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 if (game.forced_scroll_delay_value == -1)
3478 game.scroll_delay_value =
3479 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3481 // ---------- initialize game engine snapshots ------------------------------
3482 for (i = 0; i < MAX_PLAYERS; i++)
3483 game.snapshot.last_action[i] = 0;
3484 game.snapshot.changed_action = FALSE;
3485 game.snapshot.collected_item = FALSE;
3486 game.snapshot.mode =
3487 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3488 SNAPSHOT_MODE_EVERY_STEP :
3489 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3490 SNAPSHOT_MODE_EVERY_MOVE :
3491 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3492 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3493 game.snapshot.save_snapshot = FALSE;
3495 // ---------- initialize level time for Supaplex engine ---------------------
3496 // Supaplex levels with time limit currently unsupported -- should be added
3497 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3500 // ---------- initialize flags for handling game actions --------------------
3502 // set flags for game actions to default values
3503 game.use_key_actions = TRUE;
3504 game.use_mouse_actions = FALSE;
3506 // when using Mirror Magic game engine, handle mouse events only
3507 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3509 game.use_key_actions = FALSE;
3510 game.use_mouse_actions = TRUE;
3513 // check for custom elements with mouse click events
3514 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3516 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3518 int element = EL_CUSTOM_START + i;
3520 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3521 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3522 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3523 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3524 game.use_mouse_actions = TRUE;
3529 static int get_num_special_action(int element, int action_first,
3532 int num_special_action = 0;
3535 for (i = action_first; i <= action_last; i++)
3537 boolean found = FALSE;
3539 for (j = 0; j < NUM_DIRECTIONS; j++)
3540 if (el_act_dir2img(element, i, j) !=
3541 el_act_dir2img(element, ACTION_DEFAULT, j))
3545 num_special_action++;
3550 return num_special_action;
3554 // ============================================================================
3556 // ----------------------------------------------------------------------------
3557 // initialize and start new game
3558 // ============================================================================
3560 #if DEBUG_INIT_PLAYER
3561 static void DebugPrintPlayerStatus(char *message)
3568 Debug("game:init:player", "%s:", message);
3570 for (i = 0; i < MAX_PLAYERS; i++)
3572 struct PlayerInfo *player = &stored_player[i];
3574 Debug("game:init:player",
3575 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3579 player->connected_locally,
3580 player->connected_network,
3582 (local_player == player ? " (local player)" : ""));
3589 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3590 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3591 int fade_mask = REDRAW_FIELD;
3592 boolean restarting = (game_status == GAME_MODE_PLAYING);
3593 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3594 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3595 int initial_move_dir = MV_DOWN;
3598 // required here to update video display before fading (FIX THIS)
3599 DrawMaskedBorder(REDRAW_DOOR_2);
3601 if (!game.restart_level)
3602 CloseDoor(DOOR_CLOSE_1);
3606 // force fading out global animations displayed during game play
3607 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3611 SetGameStatus(GAME_MODE_PLAYING);
3614 if (level_editor_test_game)
3615 FadeSkipNextFadeOut();
3617 FadeSetEnterScreen();
3620 fade_mask = REDRAW_ALL;
3622 FadeLevelSoundsAndMusic();
3624 ExpireSoundLoops(TRUE);
3630 // force restarting global animations displayed during game play
3631 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3633 // this is required for "transforming" fade modes like cross-fading
3634 // (else global animations will be stopped, but not restarted here)
3635 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3637 SetGameStatus(GAME_MODE_PLAYING);
3640 if (level_editor_test_game)
3641 FadeSkipNextFadeIn();
3643 // needed if different viewport properties defined for playing
3644 ChangeViewportPropertiesIfNeeded();
3648 DrawCompleteVideoDisplay();
3650 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3653 InitGameControlValues();
3657 // initialize tape actions from game when recording tape
3658 tape.use_key_actions = game.use_key_actions;
3659 tape.use_mouse_actions = game.use_mouse_actions;
3661 // initialize visible playfield size when recording tape (for team mode)
3662 tape.scr_fieldx = SCR_FIELDX;
3663 tape.scr_fieldy = SCR_FIELDY;
3666 // don't play tapes over network
3667 network_playing = (network.enabled && !tape.playing);
3669 for (i = 0; i < MAX_PLAYERS; i++)
3671 struct PlayerInfo *player = &stored_player[i];
3673 player->index_nr = i;
3674 player->index_bit = (1 << i);
3675 player->element_nr = EL_PLAYER_1 + i;
3677 player->present = FALSE;
3678 player->active = FALSE;
3679 player->mapped = FALSE;
3681 player->killed = FALSE;
3682 player->reanimated = FALSE;
3683 player->buried = FALSE;
3686 player->effective_action = 0;
3687 player->programmed_action = 0;
3688 player->snap_action = 0;
3690 player->mouse_action.lx = 0;
3691 player->mouse_action.ly = 0;
3692 player->mouse_action.button = 0;
3693 player->mouse_action.button_hint = 0;
3695 player->effective_mouse_action.lx = 0;
3696 player->effective_mouse_action.ly = 0;
3697 player->effective_mouse_action.button = 0;
3698 player->effective_mouse_action.button_hint = 0;
3700 for (j = 0; j < MAX_NUM_KEYS; j++)
3701 player->key[j] = FALSE;
3703 player->num_white_keys = 0;
3705 player->dynabomb_count = 0;
3706 player->dynabomb_size = 1;
3707 player->dynabombs_left = 0;
3708 player->dynabomb_xl = FALSE;
3710 player->MovDir = initial_move_dir;
3713 player->GfxDir = initial_move_dir;
3714 player->GfxAction = ACTION_DEFAULT;
3716 player->StepFrame = 0;
3718 player->initial_element = player->element_nr;
3719 player->artwork_element =
3720 (level.use_artwork_element[i] ? level.artwork_element[i] :
3721 player->element_nr);
3722 player->use_murphy = FALSE;
3724 player->block_last_field = FALSE; // initialized in InitPlayerField()
3725 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3727 player->gravity = level.initial_player_gravity[i];
3729 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3731 player->actual_frame_counter.count = 0;
3732 player->actual_frame_counter.value = 1;
3734 player->step_counter = 0;
3736 player->last_move_dir = initial_move_dir;
3738 player->is_active = FALSE;
3740 player->is_waiting = FALSE;
3741 player->is_moving = FALSE;
3742 player->is_auto_moving = FALSE;
3743 player->is_digging = FALSE;
3744 player->is_snapping = FALSE;
3745 player->is_collecting = FALSE;
3746 player->is_pushing = FALSE;
3747 player->is_switching = FALSE;
3748 player->is_dropping = FALSE;
3749 player->is_dropping_pressed = FALSE;
3751 player->is_bored = FALSE;
3752 player->is_sleeping = FALSE;
3754 player->was_waiting = TRUE;
3755 player->was_moving = FALSE;
3756 player->was_snapping = FALSE;
3757 player->was_dropping = FALSE;
3759 player->force_dropping = FALSE;
3761 player->frame_counter_bored = -1;
3762 player->frame_counter_sleeping = -1;
3764 player->anim_delay_counter = 0;
3765 player->post_delay_counter = 0;
3767 player->dir_waiting = initial_move_dir;
3768 player->action_waiting = ACTION_DEFAULT;
3769 player->last_action_waiting = ACTION_DEFAULT;
3770 player->special_action_bored = ACTION_DEFAULT;
3771 player->special_action_sleeping = ACTION_DEFAULT;
3773 player->switch_x = -1;
3774 player->switch_y = -1;
3776 player->drop_x = -1;
3777 player->drop_y = -1;
3779 player->show_envelope = 0;
3781 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3783 player->push_delay = -1; // initialized when pushing starts
3784 player->push_delay_value = game.initial_push_delay_value;
3786 player->drop_delay = 0;
3787 player->drop_pressed_delay = 0;
3789 player->last_jx = -1;
3790 player->last_jy = -1;
3794 player->shield_normal_time_left = 0;
3795 player->shield_deadly_time_left = 0;
3797 player->last_removed_element = EL_UNDEFINED;
3799 player->inventory_infinite_element = EL_UNDEFINED;
3800 player->inventory_size = 0;
3802 if (level.use_initial_inventory[i])
3804 for (j = 0; j < level.initial_inventory_size[i]; j++)
3806 int element = level.initial_inventory_content[i][j];
3807 int collect_count = element_info[element].collect_count_initial;
3810 if (!IS_CUSTOM_ELEMENT(element))
3813 if (collect_count == 0)
3814 player->inventory_infinite_element = element;
3816 for (k = 0; k < collect_count; k++)
3817 if (player->inventory_size < MAX_INVENTORY_SIZE)
3818 player->inventory_element[player->inventory_size++] = element;
3822 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3823 SnapField(player, 0, 0);
3825 map_player_action[i] = i;
3828 network_player_action_received = FALSE;
3830 // initial null action
3831 if (network_playing)
3832 SendToServer_MovePlayer(MV_NONE);
3837 TimeLeft = level.time;
3840 ScreenMovDir = MV_NONE;
3844 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3846 game.robot_wheel_x = -1;
3847 game.robot_wheel_y = -1;
3852 game.all_players_gone = FALSE;
3854 game.LevelSolved = FALSE;
3855 game.GameOver = FALSE;
3857 game.GamePlayed = !tape.playing;
3859 game.LevelSolved_GameWon = FALSE;
3860 game.LevelSolved_GameEnd = FALSE;
3861 game.LevelSolved_SaveTape = FALSE;
3862 game.LevelSolved_SaveScore = FALSE;
3864 game.LevelSolved_CountingTime = 0;
3865 game.LevelSolved_CountingScore = 0;
3866 game.LevelSolved_CountingHealth = 0;
3868 game.panel.active = TRUE;
3870 game.no_level_time_limit = (level.time == 0);
3871 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3873 game.yamyam_content_nr = 0;
3874 game.robot_wheel_active = FALSE;
3875 game.magic_wall_active = FALSE;
3876 game.magic_wall_time_left = 0;
3877 game.light_time_left = 0;
3878 game.timegate_time_left = 0;
3879 game.switchgate_pos = 0;
3880 game.wind_direction = level.wind_direction_initial;
3882 game.time_final = 0;
3883 game.score_time_final = 0;
3886 game.score_final = 0;
3888 game.health = MAX_HEALTH;
3889 game.health_final = MAX_HEALTH;
3891 game.gems_still_needed = level.gems_needed;
3892 game.sokoban_fields_still_needed = 0;
3893 game.sokoban_objects_still_needed = 0;
3894 game.lights_still_needed = 0;
3895 game.players_still_needed = 0;
3896 game.friends_still_needed = 0;
3898 game.lenses_time_left = 0;
3899 game.magnify_time_left = 0;
3901 game.ball_active = level.ball_active_initial;
3902 game.ball_content_nr = 0;
3904 game.explosions_delayed = TRUE;
3906 game.envelope_active = FALSE;
3908 // special case: set custom artwork setting to initial value
3909 game.use_masked_elements = game.use_masked_elements_initial;
3911 for (i = 0; i < NUM_BELTS; i++)
3913 game.belt_dir[i] = MV_NONE;
3914 game.belt_dir_nr[i] = 3; // not moving, next moving left
3917 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3918 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3920 #if DEBUG_INIT_PLAYER
3921 DebugPrintPlayerStatus("Player status at level initialization");
3924 SCAN_PLAYFIELD(x, y)
3926 Tile[x][y] = Last[x][y] = level.field[x][y];
3927 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3928 ChangeDelay[x][y] = 0;
3929 ChangePage[x][y] = -1;
3930 CustomValue[x][y] = 0; // initialized in InitField()
3931 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3933 WasJustMoving[x][y] = 0;
3934 WasJustFalling[x][y] = 0;
3935 CheckCollision[x][y] = 0;
3936 CheckImpact[x][y] = 0;
3938 Pushed[x][y] = FALSE;
3940 ChangeCount[x][y] = 0;
3941 ChangeEvent[x][y] = -1;
3943 ExplodePhase[x][y] = 0;
3944 ExplodeDelay[x][y] = 0;
3945 ExplodeField[x][y] = EX_TYPE_NONE;
3947 RunnerVisit[x][y] = 0;
3948 PlayerVisit[x][y] = 0;
3951 GfxRandom[x][y] = INIT_GFX_RANDOM();
3952 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3953 GfxElement[x][y] = EL_UNDEFINED;
3954 GfxElementEmpty[x][y] = EL_EMPTY;
3955 GfxAction[x][y] = ACTION_DEFAULT;
3956 GfxDir[x][y] = MV_NONE;
3957 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3960 SCAN_PLAYFIELD(x, y)
3962 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3964 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3967 InitField(x, y, TRUE);
3969 ResetGfxAnimation(x, y);
3974 for (i = 0; i < MAX_PLAYERS; i++)
3976 struct PlayerInfo *player = &stored_player[i];
3978 // set number of special actions for bored and sleeping animation
3979 player->num_special_action_bored =
3980 get_num_special_action(player->artwork_element,
3981 ACTION_BORING_1, ACTION_BORING_LAST);
3982 player->num_special_action_sleeping =
3983 get_num_special_action(player->artwork_element,
3984 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3987 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3988 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3990 // initialize type of slippery elements
3991 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3993 if (!IS_CUSTOM_ELEMENT(i))
3995 // default: elements slip down either to the left or right randomly
3996 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3998 // SP style elements prefer to slip down on the left side
3999 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4000 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4002 // BD style elements prefer to slip down on the left side
4003 if (game.emulation == EMU_BOULDERDASH)
4004 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4008 // initialize explosion and ignition delay
4009 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4011 if (!IS_CUSTOM_ELEMENT(i))
4014 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4015 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4016 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4017 int last_phase = (num_phase + 1) * delay;
4018 int half_phase = (num_phase / 2) * delay;
4020 element_info[i].explosion_delay = last_phase - 1;
4021 element_info[i].ignition_delay = half_phase;
4023 if (i == EL_BLACK_ORB)
4024 element_info[i].ignition_delay = 1;
4028 // correct non-moving belts to start moving left
4029 for (i = 0; i < NUM_BELTS; i++)
4030 if (game.belt_dir[i] == MV_NONE)
4031 game.belt_dir_nr[i] = 3; // not moving, next moving left
4033 #if USE_NEW_PLAYER_ASSIGNMENTS
4034 // use preferred player also in local single-player mode
4035 if (!network.enabled && !game.team_mode)
4037 int new_index_nr = setup.network_player_nr;
4039 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4041 for (i = 0; i < MAX_PLAYERS; i++)
4042 stored_player[i].connected_locally = FALSE;
4044 stored_player[new_index_nr].connected_locally = TRUE;
4048 for (i = 0; i < MAX_PLAYERS; i++)
4050 stored_player[i].connected = FALSE;
4052 // in network game mode, the local player might not be the first player
4053 if (stored_player[i].connected_locally)
4054 local_player = &stored_player[i];
4057 if (!network.enabled)
4058 local_player->connected = TRUE;
4062 for (i = 0; i < MAX_PLAYERS; i++)
4063 stored_player[i].connected = tape.player_participates[i];
4065 else if (network.enabled)
4067 // add team mode players connected over the network (needed for correct
4068 // assignment of player figures from level to locally playing players)
4070 for (i = 0; i < MAX_PLAYERS; i++)
4071 if (stored_player[i].connected_network)
4072 stored_player[i].connected = TRUE;
4074 else if (game.team_mode)
4076 // try to guess locally connected team mode players (needed for correct
4077 // assignment of player figures from level to locally playing players)
4079 for (i = 0; i < MAX_PLAYERS; i++)
4080 if (setup.input[i].use_joystick ||
4081 setup.input[i].key.left != KSYM_UNDEFINED)
4082 stored_player[i].connected = TRUE;
4085 #if DEBUG_INIT_PLAYER
4086 DebugPrintPlayerStatus("Player status after level initialization");
4089 #if DEBUG_INIT_PLAYER
4090 Debug("game:init:player", "Reassigning players ...");
4093 // check if any connected player was not found in playfield
4094 for (i = 0; i < MAX_PLAYERS; i++)
4096 struct PlayerInfo *player = &stored_player[i];
4098 if (player->connected && !player->present)
4100 struct PlayerInfo *field_player = NULL;
4102 #if DEBUG_INIT_PLAYER
4103 Debug("game:init:player",
4104 "- looking for field player for player %d ...", i + 1);
4107 // assign first free player found that is present in the playfield
4109 // first try: look for unmapped playfield player that is not connected
4110 for (j = 0; j < MAX_PLAYERS; j++)
4111 if (field_player == NULL &&
4112 stored_player[j].present &&
4113 !stored_player[j].mapped &&
4114 !stored_player[j].connected)
4115 field_player = &stored_player[j];
4117 // second try: look for *any* unmapped playfield player
4118 for (j = 0; j < MAX_PLAYERS; j++)
4119 if (field_player == NULL &&
4120 stored_player[j].present &&
4121 !stored_player[j].mapped)
4122 field_player = &stored_player[j];
4124 if (field_player != NULL)
4126 int jx = field_player->jx, jy = field_player->jy;
4128 #if DEBUG_INIT_PLAYER
4129 Debug("game:init:player", "- found player %d",
4130 field_player->index_nr + 1);
4133 player->present = FALSE;
4134 player->active = FALSE;
4136 field_player->present = TRUE;
4137 field_player->active = TRUE;
4140 player->initial_element = field_player->initial_element;
4141 player->artwork_element = field_player->artwork_element;
4143 player->block_last_field = field_player->block_last_field;
4144 player->block_delay_adjustment = field_player->block_delay_adjustment;
4147 StorePlayer[jx][jy] = field_player->element_nr;
4149 field_player->jx = field_player->last_jx = jx;
4150 field_player->jy = field_player->last_jy = jy;
4152 if (local_player == player)
4153 local_player = field_player;
4155 map_player_action[field_player->index_nr] = i;
4157 field_player->mapped = TRUE;
4159 #if DEBUG_INIT_PLAYER
4160 Debug("game:init:player", "- map_player_action[%d] == %d",
4161 field_player->index_nr + 1, i + 1);
4166 if (player->connected && player->present)
4167 player->mapped = TRUE;
4170 #if DEBUG_INIT_PLAYER
4171 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4176 // check if any connected player was not found in playfield
4177 for (i = 0; i < MAX_PLAYERS; i++)
4179 struct PlayerInfo *player = &stored_player[i];
4181 if (player->connected && !player->present)
4183 for (j = 0; j < MAX_PLAYERS; j++)
4185 struct PlayerInfo *field_player = &stored_player[j];
4186 int jx = field_player->jx, jy = field_player->jy;
4188 // assign first free player found that is present in the playfield
4189 if (field_player->present && !field_player->connected)
4191 player->present = TRUE;
4192 player->active = TRUE;
4194 field_player->present = FALSE;
4195 field_player->active = FALSE;
4197 player->initial_element = field_player->initial_element;
4198 player->artwork_element = field_player->artwork_element;
4200 player->block_last_field = field_player->block_last_field;
4201 player->block_delay_adjustment = field_player->block_delay_adjustment;
4203 StorePlayer[jx][jy] = player->element_nr;
4205 player->jx = player->last_jx = jx;
4206 player->jy = player->last_jy = jy;
4216 Debug("game:init:player", "local_player->present == %d",
4217 local_player->present);
4220 // set focus to local player for network games, else to all players
4221 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4222 game.centered_player_nr_next = game.centered_player_nr;
4223 game.set_centered_player = FALSE;
4224 game.set_centered_player_wrap = FALSE;
4226 if (network_playing && tape.recording)
4228 // store client dependent player focus when recording network games
4229 tape.centered_player_nr_next = game.centered_player_nr_next;
4230 tape.set_centered_player = TRUE;
4235 // when playing a tape, eliminate all players who do not participate
4237 #if USE_NEW_PLAYER_ASSIGNMENTS
4239 if (!game.team_mode)
4241 for (i = 0; i < MAX_PLAYERS; i++)
4243 if (stored_player[i].active &&
4244 !tape.player_participates[map_player_action[i]])
4246 struct PlayerInfo *player = &stored_player[i];
4247 int jx = player->jx, jy = player->jy;
4249 #if DEBUG_INIT_PLAYER
4250 Debug("game:init:player", "Removing player %d at (%d, %d)",
4254 player->active = FALSE;
4255 StorePlayer[jx][jy] = 0;
4256 Tile[jx][jy] = EL_EMPTY;
4263 for (i = 0; i < MAX_PLAYERS; i++)
4265 if (stored_player[i].active &&
4266 !tape.player_participates[i])
4268 struct PlayerInfo *player = &stored_player[i];
4269 int jx = player->jx, jy = player->jy;
4271 player->active = FALSE;
4272 StorePlayer[jx][jy] = 0;
4273 Tile[jx][jy] = EL_EMPTY;
4278 else if (!network.enabled && !game.team_mode) // && !tape.playing
4280 // when in single player mode, eliminate all but the local player
4282 for (i = 0; i < MAX_PLAYERS; i++)
4284 struct PlayerInfo *player = &stored_player[i];
4286 if (player->active && player != local_player)
4288 int jx = player->jx, jy = player->jy;
4290 player->active = FALSE;
4291 player->present = FALSE;
4293 StorePlayer[jx][jy] = 0;
4294 Tile[jx][jy] = EL_EMPTY;
4299 for (i = 0; i < MAX_PLAYERS; i++)
4300 if (stored_player[i].active)
4301 game.players_still_needed++;
4303 if (level.solved_by_one_player)
4304 game.players_still_needed = 1;
4306 // when recording the game, store which players take part in the game
4309 #if USE_NEW_PLAYER_ASSIGNMENTS
4310 for (i = 0; i < MAX_PLAYERS; i++)
4311 if (stored_player[i].connected)
4312 tape.player_participates[i] = TRUE;
4314 for (i = 0; i < MAX_PLAYERS; i++)
4315 if (stored_player[i].active)
4316 tape.player_participates[i] = TRUE;
4320 #if DEBUG_INIT_PLAYER
4321 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4324 if (BorderElement == EL_EMPTY)
4327 SBX_Right = lev_fieldx - SCR_FIELDX;
4329 SBY_Lower = lev_fieldy - SCR_FIELDY;
4334 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4336 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4339 if (full_lev_fieldx <= SCR_FIELDX)
4340 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4341 if (full_lev_fieldy <= SCR_FIELDY)
4342 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4344 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4346 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4349 // if local player not found, look for custom element that might create
4350 // the player (make some assumptions about the right custom element)
4351 if (!local_player->present)
4353 int start_x = 0, start_y = 0;
4354 int found_rating = 0;
4355 int found_element = EL_UNDEFINED;
4356 int player_nr = local_player->index_nr;
4358 SCAN_PLAYFIELD(x, y)
4360 int element = Tile[x][y];
4365 if (level.use_start_element[player_nr] &&
4366 level.start_element[player_nr] == element &&
4373 found_element = element;
4376 if (!IS_CUSTOM_ELEMENT(element))
4379 if (CAN_CHANGE(element))
4381 for (i = 0; i < element_info[element].num_change_pages; i++)
4383 // check for player created from custom element as single target
4384 content = element_info[element].change_page[i].target_element;
4385 is_player = IS_PLAYER_ELEMENT(content);
4387 if (is_player && (found_rating < 3 ||
4388 (found_rating == 3 && element < found_element)))
4394 found_element = element;
4399 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4401 // check for player created from custom element as explosion content
4402 content = element_info[element].content.e[xx][yy];
4403 is_player = IS_PLAYER_ELEMENT(content);
4405 if (is_player && (found_rating < 2 ||
4406 (found_rating == 2 && element < found_element)))
4408 start_x = x + xx - 1;
4409 start_y = y + yy - 1;
4412 found_element = element;
4415 if (!CAN_CHANGE(element))
4418 for (i = 0; i < element_info[element].num_change_pages; i++)
4420 // check for player created from custom element as extended target
4422 element_info[element].change_page[i].target_content.e[xx][yy];
4424 is_player = IS_PLAYER_ELEMENT(content);
4426 if (is_player && (found_rating < 1 ||
4427 (found_rating == 1 && element < found_element)))
4429 start_x = x + xx - 1;
4430 start_y = y + yy - 1;
4433 found_element = element;
4439 scroll_x = SCROLL_POSITION_X(start_x);
4440 scroll_y = SCROLL_POSITION_Y(start_y);
4444 scroll_x = SCROLL_POSITION_X(local_player->jx);
4445 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4448 if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
4449 scroll_x = game.forced_scroll_x;
4450 if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
4451 scroll_y = game.forced_scroll_y;
4453 // !!! FIX THIS (START) !!!
4454 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4456 InitGameEngine_EM();
4458 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4460 InitGameEngine_SP();
4462 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4464 InitGameEngine_MM();
4468 DrawLevel(REDRAW_FIELD);
4471 // after drawing the level, correct some elements
4472 if (game.timegate_time_left == 0)
4473 CloseAllOpenTimegates();
4476 // blit playfield from scroll buffer to normal back buffer for fading in
4477 BlitScreenToBitmap(backbuffer);
4478 // !!! FIX THIS (END) !!!
4480 DrawMaskedBorder(fade_mask);
4485 // full screen redraw is required at this point in the following cases:
4486 // - special editor door undrawn when game was started from level editor
4487 // - drawing area (playfield) was changed and has to be removed completely
4488 redraw_mask = REDRAW_ALL;
4492 if (!game.restart_level)
4494 // copy default game door content to main double buffer
4496 // !!! CHECK AGAIN !!!
4497 SetPanelBackground();
4498 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4499 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4502 SetPanelBackground();
4503 SetDrawBackgroundMask(REDRAW_DOOR_1);
4505 UpdateAndDisplayGameControlValues();
4507 if (!game.restart_level)
4513 CreateGameButtons();
4518 // copy actual game door content to door double buffer for OpenDoor()
4519 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4521 OpenDoor(DOOR_OPEN_ALL);
4523 KeyboardAutoRepeatOffUnlessAutoplay();
4525 #if DEBUG_INIT_PLAYER
4526 DebugPrintPlayerStatus("Player status (final)");
4535 if (!game.restart_level && !tape.playing)
4537 LevelStats_incPlayed(level_nr);
4539 SaveLevelSetup_SeriesInfo();
4542 game.restart_level = FALSE;
4544 game.request_active = FALSE;
4545 game.request_active_or_moving = FALSE;
4547 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4548 InitGameActions_MM();
4550 SaveEngineSnapshotToListInitial();
4552 if (!game.restart_level)
4554 PlaySound(SND_GAME_STARTING);
4556 if (setup.sound_music)
4560 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4563 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4564 int actual_player_x, int actual_player_y)
4566 // this is used for non-R'n'D game engines to update certain engine values
4568 // needed to determine if sounds are played within the visible screen area
4569 scroll_x = actual_scroll_x;
4570 scroll_y = actual_scroll_y;
4572 // needed to get player position for "follow finger" playing input method
4573 local_player->jx = actual_player_x;
4574 local_player->jy = actual_player_y;
4577 void InitMovDir(int x, int y)
4579 int i, element = Tile[x][y];
4580 static int xy[4][2] =
4587 static int direction[3][4] =
4589 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4590 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4591 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4600 Tile[x][y] = EL_BUG;
4601 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4604 case EL_SPACESHIP_RIGHT:
4605 case EL_SPACESHIP_UP:
4606 case EL_SPACESHIP_LEFT:
4607 case EL_SPACESHIP_DOWN:
4608 Tile[x][y] = EL_SPACESHIP;
4609 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4612 case EL_BD_BUTTERFLY_RIGHT:
4613 case EL_BD_BUTTERFLY_UP:
4614 case EL_BD_BUTTERFLY_LEFT:
4615 case EL_BD_BUTTERFLY_DOWN:
4616 Tile[x][y] = EL_BD_BUTTERFLY;
4617 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4620 case EL_BD_FIREFLY_RIGHT:
4621 case EL_BD_FIREFLY_UP:
4622 case EL_BD_FIREFLY_LEFT:
4623 case EL_BD_FIREFLY_DOWN:
4624 Tile[x][y] = EL_BD_FIREFLY;
4625 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4628 case EL_PACMAN_RIGHT:
4630 case EL_PACMAN_LEFT:
4631 case EL_PACMAN_DOWN:
4632 Tile[x][y] = EL_PACMAN;
4633 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4636 case EL_YAMYAM_LEFT:
4637 case EL_YAMYAM_RIGHT:
4639 case EL_YAMYAM_DOWN:
4640 Tile[x][y] = EL_YAMYAM;
4641 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4644 case EL_SP_SNIKSNAK:
4645 MovDir[x][y] = MV_UP;
4648 case EL_SP_ELECTRON:
4649 MovDir[x][y] = MV_LEFT;
4656 Tile[x][y] = EL_MOLE;
4657 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4660 case EL_SPRING_LEFT:
4661 case EL_SPRING_RIGHT:
4662 Tile[x][y] = EL_SPRING;
4663 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4667 if (IS_CUSTOM_ELEMENT(element))
4669 struct ElementInfo *ei = &element_info[element];
4670 int move_direction_initial = ei->move_direction_initial;
4671 int move_pattern = ei->move_pattern;
4673 if (move_direction_initial == MV_START_PREVIOUS)
4675 if (MovDir[x][y] != MV_NONE)
4678 move_direction_initial = MV_START_AUTOMATIC;
4681 if (move_direction_initial == MV_START_RANDOM)
4682 MovDir[x][y] = 1 << RND(4);
4683 else if (move_direction_initial & MV_ANY_DIRECTION)
4684 MovDir[x][y] = move_direction_initial;
4685 else if (move_pattern == MV_ALL_DIRECTIONS ||
4686 move_pattern == MV_TURNING_LEFT ||
4687 move_pattern == MV_TURNING_RIGHT ||
4688 move_pattern == MV_TURNING_LEFT_RIGHT ||
4689 move_pattern == MV_TURNING_RIGHT_LEFT ||
4690 move_pattern == MV_TURNING_RANDOM)
4691 MovDir[x][y] = 1 << RND(4);
4692 else if (move_pattern == MV_HORIZONTAL)
4693 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4694 else if (move_pattern == MV_VERTICAL)
4695 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4696 else if (move_pattern & MV_ANY_DIRECTION)
4697 MovDir[x][y] = element_info[element].move_pattern;
4698 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4699 move_pattern == MV_ALONG_RIGHT_SIDE)
4701 // use random direction as default start direction
4702 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4703 MovDir[x][y] = 1 << RND(4);
4705 for (i = 0; i < NUM_DIRECTIONS; i++)
4707 int x1 = x + xy[i][0];
4708 int y1 = y + xy[i][1];
4710 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4712 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4713 MovDir[x][y] = direction[0][i];
4715 MovDir[x][y] = direction[1][i];
4724 MovDir[x][y] = 1 << RND(4);
4726 if (element != EL_BUG &&
4727 element != EL_SPACESHIP &&
4728 element != EL_BD_BUTTERFLY &&
4729 element != EL_BD_FIREFLY)
4732 for (i = 0; i < NUM_DIRECTIONS; i++)
4734 int x1 = x + xy[i][0];
4735 int y1 = y + xy[i][1];
4737 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4739 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4741 MovDir[x][y] = direction[0][i];
4744 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4745 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4747 MovDir[x][y] = direction[1][i];
4756 GfxDir[x][y] = MovDir[x][y];
4759 void InitAmoebaNr(int x, int y)
4762 int group_nr = AmoebaNeighbourNr(x, y);
4766 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4768 if (AmoebaCnt[i] == 0)
4776 AmoebaNr[x][y] = group_nr;
4777 AmoebaCnt[group_nr]++;
4778 AmoebaCnt2[group_nr]++;
4781 static void LevelSolved_SetFinalGameValues(void)
4783 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4784 game.score_time_final = (level.use_step_counter ? TimePlayed :
4785 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4787 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4788 game_em.lev->score :
4789 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4793 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4794 MM_HEALTH(game_mm.laser_overload_value) :
4797 game.LevelSolved_CountingTime = game.time_final;
4798 game.LevelSolved_CountingScore = game.score_final;
4799 game.LevelSolved_CountingHealth = game.health_final;
4802 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4804 game.LevelSolved_CountingTime = time;
4805 game.LevelSolved_CountingScore = score;
4806 game.LevelSolved_CountingHealth = health;
4808 game_panel_controls[GAME_PANEL_TIME].value = time;
4809 game_panel_controls[GAME_PANEL_SCORE].value = score;
4810 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4812 DisplayGameControlValues();
4815 static void LevelSolved(void)
4817 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4818 game.players_still_needed > 0)
4821 game.LevelSolved = TRUE;
4822 game.GameOver = TRUE;
4826 // needed here to display correct panel values while player walks into exit
4827 LevelSolved_SetFinalGameValues();
4832 static int time_count_steps;
4833 static int time, time_final;
4834 static float score, score_final; // needed for time score < 10 for 10 seconds
4835 static int health, health_final;
4836 static int game_over_delay_1 = 0;
4837 static int game_over_delay_2 = 0;
4838 static int game_over_delay_3 = 0;
4839 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4840 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4842 if (!game.LevelSolved_GameWon)
4846 // do not start end game actions before the player stops moving (to exit)
4847 if (local_player->active && local_player->MovPos)
4850 // calculate final game values after player finished walking into exit
4851 LevelSolved_SetFinalGameValues();
4853 game.LevelSolved_GameWon = TRUE;
4854 game.LevelSolved_SaveTape = tape.recording;
4855 game.LevelSolved_SaveScore = !tape.playing;
4859 LevelStats_incSolved(level_nr);
4861 SaveLevelSetup_SeriesInfo();
4864 if (tape.auto_play) // tape might already be stopped here
4865 tape.auto_play_level_solved = TRUE;
4869 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4870 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4871 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4873 time = time_final = game.time_final;
4874 score = score_final = game.score_final;
4875 health = health_final = game.health_final;
4877 // update game panel values before (delayed) counting of score (if any)
4878 LevelSolved_DisplayFinalGameValues(time, score, health);
4880 // if level has time score defined, calculate new final game values
4883 int time_final_max = 999;
4884 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4885 int time_frames = 0;
4886 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4887 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4892 time_frames = time_frames_left;
4894 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4896 time_final = time_final_max;
4897 time_frames = time_frames_final_max - time_frames_played;
4900 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4902 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4904 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4907 score_final += health * time_score;
4910 game.score_final = score_final;
4911 game.health_final = health_final;
4914 // if not counting score after game, immediately update game panel values
4915 if (level_editor_test_game || !setup.count_score_after_game)
4918 score = score_final;
4920 LevelSolved_DisplayFinalGameValues(time, score, health);
4923 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4925 // check if last player has left the level
4926 if (game.exit_x >= 0 &&
4929 int x = game.exit_x;
4930 int y = game.exit_y;
4931 int element = Tile[x][y];
4933 // close exit door after last player
4934 if ((game.all_players_gone &&
4935 (element == EL_EXIT_OPEN ||
4936 element == EL_SP_EXIT_OPEN ||
4937 element == EL_STEEL_EXIT_OPEN)) ||
4938 element == EL_EM_EXIT_OPEN ||
4939 element == EL_EM_STEEL_EXIT_OPEN)
4943 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4944 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4945 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4946 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4947 EL_EM_STEEL_EXIT_CLOSING);
4949 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4952 // player disappears
4953 DrawLevelField(x, y);
4956 for (i = 0; i < MAX_PLAYERS; i++)
4958 struct PlayerInfo *player = &stored_player[i];
4960 if (player->present)
4962 RemovePlayer(player);
4964 // player disappears
4965 DrawLevelField(player->jx, player->jy);
4970 PlaySound(SND_GAME_WINNING);
4973 if (setup.count_score_after_game)
4975 if (time != time_final)
4977 if (game_over_delay_1 > 0)
4979 game_over_delay_1--;
4984 int time_to_go = ABS(time_final - time);
4985 int time_count_dir = (time < time_final ? +1 : -1);
4987 if (time_to_go < time_count_steps)
4988 time_count_steps = 1;
4990 time += time_count_steps * time_count_dir;
4991 score += time_count_steps * time_score;
4993 // set final score to correct rounding differences after counting score
4994 if (time == time_final)
4995 score = score_final;
4997 LevelSolved_DisplayFinalGameValues(time, score, health);
4999 if (time == time_final)
5000 StopSound(SND_GAME_LEVELTIME_BONUS);
5001 else if (setup.sound_loops)
5002 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5004 PlaySound(SND_GAME_LEVELTIME_BONUS);
5009 if (health != health_final)
5011 if (game_over_delay_2 > 0)
5013 game_over_delay_2--;
5018 int health_count_dir = (health < health_final ? +1 : -1);
5020 health += health_count_dir;
5021 score += time_score;
5023 LevelSolved_DisplayFinalGameValues(time, score, health);
5025 if (health == health_final)
5026 StopSound(SND_GAME_LEVELTIME_BONUS);
5027 else if (setup.sound_loops)
5028 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5030 PlaySound(SND_GAME_LEVELTIME_BONUS);
5036 game.panel.active = FALSE;
5038 if (game_over_delay_3 > 0)
5040 game_over_delay_3--;
5050 // used instead of "level_nr" (needed for network games)
5051 int last_level_nr = levelset.level_nr;
5052 boolean tape_saved = FALSE;
5054 game.LevelSolved_GameEnd = TRUE;
5056 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5058 // make sure that request dialog to save tape does not open door again
5059 if (!global.use_envelope_request)
5060 CloseDoor(DOOR_CLOSE_1);
5063 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5065 // set unique basename for score tape (also saved in high score table)
5066 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5069 // if no tape is to be saved, close both doors simultaneously
5070 CloseDoor(DOOR_CLOSE_ALL);
5072 if (level_editor_test_game || score_info_tape_play)
5074 SetGameStatus(GAME_MODE_MAIN);
5081 if (!game.LevelSolved_SaveScore)
5083 SetGameStatus(GAME_MODE_MAIN);
5090 if (level_nr == leveldir_current->handicap_level)
5092 leveldir_current->handicap_level++;
5094 SaveLevelSetup_SeriesInfo();
5097 // save score and score tape before potentially erasing tape below
5098 NewHighScore(last_level_nr, tape_saved);
5100 if (setup.increment_levels &&
5101 level_nr < leveldir_current->last_level &&
5104 level_nr++; // advance to next level
5105 TapeErase(); // start with empty tape
5107 if (setup.auto_play_next_level)
5109 scores.continue_playing = TRUE;
5110 scores.next_level_nr = level_nr;
5112 LoadLevel(level_nr);
5114 SaveLevelSetup_SeriesInfo();
5118 if (scores.last_added >= 0 && setup.show_scores_after_game)
5120 SetGameStatus(GAME_MODE_SCORES);
5122 DrawHallOfFame(last_level_nr);
5124 else if (scores.continue_playing)
5126 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5130 SetGameStatus(GAME_MODE_MAIN);
5136 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5137 boolean one_score_entry_per_name)
5141 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5144 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5146 struct ScoreEntry *entry = &list->entry[i];
5147 boolean score_is_better = (new_entry->score > entry->score);
5148 boolean score_is_equal = (new_entry->score == entry->score);
5149 boolean time_is_better = (new_entry->time < entry->time);
5150 boolean time_is_equal = (new_entry->time == entry->time);
5151 boolean better_by_score = (score_is_better ||
5152 (score_is_equal && time_is_better));
5153 boolean better_by_time = (time_is_better ||
5154 (time_is_equal && score_is_better));
5155 boolean is_better = (level.rate_time_over_score ? better_by_time :
5157 boolean entry_is_empty = (entry->score == 0 &&
5160 // prevent adding server score entries if also existing in local score file
5161 // (special case: historic score entries have an empty tape basename entry)
5162 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5163 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5165 // add fields from server score entry not stored in local score entry
5166 // (currently, this means setting platform, version and country fields;
5167 // in rare cases, this may also correct an invalid score value, as
5168 // historic scores might have been truncated to 16-bit values locally)
5169 *entry = *new_entry;
5174 if (is_better || entry_is_empty)
5176 // player has made it to the hall of fame
5178 if (i < MAX_SCORE_ENTRIES - 1)
5180 int m = MAX_SCORE_ENTRIES - 1;
5183 if (one_score_entry_per_name)
5185 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5186 if (strEqual(list->entry[l].name, new_entry->name))
5189 if (m == i) // player's new highscore overwrites his old one
5193 for (l = m; l > i; l--)
5194 list->entry[l] = list->entry[l - 1];
5199 *entry = *new_entry;
5203 else if (one_score_entry_per_name &&
5204 strEqual(entry->name, new_entry->name))
5206 // player already in high score list with better score or time
5212 // special case: new score is beyond the last high score list position
5213 return MAX_SCORE_ENTRIES;
5216 void NewHighScore(int level_nr, boolean tape_saved)
5218 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5219 boolean one_per_name = FALSE;
5221 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5222 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5224 new_entry.score = game.score_final;
5225 new_entry.time = game.score_time_final;
5227 LoadScore(level_nr);
5229 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5231 if (scores.last_added >= MAX_SCORE_ENTRIES)
5233 scores.last_added = MAX_SCORE_ENTRIES - 1;
5234 scores.force_last_added = TRUE;
5236 scores.entry[scores.last_added] = new_entry;
5238 // store last added local score entry (before merging server scores)
5239 scores.last_added_local = scores.last_added;
5244 if (scores.last_added < 0)
5247 SaveScore(level_nr);
5249 // store last added local score entry (before merging server scores)
5250 scores.last_added_local = scores.last_added;
5252 if (!game.LevelSolved_SaveTape)
5255 SaveScoreTape(level_nr);
5257 if (setup.ask_for_using_api_server)
5259 setup.use_api_server =
5260 Request("Upload your score and tape to the high score server?", REQ_ASK);
5262 if (!setup.use_api_server)
5263 Request("Not using high score server! Use setup menu to enable again!",
5266 runtime.use_api_server = setup.use_api_server;
5268 // after asking for using API server once, do not ask again
5269 setup.ask_for_using_api_server = FALSE;
5271 SaveSetup_ServerSetup();
5274 SaveServerScore(level_nr, tape_saved);
5277 void MergeServerScore(void)
5279 struct ScoreEntry last_added_entry;
5280 boolean one_per_name = FALSE;
5283 if (scores.last_added >= 0)
5284 last_added_entry = scores.entry[scores.last_added];
5286 for (i = 0; i < server_scores.num_entries; i++)
5288 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5290 if (pos >= 0 && pos <= scores.last_added)
5291 scores.last_added++;
5294 if (scores.last_added >= MAX_SCORE_ENTRIES)
5296 scores.last_added = MAX_SCORE_ENTRIES - 1;
5297 scores.force_last_added = TRUE;
5299 scores.entry[scores.last_added] = last_added_entry;
5303 static int getElementMoveStepsizeExt(int x, int y, int direction)
5305 int element = Tile[x][y];
5306 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5307 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5308 int horiz_move = (dx != 0);
5309 int sign = (horiz_move ? dx : dy);
5310 int step = sign * element_info[element].move_stepsize;
5312 // special values for move stepsize for spring and things on conveyor belt
5315 if (CAN_FALL(element) &&
5316 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5317 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5318 else if (element == EL_SPRING)
5319 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5325 static int getElementMoveStepsize(int x, int y)
5327 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5330 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5332 if (player->GfxAction != action || player->GfxDir != dir)
5334 player->GfxAction = action;
5335 player->GfxDir = dir;
5337 player->StepFrame = 0;
5341 static void ResetGfxFrame(int x, int y)
5343 // profiling showed that "autotest" spends 10~20% of its time in this function
5344 if (DrawingDeactivatedField())
5347 int element = Tile[x][y];
5348 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5350 if (graphic_info[graphic].anim_global_sync)
5351 GfxFrame[x][y] = FrameCounter;
5352 else if (graphic_info[graphic].anim_global_anim_sync)
5353 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5354 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5355 GfxFrame[x][y] = CustomValue[x][y];
5356 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5357 GfxFrame[x][y] = element_info[element].collect_score;
5358 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5359 GfxFrame[x][y] = ChangeDelay[x][y];
5362 static void ResetGfxAnimation(int x, int y)
5364 GfxAction[x][y] = ACTION_DEFAULT;
5365 GfxDir[x][y] = MovDir[x][y];
5368 ResetGfxFrame(x, y);
5371 static void ResetRandomAnimationValue(int x, int y)
5373 GfxRandom[x][y] = INIT_GFX_RANDOM();
5376 static void InitMovingField(int x, int y, int direction)
5378 int element = Tile[x][y];
5379 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5380 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5383 boolean is_moving_before, is_moving_after;
5385 // check if element was/is moving or being moved before/after mode change
5386 is_moving_before = (WasJustMoving[x][y] != 0);
5387 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5389 // reset animation only for moving elements which change direction of moving
5390 // or which just started or stopped moving
5391 // (else CEs with property "can move" / "not moving" are reset each frame)
5392 if (is_moving_before != is_moving_after ||
5393 direction != MovDir[x][y])
5394 ResetGfxAnimation(x, y);
5396 MovDir[x][y] = direction;
5397 GfxDir[x][y] = direction;
5399 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5400 direction == MV_DOWN && CAN_FALL(element) ?
5401 ACTION_FALLING : ACTION_MOVING);
5403 // this is needed for CEs with property "can move" / "not moving"
5405 if (is_moving_after)
5407 if (Tile[newx][newy] == EL_EMPTY)
5408 Tile[newx][newy] = EL_BLOCKED;
5410 MovDir[newx][newy] = MovDir[x][y];
5412 CustomValue[newx][newy] = CustomValue[x][y];
5414 GfxFrame[newx][newy] = GfxFrame[x][y];
5415 GfxRandom[newx][newy] = GfxRandom[x][y];
5416 GfxAction[newx][newy] = GfxAction[x][y];
5417 GfxDir[newx][newy] = GfxDir[x][y];
5421 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5423 int direction = MovDir[x][y];
5424 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5425 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5431 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5433 int direction = MovDir[x][y];
5434 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5435 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5437 *comes_from_x = oldx;
5438 *comes_from_y = oldy;
5441 static int MovingOrBlocked2Element(int x, int y)
5443 int element = Tile[x][y];
5445 if (element == EL_BLOCKED)
5449 Blocked2Moving(x, y, &oldx, &oldy);
5451 return Tile[oldx][oldy];
5457 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5459 // like MovingOrBlocked2Element(), but if element is moving
5460 // and (x, y) is the field the moving element is just leaving,
5461 // return EL_BLOCKED instead of the element value
5462 int element = Tile[x][y];
5464 if (IS_MOVING(x, y))
5466 if (element == EL_BLOCKED)
5470 Blocked2Moving(x, y, &oldx, &oldy);
5471 return Tile[oldx][oldy];
5480 static void RemoveField(int x, int y)
5482 Tile[x][y] = EL_EMPTY;
5488 CustomValue[x][y] = 0;
5491 ChangeDelay[x][y] = 0;
5492 ChangePage[x][y] = -1;
5493 Pushed[x][y] = FALSE;
5495 GfxElement[x][y] = EL_UNDEFINED;
5496 GfxAction[x][y] = ACTION_DEFAULT;
5497 GfxDir[x][y] = MV_NONE;
5500 static void RemoveMovingField(int x, int y)
5502 int oldx = x, oldy = y, newx = x, newy = y;
5503 int element = Tile[x][y];
5504 int next_element = EL_UNDEFINED;
5506 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5509 if (IS_MOVING(x, y))
5511 Moving2Blocked(x, y, &newx, &newy);
5513 if (Tile[newx][newy] != EL_BLOCKED)
5515 // element is moving, but target field is not free (blocked), but
5516 // already occupied by something different (example: acid pool);
5517 // in this case, only remove the moving field, but not the target
5519 RemoveField(oldx, oldy);
5521 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5523 TEST_DrawLevelField(oldx, oldy);
5528 else if (element == EL_BLOCKED)
5530 Blocked2Moving(x, y, &oldx, &oldy);
5531 if (!IS_MOVING(oldx, oldy))
5535 if (element == EL_BLOCKED &&
5536 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5537 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5538 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5539 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5540 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5541 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5542 next_element = get_next_element(Tile[oldx][oldy]);
5544 RemoveField(oldx, oldy);
5545 RemoveField(newx, newy);
5547 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5549 if (next_element != EL_UNDEFINED)
5550 Tile[oldx][oldy] = next_element;
5552 TEST_DrawLevelField(oldx, oldy);
5553 TEST_DrawLevelField(newx, newy);
5556 void DrawDynamite(int x, int y)
5558 int sx = SCREENX(x), sy = SCREENY(y);
5559 int graphic = el2img(Tile[x][y]);
5562 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5565 if (IS_WALKABLE_INSIDE(Back[x][y]))
5569 DrawLevelElement(x, y, Back[x][y]);
5570 else if (Store[x][y])
5571 DrawLevelElement(x, y, Store[x][y]);
5572 else if (game.use_masked_elements)
5573 DrawLevelElement(x, y, EL_EMPTY);
5575 frame = getGraphicAnimationFrameXY(graphic, x, y);
5577 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5578 DrawGraphicThruMask(sx, sy, graphic, frame);
5580 DrawGraphic(sx, sy, graphic, frame);
5583 static void CheckDynamite(int x, int y)
5585 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5589 if (MovDelay[x][y] != 0)
5592 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5598 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5603 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5605 boolean num_checked_players = 0;
5608 for (i = 0; i < MAX_PLAYERS; i++)
5610 if (stored_player[i].active)
5612 int sx = stored_player[i].jx;
5613 int sy = stored_player[i].jy;
5615 if (num_checked_players == 0)
5622 *sx1 = MIN(*sx1, sx);
5623 *sy1 = MIN(*sy1, sy);
5624 *sx2 = MAX(*sx2, sx);
5625 *sy2 = MAX(*sy2, sy);
5628 num_checked_players++;
5633 static boolean checkIfAllPlayersFitToScreen_RND(void)
5635 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5637 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5639 return (sx2 - sx1 < SCR_FIELDX &&
5640 sy2 - sy1 < SCR_FIELDY);
5643 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5645 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5647 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5649 *sx = (sx1 + sx2) / 2;
5650 *sy = (sy1 + sy2) / 2;
5653 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5654 boolean center_screen, boolean quick_relocation)
5656 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5657 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5658 boolean no_delay = (tape.warp_forward);
5659 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5660 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5661 int new_scroll_x, new_scroll_y;
5663 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5665 // case 1: quick relocation inside visible screen (without scrolling)
5672 if (!level.shifted_relocation || center_screen)
5674 // relocation _with_ centering of screen
5676 new_scroll_x = SCROLL_POSITION_X(x);
5677 new_scroll_y = SCROLL_POSITION_Y(y);
5681 // relocation _without_ centering of screen
5683 // apply distance between old and new player position to scroll position
5684 int shifted_scroll_x = scroll_x + (x - old_x);
5685 int shifted_scroll_y = scroll_y + (y - old_y);
5687 // make sure that shifted scroll position does not scroll beyond screen
5688 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5689 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5691 // special case for teleporting from one end of the playfield to the other
5692 // (this kludge prevents the destination area to be shifted by half a tile
5693 // against the source destination for even screen width or screen height;
5694 // probably most useful when used with high "game.forced_scroll_delay_value"
5695 // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
5696 if (quick_relocation)
5698 if (EVEN(SCR_FIELDX))
5700 // relocate (teleport) between left and right border (half or full)
5701 if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
5702 new_scroll_x = SBX_Right;
5703 else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
5704 new_scroll_x = SBX_Right - 1;
5705 else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
5706 new_scroll_x = SBX_Left;
5707 else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
5708 new_scroll_x = SBX_Left + 1;
5711 if (EVEN(SCR_FIELDY))
5713 // relocate (teleport) between top and bottom border (half or full)
5714 if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
5715 new_scroll_y = SBY_Lower;
5716 else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
5717 new_scroll_y = SBY_Lower - 1;
5718 else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
5719 new_scroll_y = SBY_Upper;
5720 else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
5721 new_scroll_y = SBY_Upper + 1;
5726 if (quick_relocation)
5728 // case 2: quick relocation (redraw without visible scrolling)
5730 scroll_x = new_scroll_x;
5731 scroll_y = new_scroll_y;
5738 // case 3: visible relocation (with scrolling to new position)
5740 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5742 SetVideoFrameDelay(wait_delay_value);
5744 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5746 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5747 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5749 if (dx == 0 && dy == 0) // no scrolling needed at all
5755 // set values for horizontal/vertical screen scrolling (half tile size)
5756 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5757 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5758 int pos_x = dx * TILEX / 2;
5759 int pos_y = dy * TILEY / 2;
5760 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5761 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5763 ScrollLevel(dx, dy);
5766 // scroll in two steps of half tile size to make things smoother
5767 BlitScreenToBitmapExt_RND(window, fx, fy);
5769 // scroll second step to align at full tile size
5770 BlitScreenToBitmap(window);
5776 SetVideoFrameDelay(frame_delay_value_old);
5779 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5781 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5782 int player_nr = GET_PLAYER_NR(el_player);
5783 struct PlayerInfo *player = &stored_player[player_nr];
5784 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5785 boolean no_delay = (tape.warp_forward);
5786 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5787 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5788 int old_jx = player->jx;
5789 int old_jy = player->jy;
5790 int old_element = Tile[old_jx][old_jy];
5791 int element = Tile[jx][jy];
5792 boolean player_relocated = (old_jx != jx || old_jy != jy);
5794 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5795 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5796 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5797 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5798 int leave_side_horiz = move_dir_horiz;
5799 int leave_side_vert = move_dir_vert;
5800 int enter_side = enter_side_horiz | enter_side_vert;
5801 int leave_side = leave_side_horiz | leave_side_vert;
5803 if (player->buried) // do not reanimate dead player
5806 if (!player_relocated) // no need to relocate the player
5809 if (IS_PLAYER(jx, jy)) // player already placed at new position
5811 RemoveField(jx, jy); // temporarily remove newly placed player
5812 DrawLevelField(jx, jy);
5815 if (player->present)
5817 while (player->MovPos)
5819 ScrollPlayer(player, SCROLL_GO_ON);
5820 ScrollScreen(NULL, SCROLL_GO_ON);
5822 AdvanceFrameAndPlayerCounters(player->index_nr);
5826 BackToFront_WithFrameDelay(wait_delay_value);
5829 DrawPlayer(player); // needed here only to cleanup last field
5830 DrawLevelField(player->jx, player->jy); // remove player graphic
5832 player->is_moving = FALSE;
5835 if (IS_CUSTOM_ELEMENT(old_element))
5836 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5838 player->index_bit, leave_side);
5840 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5842 player->index_bit, leave_side);
5844 Tile[jx][jy] = el_player;
5845 InitPlayerField(jx, jy, el_player, TRUE);
5847 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5848 possible that the relocation target field did not contain a player element,
5849 but a walkable element, to which the new player was relocated -- in this
5850 case, restore that (already initialized!) element on the player field */
5851 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5853 Tile[jx][jy] = element; // restore previously existing element
5856 // only visually relocate centered player
5857 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5858 FALSE, level.instant_relocation);
5860 TestIfPlayerTouchesBadThing(jx, jy);
5861 TestIfPlayerTouchesCustomElement(jx, jy);
5863 if (IS_CUSTOM_ELEMENT(element))
5864 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5865 player->index_bit, enter_side);
5867 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5868 player->index_bit, enter_side);
5870 if (player->is_switching)
5872 /* ensure that relocation while still switching an element does not cause
5873 a new element to be treated as also switched directly after relocation
5874 (this is important for teleporter switches that teleport the player to
5875 a place where another teleporter switch is in the same direction, which
5876 would then incorrectly be treated as immediately switched before the
5877 direction key that caused the switch was released) */
5879 player->switch_x += jx - old_jx;
5880 player->switch_y += jy - old_jy;
5884 static void Explode(int ex, int ey, int phase, int mode)
5890 if (game.explosions_delayed)
5892 ExplodeField[ex][ey] = mode;
5896 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5898 int center_element = Tile[ex][ey];
5899 int ce_value = CustomValue[ex][ey];
5900 int ce_score = element_info[center_element].collect_score;
5901 int artwork_element, explosion_element; // set these values later
5903 // remove things displayed in background while burning dynamite
5904 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5907 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5909 // put moving element to center field (and let it explode there)
5910 center_element = MovingOrBlocked2Element(ex, ey);
5911 RemoveMovingField(ex, ey);
5912 Tile[ex][ey] = center_element;
5915 // now "center_element" is finally determined -- set related values now
5916 artwork_element = center_element; // for custom player artwork
5917 explosion_element = center_element; // for custom player artwork
5919 if (IS_PLAYER(ex, ey))
5921 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5923 artwork_element = stored_player[player_nr].artwork_element;
5925 if (level.use_explosion_element[player_nr])
5927 explosion_element = level.explosion_element[player_nr];
5928 artwork_element = explosion_element;
5932 if (mode == EX_TYPE_NORMAL ||
5933 mode == EX_TYPE_CENTER ||
5934 mode == EX_TYPE_CROSS)
5935 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5937 last_phase = element_info[explosion_element].explosion_delay + 1;
5939 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5941 int xx = x - ex + 1;
5942 int yy = y - ey + 1;
5945 if (!IN_LEV_FIELD(x, y) ||
5946 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5947 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5950 element = Tile[x][y];
5952 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5954 element = MovingOrBlocked2Element(x, y);
5956 if (!IS_EXPLOSION_PROOF(element))
5957 RemoveMovingField(x, y);
5960 // indestructible elements can only explode in center (but not flames)
5961 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5962 mode == EX_TYPE_BORDER)) ||
5963 element == EL_FLAMES)
5966 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5967 behaviour, for example when touching a yamyam that explodes to rocks
5968 with active deadly shield, a rock is created under the player !!! */
5969 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5971 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5972 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5973 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5975 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5978 if (IS_ACTIVE_BOMB(element))
5980 // re-activate things under the bomb like gate or penguin
5981 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5988 // save walkable background elements while explosion on same tile
5989 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5990 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5991 Back[x][y] = element;
5993 // ignite explodable elements reached by other explosion
5994 if (element == EL_EXPLOSION)
5995 element = Store2[x][y];
5997 if (AmoebaNr[x][y] &&
5998 (element == EL_AMOEBA_FULL ||
5999 element == EL_BD_AMOEBA ||
6000 element == EL_AMOEBA_GROWING))
6002 AmoebaCnt[AmoebaNr[x][y]]--;
6003 AmoebaCnt2[AmoebaNr[x][y]]--;
6008 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6010 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6012 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6014 if (PLAYERINFO(ex, ey)->use_murphy)
6015 Store[x][y] = EL_EMPTY;
6018 // !!! check this case -- currently needed for rnd_rado_negundo_v,
6019 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
6020 else if (IS_PLAYER_ELEMENT(center_element))
6021 Store[x][y] = EL_EMPTY;
6022 else if (center_element == EL_YAMYAM)
6023 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6024 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6025 Store[x][y] = element_info[center_element].content.e[xx][yy];
6027 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6028 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6029 // otherwise) -- FIX THIS !!!
6030 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6031 Store[x][y] = element_info[element].content.e[1][1];
6033 else if (!CAN_EXPLODE(element))
6034 Store[x][y] = element_info[element].content.e[1][1];
6037 Store[x][y] = EL_EMPTY;
6039 if (IS_CUSTOM_ELEMENT(center_element))
6040 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6041 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6042 Store[x][y] >= EL_PREV_CE_8 &&
6043 Store[x][y] <= EL_NEXT_CE_8 ?
6044 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6047 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6048 center_element == EL_AMOEBA_TO_DIAMOND)
6049 Store2[x][y] = element;
6051 Tile[x][y] = EL_EXPLOSION;
6052 GfxElement[x][y] = artwork_element;
6054 ExplodePhase[x][y] = 1;
6055 ExplodeDelay[x][y] = last_phase;
6060 if (center_element == EL_YAMYAM)
6061 game.yamyam_content_nr =
6062 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6074 GfxFrame[x][y] = 0; // restart explosion animation
6076 last_phase = ExplodeDelay[x][y];
6078 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6080 // this can happen if the player leaves an explosion just in time
6081 if (GfxElement[x][y] == EL_UNDEFINED)
6082 GfxElement[x][y] = EL_EMPTY;
6084 border_element = Store2[x][y];
6085 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6086 border_element = StorePlayer[x][y];
6088 if (phase == element_info[border_element].ignition_delay ||
6089 phase == last_phase)
6091 boolean border_explosion = FALSE;
6093 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6094 !PLAYER_EXPLOSION_PROTECTED(x, y))
6096 KillPlayerUnlessExplosionProtected(x, y);
6097 border_explosion = TRUE;
6099 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6101 Tile[x][y] = Store2[x][y];
6104 border_explosion = TRUE;
6106 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6108 AmoebaToDiamond(x, y);
6110 border_explosion = TRUE;
6113 // if an element just explodes due to another explosion (chain-reaction),
6114 // do not immediately end the new explosion when it was the last frame of
6115 // the explosion (as it would be done in the following "if"-statement!)
6116 if (border_explosion && phase == last_phase)
6120 // this can happen if the player was just killed by an explosion
6121 if (GfxElement[x][y] == EL_UNDEFINED)
6122 GfxElement[x][y] = EL_EMPTY;
6124 if (phase == last_phase)
6128 element = Tile[x][y] = Store[x][y];
6129 Store[x][y] = Store2[x][y] = 0;
6130 GfxElement[x][y] = EL_UNDEFINED;
6132 // player can escape from explosions and might therefore be still alive
6133 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6134 element <= EL_PLAYER_IS_EXPLODING_4)
6136 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6137 int explosion_element = EL_PLAYER_1 + player_nr;
6138 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6139 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6141 if (level.use_explosion_element[player_nr])
6142 explosion_element = level.explosion_element[player_nr];
6144 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6145 element_info[explosion_element].content.e[xx][yy]);
6148 // restore probably existing indestructible background element
6149 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6150 element = Tile[x][y] = Back[x][y];
6153 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6154 GfxDir[x][y] = MV_NONE;
6155 ChangeDelay[x][y] = 0;
6156 ChangePage[x][y] = -1;
6158 CustomValue[x][y] = 0;
6160 InitField_WithBug2(x, y, FALSE);
6162 TEST_DrawLevelField(x, y);
6164 TestIfElementTouchesCustomElement(x, y);
6166 if (GFX_CRUMBLED(element))
6167 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6169 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6170 StorePlayer[x][y] = 0;
6172 if (IS_PLAYER_ELEMENT(element))
6173 RelocatePlayer(x, y, element);
6175 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6177 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6178 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6181 TEST_DrawLevelFieldCrumbled(x, y);
6183 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6185 DrawLevelElement(x, y, Back[x][y]);
6186 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6188 else if (IS_WALKABLE_UNDER(Back[x][y]))
6190 DrawLevelGraphic(x, y, graphic, frame);
6191 DrawLevelElementThruMask(x, y, Back[x][y]);
6193 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6194 DrawLevelGraphic(x, y, graphic, frame);
6198 static void DynaExplode(int ex, int ey)
6201 int dynabomb_element = Tile[ex][ey];
6202 int dynabomb_size = 1;
6203 boolean dynabomb_xl = FALSE;
6204 struct PlayerInfo *player;
6205 struct XY *xy = xy_topdown;
6207 if (IS_ACTIVE_BOMB(dynabomb_element))
6209 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6210 dynabomb_size = player->dynabomb_size;
6211 dynabomb_xl = player->dynabomb_xl;
6212 player->dynabombs_left++;
6215 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6217 for (i = 0; i < NUM_DIRECTIONS; i++)
6219 for (j = 1; j <= dynabomb_size; j++)
6221 int x = ex + j * xy[i].x;
6222 int y = ey + j * xy[i].y;
6225 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6228 element = Tile[x][y];
6230 // do not restart explosions of fields with active bombs
6231 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6234 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6236 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6237 !IS_DIGGABLE(element) && !dynabomb_xl)
6243 void Bang(int x, int y)
6245 int element = MovingOrBlocked2Element(x, y);
6246 int explosion_type = EX_TYPE_NORMAL;
6248 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6250 struct PlayerInfo *player = PLAYERINFO(x, y);
6252 element = Tile[x][y] = player->initial_element;
6254 if (level.use_explosion_element[player->index_nr])
6256 int explosion_element = level.explosion_element[player->index_nr];
6258 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6259 explosion_type = EX_TYPE_CROSS;
6260 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6261 explosion_type = EX_TYPE_CENTER;
6269 case EL_BD_BUTTERFLY:
6272 case EL_DARK_YAMYAM:
6276 RaiseScoreElement(element);
6279 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6280 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6281 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6282 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6283 case EL_DYNABOMB_INCREASE_NUMBER:
6284 case EL_DYNABOMB_INCREASE_SIZE:
6285 case EL_DYNABOMB_INCREASE_POWER:
6286 explosion_type = EX_TYPE_DYNA;
6289 case EL_DC_LANDMINE:
6290 explosion_type = EX_TYPE_CENTER;
6295 case EL_LAMP_ACTIVE:
6296 case EL_AMOEBA_TO_DIAMOND:
6297 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6298 explosion_type = EX_TYPE_CENTER;
6302 if (element_info[element].explosion_type == EXPLODES_CROSS)
6303 explosion_type = EX_TYPE_CROSS;
6304 else if (element_info[element].explosion_type == EXPLODES_1X1)
6305 explosion_type = EX_TYPE_CENTER;
6309 if (explosion_type == EX_TYPE_DYNA)
6312 Explode(x, y, EX_PHASE_START, explosion_type);
6314 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6317 static void SplashAcid(int x, int y)
6319 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6320 (!IN_LEV_FIELD(x - 1, y - 2) ||
6321 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6322 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6324 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6325 (!IN_LEV_FIELD(x + 1, y - 2) ||
6326 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6327 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6329 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6332 static void InitBeltMovement(void)
6334 static int belt_base_element[4] =
6336 EL_CONVEYOR_BELT_1_LEFT,
6337 EL_CONVEYOR_BELT_2_LEFT,
6338 EL_CONVEYOR_BELT_3_LEFT,
6339 EL_CONVEYOR_BELT_4_LEFT
6341 static int belt_base_active_element[4] =
6343 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6344 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6345 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6346 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6351 // set frame order for belt animation graphic according to belt direction
6352 for (i = 0; i < NUM_BELTS; i++)
6356 for (j = 0; j < NUM_BELT_PARTS; j++)
6358 int element = belt_base_active_element[belt_nr] + j;
6359 int graphic_1 = el2img(element);
6360 int graphic_2 = el2panelimg(element);
6362 if (game.belt_dir[i] == MV_LEFT)
6364 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6365 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6369 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6370 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6375 SCAN_PLAYFIELD(x, y)
6377 int element = Tile[x][y];
6379 for (i = 0; i < NUM_BELTS; i++)
6381 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6383 int e_belt_nr = getBeltNrFromBeltElement(element);
6386 if (e_belt_nr == belt_nr)
6388 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6390 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6397 static void ToggleBeltSwitch(int x, int y)
6399 static int belt_base_element[4] =
6401 EL_CONVEYOR_BELT_1_LEFT,
6402 EL_CONVEYOR_BELT_2_LEFT,
6403 EL_CONVEYOR_BELT_3_LEFT,
6404 EL_CONVEYOR_BELT_4_LEFT
6406 static int belt_base_active_element[4] =
6408 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6409 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6410 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6411 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6413 static int belt_base_switch_element[4] =
6415 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6416 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6417 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6418 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6420 static int belt_move_dir[4] =
6428 int element = Tile[x][y];
6429 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6430 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6431 int belt_dir = belt_move_dir[belt_dir_nr];
6434 if (!IS_BELT_SWITCH(element))
6437 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6438 game.belt_dir[belt_nr] = belt_dir;
6440 if (belt_dir_nr == 3)
6443 // set frame order for belt animation graphic according to belt direction
6444 for (i = 0; i < NUM_BELT_PARTS; i++)
6446 int element = belt_base_active_element[belt_nr] + i;
6447 int graphic_1 = el2img(element);
6448 int graphic_2 = el2panelimg(element);
6450 if (belt_dir == MV_LEFT)
6452 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6453 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6457 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6458 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6462 SCAN_PLAYFIELD(xx, yy)
6464 int element = Tile[xx][yy];
6466 if (IS_BELT_SWITCH(element))
6468 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6470 if (e_belt_nr == belt_nr)
6472 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6473 TEST_DrawLevelField(xx, yy);
6476 else if (IS_BELT(element) && belt_dir != MV_NONE)
6478 int e_belt_nr = getBeltNrFromBeltElement(element);
6480 if (e_belt_nr == belt_nr)
6482 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6484 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6485 TEST_DrawLevelField(xx, yy);
6488 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6490 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6492 if (e_belt_nr == belt_nr)
6494 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6496 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6497 TEST_DrawLevelField(xx, yy);
6503 static void ToggleSwitchgateSwitch(void)
6507 game.switchgate_pos = !game.switchgate_pos;
6509 SCAN_PLAYFIELD(xx, yy)
6511 int element = Tile[xx][yy];
6513 if (element == EL_SWITCHGATE_SWITCH_UP)
6515 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6516 TEST_DrawLevelField(xx, yy);
6518 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6520 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6521 TEST_DrawLevelField(xx, yy);
6523 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6525 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6526 TEST_DrawLevelField(xx, yy);
6528 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6530 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6531 TEST_DrawLevelField(xx, yy);
6533 else if (element == EL_SWITCHGATE_OPEN ||
6534 element == EL_SWITCHGATE_OPENING)
6536 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6538 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6540 else if (element == EL_SWITCHGATE_CLOSED ||
6541 element == EL_SWITCHGATE_CLOSING)
6543 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6545 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6550 static int getInvisibleActiveFromInvisibleElement(int element)
6552 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6553 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6554 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6558 static int getInvisibleFromInvisibleActiveElement(int element)
6560 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6561 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6562 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6566 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6570 SCAN_PLAYFIELD(x, y)
6572 int element = Tile[x][y];
6574 if (element == EL_LIGHT_SWITCH &&
6575 game.light_time_left > 0)
6577 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6578 TEST_DrawLevelField(x, y);
6580 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6581 game.light_time_left == 0)
6583 Tile[x][y] = EL_LIGHT_SWITCH;
6584 TEST_DrawLevelField(x, y);
6586 else if (element == EL_EMC_DRIPPER &&
6587 game.light_time_left > 0)
6589 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6590 TEST_DrawLevelField(x, y);
6592 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6593 game.light_time_left == 0)
6595 Tile[x][y] = EL_EMC_DRIPPER;
6596 TEST_DrawLevelField(x, y);
6598 else if (element == EL_INVISIBLE_STEELWALL ||
6599 element == EL_INVISIBLE_WALL ||
6600 element == EL_INVISIBLE_SAND)
6602 if (game.light_time_left > 0)
6603 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6605 TEST_DrawLevelField(x, y);
6607 // uncrumble neighbour fields, if needed
6608 if (element == EL_INVISIBLE_SAND)
6609 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6611 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6612 element == EL_INVISIBLE_WALL_ACTIVE ||
6613 element == EL_INVISIBLE_SAND_ACTIVE)
6615 if (game.light_time_left == 0)
6616 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6618 TEST_DrawLevelField(x, y);
6620 // re-crumble neighbour fields, if needed
6621 if (element == EL_INVISIBLE_SAND)
6622 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6627 static void RedrawAllInvisibleElementsForLenses(void)
6631 SCAN_PLAYFIELD(x, y)
6633 int element = Tile[x][y];
6635 if (element == EL_EMC_DRIPPER &&
6636 game.lenses_time_left > 0)
6638 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6639 TEST_DrawLevelField(x, y);
6641 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6642 game.lenses_time_left == 0)
6644 Tile[x][y] = EL_EMC_DRIPPER;
6645 TEST_DrawLevelField(x, y);
6647 else if (element == EL_INVISIBLE_STEELWALL ||
6648 element == EL_INVISIBLE_WALL ||
6649 element == EL_INVISIBLE_SAND)
6651 if (game.lenses_time_left > 0)
6652 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6654 TEST_DrawLevelField(x, y);
6656 // uncrumble neighbour fields, if needed
6657 if (element == EL_INVISIBLE_SAND)
6658 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6660 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6661 element == EL_INVISIBLE_WALL_ACTIVE ||
6662 element == EL_INVISIBLE_SAND_ACTIVE)
6664 if (game.lenses_time_left == 0)
6665 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6667 TEST_DrawLevelField(x, y);
6669 // re-crumble neighbour fields, if needed
6670 if (element == EL_INVISIBLE_SAND)
6671 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6676 static void RedrawAllInvisibleElementsForMagnifier(void)
6680 SCAN_PLAYFIELD(x, y)
6682 int element = Tile[x][y];
6684 if (element == EL_EMC_FAKE_GRASS &&
6685 game.magnify_time_left > 0)
6687 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6688 TEST_DrawLevelField(x, y);
6690 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6691 game.magnify_time_left == 0)
6693 Tile[x][y] = EL_EMC_FAKE_GRASS;
6694 TEST_DrawLevelField(x, y);
6696 else if (IS_GATE_GRAY(element) &&
6697 game.magnify_time_left > 0)
6699 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6700 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6701 IS_EM_GATE_GRAY(element) ?
6702 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6703 IS_EMC_GATE_GRAY(element) ?
6704 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6705 IS_DC_GATE_GRAY(element) ?
6706 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6708 TEST_DrawLevelField(x, y);
6710 else if (IS_GATE_GRAY_ACTIVE(element) &&
6711 game.magnify_time_left == 0)
6713 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6714 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6715 IS_EM_GATE_GRAY_ACTIVE(element) ?
6716 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6717 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6718 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6719 IS_DC_GATE_GRAY_ACTIVE(element) ?
6720 EL_DC_GATE_WHITE_GRAY :
6722 TEST_DrawLevelField(x, y);
6727 static void ToggleLightSwitch(int x, int y)
6729 int element = Tile[x][y];
6731 game.light_time_left =
6732 (element == EL_LIGHT_SWITCH ?
6733 level.time_light * FRAMES_PER_SECOND : 0);
6735 RedrawAllLightSwitchesAndInvisibleElements();
6738 static void ActivateTimegateSwitch(int x, int y)
6742 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6744 SCAN_PLAYFIELD(xx, yy)
6746 int element = Tile[xx][yy];
6748 if (element == EL_TIMEGATE_CLOSED ||
6749 element == EL_TIMEGATE_CLOSING)
6751 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6752 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6756 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6758 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6759 TEST_DrawLevelField(xx, yy);
6765 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6766 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6769 static void Impact(int x, int y)
6771 boolean last_line = (y == lev_fieldy - 1);
6772 boolean object_hit = FALSE;
6773 boolean impact = (last_line || object_hit);
6774 int element = Tile[x][y];
6775 int smashed = EL_STEELWALL;
6777 if (!last_line) // check if element below was hit
6779 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6782 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6783 MovDir[x][y + 1] != MV_DOWN ||
6784 MovPos[x][y + 1] <= TILEY / 2));
6786 // do not smash moving elements that left the smashed field in time
6787 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6788 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6791 #if USE_QUICKSAND_IMPACT_BUGFIX
6792 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6794 RemoveMovingField(x, y + 1);
6795 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6796 Tile[x][y + 2] = EL_ROCK;
6797 TEST_DrawLevelField(x, y + 2);
6802 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6804 RemoveMovingField(x, y + 1);
6805 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6806 Tile[x][y + 2] = EL_ROCK;
6807 TEST_DrawLevelField(x, y + 2);
6814 smashed = MovingOrBlocked2Element(x, y + 1);
6816 impact = (last_line || object_hit);
6819 if (!last_line && smashed == EL_ACID) // element falls into acid
6821 SplashAcid(x, y + 1);
6825 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6826 // only reset graphic animation if graphic really changes after impact
6828 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6830 ResetGfxAnimation(x, y);
6831 TEST_DrawLevelField(x, y);
6834 if (impact && CAN_EXPLODE_IMPACT(element))
6839 else if (impact && element == EL_PEARL &&
6840 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6842 ResetGfxAnimation(x, y);
6844 Tile[x][y] = EL_PEARL_BREAKING;
6845 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6848 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6850 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6855 if (impact && element == EL_AMOEBA_DROP)
6857 if (object_hit && IS_PLAYER(x, y + 1))
6858 KillPlayerUnlessEnemyProtected(x, y + 1);
6859 else if (object_hit && smashed == EL_PENGUIN)
6863 Tile[x][y] = EL_AMOEBA_GROWING;
6864 Store[x][y] = EL_AMOEBA_WET;
6866 ResetRandomAnimationValue(x, y);
6871 if (object_hit) // check which object was hit
6873 if ((CAN_PASS_MAGIC_WALL(element) &&
6874 (smashed == EL_MAGIC_WALL ||
6875 smashed == EL_BD_MAGIC_WALL)) ||
6876 (CAN_PASS_DC_MAGIC_WALL(element) &&
6877 smashed == EL_DC_MAGIC_WALL))
6880 int activated_magic_wall =
6881 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6882 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6883 EL_DC_MAGIC_WALL_ACTIVE);
6885 // activate magic wall / mill
6886 SCAN_PLAYFIELD(xx, yy)
6888 if (Tile[xx][yy] == smashed)
6889 Tile[xx][yy] = activated_magic_wall;
6892 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6893 game.magic_wall_active = TRUE;
6895 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6896 SND_MAGIC_WALL_ACTIVATING :
6897 smashed == EL_BD_MAGIC_WALL ?
6898 SND_BD_MAGIC_WALL_ACTIVATING :
6899 SND_DC_MAGIC_WALL_ACTIVATING));
6902 if (IS_PLAYER(x, y + 1))
6904 if (CAN_SMASH_PLAYER(element))
6906 KillPlayerUnlessEnemyProtected(x, y + 1);
6910 else if (smashed == EL_PENGUIN)
6912 if (CAN_SMASH_PLAYER(element))
6918 else if (element == EL_BD_DIAMOND)
6920 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6926 else if (((element == EL_SP_INFOTRON ||
6927 element == EL_SP_ZONK) &&
6928 (smashed == EL_SP_SNIKSNAK ||
6929 smashed == EL_SP_ELECTRON ||
6930 smashed == EL_SP_DISK_ORANGE)) ||
6931 (element == EL_SP_INFOTRON &&
6932 smashed == EL_SP_DISK_YELLOW))
6937 else if (CAN_SMASH_EVERYTHING(element))
6939 if (IS_CLASSIC_ENEMY(smashed) ||
6940 CAN_EXPLODE_SMASHED(smashed))
6945 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6947 if (smashed == EL_LAMP ||
6948 smashed == EL_LAMP_ACTIVE)
6953 else if (smashed == EL_NUT)
6955 Tile[x][y + 1] = EL_NUT_BREAKING;
6956 PlayLevelSound(x, y, SND_NUT_BREAKING);
6957 RaiseScoreElement(EL_NUT);
6960 else if (smashed == EL_PEARL)
6962 ResetGfxAnimation(x, y);
6964 Tile[x][y + 1] = EL_PEARL_BREAKING;
6965 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6968 else if (smashed == EL_DIAMOND)
6970 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6971 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6974 else if (IS_BELT_SWITCH(smashed))
6976 ToggleBeltSwitch(x, y + 1);
6978 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6979 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6980 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6981 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6983 ToggleSwitchgateSwitch();
6985 else if (smashed == EL_LIGHT_SWITCH ||
6986 smashed == EL_LIGHT_SWITCH_ACTIVE)
6988 ToggleLightSwitch(x, y + 1);
6992 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6994 CheckElementChangeBySide(x, y + 1, smashed, element,
6995 CE_SWITCHED, CH_SIDE_TOP);
6996 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7002 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7007 // play sound of magic wall / mill
7009 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7010 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7011 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7013 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7014 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7015 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7016 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7017 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7018 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7023 // play sound of object that hits the ground
7024 if (last_line || object_hit)
7025 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7028 static void TurnRoundExt(int x, int y)
7040 { 0, 0 }, { 0, 0 }, { 0, 0 },
7045 int left, right, back;
7049 { MV_DOWN, MV_UP, MV_RIGHT },
7050 { MV_UP, MV_DOWN, MV_LEFT },
7052 { MV_LEFT, MV_RIGHT, MV_DOWN },
7056 { MV_RIGHT, MV_LEFT, MV_UP }
7059 int element = Tile[x][y];
7060 int move_pattern = element_info[element].move_pattern;
7062 int old_move_dir = MovDir[x][y];
7063 int left_dir = turn[old_move_dir].left;
7064 int right_dir = turn[old_move_dir].right;
7065 int back_dir = turn[old_move_dir].back;
7067 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7068 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7069 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7070 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7072 int left_x = x + left_dx, left_y = y + left_dy;
7073 int right_x = x + right_dx, right_y = y + right_dy;
7074 int move_x = x + move_dx, move_y = y + move_dy;
7078 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7080 TestIfBadThingTouchesOtherBadThing(x, y);
7082 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7083 MovDir[x][y] = right_dir;
7084 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7085 MovDir[x][y] = left_dir;
7087 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7089 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7092 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7094 TestIfBadThingTouchesOtherBadThing(x, y);
7096 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7097 MovDir[x][y] = left_dir;
7098 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7099 MovDir[x][y] = right_dir;
7101 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7103 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7106 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7108 TestIfBadThingTouchesOtherBadThing(x, y);
7110 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7111 MovDir[x][y] = left_dir;
7112 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7113 MovDir[x][y] = right_dir;
7115 if (MovDir[x][y] != old_move_dir)
7118 else if (element == EL_YAMYAM)
7120 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7121 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7123 if (can_turn_left && can_turn_right)
7124 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7125 else if (can_turn_left)
7126 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7127 else if (can_turn_right)
7128 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7130 MovDir[x][y] = back_dir;
7132 MovDelay[x][y] = 16 + 16 * RND(3);
7134 else if (element == EL_DARK_YAMYAM)
7136 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7138 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7141 if (can_turn_left && can_turn_right)
7142 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7143 else if (can_turn_left)
7144 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7145 else if (can_turn_right)
7146 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7148 MovDir[x][y] = back_dir;
7150 MovDelay[x][y] = 16 + 16 * RND(3);
7152 else if (element == EL_PACMAN)
7154 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7155 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7157 if (can_turn_left && can_turn_right)
7158 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7159 else if (can_turn_left)
7160 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7161 else if (can_turn_right)
7162 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7164 MovDir[x][y] = back_dir;
7166 MovDelay[x][y] = 6 + RND(40);
7168 else if (element == EL_PIG)
7170 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7171 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7172 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7173 boolean should_turn_left, should_turn_right, should_move_on;
7175 int rnd = RND(rnd_value);
7177 should_turn_left = (can_turn_left &&
7179 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7180 y + back_dy + left_dy)));
7181 should_turn_right = (can_turn_right &&
7183 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7184 y + back_dy + right_dy)));
7185 should_move_on = (can_move_on &&
7188 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7189 y + move_dy + left_dy) ||
7190 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7191 y + move_dy + right_dy)));
7193 if (should_turn_left || should_turn_right || should_move_on)
7195 if (should_turn_left && should_turn_right && should_move_on)
7196 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7197 rnd < 2 * rnd_value / 3 ? right_dir :
7199 else if (should_turn_left && should_turn_right)
7200 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7201 else if (should_turn_left && should_move_on)
7202 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7203 else if (should_turn_right && should_move_on)
7204 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7205 else if (should_turn_left)
7206 MovDir[x][y] = left_dir;
7207 else if (should_turn_right)
7208 MovDir[x][y] = right_dir;
7209 else if (should_move_on)
7210 MovDir[x][y] = old_move_dir;
7212 else if (can_move_on && rnd > rnd_value / 8)
7213 MovDir[x][y] = old_move_dir;
7214 else if (can_turn_left && can_turn_right)
7215 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7216 else if (can_turn_left && rnd > rnd_value / 8)
7217 MovDir[x][y] = left_dir;
7218 else if (can_turn_right && rnd > rnd_value/8)
7219 MovDir[x][y] = right_dir;
7221 MovDir[x][y] = back_dir;
7223 xx = x + move_xy[MovDir[x][y]].dx;
7224 yy = y + move_xy[MovDir[x][y]].dy;
7226 if (!IN_LEV_FIELD(xx, yy) ||
7227 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7228 MovDir[x][y] = old_move_dir;
7232 else if (element == EL_DRAGON)
7234 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7235 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7236 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7238 int rnd = RND(rnd_value);
7240 if (can_move_on && rnd > rnd_value / 8)
7241 MovDir[x][y] = old_move_dir;
7242 else if (can_turn_left && can_turn_right)
7243 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7244 else if (can_turn_left && rnd > rnd_value / 8)
7245 MovDir[x][y] = left_dir;
7246 else if (can_turn_right && rnd > rnd_value / 8)
7247 MovDir[x][y] = right_dir;
7249 MovDir[x][y] = back_dir;
7251 xx = x + move_xy[MovDir[x][y]].dx;
7252 yy = y + move_xy[MovDir[x][y]].dy;
7254 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7255 MovDir[x][y] = old_move_dir;
7259 else if (element == EL_MOLE)
7261 boolean can_move_on =
7262 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7263 IS_AMOEBOID(Tile[move_x][move_y]) ||
7264 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7267 boolean can_turn_left =
7268 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7269 IS_AMOEBOID(Tile[left_x][left_y])));
7271 boolean can_turn_right =
7272 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7273 IS_AMOEBOID(Tile[right_x][right_y])));
7275 if (can_turn_left && can_turn_right)
7276 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7277 else if (can_turn_left)
7278 MovDir[x][y] = left_dir;
7280 MovDir[x][y] = right_dir;
7283 if (MovDir[x][y] != old_move_dir)
7286 else if (element == EL_BALLOON)
7288 MovDir[x][y] = game.wind_direction;
7291 else if (element == EL_SPRING)
7293 if (MovDir[x][y] & MV_HORIZONTAL)
7295 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7296 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7298 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7299 ResetGfxAnimation(move_x, move_y);
7300 TEST_DrawLevelField(move_x, move_y);
7302 MovDir[x][y] = back_dir;
7304 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7305 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7306 MovDir[x][y] = MV_NONE;
7311 else if (element == EL_ROBOT ||
7312 element == EL_SATELLITE ||
7313 element == EL_PENGUIN ||
7314 element == EL_EMC_ANDROID)
7316 int attr_x = -1, attr_y = -1;
7318 if (game.all_players_gone)
7320 attr_x = game.exit_x;
7321 attr_y = game.exit_y;
7327 for (i = 0; i < MAX_PLAYERS; i++)
7329 struct PlayerInfo *player = &stored_player[i];
7330 int jx = player->jx, jy = player->jy;
7332 if (!player->active)
7336 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7344 if (element == EL_ROBOT &&
7345 game.robot_wheel_x >= 0 &&
7346 game.robot_wheel_y >= 0 &&
7347 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7348 game.engine_version < VERSION_IDENT(3,1,0,0)))
7350 attr_x = game.robot_wheel_x;
7351 attr_y = game.robot_wheel_y;
7354 if (element == EL_PENGUIN)
7357 struct XY *xy = xy_topdown;
7359 for (i = 0; i < NUM_DIRECTIONS; i++)
7361 int ex = x + xy[i].x;
7362 int ey = y + xy[i].y;
7364 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7365 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7366 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7367 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7376 MovDir[x][y] = MV_NONE;
7378 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7379 else if (attr_x > x)
7380 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7382 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7383 else if (attr_y > y)
7384 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7386 if (element == EL_ROBOT)
7390 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7391 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7392 Moving2Blocked(x, y, &newx, &newy);
7394 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7395 MovDelay[x][y] = 8 + 8 * !RND(3);
7397 MovDelay[x][y] = 16;
7399 else if (element == EL_PENGUIN)
7405 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7407 boolean first_horiz = RND(2);
7408 int new_move_dir = MovDir[x][y];
7411 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7412 Moving2Blocked(x, y, &newx, &newy);
7414 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7418 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7419 Moving2Blocked(x, y, &newx, &newy);
7421 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7424 MovDir[x][y] = old_move_dir;
7428 else if (element == EL_SATELLITE)
7434 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7436 boolean first_horiz = RND(2);
7437 int new_move_dir = MovDir[x][y];
7440 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7441 Moving2Blocked(x, y, &newx, &newy);
7443 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7447 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7448 Moving2Blocked(x, y, &newx, &newy);
7450 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7453 MovDir[x][y] = old_move_dir;
7457 else if (element == EL_EMC_ANDROID)
7459 static int check_pos[16] =
7461 -1, // 0 => (invalid)
7464 -1, // 3 => (invalid)
7466 0, // 5 => MV_LEFT | MV_UP
7467 2, // 6 => MV_RIGHT | MV_UP
7468 -1, // 7 => (invalid)
7470 6, // 9 => MV_LEFT | MV_DOWN
7471 4, // 10 => MV_RIGHT | MV_DOWN
7472 -1, // 11 => (invalid)
7473 -1, // 12 => (invalid)
7474 -1, // 13 => (invalid)
7475 -1, // 14 => (invalid)
7476 -1, // 15 => (invalid)
7484 { -1, -1, MV_LEFT | MV_UP },
7486 { +1, -1, MV_RIGHT | MV_UP },
7487 { +1, 0, MV_RIGHT },
7488 { +1, +1, MV_RIGHT | MV_DOWN },
7490 { -1, +1, MV_LEFT | MV_DOWN },
7493 int start_pos, check_order;
7494 boolean can_clone = FALSE;
7497 // check if there is any free field around current position
7498 for (i = 0; i < 8; i++)
7500 int newx = x + check_xy[i].dx;
7501 int newy = y + check_xy[i].dy;
7503 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7511 if (can_clone) // randomly find an element to clone
7515 start_pos = check_pos[RND(8)];
7516 check_order = (RND(2) ? -1 : +1);
7518 for (i = 0; i < 8; i++)
7520 int pos_raw = start_pos + i * check_order;
7521 int pos = (pos_raw + 8) % 8;
7522 int newx = x + check_xy[pos].dx;
7523 int newy = y + check_xy[pos].dy;
7525 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7527 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7528 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7530 Store[x][y] = Tile[newx][newy];
7539 if (can_clone) // randomly find a direction to move
7543 start_pos = check_pos[RND(8)];
7544 check_order = (RND(2) ? -1 : +1);
7546 for (i = 0; i < 8; i++)
7548 int pos_raw = start_pos + i * check_order;
7549 int pos = (pos_raw + 8) % 8;
7550 int newx = x + check_xy[pos].dx;
7551 int newy = y + check_xy[pos].dy;
7552 int new_move_dir = check_xy[pos].dir;
7554 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7556 MovDir[x][y] = new_move_dir;
7557 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7566 if (can_clone) // cloning and moving successful
7569 // cannot clone -- try to move towards player
7571 start_pos = check_pos[MovDir[x][y] & 0x0f];
7572 check_order = (RND(2) ? -1 : +1);
7574 for (i = 0; i < 3; i++)
7576 // first check start_pos, then previous/next or (next/previous) pos
7577 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7578 int pos = (pos_raw + 8) % 8;
7579 int newx = x + check_xy[pos].dx;
7580 int newy = y + check_xy[pos].dy;
7581 int new_move_dir = check_xy[pos].dir;
7583 if (IS_PLAYER(newx, newy))
7586 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7588 MovDir[x][y] = new_move_dir;
7589 MovDelay[x][y] = level.android_move_time * 8 + 1;
7596 else if (move_pattern == MV_TURNING_LEFT ||
7597 move_pattern == MV_TURNING_RIGHT ||
7598 move_pattern == MV_TURNING_LEFT_RIGHT ||
7599 move_pattern == MV_TURNING_RIGHT_LEFT ||
7600 move_pattern == MV_TURNING_RANDOM ||
7601 move_pattern == MV_ALL_DIRECTIONS)
7603 boolean can_turn_left =
7604 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7605 boolean can_turn_right =
7606 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7608 if (element_info[element].move_stepsize == 0) // "not moving"
7611 if (move_pattern == MV_TURNING_LEFT)
7612 MovDir[x][y] = left_dir;
7613 else if (move_pattern == MV_TURNING_RIGHT)
7614 MovDir[x][y] = right_dir;
7615 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7616 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7617 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7618 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7619 else if (move_pattern == MV_TURNING_RANDOM)
7620 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7621 can_turn_right && !can_turn_left ? right_dir :
7622 RND(2) ? left_dir : right_dir);
7623 else if (can_turn_left && can_turn_right)
7624 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7625 else if (can_turn_left)
7626 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7627 else if (can_turn_right)
7628 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7630 MovDir[x][y] = back_dir;
7632 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7634 else if (move_pattern == MV_HORIZONTAL ||
7635 move_pattern == MV_VERTICAL)
7637 if (move_pattern & old_move_dir)
7638 MovDir[x][y] = back_dir;
7639 else if (move_pattern == MV_HORIZONTAL)
7640 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7641 else if (move_pattern == MV_VERTICAL)
7642 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7644 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7646 else if (move_pattern & MV_ANY_DIRECTION)
7648 MovDir[x][y] = move_pattern;
7649 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7651 else if (move_pattern & MV_WIND_DIRECTION)
7653 MovDir[x][y] = game.wind_direction;
7654 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7656 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7658 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7659 MovDir[x][y] = left_dir;
7660 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7661 MovDir[x][y] = right_dir;
7663 if (MovDir[x][y] != old_move_dir)
7664 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7666 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7668 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7669 MovDir[x][y] = right_dir;
7670 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7671 MovDir[x][y] = left_dir;
7673 if (MovDir[x][y] != old_move_dir)
7674 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7676 else if (move_pattern == MV_TOWARDS_PLAYER ||
7677 move_pattern == MV_AWAY_FROM_PLAYER)
7679 int attr_x = -1, attr_y = -1;
7681 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7683 if (game.all_players_gone)
7685 attr_x = game.exit_x;
7686 attr_y = game.exit_y;
7692 for (i = 0; i < MAX_PLAYERS; i++)
7694 struct PlayerInfo *player = &stored_player[i];
7695 int jx = player->jx, jy = player->jy;
7697 if (!player->active)
7701 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7709 MovDir[x][y] = MV_NONE;
7711 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7712 else if (attr_x > x)
7713 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7715 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7716 else if (attr_y > y)
7717 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7719 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7721 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7723 boolean first_horiz = RND(2);
7724 int new_move_dir = MovDir[x][y];
7726 if (element_info[element].move_stepsize == 0) // "not moving"
7728 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7729 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7735 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7736 Moving2Blocked(x, y, &newx, &newy);
7738 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7742 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7743 Moving2Blocked(x, y, &newx, &newy);
7745 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7748 MovDir[x][y] = old_move_dir;
7751 else if (move_pattern == MV_WHEN_PUSHED ||
7752 move_pattern == MV_WHEN_DROPPED)
7754 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7755 MovDir[x][y] = MV_NONE;
7759 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7761 struct XY *test_xy = xy_topdown;
7762 static int test_dir[4] =
7769 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7770 int move_preference = -1000000; // start with very low preference
7771 int new_move_dir = MV_NONE;
7772 int start_test = RND(4);
7775 for (i = 0; i < NUM_DIRECTIONS; i++)
7777 int j = (start_test + i) % 4;
7778 int move_dir = test_dir[j];
7779 int move_dir_preference;
7781 xx = x + test_xy[j].x;
7782 yy = y + test_xy[j].y;
7784 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7785 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7787 new_move_dir = move_dir;
7792 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7795 move_dir_preference = -1 * RunnerVisit[xx][yy];
7796 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7797 move_dir_preference = PlayerVisit[xx][yy];
7799 if (move_dir_preference > move_preference)
7801 // prefer field that has not been visited for the longest time
7802 move_preference = move_dir_preference;
7803 new_move_dir = move_dir;
7805 else if (move_dir_preference == move_preference &&
7806 move_dir == old_move_dir)
7808 // prefer last direction when all directions are preferred equally
7809 move_preference = move_dir_preference;
7810 new_move_dir = move_dir;
7814 MovDir[x][y] = new_move_dir;
7815 if (old_move_dir != new_move_dir)
7816 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7820 static void TurnRound(int x, int y)
7822 int direction = MovDir[x][y];
7826 GfxDir[x][y] = MovDir[x][y];
7828 if (direction != MovDir[x][y])
7832 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7834 ResetGfxFrame(x, y);
7837 static boolean JustBeingPushed(int x, int y)
7841 for (i = 0; i < MAX_PLAYERS; i++)
7843 struct PlayerInfo *player = &stored_player[i];
7845 if (player->active && player->is_pushing && player->MovPos)
7847 int next_jx = player->jx + (player->jx - player->last_jx);
7848 int next_jy = player->jy + (player->jy - player->last_jy);
7850 if (x == next_jx && y == next_jy)
7858 static void StartMoving(int x, int y)
7860 boolean started_moving = FALSE; // some elements can fall _and_ move
7861 int element = Tile[x][y];
7866 if (MovDelay[x][y] == 0)
7867 GfxAction[x][y] = ACTION_DEFAULT;
7869 if (CAN_FALL(element) && y < lev_fieldy - 1)
7871 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7872 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7873 if (JustBeingPushed(x, y))
7876 if (element == EL_QUICKSAND_FULL)
7878 if (IS_FREE(x, y + 1))
7880 InitMovingField(x, y, MV_DOWN);
7881 started_moving = TRUE;
7883 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7884 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7885 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7886 Store[x][y] = EL_ROCK;
7888 Store[x][y] = EL_ROCK;
7891 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7893 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7895 if (!MovDelay[x][y])
7897 MovDelay[x][y] = TILEY + 1;
7899 ResetGfxAnimation(x, y);
7900 ResetGfxAnimation(x, y + 1);
7905 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7906 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7913 Tile[x][y] = EL_QUICKSAND_EMPTY;
7914 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7915 Store[x][y + 1] = Store[x][y];
7918 PlayLevelSoundAction(x, y, ACTION_FILLING);
7920 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7922 if (!MovDelay[x][y])
7924 MovDelay[x][y] = TILEY + 1;
7926 ResetGfxAnimation(x, y);
7927 ResetGfxAnimation(x, y + 1);
7932 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7933 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7940 Tile[x][y] = EL_QUICKSAND_EMPTY;
7941 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7942 Store[x][y + 1] = Store[x][y];
7945 PlayLevelSoundAction(x, y, ACTION_FILLING);
7948 else if (element == EL_QUICKSAND_FAST_FULL)
7950 if (IS_FREE(x, y + 1))
7952 InitMovingField(x, y, MV_DOWN);
7953 started_moving = TRUE;
7955 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7956 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7957 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7958 Store[x][y] = EL_ROCK;
7960 Store[x][y] = EL_ROCK;
7963 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7965 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7967 if (!MovDelay[x][y])
7969 MovDelay[x][y] = TILEY + 1;
7971 ResetGfxAnimation(x, y);
7972 ResetGfxAnimation(x, y + 1);
7977 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7978 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7985 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7986 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7987 Store[x][y + 1] = Store[x][y];
7990 PlayLevelSoundAction(x, y, ACTION_FILLING);
7992 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7994 if (!MovDelay[x][y])
7996 MovDelay[x][y] = TILEY + 1;
7998 ResetGfxAnimation(x, y);
7999 ResetGfxAnimation(x, y + 1);
8004 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8005 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8012 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8013 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8014 Store[x][y + 1] = Store[x][y];
8017 PlayLevelSoundAction(x, y, ACTION_FILLING);
8020 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8021 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8023 InitMovingField(x, y, MV_DOWN);
8024 started_moving = TRUE;
8026 Tile[x][y] = EL_QUICKSAND_FILLING;
8027 Store[x][y] = element;
8029 PlayLevelSoundAction(x, y, ACTION_FILLING);
8031 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8032 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8034 InitMovingField(x, y, MV_DOWN);
8035 started_moving = TRUE;
8037 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
8038 Store[x][y] = element;
8040 PlayLevelSoundAction(x, y, ACTION_FILLING);
8042 else if (element == EL_MAGIC_WALL_FULL)
8044 if (IS_FREE(x, y + 1))
8046 InitMovingField(x, y, MV_DOWN);
8047 started_moving = TRUE;
8049 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8050 Store[x][y] = EL_CHANGED(Store[x][y]);
8052 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8054 if (!MovDelay[x][y])
8055 MovDelay[x][y] = TILEY / 4 + 1;
8064 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8065 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8066 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8070 else if (element == EL_BD_MAGIC_WALL_FULL)
8072 if (IS_FREE(x, y + 1))
8074 InitMovingField(x, y, MV_DOWN);
8075 started_moving = TRUE;
8077 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8078 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8080 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8082 if (!MovDelay[x][y])
8083 MovDelay[x][y] = TILEY / 4 + 1;
8092 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8093 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8094 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8098 else if (element == EL_DC_MAGIC_WALL_FULL)
8100 if (IS_FREE(x, y + 1))
8102 InitMovingField(x, y, MV_DOWN);
8103 started_moving = TRUE;
8105 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8106 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8108 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8110 if (!MovDelay[x][y])
8111 MovDelay[x][y] = TILEY / 4 + 1;
8120 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8121 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8122 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8126 else if ((CAN_PASS_MAGIC_WALL(element) &&
8127 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8128 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8129 (CAN_PASS_DC_MAGIC_WALL(element) &&
8130 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8133 InitMovingField(x, y, MV_DOWN);
8134 started_moving = TRUE;
8137 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8138 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8139 EL_DC_MAGIC_WALL_FILLING);
8140 Store[x][y] = element;
8142 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8144 SplashAcid(x, y + 1);
8146 InitMovingField(x, y, MV_DOWN);
8147 started_moving = TRUE;
8149 Store[x][y] = EL_ACID;
8152 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8153 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8154 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8155 CAN_FALL(element) && WasJustFalling[x][y] &&
8156 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8158 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8159 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8160 (Tile[x][y + 1] == EL_BLOCKED)))
8162 /* this is needed for a special case not covered by calling "Impact()"
8163 from "ContinueMoving()": if an element moves to a tile directly below
8164 another element which was just falling on that tile (which was empty
8165 in the previous frame), the falling element above would just stop
8166 instead of smashing the element below (in previous version, the above
8167 element was just checked for "moving" instead of "falling", resulting
8168 in incorrect smashes caused by horizontal movement of the above
8169 element; also, the case of the player being the element to smash was
8170 simply not covered here... :-/ ) */
8172 CheckCollision[x][y] = 0;
8173 CheckImpact[x][y] = 0;
8177 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8179 if (MovDir[x][y] == MV_NONE)
8181 InitMovingField(x, y, MV_DOWN);
8182 started_moving = TRUE;
8185 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8187 if (WasJustFalling[x][y]) // prevent animation from being restarted
8188 MovDir[x][y] = MV_DOWN;
8190 InitMovingField(x, y, MV_DOWN);
8191 started_moving = TRUE;
8193 else if (element == EL_AMOEBA_DROP)
8195 Tile[x][y] = EL_AMOEBA_GROWING;
8196 Store[x][y] = EL_AMOEBA_WET;
8198 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8199 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8200 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8201 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8203 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8204 (IS_FREE(x - 1, y + 1) ||
8205 Tile[x - 1][y + 1] == EL_ACID));
8206 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8207 (IS_FREE(x + 1, y + 1) ||
8208 Tile[x + 1][y + 1] == EL_ACID));
8209 boolean can_fall_any = (can_fall_left || can_fall_right);
8210 boolean can_fall_both = (can_fall_left && can_fall_right);
8211 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8213 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8215 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8216 can_fall_right = FALSE;
8217 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8218 can_fall_left = FALSE;
8219 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8220 can_fall_right = FALSE;
8221 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8222 can_fall_left = FALSE;
8224 can_fall_any = (can_fall_left || can_fall_right);
8225 can_fall_both = FALSE;
8230 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8231 can_fall_right = FALSE; // slip down on left side
8233 can_fall_left = !(can_fall_right = RND(2));
8235 can_fall_both = FALSE;
8240 // if not determined otherwise, prefer left side for slipping down
8241 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8242 started_moving = TRUE;
8245 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8247 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8248 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8249 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8250 int belt_dir = game.belt_dir[belt_nr];
8252 if ((belt_dir == MV_LEFT && left_is_free) ||
8253 (belt_dir == MV_RIGHT && right_is_free))
8255 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8257 InitMovingField(x, y, belt_dir);
8258 started_moving = TRUE;
8260 Pushed[x][y] = TRUE;
8261 Pushed[nextx][y] = TRUE;
8263 GfxAction[x][y] = ACTION_DEFAULT;
8267 MovDir[x][y] = 0; // if element was moving, stop it
8272 // not "else if" because of elements that can fall and move (EL_SPRING)
8273 if (CAN_MOVE(element) && !started_moving)
8275 int move_pattern = element_info[element].move_pattern;
8278 Moving2Blocked(x, y, &newx, &newy);
8280 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8283 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8284 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8286 WasJustMoving[x][y] = 0;
8287 CheckCollision[x][y] = 0;
8289 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8291 if (Tile[x][y] != element) // element has changed
8295 if (!MovDelay[x][y]) // start new movement phase
8297 // all objects that can change their move direction after each step
8298 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8300 if (element != EL_YAMYAM &&
8301 element != EL_DARK_YAMYAM &&
8302 element != EL_PACMAN &&
8303 !(move_pattern & MV_ANY_DIRECTION) &&
8304 move_pattern != MV_TURNING_LEFT &&
8305 move_pattern != MV_TURNING_RIGHT &&
8306 move_pattern != MV_TURNING_LEFT_RIGHT &&
8307 move_pattern != MV_TURNING_RIGHT_LEFT &&
8308 move_pattern != MV_TURNING_RANDOM)
8312 if (MovDelay[x][y] && (element == EL_BUG ||
8313 element == EL_SPACESHIP ||
8314 element == EL_SP_SNIKSNAK ||
8315 element == EL_SP_ELECTRON ||
8316 element == EL_MOLE))
8317 TEST_DrawLevelField(x, y);
8321 if (MovDelay[x][y]) // wait some time before next movement
8325 if (element == EL_ROBOT ||
8326 element == EL_YAMYAM ||
8327 element == EL_DARK_YAMYAM)
8329 DrawLevelElementAnimationIfNeeded(x, y, element);
8330 PlayLevelSoundAction(x, y, ACTION_WAITING);
8332 else if (element == EL_SP_ELECTRON)
8333 DrawLevelElementAnimationIfNeeded(x, y, element);
8334 else if (element == EL_DRAGON)
8337 int dir = MovDir[x][y];
8338 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8339 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8340 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8341 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8342 dir == MV_UP ? IMG_FLAMES_1_UP :
8343 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8344 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8346 GfxAction[x][y] = ACTION_ATTACKING;
8348 if (IS_PLAYER(x, y))
8349 DrawPlayerField(x, y);
8351 TEST_DrawLevelField(x, y);
8353 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8355 for (i = 1; i <= 3; i++)
8357 int xx = x + i * dx;
8358 int yy = y + i * dy;
8359 int sx = SCREENX(xx);
8360 int sy = SCREENY(yy);
8361 int flame_graphic = graphic + (i - 1);
8363 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8368 int flamed = MovingOrBlocked2Element(xx, yy);
8370 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8373 RemoveMovingField(xx, yy);
8375 ChangeDelay[xx][yy] = 0;
8377 Tile[xx][yy] = EL_FLAMES;
8379 if (IN_SCR_FIELD(sx, sy))
8381 TEST_DrawLevelFieldCrumbled(xx, yy);
8382 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8387 if (Tile[xx][yy] == EL_FLAMES)
8388 Tile[xx][yy] = EL_EMPTY;
8389 TEST_DrawLevelField(xx, yy);
8394 if (MovDelay[x][y]) // element still has to wait some time
8396 PlayLevelSoundAction(x, y, ACTION_WAITING);
8402 // now make next step
8404 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8406 if (DONT_COLLIDE_WITH(element) &&
8407 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8408 !PLAYER_ENEMY_PROTECTED(newx, newy))
8410 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8415 else if (CAN_MOVE_INTO_ACID(element) &&
8416 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8417 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8418 (MovDir[x][y] == MV_DOWN ||
8419 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8421 SplashAcid(newx, newy);
8422 Store[x][y] = EL_ACID;
8424 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8426 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8427 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8428 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8429 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8432 TEST_DrawLevelField(x, y);
8434 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8435 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8436 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8438 game.friends_still_needed--;
8439 if (!game.friends_still_needed &&
8441 game.all_players_gone)
8446 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8448 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8449 TEST_DrawLevelField(newx, newy);
8451 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8453 else if (!IS_FREE(newx, newy))
8455 GfxAction[x][y] = ACTION_WAITING;
8457 if (IS_PLAYER(x, y))
8458 DrawPlayerField(x, y);
8460 TEST_DrawLevelField(x, y);
8465 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8467 if (IS_FOOD_PIG(Tile[newx][newy]))
8469 if (IS_MOVING(newx, newy))
8470 RemoveMovingField(newx, newy);
8473 Tile[newx][newy] = EL_EMPTY;
8474 TEST_DrawLevelField(newx, newy);
8477 PlayLevelSound(x, y, SND_PIG_DIGGING);
8479 else if (!IS_FREE(newx, newy))
8481 if (IS_PLAYER(x, y))
8482 DrawPlayerField(x, y);
8484 TEST_DrawLevelField(x, y);
8489 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8491 if (Store[x][y] != EL_EMPTY)
8493 boolean can_clone = FALSE;
8496 // check if element to clone is still there
8497 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8499 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8507 // cannot clone or target field not free anymore -- do not clone
8508 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8509 Store[x][y] = EL_EMPTY;
8512 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8514 if (IS_MV_DIAGONAL(MovDir[x][y]))
8516 int diagonal_move_dir = MovDir[x][y];
8517 int stored = Store[x][y];
8518 int change_delay = 8;
8521 // android is moving diagonally
8523 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8525 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8526 GfxElement[x][y] = EL_EMC_ANDROID;
8527 GfxAction[x][y] = ACTION_SHRINKING;
8528 GfxDir[x][y] = diagonal_move_dir;
8529 ChangeDelay[x][y] = change_delay;
8531 if (Store[x][y] == EL_EMPTY)
8532 Store[x][y] = GfxElementEmpty[x][y];
8534 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8537 DrawLevelGraphicAnimation(x, y, graphic);
8538 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8540 if (Tile[newx][newy] == EL_ACID)
8542 SplashAcid(newx, newy);
8547 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8549 Store[newx][newy] = EL_EMC_ANDROID;
8550 GfxElement[newx][newy] = EL_EMC_ANDROID;
8551 GfxAction[newx][newy] = ACTION_GROWING;
8552 GfxDir[newx][newy] = diagonal_move_dir;
8553 ChangeDelay[newx][newy] = change_delay;
8555 graphic = el_act_dir2img(GfxElement[newx][newy],
8556 GfxAction[newx][newy], GfxDir[newx][newy]);
8558 DrawLevelGraphicAnimation(newx, newy, graphic);
8559 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8565 Tile[newx][newy] = EL_EMPTY;
8566 TEST_DrawLevelField(newx, newy);
8568 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8571 else if (!IS_FREE(newx, newy))
8576 else if (IS_CUSTOM_ELEMENT(element) &&
8577 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8579 if (!DigFieldByCE(newx, newy, element))
8582 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8584 RunnerVisit[x][y] = FrameCounter;
8585 PlayerVisit[x][y] /= 8; // expire player visit path
8588 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8590 if (!IS_FREE(newx, newy))
8592 if (IS_PLAYER(x, y))
8593 DrawPlayerField(x, y);
8595 TEST_DrawLevelField(x, y);
8601 boolean wanna_flame = !RND(10);
8602 int dx = newx - x, dy = newy - y;
8603 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8604 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8605 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8606 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8607 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8608 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8611 IS_CLASSIC_ENEMY(element1) ||
8612 IS_CLASSIC_ENEMY(element2)) &&
8613 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8614 element1 != EL_FLAMES && element2 != EL_FLAMES)
8616 ResetGfxAnimation(x, y);
8617 GfxAction[x][y] = ACTION_ATTACKING;
8619 if (IS_PLAYER(x, y))
8620 DrawPlayerField(x, y);
8622 TEST_DrawLevelField(x, y);
8624 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8626 MovDelay[x][y] = 50;
8628 Tile[newx][newy] = EL_FLAMES;
8629 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8630 Tile[newx1][newy1] = EL_FLAMES;
8631 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8632 Tile[newx2][newy2] = EL_FLAMES;
8638 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8639 Tile[newx][newy] == EL_DIAMOND)
8641 if (IS_MOVING(newx, newy))
8642 RemoveMovingField(newx, newy);
8645 Tile[newx][newy] = EL_EMPTY;
8646 TEST_DrawLevelField(newx, newy);
8649 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8651 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8652 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8654 if (AmoebaNr[newx][newy])
8656 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8657 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8658 Tile[newx][newy] == EL_BD_AMOEBA)
8659 AmoebaCnt[AmoebaNr[newx][newy]]--;
8662 if (IS_MOVING(newx, newy))
8664 RemoveMovingField(newx, newy);
8668 Tile[newx][newy] = EL_EMPTY;
8669 TEST_DrawLevelField(newx, newy);
8672 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8674 else if ((element == EL_PACMAN || element == EL_MOLE)
8675 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8677 if (AmoebaNr[newx][newy])
8679 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8680 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8681 Tile[newx][newy] == EL_BD_AMOEBA)
8682 AmoebaCnt[AmoebaNr[newx][newy]]--;
8685 if (element == EL_MOLE)
8687 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8688 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8690 ResetGfxAnimation(x, y);
8691 GfxAction[x][y] = ACTION_DIGGING;
8692 TEST_DrawLevelField(x, y);
8694 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8696 return; // wait for shrinking amoeba
8698 else // element == EL_PACMAN
8700 Tile[newx][newy] = EL_EMPTY;
8701 TEST_DrawLevelField(newx, newy);
8702 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8705 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8706 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8707 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8709 // wait for shrinking amoeba to completely disappear
8712 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8714 // object was running against a wall
8718 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8719 DrawLevelElementAnimation(x, y, element);
8721 if (DONT_TOUCH(element))
8722 TestIfBadThingTouchesPlayer(x, y);
8727 InitMovingField(x, y, MovDir[x][y]);
8729 PlayLevelSoundAction(x, y, ACTION_MOVING);
8733 ContinueMoving(x, y);
8736 void ContinueMoving(int x, int y)
8738 int element = Tile[x][y];
8739 struct ElementInfo *ei = &element_info[element];
8740 int direction = MovDir[x][y];
8741 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8742 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8743 int newx = x + dx, newy = y + dy;
8744 int stored = Store[x][y];
8745 int stored_new = Store[newx][newy];
8746 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8747 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8748 boolean last_line = (newy == lev_fieldy - 1);
8749 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8751 if (pushed_by_player) // special case: moving object pushed by player
8753 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8755 else if (use_step_delay) // special case: moving object has step delay
8757 if (!MovDelay[x][y])
8758 MovPos[x][y] += getElementMoveStepsize(x, y);
8763 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8767 TEST_DrawLevelField(x, y);
8769 return; // element is still waiting
8772 else // normal case: generically moving object
8774 MovPos[x][y] += getElementMoveStepsize(x, y);
8777 if (ABS(MovPos[x][y]) < TILEX)
8779 TEST_DrawLevelField(x, y);
8781 return; // element is still moving
8784 // element reached destination field
8786 Tile[x][y] = EL_EMPTY;
8787 Tile[newx][newy] = element;
8788 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8790 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8792 element = Tile[newx][newy] = EL_ACID;
8794 else if (element == EL_MOLE)
8796 Tile[x][y] = EL_SAND;
8798 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8800 else if (element == EL_QUICKSAND_FILLING)
8802 element = Tile[newx][newy] = get_next_element(element);
8803 Store[newx][newy] = Store[x][y];
8805 else if (element == EL_QUICKSAND_EMPTYING)
8807 Tile[x][y] = get_next_element(element);
8808 element = Tile[newx][newy] = Store[x][y];
8810 else if (element == EL_QUICKSAND_FAST_FILLING)
8812 element = Tile[newx][newy] = get_next_element(element);
8813 Store[newx][newy] = Store[x][y];
8815 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8817 Tile[x][y] = get_next_element(element);
8818 element = Tile[newx][newy] = Store[x][y];
8820 else if (element == EL_MAGIC_WALL_FILLING)
8822 element = Tile[newx][newy] = get_next_element(element);
8823 if (!game.magic_wall_active)
8824 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8825 Store[newx][newy] = Store[x][y];
8827 else if (element == EL_MAGIC_WALL_EMPTYING)
8829 Tile[x][y] = get_next_element(element);
8830 if (!game.magic_wall_active)
8831 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8832 element = Tile[newx][newy] = Store[x][y];
8834 InitField(newx, newy, FALSE);
8836 else if (element == EL_BD_MAGIC_WALL_FILLING)
8838 element = Tile[newx][newy] = get_next_element(element);
8839 if (!game.magic_wall_active)
8840 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8841 Store[newx][newy] = Store[x][y];
8843 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8845 Tile[x][y] = get_next_element(element);
8846 if (!game.magic_wall_active)
8847 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8848 element = Tile[newx][newy] = Store[x][y];
8850 InitField(newx, newy, FALSE);
8852 else if (element == EL_DC_MAGIC_WALL_FILLING)
8854 element = Tile[newx][newy] = get_next_element(element);
8855 if (!game.magic_wall_active)
8856 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8857 Store[newx][newy] = Store[x][y];
8859 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8861 Tile[x][y] = get_next_element(element);
8862 if (!game.magic_wall_active)
8863 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8864 element = Tile[newx][newy] = Store[x][y];
8866 InitField(newx, newy, FALSE);
8868 else if (element == EL_AMOEBA_DROPPING)
8870 Tile[x][y] = get_next_element(element);
8871 element = Tile[newx][newy] = Store[x][y];
8873 else if (element == EL_SOKOBAN_OBJECT)
8876 Tile[x][y] = Back[x][y];
8878 if (Back[newx][newy])
8879 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8881 Back[x][y] = Back[newx][newy] = 0;
8884 Store[x][y] = EL_EMPTY;
8889 MovDelay[newx][newy] = 0;
8891 if (CAN_CHANGE_OR_HAS_ACTION(element))
8893 // copy element change control values to new field
8894 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8895 ChangePage[newx][newy] = ChangePage[x][y];
8896 ChangeCount[newx][newy] = ChangeCount[x][y];
8897 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8900 CustomValue[newx][newy] = CustomValue[x][y];
8902 ChangeDelay[x][y] = 0;
8903 ChangePage[x][y] = -1;
8904 ChangeCount[x][y] = 0;
8905 ChangeEvent[x][y] = -1;
8907 CustomValue[x][y] = 0;
8909 // copy animation control values to new field
8910 GfxFrame[newx][newy] = GfxFrame[x][y];
8911 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8912 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8913 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8915 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8917 // some elements can leave other elements behind after moving
8918 if (ei->move_leave_element != EL_EMPTY &&
8919 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8920 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8922 int move_leave_element = ei->move_leave_element;
8924 // this makes it possible to leave the removed element again
8925 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8926 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8928 Tile[x][y] = move_leave_element;
8930 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8931 MovDir[x][y] = direction;
8933 InitField(x, y, FALSE);
8935 if (GFX_CRUMBLED(Tile[x][y]))
8936 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8938 if (IS_PLAYER_ELEMENT(move_leave_element))
8939 RelocatePlayer(x, y, move_leave_element);
8942 // do this after checking for left-behind element
8943 ResetGfxAnimation(x, y); // reset animation values for old field
8945 if (!CAN_MOVE(element) ||
8946 (CAN_FALL(element) && direction == MV_DOWN &&
8947 (element == EL_SPRING ||
8948 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8949 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8950 GfxDir[x][y] = MovDir[newx][newy] = 0;
8952 TEST_DrawLevelField(x, y);
8953 TEST_DrawLevelField(newx, newy);
8955 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8957 // prevent pushed element from moving on in pushed direction
8958 if (pushed_by_player && CAN_MOVE(element) &&
8959 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8960 !(element_info[element].move_pattern & direction))
8961 TurnRound(newx, newy);
8963 // prevent elements on conveyor belt from moving on in last direction
8964 if (pushed_by_conveyor && CAN_FALL(element) &&
8965 direction & MV_HORIZONTAL)
8966 MovDir[newx][newy] = 0;
8968 if (!pushed_by_player)
8970 int nextx = newx + dx, nexty = newy + dy;
8971 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8973 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8975 if (CAN_FALL(element) && direction == MV_DOWN)
8976 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8978 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8979 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8981 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8982 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8985 if (DONT_TOUCH(element)) // object may be nasty to player or others
8987 TestIfBadThingTouchesPlayer(newx, newy);
8988 TestIfBadThingTouchesFriend(newx, newy);
8990 if (!IS_CUSTOM_ELEMENT(element))
8991 TestIfBadThingTouchesOtherBadThing(newx, newy);
8993 else if (element == EL_PENGUIN)
8994 TestIfFriendTouchesBadThing(newx, newy);
8996 if (DONT_GET_HIT_BY(element))
8998 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9001 // give the player one last chance (one more frame) to move away
9002 if (CAN_FALL(element) && direction == MV_DOWN &&
9003 (last_line || (!IS_FREE(x, newy + 1) &&
9004 (!IS_PLAYER(x, newy + 1) ||
9005 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9008 if (pushed_by_player && !game.use_change_when_pushing_bug)
9010 int push_side = MV_DIR_OPPOSITE(direction);
9011 struct PlayerInfo *player = PLAYERINFO(x, y);
9013 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9014 player->index_bit, push_side);
9015 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
9016 player->index_bit, push_side);
9019 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
9020 MovDelay[newx][newy] = 1;
9022 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9024 TestIfElementTouchesCustomElement(x, y); // empty or new element
9025 TestIfElementHitsCustomElement(newx, newy, direction);
9026 TestIfPlayerTouchesCustomElement(newx, newy);
9027 TestIfElementTouchesCustomElement(newx, newy);
9029 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9030 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9031 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9032 MV_DIR_OPPOSITE(direction));
9035 int AmoebaNeighbourNr(int ax, int ay)
9038 int element = Tile[ax][ay];
9040 struct XY *xy = xy_topdown;
9042 for (i = 0; i < NUM_DIRECTIONS; i++)
9044 int x = ax + xy[i].x;
9045 int y = ay + xy[i].y;
9047 if (!IN_LEV_FIELD(x, y))
9050 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9051 group_nr = AmoebaNr[x][y];
9057 static void AmoebaMerge(int ax, int ay)
9059 int i, x, y, xx, yy;
9060 int new_group_nr = AmoebaNr[ax][ay];
9061 struct XY *xy = xy_topdown;
9063 if (new_group_nr == 0)
9066 for (i = 0; i < NUM_DIRECTIONS; i++)
9071 if (!IN_LEV_FIELD(x, y))
9074 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9075 Tile[x][y] == EL_BD_AMOEBA ||
9076 Tile[x][y] == EL_AMOEBA_DEAD) &&
9077 AmoebaNr[x][y] != new_group_nr)
9079 int old_group_nr = AmoebaNr[x][y];
9081 if (old_group_nr == 0)
9084 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9085 AmoebaCnt[old_group_nr] = 0;
9086 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9087 AmoebaCnt2[old_group_nr] = 0;
9089 SCAN_PLAYFIELD(xx, yy)
9091 if (AmoebaNr[xx][yy] == old_group_nr)
9092 AmoebaNr[xx][yy] = new_group_nr;
9098 void AmoebaToDiamond(int ax, int ay)
9102 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9104 int group_nr = AmoebaNr[ax][ay];
9109 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9110 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9116 SCAN_PLAYFIELD(x, y)
9118 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9121 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9125 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9126 SND_AMOEBA_TURNING_TO_GEM :
9127 SND_AMOEBA_TURNING_TO_ROCK));
9132 struct XY *xy = xy_topdown;
9134 for (i = 0; i < NUM_DIRECTIONS; i++)
9139 if (!IN_LEV_FIELD(x, y))
9142 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9144 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9145 SND_AMOEBA_TURNING_TO_GEM :
9146 SND_AMOEBA_TURNING_TO_ROCK));
9153 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9156 int group_nr = AmoebaNr[ax][ay];
9157 boolean done = FALSE;
9162 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9163 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9169 SCAN_PLAYFIELD(x, y)
9171 if (AmoebaNr[x][y] == group_nr &&
9172 (Tile[x][y] == EL_AMOEBA_DEAD ||
9173 Tile[x][y] == EL_BD_AMOEBA ||
9174 Tile[x][y] == EL_AMOEBA_GROWING))
9177 Tile[x][y] = new_element;
9178 InitField(x, y, FALSE);
9179 TEST_DrawLevelField(x, y);
9185 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9186 SND_BD_AMOEBA_TURNING_TO_ROCK :
9187 SND_BD_AMOEBA_TURNING_TO_GEM));
9190 static void AmoebaGrowing(int x, int y)
9192 static DelayCounter sound_delay = { 0 };
9194 if (!MovDelay[x][y]) // start new growing cycle
9198 if (DelayReached(&sound_delay))
9200 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9201 sound_delay.value = 30;
9205 if (MovDelay[x][y]) // wait some time before growing bigger
9208 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9210 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9211 6 - MovDelay[x][y]);
9213 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9216 if (!MovDelay[x][y])
9218 Tile[x][y] = Store[x][y];
9220 TEST_DrawLevelField(x, y);
9225 static void AmoebaShrinking(int x, int y)
9227 static DelayCounter sound_delay = { 0 };
9229 if (!MovDelay[x][y]) // start new shrinking cycle
9233 if (DelayReached(&sound_delay))
9234 sound_delay.value = 30;
9237 if (MovDelay[x][y]) // wait some time before shrinking
9240 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9242 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9243 6 - MovDelay[x][y]);
9245 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9248 if (!MovDelay[x][y])
9250 Tile[x][y] = EL_EMPTY;
9251 TEST_DrawLevelField(x, y);
9253 // don't let mole enter this field in this cycle;
9254 // (give priority to objects falling to this field from above)
9260 static void AmoebaReproduce(int ax, int ay)
9263 int element = Tile[ax][ay];
9264 int graphic = el2img(element);
9265 int newax = ax, neway = ay;
9266 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9267 struct XY *xy = xy_topdown;
9269 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9271 Tile[ax][ay] = EL_AMOEBA_DEAD;
9272 TEST_DrawLevelField(ax, ay);
9276 if (IS_ANIMATED(graphic))
9277 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9279 if (!MovDelay[ax][ay]) // start making new amoeba field
9280 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9282 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9285 if (MovDelay[ax][ay])
9289 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9292 int x = ax + xy[start].x;
9293 int y = ay + xy[start].y;
9295 if (!IN_LEV_FIELD(x, y))
9298 if (IS_FREE(x, y) ||
9299 CAN_GROW_INTO(Tile[x][y]) ||
9300 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9301 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9307 if (newax == ax && neway == ay)
9310 else // normal or "filled" (BD style) amoeba
9313 boolean waiting_for_player = FALSE;
9315 for (i = 0; i < NUM_DIRECTIONS; i++)
9317 int j = (start + i) % 4;
9318 int x = ax + xy[j].x;
9319 int y = ay + xy[j].y;
9321 if (!IN_LEV_FIELD(x, y))
9324 if (IS_FREE(x, y) ||
9325 CAN_GROW_INTO(Tile[x][y]) ||
9326 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9327 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9333 else if (IS_PLAYER(x, y))
9334 waiting_for_player = TRUE;
9337 if (newax == ax && neway == ay) // amoeba cannot grow
9339 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9341 Tile[ax][ay] = EL_AMOEBA_DEAD;
9342 TEST_DrawLevelField(ax, ay);
9343 AmoebaCnt[AmoebaNr[ax][ay]]--;
9345 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9347 if (element == EL_AMOEBA_FULL)
9348 AmoebaToDiamond(ax, ay);
9349 else if (element == EL_BD_AMOEBA)
9350 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9355 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9357 // amoeba gets larger by growing in some direction
9359 int new_group_nr = AmoebaNr[ax][ay];
9362 if (new_group_nr == 0)
9364 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9366 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9372 AmoebaNr[newax][neway] = new_group_nr;
9373 AmoebaCnt[new_group_nr]++;
9374 AmoebaCnt2[new_group_nr]++;
9376 // if amoeba touches other amoeba(s) after growing, unify them
9377 AmoebaMerge(newax, neway);
9379 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9381 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9387 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9388 (neway == lev_fieldy - 1 && newax != ax))
9390 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9391 Store[newax][neway] = element;
9393 else if (neway == ay || element == EL_EMC_DRIPPER)
9395 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9397 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9401 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9402 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9403 Store[ax][ay] = EL_AMOEBA_DROP;
9404 ContinueMoving(ax, ay);
9408 TEST_DrawLevelField(newax, neway);
9411 static void Life(int ax, int ay)
9415 int element = Tile[ax][ay];
9416 int graphic = el2img(element);
9417 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9419 boolean changed = FALSE;
9421 if (IS_ANIMATED(graphic))
9422 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9427 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9428 MovDelay[ax][ay] = life_time;
9430 if (MovDelay[ax][ay]) // wait some time before next cycle
9433 if (MovDelay[ax][ay])
9437 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9439 int xx = ax+x1, yy = ay+y1;
9440 int old_element = Tile[xx][yy];
9441 int num_neighbours = 0;
9443 if (!IN_LEV_FIELD(xx, yy))
9446 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9448 int x = xx+x2, y = yy+y2;
9450 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9453 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9454 boolean is_neighbour = FALSE;
9456 if (level.use_life_bugs)
9458 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9459 (IS_FREE(x, y) && Stop[x][y]));
9462 (Last[x][y] == element || is_player_cell);
9468 boolean is_free = FALSE;
9470 if (level.use_life_bugs)
9471 is_free = (IS_FREE(xx, yy));
9473 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9475 if (xx == ax && yy == ay) // field in the middle
9477 if (num_neighbours < life_parameter[0] ||
9478 num_neighbours > life_parameter[1])
9480 Tile[xx][yy] = EL_EMPTY;
9481 if (Tile[xx][yy] != old_element)
9482 TEST_DrawLevelField(xx, yy);
9483 Stop[xx][yy] = TRUE;
9487 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9488 { // free border field
9489 if (num_neighbours >= life_parameter[2] &&
9490 num_neighbours <= life_parameter[3])
9492 Tile[xx][yy] = element;
9493 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9494 if (Tile[xx][yy] != old_element)
9495 TEST_DrawLevelField(xx, yy);
9496 Stop[xx][yy] = TRUE;
9503 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9504 SND_GAME_OF_LIFE_GROWING);
9507 static void InitRobotWheel(int x, int y)
9509 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9512 static void RunRobotWheel(int x, int y)
9514 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9517 static void StopRobotWheel(int x, int y)
9519 if (game.robot_wheel_x == x &&
9520 game.robot_wheel_y == y)
9522 game.robot_wheel_x = -1;
9523 game.robot_wheel_y = -1;
9524 game.robot_wheel_active = FALSE;
9528 static void InitTimegateWheel(int x, int y)
9530 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9533 static void RunTimegateWheel(int x, int y)
9535 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9538 static void InitMagicBallDelay(int x, int y)
9540 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9543 static void ActivateMagicBall(int bx, int by)
9547 if (level.ball_random)
9549 int pos_border = RND(8); // select one of the eight border elements
9550 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9551 int xx = pos_content % 3;
9552 int yy = pos_content / 3;
9557 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9558 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9562 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9564 int xx = x - bx + 1;
9565 int yy = y - by + 1;
9567 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9568 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9572 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9575 static void CheckExit(int x, int y)
9577 if (game.gems_still_needed > 0 ||
9578 game.sokoban_fields_still_needed > 0 ||
9579 game.sokoban_objects_still_needed > 0 ||
9580 game.lights_still_needed > 0)
9582 int element = Tile[x][y];
9583 int graphic = el2img(element);
9585 if (IS_ANIMATED(graphic))
9586 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9591 // do not re-open exit door closed after last player
9592 if (game.all_players_gone)
9595 Tile[x][y] = EL_EXIT_OPENING;
9597 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9600 static void CheckExitEM(int x, int y)
9602 if (game.gems_still_needed > 0 ||
9603 game.sokoban_fields_still_needed > 0 ||
9604 game.sokoban_objects_still_needed > 0 ||
9605 game.lights_still_needed > 0)
9607 int element = Tile[x][y];
9608 int graphic = el2img(element);
9610 if (IS_ANIMATED(graphic))
9611 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9616 // do not re-open exit door closed after last player
9617 if (game.all_players_gone)
9620 Tile[x][y] = EL_EM_EXIT_OPENING;
9622 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9625 static void CheckExitSteel(int x, int y)
9627 if (game.gems_still_needed > 0 ||
9628 game.sokoban_fields_still_needed > 0 ||
9629 game.sokoban_objects_still_needed > 0 ||
9630 game.lights_still_needed > 0)
9632 int element = Tile[x][y];
9633 int graphic = el2img(element);
9635 if (IS_ANIMATED(graphic))
9636 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9641 // do not re-open exit door closed after last player
9642 if (game.all_players_gone)
9645 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9647 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9650 static void CheckExitSteelEM(int x, int y)
9652 if (game.gems_still_needed > 0 ||
9653 game.sokoban_fields_still_needed > 0 ||
9654 game.sokoban_objects_still_needed > 0 ||
9655 game.lights_still_needed > 0)
9657 int element = Tile[x][y];
9658 int graphic = el2img(element);
9660 if (IS_ANIMATED(graphic))
9661 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9666 // do not re-open exit door closed after last player
9667 if (game.all_players_gone)
9670 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9672 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9675 static void CheckExitSP(int x, int y)
9677 if (game.gems_still_needed > 0)
9679 int element = Tile[x][y];
9680 int graphic = el2img(element);
9682 if (IS_ANIMATED(graphic))
9683 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9688 // do not re-open exit door closed after last player
9689 if (game.all_players_gone)
9692 Tile[x][y] = EL_SP_EXIT_OPENING;
9694 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9697 static void CloseAllOpenTimegates(void)
9701 SCAN_PLAYFIELD(x, y)
9703 int element = Tile[x][y];
9705 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9707 Tile[x][y] = EL_TIMEGATE_CLOSING;
9709 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9714 static void DrawTwinkleOnField(int x, int y)
9716 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9719 if (Tile[x][y] == EL_BD_DIAMOND)
9722 if (MovDelay[x][y] == 0) // next animation frame
9723 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9725 if (MovDelay[x][y] != 0) // wait some time before next frame
9729 DrawLevelElementAnimation(x, y, Tile[x][y]);
9731 if (MovDelay[x][y] != 0)
9733 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9734 10 - MovDelay[x][y]);
9736 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9741 static void WallGrowing(int x, int y)
9745 if (!MovDelay[x][y]) // next animation frame
9746 MovDelay[x][y] = 3 * delay;
9748 if (MovDelay[x][y]) // wait some time before next frame
9752 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9754 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9755 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9757 DrawLevelGraphic(x, y, graphic, frame);
9760 if (!MovDelay[x][y])
9762 if (MovDir[x][y] == MV_LEFT)
9764 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9765 TEST_DrawLevelField(x - 1, y);
9767 else if (MovDir[x][y] == MV_RIGHT)
9769 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9770 TEST_DrawLevelField(x + 1, y);
9772 else if (MovDir[x][y] == MV_UP)
9774 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9775 TEST_DrawLevelField(x, y - 1);
9779 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9780 TEST_DrawLevelField(x, y + 1);
9783 Tile[x][y] = Store[x][y];
9785 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9786 TEST_DrawLevelField(x, y);
9791 static void CheckWallGrowing(int ax, int ay)
9793 int element = Tile[ax][ay];
9794 int graphic = el2img(element);
9795 boolean free_top = FALSE;
9796 boolean free_bottom = FALSE;
9797 boolean free_left = FALSE;
9798 boolean free_right = FALSE;
9799 boolean stop_top = FALSE;
9800 boolean stop_bottom = FALSE;
9801 boolean stop_left = FALSE;
9802 boolean stop_right = FALSE;
9803 boolean new_wall = FALSE;
9805 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9806 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9807 element == EL_EXPANDABLE_STEELWALL_ANY);
9809 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9810 element == EL_EXPANDABLE_WALL_ANY ||
9811 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9812 element == EL_EXPANDABLE_STEELWALL_ANY);
9814 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9815 element == EL_EXPANDABLE_WALL_ANY ||
9816 element == EL_EXPANDABLE_WALL ||
9817 element == EL_BD_EXPANDABLE_WALL ||
9818 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9819 element == EL_EXPANDABLE_STEELWALL_ANY);
9821 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9822 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9824 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9825 element == EL_EXPANDABLE_WALL ||
9826 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9828 int wall_growing = (is_steelwall ?
9829 EL_EXPANDABLE_STEELWALL_GROWING :
9830 EL_EXPANDABLE_WALL_GROWING);
9832 int gfx_wall_growing_up = (is_steelwall ?
9833 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9834 IMG_EXPANDABLE_WALL_GROWING_UP);
9835 int gfx_wall_growing_down = (is_steelwall ?
9836 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9837 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9838 int gfx_wall_growing_left = (is_steelwall ?
9839 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9840 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9841 int gfx_wall_growing_right = (is_steelwall ?
9842 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9843 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9845 if (IS_ANIMATED(graphic))
9846 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9848 if (!MovDelay[ax][ay]) // start building new wall
9849 MovDelay[ax][ay] = 6;
9851 if (MovDelay[ax][ay]) // wait some time before building new wall
9854 if (MovDelay[ax][ay])
9858 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9860 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9862 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9864 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9871 Tile[ax][ay - 1] = wall_growing;
9872 Store[ax][ay - 1] = element;
9873 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9875 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9876 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9883 Tile[ax][ay + 1] = wall_growing;
9884 Store[ax][ay + 1] = element;
9885 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9887 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9888 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9894 if (grow_horizontal)
9898 Tile[ax - 1][ay] = wall_growing;
9899 Store[ax - 1][ay] = element;
9900 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9902 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9903 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9910 Tile[ax + 1][ay] = wall_growing;
9911 Store[ax + 1][ay] = element;
9912 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9914 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9915 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9921 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9922 TEST_DrawLevelField(ax, ay);
9924 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9926 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9928 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9930 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9933 if (((stop_top && stop_bottom) || stop_horizontal) &&
9934 ((stop_left && stop_right) || stop_vertical))
9935 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9938 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9941 static void CheckForDragon(int x, int y)
9944 boolean dragon_found = FALSE;
9945 struct XY *xy = xy_topdown;
9947 for (i = 0; i < NUM_DIRECTIONS; i++)
9949 for (j = 0; j < 4; j++)
9951 int xx = x + j * xy[i].x;
9952 int yy = y + j * xy[i].y;
9954 if (IN_LEV_FIELD(xx, yy) &&
9955 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9957 if (Tile[xx][yy] == EL_DRAGON)
9958 dragon_found = TRUE;
9967 for (i = 0; i < NUM_DIRECTIONS; i++)
9969 for (j = 0; j < 3; j++)
9971 int xx = x + j * xy[i].x;
9972 int yy = y + j * xy[i].y;
9974 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9976 Tile[xx][yy] = EL_EMPTY;
9977 TEST_DrawLevelField(xx, yy);
9986 static void InitBuggyBase(int x, int y)
9988 int element = Tile[x][y];
9989 int activating_delay = FRAMES_PER_SECOND / 4;
9992 (element == EL_SP_BUGGY_BASE ?
9993 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9994 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9996 element == EL_SP_BUGGY_BASE_ACTIVE ?
9997 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10000 static void WarnBuggyBase(int x, int y)
10003 struct XY *xy = xy_topdown;
10005 for (i = 0; i < NUM_DIRECTIONS; i++)
10007 int xx = x + xy[i].x;
10008 int yy = y + xy[i].y;
10010 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10012 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10019 static void InitTrap(int x, int y)
10021 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10024 static void ActivateTrap(int x, int y)
10026 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10029 static void ChangeActiveTrap(int x, int y)
10031 int graphic = IMG_TRAP_ACTIVE;
10033 // if new animation frame was drawn, correct crumbled sand border
10034 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10035 TEST_DrawLevelFieldCrumbled(x, y);
10038 static int getSpecialActionElement(int element, int number, int base_element)
10040 return (element != EL_EMPTY ? element :
10041 number != -1 ? base_element + number - 1 :
10045 static int getModifiedActionNumber(int value_old, int operator, int operand,
10046 int value_min, int value_max)
10048 int value_new = (operator == CA_MODE_SET ? operand :
10049 operator == CA_MODE_ADD ? value_old + operand :
10050 operator == CA_MODE_SUBTRACT ? value_old - operand :
10051 operator == CA_MODE_MULTIPLY ? value_old * operand :
10052 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10053 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10056 return (value_new < value_min ? value_min :
10057 value_new > value_max ? value_max :
10061 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10063 struct ElementInfo *ei = &element_info[element];
10064 struct ElementChangeInfo *change = &ei->change_page[page];
10065 int target_element = change->target_element;
10066 int action_type = change->action_type;
10067 int action_mode = change->action_mode;
10068 int action_arg = change->action_arg;
10069 int action_element = change->action_element;
10072 if (!change->has_action)
10075 // ---------- determine action paramater values -----------------------------
10077 int level_time_value =
10078 (level.time > 0 ? TimeLeft :
10081 int action_arg_element_raw =
10082 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10083 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10084 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10085 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10086 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10087 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10088 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10090 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10092 int action_arg_direction =
10093 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10094 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10095 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10096 change->actual_trigger_side :
10097 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10098 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10101 int action_arg_number_min =
10102 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10105 int action_arg_number_max =
10106 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10107 action_type == CA_SET_LEVEL_GEMS ? 999 :
10108 action_type == CA_SET_LEVEL_TIME ? 9999 :
10109 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10110 action_type == CA_SET_CE_VALUE ? 9999 :
10111 action_type == CA_SET_CE_SCORE ? 9999 :
10114 int action_arg_number_reset =
10115 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10116 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10117 action_type == CA_SET_LEVEL_TIME ? level.time :
10118 action_type == CA_SET_LEVEL_SCORE ? 0 :
10119 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10120 action_type == CA_SET_CE_SCORE ? 0 :
10123 int action_arg_number =
10124 (action_arg <= CA_ARG_MAX ? action_arg :
10125 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10126 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10127 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10128 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10129 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10130 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10131 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10132 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10133 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10134 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10135 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10136 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10137 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10138 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10139 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10140 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10141 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10142 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10143 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10144 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10145 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10148 int action_arg_number_old =
10149 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10150 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10151 action_type == CA_SET_LEVEL_SCORE ? game.score :
10152 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10153 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10156 int action_arg_number_new =
10157 getModifiedActionNumber(action_arg_number_old,
10158 action_mode, action_arg_number,
10159 action_arg_number_min, action_arg_number_max);
10161 int trigger_player_bits =
10162 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10163 change->actual_trigger_player_bits : change->trigger_player);
10165 int action_arg_player_bits =
10166 (action_arg >= CA_ARG_PLAYER_1 &&
10167 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10168 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10169 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10172 // ---------- execute action -----------------------------------------------
10174 switch (action_type)
10181 // ---------- level actions ----------------------------------------------
10183 case CA_RESTART_LEVEL:
10185 game.restart_level = TRUE;
10190 case CA_SHOW_ENVELOPE:
10192 int element = getSpecialActionElement(action_arg_element,
10193 action_arg_number, EL_ENVELOPE_1);
10195 if (IS_ENVELOPE(element))
10196 local_player->show_envelope = element;
10201 case CA_SET_LEVEL_TIME:
10203 if (level.time > 0) // only modify limited time value
10205 TimeLeft = action_arg_number_new;
10207 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10209 DisplayGameControlValues();
10211 if (!TimeLeft && game.time_limit)
10212 for (i = 0; i < MAX_PLAYERS; i++)
10213 KillPlayer(&stored_player[i]);
10219 case CA_SET_LEVEL_SCORE:
10221 game.score = action_arg_number_new;
10223 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10225 DisplayGameControlValues();
10230 case CA_SET_LEVEL_GEMS:
10232 game.gems_still_needed = action_arg_number_new;
10234 game.snapshot.collected_item = TRUE;
10236 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10238 DisplayGameControlValues();
10243 case CA_SET_LEVEL_WIND:
10245 game.wind_direction = action_arg_direction;
10250 case CA_SET_LEVEL_RANDOM_SEED:
10252 // ensure that setting a new random seed while playing is predictable
10253 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10258 // ---------- player actions ---------------------------------------------
10260 case CA_MOVE_PLAYER:
10261 case CA_MOVE_PLAYER_NEW:
10263 // automatically move to the next field in specified direction
10264 for (i = 0; i < MAX_PLAYERS; i++)
10265 if (trigger_player_bits & (1 << i))
10266 if (action_type == CA_MOVE_PLAYER ||
10267 stored_player[i].MovPos == 0)
10268 stored_player[i].programmed_action = action_arg_direction;
10273 case CA_EXIT_PLAYER:
10275 for (i = 0; i < MAX_PLAYERS; i++)
10276 if (action_arg_player_bits & (1 << i))
10277 ExitPlayer(&stored_player[i]);
10279 if (game.players_still_needed == 0)
10285 case CA_KILL_PLAYER:
10287 for (i = 0; i < MAX_PLAYERS; i++)
10288 if (action_arg_player_bits & (1 << i))
10289 KillPlayer(&stored_player[i]);
10294 case CA_SET_PLAYER_KEYS:
10296 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10297 int element = getSpecialActionElement(action_arg_element,
10298 action_arg_number, EL_KEY_1);
10300 if (IS_KEY(element))
10302 for (i = 0; i < MAX_PLAYERS; i++)
10304 if (trigger_player_bits & (1 << i))
10306 stored_player[i].key[KEY_NR(element)] = key_state;
10308 DrawGameDoorValues();
10316 case CA_SET_PLAYER_SPEED:
10318 for (i = 0; i < MAX_PLAYERS; i++)
10320 if (trigger_player_bits & (1 << i))
10322 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10324 if (action_arg == CA_ARG_SPEED_FASTER &&
10325 stored_player[i].cannot_move)
10327 action_arg_number = STEPSIZE_VERY_SLOW;
10329 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10330 action_arg == CA_ARG_SPEED_FASTER)
10332 action_arg_number = 2;
10333 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10336 else if (action_arg == CA_ARG_NUMBER_RESET)
10338 action_arg_number = level.initial_player_stepsize[i];
10342 getModifiedActionNumber(move_stepsize,
10345 action_arg_number_min,
10346 action_arg_number_max);
10348 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10355 case CA_SET_PLAYER_SHIELD:
10357 for (i = 0; i < MAX_PLAYERS; i++)
10359 if (trigger_player_bits & (1 << i))
10361 if (action_arg == CA_ARG_SHIELD_OFF)
10363 stored_player[i].shield_normal_time_left = 0;
10364 stored_player[i].shield_deadly_time_left = 0;
10366 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10368 stored_player[i].shield_normal_time_left = 999999;
10370 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10372 stored_player[i].shield_normal_time_left = 999999;
10373 stored_player[i].shield_deadly_time_left = 999999;
10381 case CA_SET_PLAYER_GRAVITY:
10383 for (i = 0; i < MAX_PLAYERS; i++)
10385 if (trigger_player_bits & (1 << i))
10387 stored_player[i].gravity =
10388 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10389 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10390 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10391 stored_player[i].gravity);
10398 case CA_SET_PLAYER_ARTWORK:
10400 for (i = 0; i < MAX_PLAYERS; i++)
10402 if (trigger_player_bits & (1 << i))
10404 int artwork_element = action_arg_element;
10406 if (action_arg == CA_ARG_ELEMENT_RESET)
10408 (level.use_artwork_element[i] ? level.artwork_element[i] :
10409 stored_player[i].element_nr);
10411 if (stored_player[i].artwork_element != artwork_element)
10412 stored_player[i].Frame = 0;
10414 stored_player[i].artwork_element = artwork_element;
10416 SetPlayerWaiting(&stored_player[i], FALSE);
10418 // set number of special actions for bored and sleeping animation
10419 stored_player[i].num_special_action_bored =
10420 get_num_special_action(artwork_element,
10421 ACTION_BORING_1, ACTION_BORING_LAST);
10422 stored_player[i].num_special_action_sleeping =
10423 get_num_special_action(artwork_element,
10424 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10431 case CA_SET_PLAYER_INVENTORY:
10433 for (i = 0; i < MAX_PLAYERS; i++)
10435 struct PlayerInfo *player = &stored_player[i];
10438 if (trigger_player_bits & (1 << i))
10440 int inventory_element = action_arg_element;
10442 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10443 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10444 action_arg == CA_ARG_ELEMENT_ACTION)
10446 int element = inventory_element;
10447 int collect_count = element_info[element].collect_count_initial;
10449 if (!IS_CUSTOM_ELEMENT(element))
10452 if (collect_count == 0)
10453 player->inventory_infinite_element = element;
10455 for (k = 0; k < collect_count; k++)
10456 if (player->inventory_size < MAX_INVENTORY_SIZE)
10457 player->inventory_element[player->inventory_size++] =
10460 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10461 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10462 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10464 if (player->inventory_infinite_element != EL_UNDEFINED &&
10465 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10466 action_arg_element_raw))
10467 player->inventory_infinite_element = EL_UNDEFINED;
10469 for (k = 0, j = 0; j < player->inventory_size; j++)
10471 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10472 action_arg_element_raw))
10473 player->inventory_element[k++] = player->inventory_element[j];
10476 player->inventory_size = k;
10478 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10480 if (player->inventory_size > 0)
10482 for (j = 0; j < player->inventory_size - 1; j++)
10483 player->inventory_element[j] = player->inventory_element[j + 1];
10485 player->inventory_size--;
10488 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10490 if (player->inventory_size > 0)
10491 player->inventory_size--;
10493 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10495 player->inventory_infinite_element = EL_UNDEFINED;
10496 player->inventory_size = 0;
10498 else if (action_arg == CA_ARG_INVENTORY_RESET)
10500 player->inventory_infinite_element = EL_UNDEFINED;
10501 player->inventory_size = 0;
10503 if (level.use_initial_inventory[i])
10505 for (j = 0; j < level.initial_inventory_size[i]; j++)
10507 int element = level.initial_inventory_content[i][j];
10508 int collect_count = element_info[element].collect_count_initial;
10510 if (!IS_CUSTOM_ELEMENT(element))
10513 if (collect_count == 0)
10514 player->inventory_infinite_element = element;
10516 for (k = 0; k < collect_count; k++)
10517 if (player->inventory_size < MAX_INVENTORY_SIZE)
10518 player->inventory_element[player->inventory_size++] =
10529 // ---------- CE actions -------------------------------------------------
10531 case CA_SET_CE_VALUE:
10533 int last_ce_value = CustomValue[x][y];
10535 CustomValue[x][y] = action_arg_number_new;
10537 if (CustomValue[x][y] != last_ce_value)
10539 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10540 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10542 if (CustomValue[x][y] == 0)
10544 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10545 ChangeCount[x][y] = 0; // allow at least one more change
10547 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10548 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10555 case CA_SET_CE_SCORE:
10557 int last_ce_score = ei->collect_score;
10559 ei->collect_score = action_arg_number_new;
10561 if (ei->collect_score != last_ce_score)
10563 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10564 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10566 if (ei->collect_score == 0)
10570 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10571 ChangeCount[x][y] = 0; // allow at least one more change
10573 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10574 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10577 This is a very special case that seems to be a mixture between
10578 CheckElementChange() and CheckTriggeredElementChange(): while
10579 the first one only affects single elements that are triggered
10580 directly, the second one affects multiple elements in the playfield
10581 that are triggered indirectly by another element. This is a third
10582 case: Changing the CE score always affects multiple identical CEs,
10583 so every affected CE must be checked, not only the single CE for
10584 which the CE score was changed in the first place (as every instance
10585 of that CE shares the same CE score, and therefore also can change)!
10587 SCAN_PLAYFIELD(xx, yy)
10589 if (Tile[xx][yy] == element)
10590 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10591 CE_SCORE_GETS_ZERO);
10599 case CA_SET_CE_ARTWORK:
10601 int artwork_element = action_arg_element;
10602 boolean reset_frame = FALSE;
10605 if (action_arg == CA_ARG_ELEMENT_RESET)
10606 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10609 if (ei->gfx_element != artwork_element)
10610 reset_frame = TRUE;
10612 ei->gfx_element = artwork_element;
10614 SCAN_PLAYFIELD(xx, yy)
10616 if (Tile[xx][yy] == element)
10620 ResetGfxAnimation(xx, yy);
10621 ResetRandomAnimationValue(xx, yy);
10624 TEST_DrawLevelField(xx, yy);
10631 // ---------- engine actions ---------------------------------------------
10633 case CA_SET_ENGINE_SCAN_MODE:
10635 InitPlayfieldScanMode(action_arg);
10645 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10647 int old_element = Tile[x][y];
10648 int new_element = GetElementFromGroupElement(element);
10649 int previous_move_direction = MovDir[x][y];
10650 int last_ce_value = CustomValue[x][y];
10651 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10652 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10653 boolean add_player_onto_element = (new_element_is_player &&
10654 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10655 IS_WALKABLE(old_element));
10657 if (!add_player_onto_element)
10659 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10660 RemoveMovingField(x, y);
10664 Tile[x][y] = new_element;
10666 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10667 MovDir[x][y] = previous_move_direction;
10669 if (element_info[new_element].use_last_ce_value)
10670 CustomValue[x][y] = last_ce_value;
10672 InitField_WithBug1(x, y, FALSE);
10674 new_element = Tile[x][y]; // element may have changed
10676 ResetGfxAnimation(x, y);
10677 ResetRandomAnimationValue(x, y);
10679 TEST_DrawLevelField(x, y);
10681 if (GFX_CRUMBLED(new_element))
10682 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10684 if (old_element == EL_EXPLOSION)
10686 Store[x][y] = Store2[x][y] = 0;
10688 // check if new element replaces an exploding player, requiring cleanup
10689 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10690 StorePlayer[x][y] = 0;
10693 // check if element under the player changes from accessible to unaccessible
10694 // (needed for special case of dropping element which then changes)
10695 // (must be checked after creating new element for walkable group elements)
10696 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10697 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10699 KillPlayer(PLAYERINFO(x, y));
10705 // "ChangeCount" not set yet to allow "entered by player" change one time
10706 if (new_element_is_player)
10707 RelocatePlayer(x, y, new_element);
10710 ChangeCount[x][y]++; // count number of changes in the same frame
10712 TestIfBadThingTouchesPlayer(x, y);
10713 TestIfPlayerTouchesCustomElement(x, y);
10714 TestIfElementTouchesCustomElement(x, y);
10717 static void CreateField(int x, int y, int element)
10719 CreateFieldExt(x, y, element, FALSE);
10722 static void CreateElementFromChange(int x, int y, int element)
10724 element = GET_VALID_RUNTIME_ELEMENT(element);
10726 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10728 int old_element = Tile[x][y];
10730 // prevent changed element from moving in same engine frame
10731 // unless both old and new element can either fall or move
10732 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10733 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10737 CreateFieldExt(x, y, element, TRUE);
10740 static boolean ChangeElement(int x, int y, int element, int page)
10742 struct ElementInfo *ei = &element_info[element];
10743 struct ElementChangeInfo *change = &ei->change_page[page];
10744 int ce_value = CustomValue[x][y];
10745 int ce_score = ei->collect_score;
10746 int target_element;
10747 int old_element = Tile[x][y];
10749 // always use default change event to prevent running into a loop
10750 if (ChangeEvent[x][y] == -1)
10751 ChangeEvent[x][y] = CE_DELAY;
10753 if (ChangeEvent[x][y] == CE_DELAY)
10755 // reset actual trigger element, trigger player and action element
10756 change->actual_trigger_element = EL_EMPTY;
10757 change->actual_trigger_player = EL_EMPTY;
10758 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10759 change->actual_trigger_side = CH_SIDE_NONE;
10760 change->actual_trigger_ce_value = 0;
10761 change->actual_trigger_ce_score = 0;
10764 // do not change elements more than a specified maximum number of changes
10765 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10768 ChangeCount[x][y]++; // count number of changes in the same frame
10770 if (ei->has_anim_event)
10771 HandleGlobalAnimEventByElementChange(element, page, x, y);
10773 if (change->explode)
10780 if (change->use_target_content)
10782 boolean complete_replace = TRUE;
10783 boolean can_replace[3][3];
10786 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10789 boolean is_walkable;
10790 boolean is_diggable;
10791 boolean is_collectible;
10792 boolean is_removable;
10793 boolean is_destructible;
10794 int ex = x + xx - 1;
10795 int ey = y + yy - 1;
10796 int content_element = change->target_content.e[xx][yy];
10799 can_replace[xx][yy] = TRUE;
10801 if (ex == x && ey == y) // do not check changing element itself
10804 if (content_element == EL_EMPTY_SPACE)
10806 can_replace[xx][yy] = FALSE; // do not replace border with space
10811 if (!IN_LEV_FIELD(ex, ey))
10813 can_replace[xx][yy] = FALSE;
10814 complete_replace = FALSE;
10821 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10822 e = MovingOrBlocked2Element(ex, ey);
10824 is_empty = (IS_FREE(ex, ey) ||
10825 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10827 is_walkable = (is_empty || IS_WALKABLE(e));
10828 is_diggable = (is_empty || IS_DIGGABLE(e));
10829 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10830 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10831 is_removable = (is_diggable || is_collectible);
10833 can_replace[xx][yy] =
10834 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10835 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10836 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10837 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10838 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10839 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10840 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10842 if (!can_replace[xx][yy])
10843 complete_replace = FALSE;
10846 if (!change->only_if_complete || complete_replace)
10848 boolean something_has_changed = FALSE;
10850 if (change->only_if_complete && change->use_random_replace &&
10851 RND(100) < change->random_percentage)
10854 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10856 int ex = x + xx - 1;
10857 int ey = y + yy - 1;
10858 int content_element;
10860 if (can_replace[xx][yy] && (!change->use_random_replace ||
10861 RND(100) < change->random_percentage))
10863 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10864 RemoveMovingField(ex, ey);
10866 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10868 content_element = change->target_content.e[xx][yy];
10869 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10870 ce_value, ce_score);
10872 CreateElementFromChange(ex, ey, target_element);
10874 something_has_changed = TRUE;
10876 // for symmetry reasons, freeze newly created border elements
10877 if (ex != x || ey != y)
10878 Stop[ex][ey] = TRUE; // no more moving in this frame
10882 if (something_has_changed)
10884 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10885 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10891 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10892 ce_value, ce_score);
10894 if (element == EL_DIAGONAL_GROWING ||
10895 element == EL_DIAGONAL_SHRINKING)
10897 target_element = Store[x][y];
10899 Store[x][y] = EL_EMPTY;
10902 // special case: element changes to player (and may be kept if walkable)
10903 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10904 CreateElementFromChange(x, y, EL_EMPTY);
10906 CreateElementFromChange(x, y, target_element);
10908 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10909 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10912 // this uses direct change before indirect change
10913 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10918 static void HandleElementChange(int x, int y, int page)
10920 int element = MovingOrBlocked2Element(x, y);
10921 struct ElementInfo *ei = &element_info[element];
10922 struct ElementChangeInfo *change = &ei->change_page[page];
10923 boolean handle_action_before_change = FALSE;
10926 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10927 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10929 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10930 x, y, element, element_info[element].token_name);
10931 Debug("game:playing:HandleElementChange", "This should never happen!");
10935 // this can happen with classic bombs on walkable, changing elements
10936 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10941 if (ChangeDelay[x][y] == 0) // initialize element change
10943 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10945 if (change->can_change)
10947 // !!! not clear why graphic animation should be reset at all here !!!
10948 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10949 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10952 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10954 When using an animation frame delay of 1 (this only happens with
10955 "sp_zonk.moving.left/right" in the classic graphics), the default
10956 (non-moving) animation shows wrong animation frames (while the
10957 moving animation, like "sp_zonk.moving.left/right", is correct,
10958 so this graphical bug never shows up with the classic graphics).
10959 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10960 be drawn instead of the correct frames 0,1,2,3. This is caused by
10961 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10962 an element change: First when the change delay ("ChangeDelay[][]")
10963 counter has reached zero after decrementing, then a second time in
10964 the next frame (after "GfxFrame[][]" was already incremented) when
10965 "ChangeDelay[][]" is reset to the initial delay value again.
10967 This causes frame 0 to be drawn twice, while the last frame won't
10968 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10970 As some animations may already be cleverly designed around this bug
10971 (at least the "Snake Bite" snake tail animation does this), it cannot
10972 simply be fixed here without breaking such existing animations.
10973 Unfortunately, it cannot easily be detected if a graphics set was
10974 designed "before" or "after" the bug was fixed. As a workaround,
10975 a new graphics set option "game.graphics_engine_version" was added
10976 to be able to specify the game's major release version for which the
10977 graphics set was designed, which can then be used to decide if the
10978 bugfix should be used (version 4 and above) or not (version 3 or
10979 below, or if no version was specified at all, as with old sets).
10981 (The wrong/fixed animation frames can be tested with the test level set
10982 "test_gfxframe" and level "000", which contains a specially prepared
10983 custom element at level position (x/y) == (11/9) which uses the zonk
10984 animation mentioned above. Using "game.graphics_engine_version: 4"
10985 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10986 This can also be seen from the debug output for this test element.)
10989 // when a custom element is about to change (for example by change delay),
10990 // do not reset graphic animation when the custom element is moving
10991 if (game.graphics_engine_version < 4 &&
10994 ResetGfxAnimation(x, y);
10995 ResetRandomAnimationValue(x, y);
10998 if (change->pre_change_function)
10999 change->pre_change_function(x, y);
11003 ChangeDelay[x][y]--;
11005 if (ChangeDelay[x][y] != 0) // continue element change
11007 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11009 // also needed if CE can not change, but has CE delay with CE action
11010 if (IS_ANIMATED(graphic))
11011 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11013 if (change->can_change)
11015 if (change->change_function)
11016 change->change_function(x, y);
11019 else // finish element change
11021 if (ChangePage[x][y] != -1) // remember page from delayed change
11023 page = ChangePage[x][y];
11024 ChangePage[x][y] = -1;
11026 change = &ei->change_page[page];
11029 if (IS_MOVING(x, y)) // never change a running system ;-)
11031 ChangeDelay[x][y] = 1; // try change after next move step
11032 ChangePage[x][y] = page; // remember page to use for change
11037 // special case: set new level random seed before changing element
11038 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11039 handle_action_before_change = TRUE;
11041 if (change->has_action && handle_action_before_change)
11042 ExecuteCustomElementAction(x, y, element, page);
11044 if (change->can_change)
11046 if (ChangeElement(x, y, element, page))
11048 if (change->post_change_function)
11049 change->post_change_function(x, y);
11053 if (change->has_action && !handle_action_before_change)
11054 ExecuteCustomElementAction(x, y, element, page);
11058 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11059 int trigger_element,
11061 int trigger_player,
11065 boolean change_done_any = FALSE;
11066 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11069 if (!(trigger_events[trigger_element][trigger_event]))
11072 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11074 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11076 int element = EL_CUSTOM_START + i;
11077 boolean change_done = FALSE;
11080 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11081 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11084 for (p = 0; p < element_info[element].num_change_pages; p++)
11086 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11088 if (change->can_change_or_has_action &&
11089 change->has_event[trigger_event] &&
11090 change->trigger_side & trigger_side &&
11091 change->trigger_player & trigger_player &&
11092 change->trigger_page & trigger_page_bits &&
11093 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11095 change->actual_trigger_element = trigger_element;
11096 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11097 change->actual_trigger_player_bits = trigger_player;
11098 change->actual_trigger_side = trigger_side;
11099 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11100 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11102 if ((change->can_change && !change_done) || change->has_action)
11106 SCAN_PLAYFIELD(x, y)
11108 if (Tile[x][y] == element)
11110 if (change->can_change && !change_done)
11112 // if element already changed in this frame, not only prevent
11113 // another element change (checked in ChangeElement()), but
11114 // also prevent additional element actions for this element
11116 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11117 !level.use_action_after_change_bug)
11120 ChangeDelay[x][y] = 1;
11121 ChangeEvent[x][y] = trigger_event;
11123 HandleElementChange(x, y, p);
11125 else if (change->has_action)
11127 // if element already changed in this frame, not only prevent
11128 // another element change (checked in ChangeElement()), but
11129 // also prevent additional element actions for this element
11131 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11132 !level.use_action_after_change_bug)
11135 ExecuteCustomElementAction(x, y, element, p);
11136 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11141 if (change->can_change)
11143 change_done = TRUE;
11144 change_done_any = TRUE;
11151 RECURSION_LOOP_DETECTION_END();
11153 return change_done_any;
11156 static boolean CheckElementChangeExt(int x, int y,
11158 int trigger_element,
11160 int trigger_player,
11163 boolean change_done = FALSE;
11166 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11167 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11170 if (Tile[x][y] == EL_BLOCKED)
11172 Blocked2Moving(x, y, &x, &y);
11173 element = Tile[x][y];
11176 // check if element has already changed or is about to change after moving
11177 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11178 Tile[x][y] != element) ||
11180 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11181 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11182 ChangePage[x][y] != -1)))
11185 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11187 for (p = 0; p < element_info[element].num_change_pages; p++)
11189 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11191 /* check trigger element for all events where the element that is checked
11192 for changing interacts with a directly adjacent element -- this is
11193 different to element changes that affect other elements to change on the
11194 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11195 boolean check_trigger_element =
11196 (trigger_event == CE_NEXT_TO_X ||
11197 trigger_event == CE_TOUCHING_X ||
11198 trigger_event == CE_HITTING_X ||
11199 trigger_event == CE_HIT_BY_X ||
11200 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11202 if (change->can_change_or_has_action &&
11203 change->has_event[trigger_event] &&
11204 change->trigger_side & trigger_side &&
11205 change->trigger_player & trigger_player &&
11206 (!check_trigger_element ||
11207 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11209 change->actual_trigger_element = trigger_element;
11210 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11211 change->actual_trigger_player_bits = trigger_player;
11212 change->actual_trigger_side = trigger_side;
11213 change->actual_trigger_ce_value = CustomValue[x][y];
11214 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11216 // special case: trigger element not at (x,y) position for some events
11217 if (check_trigger_element)
11229 { 0, 0 }, { 0, 0 }, { 0, 0 },
11233 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11234 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11236 change->actual_trigger_ce_value = CustomValue[xx][yy];
11237 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11240 if (change->can_change && !change_done)
11242 ChangeDelay[x][y] = 1;
11243 ChangeEvent[x][y] = trigger_event;
11245 HandleElementChange(x, y, p);
11247 change_done = TRUE;
11249 else if (change->has_action)
11251 ExecuteCustomElementAction(x, y, element, p);
11252 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11257 RECURSION_LOOP_DETECTION_END();
11259 return change_done;
11262 static void PlayPlayerSound(struct PlayerInfo *player)
11264 int jx = player->jx, jy = player->jy;
11265 int sound_element = player->artwork_element;
11266 int last_action = player->last_action_waiting;
11267 int action = player->action_waiting;
11269 if (player->is_waiting)
11271 if (action != last_action)
11272 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11274 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11278 if (action != last_action)
11279 StopSound(element_info[sound_element].sound[last_action]);
11281 if (last_action == ACTION_SLEEPING)
11282 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11286 static void PlayAllPlayersSound(void)
11290 for (i = 0; i < MAX_PLAYERS; i++)
11291 if (stored_player[i].active)
11292 PlayPlayerSound(&stored_player[i]);
11295 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11297 boolean last_waiting = player->is_waiting;
11298 int move_dir = player->MovDir;
11300 player->dir_waiting = move_dir;
11301 player->last_action_waiting = player->action_waiting;
11305 if (!last_waiting) // not waiting -> waiting
11307 player->is_waiting = TRUE;
11309 player->frame_counter_bored =
11311 game.player_boring_delay_fixed +
11312 GetSimpleRandom(game.player_boring_delay_random);
11313 player->frame_counter_sleeping =
11315 game.player_sleeping_delay_fixed +
11316 GetSimpleRandom(game.player_sleeping_delay_random);
11318 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11321 if (game.player_sleeping_delay_fixed +
11322 game.player_sleeping_delay_random > 0 &&
11323 player->anim_delay_counter == 0 &&
11324 player->post_delay_counter == 0 &&
11325 FrameCounter >= player->frame_counter_sleeping)
11326 player->is_sleeping = TRUE;
11327 else if (game.player_boring_delay_fixed +
11328 game.player_boring_delay_random > 0 &&
11329 FrameCounter >= player->frame_counter_bored)
11330 player->is_bored = TRUE;
11332 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11333 player->is_bored ? ACTION_BORING :
11336 if (player->is_sleeping && player->use_murphy)
11338 // special case for sleeping Murphy when leaning against non-free tile
11340 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11341 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11342 !IS_MOVING(player->jx - 1, player->jy)))
11343 move_dir = MV_LEFT;
11344 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11345 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11346 !IS_MOVING(player->jx + 1, player->jy)))
11347 move_dir = MV_RIGHT;
11349 player->is_sleeping = FALSE;
11351 player->dir_waiting = move_dir;
11354 if (player->is_sleeping)
11356 if (player->num_special_action_sleeping > 0)
11358 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11360 int last_special_action = player->special_action_sleeping;
11361 int num_special_action = player->num_special_action_sleeping;
11362 int special_action =
11363 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11364 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11365 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11366 last_special_action + 1 : ACTION_SLEEPING);
11367 int special_graphic =
11368 el_act_dir2img(player->artwork_element, special_action, move_dir);
11370 player->anim_delay_counter =
11371 graphic_info[special_graphic].anim_delay_fixed +
11372 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11373 player->post_delay_counter =
11374 graphic_info[special_graphic].post_delay_fixed +
11375 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11377 player->special_action_sleeping = special_action;
11380 if (player->anim_delay_counter > 0)
11382 player->action_waiting = player->special_action_sleeping;
11383 player->anim_delay_counter--;
11385 else if (player->post_delay_counter > 0)
11387 player->post_delay_counter--;
11391 else if (player->is_bored)
11393 if (player->num_special_action_bored > 0)
11395 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11397 int special_action =
11398 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11399 int special_graphic =
11400 el_act_dir2img(player->artwork_element, special_action, move_dir);
11402 player->anim_delay_counter =
11403 graphic_info[special_graphic].anim_delay_fixed +
11404 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11405 player->post_delay_counter =
11406 graphic_info[special_graphic].post_delay_fixed +
11407 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11409 player->special_action_bored = special_action;
11412 if (player->anim_delay_counter > 0)
11414 player->action_waiting = player->special_action_bored;
11415 player->anim_delay_counter--;
11417 else if (player->post_delay_counter > 0)
11419 player->post_delay_counter--;
11424 else if (last_waiting) // waiting -> not waiting
11426 player->is_waiting = FALSE;
11427 player->is_bored = FALSE;
11428 player->is_sleeping = FALSE;
11430 player->frame_counter_bored = -1;
11431 player->frame_counter_sleeping = -1;
11433 player->anim_delay_counter = 0;
11434 player->post_delay_counter = 0;
11436 player->dir_waiting = player->MovDir;
11437 player->action_waiting = ACTION_DEFAULT;
11439 player->special_action_bored = ACTION_DEFAULT;
11440 player->special_action_sleeping = ACTION_DEFAULT;
11444 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11446 if ((!player->is_moving && player->was_moving) ||
11447 (player->MovPos == 0 && player->was_moving) ||
11448 (player->is_snapping && !player->was_snapping) ||
11449 (player->is_dropping && !player->was_dropping))
11451 if (!CheckSaveEngineSnapshotToList())
11454 player->was_moving = FALSE;
11455 player->was_snapping = TRUE;
11456 player->was_dropping = TRUE;
11460 if (player->is_moving)
11461 player->was_moving = TRUE;
11463 if (!player->is_snapping)
11464 player->was_snapping = FALSE;
11466 if (!player->is_dropping)
11467 player->was_dropping = FALSE;
11470 static struct MouseActionInfo mouse_action_last = { 0 };
11471 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11472 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11475 CheckSaveEngineSnapshotToList();
11477 mouse_action_last = mouse_action;
11480 static void CheckSingleStepMode(struct PlayerInfo *player)
11482 if (tape.single_step && tape.recording && !tape.pausing)
11484 // as it is called "single step mode", just return to pause mode when the
11485 // player stopped moving after one tile (or never starts moving at all)
11486 // (reverse logic needed here in case single step mode used in team mode)
11487 if (player->is_moving ||
11488 player->is_pushing ||
11489 player->is_dropping_pressed ||
11490 player->effective_mouse_action.button)
11491 game.enter_single_step_mode = FALSE;
11494 CheckSaveEngineSnapshot(player);
11497 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11499 int left = player_action & JOY_LEFT;
11500 int right = player_action & JOY_RIGHT;
11501 int up = player_action & JOY_UP;
11502 int down = player_action & JOY_DOWN;
11503 int button1 = player_action & JOY_BUTTON_1;
11504 int button2 = player_action & JOY_BUTTON_2;
11505 int dx = (left ? -1 : right ? 1 : 0);
11506 int dy = (up ? -1 : down ? 1 : 0);
11508 if (!player->active || tape.pausing)
11514 SnapField(player, dx, dy);
11518 DropElement(player);
11520 MovePlayer(player, dx, dy);
11523 CheckSingleStepMode(player);
11525 SetPlayerWaiting(player, FALSE);
11527 return player_action;
11531 // no actions for this player (no input at player's configured device)
11533 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11534 SnapField(player, 0, 0);
11535 CheckGravityMovementWhenNotMoving(player);
11537 if (player->MovPos == 0)
11538 SetPlayerWaiting(player, TRUE);
11540 if (player->MovPos == 0) // needed for tape.playing
11541 player->is_moving = FALSE;
11543 player->is_dropping = FALSE;
11544 player->is_dropping_pressed = FALSE;
11545 player->drop_pressed_delay = 0;
11547 CheckSingleStepMode(player);
11553 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11556 if (!tape.use_mouse_actions)
11559 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11560 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11561 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11564 static void SetTapeActionFromMouseAction(byte *tape_action,
11565 struct MouseActionInfo *mouse_action)
11567 if (!tape.use_mouse_actions)
11570 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11571 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11572 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11575 static void CheckLevelSolved(void)
11577 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11579 if (game_em.level_solved &&
11580 !game_em.game_over) // game won
11584 game_em.game_over = TRUE;
11586 game.all_players_gone = TRUE;
11589 if (game_em.game_over) // game lost
11590 game.all_players_gone = TRUE;
11592 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11594 if (game_sp.level_solved &&
11595 !game_sp.game_over) // game won
11599 game_sp.game_over = TRUE;
11601 game.all_players_gone = TRUE;
11604 if (game_sp.game_over) // game lost
11605 game.all_players_gone = TRUE;
11607 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11609 if (game_mm.level_solved &&
11610 !game_mm.game_over) // game won
11614 game_mm.game_over = TRUE;
11616 game.all_players_gone = TRUE;
11619 if (game_mm.game_over) // game lost
11620 game.all_players_gone = TRUE;
11624 static void CheckLevelTime_StepCounter(void)
11634 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11635 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11637 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11639 DisplayGameControlValues();
11641 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11642 for (i = 0; i < MAX_PLAYERS; i++)
11643 KillPlayer(&stored_player[i]);
11645 else if (game.no_level_time_limit && !game.all_players_gone)
11647 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11649 DisplayGameControlValues();
11653 static void CheckLevelTime(void)
11657 if (TimeFrames >= FRAMES_PER_SECOND)
11662 for (i = 0; i < MAX_PLAYERS; i++)
11664 struct PlayerInfo *player = &stored_player[i];
11666 if (SHIELD_ON(player))
11668 player->shield_normal_time_left--;
11670 if (player->shield_deadly_time_left > 0)
11671 player->shield_deadly_time_left--;
11675 if (!game.LevelSolved && !level.use_step_counter)
11683 if (TimeLeft <= 10 && game.time_limit)
11684 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11686 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11687 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11689 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11691 if (!TimeLeft && game.time_limit)
11693 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11694 game_em.lev->killed_out_of_time = TRUE;
11696 for (i = 0; i < MAX_PLAYERS; i++)
11697 KillPlayer(&stored_player[i]);
11700 else if (game.no_level_time_limit && !game.all_players_gone)
11702 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11705 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11708 if (tape.recording || tape.playing)
11709 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11712 if (tape.recording || tape.playing)
11713 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11715 UpdateAndDisplayGameControlValues();
11718 void AdvanceFrameAndPlayerCounters(int player_nr)
11722 // advance frame counters (global frame counter and time frame counter)
11726 // advance player counters (counters for move delay, move animation etc.)
11727 for (i = 0; i < MAX_PLAYERS; i++)
11729 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11730 int move_delay_value = stored_player[i].move_delay_value;
11731 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11733 if (!advance_player_counters) // not all players may be affected
11736 if (move_frames == 0) // less than one move per game frame
11738 int stepsize = TILEX / move_delay_value;
11739 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11740 int count = (stored_player[i].is_moving ?
11741 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11743 if (count % delay == 0)
11747 stored_player[i].Frame += move_frames;
11749 if (stored_player[i].MovPos != 0)
11750 stored_player[i].StepFrame += move_frames;
11752 if (stored_player[i].move_delay > 0)
11753 stored_player[i].move_delay--;
11755 // due to bugs in previous versions, counter must count up, not down
11756 if (stored_player[i].push_delay != -1)
11757 stored_player[i].push_delay++;
11759 if (stored_player[i].drop_delay > 0)
11760 stored_player[i].drop_delay--;
11762 if (stored_player[i].is_dropping_pressed)
11763 stored_player[i].drop_pressed_delay++;
11767 void AdvanceFrameCounter(void)
11772 void AdvanceGfxFrame(void)
11776 SCAN_PLAYFIELD(x, y)
11782 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11783 struct MouseActionInfo *mouse_action_last)
11785 if (mouse_action->button)
11787 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11788 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11789 int x = mouse_action->lx;
11790 int y = mouse_action->ly;
11791 int element = Tile[x][y];
11795 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11796 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11800 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11801 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11804 if (level.use_step_counter)
11806 boolean counted_click = FALSE;
11808 // element clicked that can change when clicked/pressed
11809 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11810 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11811 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11812 counted_click = TRUE;
11814 // element clicked that can trigger change when clicked/pressed
11815 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11816 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11817 counted_click = TRUE;
11819 if (new_button && counted_click)
11820 CheckLevelTime_StepCounter();
11825 void StartGameActions(boolean init_network_game, boolean record_tape,
11828 unsigned int new_random_seed = InitRND(random_seed);
11831 TapeStartRecording(new_random_seed);
11833 if (setup.auto_pause_on_start && !tape.pausing)
11834 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11836 if (init_network_game)
11838 SendToServer_LevelFile();
11839 SendToServer_StartPlaying();
11847 static void GameActionsExt(void)
11850 static unsigned int game_frame_delay = 0;
11852 unsigned int game_frame_delay_value;
11853 byte *recorded_player_action;
11854 byte summarized_player_action = 0;
11855 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11858 // detect endless loops, caused by custom element programming
11859 if (recursion_loop_detected && recursion_loop_depth == 0)
11861 char *message = getStringCat3("Internal Error! Element ",
11862 EL_NAME(recursion_loop_element),
11863 " caused endless loop! Quit the game?");
11865 Warn("element '%s' caused endless loop in game engine",
11866 EL_NAME(recursion_loop_element));
11868 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11870 recursion_loop_detected = FALSE; // if game should be continued
11877 if (game.restart_level)
11878 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11880 CheckLevelSolved();
11882 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11885 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11888 if (game_status != GAME_MODE_PLAYING) // status might have changed
11891 game_frame_delay_value =
11892 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11894 if (tape.playing && tape.warp_forward && !tape.pausing)
11895 game_frame_delay_value = 0;
11897 SetVideoFrameDelay(game_frame_delay_value);
11899 // (de)activate virtual buttons depending on current game status
11900 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11902 if (game.all_players_gone) // if no players there to be controlled anymore
11903 SetOverlayActive(FALSE);
11904 else if (!tape.playing) // if game continues after tape stopped playing
11905 SetOverlayActive(TRUE);
11910 // ---------- main game synchronization point ----------
11912 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11914 Debug("game:playing:skip", "skip == %d", skip);
11917 // ---------- main game synchronization point ----------
11919 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11923 if (network_playing && !network_player_action_received)
11925 // try to get network player actions in time
11927 // last chance to get network player actions without main loop delay
11928 HandleNetworking();
11930 // game was quit by network peer
11931 if (game_status != GAME_MODE_PLAYING)
11934 // check if network player actions still missing and game still running
11935 if (!network_player_action_received && !checkGameEnded())
11936 return; // failed to get network player actions in time
11938 // do not yet reset "network_player_action_received" (for tape.pausing)
11944 // at this point we know that we really continue executing the game
11946 network_player_action_received = FALSE;
11948 // when playing tape, read previously recorded player input from tape data
11949 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11951 local_player->effective_mouse_action = local_player->mouse_action;
11953 if (recorded_player_action != NULL)
11954 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11955 recorded_player_action);
11957 // TapePlayAction() may return NULL when toggling to "pause before death"
11961 if (tape.set_centered_player)
11963 game.centered_player_nr_next = tape.centered_player_nr_next;
11964 game.set_centered_player = TRUE;
11967 for (i = 0; i < MAX_PLAYERS; i++)
11969 summarized_player_action |= stored_player[i].action;
11971 if (!network_playing && (game.team_mode || tape.playing))
11972 stored_player[i].effective_action = stored_player[i].action;
11975 if (network_playing && !checkGameEnded())
11976 SendToServer_MovePlayer(summarized_player_action);
11978 // summarize all actions at local players mapped input device position
11979 // (this allows using different input devices in single player mode)
11980 if (!network.enabled && !game.team_mode)
11981 stored_player[map_player_action[local_player->index_nr]].effective_action =
11982 summarized_player_action;
11984 // summarize all actions at centered player in local team mode
11985 if (tape.recording &&
11986 setup.team_mode && !network.enabled &&
11987 setup.input_on_focus &&
11988 game.centered_player_nr != -1)
11990 for (i = 0; i < MAX_PLAYERS; i++)
11991 stored_player[map_player_action[i]].effective_action =
11992 (i == game.centered_player_nr ? summarized_player_action : 0);
11995 if (recorded_player_action != NULL)
11996 for (i = 0; i < MAX_PLAYERS; i++)
11997 stored_player[i].effective_action = recorded_player_action[i];
11999 for (i = 0; i < MAX_PLAYERS; i++)
12001 tape_action[i] = stored_player[i].effective_action;
12003 /* (this may happen in the RND game engine if a player was not present on
12004 the playfield on level start, but appeared later from a custom element */
12005 if (setup.team_mode &&
12008 !tape.player_participates[i])
12009 tape.player_participates[i] = TRUE;
12012 SetTapeActionFromMouseAction(tape_action,
12013 &local_player->effective_mouse_action);
12015 // only record actions from input devices, but not programmed actions
12016 if (tape.recording)
12017 TapeRecordAction(tape_action);
12019 // remember if game was played (especially after tape stopped playing)
12020 if (!tape.playing && summarized_player_action && !checkGameFailed())
12021 game.GamePlayed = TRUE;
12023 #if USE_NEW_PLAYER_ASSIGNMENTS
12024 // !!! also map player actions in single player mode !!!
12025 // if (game.team_mode)
12028 byte mapped_action[MAX_PLAYERS];
12030 #if DEBUG_PLAYER_ACTIONS
12031 for (i = 0; i < MAX_PLAYERS; i++)
12032 DebugContinued("", "%d, ", stored_player[i].effective_action);
12035 for (i = 0; i < MAX_PLAYERS; i++)
12036 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12038 for (i = 0; i < MAX_PLAYERS; i++)
12039 stored_player[i].effective_action = mapped_action[i];
12041 #if DEBUG_PLAYER_ACTIONS
12042 DebugContinued("", "=> ");
12043 for (i = 0; i < MAX_PLAYERS; i++)
12044 DebugContinued("", "%d, ", stored_player[i].effective_action);
12045 DebugContinued("game:playing:player", "\n");
12048 #if DEBUG_PLAYER_ACTIONS
12051 for (i = 0; i < MAX_PLAYERS; i++)
12052 DebugContinued("", "%d, ", stored_player[i].effective_action);
12053 DebugContinued("game:playing:player", "\n");
12058 for (i = 0; i < MAX_PLAYERS; i++)
12060 // allow engine snapshot in case of changed movement attempt
12061 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12062 (stored_player[i].effective_action & KEY_MOTION))
12063 game.snapshot.changed_action = TRUE;
12065 // allow engine snapshot in case of snapping/dropping attempt
12066 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12067 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12068 game.snapshot.changed_action = TRUE;
12070 game.snapshot.last_action[i] = stored_player[i].effective_action;
12073 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12075 GameActions_EM_Main();
12077 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12079 GameActions_SP_Main();
12081 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12083 GameActions_MM_Main();
12087 GameActions_RND_Main();
12090 BlitScreenToBitmap(backbuffer);
12092 CheckLevelSolved();
12095 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12097 if (global.show_frames_per_second)
12099 static unsigned int fps_counter = 0;
12100 static int fps_frames = 0;
12101 unsigned int fps_delay_ms = Counter() - fps_counter;
12105 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12107 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12110 fps_counter = Counter();
12112 // always draw FPS to screen after FPS value was updated
12113 redraw_mask |= REDRAW_FPS;
12116 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12117 if (GetDrawDeactivationMask() == REDRAW_NONE)
12118 redraw_mask |= REDRAW_FPS;
12122 static void GameActions_CheckSaveEngineSnapshot(void)
12124 if (!game.snapshot.save_snapshot)
12127 // clear flag for saving snapshot _before_ saving snapshot
12128 game.snapshot.save_snapshot = FALSE;
12130 SaveEngineSnapshotToList();
12133 void GameActions(void)
12137 GameActions_CheckSaveEngineSnapshot();
12140 void GameActions_EM_Main(void)
12142 byte effective_action[MAX_PLAYERS];
12145 for (i = 0; i < MAX_PLAYERS; i++)
12146 effective_action[i] = stored_player[i].effective_action;
12148 GameActions_EM(effective_action);
12151 void GameActions_SP_Main(void)
12153 byte effective_action[MAX_PLAYERS];
12156 for (i = 0; i < MAX_PLAYERS; i++)
12157 effective_action[i] = stored_player[i].effective_action;
12159 GameActions_SP(effective_action);
12161 for (i = 0; i < MAX_PLAYERS; i++)
12163 if (stored_player[i].force_dropping)
12164 stored_player[i].action |= KEY_BUTTON_DROP;
12166 stored_player[i].force_dropping = FALSE;
12170 void GameActions_MM_Main(void)
12174 GameActions_MM(local_player->effective_mouse_action);
12177 void GameActions_RND_Main(void)
12182 void GameActions_RND(void)
12184 static struct MouseActionInfo mouse_action_last = { 0 };
12185 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12186 int magic_wall_x = 0, magic_wall_y = 0;
12187 int i, x, y, element, graphic, last_gfx_frame;
12189 InitPlayfieldScanModeVars();
12191 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12193 SCAN_PLAYFIELD(x, y)
12195 ChangeCount[x][y] = 0;
12196 ChangeEvent[x][y] = -1;
12200 if (game.set_centered_player)
12202 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12204 // switching to "all players" only possible if all players fit to screen
12205 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12207 game.centered_player_nr_next = game.centered_player_nr;
12208 game.set_centered_player = FALSE;
12211 // do not switch focus to non-existing (or non-active) player
12212 if (game.centered_player_nr_next >= 0 &&
12213 !stored_player[game.centered_player_nr_next].active)
12215 game.centered_player_nr_next = game.centered_player_nr;
12216 game.set_centered_player = FALSE;
12220 if (game.set_centered_player &&
12221 ScreenMovPos == 0) // screen currently aligned at tile position
12225 if (game.centered_player_nr_next == -1)
12227 setScreenCenteredToAllPlayers(&sx, &sy);
12231 sx = stored_player[game.centered_player_nr_next].jx;
12232 sy = stored_player[game.centered_player_nr_next].jy;
12235 game.centered_player_nr = game.centered_player_nr_next;
12236 game.set_centered_player = FALSE;
12238 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12239 DrawGameDoorValues();
12242 // check single step mode (set flag and clear again if any player is active)
12243 game.enter_single_step_mode =
12244 (tape.single_step && tape.recording && !tape.pausing);
12246 for (i = 0; i < MAX_PLAYERS; i++)
12248 int actual_player_action = stored_player[i].effective_action;
12251 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12252 - rnd_equinox_tetrachloride 048
12253 - rnd_equinox_tetrachloride_ii 096
12254 - rnd_emanuel_schmieg 002
12255 - doctor_sloan_ww 001, 020
12257 if (stored_player[i].MovPos == 0)
12258 CheckGravityMovement(&stored_player[i]);
12261 // overwrite programmed action with tape action
12262 if (stored_player[i].programmed_action)
12263 actual_player_action = stored_player[i].programmed_action;
12265 PlayerActions(&stored_player[i], actual_player_action);
12267 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12270 // single step pause mode may already have been toggled by "ScrollPlayer()"
12271 if (game.enter_single_step_mode && !tape.pausing)
12272 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12274 ScrollScreen(NULL, SCROLL_GO_ON);
12276 /* for backwards compatibility, the following code emulates a fixed bug that
12277 occured when pushing elements (causing elements that just made their last
12278 pushing step to already (if possible) make their first falling step in the
12279 same game frame, which is bad); this code is also needed to use the famous
12280 "spring push bug" which is used in older levels and might be wanted to be
12281 used also in newer levels, but in this case the buggy pushing code is only
12282 affecting the "spring" element and no other elements */
12284 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12286 for (i = 0; i < MAX_PLAYERS; i++)
12288 struct PlayerInfo *player = &stored_player[i];
12289 int x = player->jx;
12290 int y = player->jy;
12292 if (player->active && player->is_pushing && player->is_moving &&
12294 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12295 Tile[x][y] == EL_SPRING))
12297 ContinueMoving(x, y);
12299 // continue moving after pushing (this is actually a bug)
12300 if (!IS_MOVING(x, y))
12301 Stop[x][y] = FALSE;
12306 SCAN_PLAYFIELD(x, y)
12308 Last[x][y] = Tile[x][y];
12310 ChangeCount[x][y] = 0;
12311 ChangeEvent[x][y] = -1;
12313 // this must be handled before main playfield loop
12314 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12317 if (MovDelay[x][y] <= 0)
12321 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12324 if (MovDelay[x][y] <= 0)
12326 int element = Store[x][y];
12327 int move_direction = MovDir[x][y];
12328 int player_index_bit = Store2[x][y];
12334 TEST_DrawLevelField(x, y);
12336 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12338 if (IS_ENVELOPE(element))
12339 local_player->show_envelope = element;
12344 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12346 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12348 Debug("game:playing:GameActions_RND", "This should never happen!");
12350 ChangePage[x][y] = -1;
12354 Stop[x][y] = FALSE;
12355 if (WasJustMoving[x][y] > 0)
12356 WasJustMoving[x][y]--;
12357 if (WasJustFalling[x][y] > 0)
12358 WasJustFalling[x][y]--;
12359 if (CheckCollision[x][y] > 0)
12360 CheckCollision[x][y]--;
12361 if (CheckImpact[x][y] > 0)
12362 CheckImpact[x][y]--;
12366 /* reset finished pushing action (not done in ContinueMoving() to allow
12367 continuous pushing animation for elements with zero push delay) */
12368 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12370 ResetGfxAnimation(x, y);
12371 TEST_DrawLevelField(x, y);
12375 if (IS_BLOCKED(x, y))
12379 Blocked2Moving(x, y, &oldx, &oldy);
12380 if (!IS_MOVING(oldx, oldy))
12382 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12383 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12384 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12385 Debug("game:playing:GameActions_RND", "This should never happen!");
12391 HandleMouseAction(&mouse_action, &mouse_action_last);
12393 SCAN_PLAYFIELD(x, y)
12395 element = Tile[x][y];
12396 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12397 last_gfx_frame = GfxFrame[x][y];
12399 if (element == EL_EMPTY)
12400 graphic = el2img(GfxElementEmpty[x][y]);
12402 ResetGfxFrame(x, y);
12404 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12405 DrawLevelGraphicAnimation(x, y, graphic);
12407 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12408 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12409 ResetRandomAnimationValue(x, y);
12411 SetRandomAnimationValue(x, y);
12413 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12415 if (IS_INACTIVE(element))
12417 if (IS_ANIMATED(graphic))
12418 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12423 // this may take place after moving, so 'element' may have changed
12424 if (IS_CHANGING(x, y) &&
12425 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12427 int page = element_info[element].event_page_nr[CE_DELAY];
12429 HandleElementChange(x, y, page);
12431 element = Tile[x][y];
12432 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12435 CheckNextToConditions(x, y);
12437 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12441 element = Tile[x][y];
12442 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12444 if (IS_ANIMATED(graphic) &&
12445 !IS_MOVING(x, y) &&
12447 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12449 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12450 TEST_DrawTwinkleOnField(x, y);
12452 else if (element == EL_ACID)
12455 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12457 else if ((element == EL_EXIT_OPEN ||
12458 element == EL_EM_EXIT_OPEN ||
12459 element == EL_SP_EXIT_OPEN ||
12460 element == EL_STEEL_EXIT_OPEN ||
12461 element == EL_EM_STEEL_EXIT_OPEN ||
12462 element == EL_SP_TERMINAL ||
12463 element == EL_SP_TERMINAL_ACTIVE ||
12464 element == EL_EXTRA_TIME ||
12465 element == EL_SHIELD_NORMAL ||
12466 element == EL_SHIELD_DEADLY) &&
12467 IS_ANIMATED(graphic))
12468 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12469 else if (IS_MOVING(x, y))
12470 ContinueMoving(x, y);
12471 else if (IS_ACTIVE_BOMB(element))
12472 CheckDynamite(x, y);
12473 else if (element == EL_AMOEBA_GROWING)
12474 AmoebaGrowing(x, y);
12475 else if (element == EL_AMOEBA_SHRINKING)
12476 AmoebaShrinking(x, y);
12478 #if !USE_NEW_AMOEBA_CODE
12479 else if (IS_AMOEBALIVE(element))
12480 AmoebaReproduce(x, y);
12483 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12485 else if (element == EL_EXIT_CLOSED)
12487 else if (element == EL_EM_EXIT_CLOSED)
12489 else if (element == EL_STEEL_EXIT_CLOSED)
12490 CheckExitSteel(x, y);
12491 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12492 CheckExitSteelEM(x, y);
12493 else if (element == EL_SP_EXIT_CLOSED)
12495 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12496 element == EL_EXPANDABLE_STEELWALL_GROWING)
12498 else if (element == EL_EXPANDABLE_WALL ||
12499 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12500 element == EL_EXPANDABLE_WALL_VERTICAL ||
12501 element == EL_EXPANDABLE_WALL_ANY ||
12502 element == EL_BD_EXPANDABLE_WALL ||
12503 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12504 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12505 element == EL_EXPANDABLE_STEELWALL_ANY)
12506 CheckWallGrowing(x, y);
12507 else if (element == EL_FLAMES)
12508 CheckForDragon(x, y);
12509 else if (element == EL_EXPLOSION)
12510 ; // drawing of correct explosion animation is handled separately
12511 else if (element == EL_ELEMENT_SNAPPING ||
12512 element == EL_DIAGONAL_SHRINKING ||
12513 element == EL_DIAGONAL_GROWING)
12515 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12519 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12520 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12522 if (IS_BELT_ACTIVE(element))
12523 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12525 if (game.magic_wall_active)
12527 int jx = local_player->jx, jy = local_player->jy;
12529 // play the element sound at the position nearest to the player
12530 if ((element == EL_MAGIC_WALL_FULL ||
12531 element == EL_MAGIC_WALL_ACTIVE ||
12532 element == EL_MAGIC_WALL_EMPTYING ||
12533 element == EL_BD_MAGIC_WALL_FULL ||
12534 element == EL_BD_MAGIC_WALL_ACTIVE ||
12535 element == EL_BD_MAGIC_WALL_EMPTYING ||
12536 element == EL_DC_MAGIC_WALL_FULL ||
12537 element == EL_DC_MAGIC_WALL_ACTIVE ||
12538 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12539 ABS(x - jx) + ABS(y - jy) <
12540 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12548 #if USE_NEW_AMOEBA_CODE
12549 // new experimental amoeba growth stuff
12550 if (!(FrameCounter % 8))
12552 static unsigned int random = 1684108901;
12554 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12556 x = RND(lev_fieldx);
12557 y = RND(lev_fieldy);
12558 element = Tile[x][y];
12560 if (!IS_PLAYER(x, y) &&
12561 (element == EL_EMPTY ||
12562 CAN_GROW_INTO(element) ||
12563 element == EL_QUICKSAND_EMPTY ||
12564 element == EL_QUICKSAND_FAST_EMPTY ||
12565 element == EL_ACID_SPLASH_LEFT ||
12566 element == EL_ACID_SPLASH_RIGHT))
12568 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12569 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12570 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12571 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12572 Tile[x][y] = EL_AMOEBA_DROP;
12575 random = random * 129 + 1;
12580 game.explosions_delayed = FALSE;
12582 SCAN_PLAYFIELD(x, y)
12584 element = Tile[x][y];
12586 if (ExplodeField[x][y])
12587 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12588 else if (element == EL_EXPLOSION)
12589 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12591 ExplodeField[x][y] = EX_TYPE_NONE;
12594 game.explosions_delayed = TRUE;
12596 if (game.magic_wall_active)
12598 if (!(game.magic_wall_time_left % 4))
12600 int element = Tile[magic_wall_x][magic_wall_y];
12602 if (element == EL_BD_MAGIC_WALL_FULL ||
12603 element == EL_BD_MAGIC_WALL_ACTIVE ||
12604 element == EL_BD_MAGIC_WALL_EMPTYING)
12605 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12606 else if (element == EL_DC_MAGIC_WALL_FULL ||
12607 element == EL_DC_MAGIC_WALL_ACTIVE ||
12608 element == EL_DC_MAGIC_WALL_EMPTYING)
12609 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12611 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12614 if (game.magic_wall_time_left > 0)
12616 game.magic_wall_time_left--;
12618 if (!game.magic_wall_time_left)
12620 SCAN_PLAYFIELD(x, y)
12622 element = Tile[x][y];
12624 if (element == EL_MAGIC_WALL_ACTIVE ||
12625 element == EL_MAGIC_WALL_FULL)
12627 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12628 TEST_DrawLevelField(x, y);
12630 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12631 element == EL_BD_MAGIC_WALL_FULL)
12633 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12634 TEST_DrawLevelField(x, y);
12636 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12637 element == EL_DC_MAGIC_WALL_FULL)
12639 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12640 TEST_DrawLevelField(x, y);
12644 game.magic_wall_active = FALSE;
12649 if (game.light_time_left > 0)
12651 game.light_time_left--;
12653 if (game.light_time_left == 0)
12654 RedrawAllLightSwitchesAndInvisibleElements();
12657 if (game.timegate_time_left > 0)
12659 game.timegate_time_left--;
12661 if (game.timegate_time_left == 0)
12662 CloseAllOpenTimegates();
12665 if (game.lenses_time_left > 0)
12667 game.lenses_time_left--;
12669 if (game.lenses_time_left == 0)
12670 RedrawAllInvisibleElementsForLenses();
12673 if (game.magnify_time_left > 0)
12675 game.magnify_time_left--;
12677 if (game.magnify_time_left == 0)
12678 RedrawAllInvisibleElementsForMagnifier();
12681 for (i = 0; i < MAX_PLAYERS; i++)
12683 struct PlayerInfo *player = &stored_player[i];
12685 if (SHIELD_ON(player))
12687 if (player->shield_deadly_time_left)
12688 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12689 else if (player->shield_normal_time_left)
12690 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12694 #if USE_DELAYED_GFX_REDRAW
12695 SCAN_PLAYFIELD(x, y)
12697 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12699 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12700 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12702 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12703 DrawLevelField(x, y);
12705 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12706 DrawLevelFieldCrumbled(x, y);
12708 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12709 DrawLevelFieldCrumbledNeighbours(x, y);
12711 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12712 DrawTwinkleOnField(x, y);
12715 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12720 PlayAllPlayersSound();
12722 for (i = 0; i < MAX_PLAYERS; i++)
12724 struct PlayerInfo *player = &stored_player[i];
12726 if (player->show_envelope != 0 && (!player->active ||
12727 player->MovPos == 0))
12729 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12731 player->show_envelope = 0;
12735 // use random number generator in every frame to make it less predictable
12736 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12739 mouse_action_last = mouse_action;
12742 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12744 int min_x = x, min_y = y, max_x = x, max_y = y;
12745 int scr_fieldx = getScreenFieldSizeX();
12746 int scr_fieldy = getScreenFieldSizeY();
12749 for (i = 0; i < MAX_PLAYERS; i++)
12751 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12753 if (!stored_player[i].active || &stored_player[i] == player)
12756 min_x = MIN(min_x, jx);
12757 min_y = MIN(min_y, jy);
12758 max_x = MAX(max_x, jx);
12759 max_y = MAX(max_y, jy);
12762 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12765 static boolean AllPlayersInVisibleScreen(void)
12769 for (i = 0; i < MAX_PLAYERS; i++)
12771 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12773 if (!stored_player[i].active)
12776 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12783 void ScrollLevel(int dx, int dy)
12785 int scroll_offset = 2 * TILEX_VAR;
12788 BlitBitmap(drawto_field, drawto_field,
12789 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12790 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12791 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12792 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12793 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12794 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12798 x = (dx == 1 ? BX1 : BX2);
12799 for (y = BY1; y <= BY2; y++)
12800 DrawScreenField(x, y);
12805 y = (dy == 1 ? BY1 : BY2);
12806 for (x = BX1; x <= BX2; x++)
12807 DrawScreenField(x, y);
12810 redraw_mask |= REDRAW_FIELD;
12813 static boolean canFallDown(struct PlayerInfo *player)
12815 int jx = player->jx, jy = player->jy;
12817 return (IN_LEV_FIELD(jx, jy + 1) &&
12818 (IS_FREE(jx, jy + 1) ||
12819 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12820 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12821 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12824 static boolean canPassField(int x, int y, int move_dir)
12826 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12827 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12828 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12829 int nextx = x + dx;
12830 int nexty = y + dy;
12831 int element = Tile[x][y];
12833 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12834 !CAN_MOVE(element) &&
12835 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12836 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12837 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12840 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12842 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12843 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12844 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12848 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12849 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12850 (IS_DIGGABLE(Tile[newx][newy]) ||
12851 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12852 canPassField(newx, newy, move_dir)));
12855 static void CheckGravityMovement(struct PlayerInfo *player)
12857 if (player->gravity && !player->programmed_action)
12859 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12860 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12861 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12862 int jx = player->jx, jy = player->jy;
12863 boolean player_is_moving_to_valid_field =
12864 (!player_is_snapping &&
12865 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12866 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12867 boolean player_can_fall_down = canFallDown(player);
12869 if (player_can_fall_down &&
12870 !player_is_moving_to_valid_field)
12871 player->programmed_action = MV_DOWN;
12875 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12877 return CheckGravityMovement(player);
12879 if (player->gravity && !player->programmed_action)
12881 int jx = player->jx, jy = player->jy;
12882 boolean field_under_player_is_free =
12883 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12884 boolean player_is_standing_on_valid_field =
12885 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12886 (IS_WALKABLE(Tile[jx][jy]) &&
12887 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12889 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12890 player->programmed_action = MV_DOWN;
12895 MovePlayerOneStep()
12896 -----------------------------------------------------------------------------
12897 dx, dy: direction (non-diagonal) to try to move the player to
12898 real_dx, real_dy: direction as read from input device (can be diagonal)
12901 boolean MovePlayerOneStep(struct PlayerInfo *player,
12902 int dx, int dy, int real_dx, int real_dy)
12904 int jx = player->jx, jy = player->jy;
12905 int new_jx = jx + dx, new_jy = jy + dy;
12907 boolean player_can_move = !player->cannot_move;
12909 if (!player->active || (!dx && !dy))
12910 return MP_NO_ACTION;
12912 player->MovDir = (dx < 0 ? MV_LEFT :
12913 dx > 0 ? MV_RIGHT :
12915 dy > 0 ? MV_DOWN : MV_NONE);
12917 if (!IN_LEV_FIELD(new_jx, new_jy))
12918 return MP_NO_ACTION;
12920 if (!player_can_move)
12922 if (player->MovPos == 0)
12924 player->is_moving = FALSE;
12925 player->is_digging = FALSE;
12926 player->is_collecting = FALSE;
12927 player->is_snapping = FALSE;
12928 player->is_pushing = FALSE;
12932 if (!network.enabled && game.centered_player_nr == -1 &&
12933 !AllPlayersInSight(player, new_jx, new_jy))
12934 return MP_NO_ACTION;
12936 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12937 if (can_move != MP_MOVING)
12940 // check if DigField() has caused relocation of the player
12941 if (player->jx != jx || player->jy != jy)
12942 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12944 StorePlayer[jx][jy] = 0;
12945 player->last_jx = jx;
12946 player->last_jy = jy;
12947 player->jx = new_jx;
12948 player->jy = new_jy;
12949 StorePlayer[new_jx][new_jy] = player->element_nr;
12951 if (player->move_delay_value_next != -1)
12953 player->move_delay_value = player->move_delay_value_next;
12954 player->move_delay_value_next = -1;
12958 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12960 player->step_counter++;
12962 PlayerVisit[jx][jy] = FrameCounter;
12964 player->is_moving = TRUE;
12967 // should better be called in MovePlayer(), but this breaks some tapes
12968 ScrollPlayer(player, SCROLL_INIT);
12974 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12976 int jx = player->jx, jy = player->jy;
12977 int old_jx = jx, old_jy = jy;
12978 int moved = MP_NO_ACTION;
12980 if (!player->active)
12985 if (player->MovPos == 0)
12987 player->is_moving = FALSE;
12988 player->is_digging = FALSE;
12989 player->is_collecting = FALSE;
12990 player->is_snapping = FALSE;
12991 player->is_pushing = FALSE;
12997 if (player->move_delay > 0)
13000 player->move_delay = -1; // set to "uninitialized" value
13002 // store if player is automatically moved to next field
13003 player->is_auto_moving = (player->programmed_action != MV_NONE);
13005 // remove the last programmed player action
13006 player->programmed_action = 0;
13008 if (player->MovPos)
13010 // should only happen if pre-1.2 tape recordings are played
13011 // this is only for backward compatibility
13013 int original_move_delay_value = player->move_delay_value;
13016 Debug("game:playing:MovePlayer",
13017 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13021 // scroll remaining steps with finest movement resolution
13022 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13024 while (player->MovPos)
13026 ScrollPlayer(player, SCROLL_GO_ON);
13027 ScrollScreen(NULL, SCROLL_GO_ON);
13029 AdvanceFrameAndPlayerCounters(player->index_nr);
13032 BackToFront_WithFrameDelay(0);
13035 player->move_delay_value = original_move_delay_value;
13038 player->is_active = FALSE;
13040 if (player->last_move_dir & MV_HORIZONTAL)
13042 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13043 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13047 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13048 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13051 if (!moved && !player->is_active)
13053 player->is_moving = FALSE;
13054 player->is_digging = FALSE;
13055 player->is_collecting = FALSE;
13056 player->is_snapping = FALSE;
13057 player->is_pushing = FALSE;
13063 if (moved & MP_MOVING && !ScreenMovPos &&
13064 (player->index_nr == game.centered_player_nr ||
13065 game.centered_player_nr == -1))
13067 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13069 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13071 // actual player has left the screen -- scroll in that direction
13072 if (jx != old_jx) // player has moved horizontally
13073 scroll_x += (jx - old_jx);
13074 else // player has moved vertically
13075 scroll_y += (jy - old_jy);
13079 int offset_raw = game.scroll_delay_value;
13081 if (jx != old_jx) // player has moved horizontally
13083 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13084 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13085 int new_scroll_x = jx - MIDPOSX + offset_x;
13087 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13088 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13089 scroll_x = new_scroll_x;
13091 // don't scroll over playfield boundaries
13092 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13094 // don't scroll more than one field at a time
13095 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13097 // don't scroll against the player's moving direction
13098 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13099 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13100 scroll_x = old_scroll_x;
13102 else // player has moved vertically
13104 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13105 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13106 int new_scroll_y = jy - MIDPOSY + offset_y;
13108 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13109 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13110 scroll_y = new_scroll_y;
13112 // don't scroll over playfield boundaries
13113 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13115 // don't scroll more than one field at a time
13116 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13118 // don't scroll against the player's moving direction
13119 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13120 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13121 scroll_y = old_scroll_y;
13125 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13127 if (!network.enabled && game.centered_player_nr == -1 &&
13128 !AllPlayersInVisibleScreen())
13130 scroll_x = old_scroll_x;
13131 scroll_y = old_scroll_y;
13135 ScrollScreen(player, SCROLL_INIT);
13136 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13141 player->StepFrame = 0;
13143 if (moved & MP_MOVING)
13145 if (old_jx != jx && old_jy == jy)
13146 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13147 else if (old_jx == jx && old_jy != jy)
13148 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13150 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13152 player->last_move_dir = player->MovDir;
13153 player->is_moving = TRUE;
13154 player->is_snapping = FALSE;
13155 player->is_switching = FALSE;
13156 player->is_dropping = FALSE;
13157 player->is_dropping_pressed = FALSE;
13158 player->drop_pressed_delay = 0;
13161 // should better be called here than above, but this breaks some tapes
13162 ScrollPlayer(player, SCROLL_INIT);
13167 CheckGravityMovementWhenNotMoving(player);
13169 player->is_moving = FALSE;
13171 /* at this point, the player is allowed to move, but cannot move right now
13172 (e.g. because of something blocking the way) -- ensure that the player
13173 is also allowed to move in the next frame (in old versions before 3.1.1,
13174 the player was forced to wait again for eight frames before next try) */
13176 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13177 player->move_delay = 0; // allow direct movement in the next frame
13180 if (player->move_delay == -1) // not yet initialized by DigField()
13181 player->move_delay = player->move_delay_value;
13183 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13185 TestIfPlayerTouchesBadThing(jx, jy);
13186 TestIfPlayerTouchesCustomElement(jx, jy);
13189 if (!player->active)
13190 RemovePlayer(player);
13195 void ScrollPlayer(struct PlayerInfo *player, int mode)
13197 int jx = player->jx, jy = player->jy;
13198 int last_jx = player->last_jx, last_jy = player->last_jy;
13199 int move_stepsize = TILEX / player->move_delay_value;
13201 if (!player->active)
13204 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13207 if (mode == SCROLL_INIT)
13209 player->actual_frame_counter.count = FrameCounter;
13210 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13212 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13213 Tile[last_jx][last_jy] == EL_EMPTY)
13215 int last_field_block_delay = 0; // start with no blocking at all
13216 int block_delay_adjustment = player->block_delay_adjustment;
13218 // if player blocks last field, add delay for exactly one move
13219 if (player->block_last_field)
13221 last_field_block_delay += player->move_delay_value;
13223 // when blocking enabled, prevent moving up despite gravity
13224 if (player->gravity && player->MovDir == MV_UP)
13225 block_delay_adjustment = -1;
13228 // add block delay adjustment (also possible when not blocking)
13229 last_field_block_delay += block_delay_adjustment;
13231 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13232 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13235 if (player->MovPos != 0) // player has not yet reached destination
13238 else if (!FrameReached(&player->actual_frame_counter))
13241 if (player->MovPos != 0)
13243 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13244 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13246 // before DrawPlayer() to draw correct player graphic for this case
13247 if (player->MovPos == 0)
13248 CheckGravityMovement(player);
13251 if (player->MovPos == 0) // player reached destination field
13253 if (player->move_delay_reset_counter > 0)
13255 player->move_delay_reset_counter--;
13257 if (player->move_delay_reset_counter == 0)
13259 // continue with normal speed after quickly moving through gate
13260 HALVE_PLAYER_SPEED(player);
13262 // be able to make the next move without delay
13263 player->move_delay = 0;
13267 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13268 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13269 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13270 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13271 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13272 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13273 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13274 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13276 ExitPlayer(player);
13278 if (game.players_still_needed == 0 &&
13279 (game.friends_still_needed == 0 ||
13280 IS_SP_ELEMENT(Tile[jx][jy])))
13284 player->last_jx = jx;
13285 player->last_jy = jy;
13287 // this breaks one level: "machine", level 000
13289 int move_direction = player->MovDir;
13290 int enter_side = MV_DIR_OPPOSITE(move_direction);
13291 int leave_side = move_direction;
13292 int old_jx = last_jx;
13293 int old_jy = last_jy;
13294 int old_element = Tile[old_jx][old_jy];
13295 int new_element = Tile[jx][jy];
13297 if (IS_CUSTOM_ELEMENT(old_element))
13298 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13300 player->index_bit, leave_side);
13302 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13303 CE_PLAYER_LEAVES_X,
13304 player->index_bit, leave_side);
13306 // needed because pushed element has not yet reached its destination,
13307 // so it would trigger a change event at its previous field location
13308 if (!player->is_pushing)
13310 if (IS_CUSTOM_ELEMENT(new_element))
13311 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13312 player->index_bit, enter_side);
13314 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13315 CE_PLAYER_ENTERS_X,
13316 player->index_bit, enter_side);
13319 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13320 CE_MOVE_OF_X, move_direction);
13323 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13325 TestIfPlayerTouchesBadThing(jx, jy);
13326 TestIfPlayerTouchesCustomElement(jx, jy);
13328 // needed because pushed element has not yet reached its destination,
13329 // so it would trigger a change event at its previous field location
13330 if (!player->is_pushing)
13331 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13333 if (level.finish_dig_collect &&
13334 (player->is_digging || player->is_collecting))
13336 int last_element = player->last_removed_element;
13337 int move_direction = player->MovDir;
13338 int enter_side = MV_DIR_OPPOSITE(move_direction);
13339 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13340 CE_PLAYER_COLLECTS_X);
13342 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13343 player->index_bit, enter_side);
13345 player->last_removed_element = EL_UNDEFINED;
13348 if (!player->active)
13349 RemovePlayer(player);
13352 if (level.use_step_counter)
13353 CheckLevelTime_StepCounter();
13355 if (tape.single_step && tape.recording && !tape.pausing &&
13356 !player->programmed_action)
13357 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13359 if (!player->programmed_action)
13360 CheckSaveEngineSnapshot(player);
13364 void ScrollScreen(struct PlayerInfo *player, int mode)
13366 static DelayCounter screen_frame_counter = { 0 };
13368 if (mode == SCROLL_INIT)
13370 // set scrolling step size according to actual player's moving speed
13371 ScrollStepSize = TILEX / player->move_delay_value;
13373 screen_frame_counter.count = FrameCounter;
13374 screen_frame_counter.value = 1;
13376 ScreenMovDir = player->MovDir;
13377 ScreenMovPos = player->MovPos;
13378 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13381 else if (!FrameReached(&screen_frame_counter))
13386 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13387 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13388 redraw_mask |= REDRAW_FIELD;
13391 ScreenMovDir = MV_NONE;
13394 void CheckNextToConditions(int x, int y)
13396 int element = Tile[x][y];
13398 if (IS_PLAYER(x, y))
13399 TestIfPlayerNextToCustomElement(x, y);
13401 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13402 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13403 TestIfElementNextToCustomElement(x, y);
13406 void TestIfPlayerNextToCustomElement(int x, int y)
13408 struct XY *xy = xy_topdown;
13409 static int trigger_sides[4][2] =
13411 // center side border side
13412 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13413 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13414 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13415 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13419 if (!IS_PLAYER(x, y))
13422 struct PlayerInfo *player = PLAYERINFO(x, y);
13424 if (player->is_moving)
13427 for (i = 0; i < NUM_DIRECTIONS; i++)
13429 int xx = x + xy[i].x;
13430 int yy = y + xy[i].y;
13431 int border_side = trigger_sides[i][1];
13432 int border_element;
13434 if (!IN_LEV_FIELD(xx, yy))
13437 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13438 continue; // center and border element not connected
13440 border_element = Tile[xx][yy];
13442 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13443 player->index_bit, border_side);
13444 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13445 CE_PLAYER_NEXT_TO_X,
13446 player->index_bit, border_side);
13448 /* use player element that is initially defined in the level playfield,
13449 not the player element that corresponds to the runtime player number
13450 (example: a level that contains EL_PLAYER_3 as the only player would
13451 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13453 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13454 CE_NEXT_TO_X, border_side);
13458 void TestIfPlayerTouchesCustomElement(int x, int y)
13460 struct XY *xy = xy_topdown;
13461 static int trigger_sides[4][2] =
13463 // center side border side
13464 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13465 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13466 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13467 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13469 static int touch_dir[4] =
13471 MV_LEFT | MV_RIGHT,
13476 int center_element = Tile[x][y]; // should always be non-moving!
13479 for (i = 0; i < NUM_DIRECTIONS; i++)
13481 int xx = x + xy[i].x;
13482 int yy = y + xy[i].y;
13483 int center_side = trigger_sides[i][0];
13484 int border_side = trigger_sides[i][1];
13485 int border_element;
13487 if (!IN_LEV_FIELD(xx, yy))
13490 if (IS_PLAYER(x, y)) // player found at center element
13492 struct PlayerInfo *player = PLAYERINFO(x, y);
13494 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13495 border_element = Tile[xx][yy]; // may be moving!
13496 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13497 border_element = Tile[xx][yy];
13498 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13499 border_element = MovingOrBlocked2Element(xx, yy);
13501 continue; // center and border element do not touch
13503 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13504 player->index_bit, border_side);
13505 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13506 CE_PLAYER_TOUCHES_X,
13507 player->index_bit, border_side);
13510 /* use player element that is initially defined in the level playfield,
13511 not the player element that corresponds to the runtime player number
13512 (example: a level that contains EL_PLAYER_3 as the only player would
13513 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13514 int player_element = PLAYERINFO(x, y)->initial_element;
13516 // as element "X" is the player here, check opposite (center) side
13517 CheckElementChangeBySide(xx, yy, border_element, player_element,
13518 CE_TOUCHING_X, center_side);
13521 else if (IS_PLAYER(xx, yy)) // player found at border element
13523 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13525 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13527 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13528 continue; // center and border element do not touch
13531 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13532 player->index_bit, center_side);
13533 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13534 CE_PLAYER_TOUCHES_X,
13535 player->index_bit, center_side);
13538 /* use player element that is initially defined in the level playfield,
13539 not the player element that corresponds to the runtime player number
13540 (example: a level that contains EL_PLAYER_3 as the only player would
13541 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13542 int player_element = PLAYERINFO(xx, yy)->initial_element;
13544 // as element "X" is the player here, check opposite (border) side
13545 CheckElementChangeBySide(x, y, center_element, player_element,
13546 CE_TOUCHING_X, border_side);
13554 void TestIfElementNextToCustomElement(int x, int y)
13556 struct XY *xy = xy_topdown;
13557 static int trigger_sides[4][2] =
13559 // center side border side
13560 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13561 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13562 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13563 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13565 int center_element = Tile[x][y]; // should always be non-moving!
13568 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13571 for (i = 0; i < NUM_DIRECTIONS; i++)
13573 int xx = x + xy[i].x;
13574 int yy = y + xy[i].y;
13575 int border_side = trigger_sides[i][1];
13576 int border_element;
13578 if (!IN_LEV_FIELD(xx, yy))
13581 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13582 continue; // center and border element not connected
13584 border_element = Tile[xx][yy];
13586 // check for change of center element (but change it only once)
13587 if (CheckElementChangeBySide(x, y, center_element, border_element,
13588 CE_NEXT_TO_X, border_side))
13593 void TestIfElementTouchesCustomElement(int x, int y)
13595 struct XY *xy = xy_topdown;
13596 static int trigger_sides[4][2] =
13598 // center side border side
13599 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13600 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13601 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13602 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13604 static int touch_dir[4] =
13606 MV_LEFT | MV_RIGHT,
13611 boolean change_center_element = FALSE;
13612 int center_element = Tile[x][y]; // should always be non-moving!
13613 int border_element_old[NUM_DIRECTIONS];
13616 for (i = 0; i < NUM_DIRECTIONS; i++)
13618 int xx = x + xy[i].x;
13619 int yy = y + xy[i].y;
13620 int border_element;
13622 border_element_old[i] = -1;
13624 if (!IN_LEV_FIELD(xx, yy))
13627 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13628 border_element = Tile[xx][yy]; // may be moving!
13629 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13630 border_element = Tile[xx][yy];
13631 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13632 border_element = MovingOrBlocked2Element(xx, yy);
13634 continue; // center and border element do not touch
13636 border_element_old[i] = border_element;
13639 for (i = 0; i < NUM_DIRECTIONS; i++)
13641 int xx = x + xy[i].x;
13642 int yy = y + xy[i].y;
13643 int center_side = trigger_sides[i][0];
13644 int border_element = border_element_old[i];
13646 if (border_element == -1)
13649 // check for change of border element
13650 CheckElementChangeBySide(xx, yy, border_element, center_element,
13651 CE_TOUCHING_X, center_side);
13653 // (center element cannot be player, so we don't have to check this here)
13656 for (i = 0; i < NUM_DIRECTIONS; i++)
13658 int xx = x + xy[i].x;
13659 int yy = y + xy[i].y;
13660 int border_side = trigger_sides[i][1];
13661 int border_element = border_element_old[i];
13663 if (border_element == -1)
13666 // check for change of center element (but change it only once)
13667 if (!change_center_element)
13668 change_center_element =
13669 CheckElementChangeBySide(x, y, center_element, border_element,
13670 CE_TOUCHING_X, border_side);
13672 if (IS_PLAYER(xx, yy))
13674 /* use player element that is initially defined in the level playfield,
13675 not the player element that corresponds to the runtime player number
13676 (example: a level that contains EL_PLAYER_3 as the only player would
13677 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13678 int player_element = PLAYERINFO(xx, yy)->initial_element;
13680 // as element "X" is the player here, check opposite (border) side
13681 CheckElementChangeBySide(x, y, center_element, player_element,
13682 CE_TOUCHING_X, border_side);
13687 void TestIfElementHitsCustomElement(int x, int y, int direction)
13689 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13690 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13691 int hitx = x + dx, hity = y + dy;
13692 int hitting_element = Tile[x][y];
13693 int touched_element;
13695 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13698 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13699 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13701 if (IN_LEV_FIELD(hitx, hity))
13703 int opposite_direction = MV_DIR_OPPOSITE(direction);
13704 int hitting_side = direction;
13705 int touched_side = opposite_direction;
13706 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13707 MovDir[hitx][hity] != direction ||
13708 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13714 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13715 CE_HITTING_X, touched_side);
13717 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13718 CE_HIT_BY_X, hitting_side);
13720 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13721 CE_HIT_BY_SOMETHING, opposite_direction);
13723 if (IS_PLAYER(hitx, hity))
13725 /* use player element that is initially defined in the level playfield,
13726 not the player element that corresponds to the runtime player number
13727 (example: a level that contains EL_PLAYER_3 as the only player would
13728 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13729 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13731 CheckElementChangeBySide(x, y, hitting_element, player_element,
13732 CE_HITTING_X, touched_side);
13737 // "hitting something" is also true when hitting the playfield border
13738 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13739 CE_HITTING_SOMETHING, direction);
13742 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13744 int i, kill_x = -1, kill_y = -1;
13746 int bad_element = -1;
13747 struct XY *test_xy = xy_topdown;
13748 static int test_dir[4] =
13756 for (i = 0; i < NUM_DIRECTIONS; i++)
13758 int test_x, test_y, test_move_dir, test_element;
13760 test_x = good_x + test_xy[i].x;
13761 test_y = good_y + test_xy[i].y;
13763 if (!IN_LEV_FIELD(test_x, test_y))
13767 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13769 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13771 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13772 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13774 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13775 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13779 bad_element = test_element;
13785 if (kill_x != -1 || kill_y != -1)
13787 if (IS_PLAYER(good_x, good_y))
13789 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13791 if (player->shield_deadly_time_left > 0 &&
13792 !IS_INDESTRUCTIBLE(bad_element))
13793 Bang(kill_x, kill_y);
13794 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13795 KillPlayer(player);
13798 Bang(good_x, good_y);
13802 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13804 int i, kill_x = -1, kill_y = -1;
13805 int bad_element = Tile[bad_x][bad_y];
13806 struct XY *test_xy = xy_topdown;
13807 static int touch_dir[4] =
13809 MV_LEFT | MV_RIGHT,
13814 static int test_dir[4] =
13822 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13825 for (i = 0; i < NUM_DIRECTIONS; i++)
13827 int test_x, test_y, test_move_dir, test_element;
13829 test_x = bad_x + test_xy[i].x;
13830 test_y = bad_y + test_xy[i].y;
13832 if (!IN_LEV_FIELD(test_x, test_y))
13836 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13838 test_element = Tile[test_x][test_y];
13840 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13841 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13843 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13844 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13846 // good thing is player or penguin that does not move away
13847 if (IS_PLAYER(test_x, test_y))
13849 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13851 if (bad_element == EL_ROBOT && player->is_moving)
13852 continue; // robot does not kill player if he is moving
13854 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13856 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13857 continue; // center and border element do not touch
13865 else if (test_element == EL_PENGUIN)
13875 if (kill_x != -1 || kill_y != -1)
13877 if (IS_PLAYER(kill_x, kill_y))
13879 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13881 if (player->shield_deadly_time_left > 0 &&
13882 !IS_INDESTRUCTIBLE(bad_element))
13883 Bang(bad_x, bad_y);
13884 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13885 KillPlayer(player);
13888 Bang(kill_x, kill_y);
13892 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13894 int bad_element = Tile[bad_x][bad_y];
13895 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13896 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13897 int test_x = bad_x + dx, test_y = bad_y + dy;
13898 int test_move_dir, test_element;
13899 int kill_x = -1, kill_y = -1;
13901 if (!IN_LEV_FIELD(test_x, test_y))
13905 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13907 test_element = Tile[test_x][test_y];
13909 if (test_move_dir != bad_move_dir)
13911 // good thing can be player or penguin that does not move away
13912 if (IS_PLAYER(test_x, test_y))
13914 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13916 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13917 player as being hit when he is moving towards the bad thing, because
13918 the "get hit by" condition would be lost after the player stops) */
13919 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13920 return; // player moves away from bad thing
13925 else if (test_element == EL_PENGUIN)
13932 if (kill_x != -1 || kill_y != -1)
13934 if (IS_PLAYER(kill_x, kill_y))
13936 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13938 if (player->shield_deadly_time_left > 0 &&
13939 !IS_INDESTRUCTIBLE(bad_element))
13940 Bang(bad_x, bad_y);
13941 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13942 KillPlayer(player);
13945 Bang(kill_x, kill_y);
13949 void TestIfPlayerTouchesBadThing(int x, int y)
13951 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13954 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13956 TestIfGoodThingHitsBadThing(x, y, move_dir);
13959 void TestIfBadThingTouchesPlayer(int x, int y)
13961 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13964 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13966 TestIfBadThingHitsGoodThing(x, y, move_dir);
13969 void TestIfFriendTouchesBadThing(int x, int y)
13971 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13974 void TestIfBadThingTouchesFriend(int x, int y)
13976 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13979 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13981 int i, kill_x = bad_x, kill_y = bad_y;
13982 struct XY *xy = xy_topdown;
13984 for (i = 0; i < NUM_DIRECTIONS; i++)
13988 x = bad_x + xy[i].x;
13989 y = bad_y + xy[i].y;
13990 if (!IN_LEV_FIELD(x, y))
13993 element = Tile[x][y];
13994 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13995 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14003 if (kill_x != bad_x || kill_y != bad_y)
14004 Bang(bad_x, bad_y);
14007 void KillPlayer(struct PlayerInfo *player)
14009 int jx = player->jx, jy = player->jy;
14011 if (!player->active)
14015 Debug("game:playing:KillPlayer",
14016 "0: killed == %d, active == %d, reanimated == %d",
14017 player->killed, player->active, player->reanimated);
14020 /* the following code was introduced to prevent an infinite loop when calling
14022 -> CheckTriggeredElementChangeExt()
14023 -> ExecuteCustomElementAction()
14025 -> (infinitely repeating the above sequence of function calls)
14026 which occurs when killing the player while having a CE with the setting
14027 "kill player X when explosion of <player X>"; the solution using a new
14028 field "player->killed" was chosen for backwards compatibility, although
14029 clever use of the fields "player->active" etc. would probably also work */
14031 if (player->killed)
14035 player->killed = TRUE;
14037 // remove accessible field at the player's position
14038 RemoveField(jx, jy);
14040 // deactivate shield (else Bang()/Explode() would not work right)
14041 player->shield_normal_time_left = 0;
14042 player->shield_deadly_time_left = 0;
14045 Debug("game:playing:KillPlayer",
14046 "1: killed == %d, active == %d, reanimated == %d",
14047 player->killed, player->active, player->reanimated);
14053 Debug("game:playing:KillPlayer",
14054 "2: killed == %d, active == %d, reanimated == %d",
14055 player->killed, player->active, player->reanimated);
14058 if (player->reanimated) // killed player may have been reanimated
14059 player->killed = player->reanimated = FALSE;
14061 BuryPlayer(player);
14064 static void KillPlayerUnlessEnemyProtected(int x, int y)
14066 if (!PLAYER_ENEMY_PROTECTED(x, y))
14067 KillPlayer(PLAYERINFO(x, y));
14070 static void KillPlayerUnlessExplosionProtected(int x, int y)
14072 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14073 KillPlayer(PLAYERINFO(x, y));
14076 void BuryPlayer(struct PlayerInfo *player)
14078 int jx = player->jx, jy = player->jy;
14080 if (!player->active)
14083 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14085 RemovePlayer(player);
14087 player->buried = TRUE;
14089 if (game.all_players_gone)
14090 game.GameOver = TRUE;
14093 void RemovePlayer(struct PlayerInfo *player)
14095 int jx = player->jx, jy = player->jy;
14096 int i, found = FALSE;
14098 player->present = FALSE;
14099 player->active = FALSE;
14101 // required for some CE actions (even if the player is not active anymore)
14102 player->MovPos = 0;
14104 if (!ExplodeField[jx][jy])
14105 StorePlayer[jx][jy] = 0;
14107 if (player->is_moving)
14108 TEST_DrawLevelField(player->last_jx, player->last_jy);
14110 for (i = 0; i < MAX_PLAYERS; i++)
14111 if (stored_player[i].active)
14116 game.all_players_gone = TRUE;
14117 game.GameOver = TRUE;
14120 game.exit_x = game.robot_wheel_x = jx;
14121 game.exit_y = game.robot_wheel_y = jy;
14124 void ExitPlayer(struct PlayerInfo *player)
14126 DrawPlayer(player); // needed here only to cleanup last field
14127 RemovePlayer(player);
14129 if (game.players_still_needed > 0)
14130 game.players_still_needed--;
14133 static void SetFieldForSnapping(int x, int y, int element, int direction,
14134 int player_index_bit)
14136 struct ElementInfo *ei = &element_info[element];
14137 int direction_bit = MV_DIR_TO_BIT(direction);
14138 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14139 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14140 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14142 Tile[x][y] = EL_ELEMENT_SNAPPING;
14143 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14144 MovDir[x][y] = direction;
14145 Store[x][y] = element;
14146 Store2[x][y] = player_index_bit;
14148 ResetGfxAnimation(x, y);
14150 GfxElement[x][y] = element;
14151 GfxAction[x][y] = action;
14152 GfxDir[x][y] = direction;
14153 GfxFrame[x][y] = -1;
14156 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14157 int player_index_bit)
14159 TestIfElementTouchesCustomElement(x, y); // for empty space
14161 if (level.finish_dig_collect)
14163 int dig_side = MV_DIR_OPPOSITE(direction);
14164 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14165 CE_PLAYER_COLLECTS_X);
14167 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14168 player_index_bit, dig_side);
14169 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14170 player_index_bit, dig_side);
14175 =============================================================================
14176 checkDiagonalPushing()
14177 -----------------------------------------------------------------------------
14178 check if diagonal input device direction results in pushing of object
14179 (by checking if the alternative direction is walkable, diggable, ...)
14180 =============================================================================
14183 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14184 int x, int y, int real_dx, int real_dy)
14186 int jx, jy, dx, dy, xx, yy;
14188 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14191 // diagonal direction: check alternative direction
14196 xx = jx + (dx == 0 ? real_dx : 0);
14197 yy = jy + (dy == 0 ? real_dy : 0);
14199 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14203 =============================================================================
14205 -----------------------------------------------------------------------------
14206 x, y: field next to player (non-diagonal) to try to dig to
14207 real_dx, real_dy: direction as read from input device (can be diagonal)
14208 =============================================================================
14211 static int DigField(struct PlayerInfo *player,
14212 int oldx, int oldy, int x, int y,
14213 int real_dx, int real_dy, int mode)
14215 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14216 boolean player_was_pushing = player->is_pushing;
14217 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14218 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14219 int jx = oldx, jy = oldy;
14220 int dx = x - jx, dy = y - jy;
14221 int nextx = x + dx, nexty = y + dy;
14222 int move_direction = (dx == -1 ? MV_LEFT :
14223 dx == +1 ? MV_RIGHT :
14225 dy == +1 ? MV_DOWN : MV_NONE);
14226 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14227 int dig_side = MV_DIR_OPPOSITE(move_direction);
14228 int old_element = Tile[jx][jy];
14229 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14232 if (is_player) // function can also be called by EL_PENGUIN
14234 if (player->MovPos == 0)
14236 player->is_digging = FALSE;
14237 player->is_collecting = FALSE;
14240 if (player->MovPos == 0) // last pushing move finished
14241 player->is_pushing = FALSE;
14243 if (mode == DF_NO_PUSH) // player just stopped pushing
14245 player->is_switching = FALSE;
14246 player->push_delay = -1;
14248 return MP_NO_ACTION;
14251 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14252 old_element = Back[jx][jy];
14254 // in case of element dropped at player position, check background
14255 else if (Back[jx][jy] != EL_EMPTY &&
14256 game.engine_version >= VERSION_IDENT(2,2,0,0))
14257 old_element = Back[jx][jy];
14259 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14260 return MP_NO_ACTION; // field has no opening in this direction
14262 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14263 return MP_NO_ACTION; // field has no opening in this direction
14265 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14269 Tile[jx][jy] = player->artwork_element;
14270 InitMovingField(jx, jy, MV_DOWN);
14271 Store[jx][jy] = EL_ACID;
14272 ContinueMoving(jx, jy);
14273 BuryPlayer(player);
14275 return MP_DONT_RUN_INTO;
14278 if (player_can_move && DONT_RUN_INTO(element))
14280 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14282 return MP_DONT_RUN_INTO;
14285 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14286 return MP_NO_ACTION;
14288 collect_count = element_info[element].collect_count_initial;
14290 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14291 return MP_NO_ACTION;
14293 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14294 player_can_move = player_can_move_or_snap;
14296 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14297 game.engine_version >= VERSION_IDENT(2,2,0,0))
14299 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14300 player->index_bit, dig_side);
14301 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14302 player->index_bit, dig_side);
14304 if (element == EL_DC_LANDMINE)
14307 if (Tile[x][y] != element) // field changed by snapping
14310 return MP_NO_ACTION;
14313 if (player->gravity && is_player && !player->is_auto_moving &&
14314 canFallDown(player) && move_direction != MV_DOWN &&
14315 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14316 return MP_NO_ACTION; // player cannot walk here due to gravity
14318 if (player_can_move &&
14319 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14321 int sound_element = SND_ELEMENT(element);
14322 int sound_action = ACTION_WALKING;
14324 if (IS_RND_GATE(element))
14326 if (!player->key[RND_GATE_NR(element)])
14327 return MP_NO_ACTION;
14329 else if (IS_RND_GATE_GRAY(element))
14331 if (!player->key[RND_GATE_GRAY_NR(element)])
14332 return MP_NO_ACTION;
14334 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14336 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14337 return MP_NO_ACTION;
14339 else if (element == EL_EXIT_OPEN ||
14340 element == EL_EM_EXIT_OPEN ||
14341 element == EL_EM_EXIT_OPENING ||
14342 element == EL_STEEL_EXIT_OPEN ||
14343 element == EL_EM_STEEL_EXIT_OPEN ||
14344 element == EL_EM_STEEL_EXIT_OPENING ||
14345 element == EL_SP_EXIT_OPEN ||
14346 element == EL_SP_EXIT_OPENING)
14348 sound_action = ACTION_PASSING; // player is passing exit
14350 else if (element == EL_EMPTY)
14352 sound_action = ACTION_MOVING; // nothing to walk on
14355 // play sound from background or player, whatever is available
14356 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14357 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14359 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14361 else if (player_can_move &&
14362 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14364 if (!ACCESS_FROM(element, opposite_direction))
14365 return MP_NO_ACTION; // field not accessible from this direction
14367 if (CAN_MOVE(element)) // only fixed elements can be passed!
14368 return MP_NO_ACTION;
14370 if (IS_EM_GATE(element))
14372 if (!player->key[EM_GATE_NR(element)])
14373 return MP_NO_ACTION;
14375 else if (IS_EM_GATE_GRAY(element))
14377 if (!player->key[EM_GATE_GRAY_NR(element)])
14378 return MP_NO_ACTION;
14380 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14382 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14383 return MP_NO_ACTION;
14385 else if (IS_EMC_GATE(element))
14387 if (!player->key[EMC_GATE_NR(element)])
14388 return MP_NO_ACTION;
14390 else if (IS_EMC_GATE_GRAY(element))
14392 if (!player->key[EMC_GATE_GRAY_NR(element)])
14393 return MP_NO_ACTION;
14395 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14397 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14398 return MP_NO_ACTION;
14400 else if (element == EL_DC_GATE_WHITE ||
14401 element == EL_DC_GATE_WHITE_GRAY ||
14402 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14404 if (player->num_white_keys == 0)
14405 return MP_NO_ACTION;
14407 player->num_white_keys--;
14409 else if (IS_SP_PORT(element))
14411 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14412 element == EL_SP_GRAVITY_PORT_RIGHT ||
14413 element == EL_SP_GRAVITY_PORT_UP ||
14414 element == EL_SP_GRAVITY_PORT_DOWN)
14415 player->gravity = !player->gravity;
14416 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14417 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14418 element == EL_SP_GRAVITY_ON_PORT_UP ||
14419 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14420 player->gravity = TRUE;
14421 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14422 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14423 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14424 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14425 player->gravity = FALSE;
14428 // automatically move to the next field with double speed
14429 player->programmed_action = move_direction;
14431 if (player->move_delay_reset_counter == 0)
14433 player->move_delay_reset_counter = 2; // two double speed steps
14435 DOUBLE_PLAYER_SPEED(player);
14438 PlayLevelSoundAction(x, y, ACTION_PASSING);
14440 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14444 if (mode != DF_SNAP)
14446 GfxElement[x][y] = GFX_ELEMENT(element);
14447 player->is_digging = TRUE;
14450 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14452 // use old behaviour for old levels (digging)
14453 if (!level.finish_dig_collect)
14455 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14456 player->index_bit, dig_side);
14458 // if digging triggered player relocation, finish digging tile
14459 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14460 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14463 if (mode == DF_SNAP)
14465 if (level.block_snap_field)
14466 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14468 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14470 // use old behaviour for old levels (snapping)
14471 if (!level.finish_dig_collect)
14472 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14473 player->index_bit, dig_side);
14476 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14480 if (is_player && mode != DF_SNAP)
14482 GfxElement[x][y] = element;
14483 player->is_collecting = TRUE;
14486 if (element == EL_SPEED_PILL)
14488 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14490 else if (element == EL_EXTRA_TIME && level.time > 0)
14492 TimeLeft += level.extra_time;
14494 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14496 DisplayGameControlValues();
14498 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14500 int shield_time = (element == EL_SHIELD_DEADLY ?
14501 level.shield_deadly_time :
14502 level.shield_normal_time);
14504 player->shield_normal_time_left += shield_time;
14505 if (element == EL_SHIELD_DEADLY)
14506 player->shield_deadly_time_left += shield_time;
14508 else if (element == EL_DYNAMITE ||
14509 element == EL_EM_DYNAMITE ||
14510 element == EL_SP_DISK_RED)
14512 if (player->inventory_size < MAX_INVENTORY_SIZE)
14513 player->inventory_element[player->inventory_size++] = element;
14515 DrawGameDoorValues();
14517 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14519 player->dynabomb_count++;
14520 player->dynabombs_left++;
14522 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14524 player->dynabomb_size++;
14526 else if (element == EL_DYNABOMB_INCREASE_POWER)
14528 player->dynabomb_xl = TRUE;
14530 else if (IS_KEY(element))
14532 player->key[KEY_NR(element)] = TRUE;
14534 DrawGameDoorValues();
14536 else if (element == EL_DC_KEY_WHITE)
14538 player->num_white_keys++;
14540 // display white keys?
14541 // DrawGameDoorValues();
14543 else if (IS_ENVELOPE(element))
14545 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14547 if (!wait_for_snapping)
14548 player->show_envelope = element;
14550 else if (element == EL_EMC_LENSES)
14552 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14554 RedrawAllInvisibleElementsForLenses();
14556 else if (element == EL_EMC_MAGNIFIER)
14558 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14560 RedrawAllInvisibleElementsForMagnifier();
14562 else if (IS_DROPPABLE(element) ||
14563 IS_THROWABLE(element)) // can be collected and dropped
14567 if (collect_count == 0)
14568 player->inventory_infinite_element = element;
14570 for (i = 0; i < collect_count; i++)
14571 if (player->inventory_size < MAX_INVENTORY_SIZE)
14572 player->inventory_element[player->inventory_size++] = element;
14574 DrawGameDoorValues();
14576 else if (collect_count > 0)
14578 game.gems_still_needed -= collect_count;
14579 if (game.gems_still_needed < 0)
14580 game.gems_still_needed = 0;
14582 game.snapshot.collected_item = TRUE;
14584 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14586 DisplayGameControlValues();
14589 RaiseScoreElement(element);
14590 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14592 // use old behaviour for old levels (collecting)
14593 if (!level.finish_dig_collect && is_player)
14595 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14596 player->index_bit, dig_side);
14598 // if collecting triggered player relocation, finish collecting tile
14599 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14600 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14603 if (mode == DF_SNAP)
14605 if (level.block_snap_field)
14606 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14608 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14610 // use old behaviour for old levels (snapping)
14611 if (!level.finish_dig_collect)
14612 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14613 player->index_bit, dig_side);
14616 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14618 if (mode == DF_SNAP && element != EL_BD_ROCK)
14619 return MP_NO_ACTION;
14621 if (CAN_FALL(element) && dy)
14622 return MP_NO_ACTION;
14624 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14625 !(element == EL_SPRING && level.use_spring_bug))
14626 return MP_NO_ACTION;
14628 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14629 ((move_direction & MV_VERTICAL &&
14630 ((element_info[element].move_pattern & MV_LEFT &&
14631 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14632 (element_info[element].move_pattern & MV_RIGHT &&
14633 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14634 (move_direction & MV_HORIZONTAL &&
14635 ((element_info[element].move_pattern & MV_UP &&
14636 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14637 (element_info[element].move_pattern & MV_DOWN &&
14638 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14639 return MP_NO_ACTION;
14641 // do not push elements already moving away faster than player
14642 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14643 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14644 return MP_NO_ACTION;
14646 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14648 if (player->push_delay_value == -1 || !player_was_pushing)
14649 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14651 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14653 if (player->push_delay_value == -1)
14654 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14656 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14658 if (!player->is_pushing)
14659 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14662 player->is_pushing = TRUE;
14663 player->is_active = TRUE;
14665 if (!(IN_LEV_FIELD(nextx, nexty) &&
14666 (IS_FREE(nextx, nexty) ||
14667 (IS_SB_ELEMENT(element) &&
14668 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14669 (IS_CUSTOM_ELEMENT(element) &&
14670 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14671 return MP_NO_ACTION;
14673 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14674 return MP_NO_ACTION;
14676 if (player->push_delay == -1) // new pushing; restart delay
14677 player->push_delay = 0;
14679 if (player->push_delay < player->push_delay_value &&
14680 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14681 element != EL_SPRING && element != EL_BALLOON)
14683 // make sure that there is no move delay before next try to push
14684 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14685 player->move_delay = 0;
14687 return MP_NO_ACTION;
14690 if (IS_CUSTOM_ELEMENT(element) &&
14691 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14693 if (!DigFieldByCE(nextx, nexty, element))
14694 return MP_NO_ACTION;
14697 if (IS_SB_ELEMENT(element))
14699 boolean sokoban_task_solved = FALSE;
14701 if (element == EL_SOKOBAN_FIELD_FULL)
14703 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14705 IncrementSokobanFieldsNeeded();
14706 IncrementSokobanObjectsNeeded();
14709 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14711 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14713 DecrementSokobanFieldsNeeded();
14714 DecrementSokobanObjectsNeeded();
14716 // sokoban object was pushed from empty field to sokoban field
14717 if (Back[x][y] == EL_EMPTY)
14718 sokoban_task_solved = TRUE;
14721 Tile[x][y] = EL_SOKOBAN_OBJECT;
14723 if (Back[x][y] == Back[nextx][nexty])
14724 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14725 else if (Back[x][y] != 0)
14726 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14729 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14732 if (sokoban_task_solved &&
14733 game.sokoban_fields_still_needed == 0 &&
14734 game.sokoban_objects_still_needed == 0 &&
14735 level.auto_exit_sokoban)
14737 game.players_still_needed = 0;
14741 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14745 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14747 InitMovingField(x, y, move_direction);
14748 GfxAction[x][y] = ACTION_PUSHING;
14750 if (mode == DF_SNAP)
14751 ContinueMoving(x, y);
14753 MovPos[x][y] = (dx != 0 ? dx : dy);
14755 Pushed[x][y] = TRUE;
14756 Pushed[nextx][nexty] = TRUE;
14758 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14759 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14761 player->push_delay_value = -1; // get new value later
14763 // check for element change _after_ element has been pushed
14764 if (game.use_change_when_pushing_bug)
14766 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14767 player->index_bit, dig_side);
14768 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14769 player->index_bit, dig_side);
14772 else if (IS_SWITCHABLE(element))
14774 if (PLAYER_SWITCHING(player, x, y))
14776 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14777 player->index_bit, dig_side);
14782 player->is_switching = TRUE;
14783 player->switch_x = x;
14784 player->switch_y = y;
14786 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14788 if (element == EL_ROBOT_WHEEL)
14790 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14792 game.robot_wheel_x = x;
14793 game.robot_wheel_y = y;
14794 game.robot_wheel_active = TRUE;
14796 TEST_DrawLevelField(x, y);
14798 else if (element == EL_SP_TERMINAL)
14802 SCAN_PLAYFIELD(xx, yy)
14804 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14808 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14810 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14812 ResetGfxAnimation(xx, yy);
14813 TEST_DrawLevelField(xx, yy);
14817 else if (IS_BELT_SWITCH(element))
14819 ToggleBeltSwitch(x, y);
14821 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14822 element == EL_SWITCHGATE_SWITCH_DOWN ||
14823 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14824 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14826 ToggleSwitchgateSwitch();
14828 else if (element == EL_LIGHT_SWITCH ||
14829 element == EL_LIGHT_SWITCH_ACTIVE)
14831 ToggleLightSwitch(x, y);
14833 else if (element == EL_TIMEGATE_SWITCH ||
14834 element == EL_DC_TIMEGATE_SWITCH)
14836 ActivateTimegateSwitch(x, y);
14838 else if (element == EL_BALLOON_SWITCH_LEFT ||
14839 element == EL_BALLOON_SWITCH_RIGHT ||
14840 element == EL_BALLOON_SWITCH_UP ||
14841 element == EL_BALLOON_SWITCH_DOWN ||
14842 element == EL_BALLOON_SWITCH_NONE ||
14843 element == EL_BALLOON_SWITCH_ANY)
14845 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14846 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14847 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14848 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14849 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14852 else if (element == EL_LAMP)
14854 Tile[x][y] = EL_LAMP_ACTIVE;
14855 game.lights_still_needed--;
14857 ResetGfxAnimation(x, y);
14858 TEST_DrawLevelField(x, y);
14860 else if (element == EL_TIME_ORB_FULL)
14862 Tile[x][y] = EL_TIME_ORB_EMPTY;
14864 if (level.time > 0 || level.use_time_orb_bug)
14866 TimeLeft += level.time_orb_time;
14867 game.no_level_time_limit = FALSE;
14869 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14871 DisplayGameControlValues();
14874 ResetGfxAnimation(x, y);
14875 TEST_DrawLevelField(x, y);
14877 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14878 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14882 game.ball_active = !game.ball_active;
14884 SCAN_PLAYFIELD(xx, yy)
14886 int e = Tile[xx][yy];
14888 if (game.ball_active)
14890 if (e == EL_EMC_MAGIC_BALL)
14891 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14892 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14893 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14897 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14898 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14899 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14900 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14905 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14906 player->index_bit, dig_side);
14908 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14909 player->index_bit, dig_side);
14911 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14912 player->index_bit, dig_side);
14918 if (!PLAYER_SWITCHING(player, x, y))
14920 player->is_switching = TRUE;
14921 player->switch_x = x;
14922 player->switch_y = y;
14924 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14925 player->index_bit, dig_side);
14926 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14927 player->index_bit, dig_side);
14929 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14930 player->index_bit, dig_side);
14931 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14932 player->index_bit, dig_side);
14935 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14936 player->index_bit, dig_side);
14937 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14938 player->index_bit, dig_side);
14940 return MP_NO_ACTION;
14943 player->push_delay = -1;
14945 if (is_player) // function can also be called by EL_PENGUIN
14947 if (Tile[x][y] != element) // really digged/collected something
14949 player->is_collecting = !player->is_digging;
14950 player->is_active = TRUE;
14952 player->last_removed_element = element;
14959 static boolean DigFieldByCE(int x, int y, int digging_element)
14961 int element = Tile[x][y];
14963 if (!IS_FREE(x, y))
14965 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14966 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14969 // no element can dig solid indestructible elements
14970 if (IS_INDESTRUCTIBLE(element) &&
14971 !IS_DIGGABLE(element) &&
14972 !IS_COLLECTIBLE(element))
14975 if (AmoebaNr[x][y] &&
14976 (element == EL_AMOEBA_FULL ||
14977 element == EL_BD_AMOEBA ||
14978 element == EL_AMOEBA_GROWING))
14980 AmoebaCnt[AmoebaNr[x][y]]--;
14981 AmoebaCnt2[AmoebaNr[x][y]]--;
14984 if (IS_MOVING(x, y))
14985 RemoveMovingField(x, y);
14989 TEST_DrawLevelField(x, y);
14992 // if digged element was about to explode, prevent the explosion
14993 ExplodeField[x][y] = EX_TYPE_NONE;
14995 PlayLevelSoundAction(x, y, action);
14998 Store[x][y] = EL_EMPTY;
15000 // this makes it possible to leave the removed element again
15001 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15002 Store[x][y] = element;
15007 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15009 int jx = player->jx, jy = player->jy;
15010 int x = jx + dx, y = jy + dy;
15011 int snap_direction = (dx == -1 ? MV_LEFT :
15012 dx == +1 ? MV_RIGHT :
15014 dy == +1 ? MV_DOWN : MV_NONE);
15015 boolean can_continue_snapping = (level.continuous_snapping &&
15016 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15018 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15021 if (!player->active || !IN_LEV_FIELD(x, y))
15029 if (player->MovPos == 0)
15030 player->is_pushing = FALSE;
15032 player->is_snapping = FALSE;
15034 if (player->MovPos == 0)
15036 player->is_moving = FALSE;
15037 player->is_digging = FALSE;
15038 player->is_collecting = FALSE;
15044 // prevent snapping with already pressed snap key when not allowed
15045 if (player->is_snapping && !can_continue_snapping)
15048 player->MovDir = snap_direction;
15050 if (player->MovPos == 0)
15052 player->is_moving = FALSE;
15053 player->is_digging = FALSE;
15054 player->is_collecting = FALSE;
15057 player->is_dropping = FALSE;
15058 player->is_dropping_pressed = FALSE;
15059 player->drop_pressed_delay = 0;
15061 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15064 player->is_snapping = TRUE;
15065 player->is_active = TRUE;
15067 if (player->MovPos == 0)
15069 player->is_moving = FALSE;
15070 player->is_digging = FALSE;
15071 player->is_collecting = FALSE;
15074 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15075 TEST_DrawLevelField(player->last_jx, player->last_jy);
15077 TEST_DrawLevelField(x, y);
15082 static boolean DropElement(struct PlayerInfo *player)
15084 int old_element, new_element;
15085 int dropx = player->jx, dropy = player->jy;
15086 int drop_direction = player->MovDir;
15087 int drop_side = drop_direction;
15088 int drop_element = get_next_dropped_element(player);
15090 /* do not drop an element on top of another element; when holding drop key
15091 pressed without moving, dropped element must move away before the next
15092 element can be dropped (this is especially important if the next element
15093 is dynamite, which can be placed on background for historical reasons) */
15094 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15097 if (IS_THROWABLE(drop_element))
15099 dropx += GET_DX_FROM_DIR(drop_direction);
15100 dropy += GET_DY_FROM_DIR(drop_direction);
15102 if (!IN_LEV_FIELD(dropx, dropy))
15106 old_element = Tile[dropx][dropy]; // old element at dropping position
15107 new_element = drop_element; // default: no change when dropping
15109 // check if player is active, not moving and ready to drop
15110 if (!player->active || player->MovPos || player->drop_delay > 0)
15113 // check if player has anything that can be dropped
15114 if (new_element == EL_UNDEFINED)
15117 // only set if player has anything that can be dropped
15118 player->is_dropping_pressed = TRUE;
15120 // check if drop key was pressed long enough for EM style dynamite
15121 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15124 // check if anything can be dropped at the current position
15125 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15128 // collected custom elements can only be dropped on empty fields
15129 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15132 if (old_element != EL_EMPTY)
15133 Back[dropx][dropy] = old_element; // store old element on this field
15135 ResetGfxAnimation(dropx, dropy);
15136 ResetRandomAnimationValue(dropx, dropy);
15138 if (player->inventory_size > 0 ||
15139 player->inventory_infinite_element != EL_UNDEFINED)
15141 if (player->inventory_size > 0)
15143 player->inventory_size--;
15145 DrawGameDoorValues();
15147 if (new_element == EL_DYNAMITE)
15148 new_element = EL_DYNAMITE_ACTIVE;
15149 else if (new_element == EL_EM_DYNAMITE)
15150 new_element = EL_EM_DYNAMITE_ACTIVE;
15151 else if (new_element == EL_SP_DISK_RED)
15152 new_element = EL_SP_DISK_RED_ACTIVE;
15155 Tile[dropx][dropy] = new_element;
15157 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15158 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15159 el2img(Tile[dropx][dropy]), 0);
15161 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15163 // needed if previous element just changed to "empty" in the last frame
15164 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15166 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15167 player->index_bit, drop_side);
15168 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15170 player->index_bit, drop_side);
15172 TestIfElementTouchesCustomElement(dropx, dropy);
15174 else // player is dropping a dyna bomb
15176 player->dynabombs_left--;
15178 Tile[dropx][dropy] = new_element;
15180 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15181 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15182 el2img(Tile[dropx][dropy]), 0);
15184 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15187 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15188 InitField_WithBug1(dropx, dropy, FALSE);
15190 new_element = Tile[dropx][dropy]; // element might have changed
15192 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15193 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15195 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15196 MovDir[dropx][dropy] = drop_direction;
15198 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15200 // do not cause impact style collision by dropping elements that can fall
15201 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15204 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15205 player->is_dropping = TRUE;
15207 player->drop_pressed_delay = 0;
15208 player->is_dropping_pressed = FALSE;
15210 player->drop_x = dropx;
15211 player->drop_y = dropy;
15216 // ----------------------------------------------------------------------------
15217 // game sound playing functions
15218 // ----------------------------------------------------------------------------
15220 static int *loop_sound_frame = NULL;
15221 static int *loop_sound_volume = NULL;
15223 void InitPlayLevelSound(void)
15225 int num_sounds = getSoundListSize();
15227 checked_free(loop_sound_frame);
15228 checked_free(loop_sound_volume);
15230 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15231 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15234 static void PlayLevelSound(int x, int y, int nr)
15236 int sx = SCREENX(x), sy = SCREENY(y);
15237 int volume, stereo_position;
15238 int max_distance = 8;
15239 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15241 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15242 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15245 if (!IN_LEV_FIELD(x, y) ||
15246 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15247 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15250 volume = SOUND_MAX_VOLUME;
15252 if (!IN_SCR_FIELD(sx, sy))
15254 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15255 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15257 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15260 stereo_position = (SOUND_MAX_LEFT +
15261 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15262 (SCR_FIELDX + 2 * max_distance));
15264 if (IS_LOOP_SOUND(nr))
15266 /* This assures that quieter loop sounds do not overwrite louder ones,
15267 while restarting sound volume comparison with each new game frame. */
15269 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15272 loop_sound_volume[nr] = volume;
15273 loop_sound_frame[nr] = FrameCounter;
15276 PlaySoundExt(nr, volume, stereo_position, type);
15279 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15281 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15282 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15283 y < LEVELY(BY1) ? LEVELY(BY1) :
15284 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15288 static void PlayLevelSoundAction(int x, int y, int action)
15290 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15293 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15295 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15297 if (sound_effect != SND_UNDEFINED)
15298 PlayLevelSound(x, y, sound_effect);
15301 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15304 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15306 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15307 PlayLevelSound(x, y, sound_effect);
15310 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15312 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15314 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15315 PlayLevelSound(x, y, sound_effect);
15318 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15320 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15322 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15323 StopSound(sound_effect);
15326 static int getLevelMusicNr(void)
15328 int level_pos = level_nr - leveldir_current->first_level;
15330 if (levelset.music[level_nr] != MUS_UNDEFINED)
15331 return levelset.music[level_nr]; // from config file
15333 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15336 static void FadeLevelSounds(void)
15341 static void FadeLevelMusic(void)
15343 int music_nr = getLevelMusicNr();
15344 char *curr_music = getCurrentlyPlayingMusicFilename();
15345 char *next_music = getMusicInfoEntryFilename(music_nr);
15347 if (!strEqual(curr_music, next_music))
15351 void FadeLevelSoundsAndMusic(void)
15357 static void PlayLevelMusic(void)
15359 int music_nr = getLevelMusicNr();
15360 char *curr_music = getCurrentlyPlayingMusicFilename();
15361 char *next_music = getMusicInfoEntryFilename(music_nr);
15363 if (!strEqual(curr_music, next_music))
15364 PlayMusicLoop(music_nr);
15367 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15369 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15371 int x = xx - offset;
15372 int y = yy - offset;
15377 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15385 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15393 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15397 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15401 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15404 case SOUND_android_clone:
15405 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15408 case SOUND_android_move:
15409 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15413 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15417 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15421 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15424 case SOUND_eater_eat:
15425 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15429 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15432 case SOUND_collect:
15433 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15436 case SOUND_diamond:
15437 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15441 // !!! CHECK THIS !!!
15443 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15445 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15449 case SOUND_wonderfall:
15450 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15454 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15458 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15462 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15466 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15470 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15474 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15478 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15482 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15485 case SOUND_exit_open:
15486 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15489 case SOUND_exit_leave:
15490 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15493 case SOUND_dynamite:
15494 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15498 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15502 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15506 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15510 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15514 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15518 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15522 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15527 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15529 int element = map_element_SP_to_RND(element_sp);
15530 int action = map_action_SP_to_RND(action_sp);
15531 int offset = (setup.sp_show_border_elements ? 0 : 1);
15532 int x = xx - offset;
15533 int y = yy - offset;
15535 PlayLevelSoundElementAction(x, y, element, action);
15538 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15540 int element = map_element_MM_to_RND(element_mm);
15541 int action = map_action_MM_to_RND(action_mm);
15543 int x = xx - offset;
15544 int y = yy - offset;
15546 if (!IS_MM_ELEMENT(element))
15547 element = EL_MM_DEFAULT;
15549 PlayLevelSoundElementAction(x, y, element, action);
15552 void PlaySound_MM(int sound_mm)
15554 int sound = map_sound_MM_to_RND(sound_mm);
15556 if (sound == SND_UNDEFINED)
15562 void PlaySoundLoop_MM(int sound_mm)
15564 int sound = map_sound_MM_to_RND(sound_mm);
15566 if (sound == SND_UNDEFINED)
15569 PlaySoundLoop(sound);
15572 void StopSound_MM(int sound_mm)
15574 int sound = map_sound_MM_to_RND(sound_mm);
15576 if (sound == SND_UNDEFINED)
15582 void RaiseScore(int value)
15584 game.score += value;
15586 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15588 DisplayGameControlValues();
15591 void RaiseScoreElement(int element)
15596 case EL_BD_DIAMOND:
15597 case EL_EMERALD_YELLOW:
15598 case EL_EMERALD_RED:
15599 case EL_EMERALD_PURPLE:
15600 case EL_SP_INFOTRON:
15601 RaiseScore(level.score[SC_EMERALD]);
15604 RaiseScore(level.score[SC_DIAMOND]);
15607 RaiseScore(level.score[SC_CRYSTAL]);
15610 RaiseScore(level.score[SC_PEARL]);
15613 case EL_BD_BUTTERFLY:
15614 case EL_SP_ELECTRON:
15615 RaiseScore(level.score[SC_BUG]);
15618 case EL_BD_FIREFLY:
15619 case EL_SP_SNIKSNAK:
15620 RaiseScore(level.score[SC_SPACESHIP]);
15623 case EL_DARK_YAMYAM:
15624 RaiseScore(level.score[SC_YAMYAM]);
15627 RaiseScore(level.score[SC_ROBOT]);
15630 RaiseScore(level.score[SC_PACMAN]);
15633 RaiseScore(level.score[SC_NUT]);
15636 case EL_EM_DYNAMITE:
15637 case EL_SP_DISK_RED:
15638 case EL_DYNABOMB_INCREASE_NUMBER:
15639 case EL_DYNABOMB_INCREASE_SIZE:
15640 case EL_DYNABOMB_INCREASE_POWER:
15641 RaiseScore(level.score[SC_DYNAMITE]);
15643 case EL_SHIELD_NORMAL:
15644 case EL_SHIELD_DEADLY:
15645 RaiseScore(level.score[SC_SHIELD]);
15647 case EL_EXTRA_TIME:
15648 RaiseScore(level.extra_time_score);
15662 case EL_DC_KEY_WHITE:
15663 RaiseScore(level.score[SC_KEY]);
15666 RaiseScore(element_info[element].collect_score);
15671 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15673 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15677 // prevent short reactivation of overlay buttons while closing door
15678 SetOverlayActive(FALSE);
15679 UnmapGameButtons();
15681 // door may still be open due to skipped or envelope style request
15682 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15685 if (network.enabled)
15686 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15690 FadeSkipNextFadeIn();
15692 SetGameStatus(GAME_MODE_MAIN);
15697 else // continue playing the game
15699 if (tape.playing && tape.deactivate_display)
15700 TapeDeactivateDisplayOff(TRUE);
15702 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15704 if (tape.playing && tape.deactivate_display)
15705 TapeDeactivateDisplayOn();
15709 void RequestQuitGame(boolean escape_key_pressed)
15711 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15712 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15713 level_editor_test_game);
15714 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15715 quick_quit || score_info_tape_play);
15717 RequestQuitGameExt(skip_request, quick_quit,
15718 "Do you really want to quit the game?");
15721 static char *getRestartGameMessage(void)
15723 boolean play_again = hasStartedNetworkGame();
15724 static char message[MAX_OUTPUT_LINESIZE];
15725 char *game_over_text = "Game over!";
15726 char *play_again_text = " Play it again?";
15728 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15729 game_mm.game_over_message != NULL)
15730 game_over_text = game_mm.game_over_message;
15732 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15733 (play_again ? play_again_text : ""));
15738 static void RequestRestartGame(void)
15740 char *message = getRestartGameMessage();
15741 boolean has_started_game = hasStartedNetworkGame();
15742 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15743 int door_state = DOOR_CLOSE_1;
15745 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15747 CloseDoor(door_state);
15749 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15753 // if game was invoked from level editor, also close tape recorder door
15754 if (level_editor_test_game)
15755 door_state = DOOR_CLOSE_ALL;
15757 CloseDoor(door_state);
15759 SetGameStatus(GAME_MODE_MAIN);
15765 boolean CheckRestartGame(void)
15767 static int game_over_delay = 0;
15768 int game_over_delay_value = 50;
15769 boolean game_over = checkGameFailed();
15773 game_over_delay = game_over_delay_value;
15778 if (game_over_delay > 0)
15780 if (game_over_delay == game_over_delay_value / 2)
15781 PlaySound(SND_GAME_LOSING);
15788 // do not handle game over if request dialog is already active
15789 if (game.request_active)
15792 // do not ask to play again if game was never actually played
15793 if (!game.GamePlayed)
15796 // do not ask to play again if this was disabled in setup menu
15797 if (!setup.ask_on_game_over)
15800 RequestRestartGame();
15805 boolean checkGameSolved(void)
15807 // set for all game engines if level was solved
15808 return game.LevelSolved_GameEnd;
15811 boolean checkGameFailed(void)
15813 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15814 return (game_em.game_over && !game_em.level_solved);
15815 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15816 return (game_sp.game_over && !game_sp.level_solved);
15817 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15818 return (game_mm.game_over && !game_mm.level_solved);
15819 else // GAME_ENGINE_TYPE_RND
15820 return (game.GameOver && !game.LevelSolved);
15823 boolean checkGameEnded(void)
15825 return (checkGameSolved() || checkGameFailed());
15829 // ----------------------------------------------------------------------------
15830 // random generator functions
15831 // ----------------------------------------------------------------------------
15833 unsigned int InitEngineRandom_RND(int seed)
15835 game.num_random_calls = 0;
15837 return InitEngineRandom(seed);
15840 unsigned int RND(int max)
15844 game.num_random_calls++;
15846 return GetEngineRandom(max);
15853 // ----------------------------------------------------------------------------
15854 // game engine snapshot handling functions
15855 // ----------------------------------------------------------------------------
15857 struct EngineSnapshotInfo
15859 // runtime values for custom element collect score
15860 int collect_score[NUM_CUSTOM_ELEMENTS];
15862 // runtime values for group element choice position
15863 int choice_pos[NUM_GROUP_ELEMENTS];
15865 // runtime values for belt position animations
15866 int belt_graphic[4][NUM_BELT_PARTS];
15867 int belt_anim_mode[4][NUM_BELT_PARTS];
15870 static struct EngineSnapshotInfo engine_snapshot_rnd;
15871 static char *snapshot_level_identifier = NULL;
15872 static int snapshot_level_nr = -1;
15874 static void SaveEngineSnapshotValues_RND(void)
15876 static int belt_base_active_element[4] =
15878 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15879 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15880 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15881 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15885 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15887 int element = EL_CUSTOM_START + i;
15889 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15892 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15894 int element = EL_GROUP_START + i;
15896 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15899 for (i = 0; i < 4; i++)
15901 for (j = 0; j < NUM_BELT_PARTS; j++)
15903 int element = belt_base_active_element[i] + j;
15904 int graphic = el2img(element);
15905 int anim_mode = graphic_info[graphic].anim_mode;
15907 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15908 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15913 static void LoadEngineSnapshotValues_RND(void)
15915 unsigned int num_random_calls = game.num_random_calls;
15918 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15920 int element = EL_CUSTOM_START + i;
15922 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15925 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15927 int element = EL_GROUP_START + i;
15929 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15932 for (i = 0; i < 4; i++)
15934 for (j = 0; j < NUM_BELT_PARTS; j++)
15936 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15937 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15939 graphic_info[graphic].anim_mode = anim_mode;
15943 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15945 InitRND(tape.random_seed);
15946 for (i = 0; i < num_random_calls; i++)
15950 if (game.num_random_calls != num_random_calls)
15952 Error("number of random calls out of sync");
15953 Error("number of random calls should be %d", num_random_calls);
15954 Error("number of random calls is %d", game.num_random_calls);
15956 Fail("this should not happen -- please debug");
15960 void FreeEngineSnapshotSingle(void)
15962 FreeSnapshotSingle();
15964 setString(&snapshot_level_identifier, NULL);
15965 snapshot_level_nr = -1;
15968 void FreeEngineSnapshotList(void)
15970 FreeSnapshotList();
15973 static ListNode *SaveEngineSnapshotBuffers(void)
15975 ListNode *buffers = NULL;
15977 // copy some special values to a structure better suited for the snapshot
15979 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15980 SaveEngineSnapshotValues_RND();
15981 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15982 SaveEngineSnapshotValues_EM();
15983 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15984 SaveEngineSnapshotValues_SP(&buffers);
15985 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15986 SaveEngineSnapshotValues_MM();
15988 // save values stored in special snapshot structure
15990 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15992 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15993 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15994 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15996 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15997 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15999 // save further RND engine values
16001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
16002 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
16005 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16013 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16015 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16020 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16021 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16023 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16024 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16025 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16026 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16027 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16029 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16030 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16031 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16032 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16033 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16034 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16035 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16036 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16039 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16040 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16042 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16043 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16044 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16046 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16047 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16049 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16050 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16051 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16052 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16053 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16054 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16056 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16057 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16060 ListNode *node = engine_snapshot_list_rnd;
16063 while (node != NULL)
16065 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16070 Debug("game:playing:SaveEngineSnapshotBuffers",
16071 "size of engine snapshot: %d bytes", num_bytes);
16077 void SaveEngineSnapshotSingle(void)
16079 ListNode *buffers = SaveEngineSnapshotBuffers();
16081 // finally save all snapshot buffers to single snapshot
16082 SaveSnapshotSingle(buffers);
16084 // save level identification information
16085 setString(&snapshot_level_identifier, leveldir_current->identifier);
16086 snapshot_level_nr = level_nr;
16089 boolean CheckSaveEngineSnapshotToList(void)
16091 boolean save_snapshot =
16092 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16093 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16094 game.snapshot.changed_action) ||
16095 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16096 game.snapshot.collected_item));
16098 game.snapshot.changed_action = FALSE;
16099 game.snapshot.collected_item = FALSE;
16100 game.snapshot.save_snapshot = save_snapshot;
16102 return save_snapshot;
16105 void SaveEngineSnapshotToList(void)
16107 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16111 ListNode *buffers = SaveEngineSnapshotBuffers();
16113 // finally save all snapshot buffers to snapshot list
16114 SaveSnapshotToList(buffers);
16117 void SaveEngineSnapshotToListInitial(void)
16119 FreeEngineSnapshotList();
16121 SaveEngineSnapshotToList();
16124 static void LoadEngineSnapshotValues(void)
16126 // restore special values from snapshot structure
16128 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16129 LoadEngineSnapshotValues_RND();
16130 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16131 LoadEngineSnapshotValues_EM();
16132 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16133 LoadEngineSnapshotValues_SP();
16134 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16135 LoadEngineSnapshotValues_MM();
16138 void LoadEngineSnapshotSingle(void)
16140 LoadSnapshotSingle();
16142 LoadEngineSnapshotValues();
16145 static void LoadEngineSnapshot_Undo(int steps)
16147 LoadSnapshotFromList_Older(steps);
16149 LoadEngineSnapshotValues();
16152 static void LoadEngineSnapshot_Redo(int steps)
16154 LoadSnapshotFromList_Newer(steps);
16156 LoadEngineSnapshotValues();
16159 boolean CheckEngineSnapshotSingle(void)
16161 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16162 snapshot_level_nr == level_nr);
16165 boolean CheckEngineSnapshotList(void)
16167 return CheckSnapshotList();
16171 // ---------- new game button stuff -------------------------------------------
16178 boolean *setup_value;
16179 boolean allowed_on_tape;
16180 boolean is_touch_button;
16182 } gamebutton_info[NUM_GAME_BUTTONS] =
16185 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16186 GAME_CTRL_ID_STOP, NULL,
16187 TRUE, FALSE, "stop game"
16190 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16191 GAME_CTRL_ID_PAUSE, NULL,
16192 TRUE, FALSE, "pause game"
16195 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16196 GAME_CTRL_ID_PLAY, NULL,
16197 TRUE, FALSE, "play game"
16200 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16201 GAME_CTRL_ID_UNDO, NULL,
16202 TRUE, FALSE, "undo step"
16205 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16206 GAME_CTRL_ID_REDO, NULL,
16207 TRUE, FALSE, "redo step"
16210 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16211 GAME_CTRL_ID_SAVE, NULL,
16212 TRUE, FALSE, "save game"
16215 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16216 GAME_CTRL_ID_PAUSE2, NULL,
16217 TRUE, FALSE, "pause game"
16220 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16221 GAME_CTRL_ID_LOAD, NULL,
16222 TRUE, FALSE, "load game"
16225 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16226 GAME_CTRL_ID_PANEL_STOP, NULL,
16227 FALSE, FALSE, "stop game"
16230 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16231 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16232 FALSE, FALSE, "pause game"
16235 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16236 GAME_CTRL_ID_PANEL_PLAY, NULL,
16237 FALSE, FALSE, "play game"
16240 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16241 GAME_CTRL_ID_TOUCH_STOP, NULL,
16242 FALSE, TRUE, "stop game"
16245 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16246 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16247 FALSE, TRUE, "pause game"
16250 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16251 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16252 TRUE, FALSE, "background music on/off"
16255 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16256 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16257 TRUE, FALSE, "sound loops on/off"
16260 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16261 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16262 TRUE, FALSE, "normal sounds on/off"
16265 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16266 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16267 FALSE, FALSE, "background music on/off"
16270 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16271 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16272 FALSE, FALSE, "sound loops on/off"
16275 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16276 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16277 FALSE, FALSE, "normal sounds on/off"
16281 void CreateGameButtons(void)
16285 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16287 int graphic = gamebutton_info[i].graphic;
16288 struct GraphicInfo *gfx = &graphic_info[graphic];
16289 struct XY *pos = gamebutton_info[i].pos;
16290 struct GadgetInfo *gi;
16293 unsigned int event_mask;
16294 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16295 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16296 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16297 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16298 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16299 int gd_x = gfx->src_x;
16300 int gd_y = gfx->src_y;
16301 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16302 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16303 int gd_xa = gfx->src_x + gfx->active_xoffset;
16304 int gd_ya = gfx->src_y + gfx->active_yoffset;
16305 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16306 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16307 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16308 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16311 // do not use touch buttons if overlay touch buttons are disabled
16312 if (is_touch_button && !setup.touch.overlay_buttons)
16315 if (gfx->bitmap == NULL)
16317 game_gadget[id] = NULL;
16322 if (id == GAME_CTRL_ID_STOP ||
16323 id == GAME_CTRL_ID_PANEL_STOP ||
16324 id == GAME_CTRL_ID_TOUCH_STOP ||
16325 id == GAME_CTRL_ID_PLAY ||
16326 id == GAME_CTRL_ID_PANEL_PLAY ||
16327 id == GAME_CTRL_ID_SAVE ||
16328 id == GAME_CTRL_ID_LOAD)
16330 button_type = GD_TYPE_NORMAL_BUTTON;
16332 event_mask = GD_EVENT_RELEASED;
16334 else if (id == GAME_CTRL_ID_UNDO ||
16335 id == GAME_CTRL_ID_REDO)
16337 button_type = GD_TYPE_NORMAL_BUTTON;
16339 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16343 button_type = GD_TYPE_CHECK_BUTTON;
16344 checked = (gamebutton_info[i].setup_value != NULL ?
16345 *gamebutton_info[i].setup_value : FALSE);
16346 event_mask = GD_EVENT_PRESSED;
16349 gi = CreateGadget(GDI_CUSTOM_ID, id,
16350 GDI_IMAGE_ID, graphic,
16351 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16354 GDI_WIDTH, gfx->width,
16355 GDI_HEIGHT, gfx->height,
16356 GDI_TYPE, button_type,
16357 GDI_STATE, GD_BUTTON_UNPRESSED,
16358 GDI_CHECKED, checked,
16359 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16360 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16361 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16362 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16363 GDI_DIRECT_DRAW, FALSE,
16364 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16365 GDI_EVENT_MASK, event_mask,
16366 GDI_CALLBACK_ACTION, HandleGameButtons,
16370 Fail("cannot create gadget");
16372 game_gadget[id] = gi;
16376 void FreeGameButtons(void)
16380 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16381 FreeGadget(game_gadget[i]);
16384 static void UnmapGameButtonsAtSamePosition(int id)
16388 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16390 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16391 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16392 UnmapGadget(game_gadget[i]);
16395 static void UnmapGameButtonsAtSamePosition_All(void)
16397 if (setup.show_load_save_buttons)
16399 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16400 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16401 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16403 else if (setup.show_undo_redo_buttons)
16405 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16406 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16407 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16411 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16412 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16413 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16415 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16416 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16417 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16421 void MapLoadSaveButtons(void)
16423 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16424 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16426 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16427 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16430 void MapUndoRedoButtons(void)
16432 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16433 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16435 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16436 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16439 void ModifyPauseButtons(void)
16443 GAME_CTRL_ID_PAUSE,
16444 GAME_CTRL_ID_PAUSE2,
16445 GAME_CTRL_ID_PANEL_PAUSE,
16446 GAME_CTRL_ID_TOUCH_PAUSE,
16451 for (i = 0; ids[i] > -1; i++)
16452 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16455 static void MapGameButtonsExt(boolean on_tape)
16459 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16461 if ((i == GAME_CTRL_ID_UNDO ||
16462 i == GAME_CTRL_ID_REDO) &&
16463 game_status != GAME_MODE_PLAYING)
16466 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16467 MapGadget(game_gadget[i]);
16470 UnmapGameButtonsAtSamePosition_All();
16472 RedrawGameButtons();
16475 static void UnmapGameButtonsExt(boolean on_tape)
16479 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16480 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16481 UnmapGadget(game_gadget[i]);
16484 static void RedrawGameButtonsExt(boolean on_tape)
16488 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16489 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16490 RedrawGadget(game_gadget[i]);
16493 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16498 gi->checked = state;
16501 static void RedrawSoundButtonGadget(int id)
16503 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16504 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16505 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16506 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16507 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16508 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16511 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16512 RedrawGadget(game_gadget[id2]);
16515 void MapGameButtons(void)
16517 MapGameButtonsExt(FALSE);
16520 void UnmapGameButtons(void)
16522 UnmapGameButtonsExt(FALSE);
16525 void RedrawGameButtons(void)
16527 RedrawGameButtonsExt(FALSE);
16530 void MapGameButtonsOnTape(void)
16532 MapGameButtonsExt(TRUE);
16535 void UnmapGameButtonsOnTape(void)
16537 UnmapGameButtonsExt(TRUE);
16540 void RedrawGameButtonsOnTape(void)
16542 RedrawGameButtonsExt(TRUE);
16545 static void GameUndoRedoExt(void)
16547 ClearPlayerAction();
16549 tape.pausing = TRUE;
16552 UpdateAndDisplayGameControlValues();
16554 DrawCompleteVideoDisplay();
16555 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16556 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16557 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16559 ModifyPauseButtons();
16564 static void GameUndo(int steps)
16566 if (!CheckEngineSnapshotList())
16569 int tape_property_bits = tape.property_bits;
16571 LoadEngineSnapshot_Undo(steps);
16573 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16578 static void GameRedo(int steps)
16580 if (!CheckEngineSnapshotList())
16583 int tape_property_bits = tape.property_bits;
16585 LoadEngineSnapshot_Redo(steps);
16587 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16592 static void HandleGameButtonsExt(int id, int button)
16594 static boolean game_undo_executed = FALSE;
16595 int steps = BUTTON_STEPSIZE(button);
16596 boolean handle_game_buttons =
16597 (game_status == GAME_MODE_PLAYING ||
16598 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16600 if (!handle_game_buttons)
16605 case GAME_CTRL_ID_STOP:
16606 case GAME_CTRL_ID_PANEL_STOP:
16607 case GAME_CTRL_ID_TOUCH_STOP:
16612 case GAME_CTRL_ID_PAUSE:
16613 case GAME_CTRL_ID_PAUSE2:
16614 case GAME_CTRL_ID_PANEL_PAUSE:
16615 case GAME_CTRL_ID_TOUCH_PAUSE:
16616 if (network.enabled && game_status == GAME_MODE_PLAYING)
16619 SendToServer_ContinuePlaying();
16621 SendToServer_PausePlaying();
16624 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16626 game_undo_executed = FALSE;
16630 case GAME_CTRL_ID_PLAY:
16631 case GAME_CTRL_ID_PANEL_PLAY:
16632 if (game_status == GAME_MODE_MAIN)
16634 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16636 else if (tape.pausing)
16638 if (network.enabled)
16639 SendToServer_ContinuePlaying();
16641 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16645 case GAME_CTRL_ID_UNDO:
16646 // Important: When using "save snapshot when collecting an item" mode,
16647 // load last (current) snapshot for first "undo" after pressing "pause"
16648 // (else the last-but-one snapshot would be loaded, because the snapshot
16649 // pointer already points to the last snapshot when pressing "pause",
16650 // which is fine for "every step/move" mode, but not for "every collect")
16651 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16652 !game_undo_executed)
16655 game_undo_executed = TRUE;
16660 case GAME_CTRL_ID_REDO:
16664 case GAME_CTRL_ID_SAVE:
16668 case GAME_CTRL_ID_LOAD:
16672 case SOUND_CTRL_ID_MUSIC:
16673 case SOUND_CTRL_ID_PANEL_MUSIC:
16674 if (setup.sound_music)
16676 setup.sound_music = FALSE;
16680 else if (audio.music_available)
16682 setup.sound = setup.sound_music = TRUE;
16684 SetAudioMode(setup.sound);
16686 if (game_status == GAME_MODE_PLAYING)
16690 RedrawSoundButtonGadget(id);
16694 case SOUND_CTRL_ID_LOOPS:
16695 case SOUND_CTRL_ID_PANEL_LOOPS:
16696 if (setup.sound_loops)
16697 setup.sound_loops = FALSE;
16698 else if (audio.loops_available)
16700 setup.sound = setup.sound_loops = TRUE;
16702 SetAudioMode(setup.sound);
16705 RedrawSoundButtonGadget(id);
16709 case SOUND_CTRL_ID_SIMPLE:
16710 case SOUND_CTRL_ID_PANEL_SIMPLE:
16711 if (setup.sound_simple)
16712 setup.sound_simple = FALSE;
16713 else if (audio.sound_available)
16715 setup.sound = setup.sound_simple = TRUE;
16717 SetAudioMode(setup.sound);
16720 RedrawSoundButtonGadget(id);
16729 static void HandleGameButtons(struct GadgetInfo *gi)
16731 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16734 void HandleSoundButtonKeys(Key key)
16736 if (key == setup.shortcut.sound_simple)
16737 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16738 else if (key == setup.shortcut.sound_loops)
16739 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16740 else if (key == setup.shortcut.sound_music)
16741 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);