACTIVE;
9990 // if new animation frame was drawn, correct crumbled sand border
9991 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9992 TEST_DrawLevelFieldCrumbled(x, y);
9995 static int getSpecialActionElement(int element, int number, int base_element)
9997 return (element != EL_EMPTY ? element :
9998 number != -1 ? base_element + number - 1 :
10002 static int getModifiedActionNumber(int value_old, int operator, int operand,
10003 int value_min, int value_max)
10005 int value_new = (operator == CA_MODE_SET ? operand :
10006 operator == CA_MODE_ADD ? value_old + operand :
10007 operator == CA_MODE_SUBTRACT ? value_old - operand :
10008 operator == CA_MODE_MULTIPLY ? value_old * operand :
10009 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10010 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10013 return (value_new < value_min ? value_min :
10014 value_new > value_max ? value_max :
10018 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10020 struct ElementInfo *ei = &element_info[element];
10021 struct ElementChangeInfo *change = &ei->change_page[page];
10022 int target_element = change->target_element;
10023 int action_type = change->action_type;
10024 int action_mode = change->action_mode;
10025 int action_arg = change->action_arg;
10026 int action_element = change->action_element;
10029 if (!change->has_action)
10032 // ---------- determine action paramater values -----------------------------
10034 int level_time_value =
10035 (level.time > 0 ? TimeLeft :
10038 int action_arg_element_raw =
10039 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10040 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10041 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10042 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10043 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10044 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10045 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10047 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10049 int action_arg_direction =
10050 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10051 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10052 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10053 change->actual_trigger_side :
10054 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10055 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10058 int action_arg_number_min =
10059 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10062 int action_arg_number_max =
10063 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10064 action_type == CA_SET_LEVEL_GEMS ? 999 :
10065 action_type == CA_SET_LEVEL_TIME ? 9999 :
10066 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10067 action_type == CA_SET_CE_VALUE ? 9999 :
10068 action_type == CA_SET_CE_SCORE ? 9999 :
10071 int action_arg_number_reset =
10072 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10073 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10074 action_type == CA_SET_LEVEL_TIME ? level.time :
10075 action_type == CA_SET_LEVEL_SCORE ? 0 :
10076 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10077 action_type == CA_SET_CE_SCORE ? 0 :
10080 int action_arg_number =
10081 (action_arg <= CA_ARG_MAX ? action_arg :
10082 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10083 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10084 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10085 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10086 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10087 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10088 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10089 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10090 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10091 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10092 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10093 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10094 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10095 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10096 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10097 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10098 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10099 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10100 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10101 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10102 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10105 int action_arg_number_old =
10106 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10107 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10108 action_type == CA_SET_LEVEL_SCORE ? game.score :
10109 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10110 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10113 int action_arg_number_new =
10114 getModifiedActionNumber(action_arg_number_old,
10115 action_mode, action_arg_number,
10116 action_arg_number_min, action_arg_number_max);
10118 int trigger_player_bits =
10119 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10120 change->actual_trigger_player_bits : change->trigger_player);
10122 int action_arg_player_bits =
10123 (action_arg >= CA_ARG_PLAYER_1 &&
10124 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10125 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10126 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10129 // ---------- execute action -----------------------------------------------
10131 switch (action_type)
10138 // ---------- level actions ----------------------------------------------
10140 case CA_RESTART_LEVEL:
10142 game.restart_level = TRUE;
10147 case CA_SHOW_ENVELOPE:
10149 int element = getSpecialActionElement(action_arg_element,
10150 action_arg_number, EL_ENVELOPE_1);
10152 if (IS_ENVELOPE(element))
10153 local_player->show_envelope = element;
10158 case CA_SET_LEVEL_TIME:
10160 if (level.time > 0) // only modify limited time value
10162 TimeLeft = action_arg_number_new;
10164 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10166 DisplayGameControlValues();
10168 if (!TimeLeft && game.time_limit)
10169 for (i = 0; i < MAX_PLAYERS; i++)
10170 KillPlayer(&stored_player[i]);
10176 case CA_SET_LEVEL_SCORE:
10178 game.score = action_arg_number_new;
10180 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10182 DisplayGameControlValues();
10187 case CA_SET_LEVEL_GEMS:
10189 game.gems_still_needed = action_arg_number_new;
10191 game.snapshot.collected_item = TRUE;
10193 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10195 DisplayGameControlValues();
10200 case CA_SET_LEVEL_WIND:
10202 game.wind_direction = action_arg_direction;
10207 case CA_SET_LEVEL_RANDOM_SEED:
10209 // ensure that setting a new random seed while playing is predictable
10210 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10215 // ---------- player actions ---------------------------------------------
10217 case CA_MOVE_PLAYER:
10218 case CA_MOVE_PLAYER_NEW:
10220 // automatically move to the next field in specified direction
10221 for (i = 0; i < MAX_PLAYERS; i++)
10222 if (trigger_player_bits & (1 << i))
10223 if (action_type == CA_MOVE_PLAYER ||
10224 stored_player[i].MovPos == 0)
10225 stored_player[i].programmed_action = action_arg_direction;
10230 case CA_EXIT_PLAYER:
10232 for (i = 0; i < MAX_PLAYERS; i++)
10233 if (action_arg_player_bits & (1 << i))
10234 ExitPlayer(&stored_player[i]);
10236 if (game.players_still_needed == 0)
10242 case CA_KILL_PLAYER:
10244 for (i = 0; i < MAX_PLAYERS; i++)
10245 if (action_arg_player_bits & (1 << i))
10246 KillPlayer(&stored_player[i]);
10251 case CA_SET_PLAYER_KEYS:
10253 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10254 int element = getSpecialActionElement(action_arg_element,
10255 action_arg_number, EL_KEY_1);
10257 if (IS_KEY(element))
10259 for (i = 0; i < MAX_PLAYERS; i++)
10261 if (trigger_player_bits & (1 << i))
10263 stored_player[i].key[KEY_NR(element)] = key_state;
10265 DrawGameDoorValues();
10273 case CA_SET_PLAYER_SPEED:
10275 for (i = 0; i < MAX_PLAYERS; i++)
10277 if (trigger_player_bits & (1 << i))
10279 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10281 if (action_arg == CA_ARG_SPEED_FASTER &&
10282 stored_player[i].cannot_move)
10284 action_arg_number = STEPSIZE_VERY_SLOW;
10286 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10287 action_arg == CA_ARG_SPEED_FASTER)
10289 action_arg_number = 2;
10290 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10293 else if (action_arg == CA_ARG_NUMBER_RESET)
10295 action_arg_number = level.initial_player_stepsize[i];
10299 getModifiedActionNumber(move_stepsize,
10302 action_arg_number_min,
10303 action_arg_number_max);
10305 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10312 case CA_SET_PLAYER_SHIELD:
10314 for (i = 0; i < MAX_PLAYERS; i++)
10316 if (trigger_player_bits & (1 << i))
10318 if (action_arg == CA_ARG_SHIELD_OFF)
10320 stored_player[i].shield_normal_time_left = 0;
10321 stored_player[i].shield_deadly_time_left = 0;
10323 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10325 stored_player[i].shield_normal_time_left = 999999;
10327 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10329 stored_player[i].shield_normal_time_left = 999999;
10330 stored_player[i].shield_deadly_time_left = 999999;
10338 case CA_SET_PLAYER_GRAVITY:
10340 for (i = 0; i < MAX_PLAYERS; i++)
10342 if (trigger_player_bits & (1 << i))
10344 stored_player[i].gravity =
10345 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10346 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10347 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10348 stored_player[i].gravity);
10355 case CA_SET_PLAYER_ARTWORK:
10357 for (i = 0; i < MAX_PLAYERS; i++)
10359 if (trigger_player_bits & (1 << i))
10361 int artwork_element = action_arg_element;
10363 if (action_arg == CA_ARG_ELEMENT_RESET)
10365 (level.use_artwork_element[i] ? level.artwork_element[i] :
10366 stored_player[i].element_nr);
10368 if (stored_player[i].artwork_element != artwork_element)
10369 stored_player[i].Frame = 0;
10371 stored_player[i].artwork_element = artwork_element;
10373 SetPlayerWaiting(&stored_player[i], FALSE);
10375 // set number of special actions for bored and sleeping animation
10376 stored_player[i].num_special_action_bored =
10377 get_num_special_action(artwork_element,
10378 ACTION_BORING_1, ACTION_BORING_LAST);
10379 stored_player[i].num_special_action_sleeping =
10380 get_num_special_action(artwork_element,
10381 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10388 case CA_SET_PLAYER_INVENTORY:
10390 for (i = 0; i < MAX_PLAYERS; i++)
10392 struct PlayerInfo *player = &stored_player[i];
10395 if (trigger_player_bits & (1 << i))
10397 int inventory_element = action_arg_element;
10399 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10400 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10401 action_arg == CA_ARG_ELEMENT_ACTION)
10403 int element = inventory_element;
10404 int collect_count = element_info[element].collect_count_initial;
10406 if (!IS_CUSTOM_ELEMENT(element))
10409 if (collect_count == 0)
10410 player->inventory_infinite_element = element;
10412 for (k = 0; k < collect_count; k++)
10413 if (player->inventory_size < MAX_INVENTORY_SIZE)
10414 player->inventory_element[player->inventory_size++] =
10417 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10418 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10419 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10421 if (player->inventory_infinite_element != EL_UNDEFINED &&
10422 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10423 action_arg_element_raw))
10424 player->inventory_infinite_element = EL_UNDEFINED;
10426 for (k = 0, j = 0; j < player->inventory_size; j++)
10428 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10429 action_arg_element_raw))
10430 player->inventory_element[k++] = player->inventory_element[j];
10433 player->inventory_size = k;
10435 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10437 if (player->inventory_size > 0)
10439 for (j = 0; j < player->inventory_size - 1; j++)
10440 player->inventory_element[j] = player->inventory_element[j + 1];
10442 player->inventory_size--;
10445 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10447 if (player->inventory_size > 0)
10448 player->inventory_size--;
10450 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10452 player->inventory_infinite_element = EL_UNDEFINED;
10453 player->inventory_size = 0;
10455 else if (action_arg == CA_ARG_INVENTORY_RESET)
10457 player->inventory_infinite_element = EL_UNDEFINED;
10458 player->inventory_size = 0;
10460 if (level.use_initial_inventory[i])
10462 for (j = 0; j < level.initial_inventory_size[i]; j++)
10464 int element = level.initial_inventory_content[i][j];
10465 int collect_count = element_info[element].collect_count_initial;
10467 if (!IS_CUSTOM_ELEMENT(element))
10470 if (collect_count == 0)
10471 player->inventory_infinite_element = element;
10473 for (k = 0; k < collect_count; k++)
10474 if (player->inventory_size < MAX_INVENTORY_SIZE)
10475 player->inventory_element[player->inventory_size++] =
10486 // ---------- CE actions -------------------------------------------------
10488 case CA_SET_CE_VALUE:
10490 int last_ce_value = CustomValue[x][y];
10492 CustomValue[x][y] = action_arg_number_new;
10494 if (CustomValue[x][y] != last_ce_value)
10496 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10497 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10499 if (CustomValue[x][y] == 0)
10501 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10502 ChangeCount[x][y] = 0; // allow at least one more change
10504 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10505 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10512 case CA_SET_CE_SCORE:
10514 int last_ce_score = ei->collect_score;
10516 ei->collect_score = action_arg_number_new;
10518 if (ei->collect_score != last_ce_score)
10520 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10521 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10523 if (ei->collect_score == 0)
10527 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10528 ChangeCount[x][y] = 0; // allow at least one more change
10530 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10531 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10534 This is a very special case that seems to be a mixture between
10535 CheckElementChange() and CheckTriggeredElementChange(): while
10536 the first one only affects single elements that are triggered
10537 directly, the second one affects multiple elements in the playfield
10538 that are triggered indirectly by another element. This is a third
10539 case: Changing the CE score always affects multiple identical CEs,
10540 so every affected CE must be checked, not only the single CE for
10541 which the CE score was changed in the first place (as every instance
10542 of that CE shares the same CE score, and therefore also can change)!
10544 SCAN_PLAYFIELD(xx, yy)
10546 if (Tile[xx][yy] == element)
10547 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10548 CE_SCORE_GETS_ZERO);
10556 case CA_SET_CE_ARTWORK:
10558 int artwork_element = action_arg_element;
10559 boolean reset_frame = FALSE;
10562 if (action_arg == CA_ARG_ELEMENT_RESET)
10563 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10566 if (ei->gfx_element != artwork_element)
10567 reset_frame = TRUE;
10569 ei->gfx_element = artwork_element;
10571 SCAN_PLAYFIELD(xx, yy)
10573 if (Tile[xx][yy] == element)
10577 ResetGfxAnimation(xx, yy);
10578 ResetRandomAnimationValue(xx, yy);
10581 TEST_DrawLevelField(xx, yy);
10588 // ---------- engine actions ---------------------------------------------
10590 case CA_SET_ENGINE_SCAN_MODE:
10592 InitPlayfieldScanMode(action_arg);
10602 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10604 int old_element = Tile[x][y];
10605 int new_element = GetElementFromGroupElement(element);
10606 int previous_move_direction = MovDir[x][y];
10607 int last_ce_value = CustomValue[x][y];
10608 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10609 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10610 boolean add_player_onto_element = (new_element_is_player &&
10611 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10612 IS_WALKABLE(old_element));
10614 if (!add_player_onto_element)
10616 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10617 RemoveMovingField(x, y);
10621 Tile[x][y] = new_element;
10623 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10624 MovDir[x][y] = previous_move_direction;
10626 if (element_info[new_element].use_last_ce_value)
10627 CustomValue[x][y] = last_ce_value;
10629 InitField_WithBug1(x, y, FALSE);
10631 new_element = Tile[x][y]; // element may have changed
10633 ResetGfxAnimation(x, y);
10634 ResetRandomAnimationValue(x, y);
10636 TEST_DrawLevelField(x, y);
10638 if (GFX_CRUMBLED(new_element))
10639 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10642 // check if element under the player changes from accessible to unaccessible
10643 // (needed for special case of dropping element which then changes)
10644 // (must be checked after creating new element for walkable group elements)
10645 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10646 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10653 // "ChangeCount" not set yet to allow "entered by player" change one time
10654 if (new_element_is_player)
10655 RelocatePlayer(x, y, new_element);
10658 ChangeCount[x][y]++; // count number of changes in the same frame
10660 TestIfBadThingTouchesPlayer(x, y);
10661 TestIfPlayerTouchesCustomElement(x, y);
10662 TestIfElementTouchesCustomElement(x, y);
10665 static void CreateField(int x, int y, int element)
10667 CreateFieldExt(x, y, element, FALSE);
10670 static void CreateElementFromChange(int x, int y, int element)
10672 element = GET_VALID_RUNTIME_ELEMENT(element);
10674 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10676 int old_element = Tile[x][y];
10678 // prevent changed element from moving in same engine frame
10679 // unless both old and new element can either fall or move
10680 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10681 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10685 CreateFieldExt(x, y, element, TRUE);
10688 static boolean ChangeElement(int x, int y, int element, int page)
10690 struct ElementInfo *ei = &element_info[element];
10691 struct ElementChangeInfo *change = &ei->change_page[page];
10692 int ce_value = CustomValue[x][y];
10693 int ce_score = ei->collect_score;
10694 int target_element;
10695 int old_element = Tile[x][y];
10697 // always use default change event to prevent running into a loop
10698 if (ChangeEvent[x][y] == -1)
10699 ChangeEvent[x][y] = CE_DELAY;
10701 if (ChangeEvent[x][y] == CE_DELAY)
10703 // reset actual trigger element, trigger player and action element
10704 change->actual_trigger_element = EL_EMPTY;
10705 change->actual_trigger_player = EL_EMPTY;
10706 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10707 change->actual_trigger_side = CH_SIDE_NONE;
10708 change->actual_trigger_ce_value = 0;
10709 change->actual_trigger_ce_score = 0;
10712 // do not change elements more than a specified maximum number of changes
10713 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10716 ChangeCount[x][y]++; // count number of changes in the same frame
10718 if (ei->has_anim_event)
10720 int fx = getFieldbufferOffsetX_RND(ScreenMovDir, ScreenGfxPos);
10721 int fy = getFieldbufferOffsetY_RND(ScreenMovDir, ScreenGfxPos);
10722 int sx = FX + SCREENX(x) * TILEX_VAR;
10723 int sy = FY + SCREENY(y) * TILEY_VAR;
10725 HandleGlobalAnimEventByElementChange(element, page, sx - fx, sy - fy);
10728 if (change->explode)
10735 if (change->use_target_content)
10737 boolean complete_replace = TRUE;
10738 boolean can_replace[3][3];
10741 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10744 boolean is_walkable;
10745 boolean is_diggable;
10746 boolean is_collectible;
10747 boolean is_removable;
10748 boolean is_destructible;
10749 int ex = x + xx - 1;
10750 int ey = y + yy - 1;
10751 int content_element = change->target_content.e[xx][yy];
10754 can_replace[xx][yy] = TRUE;
10756 if (ex == x && ey == y) // do not check changing element itself
10759 if (content_element == EL_EMPTY_SPACE)
10761 can_replace[xx][yy] = FALSE; // do not replace border with space
10766 if (!IN_LEV_FIELD(ex, ey))
10768 can_replace[xx][yy] = FALSE;
10769 complete_replace = FALSE;
10776 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10777 e = MovingOrBlocked2Element(ex, ey);
10779 is_empty = (IS_FREE(ex, ey) ||
10780 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10782 is_walkable = (is_empty || IS_WALKABLE(e));
10783 is_diggable = (is_empty || IS_DIGGABLE(e));
10784 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10785 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10786 is_removable = (is_diggable || is_collectible);
10788 can_replace[xx][yy] =
10789 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10790 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10791 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10792 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10793 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10794 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10795 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10797 if (!can_replace[xx][yy])
10798 complete_replace = FALSE;
10801 if (!change->only_if_complete || complete_replace)
10803 boolean something_has_changed = FALSE;
10805 if (change->only_if_complete && change->use_random_replace &&
10806 RND(100) < change->random_percentage)
10809 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10811 int ex = x + xx - 1;
10812 int ey = y + yy - 1;
10813 int content_element;
10815 if (can_replace[xx][yy] && (!change->use_random_replace ||
10816 RND(100) < change->random_percentage))
10818 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10819 RemoveMovingField(ex, ey);
10821 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10823 content_element = change->target_content.e[xx][yy];
10824 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10825 ce_value, ce_score);
10827 CreateElementFromChange(ex, ey, target_element);
10829 something_has_changed = TRUE;
10831 // for symmetry reasons, freeze newly created border elements
10832 if (ex != x || ey != y)
10833 Stop[ex][ey] = TRUE; // no more moving in this frame
10837 if (something_has_changed)
10839 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10840 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10846 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10847 ce_value, ce_score);
10849 if (element == EL_DIAGONAL_GROWING ||
10850 element == EL_DIAGONAL_SHRINKING)
10852 target_element = Store[x][y];
10854 Store[x][y] = EL_EMPTY;
10857 // special case: element changes to player (and may be kept if walkable)
10858 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10859 CreateElementFromChange(x, y, EL_EMPTY);
10861 CreateElementFromChange(x, y, target_element);
10863 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10864 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10867 // this uses direct change before indirect change
10868 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10873 static void HandleElementChange(int x, int y, int page)
10875 int element = MovingOrBlocked2Element(x, y);
10876 struct ElementInfo *ei = &element_info[element];
10877 struct ElementChangeInfo *change = &ei->change_page[page];
10878 boolean handle_action_before_change = FALSE;
10881 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10882 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10884 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10885 x, y, element, element_info[element].token_name);
10886 Debug("game:playing:HandleElementChange", "This should never happen!");
10890 // this can happen with classic bombs on walkable, changing elements
10891 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10896 if (ChangeDelay[x][y] == 0) // initialize element change
10898 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10900 if (change->can_change)
10902 // !!! not clear why graphic animation should be reset at all here !!!
10903 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10904 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10907 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10909 When using an animation frame delay of 1 (this only happens with
10910 "sp_zonk.moving.left/right" in the classic graphics), the default
10911 (non-moving) animation shows wrong animation frames (while the
10912 moving animation, like "sp_zonk.moving.left/right", is correct,
10913 so this graphical bug never shows up with the classic graphics).
10914 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10915 be drawn instead of the correct frames 0,1,2,3. This is caused by
10916 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10917 an element change: First when the change delay ("ChangeDelay[][]")
10918 counter has reached zero after decrementing, then a second time in
10919 the next frame (after "GfxFrame[][]" was already incremented) when
10920 "ChangeDelay[][]" is reset to the initial delay value again.
10922 This causes frame 0 to be drawn twice, while the last frame won't
10923 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10925 As some animations may already be cleverly designed around this bug
10926 (at least the "Snake Bite" snake tail animation does this), it cannot
10927 simply be fixed here without breaking such existing animations.
10928 Unfortunately, it cannot easily be detected if a graphics set was
10929 designed "before" or "after" the bug was fixed. As a workaround,
10930 a new graphics set option "game.graphics_engine_version" was added
10931 to be able to specify the game's major release version for which the
10932 graphics set was designed, which can then be used to decide if the
10933 bugfix should be used (version 4 and above) or not (version 3 or
10934 below, or if no version was specified at all, as with old sets).
10936 (The wrong/fixed animation frames can be tested with the test level set
10937 "test_gfxframe" and level "000", which contains a specially prepared
10938 custom element at level position (x/y) == (11/9) which uses the zonk
10939 animation mentioned above. Using "game.graphics_engine_version: 4"
10940 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10941 This can also be seen from the debug output for this test element.)
10944 // when a custom element is about to change (for example by change delay),
10945 // do not reset graphic animation when the custom element is moving
10946 if (game.graphics_engine_version < 4 &&
10949 ResetGfxAnimation(x, y);
10950 ResetRandomAnimationValue(x, y);
10953 if (change->pre_change_function)
10954 change->pre_change_function(x, y);
10958 ChangeDelay[x][y]--;
10960 if (ChangeDelay[x][y] != 0) // continue element change
10962 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10964 // also needed if CE can not change, but has CE delay with CE action
10965 if (IS_ANIMATED(graphic))
10966 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10968 if (change->can_change)
10970 if (change->change_function)
10971 change->change_function(x, y);
10974 else // finish element change
10976 if (ChangePage[x][y] != -1) // remember page from delayed change
10978 page = ChangePage[x][y];
10979 ChangePage[x][y] = -1;
10981 change = &ei->change_page[page];
10984 if (IS_MOVING(x, y)) // never change a running system ;-)
10986 ChangeDelay[x][y] = 1; // try change after next move step
10987 ChangePage[x][y] = page; // remember page to use for change
10992 // special case: set new level random seed before changing element
10993 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10994 handle_action_before_change = TRUE;
10996 if (change->has_action && handle_action_before_change)
10997 ExecuteCustomElementAction(x, y, element, page);
10999 if (change->can_change)
11001 if (ChangeElement(x, y, element, page))
11003 if (change->post_change_function)
11004 change->post_change_function(x, y);
11008 if (change->has_action && !handle_action_before_change)
11009 ExecuteCustomElementAction(x, y, element, page);
11013 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11014 int trigger_element,
11016 int trigger_player,
11020 boolean change_done_any = FALSE;
11021 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11024 if (!(trigger_events[trigger_element][trigger_event]))
11027 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11029 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11031 int element = EL_CUSTOM_START + i;
11032 boolean change_done = FALSE;
11035 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11036 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11039 for (p = 0; p < element_info[element].num_change_pages; p++)
11041 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11043 if (change->can_change_or_has_action &&
11044 change->has_event[trigger_event] &&
11045 change->trigger_side & trigger_side &&
11046 change->trigger_player & trigger_player &&
11047 change->trigger_page & trigger_page_bits &&
11048 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11050 change->actual_trigger_element = trigger_element;
11051 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11052 change->actual_trigger_player_bits = trigger_player;
11053 change->actual_trigger_side = trigger_side;
11054 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11055 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11057 if ((change->can_change && !change_done) || change->has_action)
11061 SCAN_PLAYFIELD(x, y)
11063 if (Tile[x][y] == element)
11065 if (change->can_change && !change_done)
11067 // if element already changed in this frame, not only prevent
11068 // another element change (checked in ChangeElement()), but
11069 // also prevent additional element actions for this element
11071 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11072 !level.use_action_after_change_bug)
11075 ChangeDelay[x][y] = 1;
11076 ChangeEvent[x][y] = trigger_event;
11078 HandleElementChange(x, y, p);
11080 else if (change->has_action)
11082 // if element already changed in this frame, not only prevent
11083 // another element change (checked in ChangeElement()), but
11084 // also prevent additional element actions for this element
11086 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11087 !level.use_action_after_change_bug)
11090 ExecuteCustomElementAction(x, y, element, p);
11091 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11096 if (change->can_change)
11098 change_done = TRUE;
11099 change_done_any = TRUE;
11106 RECURSION_LOOP_DETECTION_END();
11108 return change_done_any;
11111 static boolean CheckElementChangeExt(int x, int y,
11113 int trigger_element,
11115 int trigger_player,
11118 boolean change_done = FALSE;
11121 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11122 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11125 if (Tile[x][y] == EL_BLOCKED)
11127 Blocked2Moving(x, y, &x, &y);
11128 element = Tile[x][y];
11131 // check if element has already changed or is about to change after moving
11132 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11133 Tile[x][y] != element) ||
11135 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11136 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11137 ChangePage[x][y] != -1)))
11140 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11142 for (p = 0; p < element_info[element].num_change_pages; p++)
11144 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11146 /* check trigger element for all events where the element that is checked
11147 for changing interacts with a directly adjacent element -- this is
11148 different to element changes that affect other elements to change on the
11149 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11150 boolean check_trigger_element =
11151 (trigger_event == CE_NEXT_TO_X ||
11152 trigger_event == CE_TOUCHING_X ||
11153 trigger_event == CE_HITTING_X ||
11154 trigger_event == CE_HIT_BY_X ||
11155 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11157 if (change->can_change_or_has_action &&
11158 change->has_event[trigger_event] &&
11159 change->trigger_side & trigger_side &&
11160 change->trigger_player & trigger_player &&
11161 (!check_trigger_element ||
11162 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11164 change->actual_trigger_element = trigger_element;
11165 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11166 change->actual_trigger_player_bits = trigger_player;
11167 change->actual_trigger_side = trigger_side;
11168 change->actual_trigger_ce_value = CustomValue[x][y];
11169 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11171 // special case: trigger element not at (x,y) position for some events
11172 if (check_trigger_element)
11184 { 0, 0 }, { 0, 0 }, { 0, 0 },
11188 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11189 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11191 change->actual_trigger_ce_value = CustomValue[xx][yy];
11192 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11195 if (change->can_change && !change_done)
11197 ChangeDelay[x][y] = 1;
11198 ChangeEvent[x][y] = trigger_event;
11200 HandleElementChange(x, y, p);
11202 change_done = TRUE;
11204 else if (change->has_action)
11206 ExecuteCustomElementAction(x, y, element, p);
11207 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11212 RECURSION_LOOP_DETECTION_END();
11214 return change_done;
11217 static void PlayPlayerSound(struct PlayerInfo *player)
11219 int jx = player->jx, jy = player->jy;
11220 int sound_element = player->artwork_element;
11221 int last_action = player->last_action_waiting;
11222 int action = player->action_waiting;
11224 if (player->is_waiting)
11226 if (action != last_action)
11227 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11229 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11233 if (action != last_action)
11234 StopSound(element_info[sound_element].sound[last_action]);
11236 if (last_action == ACTION_SLEEPING)
11237 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11241 static void PlayAllPlayersSound(void)
11245 for (i = 0; i < MAX_PLAYERS; i++)
11246 if (stored_player[i].active)
11247 PlayPlayerSound(&stored_player[i]);
11250 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11252 boolean last_waiting = player->is_waiting;
11253 int move_dir = player->MovDir;
11255 player->dir_waiting = move_dir;
11256 player->last_action_waiting = player->action_waiting;
11260 if (!last_waiting) // not waiting -> waiting
11262 player->is_waiting = TRUE;
11264 player->frame_counter_bored =
11266 game.player_boring_delay_fixed +
11267 GetSimpleRandom(game.player_boring_delay_random);
11268 player->frame_counter_sleeping =
11270 game.player_sleeping_delay_fixed +
11271 GetSimpleRandom(game.player_sleeping_delay_random);
11273 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11276 if (game.player_sleeping_delay_fixed +
11277 game.player_sleeping_delay_random > 0 &&
11278 player->anim_delay_counter == 0 &&
11279 player->post_delay_counter == 0 &&
11280 FrameCounter >= player->frame_counter_sleeping)
11281 player->is_sleeping = TRUE;
11282 else if (game.player_boring_delay_fixed +
11283 game.player_boring_delay_random > 0 &&
11284 FrameCounter >= player->frame_counter_bored)
11285 player->is_bored = TRUE;
11287 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11288 player->is_bored ? ACTION_BORING :
11291 if (player->is_sleeping && player->use_murphy)
11293 // special case for sleeping Murphy when leaning against non-free tile
11295 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11296 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11297 !IS_MOVING(player->jx - 1, player->jy)))
11298 move_dir = MV_LEFT;
11299 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11300 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11301 !IS_MOVING(player->jx + 1, player->jy)))
11302 move_dir = MV_RIGHT;
11304 player->is_sleeping = FALSE;
11306 player->dir_waiting = move_dir;
11309 if (player->is_sleeping)
11311 if (player->num_special_action_sleeping > 0)
11313 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11315 int last_special_action = player->special_action_sleeping;
11316 int num_special_action = player->num_special_action_sleeping;
11317 int special_action =
11318 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11319 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11320 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11321 last_special_action + 1 : ACTION_SLEEPING);
11322 int special_graphic =
11323 el_act_dir2img(player->artwork_element, special_action, move_dir);
11325 player->anim_delay_counter =
11326 graphic_info[special_graphic].anim_delay_fixed +
11327 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11328 player->post_delay_counter =
11329 graphic_info[special_graphic].post_delay_fixed +
11330 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11332 player->special_action_sleeping = special_action;
11335 if (player->anim_delay_counter > 0)
11337 player->action_waiting = player->special_action_sleeping;
11338 player->anim_delay_counter--;
11340 else if (player->post_delay_counter > 0)
11342 player->post_delay_counter--;
11346 else if (player->is_bored)
11348 if (player->num_special_action_bored > 0)
11350 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11352 int special_action =
11353 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11354 int special_graphic =
11355 el_act_dir2img(player->artwork_element, special_action, move_dir);
11357 player->anim_delay_counter =
11358 graphic_info[special_graphic].anim_delay_fixed +
11359 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11360 player->post_delay_counter =
11361 graphic_info[special_graphic].post_delay_fixed +
11362 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11364 player->special_action_bored = special_action;
11367 if (player->anim_delay_counter > 0)
11369 player->action_waiting = player->special_action_bored;
11370 player->anim_delay_counter--;
11372 else if (player->post_delay_counter > 0)
11374 player->post_delay_counter--;
11379 else if (last_waiting) // waiting -> not waiting
11381 player->is_waiting = FALSE;
11382 player->is_bored = FALSE;
11383 player->is_sleeping = FALSE;
11385 player->frame_counter_bored = -1;
11386 player->frame_counter_sleeping = -1;
11388 player->anim_delay_counter = 0;
11389 player->post_delay_counter = 0;
11391 player->dir_waiting = player->MovDir;
11392 player->action_waiting = ACTION_DEFAULT;
11394 player->special_action_bored = ACTION_DEFAULT;
11395 player->special_action_sleeping = ACTION_DEFAULT;
11399 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11401 if ((!player->is_moving && player->was_moving) ||
11402 (player->MovPos == 0 && player->was_moving) ||
11403 (player->is_snapping && !player->was_snapping) ||
11404 (player->is_dropping && !player->was_dropping))
11406 if (!CheckSaveEngineSnapshotToList())
11409 player->was_moving = FALSE;
11410 player->was_snapping = TRUE;
11411 player->was_dropping = TRUE;
11415 if (player->is_moving)
11416 player->was_moving = TRUE;
11418 if (!player->is_snapping)
11419 player->was_snapping = FALSE;
11421 if (!player->is_dropping)
11422 player->was_dropping = FALSE;
11425 static struct MouseActionInfo mouse_action_last = { 0 };
11426 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11427 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11430 CheckSaveEngineSnapshotToList();
11432 mouse_action_last = mouse_action;
11435 static void CheckSingleStepMode(struct PlayerInfo *player)
11437 if (tape.single_step && tape.recording && !tape.pausing)
11439 // as it is called "single step mode", just return to pause mode when the
11440 // player stopped moving after one tile (or never starts moving at all)
11441 // (reverse logic needed here in case single step mode used in team mode)
11442 if (player->is_moving ||
11443 player->is_pushing ||
11444 player->is_dropping_pressed ||
11445 player->effective_mouse_action.button)
11446 game.enter_single_step_mode = FALSE;
11449 CheckSaveEngineSnapshot(player);
11452 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11454 int left = player_action & JOY_LEFT;
11455 int right = player_action & JOY_RIGHT;
11456 int up = player_action & JOY_UP;
11457 int down = player_action & JOY_DOWN;
11458 int button1 = player_action & JOY_BUTTON_1;
11459 int button2 = player_action & JOY_BUTTON_2;
11460 int dx = (left ? -1 : right ? 1 : 0);
11461 int dy = (up ? -1 : down ? 1 : 0);
11463 if (!player->active || tape.pausing)
11469 SnapField(player, dx, dy);
11473 DropElement(player);
11475 MovePlayer(player, dx, dy);
11478 CheckSingleStepMode(player);
11480 SetPlayerWaiting(player, FALSE);
11482 return player_action;
11486 // no actions for this player (no input at player's configured device)
11488 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11489 SnapField(player, 0, 0);
11490 CheckGravityMovementWhenNotMoving(player);
11492 if (player->MovPos == 0)
11493 SetPlayerWaiting(player, TRUE);
11495 if (player->MovPos == 0) // needed for tape.playing
11496 player->is_moving = FALSE;
11498 player->is_dropping = FALSE;
11499 player->is_dropping_pressed = FALSE;
11500 player->drop_pressed_delay = 0;
11502 CheckSingleStepMode(player);
11508 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11511 if (!tape.use_mouse_actions)
11514 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11515 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11516 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11519 static void SetTapeActionFromMouseAction(byte *tape_action,
11520 struct MouseActionInfo *mouse_action)
11522 if (!tape.use_mouse_actions)
11525 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11526 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11527 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11530 static void CheckLevelSolved(void)
11532 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11534 if (game_em.level_solved &&
11535 !game_em.game_over) // game won
11539 game_em.game_over = TRUE;
11541 game.all_players_gone = TRUE;
11544 if (game_em.game_over) // game lost
11545 game.all_players_gone = TRUE;
11547 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11549 if (game_sp.level_solved &&
11550 !game_sp.game_over) // game won
11554 game_sp.game_over = TRUE;
11556 game.all_players_gone = TRUE;
11559 if (game_sp.game_over) // game lost
11560 game.all_players_gone = TRUE;
11562 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11564 if (game_mm.level_solved &&
11565 !game_mm.game_over) // game won
11569 game_mm.game_over = TRUE;
11571 game.all_players_gone = TRUE;
11574 if (game_mm.game_over) // game lost
11575 game.all_players_gone = TRUE;
11579 static void CheckLevelTime_StepCounter(void)
11589 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11590 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11592 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11594 DisplayGameControlValues();
11596 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11597 for (i = 0; i < MAX_PLAYERS; i++)
11598 KillPlayer(&stored_player[i]);
11600 else if (game.no_level_time_limit && !game.all_players_gone)
11602 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11604 DisplayGameControlValues();
11608 static void CheckLevelTime(void)
11612 if (TimeFrames >= FRAMES_PER_SECOND)
11617 for (i = 0; i < MAX_PLAYERS; i++)
11619 struct PlayerInfo *player = &stored_player[i];
11621 if (SHIELD_ON(player))
11623 player->shield_normal_time_left--;
11625 if (player->shield_deadly_time_left > 0)
11626 player->shield_deadly_time_left--;
11630 if (!game.LevelSolved && !level.use_step_counter)
11638 if (TimeLeft <= 10 && game.time_limit)
11639 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11641 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11642 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11644 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11646 if (!TimeLeft && game.time_limit)
11648 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11649 game_em.lev->killed_out_of_time = TRUE;
11651 for (i = 0; i < MAX_PLAYERS; i++)
11652 KillPlayer(&stored_player[i]);
11655 else if (game.no_level_time_limit && !game.all_players_gone)
11657 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11660 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11663 if (tape.recording || tape.playing)
11664 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11667 if (tape.recording || tape.playing)
11668 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11670 UpdateAndDisplayGameControlValues();
11673 void AdvanceFrameAndPlayerCounters(int player_nr)
11677 // advance frame counters (global frame counter and time frame counter)
11681 // advance player counters (counters for move delay, move animation etc.)
11682 for (i = 0; i < MAX_PLAYERS; i++)
11684 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11685 int move_delay_value = stored_player[i].move_delay_value;
11686 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11688 if (!advance_player_counters) // not all players may be affected
11691 if (move_frames == 0) // less than one move per game frame
11693 int stepsize = TILEX / move_delay_value;
11694 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11695 int count = (stored_player[i].is_moving ?
11696 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11698 if (count % delay == 0)
11702 stored_player[i].Frame += move_frames;
11704 if (stored_player[i].MovPos != 0)
11705 stored_player[i].StepFrame += move_frames;
11707 if (stored_player[i].move_delay > 0)
11708 stored_player[i].move_delay--;
11710 // due to bugs in previous versions, counter must count up, not down
11711 if (stored_player[i].push_delay != -1)
11712 stored_player[i].push_delay++;
11714 if (stored_player[i].drop_delay > 0)
11715 stored_player[i].drop_delay--;
11717 if (stored_player[i].is_dropping_pressed)
11718 stored_player[i].drop_pressed_delay++;
11722 void AdvanceFrameCounter(void)
11727 void AdvanceGfxFrame(void)
11731 SCAN_PLAYFIELD(x, y)
11737 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11738 struct MouseActionInfo *mouse_action_last)
11740 if (mouse_action->button)
11742 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11743 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11744 int x = mouse_action->lx;
11745 int y = mouse_action->ly;
11746 int element = Tile[x][y];
11750 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11751 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11755 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11756 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11759 if (level.use_step_counter)
11761 boolean counted_click = FALSE;
11763 // element clicked that can change when clicked/pressed
11764 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11765 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11766 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11767 counted_click = TRUE;
11769 // element clicked that can trigger change when clicked/pressed
11770 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11771 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11772 counted_click = TRUE;
11774 if (new_button && counted_click)
11775 CheckLevelTime_StepCounter();
11780 void StartGameActions(boolean init_network_game, boolean record_tape,
11783 unsigned int new_random_seed = InitRND(random_seed);
11786 TapeStartRecording(new_random_seed);
11788 if (setup.auto_pause_on_start && !tape.pausing)
11789 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11791 if (init_network_game)
11793 SendToServer_LevelFile();
11794 SendToServer_StartPlaying();
11802 static void GameActionsExt(void)
11805 static unsigned int game_frame_delay = 0;
11807 unsigned int game_frame_delay_value;
11808 byte *recorded_player_action;
11809 byte summarized_player_action = 0;
11810 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11813 // detect endless loops, caused by custom element programming
11814 if (recursion_loop_detected && recursion_loop_depth == 0)
11816 char *message = getStringCat3("Internal Error! Element ",
11817 EL_NAME(recursion_loop_element),
11818 " caused endless loop! Quit the game?");
11820 Warn("element '%s' caused endless loop in game engine",
11821 EL_NAME(recursion_loop_element));
11823 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11825 recursion_loop_detected = FALSE; // if game should be continued
11832 if (game.restart_level)
11833 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11835 CheckLevelSolved();
11837 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11840 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11843 if (game_status != GAME_MODE_PLAYING) // status might have changed
11846 game_frame_delay_value =
11847 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11849 if (tape.playing && tape.warp_forward && !tape.pausing)
11850 game_frame_delay_value = 0;
11852 SetVideoFrameDelay(game_frame_delay_value);
11854 // (de)activate virtual buttons depending on current game status
11855 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11857 if (game.all_players_gone) // if no players there to be controlled anymore
11858 SetOverlayActive(FALSE);
11859 else if (!tape.playing) // if game continues after tape stopped playing
11860 SetOverlayActive(TRUE);
11865 // ---------- main game synchronization point ----------
11867 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11869 Debug("game:playing:skip", "skip == %d", skip);
11872 // ---------- main game synchronization point ----------
11874 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11878 if (network_playing && !network_player_action_received)
11880 // try to get network player actions in time
11882 // last chance to get network player actions without main loop delay
11883 HandleNetworking();
11885 // game was quit by network peer
11886 if (game_status != GAME_MODE_PLAYING)
11889 // check if network player actions still missing and game still running
11890 if (!network_player_action_received && !checkGameEnded())
11891 return; // failed to get network player actions in time
11893 // do not yet reset "network_player_action_received" (for tape.pausing)
11899 // at this point we know that we really continue executing the game
11901 network_player_action_received = FALSE;
11903 // when playing tape, read previously recorded player input from tape data
11904 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11906 local_player->effective_mouse_action = local_player->mouse_action;
11908 if (recorded_player_action != NULL)
11909 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11910 recorded_player_action);
11912 // TapePlayAction() may return NULL when toggling to "pause before death"
11916 if (tape.set_centered_player)
11918 game.centered_player_nr_next = tape.centered_player_nr_next;
11919 game.set_centered_player = TRUE;
11922 for (i = 0; i < MAX_PLAYERS; i++)
11924 summarized_player_action |= stored_player[i].action;
11926 if (!network_playing && (game.team_mode || tape.playing))
11927 stored_player[i].effective_action = stored_player[i].action;
11930 if (network_playing && !checkGameEnded())
11931 SendToServer_MovePlayer(summarized_player_action);
11933 // summarize all actions at local players mapped input device position
11934 // (this allows using different input devices in single player mode)
11935 if (!network.enabled && !game.team_mode)
11936 stored_player[map_player_action[local_player->index_nr]].effective_action =
11937 summarized_player_action;
11939 // summarize all actions at centered player in local team mode
11940 if (tape.recording &&
11941 setup.team_mode && !network.enabled &&
11942 setup.input_on_focus &&
11943 game.centered_player_nr != -1)
11945 for (i = 0; i < MAX_PLAYERS; i++)
11946 stored_player[map_player_action[i]].effective_action =
11947 (i == game.centered_player_nr ? summarized_player_action : 0);
11950 if (recorded_player_action != NULL)
11951 for (i = 0; i < MAX_PLAYERS; i++)
11952 stored_player[i].effective_action = recorded_player_action[i];
11954 for (i = 0; i < MAX_PLAYERS; i++)
11956 tape_action[i] = stored_player[i].effective_action;
11958 /* (this may happen in the RND game engine if a player was not present on
11959 the playfield on level start, but appeared later from a custom element */
11960 if (setup.team_mode &&
11963 !tape.player_participates[i])
11964 tape.player_participates[i] = TRUE;
11967 SetTapeActionFromMouseAction(tape_action,
11968 &local_player->effective_mouse_action);
11970 // only record actions from input devices, but not programmed actions
11971 if (tape.recording)
11972 TapeRecordAction(tape_action);
11974 // remember if game was played (especially after tape stopped playing)
11975 if (!tape.playing && summarized_player_action && !checkGameFailed())
11976 game.GamePlayed = TRUE;
11978 #if USE_NEW_PLAYER_ASSIGNMENTS
11979 // !!! also map player actions in single player mode !!!
11980 // if (game.team_mode)
11983 byte mapped_action[MAX_PLAYERS];
11985 #if DEBUG_PLAYER_ACTIONS
11986 for (i = 0; i < MAX_PLAYERS; i++)
11987 DebugContinued("", "%d, ", stored_player[i].effective_action);
11990 for (i = 0; i < MAX_PLAYERS; i++)
11991 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11993 for (i = 0; i < MAX_PLAYERS; i++)
11994 stored_player[i].effective_action = mapped_action[i];
11996 #if DEBUG_PLAYER_ACTIONS
11997 DebugContinued("", "=> ");
11998 for (i = 0; i < MAX_PLAYERS; i++)
11999 DebugContinued("", "%d, ", stored_player[i].effective_action);
12000 DebugContinued("game:playing:player", "\n");
12003 #if DEBUG_PLAYER_ACTIONS
12006 for (i = 0; i < MAX_PLAYERS; i++)
12007 DebugContinued("", "%d, ", stored_player[i].effective_action);
12008 DebugContinued("game:playing:player", "\n");
12013 for (i = 0; i < MAX_PLAYERS; i++)
12015 // allow engine snapshot in case of changed movement attempt
12016 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12017 (stored_player[i].effective_action & KEY_MOTION))
12018 game.snapshot.changed_action = TRUE;
12020 // allow engine snapshot in case of snapping/dropping attempt
12021 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12022 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12023 game.snapshot.changed_action = TRUE;
12025 game.snapshot.last_action[i] = stored_player[i].effective_action;
12028 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12030 GameActions_EM_Main();
12032 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12034 GameActions_SP_Main();
12036 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12038 GameActions_MM_Main();
12042 GameActions_RND_Main();
12045 BlitScreenToBitmap(backbuffer);
12047 CheckLevelSolved();
12050 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12052 if (global.show_frames_per_second)
12054 static unsigned int fps_counter = 0;
12055 static int fps_frames = 0;
12056 unsigned int fps_delay_ms = Counter() - fps_counter;
12060 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12062 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12065 fps_counter = Counter();
12067 // always draw FPS to screen after FPS value was updated
12068 redraw_mask |= REDRAW_FPS;
12071 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12072 if (GetDrawDeactivationMask() == REDRAW_NONE)
12073 redraw_mask |= REDRAW_FPS;
12077 static void GameActions_CheckSaveEngineSnapshot(void)
12079 if (!game.snapshot.save_snapshot)
12082 // clear flag for saving snapshot _before_ saving snapshot
12083 game.snapshot.save_snapshot = FALSE;
12085 SaveEngineSnapshotToList();
12088 void GameActions(void)
12092 GameActions_CheckSaveEngineSnapshot();
12095 void GameActions_EM_Main(void)
12097 byte effective_action[MAX_PLAYERS];
12100 for (i = 0; i < MAX_PLAYERS; i++)
12101 effective_action[i] = stored_player[i].effective_action;
12103 GameActions_EM(effective_action);
12106 void GameActions_SP_Main(void)
12108 byte effective_action[MAX_PLAYERS];
12111 for (i = 0; i < MAX_PLAYERS; i++)
12112 effective_action[i] = stored_player[i].effective_action;
12114 GameActions_SP(effective_action);
12116 for (i = 0; i < MAX_PLAYERS; i++)
12118 if (stored_player[i].force_dropping)
12119 stored_player[i].action |= KEY_BUTTON_DROP;
12121 stored_player[i].force_dropping = FALSE;
12125 void GameActions_MM_Main(void)
12129 GameActions_MM(local_player->effective_mouse_action);
12132 void GameActions_RND_Main(void)
12137 void GameActions_RND(void)
12139 static struct MouseActionInfo mouse_action_last = { 0 };
12140 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12141 int magic_wall_x = 0, magic_wall_y = 0;
12142 int i, x, y, element, graphic, last_gfx_frame;
12144 InitPlayfieldScanModeVars();
12146 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12148 SCAN_PLAYFIELD(x, y)
12150 ChangeCount[x][y] = 0;
12151 ChangeEvent[x][y] = -1;
12155 if (game.set_centered_player)
12157 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12159 // switching to "all players" only possible if all players fit to screen
12160 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12162 game.centered_player_nr_next = game.centered_player_nr;
12163 game.set_centered_player = FALSE;
12166 // do not switch focus to non-existing (or non-active) player
12167 if (game.centered_player_nr_next >= 0 &&
12168 !stored_player[game.centered_player_nr_next].active)
12170 game.centered_player_nr_next = game.centered_player_nr;
12171 game.set_centered_player = FALSE;
12175 if (game.set_centered_player &&
12176 ScreenMovPos == 0) // screen currently aligned at tile position
12180 if (game.centered_player_nr_next == -1)
12182 setScreenCenteredToAllPlayers(&sx, &sy);
12186 sx = stored_player[game.centered_player_nr_next].jx;
12187 sy = stored_player[game.centered_player_nr_next].jy;
12190 game.centered_player_nr = game.centered_player_nr_next;
12191 game.set_centered_player = FALSE;
12193 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12194 DrawGameDoorValues();
12197 // check single step mode (set flag and clear again if any player is active)
12198 game.enter_single_step_mode =
12199 (tape.single_step && tape.recording && !tape.pausing);
12201 for (i = 0; i < MAX_PLAYERS; i++)
12203 int actual_player_action = stored_player[i].effective_action;
12206 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12207 - rnd_equinox_tetrachloride 048
12208 - rnd_equinox_tetrachloride_ii 096
12209 - rnd_emanuel_schmieg 002
12210 - doctor_sloan_ww 001, 020
12212 if (stored_player[i].MovPos == 0)
12213 CheckGravityMovement(&stored_player[i]);
12216 // overwrite programmed action with tape action
12217 if (stored_player[i].programmed_action)
12218 actual_player_action = stored_player[i].programmed_action;
12220 PlayerActions(&stored_player[i], actual_player_action);
12222 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12225 // single step pause mode may already have been toggled by "ScrollPlayer()"
12226 if (game.enter_single_step_mode && !tape.pausing)
12227 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12229 ScrollScreen(NULL, SCROLL_GO_ON);
12231 /* for backwards compatibility, the following code emulates a fixed bug that
12232 occured when pushing elements (causing elements that just made their last
12233 pushing step to already (if possible) make their first falling step in the
12234 same game frame, which is bad); this code is also needed to use the famous
12235 "spring push bug" which is used in older levels and might be wanted to be
12236 used also in newer levels, but in this case the buggy pushing code is only
12237 affecting the "spring" element and no other elements */
12239 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12241 for (i = 0; i < MAX_PLAYERS; i++)
12243 struct PlayerInfo *player = &stored_player[i];
12244 int x = player->jx;
12245 int y = player->jy;
12247 if (player->active && player->is_pushing && player->is_moving &&
12249 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12250 Tile[x][y] == EL_SPRING))
12252 ContinueMoving(x, y);
12254 // continue moving after pushing (this is actually a bug)
12255 if (!IS_MOVING(x, y))
12256 Stop[x][y] = FALSE;
12261 SCAN_PLAYFIELD(x, y)
12263 Last[x][y] = Tile[x][y];
12265 ChangeCount[x][y] = 0;
12266 ChangeEvent[x][y] = -1;
12268 // this must be handled before main playfield loop
12269 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12272 if (MovDelay[x][y] <= 0)
12276 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12279 if (MovDelay[x][y] <= 0)
12281 int element = Store[x][y];
12282 int move_direction = MovDir[x][y];
12283 int player_index_bit = Store2[x][y];
12289 TEST_DrawLevelField(x, y);
12291 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12293 if (IS_ENVELOPE(element))
12294 local_player->show_envelope = element;
12299 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12301 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12303 Debug("game:playing:GameActions_RND", "This should never happen!");
12305 ChangePage[x][y] = -1;
12309 Stop[x][y] = FALSE;
12310 if (WasJustMoving[x][y] > 0)
12311 WasJustMoving[x][y]--;
12312 if (WasJustFalling[x][y] > 0)
12313 WasJustFalling[x][y]--;
12314 if (CheckCollision[x][y] > 0)
12315 CheckCollision[x][y]--;
12316 if (CheckImpact[x][y] > 0)
12317 CheckImpact[x][y]--;
12321 /* reset finished pushing action (not done in ContinueMoving() to allow
12322 continuous pushing animation for elements with zero push delay) */
12323 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12325 ResetGfxAnimation(x, y);
12326 TEST_DrawLevelField(x, y);
12330 if (IS_BLOCKED(x, y))
12334 Blocked2Moving(x, y, &oldx, &oldy);
12335 if (!IS_MOVING(oldx, oldy))
12337 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12338 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12339 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12340 Debug("game:playing:GameActions_RND", "This should never happen!");
12346 HandleMouseAction(&mouse_action, &mouse_action_last);
12348 SCAN_PLAYFIELD(x, y)
12350 element = Tile[x][y];
12351 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12352 last_gfx_frame = GfxFrame[x][y];
12354 if (element == EL_EMPTY)
12355 graphic = el2img(GfxElementEmpty[x][y]);
12357 ResetGfxFrame(x, y);
12359 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12360 DrawLevelGraphicAnimation(x, y, graphic);
12362 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12363 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12364 ResetRandomAnimationValue(x, y);
12366 SetRandomAnimationValue(x, y);
12368 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12370 if (IS_INACTIVE(element))
12372 if (IS_ANIMATED(graphic))
12373 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12378 // this may take place after moving, so 'element' may have changed
12379 if (IS_CHANGING(x, y) &&
12380 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12382 int page = element_info[element].event_page_nr[CE_DELAY];
12384 HandleElementChange(x, y, page);
12386 element = Tile[x][y];
12387 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12390 CheckNextToConditions(x, y);
12392 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12396 element = Tile[x][y];
12397 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12399 if (IS_ANIMATED(graphic) &&
12400 !IS_MOVING(x, y) &&
12402 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12404 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12405 TEST_DrawTwinkleOnField(x, y);
12407 else if (element == EL_ACID)
12410 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12412 else if ((element == EL_EXIT_OPEN ||
12413 element == EL_EM_EXIT_OPEN ||
12414 element == EL_SP_EXIT_OPEN ||
12415 element == EL_STEEL_EXIT_OPEN ||
12416 element == EL_EM_STEEL_EXIT_OPEN ||
12417 element == EL_SP_TERMINAL ||
12418 element == EL_SP_TERMINAL_ACTIVE ||
12419 element == EL_EXTRA_TIME ||
12420 element == EL_SHIELD_NORMAL ||
12421 element == EL_SHIELD_DEADLY) &&
12422 IS_ANIMATED(graphic))
12423 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12424 else if (IS_MOVING(x, y))
12425 ContinueMoving(x, y);
12426 else if (IS_ACTIVE_BOMB(element))
12427 CheckDynamite(x, y);
12428 else if (element == EL_AMOEBA_GROWING)
12429 AmoebaGrowing(x, y);
12430 else if (element == EL_AMOEBA_SHRINKING)
12431 AmoebaShrinking(x, y);
12433 #if !USE_NEW_AMOEBA_CODE
12434 else if (IS_AMOEBALIVE(element))
12435 AmoebaReproduce(x, y);
12438 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12440 else if (element == EL_EXIT_CLOSED)
12442 else if (element == EL_EM_EXIT_CLOSED)
12444 else if (element == EL_STEEL_EXIT_CLOSED)
12445 CheckExitSteel(x, y);
12446 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12447 CheckExitSteelEM(x, y);
12448 else if (element == EL_SP_EXIT_CLOSED)
12450 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12451 element == EL_EXPANDABLE_STEELWALL_GROWING)
12453 else if (element == EL_EXPANDABLE_WALL ||
12454 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12455 element == EL_EXPANDABLE_WALL_VERTICAL ||
12456 element == EL_EXPANDABLE_WALL_ANY ||
12457 element == EL_BD_EXPANDABLE_WALL ||
12458 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12459 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12460 element == EL_EXPANDABLE_STEELWALL_ANY)
12461 CheckWallGrowing(x, y);
12462 else if (element == EL_FLAMES)
12463 CheckForDragon(x, y);
12464 else if (element == EL_EXPLOSION)
12465 ; // drawing of correct explosion animation is handled separately
12466 else if (element == EL_ELEMENT_SNAPPING ||
12467 element == EL_DIAGONAL_SHRINKING ||
12468 element == EL_DIAGONAL_GROWING)
12470 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12472 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12474 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12475 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12477 if (IS_BELT_ACTIVE(element))
12478 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12480 if (game.magic_wall_active)
12482 int jx = local_player->jx, jy = local_player->jy;
12484 // play the element sound at the position nearest to the player
12485 if ((element == EL_MAGIC_WALL_FULL ||
12486 element == EL_MAGIC_WALL_ACTIVE ||
12487 element == EL_MAGIC_WALL_EMPTYING ||
12488 element == EL_BD_MAGIC_WALL_FULL ||
12489 element == EL_BD_MAGIC_WALL_ACTIVE ||
12490 element == EL_BD_MAGIC_WALL_EMPTYING ||
12491 element == EL_DC_MAGIC_WALL_FULL ||
12492 element == EL_DC_MAGIC_WALL_ACTIVE ||
12493 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12494 ABS(x - jx) + ABS(y - jy) <
12495 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12503 #if USE_NEW_AMOEBA_CODE
12504 // new experimental amoeba growth stuff
12505 if (!(FrameCounter % 8))
12507 static unsigned int random = 1684108901;
12509 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12511 x = RND(lev_fieldx);
12512 y = RND(lev_fieldy);
12513 element = Tile[x][y];
12515 if (!IS_PLAYER(x, y) &&
12516 (element == EL_EMPTY ||
12517 CAN_GROW_INTO(element) ||
12518 element == EL_QUICKSAND_EMPTY ||
12519 element == EL_QUICKSAND_FAST_EMPTY ||
12520 element == EL_ACID_SPLASH_LEFT ||
12521 element == EL_ACID_SPLASH_RIGHT))
12523 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12524 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12525 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12526 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12527 Tile[x][y] = EL_AMOEBA_DROP;
12530 random = random * 129 + 1;
12535 game.explosions_delayed = FALSE;
12537 SCAN_PLAYFIELD(x, y)
12539 element = Tile[x][y];
12541 if (ExplodeField[x][y])
12542 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12543 else if (element == EL_EXPLOSION)
12544 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12546 ExplodeField[x][y] = EX_TYPE_NONE;
12549 game.explosions_delayed = TRUE;
12551 if (game.magic_wall_active)
12553 if (!(game.magic_wall_time_left % 4))
12555 int element = Tile[magic_wall_x][magic_wall_y];
12557 if (element == EL_BD_MAGIC_WALL_FULL ||
12558 element == EL_BD_MAGIC_WALL_ACTIVE ||
12559 element == EL_BD_MAGIC_WALL_EMPTYING)
12560 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12561 else if (element == EL_DC_MAGIC_WALL_FULL ||
12562 element == EL_DC_MAGIC_WALL_ACTIVE ||
12563 element == EL_DC_MAGIC_WALL_EMPTYING)
12564 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12566 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12569 if (game.magic_wall_time_left > 0)
12571 game.magic_wall_time_left--;
12573 if (!game.magic_wall_time_left)
12575 SCAN_PLAYFIELD(x, y)
12577 element = Tile[x][y];
12579 if (element == EL_MAGIC_WALL_ACTIVE ||
12580 element == EL_MAGIC_WALL_FULL)
12582 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12583 TEST_DrawLevelField(x, y);
12585 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12586 element == EL_BD_MAGIC_WALL_FULL)
12588 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12589 TEST_DrawLevelField(x, y);
12591 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12592 element == EL_DC_MAGIC_WALL_FULL)
12594 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12595 TEST_DrawLevelField(x, y);
12599 game.magic_wall_active = FALSE;
12604 if (game.light_time_left > 0)
12606 game.light_time_left--;
12608 if (game.light_time_left == 0)
12609 RedrawAllLightSwitchesAndInvisibleElements();
12612 if (game.timegate_time_left > 0)
12614 game.timegate_time_left--;
12616 if (game.timegate_time_left == 0)
12617 CloseAllOpenTimegates();
12620 if (game.lenses_time_left > 0)
12622 game.lenses_time_left--;
12624 if (game.lenses_time_left == 0)
12625 RedrawAllInvisibleElementsForLenses();
12628 if (game.magnify_time_left > 0)
12630 game.magnify_time_left--;
12632 if (game.magnify_time_left == 0)
12633 RedrawAllInvisibleElementsForMagnifier();
12636 for (i = 0; i < MAX_PLAYERS; i++)
12638 struct PlayerInfo *player = &stored_player[i];
12640 if (SHIELD_ON(player))
12642 if (player->shield_deadly_time_left)
12643 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12644 else if (player->shield_normal_time_left)
12645 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12649 #if USE_DELAYED_GFX_REDRAW
12650 SCAN_PLAYFIELD(x, y)
12652 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12654 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12655 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12657 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12658 DrawLevelField(x, y);
12660 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12661 DrawLevelFieldCrumbled(x, y);
12663 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12664 DrawLevelFieldCrumbledNeighbours(x, y);
12666 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12667 DrawTwinkleOnField(x, y);
12670 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12675 PlayAllPlayersSound();
12677 for (i = 0; i < MAX_PLAYERS; i++)
12679 struct PlayerInfo *player = &stored_player[i];
12681 if (player->show_envelope != 0 && (!player->active ||
12682 player->MovPos == 0))
12684 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12686 player->show_envelope = 0;
12690 // use random number generator in every frame to make it less predictable
12691 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12694 mouse_action_last = mouse_action;
12697 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12699 int min_x = x, min_y = y, max_x = x, max_y = y;
12700 int scr_fieldx = getScreenFieldSizeX();
12701 int scr_fieldy = getScreenFieldSizeY();
12704 for (i = 0; i < MAX_PLAYERS; i++)
12706 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12708 if (!stored_player[i].active || &stored_player[i] == player)
12711 min_x = MIN(min_x, jx);
12712 min_y = MIN(min_y, jy);
12713 max_x = MAX(max_x, jx);
12714 max_y = MAX(max_y, jy);
12717 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12720 static boolean AllPlayersInVisibleScreen(void)
12724 for (i = 0; i < MAX_PLAYERS; i++)
12726 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12728 if (!stored_player[i].active)
12731 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12738 void ScrollLevel(int dx, int dy)
12740 int scroll_offset = 2 * TILEX_VAR;
12743 BlitBitmap(drawto_field, drawto_field,
12744 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12745 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12746 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12747 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12748 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12749 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12753 x = (dx == 1 ? BX1 : BX2);
12754 for (y = BY1; y <= BY2; y++)
12755 DrawScreenField(x, y);
12760 y = (dy == 1 ? BY1 : BY2);
12761 for (x = BX1; x <= BX2; x++)
12762 DrawScreenField(x, y);
12765 redraw_mask |= REDRAW_FIELD;
12768 static boolean canFallDown(struct PlayerInfo *player)
12770 int jx = player->jx, jy = player->jy;
12772 return (IN_LEV_FIELD(jx, jy + 1) &&
12773 (IS_FREE(jx, jy + 1) ||
12774 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12775 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12776 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12779 static boolean canPassField(int x, int y, int move_dir)
12781 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12782 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12783 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12784 int nextx = x + dx;
12785 int nexty = y + dy;
12786 int element = Tile[x][y];
12788 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12789 !CAN_MOVE(element) &&
12790 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12791 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12792 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12795 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12797 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12798 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12799 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12803 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12804 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12805 (IS_DIGGABLE(Tile[newx][newy]) ||
12806 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12807 canPassField(newx, newy, move_dir)));
12810 static void CheckGravityMovement(struct PlayerInfo *player)
12812 if (player->gravity && !player->programmed_action)
12814 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12815 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12816 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12817 int jx = player->jx, jy = player->jy;
12818 boolean player_is_moving_to_valid_field =
12819 (!player_is_snapping &&
12820 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12821 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12822 boolean player_can_fall_down = canFallDown(player);
12824 if (player_can_fall_down &&
12825 !player_is_moving_to_valid_field)
12826 player->programmed_action = MV_DOWN;
12830 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12832 return CheckGravityMovement(player);
12834 if (player->gravity && !player->programmed_action)
12836 int jx = player->jx, jy = player->jy;
12837 boolean field_under_player_is_free =
12838 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12839 boolean player_is_standing_on_valid_field =
12840 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12841 (IS_WALKABLE(Tile[jx][jy]) &&
12842 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12844 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12845 player->programmed_action = MV_DOWN;
12850 MovePlayerOneStep()
12851 -----------------------------------------------------------------------------
12852 dx, dy: direction (non-diagonal) to try to move the player to
12853 real_dx, real_dy: direction as read from input device (can be diagonal)
12856 boolean MovePlayerOneStep(struct PlayerInfo *player,
12857 int dx, int dy, int real_dx, int real_dy)
12859 int jx = player->jx, jy = player->jy;
12860 int new_jx = jx + dx, new_jy = jy + dy;
12862 boolean player_can_move = !player->cannot_move;
12864 if (!player->active || (!dx && !dy))
12865 return MP_NO_ACTION;
12867 player->MovDir = (dx < 0 ? MV_LEFT :
12868 dx > 0 ? MV_RIGHT :
12870 dy > 0 ? MV_DOWN : MV_NONE);
12872 if (!IN_LEV_FIELD(new_jx, new_jy))
12873 return MP_NO_ACTION;
12875 if (!player_can_move)
12877 if (player->MovPos == 0)
12879 player->is_moving = FALSE;
12880 player->is_digging = FALSE;
12881 player->is_collecting = FALSE;
12882 player->is_snapping = FALSE;
12883 player->is_pushing = FALSE;
12887 if (!network.enabled && game.centered_player_nr == -1 &&
12888 !AllPlayersInSight(player, new_jx, new_jy))
12889 return MP_NO_ACTION;
12891 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12892 if (can_move != MP_MOVING)
12895 // check if DigField() has caused relocation of the player
12896 if (player->jx != jx || player->jy != jy)
12897 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12899 StorePlayer[jx][jy] = 0;
12900 player->last_jx = jx;
12901 player->last_jy = jy;
12902 player->jx = new_jx;
12903 player->jy = new_jy;
12904 StorePlayer[new_jx][new_jy] = player->element_nr;
12906 if (player->move_delay_value_next != -1)
12908 player->move_delay_value = player->move_delay_value_next;
12909 player->move_delay_value_next = -1;
12913 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12915 player->step_counter++;
12917 PlayerVisit[jx][jy] = FrameCounter;
12919 player->is_moving = TRUE;
12922 // should better be called in MovePlayer(), but this breaks some tapes
12923 ScrollPlayer(player, SCROLL_INIT);
12929 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12931 int jx = player->jx, jy = player->jy;
12932 int old_jx = jx, old_jy = jy;
12933 int moved = MP_NO_ACTION;
12935 if (!player->active)
12940 if (player->MovPos == 0)
12942 player->is_moving = FALSE;
12943 player->is_digging = FALSE;
12944 player->is_collecting = FALSE;
12945 player->is_snapping = FALSE;
12946 player->is_pushing = FALSE;
12952 if (player->move_delay > 0)
12955 player->move_delay = -1; // set to "uninitialized" value
12957 // store if player is automatically moved to next field
12958 player->is_auto_moving = (player->programmed_action != MV_NONE);
12960 // remove the last programmed player action
12961 player->programmed_action = 0;
12963 if (player->MovPos)
12965 // should only happen if pre-1.2 tape recordings are played
12966 // this is only for backward compatibility
12968 int original_move_delay_value = player->move_delay_value;
12971 Debug("game:playing:MovePlayer",
12972 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12976 // scroll remaining steps with finest movement resolution
12977 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12979 while (player->MovPos)
12981 ScrollPlayer(player, SCROLL_GO_ON);
12982 ScrollScreen(NULL, SCROLL_GO_ON);
12984 AdvanceFrameAndPlayerCounters(player->index_nr);
12987 BackToFront_WithFrameDelay(0);
12990 player->move_delay_value = original_move_delay_value;
12993 player->is_active = FALSE;
12995 if (player->last_move_dir & MV_HORIZONTAL)
12997 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12998 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13002 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13003 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13006 if (!moved && !player->is_active)
13008 player->is_moving = FALSE;
13009 player->is_digging = FALSE;
13010 player->is_collecting = FALSE;
13011 player->is_snapping = FALSE;
13012 player->is_pushing = FALSE;
13018 if (moved & MP_MOVING && !ScreenMovPos &&
13019 (player->index_nr == game.centered_player_nr ||
13020 game.centered_player_nr == -1))
13022 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13024 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13026 // actual player has left the screen -- scroll in that direction
13027 if (jx != old_jx) // player has moved horizontally
13028 scroll_x += (jx - old_jx);
13029 else // player has moved vertically
13030 scroll_y += (jy - old_jy);
13034 int offset_raw = game.scroll_delay_value;
13036 if (jx != old_jx) // player has moved horizontally
13038 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13039 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13040 int new_scroll_x = jx - MIDPOSX + offset_x;
13042 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13043 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13044 scroll_x = new_scroll_x;
13046 // don't scroll over playfield boundaries
13047 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13049 // don't scroll more than one field at a time
13050 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13052 // don't scroll against the player's moving direction
13053 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13054 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13055 scroll_x = old_scroll_x;
13057 else // player has moved vertically
13059 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13060 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13061 int new_scroll_y = jy - MIDPOSY + offset_y;
13063 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13064 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13065 scroll_y = new_scroll_y;
13067 // don't scroll over playfield boundaries
13068 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13070 // don't scroll more than one field at a time
13071 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13073 // don't scroll against the player's moving direction
13074 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13075 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13076 scroll_y = old_scroll_y;
13080 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13082 if (!network.enabled && game.centered_player_nr == -1 &&
13083 !AllPlayersInVisibleScreen())
13085 scroll_x = old_scroll_x;
13086 scroll_y = old_scroll_y;
13090 ScrollScreen(player, SCROLL_INIT);
13091 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13096 player->StepFrame = 0;
13098 if (moved & MP_MOVING)
13100 if (old_jx != jx && old_jy == jy)
13101 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13102 else if (old_jx == jx && old_jy != jy)
13103 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13105 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13107 player->last_move_dir = player->MovDir;
13108 player->is_moving = TRUE;
13109 player->is_snapping = FALSE;
13110 player->is_switching = FALSE;
13111 player->is_dropping = FALSE;
13112 player->is_dropping_pressed = FALSE;
13113 player->drop_pressed_delay = 0;
13116 // should better be called here than above, but this breaks some tapes
13117 ScrollPlayer(player, SCROLL_INIT);
13122 CheckGravityMovementWhenNotMoving(player);
13124 player->is_moving = FALSE;
13126 /* at this point, the player is allowed to move, but cannot move right now
13127 (e.g. because of something blocking the way) -- ensure that the player
13128 is also allowed to move in the next frame (in old versions before 3.1.1,
13129 the player was forced to wait again for eight frames before next try) */
13131 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13132 player->move_delay = 0; // allow direct movement in the next frame
13135 if (player->move_delay == -1) // not yet initialized by DigField()
13136 player->move_delay = player->move_delay_value;
13138 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13140 TestIfPlayerTouchesBadThing(jx, jy);
13141 TestIfPlayerTouchesCustomElement(jx, jy);
13144 if (!player->active)
13145 RemovePlayer(player);
13150 void ScrollPlayer(struct PlayerInfo *player, int mode)
13152 int jx = player->jx, jy = player->jy;
13153 int last_jx = player->last_jx, last_jy = player->last_jy;
13154 int move_stepsize = TILEX / player->move_delay_value;
13156 if (!player->active)
13159 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13162 if (mode == SCROLL_INIT)
13164 player->actual_frame_counter.count = FrameCounter;
13165 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13167 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13168 Tile[last_jx][last_jy] == EL_EMPTY)
13170 int last_field_block_delay = 0; // start with no blocking at all
13171 int block_delay_adjustment = player->block_delay_adjustment;
13173 // if player blocks last field, add delay for exactly one move
13174 if (player->block_last_field)
13176 last_field_block_delay += player->move_delay_value;
13178 // when blocking enabled, prevent moving up despite gravity
13179 if (player->gravity && player->MovDir == MV_UP)
13180 block_delay_adjustment = -1;
13183 // add block delay adjustment (also possible when not blocking)
13184 last_field_block_delay += block_delay_adjustment;
13186 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13187 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13190 if (player->MovPos != 0) // player has not yet reached destination
13193 else if (!FrameReached(&player->actual_frame_counter))
13196 if (player->MovPos != 0)
13198 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13199 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13201 // before DrawPlayer() to draw correct player graphic for this case
13202 if (player->MovPos == 0)
13203 CheckGravityMovement(player);
13206 if (player->MovPos == 0) // player reached destination field
13208 if (player->move_delay_reset_counter > 0)
13210 player->move_delay_reset_counter--;
13212 if (player->move_delay_reset_counter == 0)
13214 // continue with normal speed after quickly moving through gate
13215 HALVE_PLAYER_SPEED(player);
13217 // be able to make the next move without delay
13218 player->move_delay = 0;
13222 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13223 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13224 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13225 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13226 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13227 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13228 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13229 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13231 ExitPlayer(player);
13233 if (game.players_still_needed == 0 &&
13234 (game.friends_still_needed == 0 ||
13235 IS_SP_ELEMENT(Tile[jx][jy])))
13239 player->last_jx = jx;
13240 player->last_jy = jy;
13242 // this breaks one level: "machine", level 000
13244 int move_direction = player->MovDir;
13245 int enter_side = MV_DIR_OPPOSITE(move_direction);
13246 int leave_side = move_direction;
13247 int old_jx = last_jx;
13248 int old_jy = last_jy;
13249 int old_element = Tile[old_jx][old_jy];
13250 int new_element = Tile[jx][jy];
13252 if (IS_CUSTOM_ELEMENT(old_element))
13253 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13255 player->index_bit, leave_side);
13257 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13258 CE_PLAYER_LEAVES_X,
13259 player->index_bit, leave_side);
13261 // needed because pushed element has not yet reached its destination,
13262 // so it would trigger a change event at its previous field location
13263 if (!player->is_pushing)
13265 if (IS_CUSTOM_ELEMENT(new_element))
13266 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13267 player->index_bit, enter_side);
13269 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13270 CE_PLAYER_ENTERS_X,
13271 player->index_bit, enter_side);
13274 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13275 CE_MOVE_OF_X, move_direction);
13278 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13280 TestIfPlayerTouchesBadThing(jx, jy);
13281 TestIfPlayerTouchesCustomElement(jx, jy);
13283 // needed because pushed element has not yet reached its destination,
13284 // so it would trigger a change event at its previous field location
13285 if (!player->is_pushing)
13286 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13288 if (level.finish_dig_collect &&
13289 (player->is_digging || player->is_collecting))
13291 int last_element = player->last_removed_element;
13292 int move_direction = player->MovDir;
13293 int enter_side = MV_DIR_OPPOSITE(move_direction);
13294 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13295 CE_PLAYER_COLLECTS_X);
13297 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13298 player->index_bit, enter_side);
13300 player->last_removed_element = EL_UNDEFINED;
13303 if (!player->active)
13304 RemovePlayer(player);
13307 if (level.use_step_counter)
13308 CheckLevelTime_StepCounter();
13310 if (tape.single_step && tape.recording && !tape.pausing &&
13311 !player->programmed_action)
13312 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13314 if (!player->programmed_action)
13315 CheckSaveEngineSnapshot(player);
13319 void ScrollScreen(struct PlayerInfo *player, int mode)
13321 static DelayCounter screen_frame_counter = { 0 };
13323 if (mode == SCROLL_INIT)
13325 // set scrolling step size according to actual player's moving speed
13326 ScrollStepSize = TILEX / player->move_delay_value;
13328 screen_frame_counter.count = FrameCounter;
13329 screen_frame_counter.value = 1;
13331 ScreenMovDir = player->MovDir;
13332 ScreenMovPos = player->MovPos;
13333 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13336 else if (!FrameReached(&screen_frame_counter))
13341 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13342 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13343 redraw_mask |= REDRAW_FIELD;
13346 ScreenMovDir = MV_NONE;
13349 void CheckNextToConditions(int x, int y)
13351 int element = Tile[x][y];
13353 if (IS_PLAYER(x, y))
13354 TestIfPlayerNextToCustomElement(x, y);
13356 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13357 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13358 TestIfElementNextToCustomElement(x, y);
13361 void TestIfPlayerNextToCustomElement(int x, int y)
13363 struct XY *xy = xy_topdown;
13364 static int trigger_sides[4][2] =
13366 // center side border side
13367 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13368 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13369 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13370 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13374 if (!IS_PLAYER(x, y))
13377 struct PlayerInfo *player = PLAYERINFO(x, y);
13379 if (player->is_moving)
13382 for (i = 0; i < NUM_DIRECTIONS; i++)
13384 int xx = x + xy[i].x;
13385 int yy = y + xy[i].y;
13386 int border_side = trigger_sides[i][1];
13387 int border_element;
13389 if (!IN_LEV_FIELD(xx, yy))
13392 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13393 continue; // center and border element not connected
13395 border_element = Tile[xx][yy];
13397 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13398 player->index_bit, border_side);
13399 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13400 CE_PLAYER_NEXT_TO_X,
13401 player->index_bit, border_side);
13403 /* use player element that is initially defined in the level playfield,
13404 not the player element that corresponds to the runtime player number
13405 (example: a level that contains EL_PLAYER_3 as the only player would
13406 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13408 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13409 CE_NEXT_TO_X, border_side);
13413 void TestIfPlayerTouchesCustomElement(int x, int y)
13415 struct XY *xy = xy_topdown;
13416 static int trigger_sides[4][2] =
13418 // center side border side
13419 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13420 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13421 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13422 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13424 static int touch_dir[4] =
13426 MV_LEFT | MV_RIGHT,
13431 int center_element = Tile[x][y]; // should always be non-moving!
13434 for (i = 0; i < NUM_DIRECTIONS; i++)
13436 int xx = x + xy[i].x;
13437 int yy = y + xy[i].y;
13438 int center_side = trigger_sides[i][0];
13439 int border_side = trigger_sides[i][1];
13440 int border_element;
13442 if (!IN_LEV_FIELD(xx, yy))
13445 if (IS_PLAYER(x, y)) // player found at center element
13447 struct PlayerInfo *player = PLAYERINFO(x, y);
13449 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13450 border_element = Tile[xx][yy]; // may be moving!
13451 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13452 border_element = Tile[xx][yy];
13453 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13454 border_element = MovingOrBlocked2Element(xx, yy);
13456 continue; // center and border element do not touch
13458 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13459 player->index_bit, border_side);
13460 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13461 CE_PLAYER_TOUCHES_X,
13462 player->index_bit, border_side);
13465 /* use player element that is initially defined in the level playfield,
13466 not the player element that corresponds to the runtime player number
13467 (example: a level that contains EL_PLAYER_3 as the only player would
13468 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13469 int player_element = PLAYERINFO(x, y)->initial_element;
13471 CheckElementChangeBySide(xx, yy, border_element, player_element,
13472 CE_TOUCHING_X, border_side);
13475 else if (IS_PLAYER(xx, yy)) // player found at border element
13477 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13479 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13481 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13482 continue; // center and border element do not touch
13485 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13486 player->index_bit, center_side);
13487 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13488 CE_PLAYER_TOUCHES_X,
13489 player->index_bit, center_side);
13492 /* use player element that is initially defined in the level playfield,
13493 not the player element that corresponds to the runtime player number
13494 (example: a level that contains EL_PLAYER_3 as the only player would
13495 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13496 int player_element = PLAYERINFO(xx, yy)->initial_element;
13498 CheckElementChangeBySide(x, y, center_element, player_element,
13499 CE_TOUCHING_X, center_side);
13507 void TestIfElementNextToCustomElement(int x, int y)
13509 struct XY *xy = xy_topdown;
13510 static int trigger_sides[4][2] =
13512 // center side border side
13513 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13514 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13515 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13516 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13518 int center_element = Tile[x][y]; // should always be non-moving!
13521 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13524 for (i = 0; i < NUM_DIRECTIONS; i++)
13526 int xx = x + xy[i].x;
13527 int yy = y + xy[i].y;
13528 int border_side = trigger_sides[i][1];
13529 int border_element;
13531 if (!IN_LEV_FIELD(xx, yy))
13534 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13535 continue; // center and border element not connected
13537 border_element = Tile[xx][yy];
13539 // check for change of center element (but change it only once)
13540 if (CheckElementChangeBySide(x, y, center_element, border_element,
13541 CE_NEXT_TO_X, border_side))
13546 void TestIfElementTouchesCustomElement(int x, int y)
13548 struct XY *xy = xy_topdown;
13549 static int trigger_sides[4][2] =
13551 // center side border side
13552 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13553 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13554 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13555 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13557 static int touch_dir[4] =
13559 MV_LEFT | MV_RIGHT,
13564 boolean change_center_element = FALSE;
13565 int center_element = Tile[x][y]; // should always be non-moving!
13566 int border_element_old[NUM_DIRECTIONS];
13569 for (i = 0; i < NUM_DIRECTIONS; i++)
13571 int xx = x + xy[i].x;
13572 int yy = y + xy[i].y;
13573 int border_element;
13575 border_element_old[i] = -1;
13577 if (!IN_LEV_FIELD(xx, yy))
13580 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13581 border_element = Tile[xx][yy]; // may be moving!
13582 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13583 border_element = Tile[xx][yy];
13584 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13585 border_element = MovingOrBlocked2Element(xx, yy);
13587 continue; // center and border element do not touch
13589 border_element_old[i] = border_element;
13592 for (i = 0; i < NUM_DIRECTIONS; i++)
13594 int xx = x + xy[i].x;
13595 int yy = y + xy[i].y;
13596 int center_side = trigger_sides[i][0];
13597 int border_element = border_element_old[i];
13599 if (border_element == -1)
13602 // check for change of border element
13603 CheckElementChangeBySide(xx, yy, border_element, center_element,
13604 CE_TOUCHING_X, center_side);
13606 // (center element cannot be player, so we dont have to check this here)
13609 for (i = 0; i < NUM_DIRECTIONS; i++)
13611 int xx = x + xy[i].x;
13612 int yy = y + xy[i].y;
13613 int border_side = trigger_sides[i][1];
13614 int border_element = border_element_old[i];
13616 if (border_element == -1)
13619 // check for change of center element (but change it only once)
13620 if (!change_center_element)
13621 change_center_element =
13622 CheckElementChangeBySide(x, y, center_element, border_element,
13623 CE_TOUCHING_X, border_side);
13625 if (IS_PLAYER(xx, yy))
13627 /* use player element that is initially defined in the level playfield,
13628 not the player element that corresponds to the runtime player number
13629 (example: a level that contains EL_PLAYER_3 as the only player would
13630 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13631 int player_element = PLAYERINFO(xx, yy)->initial_element;
13633 CheckElementChangeBySide(x, y, center_element, player_element,
13634 CE_TOUCHING_X, border_side);
13639 void TestIfElementHitsCustomElement(int x, int y, int direction)
13641 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13642 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13643 int hitx = x + dx, hity = y + dy;
13644 int hitting_element = Tile[x][y];
13645 int touched_element;
13647 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13650 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13651 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13653 if (IN_LEV_FIELD(hitx, hity))
13655 int opposite_direction = MV_DIR_OPPOSITE(direction);
13656 int hitting_side = direction;
13657 int touched_side = opposite_direction;
13658 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13659 MovDir[hitx][hity] != direction ||
13660 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13666 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13667 CE_HITTING_X, touched_side);
13669 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13670 CE_HIT_BY_X, hitting_side);
13672 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13673 CE_HIT_BY_SOMETHING, opposite_direction);
13675 if (IS_PLAYER(hitx, hity))
13677 /* use player element that is initially defined in the level playfield,
13678 not the player element that corresponds to the runtime player number
13679 (example: a level that contains EL_PLAYER_3 as the only player would
13680 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13681 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13683 CheckElementChangeBySide(x, y, hitting_element, player_element,
13684 CE_HITTING_X, touched_side);
13689 // "hitting something" is also true when hitting the playfield border
13690 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13691 CE_HITTING_SOMETHING, direction);
13694 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13696 int i, kill_x = -1, kill_y = -1;
13698 int bad_element = -1;
13699 struct XY *test_xy = xy_topdown;
13700 static int test_dir[4] =
13708 for (i = 0; i < NUM_DIRECTIONS; i++)
13710 int test_x, test_y, test_move_dir, test_element;
13712 test_x = good_x + test_xy[i].x;
13713 test_y = good_y + test_xy[i].y;
13715 if (!IN_LEV_FIELD(test_x, test_y))
13719 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13721 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13723 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13724 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13726 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13727 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13731 bad_element = test_element;
13737 if (kill_x != -1 || kill_y != -1)
13739 if (IS_PLAYER(good_x, good_y))
13741 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13743 if (player->shield_deadly_time_left > 0 &&
13744 !IS_INDESTRUCTIBLE(bad_element))
13745 Bang(kill_x, kill_y);
13746 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13747 KillPlayer(player);
13750 Bang(good_x, good_y);
13754 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13756 int i, kill_x = -1, kill_y = -1;
13757 int bad_element = Tile[bad_x][bad_y];
13758 struct XY *test_xy = xy_topdown;
13759 static int touch_dir[4] =
13761 MV_LEFT | MV_RIGHT,
13766 static int test_dir[4] =
13774 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13777 for (i = 0; i < NUM_DIRECTIONS; i++)
13779 int test_x, test_y, test_move_dir, test_element;
13781 test_x = bad_x + test_xy[i].x;
13782 test_y = bad_y + test_xy[i].y;
13784 if (!IN_LEV_FIELD(test_x, test_y))
13788 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13790 test_element = Tile[test_x][test_y];
13792 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13793 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13795 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13796 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13798 // good thing is player or penguin that does not move away
13799 if (IS_PLAYER(test_x, test_y))
13801 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13803 if (bad_element == EL_ROBOT && player->is_moving)
13804 continue; // robot does not kill player if he is moving
13806 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13808 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13809 continue; // center and border element do not touch
13817 else if (test_element == EL_PENGUIN)
13827 if (kill_x != -1 || kill_y != -1)
13829 if (IS_PLAYER(kill_x, kill_y))
13831 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13833 if (player->shield_deadly_time_left > 0 &&
13834 !IS_INDESTRUCTIBLE(bad_element))
13835 Bang(bad_x, bad_y);
13836 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13837 KillPlayer(player);
13840 Bang(kill_x, kill_y);
13844 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13846 int bad_element = Tile[bad_x][bad_y];
13847 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13848 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13849 int test_x = bad_x + dx, test_y = bad_y + dy;
13850 int test_move_dir, test_element;
13851 int kill_x = -1, kill_y = -1;
13853 if (!IN_LEV_FIELD(test_x, test_y))
13857 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13859 test_element = Tile[test_x][test_y];
13861 if (test_move_dir != bad_move_dir)
13863 // good thing can be player or penguin that does not move away
13864 if (IS_PLAYER(test_x, test_y))
13866 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13868 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13869 player as being hit when he is moving towards the bad thing, because
13870 the "get hit by" condition would be lost after the player stops) */
13871 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13872 return; // player moves away from bad thing
13877 else if (test_element == EL_PENGUIN)
13884 if (kill_x != -1 || kill_y != -1)
13886 if (IS_PLAYER(kill_x, kill_y))
13888 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13890 if (player->shield_deadly_time_left > 0 &&
13891 !IS_INDESTRUCTIBLE(bad_element))
13892 Bang(bad_x, bad_y);
13893 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13894 KillPlayer(player);
13897 Bang(kill_x, kill_y);
13901 void TestIfPlayerTouchesBadThing(int x, int y)
13903 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13906 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13908 TestIfGoodThingHitsBadThing(x, y, move_dir);
13911 void TestIfBadThingTouchesPlayer(int x, int y)
13913 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13916 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13918 TestIfBadThingHitsGoodThing(x, y, move_dir);
13921 void TestIfFriendTouchesBadThing(int x, int y)
13923 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13926 void TestIfBadThingTouchesFriend(int x, int y)
13928 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13931 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13933 int i, kill_x = bad_x, kill_y = bad_y;
13934 struct XY *xy = xy_topdown;
13936 for (i = 0; i < NUM_DIRECTIONS; i++)
13940 x = bad_x + xy[i].x;
13941 y = bad_y + xy[i].y;
13942 if (!IN_LEV_FIELD(x, y))
13945 element = Tile[x][y];
13946 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13947 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13955 if (kill_x != bad_x || kill_y != bad_y)
13956 Bang(bad_x, bad_y);
13959 void KillPlayer(struct PlayerInfo *player)
13961 int jx = player->jx, jy = player->jy;
13963 if (!player->active)
13967 Debug("game:playing:KillPlayer",
13968 "0: killed == %d, active == %d, reanimated == %d",
13969 player->killed, player->active, player->reanimated);
13972 /* the following code was introduced to prevent an infinite loop when calling
13974 -> CheckTriggeredElementChangeExt()
13975 -> ExecuteCustomElementAction()
13977 -> (infinitely repeating the above sequence of function calls)
13978 which occurs when killing the player while having a CE with the setting
13979 "kill player X when explosion of <player X>"; the solution using a new
13980 field "player->killed" was chosen for backwards compatibility, although
13981 clever use of the fields "player->active" etc. would probably also work */
13983 if (player->killed)
13987 player->killed = TRUE;
13989 // remove accessible field at the player's position
13990 RemoveField(jx, jy);
13992 // deactivate shield (else Bang()/Explode() would not work right)
13993 player->shield_normal_time_left = 0;
13994 player->shield_deadly_time_left = 0;
13997 Debug("game:playing:KillPlayer",
13998 "1: killed == %d, active == %d, reanimated == %d",
13999 player->killed, player->active, player->reanimated);
14005 Debug("game:playing:KillPlayer",
14006 "2: killed == %d, active == %d, reanimated == %d",
14007 player->killed, player->active, player->reanimated);
14010 if (player->reanimated) // killed player may have been reanimated
14011 player->killed = player->reanimated = FALSE;
14013 BuryPlayer(player);
14016 static void KillPlayerUnlessEnemyProtected(int x, int y)
14018 if (!PLAYER_ENEMY_PROTECTED(x, y))
14019 KillPlayer(PLAYERINFO(x, y));
14022 static void KillPlayerUnlessExplosionProtected(int x, int y)
14024 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14025 KillPlayer(PLAYERINFO(x, y));
14028 void BuryPlayer(struct PlayerInfo *player)
14030 int jx = player->jx, jy = player->jy;
14032 if (!player->active)
14035 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14037 RemovePlayer(player);
14039 player->buried = TRUE;
14041 if (game.all_players_gone)
14042 game.GameOver = TRUE;
14045 void RemovePlayer(struct PlayerInfo *player)
14047 int jx = player->jx, jy = player->jy;
14048 int i, found = FALSE;
14050 player->present = FALSE;
14051 player->active = FALSE;
14053 // required for some CE actions (even if the player is not active anymore)
14054 player->MovPos = 0;
14056 if (!ExplodeField[jx][jy])
14057 StorePlayer[jx][jy] = 0;
14059 if (player->is_moving)
14060 TEST_DrawLevelField(player->last_jx, player->last_jy);
14062 for (i = 0; i < MAX_PLAYERS; i++)
14063 if (stored_player[i].active)
14068 game.all_players_gone = TRUE;
14069 game.GameOver = TRUE;
14072 game.exit_x = game.robot_wheel_x = jx;
14073 game.exit_y = game.robot_wheel_y = jy;
14076 void ExitPlayer(struct PlayerInfo *player)
14078 DrawPlayer(player); // needed here only to cleanup last field
14079 RemovePlayer(player);
14081 if (game.players_still_needed > 0)
14082 game.players_still_needed--;
14085 static void SetFieldForSnapping(int x, int y, int element, int direction,
14086 int player_index_bit)
14088 struct ElementInfo *ei = &element_info[element];
14089 int direction_bit = MV_DIR_TO_BIT(direction);
14090 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14091 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14092 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14094 Tile[x][y] = EL_ELEMENT_SNAPPING;
14095 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14096 MovDir[x][y] = direction;
14097 Store[x][y] = element;
14098 Store2[x][y] = player_index_bit;
14100 ResetGfxAnimation(x, y);
14102 GfxElement[x][y] = element;
14103 GfxAction[x][y] = action;
14104 GfxDir[x][y] = direction;
14105 GfxFrame[x][y] = -1;
14108 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14109 int player_index_bit)
14111 TestIfElementTouchesCustomElement(x, y); // for empty space
14113 if (level.finish_dig_collect)
14115 int dig_side = MV_DIR_OPPOSITE(direction);
14116 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14117 CE_PLAYER_COLLECTS_X);
14119 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14120 player_index_bit, dig_side);
14121 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14122 player_index_bit, dig_side);
14127 =============================================================================
14128 checkDiagonalPushing()
14129 -----------------------------------------------------------------------------
14130 check if diagonal input device direction results in pushing of object
14131 (by checking if the alternative direction is walkable, diggable, ...)
14132 =============================================================================
14135 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14136 int x, int y, int real_dx, int real_dy)
14138 int jx, jy, dx, dy, xx, yy;
14140 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14143 // diagonal direction: check alternative direction
14148 xx = jx + (dx == 0 ? real_dx : 0);
14149 yy = jy + (dy == 0 ? real_dy : 0);
14151 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14155 =============================================================================
14157 -----------------------------------------------------------------------------
14158 x, y: field next to player (non-diagonal) to try to dig to
14159 real_dx, real_dy: direction as read from input device (can be diagonal)
14160 =============================================================================
14163 static int DigField(struct PlayerInfo *player,
14164 int oldx, int oldy, int x, int y,
14165 int real_dx, int real_dy, int mode)
14167 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14168 boolean player_was_pushing = player->is_pushing;
14169 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14170 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14171 int jx = oldx, jy = oldy;
14172 int dx = x - jx, dy = y - jy;
14173 int nextx = x + dx, nexty = y + dy;
14174 int move_direction = (dx == -1 ? MV_LEFT :
14175 dx == +1 ? MV_RIGHT :
14177 dy == +1 ? MV_DOWN : MV_NONE);
14178 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14179 int dig_side = MV_DIR_OPPOSITE(move_direction);
14180 int old_element = Tile[jx][jy];
14181 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14184 if (is_player) // function can also be called by EL_PENGUIN
14186 if (player->MovPos == 0)
14188 player->is_digging = FALSE;
14189 player->is_collecting = FALSE;
14192 if (player->MovPos == 0) // last pushing move finished
14193 player->is_pushing = FALSE;
14195 if (mode == DF_NO_PUSH) // player just stopped pushing
14197 player->is_switching = FALSE;
14198 player->push_delay = -1;
14200 return MP_NO_ACTION;
14203 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14204 old_element = Back[jx][jy];
14206 // in case of element dropped at player position, check background
14207 else if (Back[jx][jy] != EL_EMPTY &&
14208 game.engine_version >= VERSION_IDENT(2,2,0,0))
14209 old_element = Back[jx][jy];
14211 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14212 return MP_NO_ACTION; // field has no opening in this direction
14214 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14215 return MP_NO_ACTION; // field has no opening in this direction
14217 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14221 Tile[jx][jy] = player->artwork_element;
14222 InitMovingField(jx, jy, MV_DOWN);
14223 Store[jx][jy] = EL_ACID;
14224 ContinueMoving(jx, jy);
14225 BuryPlayer(player);
14227 return MP_DONT_RUN_INTO;
14230 if (player_can_move && DONT_RUN_INTO(element))
14232 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14234 return MP_DONT_RUN_INTO;
14237 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14238 return MP_NO_ACTION;
14240 collect_count = element_info[element].collect_count_initial;
14242 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14243 return MP_NO_ACTION;
14245 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14246 player_can_move = player_can_move_or_snap;
14248 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14249 game.engine_version >= VERSION_IDENT(2,2,0,0))
14251 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14252 player->index_bit, dig_side);
14253 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14254 player->index_bit, dig_side);
14256 if (element == EL_DC_LANDMINE)
14259 if (Tile[x][y] != element) // field changed by snapping
14262 return MP_NO_ACTION;
14265 if (player->gravity && is_player && !player->is_auto_moving &&
14266 canFallDown(player) && move_direction != MV_DOWN &&
14267 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14268 return MP_NO_ACTION; // player cannot walk here due to gravity
14270 if (player_can_move &&
14271 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14273 int sound_element = SND_ELEMENT(element);
14274 int sound_action = ACTION_WALKING;
14276 if (IS_RND_GATE(element))
14278 if (!player->key[RND_GATE_NR(element)])
14279 return MP_NO_ACTION;
14281 else if (IS_RND_GATE_GRAY(element))
14283 if (!player->key[RND_GATE_GRAY_NR(element)])
14284 return MP_NO_ACTION;
14286 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14288 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14289 return MP_NO_ACTION;
14291 else if (element == EL_EXIT_OPEN ||
14292 element == EL_EM_EXIT_OPEN ||
14293 element == EL_EM_EXIT_OPENING ||
14294 element == EL_STEEL_EXIT_OPEN ||
14295 element == EL_EM_STEEL_EXIT_OPEN ||
14296 element == EL_EM_STEEL_EXIT_OPENING ||
14297 element == EL_SP_EXIT_OPEN ||
14298 element == EL_SP_EXIT_OPENING)
14300 sound_action = ACTION_PASSING; // player is passing exit
14302 else if (element == EL_EMPTY)
14304 sound_action = ACTION_MOVING; // nothing to walk on
14307 // play sound from background or player, whatever is available
14308 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14309 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14311 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14313 else if (player_can_move &&
14314 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14316 if (!ACCESS_FROM(element, opposite_direction))
14317 return MP_NO_ACTION; // field not accessible from this direction
14319 if (CAN_MOVE(element)) // only fixed elements can be passed!
14320 return MP_NO_ACTION;
14322 if (IS_EM_GATE(element))
14324 if (!player->key[EM_GATE_NR(element)])
14325 return MP_NO_ACTION;
14327 else if (IS_EM_GATE_GRAY(element))
14329 if (!player->key[EM_GATE_GRAY_NR(element)])
14330 return MP_NO_ACTION;
14332 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14334 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14335 return MP_NO_ACTION;
14337 else if (IS_EMC_GATE(element))
14339 if (!player->key[EMC_GATE_NR(element)])
14340 return MP_NO_ACTION;
14342 else if (IS_EMC_GATE_GRAY(element))
14344 if (!player->key[EMC_GATE_GRAY_NR(element)])
14345 return MP_NO_ACTION;
14347 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14349 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14350 return MP_NO_ACTION;
14352 else if (element == EL_DC_GATE_WHITE ||
14353 element == EL_DC_GATE_WHITE_GRAY ||
14354 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14356 if (player->num_white_keys == 0)
14357 return MP_NO_ACTION;
14359 player->num_white_keys--;
14361 else if (IS_SP_PORT(element))
14363 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14364 element == EL_SP_GRAVITY_PORT_RIGHT ||
14365 element == EL_SP_GRAVITY_PORT_UP ||
14366 element == EL_SP_GRAVITY_PORT_DOWN)
14367 player->gravity = !player->gravity;
14368 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14369 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14370 element == EL_SP_GRAVITY_ON_PORT_UP ||
14371 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14372 player->gravity = TRUE;
14373 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14374 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14375 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14376 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14377 player->gravity = FALSE;
14380 // automatically move to the next field with double speed
14381 player->programmed_action = move_direction;
14383 if (player->move_delay_reset_counter == 0)
14385 player->move_delay_reset_counter = 2; // two double speed steps
14387 DOUBLE_PLAYER_SPEED(player);
14390 PlayLevelSoundAction(x, y, ACTION_PASSING);
14392 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14396 if (mode != DF_SNAP)
14398 GfxElement[x][y] = GFX_ELEMENT(element);
14399 player->is_digging = TRUE;
14402 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14404 // use old behaviour for old levels (digging)
14405 if (!level.finish_dig_collect)
14407 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14408 player->index_bit, dig_side);
14410 // if digging triggered player relocation, finish digging tile
14411 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14412 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14415 if (mode == DF_SNAP)
14417 if (level.block_snap_field)
14418 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14420 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14422 // use old behaviour for old levels (snapping)
14423 if (!level.finish_dig_collect)
14424 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14425 player->index_bit, dig_side);
14428 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14432 if (is_player && mode != DF_SNAP)
14434 GfxElement[x][y] = element;
14435 player->is_collecting = TRUE;
14438 if (element == EL_SPEED_PILL)
14440 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14442 else if (element == EL_EXTRA_TIME && level.time > 0)
14444 TimeLeft += level.extra_time;
14446 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14448 DisplayGameControlValues();
14450 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14452 int shield_time = (element == EL_SHIELD_DEADLY ?
14453 level.shield_deadly_time :
14454 level.shield_normal_time);
14456 player->shield_normal_time_left += shield_time;
14457 if (element == EL_SHIELD_DEADLY)
14458 player->shield_deadly_time_left += shield_time;
14460 else if (element == EL_DYNAMITE ||
14461 element == EL_EM_DYNAMITE ||
14462 element == EL_SP_DISK_RED)
14464 if (player->inventory_size < MAX_INVENTORY_SIZE)
14465 player->inventory_element[player->inventory_size++] = element;
14467 DrawGameDoorValues();
14469 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14471 player->dynabomb_count++;
14472 player->dynabombs_left++;
14474 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14476 player->dynabomb_size++;
14478 else if (element == EL_DYNABOMB_INCREASE_POWER)
14480 player->dynabomb_xl = TRUE;
14482 else if (IS_KEY(element))
14484 player->key[KEY_NR(element)] = TRUE;
14486 DrawGameDoorValues();
14488 else if (element == EL_DC_KEY_WHITE)
14490 player->num_white_keys++;
14492 // display white keys?
14493 // DrawGameDoorValues();
14495 else if (IS_ENVELOPE(element))
14497 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14499 if (!wait_for_snapping)
14500 player->show_envelope = element;
14502 else if (element == EL_EMC_LENSES)
14504 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14506 RedrawAllInvisibleElementsForLenses();
14508 else if (element == EL_EMC_MAGNIFIER)
14510 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14512 RedrawAllInvisibleElementsForMagnifier();
14514 else if (IS_DROPPABLE(element) ||
14515 IS_THROWABLE(element)) // can be collected and dropped
14519 if (collect_count == 0)
14520 player->inventory_infinite_element = element;
14522 for (i = 0; i < collect_count; i++)
14523 if (player->inventory_size < MAX_INVENTORY_SIZE)
14524 player->inventory_element[player->inventory_size++] = element;
14526 DrawGameDoorValues();
14528 else if (collect_count > 0)
14530 game.gems_still_needed -= collect_count;
14531 if (game.gems_still_needed < 0)
14532 game.gems_still_needed = 0;
14534 game.snapshot.collected_item = TRUE;
14536 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14538 DisplayGameControlValues();
14541 RaiseScoreElement(element);
14542 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14544 // use old behaviour for old levels (collecting)
14545 if (!level.finish_dig_collect && is_player)
14547 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14548 player->index_bit, dig_side);
14550 // if collecting triggered player relocation, finish collecting tile
14551 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14552 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14555 if (mode == DF_SNAP)
14557 if (level.block_snap_field)
14558 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14560 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14562 // use old behaviour for old levels (snapping)
14563 if (!level.finish_dig_collect)
14564 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14565 player->index_bit, dig_side);
14568 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14570 if (mode == DF_SNAP && element != EL_BD_ROCK)
14571 return MP_NO_ACTION;
14573 if (CAN_FALL(element) && dy)
14574 return MP_NO_ACTION;
14576 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14577 !(element == EL_SPRING && level.use_spring_bug))
14578 return MP_NO_ACTION;
14580 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14581 ((move_direction & MV_VERTICAL &&
14582 ((element_info[element].move_pattern & MV_LEFT &&
14583 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14584 (element_info[element].move_pattern & MV_RIGHT &&
14585 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14586 (move_direction & MV_HORIZONTAL &&
14587 ((element_info[element].move_pattern & MV_UP &&
14588 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14589 (element_info[element].move_pattern & MV_DOWN &&
14590 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14591 return MP_NO_ACTION;
14593 // do not push elements already moving away faster than player
14594 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14595 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14596 return MP_NO_ACTION;
14598 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14600 if (player->push_delay_value == -1 || !player_was_pushing)
14601 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14603 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14605 if (player->push_delay_value == -1)
14606 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14608 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14610 if (!player->is_pushing)
14611 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14614 player->is_pushing = TRUE;
14615 player->is_active = TRUE;
14617 if (!(IN_LEV_FIELD(nextx, nexty) &&
14618 (IS_FREE(nextx, nexty) ||
14619 (IS_SB_ELEMENT(element) &&
14620 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14621 (IS_CUSTOM_ELEMENT(element) &&
14622 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14623 return MP_NO_ACTION;
14625 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14626 return MP_NO_ACTION;
14628 if (player->push_delay == -1) // new pushing; restart delay
14629 player->push_delay = 0;
14631 if (player->push_delay < player->push_delay_value &&
14632 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14633 element != EL_SPRING && element != EL_BALLOON)
14635 // make sure that there is no move delay before next try to push
14636 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14637 player->move_delay = 0;
14639 return MP_NO_ACTION;
14642 if (IS_CUSTOM_ELEMENT(element) &&
14643 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14645 if (!DigFieldByCE(nextx, nexty, element))
14646 return MP_NO_ACTION;
14649 if (IS_SB_ELEMENT(element))
14651 boolean sokoban_task_solved = FALSE;
14653 if (element == EL_SOKOBAN_FIELD_FULL)
14655 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14657 IncrementSokobanFieldsNeeded();
14658 IncrementSokobanObjectsNeeded();
14661 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14663 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14665 DecrementSokobanFieldsNeeded();
14666 DecrementSokobanObjectsNeeded();
14668 // sokoban object was pushed from empty field to sokoban field
14669 if (Back[x][y] == EL_EMPTY)
14670 sokoban_task_solved = TRUE;
14673 Tile[x][y] = EL_SOKOBAN_OBJECT;
14675 if (Back[x][y] == Back[nextx][nexty])
14676 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14677 else if (Back[x][y] != 0)
14678 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14681 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14684 if (sokoban_task_solved &&
14685 game.sokoban_fields_still_needed == 0 &&
14686 game.sokoban_objects_still_needed == 0 &&
14687 level.auto_exit_sokoban)
14689 game.players_still_needed = 0;
14693 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14699 InitMovingField(x, y, move_direction);
14700 GfxAction[x][y] = ACTION_PUSHING;
14702 if (mode == DF_SNAP)
14703 ContinueMoving(x, y);
14705 MovPos[x][y] = (dx != 0 ? dx : dy);
14707 Pushed[x][y] = TRUE;
14708 Pushed[nextx][nexty] = TRUE;
14710 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14711 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14713 player->push_delay_value = -1; // get new value later
14715 // check for element change _after_ element has been pushed
14716 if (game.use_change_when_pushing_bug)
14718 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14719 player->index_bit, dig_side);
14720 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14721 player->index_bit, dig_side);
14724 else if (IS_SWITCHABLE(element))
14726 if (PLAYER_SWITCHING(player, x, y))
14728 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14729 player->index_bit, dig_side);
14734 player->is_switching = TRUE;
14735 player->switch_x = x;
14736 player->switch_y = y;
14738 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14740 if (element == EL_ROBOT_WHEEL)
14742 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14744 game.robot_wheel_x = x;
14745 game.robot_wheel_y = y;
14746 game.robot_wheel_active = TRUE;
14748 TEST_DrawLevelField(x, y);
14750 else if (element == EL_SP_TERMINAL)
14754 SCAN_PLAYFIELD(xx, yy)
14756 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14760 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14762 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14764 ResetGfxAnimation(xx, yy);
14765 TEST_DrawLevelField(xx, yy);
14769 else if (IS_BELT_SWITCH(element))
14771 ToggleBeltSwitch(x, y);
14773 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14774 element == EL_SWITCHGATE_SWITCH_DOWN ||
14775 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14776 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14778 ToggleSwitchgateSwitch();
14780 else if (element == EL_LIGHT_SWITCH ||
14781 element == EL_LIGHT_SWITCH_ACTIVE)
14783 ToggleLightSwitch(x, y);
14785 else if (element == EL_TIMEGATE_SWITCH ||
14786 element == EL_DC_TIMEGATE_SWITCH)
14788 ActivateTimegateSwitch(x, y);
14790 else if (element == EL_BALLOON_SWITCH_LEFT ||
14791 element == EL_BALLOON_SWITCH_RIGHT ||
14792 element == EL_BALLOON_SWITCH_UP ||
14793 element == EL_BALLOON_SWITCH_DOWN ||
14794 element == EL_BALLOON_SWITCH_NONE ||
14795 element == EL_BALLOON_SWITCH_ANY)
14797 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14798 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14799 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14800 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14801 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14804 else if (element == EL_LAMP)
14806 Tile[x][y] = EL_LAMP_ACTIVE;
14807 game.lights_still_needed--;
14809 ResetGfxAnimation(x, y);
14810 TEST_DrawLevelField(x, y);
14812 else if (element == EL_TIME_ORB_FULL)
14814 Tile[x][y] = EL_TIME_ORB_EMPTY;
14816 if (level.time > 0 || level.use_time_orb_bug)
14818 TimeLeft += level.time_orb_time;
14819 game.no_level_time_limit = FALSE;
14821 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14823 DisplayGameControlValues();
14826 ResetGfxAnimation(x, y);
14827 TEST_DrawLevelField(x, y);
14829 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14830 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14834 game.ball_active = !game.ball_active;
14836 SCAN_PLAYFIELD(xx, yy)
14838 int e = Tile[xx][yy];
14840 if (game.ball_active)
14842 if (e == EL_EMC_MAGIC_BALL)
14843 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14844 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14845 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14849 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14850 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14851 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14852 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14857 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14858 player->index_bit, dig_side);
14860 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14861 player->index_bit, dig_side);
14863 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14864 player->index_bit, dig_side);
14870 if (!PLAYER_SWITCHING(player, x, y))
14872 player->is_switching = TRUE;
14873 player->switch_x = x;
14874 player->switch_y = y;
14876 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14877 player->index_bit, dig_side);
14878 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14879 player->index_bit, dig_side);
14881 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14882 player->index_bit, dig_side);
14883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14884 player->index_bit, dig_side);
14887 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14888 player->index_bit, dig_side);
14889 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14890 player->index_bit, dig_side);
14892 return MP_NO_ACTION;
14895 player->push_delay = -1;
14897 if (is_player) // function can also be called by EL_PENGUIN
14899 if (Tile[x][y] != element) // really digged/collected something
14901 player->is_collecting = !player->is_digging;
14902 player->is_active = TRUE;
14904 player->last_removed_element = element;
14911 static boolean DigFieldByCE(int x, int y, int digging_element)
14913 int element = Tile[x][y];
14915 if (!IS_FREE(x, y))
14917 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14918 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14921 // no element can dig solid indestructible elements
14922 if (IS_INDESTRUCTIBLE(element) &&
14923 !IS_DIGGABLE(element) &&
14924 !IS_COLLECTIBLE(element))
14927 if (AmoebaNr[x][y] &&
14928 (element == EL_AMOEBA_FULL ||
14929 element == EL_BD_AMOEBA ||
14930 element == EL_AMOEBA_GROWING))
14932 AmoebaCnt[AmoebaNr[x][y]]--;
14933 AmoebaCnt2[AmoebaNr[x][y]]--;
14936 if (IS_MOVING(x, y))
14937 RemoveMovingField(x, y);
14941 TEST_DrawLevelField(x, y);
14944 // if digged element was about to explode, prevent the explosion
14945 ExplodeField[x][y] = EX_TYPE_NONE;
14947 PlayLevelSoundAction(x, y, action);
14950 Store[x][y] = EL_EMPTY;
14952 // this makes it possible to leave the removed element again
14953 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14954 Store[x][y] = element;
14959 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14961 int jx = player->jx, jy = player->jy;
14962 int x = jx + dx, y = jy + dy;
14963 int snap_direction = (dx == -1 ? MV_LEFT :
14964 dx == +1 ? MV_RIGHT :
14966 dy == +1 ? MV_DOWN : MV_NONE);
14967 boolean can_continue_snapping = (level.continuous_snapping &&
14968 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14970 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14973 if (!player->active || !IN_LEV_FIELD(x, y))
14981 if (player->MovPos == 0)
14982 player->is_pushing = FALSE;
14984 player->is_snapping = FALSE;
14986 if (player->MovPos == 0)
14988 player->is_moving = FALSE;
14989 player->is_digging = FALSE;
14990 player->is_collecting = FALSE;
14996 // prevent snapping with already pressed snap key when not allowed
14997 if (player->is_snapping && !can_continue_snapping)
15000 player->MovDir = snap_direction;
15002 if (player->MovPos == 0)
15004 player->is_moving = FALSE;
15005 player->is_digging = FALSE;
15006 player->is_collecting = FALSE;
15009 player->is_dropping = FALSE;
15010 player->is_dropping_pressed = FALSE;
15011 player->drop_pressed_delay = 0;
15013 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15016 player->is_snapping = TRUE;
15017 player->is_active = TRUE;
15019 if (player->MovPos == 0)
15021 player->is_moving = FALSE;
15022 player->is_digging = FALSE;
15023 player->is_collecting = FALSE;
15026 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15027 TEST_DrawLevelField(player->last_jx, player->last_jy);
15029 TEST_DrawLevelField(x, y);
15034 static boolean DropElement(struct PlayerInfo *player)
15036 int old_element, new_element;
15037 int dropx = player->jx, dropy = player->jy;
15038 int drop_direction = player->MovDir;
15039 int drop_side = drop_direction;
15040 int drop_element = get_next_dropped_element(player);
15042 /* do not drop an element on top of another element; when holding drop key
15043 pressed without moving, dropped element must move away before the next
15044 element can be dropped (this is especially important if the next element
15045 is dynamite, which can be placed on background for historical reasons) */
15046 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15049 if (IS_THROWABLE(drop_element))
15051 dropx += GET_DX_FROM_DIR(drop_direction);
15052 dropy += GET_DY_FROM_DIR(drop_direction);
15054 if (!IN_LEV_FIELD(dropx, dropy))
15058 old_element = Tile[dropx][dropy]; // old element at dropping position
15059 new_element = drop_element; // default: no change when dropping
15061 // check if player is active, not moving and ready to drop
15062 if (!player->active || player->MovPos || player->drop_delay > 0)
15065 // check if player has anything that can be dropped
15066 if (new_element == EL_UNDEFINED)
15069 // only set if player has anything that can be dropped
15070 player->is_dropping_pressed = TRUE;
15072 // check if drop key was pressed long enough for EM style dynamite
15073 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15076 // check if anything can be dropped at the current position
15077 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15080 // collected custom elements can only be dropped on empty fields
15081 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15084 if (old_element != EL_EMPTY)
15085 Back[dropx][dropy] = old_element; // store old element on this field
15087 ResetGfxAnimation(dropx, dropy);
15088 ResetRandomAnimationValue(dropx, dropy);
15090 if (player->inventory_size > 0 ||
15091 player->inventory_infinite_element != EL_UNDEFINED)
15093 if (player->inventory_size > 0)
15095 player->inventory_size--;
15097 DrawGameDoorValues();
15099 if (new_element == EL_DYNAMITE)
15100 new_element = EL_DYNAMITE_ACTIVE;
15101 else if (new_element == EL_EM_DYNAMITE)
15102 new_element = EL_EM_DYNAMITE_ACTIVE;
15103 else if (new_element == EL_SP_DISK_RED)
15104 new_element = EL_SP_DISK_RED_ACTIVE;
15107 Tile[dropx][dropy] = new_element;
15109 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15110 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15111 el2img(Tile[dropx][dropy]), 0);
15113 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15115 // needed if previous element just changed to "empty" in the last frame
15116 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15118 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15119 player->index_bit, drop_side);
15120 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15122 player->index_bit, drop_side);
15124 TestIfElementTouchesCustomElement(dropx, dropy);
15126 else // player is dropping a dyna bomb
15128 player->dynabombs_left--;
15130 Tile[dropx][dropy] = new_element;
15132 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15133 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15134 el2img(Tile[dropx][dropy]), 0);
15136 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15139 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15140 InitField_WithBug1(dropx, dropy, FALSE);
15142 new_element = Tile[dropx][dropy]; // element might have changed
15144 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15145 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15147 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15148 MovDir[dropx][dropy] = drop_direction;
15150 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15152 // do not cause impact style collision by dropping elements that can fall
15153 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15156 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15157 player->is_dropping = TRUE;
15159 player->drop_pressed_delay = 0;
15160 player->is_dropping_pressed = FALSE;
15162 player->drop_x = dropx;
15163 player->drop_y = dropy;
15168 // ----------------------------------------------------------------------------
15169 // game sound playing functions
15170 // ----------------------------------------------------------------------------
15172 static int *loop_sound_frame = NULL;
15173 static int *loop_sound_volume = NULL;
15175 void InitPlayLevelSound(void)
15177 int num_sounds = getSoundListSize();
15179 checked_free(loop_sound_frame);
15180 checked_free(loop_sound_volume);
15182 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15183 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15186 static void PlayLevelSound(int x, int y, int nr)
15188 int sx = SCREENX(x), sy = SCREENY(y);
15189 int volume, stereo_position;
15190 int max_distance = 8;
15191 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15193 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15194 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15197 if (!IN_LEV_FIELD(x, y) ||
15198 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15199 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15202 volume = SOUND_MAX_VOLUME;
15204 if (!IN_SCR_FIELD(sx, sy))
15206 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15207 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15209 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15212 stereo_position = (SOUND_MAX_LEFT +
15213 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15214 (SCR_FIELDX + 2 * max_distance));
15216 if (IS_LOOP_SOUND(nr))
15218 /* This assures that quieter loop sounds do not overwrite louder ones,
15219 while restarting sound volume comparison with each new game frame. */
15221 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15224 loop_sound_volume[nr] = volume;
15225 loop_sound_frame[nr] = FrameCounter;
15228 PlaySoundExt(nr, volume, stereo_position, type);
15231 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15233 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15234 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15235 y < LEVELY(BY1) ? LEVELY(BY1) :
15236 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15240 static void PlayLevelSoundAction(int x, int y, int action)
15242 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15245 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15247 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15249 if (sound_effect != SND_UNDEFINED)
15250 PlayLevelSound(x, y, sound_effect);
15253 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15256 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15258 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15259 PlayLevelSound(x, y, sound_effect);
15262 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15264 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15267 PlayLevelSound(x, y, sound_effect);
15270 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15272 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15274 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15275 StopSound(sound_effect);
15278 static int getLevelMusicNr(void)
15280 int level_pos = level_nr - leveldir_current->first_level;
15282 if (levelset.music[level_nr] != MUS_UNDEFINED)
15283 return levelset.music[level_nr]; // from config file
15285 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15288 static void FadeLevelSounds(void)
15293 static void FadeLevelMusic(void)
15295 int music_nr = getLevelMusicNr();
15296 char *curr_music = getCurrentlyPlayingMusicFilename();
15297 char *next_music = getMusicInfoEntryFilename(music_nr);
15299 if (!strEqual(curr_music, next_music))
15303 void FadeLevelSoundsAndMusic(void)
15309 static void PlayLevelMusic(void)
15311 int music_nr = getLevelMusicNr();
15312 char *curr_music = getCurrentlyPlayingMusicFilename();
15313 char *next_music = getMusicInfoEntryFilename(music_nr);
15315 if (!strEqual(curr_music, next_music))
15316 PlayMusicLoop(music_nr);
15319 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15321 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15323 int x = xx - offset;
15324 int y = yy - offset;
15329 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15337 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15341 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15353 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15356 case SOUND_android_clone:
15357 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15360 case SOUND_android_move:
15361 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15365 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15369 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15373 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15376 case SOUND_eater_eat:
15377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15384 case SOUND_collect:
15385 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15388 case SOUND_diamond:
15389 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15393 // !!! CHECK THIS !!!
15395 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15401 case SOUND_wonderfall:
15402 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15422 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15426 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15430 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15437 case SOUND_exit_open:
15438 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15441 case SOUND_exit_leave:
15442 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15445 case SOUND_dynamite:
15446 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15450 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15454 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15458 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15462 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15466 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15470 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15474 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15479 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15481 int element = map_element_SP_to_RND(element_sp);
15482 int action = map_action_SP_to_RND(action_sp);
15483 int offset = (setup.sp_show_border_elements ? 0 : 1);
15484 int x = xx - offset;
15485 int y = yy - offset;
15487 PlayLevelSoundElementAction(x, y, element, action);
15490 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15492 int element = map_element_MM_to_RND(element_mm);
15493 int action = map_action_MM_to_RND(action_mm);
15495 int x = xx - offset;
15496 int y = yy - offset;
15498 if (!IS_MM_ELEMENT(element))
15499 element = EL_MM_DEFAULT;
15501 PlayLevelSoundElementAction(x, y, element, action);
15504 void PlaySound_MM(int sound_mm)
15506 int sound = map_sound_MM_to_RND(sound_mm);
15508 if (sound == SND_UNDEFINED)
15514 void PlaySoundLoop_MM(int sound_mm)
15516 int sound = map_sound_MM_to_RND(sound_mm);
15518 if (sound == SND_UNDEFINED)
15521 PlaySoundLoop(sound);
15524 void StopSound_MM(int sound_mm)
15526 int sound = map_sound_MM_to_RND(sound_mm);
15528 if (sound == SND_UNDEFINED)
15534 void RaiseScore(int value)
15536 game.score += value;
15538 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15540 DisplayGameControlValues();
15543 void RaiseScoreElement(int element)
15548 case EL_BD_DIAMOND:
15549 case EL_EMERALD_YELLOW:
15550 case EL_EMERALD_RED:
15551 case EL_EMERALD_PURPLE:
15552 case EL_SP_INFOTRON:
15553 RaiseScore(level.score[SC_EMERALD]);
15556 RaiseScore(level.score[SC_DIAMOND]);
15559 RaiseScore(level.score[SC_CRYSTAL]);
15562 RaiseScore(level.score[SC_PEARL]);
15565 case EL_BD_BUTTERFLY:
15566 case EL_SP_ELECTRON:
15567 RaiseScore(level.score[SC_BUG]);
15570 case EL_BD_FIREFLY:
15571 case EL_SP_SNIKSNAK:
15572 RaiseScore(level.score[SC_SPACESHIP]);
15575 case EL_DARK_YAMYAM:
15576 RaiseScore(level.score[SC_YAMYAM]);
15579 RaiseScore(level.score[SC_ROBOT]);
15582 RaiseScore(level.score[SC_PACMAN]);
15585 RaiseScore(level.score[SC_NUT]);
15588 case EL_EM_DYNAMITE:
15589 case EL_SP_DISK_RED:
15590 case EL_DYNABOMB_INCREASE_NUMBER:
15591 case EL_DYNABOMB_INCREASE_SIZE:
15592 case EL_DYNABOMB_INCREASE_POWER:
15593 RaiseScore(level.score[SC_DYNAMITE]);
15595 case EL_SHIELD_NORMAL:
15596 case EL_SHIELD_DEADLY:
15597 RaiseScore(level.score[SC_SHIELD]);
15599 case EL_EXTRA_TIME:
15600 RaiseScore(level.extra_time_score);
15614 case EL_DC_KEY_WHITE:
15615 RaiseScore(level.score[SC_KEY]);
15618 RaiseScore(element_info[element].collect_score);
15623 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15625 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15629 // prevent short reactivation of overlay buttons while closing door
15630 SetOverlayActive(FALSE);
15631 UnmapGameButtons();
15633 // door may still be open due to skipped or envelope style request
15634 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15637 if (network.enabled)
15638 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15642 FadeSkipNextFadeIn();
15644 SetGameStatus(GAME_MODE_MAIN);
15649 else // continue playing the game
15651 if (tape.playing && tape.deactivate_display)
15652 TapeDeactivateDisplayOff(TRUE);
15654 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15656 if (tape.playing && tape.deactivate_display)
15657 TapeDeactivateDisplayOn();
15661 void RequestQuitGame(boolean escape_key_pressed)
15663 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15664 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15665 level_editor_test_game);
15666 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15667 quick_quit || score_info_tape_play);
15669 RequestQuitGameExt(skip_request, quick_quit,
15670 "Do you really want to quit the game?");
15673 static char *getRestartGameMessage(void)
15675 boolean play_again = hasStartedNetworkGame();
15676 static char message[MAX_OUTPUT_LINESIZE];
15677 char *game_over_text = "Game over!";
15678 char *play_again_text = " Play it again?";
15680 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15681 game_mm.game_over_message != NULL)
15682 game_over_text = game_mm.game_over_message;
15684 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15685 (play_again ? play_again_text : ""));
15690 static void RequestRestartGame(void)
15692 char *message = getRestartGameMessage();
15693 boolean has_started_game = hasStartedNetworkGame();
15694 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15695 int door_state = DOOR_CLOSE_1;
15697 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15699 CloseDoor(door_state);
15701 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15705 // if game was invoked from level editor, also close tape recorder door
15706 if (level_editor_test_game)
15707 door_state = DOOR_CLOSE_ALL;
15709 CloseDoor(door_state);
15711 SetGameStatus(GAME_MODE_MAIN);
15717 boolean CheckRestartGame(void)
15719 static int game_over_delay = 0;
15720 int game_over_delay_value = 50;
15721 boolean game_over = checkGameFailed();
15725 game_over_delay = game_over_delay_value;
15730 if (game_over_delay > 0)
15732 if (game_over_delay == game_over_delay_value / 2)
15733 PlaySound(SND_GAME_LOSING);
15740 // do not handle game over if request dialog is already active
15741 if (game.request_active)
15744 // do not ask to play again if game was never actually played
15745 if (!game.GamePlayed)
15748 // do not ask to play again if this was disabled in setup menu
15749 if (!setup.ask_on_game_over)
15752 RequestRestartGame();
15757 boolean checkGameSolved(void)
15759 // set for all game engines if level was solved
15760 return game.LevelSolved_GameEnd;
15763 boolean checkGameFailed(void)
15765 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15766 return (game_em.game_over && !game_em.level_solved);
15767 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15768 return (game_sp.game_over && !game_sp.level_solved);
15769 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15770 return (game_mm.game_over && !game_mm.level_solved);
15771 else // GAME_ENGINE_TYPE_RND
15772 return (game.GameOver && !game.LevelSolved);
15775 boolean checkGameEnded(void)
15777 return (checkGameSolved() || checkGameFailed());
15781 // ----------------------------------------------------------------------------
15782 // random generator functions
15783 // ----------------------------------------------------------------------------
15785 unsigned int InitEngineRandom_RND(int seed)
15787 game.num_random_calls = 0;
15789 return InitEngineRandom(seed);
15792 unsigned int RND(int max)
15796 game.num_random_calls++;
15798 return GetEngineRandom(max);
15805 // ----------------------------------------------------------------------------
15806 // game engine snapshot handling functions
15807 // ----------------------------------------------------------------------------
15809 struct EngineSnapshotInfo
15811 // runtime values for custom element collect score
15812 int collect_score[NUM_CUSTOM_ELEMENTS];
15814 // runtime values for group element choice position
15815 int choice_pos[NUM_GROUP_ELEMENTS];
15817 // runtime values for belt position animations
15818 int belt_graphic[4][NUM_BELT_PARTS];
15819 int belt_anim_mode[4][NUM_BELT_PARTS];
15822 static struct EngineSnapshotInfo engine_snapshot_rnd;
15823 static char *snapshot_level_identifier = NULL;
15824 static int snapshot_level_nr = -1;
15826 static void SaveEngineSnapshotValues_RND(void)
15828 static int belt_base_active_element[4] =
15830 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15831 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15832 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15833 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15837 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15839 int element = EL_CUSTOM_START + i;
15841 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15844 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15846 int element = EL_GROUP_START + i;
15848 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15851 for (i = 0; i < 4; i++)
15853 for (j = 0; j < NUM_BELT_PARTS; j++)
15855 int element = belt_base_active_element[i] + j;
15856 int graphic = el2img(element);
15857 int anim_mode = graphic_info[graphic].anim_mode;
15859 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15860 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15865 static void LoadEngineSnapshotValues_RND(void)
15867 unsigned int num_random_calls = game.num_random_calls;
15870 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15872 int element = EL_CUSTOM_START + i;
15874 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15877 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15879 int element = EL_GROUP_START + i;
15881 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15884 for (i = 0; i < 4; i++)
15886 for (j = 0; j < NUM_BELT_PARTS; j++)
15888 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15889 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15891 graphic_info[graphic].anim_mode = anim_mode;
15895 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15897 InitRND(tape.random_seed);
15898 for (i = 0; i < num_random_calls; i++)
15902 if (game.num_random_calls != num_random_calls)
15904 Error("number of random calls out of sync");
15905 Error("number of random calls should be %d", num_random_calls);
15906 Error("number of random calls is %d", game.num_random_calls);
15908 Fail("this should not happen -- please debug");
15912 void FreeEngineSnapshotSingle(void)
15914 FreeSnapshotSingle();
15916 setString(&snapshot_level_identifier, NULL);
15917 snapshot_level_nr = -1;
15920 void FreeEngineSnapshotList(void)
15922 FreeSnapshotList();
15925 static ListNode *SaveEngineSnapshotBuffers(void)
15927 ListNode *buffers = NULL;
15929 // copy some special values to a structure better suited for the snapshot
15931 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15932 SaveEngineSnapshotValues_RND();
15933 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15934 SaveEngineSnapshotValues_EM();
15935 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15936 SaveEngineSnapshotValues_SP(&buffers);
15937 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15938 SaveEngineSnapshotValues_MM();
15940 // save values stored in special snapshot structure
15942 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15944 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15946 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15948 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15951 // save further RND engine values
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15979 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15988 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15992 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15994 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15998 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15999 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16002 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16004 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16005 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16012 ListNode *node = engine_snapshot_list_rnd;
16015 while (node != NULL)
16017 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16022 Debug("game:playing:SaveEngineSnapshotBuffers",
16023 "size of engine snapshot: %d bytes", num_bytes);
16029 void SaveEngineSnapshotSingle(void)
16031 ListNode *buffers = SaveEngineSnapshotBuffers();
16033 // finally save all snapshot buffers to single snapshot
16034 SaveSnapshotSingle(buffers);
16036 // save level identification information
16037 setString(&snapshot_level_identifier, leveldir_current->identifier);
16038 snapshot_level_nr = level_nr;
16041 boolean CheckSaveEngineSnapshotToList(void)
16043 boolean save_snapshot =
16044 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16045 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16046 game.snapshot.changed_action) ||
16047 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16048 game.snapshot.collected_item));
16050 game.snapshot.changed_action = FALSE;
16051 game.snapshot.collected_item = FALSE;
16052 game.snapshot.save_snapshot = save_snapshot;
16054 return save_snapshot;
16057 void SaveEngineSnapshotToList(void)
16059 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16063 ListNode *buffers = SaveEngineSnapshotBuffers();
16065 // finally save all snapshot buffers to snapshot list
16066 SaveSnapshotToList(buffers);
16069 void SaveEngineSnapshotToListInitial(void)
16071 FreeEngineSnapshotList();
16073 SaveEngineSnapshotToList();
16076 static void LoadEngineSnapshotValues(void)
16078 // restore special values from snapshot structure
16080 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16081 LoadEngineSnapshotValues_RND();
16082 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16083 LoadEngineSnapshotValues_EM();
16084 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16085 LoadEngineSnapshotValues_SP();
16086 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16087 LoadEngineSnapshotValues_MM();
16090 void LoadEngineSnapshotSingle(void)
16092 LoadSnapshotSingle();
16094 LoadEngineSnapshotValues();
16097 static void LoadEngineSnapshot_Undo(int steps)
16099 LoadSnapshotFromList_Older(steps);
16101 LoadEngineSnapshotValues();
16104 static void LoadEngineSnapshot_Redo(int steps)
16106 LoadSnapshotFromList_Newer(steps);
16108 LoadEngineSnapshotValues();
16111 boolean CheckEngineSnapshotSingle(void)
16113 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16114 snapshot_level_nr == level_nr);
16117 boolean CheckEngineSnapshotList(void)
16119 return CheckSnapshotList();
16123 // ---------- new game button stuff -------------------------------------------
16130 boolean *setup_value;
16131 boolean allowed_on_tape;
16132 boolean is_touch_button;
16134 } gamebutton_info[NUM_GAME_BUTTONS] =
16137 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16138 GAME_CTRL_ID_STOP, NULL,
16139 TRUE, FALSE, "stop game"
16142 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16143 GAME_CTRL_ID_PAUSE, NULL,
16144 TRUE, FALSE, "pause game"
16147 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16148 GAME_CTRL_ID_PLAY, NULL,
16149 TRUE, FALSE, "play game"
16152 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16153 GAME_CTRL_ID_UNDO, NULL,
16154 TRUE, FALSE, "undo step"
16157 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16158 GAME_CTRL_ID_REDO, NULL,
16159 TRUE, FALSE, "redo step"
16162 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16163 GAME_CTRL_ID_SAVE, NULL,
16164 TRUE, FALSE, "save game"
16167 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16168 GAME_CTRL_ID_PAUSE2, NULL,
16169 TRUE, FALSE, "pause game"
16172 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16173 GAME_CTRL_ID_LOAD, NULL,
16174 TRUE, FALSE, "load game"
16177 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16178 GAME_CTRL_ID_PANEL_STOP, NULL,
16179 FALSE, FALSE, "stop game"
16182 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16183 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16184 FALSE, FALSE, "pause game"
16187 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16188 GAME_CTRL_ID_PANEL_PLAY, NULL,
16189 FALSE, FALSE, "play game"
16192 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16193 GAME_CTRL_ID_TOUCH_STOP, NULL,
16194 FALSE, TRUE, "stop game"
16197 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16198 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16199 FALSE, TRUE, "pause game"
16202 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16203 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16204 TRUE, FALSE, "background music on/off"
16207 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16208 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16209 TRUE, FALSE, "sound loops on/off"
16212 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16213 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16214 TRUE, FALSE, "normal sounds on/off"
16217 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16218 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16219 FALSE, FALSE, "background music on/off"
16222 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16223 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16224 FALSE, FALSE, "sound loops on/off"
16227 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16228 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16229 FALSE, FALSE, "normal sounds on/off"
16233 void CreateGameButtons(void)
16237 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16239 int graphic = gamebutton_info[i].graphic;
16240 struct GraphicInfo *gfx = &graphic_info[graphic];
16241 struct XY *pos = gamebutton_info[i].pos;
16242 struct GadgetInfo *gi;
16245 unsigned int event_mask;
16246 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16247 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16248 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16249 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16250 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16251 int gd_x = gfx->src_x;
16252 int gd_y = gfx->src_y;
16253 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16254 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16255 int gd_xa = gfx->src_x + gfx->active_xoffset;
16256 int gd_ya = gfx->src_y + gfx->active_yoffset;
16257 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16258 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16259 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16260 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16263 // do not use touch buttons if overlay touch buttons are disabled
16264 if (is_touch_button && !setup.touch.overlay_buttons)
16267 if (gfx->bitmap == NULL)
16269 game_gadget[id] = NULL;
16274 if (id == GAME_CTRL_ID_STOP ||
16275 id == GAME_CTRL_ID_PANEL_STOP ||
16276 id == GAME_CTRL_ID_TOUCH_STOP ||
16277 id == GAME_CTRL_ID_PLAY ||
16278 id == GAME_CTRL_ID_PANEL_PLAY ||
16279 id == GAME_CTRL_ID_SAVE ||
16280 id == GAME_CTRL_ID_LOAD)
16282 button_type = GD_TYPE_NORMAL_BUTTON;
16284 event_mask = GD_EVENT_RELEASED;
16286 else if (id == GAME_CTRL_ID_UNDO ||
16287 id == GAME_CTRL_ID_REDO)
16289 button_type = GD_TYPE_NORMAL_BUTTON;
16291 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16295 button_type = GD_TYPE_CHECK_BUTTON;
16296 checked = (gamebutton_info[i].setup_value != NULL ?
16297 *gamebutton_info[i].setup_value : FALSE);
16298 event_mask = GD_EVENT_PRESSED;
16301 gi = CreateGadget(GDI_CUSTOM_ID, id,
16302 GDI_IMAGE_ID, graphic,
16303 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16306 GDI_WIDTH, gfx->width,
16307 GDI_HEIGHT, gfx->height,
16308 GDI_TYPE, button_type,
16309 GDI_STATE, GD_BUTTON_UNPRESSED,
16310 GDI_CHECKED, checked,
16311 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16312 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16313 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16314 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16315 GDI_DIRECT_DRAW, FALSE,
16316 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16317 GDI_EVENT_MASK, event_mask,
16318 GDI_CALLBACK_ACTION, HandleGameButtons,
16322 Fail("cannot create gadget");
16324 game_gadget[id] = gi;
16328 void FreeGameButtons(void)
16332 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16333 FreeGadget(game_gadget[i]);
16336 static void UnmapGameButtonsAtSamePosition(int id)
16340 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16342 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16343 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16344 UnmapGadget(game_gadget[i]);
16347 static void UnmapGameButtonsAtSamePosition_All(void)
16349 if (setup.show_load_save_buttons)
16351 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16352 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16353 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16355 else if (setup.show_undo_redo_buttons)
16357 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16358 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16359 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16363 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16364 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16365 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16367 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16368 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16369 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16373 void MapLoadSaveButtons(void)
16375 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16376 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16378 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16379 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16382 void MapUndoRedoButtons(void)
16384 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16385 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16387 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16388 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16391 void ModifyPauseButtons(void)
16395 GAME_CTRL_ID_PAUSE,
16396 GAME_CTRL_ID_PAUSE2,
16397 GAME_CTRL_ID_PANEL_PAUSE,
16398 GAME_CTRL_ID_TOUCH_PAUSE,
16403 for (i = 0; ids[i] > -1; i++)
16404 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16407 static void MapGameButtonsExt(boolean on_tape)
16411 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16413 if ((i == GAME_CTRL_ID_UNDO ||
16414 i == GAME_CTRL_ID_REDO) &&
16415 game_status != GAME_MODE_PLAYING)
16418 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16419 MapGadget(game_gadget[i]);
16422 UnmapGameButtonsAtSamePosition_All();
16424 RedrawGameButtons();
16427 static void UnmapGameButtonsExt(boolean on_tape)
16431 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16432 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16433 UnmapGadget(game_gadget[i]);
16436 static void RedrawGameButtonsExt(boolean on_tape)
16440 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16441 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16442 RedrawGadget(game_gadget[i]);
16445 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16450 gi->checked = state;
16453 static void RedrawSoundButtonGadget(int id)
16455 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16456 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16457 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16458 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16459 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16460 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16463 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16464 RedrawGadget(game_gadget[id2]);
16467 void MapGameButtons(void)
16469 MapGameButtonsExt(FALSE);
16472 void UnmapGameButtons(void)
16474 UnmapGameButtonsExt(FALSE);
16477 void RedrawGameButtons(void)
16479 RedrawGameButtonsExt(FALSE);
16482 void MapGameButtonsOnTape(void)
16484 MapGameButtonsExt(TRUE);
16487 void UnmapGameButtonsOnTape(void)
16489 UnmapGameButtonsExt(TRUE);
16492 void RedrawGameButtonsOnTape(void)
16494 RedrawGameButtonsExt(TRUE);
16497 static void GameUndoRedoExt(void)
16499 ClearPlayerAction();
16501 tape.pausing = TRUE;
16504 UpdateAndDisplayGameControlValues();
16506 DrawCompleteVideoDisplay();
16507 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16508 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16509 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16511 ModifyPauseButtons();
16516 static void GameUndo(int steps)
16518 if (!CheckEngineSnapshotList())
16521 int tape_property_bits = tape.property_bits;
16523 LoadEngineSnapshot_Undo(steps);
16525 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16530 static void GameRedo(int steps)
16532 if (!CheckEngineSnapshotList())
16535 int tape_property_bits = tape.property_bits;
16537 LoadEngineSnapshot_Redo(steps);
16539 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16544 static void HandleGameButtonsExt(int id, int button)
16546 static boolean game_undo_executed = FALSE;
16547 int steps = BUTTON_STEPSIZE(button);
16548 boolean handle_game_buttons =
16549 (game_status == GAME_MODE_PLAYING ||
16550 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16552 if (!handle_game_buttons)
16557 case GAME_CTRL_ID_STOP:
16558 case GAME_CTRL_ID_PANEL_STOP:
16559 case GAME_CTRL_ID_TOUCH_STOP:
16564 case GAME_CTRL_ID_PAUSE:
16565 case GAME_CTRL_ID_PAUSE2:
16566 case GAME_CTRL_ID_PANEL_PAUSE:
16567 case GAME_CTRL_ID_TOUCH_PAUSE:
16568 if (network.enabled && game_status == GAME_MODE_PLAYING)
16571 SendToServer_ContinuePlaying();
16573 SendToServer_PausePlaying();
16576 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16578 game_undo_executed = FALSE;
16582 case GAME_CTRL_ID_PLAY:
16583 case GAME_CTRL_ID_PANEL_PLAY:
16584 if (game_status == GAME_MODE_MAIN)
16586 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16588 else if (tape.pausing)
16590 if (network.enabled)
16591 SendToServer_ContinuePlaying();
16593 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16597 case GAME_CTRL_ID_UNDO:
16598 // Important: When using "save snapshot when collecting an item" mode,
16599 // load last (current) snapshot for first "undo" after pressing "pause"
16600 // (else the last-but-one snapshot would be loaded, because the snapshot
16601 // pointer already points to the last snapshot when pressing "pause",
16602 // which is fine for "every step/move" mode, but not for "every collect")
16603 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16604 !game_undo_executed)
16607 game_undo_executed = TRUE;
16612 case GAME_CTRL_ID_REDO:
16616 case GAME_CTRL_ID_SAVE:
16620 case GAME_CTRL_ID_LOAD:
16624 case SOUND_CTRL_ID_MUSIC:
16625 case SOUND_CTRL_ID_PANEL_MUSIC:
16626 if (setup.sound_music)
16628 setup.sound_music = FALSE;
16632 else if (audio.music_available)
16634 setup.sound = setup.sound_music = TRUE;
16636 SetAudioMode(setup.sound);
16638 if (game_status == GAME_MODE_PLAYING)
16642 RedrawSoundButtonGadget(id);
16646 case SOUND_CTRL_ID_LOOPS:
16647 case SOUND_CTRL_ID_PANEL_LOOPS:
16648 if (setup.sound_loops)
16649 setup.sound_loops = FALSE;
16650 else if (audio.loops_available)
16652 setup.sound = setup.sound_loops = TRUE;
16654 SetAudioMode(setup.sound);
16657 RedrawSoundButtonGadget(id);
16661 case SOUND_CTRL_ID_SIMPLE:
16662 case SOUND_CTRL_ID_PANEL_SIMPLE:
16663 if (setup.sound_simple)
16664 setup.sound_simple = FALSE;
16665 else if (audio.sound_available)
16667 setup.sound = setup.sound_simple = TRUE;
16669 SetAudioMode(setup.sound);
16672 RedrawSoundButtonGadget(id);
16681 static void HandleGameButtons(struct GadgetInfo *gi)
16683 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16686 void HandleSoundButtonKeys(Key key)
16688 if (key == setup.shortcut.sound_simple)
16689 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16690 else if (key == setup.shortcut.sound_loops)
16691 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16692 else if (key == setup.shortcut.sound_music)
16693 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);