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 boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1559 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1560 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1561 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1562 IS_JUST_CHANGING(x, y))
1564 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1566 // static variables for playfield scan mode (scanning forward or backward)
1567 static int playfield_scan_start_x = 0;
1568 static int playfield_scan_start_y = 0;
1569 static int playfield_scan_delta_x = 1;
1570 static int playfield_scan_delta_y = 1;
1572 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1573 (y) >= 0 && (y) <= lev_fieldy - 1; \
1574 (y) += playfield_scan_delta_y) \
1575 for ((x) = playfield_scan_start_x; \
1576 (x) >= 0 && (x) <= lev_fieldx - 1; \
1577 (x) += playfield_scan_delta_x)
1580 void DEBUG_SetMaximumDynamite(void)
1584 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1585 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1586 local_player->inventory_element[local_player->inventory_size++] =
1591 static void InitPlayfieldScanModeVars(void)
1593 if (game.use_reverse_scan_direction)
1595 playfield_scan_start_x = lev_fieldx - 1;
1596 playfield_scan_start_y = lev_fieldy - 1;
1598 playfield_scan_delta_x = -1;
1599 playfield_scan_delta_y = -1;
1603 playfield_scan_start_x = 0;
1604 playfield_scan_start_y = 0;
1606 playfield_scan_delta_x = 1;
1607 playfield_scan_delta_y = 1;
1611 static void InitPlayfieldScanMode(int mode)
1613 game.use_reverse_scan_direction =
1614 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1616 InitPlayfieldScanModeVars();
1619 static int get_move_delay_from_stepsize(int move_stepsize)
1622 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1624 // make sure that stepsize value is always a power of 2
1625 move_stepsize = (1 << log_2(move_stepsize));
1627 return TILEX / move_stepsize;
1630 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1633 int player_nr = player->index_nr;
1634 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1635 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1637 // do no immediately change move delay -- the player might just be moving
1638 player->move_delay_value_next = move_delay;
1640 // information if player can move must be set separately
1641 player->cannot_move = cannot_move;
1645 player->move_delay = game.initial_move_delay[player_nr];
1646 player->move_delay_value = game.initial_move_delay_value[player_nr];
1648 player->move_delay_value_next = -1;
1650 player->move_delay_reset_counter = 0;
1654 void GetPlayerConfig(void)
1656 GameFrameDelay = setup.game_frame_delay;
1658 if (!audio.sound_available)
1659 setup.sound_simple = FALSE;
1661 if (!audio.loops_available)
1662 setup.sound_loops = FALSE;
1664 if (!audio.music_available)
1665 setup.sound_music = FALSE;
1667 if (!video.fullscreen_available)
1668 setup.fullscreen = FALSE;
1670 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1672 SetAudioMode(setup.sound);
1675 int GetElementFromGroupElement(int element)
1677 if (IS_GROUP_ELEMENT(element))
1679 struct ElementGroupInfo *group = element_info[element].group;
1680 int last_anim_random_frame = gfx.anim_random_frame;
1683 if (group->choice_mode == ANIM_RANDOM)
1684 gfx.anim_random_frame = RND(group->num_elements_resolved);
1686 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1687 group->choice_mode, 0,
1690 if (group->choice_mode == ANIM_RANDOM)
1691 gfx.anim_random_frame = last_anim_random_frame;
1693 group->choice_pos++;
1695 element = group->element_resolved[element_pos];
1701 static void IncrementSokobanFieldsNeeded(void)
1703 if (level.sb_fields_needed)
1704 game.sokoban_fields_still_needed++;
1707 static void IncrementSokobanObjectsNeeded(void)
1709 if (level.sb_objects_needed)
1710 game.sokoban_objects_still_needed++;
1713 static void DecrementSokobanFieldsNeeded(void)
1715 if (game.sokoban_fields_still_needed > 0)
1716 game.sokoban_fields_still_needed--;
1719 static void DecrementSokobanObjectsNeeded(void)
1721 if (game.sokoban_objects_still_needed > 0)
1722 game.sokoban_objects_still_needed--;
1725 static void InitPlayerField(int x, int y, int element, boolean init_game)
1727 if (element == EL_SP_MURPHY)
1731 if (stored_player[0].present)
1733 Tile[x][y] = EL_SP_MURPHY_CLONE;
1739 stored_player[0].initial_element = element;
1740 stored_player[0].use_murphy = TRUE;
1742 if (!level.use_artwork_element[0])
1743 stored_player[0].artwork_element = EL_SP_MURPHY;
1746 Tile[x][y] = EL_PLAYER_1;
1752 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1753 int jx = player->jx, jy = player->jy;
1755 player->present = TRUE;
1757 player->block_last_field = (element == EL_SP_MURPHY ?
1758 level.sp_block_last_field :
1759 level.block_last_field);
1761 // ---------- initialize player's last field block delay ------------------
1763 // always start with reliable default value (no adjustment needed)
1764 player->block_delay_adjustment = 0;
1766 // special case 1: in Supaplex, Murphy blocks last field one more frame
1767 if (player->block_last_field && element == EL_SP_MURPHY)
1768 player->block_delay_adjustment = 1;
1770 // special case 2: in game engines before 3.1.1, blocking was different
1771 if (game.use_block_last_field_bug)
1772 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1774 if (!network.enabled || player->connected_network)
1776 player->active = TRUE;
1778 // remove potentially duplicate players
1779 if (StorePlayer[jx][jy] == Tile[x][y])
1780 StorePlayer[jx][jy] = 0;
1782 StorePlayer[x][y] = Tile[x][y];
1784 #if DEBUG_INIT_PLAYER
1785 Debug("game:init:player", "- player element %d activated",
1786 player->element_nr);
1787 Debug("game:init:player", " (local player is %d and currently %s)",
1788 local_player->element_nr,
1789 local_player->active ? "active" : "not active");
1793 Tile[x][y] = EL_EMPTY;
1795 player->jx = player->last_jx = x;
1796 player->jy = player->last_jy = y;
1799 // always check if player was just killed and should be reanimated
1801 int player_nr = GET_PLAYER_NR(element);
1802 struct PlayerInfo *player = &stored_player[player_nr];
1804 if (player->active && player->killed)
1805 player->reanimated = TRUE; // if player was just killed, reanimate him
1809 static void InitField(int x, int y, boolean init_game)
1811 int element = Tile[x][y];
1820 InitPlayerField(x, y, element, init_game);
1823 case EL_SOKOBAN_FIELD_PLAYER:
1824 element = Tile[x][y] = EL_PLAYER_1;
1825 InitField(x, y, init_game);
1827 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1828 InitField(x, y, init_game);
1831 case EL_SOKOBAN_FIELD_EMPTY:
1832 IncrementSokobanFieldsNeeded();
1835 case EL_SOKOBAN_OBJECT:
1836 IncrementSokobanObjectsNeeded();
1840 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1841 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1842 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1843 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1844 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1845 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1846 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1847 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1848 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1849 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1858 case EL_SPACESHIP_RIGHT:
1859 case EL_SPACESHIP_UP:
1860 case EL_SPACESHIP_LEFT:
1861 case EL_SPACESHIP_DOWN:
1862 case EL_BD_BUTTERFLY:
1863 case EL_BD_BUTTERFLY_RIGHT:
1864 case EL_BD_BUTTERFLY_UP:
1865 case EL_BD_BUTTERFLY_LEFT:
1866 case EL_BD_BUTTERFLY_DOWN:
1868 case EL_BD_FIREFLY_RIGHT:
1869 case EL_BD_FIREFLY_UP:
1870 case EL_BD_FIREFLY_LEFT:
1871 case EL_BD_FIREFLY_DOWN:
1872 case EL_PACMAN_RIGHT:
1874 case EL_PACMAN_LEFT:
1875 case EL_PACMAN_DOWN:
1877 case EL_YAMYAM_LEFT:
1878 case EL_YAMYAM_RIGHT:
1880 case EL_YAMYAM_DOWN:
1881 case EL_DARK_YAMYAM:
1884 case EL_SP_SNIKSNAK:
1885 case EL_SP_ELECTRON:
1891 case EL_SPRING_LEFT:
1892 case EL_SPRING_RIGHT:
1896 case EL_AMOEBA_FULL:
1901 case EL_AMOEBA_DROP:
1902 if (y == lev_fieldy - 1)
1904 Tile[x][y] = EL_AMOEBA_GROWING;
1905 Store[x][y] = EL_AMOEBA_WET;
1909 case EL_DYNAMITE_ACTIVE:
1910 case EL_SP_DISK_RED_ACTIVE:
1911 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1912 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1913 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1914 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1915 MovDelay[x][y] = 96;
1918 case EL_EM_DYNAMITE_ACTIVE:
1919 MovDelay[x][y] = 32;
1923 game.lights_still_needed++;
1927 game.friends_still_needed++;
1932 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1935 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1936 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1937 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1938 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1939 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1940 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1941 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1942 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1943 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1944 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1945 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1946 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1949 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1950 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1951 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1953 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1955 game.belt_dir[belt_nr] = belt_dir;
1956 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1958 else // more than one switch -- set it like the first switch
1960 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1965 case EL_LIGHT_SWITCH_ACTIVE:
1967 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1970 case EL_INVISIBLE_STEELWALL:
1971 case EL_INVISIBLE_WALL:
1972 case EL_INVISIBLE_SAND:
1973 if (game.light_time_left > 0 ||
1974 game.lenses_time_left > 0)
1975 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1978 case EL_EMC_MAGIC_BALL:
1979 if (game.ball_active)
1980 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1983 case EL_EMC_MAGIC_BALL_SWITCH:
1984 if (game.ball_active)
1985 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1988 case EL_TRIGGER_PLAYER:
1989 case EL_TRIGGER_ELEMENT:
1990 case EL_TRIGGER_CE_VALUE:
1991 case EL_TRIGGER_CE_SCORE:
1993 case EL_ANY_ELEMENT:
1994 case EL_CURRENT_CE_VALUE:
1995 case EL_CURRENT_CE_SCORE:
2012 // reference elements should not be used on the playfield
2013 Tile[x][y] = EL_EMPTY;
2017 if (IS_CUSTOM_ELEMENT(element))
2019 if (CAN_MOVE(element))
2022 if (!element_info[element].use_last_ce_value || init_game)
2023 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2025 else if (IS_GROUP_ELEMENT(element))
2027 Tile[x][y] = GetElementFromGroupElement(element);
2029 InitField(x, y, init_game);
2031 else if (IS_EMPTY_ELEMENT(element))
2033 GfxElementEmpty[x][y] = element;
2034 Tile[x][y] = EL_EMPTY;
2036 if (element_info[element].use_gfx_element)
2037 game.use_masked_elements = TRUE;
2044 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2047 static void InitField_WithBug1(int x, int y, boolean init_game)
2049 InitField(x, y, init_game);
2051 // not needed to call InitMovDir() -- already done by InitField()!
2052 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2053 CAN_MOVE(Tile[x][y]))
2057 static void InitField_WithBug2(int x, int y, boolean init_game)
2059 int old_element = Tile[x][y];
2061 InitField(x, y, init_game);
2063 // not needed to call InitMovDir() -- already done by InitField()!
2064 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2065 CAN_MOVE(old_element) &&
2066 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2069 /* this case is in fact a combination of not less than three bugs:
2070 first, it calls InitMovDir() for elements that can move, although this is
2071 already done by InitField(); then, it checks the element that was at this
2072 field _before_ the call to InitField() (which can change it); lastly, it
2073 was not called for "mole with direction" elements, which were treated as
2074 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2078 static int get_key_element_from_nr(int key_nr)
2080 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2081 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2082 EL_EM_KEY_1 : EL_KEY_1);
2084 return key_base_element + key_nr;
2087 static int get_next_dropped_element(struct PlayerInfo *player)
2089 return (player->inventory_size > 0 ?
2090 player->inventory_element[player->inventory_size - 1] :
2091 player->inventory_infinite_element != EL_UNDEFINED ?
2092 player->inventory_infinite_element :
2093 player->dynabombs_left > 0 ?
2094 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2098 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2100 // pos >= 0: get element from bottom of the stack;
2101 // pos < 0: get element from top of the stack
2105 int min_inventory_size = -pos;
2106 int inventory_pos = player->inventory_size - min_inventory_size;
2107 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2109 return (player->inventory_size >= min_inventory_size ?
2110 player->inventory_element[inventory_pos] :
2111 player->inventory_infinite_element != EL_UNDEFINED ?
2112 player->inventory_infinite_element :
2113 player->dynabombs_left >= min_dynabombs_left ?
2114 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2119 int min_dynabombs_left = pos + 1;
2120 int min_inventory_size = pos + 1 - player->dynabombs_left;
2121 int inventory_pos = pos - player->dynabombs_left;
2123 return (player->inventory_infinite_element != EL_UNDEFINED ?
2124 player->inventory_infinite_element :
2125 player->dynabombs_left >= min_dynabombs_left ?
2126 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 player->inventory_size >= min_inventory_size ?
2128 player->inventory_element[inventory_pos] :
2133 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2135 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2136 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2139 if (gpo1->sort_priority != gpo2->sort_priority)
2140 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2142 compare_result = gpo1->nr - gpo2->nr;
2144 return compare_result;
2147 int getPlayerInventorySize(int player_nr)
2149 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2150 return game_em.ply[player_nr]->dynamite;
2151 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2152 return game_sp.red_disk_count;
2154 return stored_player[player_nr].inventory_size;
2157 static void InitGameControlValues(void)
2161 for (i = 0; game_panel_controls[i].nr != -1; i++)
2163 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2164 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2165 struct TextPosInfo *pos = gpc->pos;
2167 int type = gpc->type;
2171 Error("'game_panel_controls' structure corrupted at %d", i);
2173 Fail("this should not happen -- please debug");
2176 // force update of game controls after initialization
2177 gpc->value = gpc->last_value = -1;
2178 gpc->frame = gpc->last_frame = -1;
2179 gpc->gfx_frame = -1;
2181 // determine panel value width for later calculation of alignment
2182 if (type == TYPE_INTEGER || type == TYPE_STRING)
2184 pos->width = pos->size * getFontWidth(pos->font);
2185 pos->height = getFontHeight(pos->font);
2187 else if (type == TYPE_ELEMENT)
2189 pos->width = pos->size;
2190 pos->height = pos->size;
2193 // fill structure for game panel draw order
2195 gpo->sort_priority = pos->sort_priority;
2198 // sort game panel controls according to sort_priority and control number
2199 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2200 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2203 static void UpdatePlayfieldElementCount(void)
2205 boolean use_element_count = FALSE;
2208 // first check if it is needed at all to calculate playfield element count
2209 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2210 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2211 use_element_count = TRUE;
2213 if (!use_element_count)
2216 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2217 element_info[i].element_count = 0;
2219 SCAN_PLAYFIELD(x, y)
2221 element_info[Tile[x][y]].element_count++;
2224 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2225 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2226 if (IS_IN_GROUP(j, i))
2227 element_info[EL_GROUP_START + i].element_count +=
2228 element_info[j].element_count;
2231 static void UpdateGameControlValues(void)
2234 int time = (game.LevelSolved ?
2235 game.LevelSolved_CountingTime :
2236 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2238 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2239 game_sp.time_played :
2240 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2241 game_mm.energy_left :
2242 game.no_level_time_limit ? TimePlayed : TimeLeft);
2243 int score = (game.LevelSolved ?
2244 game.LevelSolved_CountingScore :
2245 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 game_em.lev->score :
2247 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2249 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2252 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2253 game_em.lev->gems_needed :
2254 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2255 game_sp.infotrons_still_needed :
2256 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2257 game_mm.kettles_still_needed :
2258 game.gems_still_needed);
2259 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2260 game_em.lev->gems_needed > 0 :
2261 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2262 game_sp.infotrons_still_needed > 0 :
2263 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2264 game_mm.kettles_still_needed > 0 ||
2265 game_mm.lights_still_needed > 0 :
2266 game.gems_still_needed > 0 ||
2267 game.sokoban_fields_still_needed > 0 ||
2268 game.sokoban_objects_still_needed > 0 ||
2269 game.lights_still_needed > 0);
2270 int health = (game.LevelSolved ?
2271 game.LevelSolved_CountingHealth :
2272 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2273 MM_HEALTH(game_mm.laser_overload_value) :
2275 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2277 UpdatePlayfieldElementCount();
2279 // update game panel control values
2281 // used instead of "level_nr" (for network games)
2282 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2283 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2285 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2286 for (i = 0; i < MAX_NUM_KEYS; i++)
2287 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2288 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2289 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2291 if (game.centered_player_nr == -1)
2293 for (i = 0; i < MAX_PLAYERS; i++)
2295 // only one player in Supaplex game engine
2296 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2299 for (k = 0; k < MAX_NUM_KEYS; k++)
2301 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2303 if (game_em.ply[i]->keys & (1 << k))
2304 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2305 get_key_element_from_nr(k);
2307 else if (stored_player[i].key[k])
2308 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2309 get_key_element_from_nr(k);
2312 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2313 getPlayerInventorySize(i);
2315 if (stored_player[i].num_white_keys > 0)
2316 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2319 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2320 stored_player[i].num_white_keys;
2325 int player_nr = game.centered_player_nr;
2327 for (k = 0; k < MAX_NUM_KEYS; k++)
2329 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2331 if (game_em.ply[player_nr]->keys & (1 << k))
2332 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2333 get_key_element_from_nr(k);
2335 else if (stored_player[player_nr].key[k])
2336 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2337 get_key_element_from_nr(k);
2340 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2341 getPlayerInventorySize(player_nr);
2343 if (stored_player[player_nr].num_white_keys > 0)
2344 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2346 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2347 stored_player[player_nr].num_white_keys;
2350 // re-arrange keys on game panel, if needed or if defined by style settings
2351 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2353 int nr = GAME_PANEL_KEY_1 + i;
2354 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2355 struct TextPosInfo *pos = gpc->pos;
2357 // skip check if key is not in the player's inventory
2358 if (gpc->value == EL_EMPTY)
2361 // check if keys should be arranged on panel from left to right
2362 if (pos->style == STYLE_LEFTMOST_POSITION)
2364 // check previous key positions (left from current key)
2365 for (k = 0; k < i; k++)
2367 int nr_new = GAME_PANEL_KEY_1 + k;
2369 if (game_panel_controls[nr_new].value == EL_EMPTY)
2371 game_panel_controls[nr_new].value = gpc->value;
2372 gpc->value = EL_EMPTY;
2379 // check if "undefined" keys can be placed at some other position
2380 if (pos->x == -1 && pos->y == -1)
2382 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2384 // 1st try: display key at the same position as normal or EM keys
2385 if (game_panel_controls[nr_new].value == EL_EMPTY)
2387 game_panel_controls[nr_new].value = gpc->value;
2391 // 2nd try: display key at the next free position in the key panel
2392 for (k = 0; k < STD_NUM_KEYS; k++)
2394 nr_new = GAME_PANEL_KEY_1 + k;
2396 if (game_panel_controls[nr_new].value == EL_EMPTY)
2398 game_panel_controls[nr_new].value = gpc->value;
2407 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2409 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2410 get_inventory_element_from_pos(local_player, i);
2411 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2412 get_inventory_element_from_pos(local_player, -i - 1);
2415 game_panel_controls[GAME_PANEL_SCORE].value = score;
2416 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2418 game_panel_controls[GAME_PANEL_TIME].value = time;
2420 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2421 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2422 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2424 if (level.time == 0)
2425 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2427 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2429 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2430 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2432 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2434 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2435 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2437 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2438 local_player->shield_normal_time_left;
2439 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2440 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2442 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2443 local_player->shield_deadly_time_left;
2445 game_panel_controls[GAME_PANEL_EXIT].value =
2446 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2448 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2449 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2450 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2451 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2452 EL_EMC_MAGIC_BALL_SWITCH);
2454 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2455 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2456 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2457 game.light_time_left;
2459 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2460 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2461 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2462 game.timegate_time_left;
2464 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2465 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2467 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2468 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2469 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2470 game.lenses_time_left;
2472 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2473 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2474 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2475 game.magnify_time_left;
2477 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2478 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2479 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2480 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2481 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2482 EL_BALLOON_SWITCH_NONE);
2484 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2485 local_player->dynabomb_count;
2486 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2487 local_player->dynabomb_size;
2488 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2489 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2491 game_panel_controls[GAME_PANEL_PENGUINS].value =
2492 game.friends_still_needed;
2494 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2495 game.sokoban_objects_still_needed;
2496 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2497 game.sokoban_fields_still_needed;
2499 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2500 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2502 for (i = 0; i < NUM_BELTS; i++)
2504 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2505 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2506 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2507 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2508 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2511 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2512 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2513 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2514 game.magic_wall_time_left;
2516 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2517 local_player->gravity;
2519 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2520 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2522 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2523 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2524 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2525 game.panel.element[i].id : EL_UNDEFINED);
2527 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2528 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2529 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2530 element_info[game.panel.element_count[i].id].element_count : 0);
2532 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2533 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2534 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2535 element_info[game.panel.ce_score[i].id].collect_score : 0);
2537 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2538 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2539 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2540 element_info[game.panel.ce_score_element[i].id].collect_score :
2543 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2544 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2545 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2547 // update game panel control frames
2549 for (i = 0; game_panel_controls[i].nr != -1; i++)
2551 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2553 if (gpc->type == TYPE_ELEMENT)
2555 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2557 int last_anim_random_frame = gfx.anim_random_frame;
2558 int element = gpc->value;
2559 int graphic = el2panelimg(element);
2560 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2561 sync_random_frame : INIT_GFX_RANDOM());
2563 if (gpc->value != gpc->last_value)
2566 gpc->gfx_random = init_gfx_random;
2572 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2573 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2574 gpc->gfx_random = init_gfx_random;
2577 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2578 gfx.anim_random_frame = gpc->gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2581 gpc->gfx_frame = element_info[element].collect_score;
2583 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = last_anim_random_frame;
2589 else if (gpc->type == TYPE_GRAPHIC)
2591 if (gpc->graphic != IMG_UNDEFINED)
2593 int last_anim_random_frame = gfx.anim_random_frame;
2594 int graphic = gpc->graphic;
2595 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2596 sync_random_frame : INIT_GFX_RANDOM());
2598 if (gpc->value != gpc->last_value)
2601 gpc->gfx_random = init_gfx_random;
2607 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2608 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2609 gpc->gfx_random = init_gfx_random;
2612 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2613 gfx.anim_random_frame = gpc->gfx_random;
2615 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2617 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2618 gfx.anim_random_frame = last_anim_random_frame;
2624 static void DisplayGameControlValues(void)
2626 boolean redraw_panel = FALSE;
2629 for (i = 0; game_panel_controls[i].nr != -1; i++)
2631 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2633 if (PANEL_DEACTIVATED(gpc->pos))
2636 if (gpc->value == gpc->last_value &&
2637 gpc->frame == gpc->last_frame)
2640 redraw_panel = TRUE;
2646 // copy default game door content to main double buffer
2648 // !!! CHECK AGAIN !!!
2649 SetPanelBackground();
2650 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2651 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2653 // redraw game control buttons
2654 RedrawGameButtons();
2656 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2658 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2660 int nr = game_panel_order[i].nr;
2661 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2662 struct TextPosInfo *pos = gpc->pos;
2663 int type = gpc->type;
2664 int value = gpc->value;
2665 int frame = gpc->frame;
2666 int size = pos->size;
2667 int font = pos->font;
2668 boolean draw_masked = pos->draw_masked;
2669 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2671 if (PANEL_DEACTIVATED(pos))
2674 if (pos->class == get_hash_from_key("extra_panel_items") &&
2675 !setup.prefer_extra_panel_items)
2678 gpc->last_value = value;
2679 gpc->last_frame = frame;
2681 if (type == TYPE_INTEGER)
2683 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2684 nr == GAME_PANEL_INVENTORY_COUNT ||
2685 nr == GAME_PANEL_SCORE ||
2686 nr == GAME_PANEL_HIGHSCORE ||
2687 nr == GAME_PANEL_TIME)
2689 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2691 if (use_dynamic_size) // use dynamic number of digits
2693 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2694 nr == GAME_PANEL_INVENTORY_COUNT ||
2695 nr == GAME_PANEL_TIME ? 1000 : 100000);
2696 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2697 nr == GAME_PANEL_INVENTORY_COUNT ||
2698 nr == GAME_PANEL_TIME ? 1 : 2);
2699 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2700 nr == GAME_PANEL_INVENTORY_COUNT ||
2701 nr == GAME_PANEL_TIME ? 3 : 5);
2702 int size2 = size1 + size_add;
2703 int font1 = pos->font;
2704 int font2 = pos->font_alt;
2706 size = (value < value_change ? size1 : size2);
2707 font = (value < value_change ? font1 : font2);
2711 // correct text size if "digits" is zero or less
2713 size = strlen(int2str(value, size));
2715 // dynamically correct text alignment
2716 pos->width = size * getFontWidth(font);
2718 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2719 int2str(value, size), font, mask_mode);
2721 else if (type == TYPE_ELEMENT)
2723 int element, graphic;
2727 int dst_x = PANEL_XPOS(pos);
2728 int dst_y = PANEL_YPOS(pos);
2730 if (value != EL_UNDEFINED && value != EL_EMPTY)
2733 graphic = el2panelimg(value);
2736 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2737 element, EL_NAME(element), size);
2740 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2743 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2746 width = graphic_info[graphic].width * size / TILESIZE;
2747 height = graphic_info[graphic].height * size / TILESIZE;
2750 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2753 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2757 else if (type == TYPE_GRAPHIC)
2759 int graphic = gpc->graphic;
2760 int graphic_active = gpc->graphic_active;
2764 int dst_x = PANEL_XPOS(pos);
2765 int dst_y = PANEL_YPOS(pos);
2766 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2767 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2769 if (graphic != IMG_UNDEFINED && !skip)
2771 if (pos->style == STYLE_REVERSE)
2772 value = 100 - value;
2774 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2776 if (pos->direction & MV_HORIZONTAL)
2778 width = graphic_info[graphic_active].width * value / 100;
2779 height = graphic_info[graphic_active].height;
2781 if (pos->direction == MV_LEFT)
2783 src_x += graphic_info[graphic_active].width - width;
2784 dst_x += graphic_info[graphic_active].width - width;
2789 width = graphic_info[graphic_active].width;
2790 height = graphic_info[graphic_active].height * value / 100;
2792 if (pos->direction == MV_UP)
2794 src_y += graphic_info[graphic_active].height - height;
2795 dst_y += graphic_info[graphic_active].height - height;
2800 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2803 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2806 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2808 if (pos->direction & MV_HORIZONTAL)
2810 if (pos->direction == MV_RIGHT)
2817 dst_x = PANEL_XPOS(pos);
2820 width = graphic_info[graphic].width - width;
2824 if (pos->direction == MV_DOWN)
2831 dst_y = PANEL_YPOS(pos);
2834 height = graphic_info[graphic].height - height;
2838 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2841 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2845 else if (type == TYPE_STRING)
2847 boolean active = (value != 0);
2848 char *state_normal = "off";
2849 char *state_active = "on";
2850 char *state = (active ? state_active : state_normal);
2851 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2852 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2853 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2854 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2856 if (nr == GAME_PANEL_GRAVITY_STATE)
2858 int font1 = pos->font; // (used for normal state)
2859 int font2 = pos->font_alt; // (used for active state)
2861 font = (active ? font2 : font1);
2870 // don't truncate output if "chars" is zero or less
2873 // dynamically correct text alignment
2874 pos->width = size * getFontWidth(font);
2877 s_cut = getStringCopyN(s, size);
2879 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2880 s_cut, font, mask_mode);
2886 redraw_mask |= REDRAW_DOOR_1;
2889 SetGameStatus(GAME_MODE_PLAYING);
2892 void UpdateAndDisplayGameControlValues(void)
2894 if (tape.deactivate_display)
2897 UpdateGameControlValues();
2898 DisplayGameControlValues();
2901 void UpdateGameDoorValues(void)
2903 UpdateGameControlValues();
2906 void DrawGameDoorValues(void)
2908 DisplayGameControlValues();
2912 // ============================================================================
2914 // ----------------------------------------------------------------------------
2915 // initialize game engine due to level / tape version number
2916 // ============================================================================
2918 static void InitGameEngine(void)
2920 int i, j, k, l, x, y;
2922 // set game engine from tape file when re-playing, else from level file
2923 game.engine_version = (tape.playing ? tape.engine_version :
2924 level.game_version);
2926 // set single or multi-player game mode (needed for re-playing tapes)
2927 game.team_mode = setup.team_mode;
2931 int num_players = 0;
2933 for (i = 0; i < MAX_PLAYERS; i++)
2934 if (tape.player_participates[i])
2937 // multi-player tapes contain input data for more than one player
2938 game.team_mode = (num_players > 1);
2942 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2943 level.game_version);
2944 Debug("game:init:level", " tape.file_version == %06d",
2946 Debug("game:init:level", " tape.game_version == %06d",
2948 Debug("game:init:level", " tape.engine_version == %06d",
2949 tape.engine_version);
2950 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2951 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2954 // --------------------------------------------------------------------------
2955 // set flags for bugs and changes according to active game engine version
2956 // --------------------------------------------------------------------------
2960 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2962 Bug was introduced in version:
2965 Bug was fixed in version:
2969 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2970 but the property "can fall" was missing, which caused some levels to be
2971 unsolvable. This was fixed in version 4.2.0.0.
2973 Affected levels/tapes:
2974 An example for a tape that was fixed by this bugfix is tape 029 from the
2975 level set "rnd_sam_bateman".
2976 The wrong behaviour will still be used for all levels or tapes that were
2977 created/recorded with it. An example for this is tape 023 from the level
2978 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2981 boolean use_amoeba_dropping_cannot_fall_bug =
2982 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2983 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2985 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2986 tape.game_version < VERSION_IDENT(4,2,0,0)));
2989 Summary of bugfix/change:
2990 Fixed move speed of elements entering or leaving magic wall.
2992 Fixed/changed in version:
2996 Before 2.0.1, move speed of elements entering or leaving magic wall was
2997 twice as fast as it is now.
2998 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3000 Affected levels/tapes:
3001 The first condition is generally needed for all levels/tapes before version
3002 2.0.1, which might use the old behaviour before it was changed; known tapes
3003 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3004 The second condition is an exception from the above case and is needed for
3005 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3006 above, but before it was known that this change would break tapes like the
3007 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3008 although the engine version while recording maybe was before 2.0.1. There
3009 are a lot of tapes that are affected by this exception, like tape 006 from
3010 the level set "rnd_conor_mancone".
3013 boolean use_old_move_stepsize_for_magic_wall =
3014 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3016 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3017 tape.game_version < VERSION_IDENT(4,2,0,0)));
3020 Summary of bugfix/change:
3021 Fixed handling for custom elements that change when pushed by the player.
3023 Fixed/changed in version:
3027 Before 3.1.0, custom elements that "change when pushing" changed directly
3028 after the player started pushing them (until then handled in "DigField()").
3029 Since 3.1.0, these custom elements are not changed until the "pushing"
3030 move of the element is finished (now handled in "ContinueMoving()").
3032 Affected levels/tapes:
3033 The first condition is generally needed for all levels/tapes before version
3034 3.1.0, which might use the old behaviour before it was changed; known tapes
3035 that are affected are some tapes from the level set "Walpurgis Gardens" by
3037 The second condition is an exception from the above case and is needed for
3038 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3039 above (including some development versions of 3.1.0), but before it was
3040 known that this change would break tapes like the above and was fixed in
3041 3.1.1, so that the changed behaviour was active although the engine version
3042 while recording maybe was before 3.1.0. There is at least one tape that is
3043 affected by this exception, which is the tape for the one-level set "Bug
3044 Machine" by Juergen Bonhagen.
3047 game.use_change_when_pushing_bug =
3048 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3050 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3051 tape.game_version < VERSION_IDENT(3,1,1,0)));
3054 Summary of bugfix/change:
3055 Fixed handling for blocking the field the player leaves when moving.
3057 Fixed/changed in version:
3061 Before 3.1.1, when "block last field when moving" was enabled, the field
3062 the player is leaving when moving was blocked for the time of the move,
3063 and was directly unblocked afterwards. This resulted in the last field
3064 being blocked for exactly one less than the number of frames of one player
3065 move. Additionally, even when blocking was disabled, the last field was
3066 blocked for exactly one frame.
3067 Since 3.1.1, due to changes in player movement handling, the last field
3068 is not blocked at all when blocking is disabled. When blocking is enabled,
3069 the last field is blocked for exactly the number of frames of one player
3070 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3071 last field is blocked for exactly one more than the number of frames of
3074 Affected levels/tapes:
3075 (!!! yet to be determined -- probably many !!!)
3078 game.use_block_last_field_bug =
3079 (game.engine_version < VERSION_IDENT(3,1,1,0));
3081 /* various special flags and settings for native Emerald Mine game engine */
3083 game_em.use_single_button =
3084 (game.engine_version > VERSION_IDENT(4,0,0,2));
3086 game_em.use_snap_key_bug =
3087 (game.engine_version < VERSION_IDENT(4,0,1,0));
3089 game_em.use_random_bug =
3090 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3092 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3094 game_em.use_old_explosions = use_old_em_engine;
3095 game_em.use_old_android = use_old_em_engine;
3096 game_em.use_old_push_elements = use_old_em_engine;
3097 game_em.use_old_push_into_acid = use_old_em_engine;
3099 game_em.use_wrap_around = !use_old_em_engine;
3101 // --------------------------------------------------------------------------
3103 // set maximal allowed number of custom element changes per game frame
3104 game.max_num_changes_per_frame = 1;
3106 // default scan direction: scan playfield from top/left to bottom/right
3107 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3109 // dynamically adjust element properties according to game engine version
3110 InitElementPropertiesEngine(game.engine_version);
3112 // ---------- initialize special element properties -------------------------
3114 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3115 if (use_amoeba_dropping_cannot_fall_bug)
3116 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3118 // ---------- initialize player's initial move delay ------------------------
3120 // dynamically adjust player properties according to level information
3121 for (i = 0; i < MAX_PLAYERS; i++)
3122 game.initial_move_delay_value[i] =
3123 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3125 // dynamically adjust player properties according to game engine version
3126 for (i = 0; i < MAX_PLAYERS; i++)
3127 game.initial_move_delay[i] =
3128 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3129 game.initial_move_delay_value[i] : 0);
3131 // ---------- initialize player's initial push delay ------------------------
3133 // dynamically adjust player properties according to game engine version
3134 game.initial_push_delay_value =
3135 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3137 // ---------- initialize changing elements ----------------------------------
3139 // initialize changing elements information
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3142 struct ElementInfo *ei = &element_info[i];
3144 // this pointer might have been changed in the level editor
3145 ei->change = &ei->change_page[0];
3147 if (!IS_CUSTOM_ELEMENT(i))
3149 ei->change->target_element = EL_EMPTY_SPACE;
3150 ei->change->delay_fixed = 0;
3151 ei->change->delay_random = 0;
3152 ei->change->delay_frames = 1;
3155 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3157 ei->has_change_event[j] = FALSE;
3159 ei->event_page_nr[j] = 0;
3160 ei->event_page[j] = &ei->change_page[0];
3164 // add changing elements from pre-defined list
3165 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3167 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3168 struct ElementInfo *ei = &element_info[ch_delay->element];
3170 ei->change->target_element = ch_delay->target_element;
3171 ei->change->delay_fixed = ch_delay->change_delay;
3173 ei->change->pre_change_function = ch_delay->pre_change_function;
3174 ei->change->change_function = ch_delay->change_function;
3175 ei->change->post_change_function = ch_delay->post_change_function;
3177 ei->change->can_change = TRUE;
3178 ei->change->can_change_or_has_action = TRUE;
3180 ei->has_change_event[CE_DELAY] = TRUE;
3182 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3183 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3186 // ---------- initialize internal run-time variables ------------------------
3188 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3190 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3192 for (j = 0; j < ei->num_change_pages; j++)
3194 ei->change_page[j].can_change_or_has_action =
3195 (ei->change_page[j].can_change |
3196 ei->change_page[j].has_action);
3200 // add change events from custom element configuration
3201 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3203 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3205 for (j = 0; j < ei->num_change_pages; j++)
3207 if (!ei->change_page[j].can_change_or_has_action)
3210 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3212 // only add event page for the first page found with this event
3213 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3215 ei->has_change_event[k] = TRUE;
3217 ei->event_page_nr[k] = j;
3218 ei->event_page[k] = &ei->change_page[j];
3224 // ---------- initialize reference elements in change conditions ------------
3226 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3228 int element = EL_CUSTOM_START + i;
3229 struct ElementInfo *ei = &element_info[element];
3231 for (j = 0; j < ei->num_change_pages; j++)
3233 int trigger_element = ei->change_page[j].initial_trigger_element;
3235 if (trigger_element >= EL_PREV_CE_8 &&
3236 trigger_element <= EL_NEXT_CE_8)
3237 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3239 ei->change_page[j].trigger_element = trigger_element;
3243 // ---------- initialize run-time trigger player and element ----------------
3245 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3247 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3249 for (j = 0; j < ei->num_change_pages; j++)
3251 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3252 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3253 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3254 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3255 ei->change_page[j].actual_trigger_ce_value = 0;
3256 ei->change_page[j].actual_trigger_ce_score = 0;
3260 // ---------- initialize trigger events -------------------------------------
3262 // initialize trigger events information
3263 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3264 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3265 trigger_events[i][j] = FALSE;
3267 // add trigger events from element change event properties
3268 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 if (!ei->change_page[j].can_change_or_has_action)
3277 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3279 int trigger_element = ei->change_page[j].trigger_element;
3281 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3283 if (ei->change_page[j].has_event[k])
3285 if (IS_GROUP_ELEMENT(trigger_element))
3287 struct ElementGroupInfo *group =
3288 element_info[trigger_element].group;
3290 for (l = 0; l < group->num_elements_resolved; l++)
3291 trigger_events[group->element_resolved[l]][k] = TRUE;
3293 else if (trigger_element == EL_ANY_ELEMENT)
3294 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3295 trigger_events[l][k] = TRUE;
3297 trigger_events[trigger_element][k] = TRUE;
3304 // ---------- initialize push delay -----------------------------------------
3306 // initialize push delay values to default
3307 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3309 if (!IS_CUSTOM_ELEMENT(i))
3311 // set default push delay values (corrected since version 3.0.7-1)
3312 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3314 element_info[i].push_delay_fixed = 2;
3315 element_info[i].push_delay_random = 8;
3319 element_info[i].push_delay_fixed = 8;
3320 element_info[i].push_delay_random = 8;
3325 // set push delay value for certain elements from pre-defined list
3326 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3328 int e = push_delay_list[i].element;
3330 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3331 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3334 // set push delay value for Supaplex elements for newer engine versions
3335 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3337 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3339 if (IS_SP_ELEMENT(i))
3341 // set SP push delay to just enough to push under a falling zonk
3342 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3344 element_info[i].push_delay_fixed = delay;
3345 element_info[i].push_delay_random = 0;
3350 // ---------- initialize move stepsize --------------------------------------
3352 // initialize move stepsize values to default
3353 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3354 if (!IS_CUSTOM_ELEMENT(i))
3355 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3357 // set move stepsize value for certain elements from pre-defined list
3358 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3360 int e = move_stepsize_list[i].element;
3362 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3364 // set move stepsize value for certain elements for older engine versions
3365 if (use_old_move_stepsize_for_magic_wall)
3367 if (e == EL_MAGIC_WALL_FILLING ||
3368 e == EL_MAGIC_WALL_EMPTYING ||
3369 e == EL_BD_MAGIC_WALL_FILLING ||
3370 e == EL_BD_MAGIC_WALL_EMPTYING)
3371 element_info[e].move_stepsize *= 2;
3375 // ---------- initialize collect score --------------------------------------
3377 // initialize collect score values for custom elements from initial value
3378 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3379 if (IS_CUSTOM_ELEMENT(i))
3380 element_info[i].collect_score = element_info[i].collect_score_initial;
3382 // ---------- initialize collect count --------------------------------------
3384 // initialize collect count values for non-custom elements
3385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3386 if (!IS_CUSTOM_ELEMENT(i))
3387 element_info[i].collect_count_initial = 0;
3389 // add collect count values for all elements from pre-defined list
3390 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3391 element_info[collect_count_list[i].element].collect_count_initial =
3392 collect_count_list[i].count;
3394 // ---------- initialize access direction -----------------------------------
3396 // initialize access direction values to default (access from every side)
3397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3398 if (!IS_CUSTOM_ELEMENT(i))
3399 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3401 // set access direction value for certain elements from pre-defined list
3402 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3403 element_info[access_direction_list[i].element].access_direction =
3404 access_direction_list[i].direction;
3406 // ---------- initialize explosion content ----------------------------------
3407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3409 if (IS_CUSTOM_ELEMENT(i))
3412 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3414 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3416 element_info[i].content.e[x][y] =
3417 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3418 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3419 i == EL_PLAYER_3 ? EL_EMERALD :
3420 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3421 i == EL_MOLE ? EL_EMERALD_RED :
3422 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3423 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3424 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3425 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3426 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3427 i == EL_WALL_EMERALD ? EL_EMERALD :
3428 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3429 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3430 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3431 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3432 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3433 i == EL_WALL_PEARL ? EL_PEARL :
3434 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3439 // ---------- initialize recursion detection --------------------------------
3440 recursion_loop_depth = 0;
3441 recursion_loop_detected = FALSE;
3442 recursion_loop_element = EL_UNDEFINED;
3444 // ---------- initialize graphics engine ------------------------------------
3445 game.scroll_delay_value =
3446 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3447 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3448 !setup.forced_scroll_delay ? 0 :
3449 setup.scroll_delay ? setup.scroll_delay_value : 0);
3450 game.scroll_delay_value =
3451 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3453 // ---------- initialize game engine snapshots ------------------------------
3454 for (i = 0; i < MAX_PLAYERS; i++)
3455 game.snapshot.last_action[i] = 0;
3456 game.snapshot.changed_action = FALSE;
3457 game.snapshot.collected_item = FALSE;
3458 game.snapshot.mode =
3459 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3460 SNAPSHOT_MODE_EVERY_STEP :
3461 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3462 SNAPSHOT_MODE_EVERY_MOVE :
3463 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3464 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3465 game.snapshot.save_snapshot = FALSE;
3467 // ---------- initialize level time for Supaplex engine ---------------------
3468 // Supaplex levels with time limit currently unsupported -- should be added
3469 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3472 // ---------- initialize flags for handling game actions --------------------
3474 // set flags for game actions to default values
3475 game.use_key_actions = TRUE;
3476 game.use_mouse_actions = FALSE;
3478 // when using Mirror Magic game engine, handle mouse events only
3479 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3481 game.use_key_actions = FALSE;
3482 game.use_mouse_actions = TRUE;
3485 // check for custom elements with mouse click events
3486 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3488 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3490 int element = EL_CUSTOM_START + i;
3492 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3493 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3494 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3495 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3496 game.use_mouse_actions = TRUE;
3501 static int get_num_special_action(int element, int action_first,
3504 int num_special_action = 0;
3507 for (i = action_first; i <= action_last; i++)
3509 boolean found = FALSE;
3511 for (j = 0; j < NUM_DIRECTIONS; j++)
3512 if (el_act_dir2img(element, i, j) !=
3513 el_act_dir2img(element, ACTION_DEFAULT, j))
3517 num_special_action++;
3522 return num_special_action;
3526 // ============================================================================
3528 // ----------------------------------------------------------------------------
3529 // initialize and start new game
3530 // ============================================================================
3532 #if DEBUG_INIT_PLAYER
3533 static void DebugPrintPlayerStatus(char *message)
3540 Debug("game:init:player", "%s:", message);
3542 for (i = 0; i < MAX_PLAYERS; i++)
3544 struct PlayerInfo *player = &stored_player[i];
3546 Debug("game:init:player",
3547 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3551 player->connected_locally,
3552 player->connected_network,
3554 (local_player == player ? " (local player)" : ""));
3561 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3562 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3563 int fade_mask = REDRAW_FIELD;
3565 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3566 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3567 int initial_move_dir = MV_DOWN;
3570 // required here to update video display before fading (FIX THIS)
3571 DrawMaskedBorder(REDRAW_DOOR_2);
3573 if (!game.restart_level)
3574 CloseDoor(DOOR_CLOSE_1);
3576 SetGameStatus(GAME_MODE_PLAYING);
3578 if (level_editor_test_game)
3579 FadeSkipNextFadeOut();
3581 FadeSetEnterScreen();
3584 fade_mask = REDRAW_ALL;
3586 FadeLevelSoundsAndMusic();
3588 ExpireSoundLoops(TRUE);
3592 if (level_editor_test_game)
3593 FadeSkipNextFadeIn();
3595 // needed if different viewport properties defined for playing
3596 ChangeViewportPropertiesIfNeeded();
3600 DrawCompleteVideoDisplay();
3602 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3605 InitGameControlValues();
3609 // initialize tape actions from game when recording tape
3610 tape.use_key_actions = game.use_key_actions;
3611 tape.use_mouse_actions = game.use_mouse_actions;
3613 // initialize visible playfield size when recording tape (for team mode)
3614 tape.scr_fieldx = SCR_FIELDX;
3615 tape.scr_fieldy = SCR_FIELDY;
3618 // don't play tapes over network
3619 network_playing = (network.enabled && !tape.playing);
3621 for (i = 0; i < MAX_PLAYERS; i++)
3623 struct PlayerInfo *player = &stored_player[i];
3625 player->index_nr = i;
3626 player->index_bit = (1 << i);
3627 player->element_nr = EL_PLAYER_1 + i;
3629 player->present = FALSE;
3630 player->active = FALSE;
3631 player->mapped = FALSE;
3633 player->killed = FALSE;
3634 player->reanimated = FALSE;
3635 player->buried = FALSE;
3638 player->effective_action = 0;
3639 player->programmed_action = 0;
3640 player->snap_action = 0;
3642 player->mouse_action.lx = 0;
3643 player->mouse_action.ly = 0;
3644 player->mouse_action.button = 0;
3645 player->mouse_action.button_hint = 0;
3647 player->effective_mouse_action.lx = 0;
3648 player->effective_mouse_action.ly = 0;
3649 player->effective_mouse_action.button = 0;
3650 player->effective_mouse_action.button_hint = 0;
3652 for (j = 0; j < MAX_NUM_KEYS; j++)
3653 player->key[j] = FALSE;
3655 player->num_white_keys = 0;
3657 player->dynabomb_count = 0;
3658 player->dynabomb_size = 1;
3659 player->dynabombs_left = 0;
3660 player->dynabomb_xl = FALSE;
3662 player->MovDir = initial_move_dir;
3665 player->GfxDir = initial_move_dir;
3666 player->GfxAction = ACTION_DEFAULT;
3668 player->StepFrame = 0;
3670 player->initial_element = player->element_nr;
3671 player->artwork_element =
3672 (level.use_artwork_element[i] ? level.artwork_element[i] :
3673 player->element_nr);
3674 player->use_murphy = FALSE;
3676 player->block_last_field = FALSE; // initialized in InitPlayerField()
3677 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3679 player->gravity = level.initial_player_gravity[i];
3681 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3683 player->actual_frame_counter.count = 0;
3684 player->actual_frame_counter.value = 1;
3686 player->step_counter = 0;
3688 player->last_move_dir = initial_move_dir;
3690 player->is_active = FALSE;
3692 player->is_waiting = FALSE;
3693 player->is_moving = FALSE;
3694 player->is_auto_moving = FALSE;
3695 player->is_digging = FALSE;
3696 player->is_snapping = FALSE;
3697 player->is_collecting = FALSE;
3698 player->is_pushing = FALSE;
3699 player->is_switching = FALSE;
3700 player->is_dropping = FALSE;
3701 player->is_dropping_pressed = FALSE;
3703 player->is_bored = FALSE;
3704 player->is_sleeping = FALSE;
3706 player->was_waiting = TRUE;
3707 player->was_moving = FALSE;
3708 player->was_snapping = FALSE;
3709 player->was_dropping = FALSE;
3711 player->force_dropping = FALSE;
3713 player->frame_counter_bored = -1;
3714 player->frame_counter_sleeping = -1;
3716 player->anim_delay_counter = 0;
3717 player->post_delay_counter = 0;
3719 player->dir_waiting = initial_move_dir;
3720 player->action_waiting = ACTION_DEFAULT;
3721 player->last_action_waiting = ACTION_DEFAULT;
3722 player->special_action_bored = ACTION_DEFAULT;
3723 player->special_action_sleeping = ACTION_DEFAULT;
3725 player->switch_x = -1;
3726 player->switch_y = -1;
3728 player->drop_x = -1;
3729 player->drop_y = -1;
3731 player->show_envelope = 0;
3733 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3735 player->push_delay = -1; // initialized when pushing starts
3736 player->push_delay_value = game.initial_push_delay_value;
3738 player->drop_delay = 0;
3739 player->drop_pressed_delay = 0;
3741 player->last_jx = -1;
3742 player->last_jy = -1;
3746 player->shield_normal_time_left = 0;
3747 player->shield_deadly_time_left = 0;
3749 player->last_removed_element = EL_UNDEFINED;
3751 player->inventory_infinite_element = EL_UNDEFINED;
3752 player->inventory_size = 0;
3754 if (level.use_initial_inventory[i])
3756 for (j = 0; j < level.initial_inventory_size[i]; j++)
3758 int element = level.initial_inventory_content[i][j];
3759 int collect_count = element_info[element].collect_count_initial;
3762 if (!IS_CUSTOM_ELEMENT(element))
3765 if (collect_count == 0)
3766 player->inventory_infinite_element = element;
3768 for (k = 0; k < collect_count; k++)
3769 if (player->inventory_size < MAX_INVENTORY_SIZE)
3770 player->inventory_element[player->inventory_size++] = element;
3774 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3775 SnapField(player, 0, 0);
3777 map_player_action[i] = i;
3780 network_player_action_received = FALSE;
3782 // initial null action
3783 if (network_playing)
3784 SendToServer_MovePlayer(MV_NONE);
3789 TimeLeft = level.time;
3792 ScreenMovDir = MV_NONE;
3796 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3798 game.robot_wheel_x = -1;
3799 game.robot_wheel_y = -1;
3804 game.all_players_gone = FALSE;
3806 game.LevelSolved = FALSE;
3807 game.GameOver = FALSE;
3809 game.GamePlayed = !tape.playing;
3811 game.LevelSolved_GameWon = FALSE;
3812 game.LevelSolved_GameEnd = FALSE;
3813 game.LevelSolved_SaveTape = FALSE;
3814 game.LevelSolved_SaveScore = FALSE;
3816 game.LevelSolved_CountingTime = 0;
3817 game.LevelSolved_CountingScore = 0;
3818 game.LevelSolved_CountingHealth = 0;
3820 game.panel.active = TRUE;
3822 game.no_level_time_limit = (level.time == 0);
3823 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3825 game.yamyam_content_nr = 0;
3826 game.robot_wheel_active = FALSE;
3827 game.magic_wall_active = FALSE;
3828 game.magic_wall_time_left = 0;
3829 game.light_time_left = 0;
3830 game.timegate_time_left = 0;
3831 game.switchgate_pos = 0;
3832 game.wind_direction = level.wind_direction_initial;
3834 game.time_final = 0;
3835 game.score_time_final = 0;
3838 game.score_final = 0;
3840 game.health = MAX_HEALTH;
3841 game.health_final = MAX_HEALTH;
3843 game.gems_still_needed = level.gems_needed;
3844 game.sokoban_fields_still_needed = 0;
3845 game.sokoban_objects_still_needed = 0;
3846 game.lights_still_needed = 0;
3847 game.players_still_needed = 0;
3848 game.friends_still_needed = 0;
3850 game.lenses_time_left = 0;
3851 game.magnify_time_left = 0;
3853 game.ball_active = level.ball_active_initial;
3854 game.ball_content_nr = 0;
3856 game.explosions_delayed = TRUE;
3858 game.envelope_active = FALSE;
3860 // special case: set custom artwork setting to initial value
3861 game.use_masked_elements = game.use_masked_elements_initial;
3863 for (i = 0; i < NUM_BELTS; i++)
3865 game.belt_dir[i] = MV_NONE;
3866 game.belt_dir_nr[i] = 3; // not moving, next moving left
3869 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3870 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3872 #if DEBUG_INIT_PLAYER
3873 DebugPrintPlayerStatus("Player status at level initialization");
3876 SCAN_PLAYFIELD(x, y)
3878 Tile[x][y] = Last[x][y] = level.field[x][y];
3879 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3880 ChangeDelay[x][y] = 0;
3881 ChangePage[x][y] = -1;
3882 CustomValue[x][y] = 0; // initialized in InitField()
3883 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3885 WasJustMoving[x][y] = 0;
3886 WasJustFalling[x][y] = 0;
3887 CheckCollision[x][y] = 0;
3888 CheckImpact[x][y] = 0;
3890 Pushed[x][y] = FALSE;
3892 ChangeCount[x][y] = 0;
3893 ChangeEvent[x][y] = -1;
3895 ExplodePhase[x][y] = 0;
3896 ExplodeDelay[x][y] = 0;
3897 ExplodeField[x][y] = EX_TYPE_NONE;
3899 RunnerVisit[x][y] = 0;
3900 PlayerVisit[x][y] = 0;
3903 GfxRandom[x][y] = INIT_GFX_RANDOM();
3904 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3905 GfxElement[x][y] = EL_UNDEFINED;
3906 GfxElementEmpty[x][y] = EL_EMPTY;
3907 GfxAction[x][y] = ACTION_DEFAULT;
3908 GfxDir[x][y] = MV_NONE;
3909 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3912 SCAN_PLAYFIELD(x, y)
3914 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3916 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3919 InitField(x, y, TRUE);
3921 ResetGfxAnimation(x, y);
3926 for (i = 0; i < MAX_PLAYERS; i++)
3928 struct PlayerInfo *player = &stored_player[i];
3930 // set number of special actions for bored and sleeping animation
3931 player->num_special_action_bored =
3932 get_num_special_action(player->artwork_element,
3933 ACTION_BORING_1, ACTION_BORING_LAST);
3934 player->num_special_action_sleeping =
3935 get_num_special_action(player->artwork_element,
3936 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3939 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3940 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3942 // initialize type of slippery elements
3943 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3945 if (!IS_CUSTOM_ELEMENT(i))
3947 // default: elements slip down either to the left or right randomly
3948 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3950 // SP style elements prefer to slip down on the left side
3951 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3952 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3954 // BD style elements prefer to slip down on the left side
3955 if (game.emulation == EMU_BOULDERDASH)
3956 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3960 // initialize explosion and ignition delay
3961 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3963 if (!IS_CUSTOM_ELEMENT(i))
3966 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3967 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3968 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3969 int last_phase = (num_phase + 1) * delay;
3970 int half_phase = (num_phase / 2) * delay;
3972 element_info[i].explosion_delay = last_phase - 1;
3973 element_info[i].ignition_delay = half_phase;
3975 if (i == EL_BLACK_ORB)
3976 element_info[i].ignition_delay = 1;
3980 // correct non-moving belts to start moving left
3981 for (i = 0; i < NUM_BELTS; i++)
3982 if (game.belt_dir[i] == MV_NONE)
3983 game.belt_dir_nr[i] = 3; // not moving, next moving left
3985 #if USE_NEW_PLAYER_ASSIGNMENTS
3986 // use preferred player also in local single-player mode
3987 if (!network.enabled && !game.team_mode)
3989 int new_index_nr = setup.network_player_nr;
3991 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3993 for (i = 0; i < MAX_PLAYERS; i++)
3994 stored_player[i].connected_locally = FALSE;
3996 stored_player[new_index_nr].connected_locally = TRUE;
4000 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected = FALSE;
4004 // in network game mode, the local player might not be the first player
4005 if (stored_player[i].connected_locally)
4006 local_player = &stored_player[i];
4009 if (!network.enabled)
4010 local_player->connected = TRUE;
4014 for (i = 0; i < MAX_PLAYERS; i++)
4015 stored_player[i].connected = tape.player_participates[i];
4017 else if (network.enabled)
4019 // add team mode players connected over the network (needed for correct
4020 // assignment of player figures from level to locally playing players)
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 if (stored_player[i].connected_network)
4024 stored_player[i].connected = TRUE;
4026 else if (game.team_mode)
4028 // try to guess locally connected team mode players (needed for correct
4029 // assignment of player figures from level to locally playing players)
4031 for (i = 0; i < MAX_PLAYERS; i++)
4032 if (setup.input[i].use_joystick ||
4033 setup.input[i].key.left != KSYM_UNDEFINED)
4034 stored_player[i].connected = TRUE;
4037 #if DEBUG_INIT_PLAYER
4038 DebugPrintPlayerStatus("Player status after level initialization");
4041 #if DEBUG_INIT_PLAYER
4042 Debug("game:init:player", "Reassigning players ...");
4045 // check if any connected player was not found in playfield
4046 for (i = 0; i < MAX_PLAYERS; i++)
4048 struct PlayerInfo *player = &stored_player[i];
4050 if (player->connected && !player->present)
4052 struct PlayerInfo *field_player = NULL;
4054 #if DEBUG_INIT_PLAYER
4055 Debug("game:init:player",
4056 "- looking for field player for player %d ...", i + 1);
4059 // assign first free player found that is present in the playfield
4061 // first try: look for unmapped playfield player that is not connected
4062 for (j = 0; j < MAX_PLAYERS; j++)
4063 if (field_player == NULL &&
4064 stored_player[j].present &&
4065 !stored_player[j].mapped &&
4066 !stored_player[j].connected)
4067 field_player = &stored_player[j];
4069 // second try: look for *any* unmapped playfield player
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped)
4074 field_player = &stored_player[j];
4076 if (field_player != NULL)
4078 int jx = field_player->jx, jy = field_player->jy;
4080 #if DEBUG_INIT_PLAYER
4081 Debug("game:init:player", "- found player %d",
4082 field_player->index_nr + 1);
4085 player->present = FALSE;
4086 player->active = FALSE;
4088 field_player->present = TRUE;
4089 field_player->active = TRUE;
4092 player->initial_element = field_player->initial_element;
4093 player->artwork_element = field_player->artwork_element;
4095 player->block_last_field = field_player->block_last_field;
4096 player->block_delay_adjustment = field_player->block_delay_adjustment;
4099 StorePlayer[jx][jy] = field_player->element_nr;
4101 field_player->jx = field_player->last_jx = jx;
4102 field_player->jy = field_player->last_jy = jy;
4104 if (local_player == player)
4105 local_player = field_player;
4107 map_player_action[field_player->index_nr] = i;
4109 field_player->mapped = TRUE;
4111 #if DEBUG_INIT_PLAYER
4112 Debug("game:init:player", "- map_player_action[%d] == %d",
4113 field_player->index_nr + 1, i + 1);
4118 if (player->connected && player->present)
4119 player->mapped = TRUE;
4122 #if DEBUG_INIT_PLAYER
4123 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4128 // check if any connected player was not found in playfield
4129 for (i = 0; i < MAX_PLAYERS; i++)
4131 struct PlayerInfo *player = &stored_player[i];
4133 if (player->connected && !player->present)
4135 for (j = 0; j < MAX_PLAYERS; j++)
4137 struct PlayerInfo *field_player = &stored_player[j];
4138 int jx = field_player->jx, jy = field_player->jy;
4140 // assign first free player found that is present in the playfield
4141 if (field_player->present && !field_player->connected)
4143 player->present = TRUE;
4144 player->active = TRUE;
4146 field_player->present = FALSE;
4147 field_player->active = FALSE;
4149 player->initial_element = field_player->initial_element;
4150 player->artwork_element = field_player->artwork_element;
4152 player->block_last_field = field_player->block_last_field;
4153 player->block_delay_adjustment = field_player->block_delay_adjustment;
4155 StorePlayer[jx][jy] = player->element_nr;
4157 player->jx = player->last_jx = jx;
4158 player->jy = player->last_jy = jy;
4168 Debug("game:init:player", "local_player->present == %d",
4169 local_player->present);
4172 // set focus to local player for network games, else to all players
4173 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4174 game.centered_player_nr_next = game.centered_player_nr;
4175 game.set_centered_player = FALSE;
4176 game.set_centered_player_wrap = FALSE;
4178 if (network_playing && tape.recording)
4180 // store client dependent player focus when recording network games
4181 tape.centered_player_nr_next = game.centered_player_nr_next;
4182 tape.set_centered_player = TRUE;
4187 // when playing a tape, eliminate all players who do not participate
4189 #if USE_NEW_PLAYER_ASSIGNMENTS
4191 if (!game.team_mode)
4193 for (i = 0; i < MAX_PLAYERS; i++)
4195 if (stored_player[i].active &&
4196 !tape.player_participates[map_player_action[i]])
4198 struct PlayerInfo *player = &stored_player[i];
4199 int jx = player->jx, jy = player->jy;
4201 #if DEBUG_INIT_PLAYER
4202 Debug("game:init:player", "Removing player %d at (%d, %d)",
4206 player->active = FALSE;
4207 StorePlayer[jx][jy] = 0;
4208 Tile[jx][jy] = EL_EMPTY;
4215 for (i = 0; i < MAX_PLAYERS; i++)
4217 if (stored_player[i].active &&
4218 !tape.player_participates[i])
4220 struct PlayerInfo *player = &stored_player[i];
4221 int jx = player->jx, jy = player->jy;
4223 player->active = FALSE;
4224 StorePlayer[jx][jy] = 0;
4225 Tile[jx][jy] = EL_EMPTY;
4230 else if (!network.enabled && !game.team_mode) // && !tape.playing
4232 // when in single player mode, eliminate all but the local player
4234 for (i = 0; i < MAX_PLAYERS; i++)
4236 struct PlayerInfo *player = &stored_player[i];
4238 if (player->active && player != local_player)
4240 int jx = player->jx, jy = player->jy;
4242 player->active = FALSE;
4243 player->present = FALSE;
4245 StorePlayer[jx][jy] = 0;
4246 Tile[jx][jy] = EL_EMPTY;
4251 for (i = 0; i < MAX_PLAYERS; i++)
4252 if (stored_player[i].active)
4253 game.players_still_needed++;
4255 if (level.solved_by_one_player)
4256 game.players_still_needed = 1;
4258 // when recording the game, store which players take part in the game
4261 #if USE_NEW_PLAYER_ASSIGNMENTS
4262 for (i = 0; i < MAX_PLAYERS; i++)
4263 if (stored_player[i].connected)
4264 tape.player_participates[i] = TRUE;
4266 for (i = 0; i < MAX_PLAYERS; i++)
4267 if (stored_player[i].active)
4268 tape.player_participates[i] = TRUE;
4272 #if DEBUG_INIT_PLAYER
4273 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4276 if (BorderElement == EL_EMPTY)
4279 SBX_Right = lev_fieldx - SCR_FIELDX;
4281 SBY_Lower = lev_fieldy - SCR_FIELDY;
4286 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4288 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4291 if (full_lev_fieldx <= SCR_FIELDX)
4292 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4293 if (full_lev_fieldy <= SCR_FIELDY)
4294 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4296 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4298 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4301 // if local player not found, look for custom element that might create
4302 // the player (make some assumptions about the right custom element)
4303 if (!local_player->present)
4305 int start_x = 0, start_y = 0;
4306 int found_rating = 0;
4307 int found_element = EL_UNDEFINED;
4308 int player_nr = local_player->index_nr;
4310 SCAN_PLAYFIELD(x, y)
4312 int element = Tile[x][y];
4317 if (level.use_start_element[player_nr] &&
4318 level.start_element[player_nr] == element &&
4325 found_element = element;
4328 if (!IS_CUSTOM_ELEMENT(element))
4331 if (CAN_CHANGE(element))
4333 for (i = 0; i < element_info[element].num_change_pages; i++)
4335 // check for player created from custom element as single target
4336 content = element_info[element].change_page[i].target_element;
4337 is_player = IS_PLAYER_ELEMENT(content);
4339 if (is_player && (found_rating < 3 ||
4340 (found_rating == 3 && element < found_element)))
4346 found_element = element;
4351 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4353 // check for player created from custom element as explosion content
4354 content = element_info[element].content.e[xx][yy];
4355 is_player = IS_PLAYER_ELEMENT(content);
4357 if (is_player && (found_rating < 2 ||
4358 (found_rating == 2 && element < found_element)))
4360 start_x = x + xx - 1;
4361 start_y = y + yy - 1;
4364 found_element = element;
4367 if (!CAN_CHANGE(element))
4370 for (i = 0; i < element_info[element].num_change_pages; i++)
4372 // check for player created from custom element as extended target
4374 element_info[element].change_page[i].target_content.e[xx][yy];
4376 is_player = IS_PLAYER_ELEMENT(content);
4378 if (is_player && (found_rating < 1 ||
4379 (found_rating == 1 && element < found_element)))
4381 start_x = x + xx - 1;
4382 start_y = y + yy - 1;
4385 found_element = element;
4391 scroll_x = SCROLL_POSITION_X(start_x);
4392 scroll_y = SCROLL_POSITION_Y(start_y);
4396 scroll_x = SCROLL_POSITION_X(local_player->jx);
4397 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4400 // !!! FIX THIS (START) !!!
4401 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4403 InitGameEngine_EM();
4405 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4407 InitGameEngine_SP();
4409 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4411 InitGameEngine_MM();
4415 DrawLevel(REDRAW_FIELD);
4418 // after drawing the level, correct some elements
4419 if (game.timegate_time_left == 0)
4420 CloseAllOpenTimegates();
4423 // blit playfield from scroll buffer to normal back buffer for fading in
4424 BlitScreenToBitmap(backbuffer);
4425 // !!! FIX THIS (END) !!!
4427 DrawMaskedBorder(fade_mask);
4432 // full screen redraw is required at this point in the following cases:
4433 // - special editor door undrawn when game was started from level editor
4434 // - drawing area (playfield) was changed and has to be removed completely
4435 redraw_mask = REDRAW_ALL;
4439 if (!game.restart_level)
4441 // copy default game door content to main double buffer
4443 // !!! CHECK AGAIN !!!
4444 SetPanelBackground();
4445 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4446 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4449 SetPanelBackground();
4450 SetDrawBackgroundMask(REDRAW_DOOR_1);
4452 UpdateAndDisplayGameControlValues();
4454 if (!game.restart_level)
4460 CreateGameButtons();
4465 // copy actual game door content to door double buffer for OpenDoor()
4466 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4468 OpenDoor(DOOR_OPEN_ALL);
4470 KeyboardAutoRepeatOffUnlessAutoplay();
4472 #if DEBUG_INIT_PLAYER
4473 DebugPrintPlayerStatus("Player status (final)");
4482 if (!game.restart_level && !tape.playing)
4484 LevelStats_incPlayed(level_nr);
4486 SaveLevelSetup_SeriesInfo();
4489 game.restart_level = FALSE;
4490 game.restart_game_message = NULL;
4492 game.request_active = FALSE;
4493 game.request_active_or_moving = FALSE;
4495 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4496 InitGameActions_MM();
4498 SaveEngineSnapshotToListInitial();
4500 if (!game.restart_level)
4502 PlaySound(SND_GAME_STARTING);
4504 if (setup.sound_music)
4508 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4511 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4512 int actual_player_x, int actual_player_y)
4514 // this is used for non-R'n'D game engines to update certain engine values
4516 // needed to determine if sounds are played within the visible screen area
4517 scroll_x = actual_scroll_x;
4518 scroll_y = actual_scroll_y;
4520 // needed to get player position for "follow finger" playing input method
4521 local_player->jx = actual_player_x;
4522 local_player->jy = actual_player_y;
4525 void InitMovDir(int x, int y)
4527 int i, element = Tile[x][y];
4528 static int xy[4][2] =
4535 static int direction[3][4] =
4537 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4538 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4539 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4548 Tile[x][y] = EL_BUG;
4549 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4552 case EL_SPACESHIP_RIGHT:
4553 case EL_SPACESHIP_UP:
4554 case EL_SPACESHIP_LEFT:
4555 case EL_SPACESHIP_DOWN:
4556 Tile[x][y] = EL_SPACESHIP;
4557 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4560 case EL_BD_BUTTERFLY_RIGHT:
4561 case EL_BD_BUTTERFLY_UP:
4562 case EL_BD_BUTTERFLY_LEFT:
4563 case EL_BD_BUTTERFLY_DOWN:
4564 Tile[x][y] = EL_BD_BUTTERFLY;
4565 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4568 case EL_BD_FIREFLY_RIGHT:
4569 case EL_BD_FIREFLY_UP:
4570 case EL_BD_FIREFLY_LEFT:
4571 case EL_BD_FIREFLY_DOWN:
4572 Tile[x][y] = EL_BD_FIREFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4576 case EL_PACMAN_RIGHT:
4578 case EL_PACMAN_LEFT:
4579 case EL_PACMAN_DOWN:
4580 Tile[x][y] = EL_PACMAN;
4581 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4584 case EL_YAMYAM_LEFT:
4585 case EL_YAMYAM_RIGHT:
4587 case EL_YAMYAM_DOWN:
4588 Tile[x][y] = EL_YAMYAM;
4589 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4592 case EL_SP_SNIKSNAK:
4593 MovDir[x][y] = MV_UP;
4596 case EL_SP_ELECTRON:
4597 MovDir[x][y] = MV_LEFT;
4604 Tile[x][y] = EL_MOLE;
4605 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4608 case EL_SPRING_LEFT:
4609 case EL_SPRING_RIGHT:
4610 Tile[x][y] = EL_SPRING;
4611 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4615 if (IS_CUSTOM_ELEMENT(element))
4617 struct ElementInfo *ei = &element_info[element];
4618 int move_direction_initial = ei->move_direction_initial;
4619 int move_pattern = ei->move_pattern;
4621 if (move_direction_initial == MV_START_PREVIOUS)
4623 if (MovDir[x][y] != MV_NONE)
4626 move_direction_initial = MV_START_AUTOMATIC;
4629 if (move_direction_initial == MV_START_RANDOM)
4630 MovDir[x][y] = 1 << RND(4);
4631 else if (move_direction_initial & MV_ANY_DIRECTION)
4632 MovDir[x][y] = move_direction_initial;
4633 else if (move_pattern == MV_ALL_DIRECTIONS ||
4634 move_pattern == MV_TURNING_LEFT ||
4635 move_pattern == MV_TURNING_RIGHT ||
4636 move_pattern == MV_TURNING_LEFT_RIGHT ||
4637 move_pattern == MV_TURNING_RIGHT_LEFT ||
4638 move_pattern == MV_TURNING_RANDOM)
4639 MovDir[x][y] = 1 << RND(4);
4640 else if (move_pattern == MV_HORIZONTAL)
4641 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4642 else if (move_pattern == MV_VERTICAL)
4643 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4644 else if (move_pattern & MV_ANY_DIRECTION)
4645 MovDir[x][y] = element_info[element].move_pattern;
4646 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4647 move_pattern == MV_ALONG_RIGHT_SIDE)
4649 // use random direction as default start direction
4650 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4651 MovDir[x][y] = 1 << RND(4);
4653 for (i = 0; i < NUM_DIRECTIONS; i++)
4655 int x1 = x + xy[i][0];
4656 int y1 = y + xy[i][1];
4658 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4660 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4661 MovDir[x][y] = direction[0][i];
4663 MovDir[x][y] = direction[1][i];
4672 MovDir[x][y] = 1 << RND(4);
4674 if (element != EL_BUG &&
4675 element != EL_SPACESHIP &&
4676 element != EL_BD_BUTTERFLY &&
4677 element != EL_BD_FIREFLY)
4680 for (i = 0; i < NUM_DIRECTIONS; i++)
4682 int x1 = x + xy[i][0];
4683 int y1 = y + xy[i][1];
4685 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4687 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4689 MovDir[x][y] = direction[0][i];
4692 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4693 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4695 MovDir[x][y] = direction[1][i];
4704 GfxDir[x][y] = MovDir[x][y];
4707 void InitAmoebaNr(int x, int y)
4710 int group_nr = AmoebaNeighbourNr(x, y);
4714 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4716 if (AmoebaCnt[i] == 0)
4724 AmoebaNr[x][y] = group_nr;
4725 AmoebaCnt[group_nr]++;
4726 AmoebaCnt2[group_nr]++;
4729 static void LevelSolved_SetFinalGameValues(void)
4731 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4732 game.score_time_final = (level.use_step_counter ? TimePlayed :
4733 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4735 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4736 game_em.lev->score :
4737 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4741 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4742 MM_HEALTH(game_mm.laser_overload_value) :
4745 game.LevelSolved_CountingTime = game.time_final;
4746 game.LevelSolved_CountingScore = game.score_final;
4747 game.LevelSolved_CountingHealth = game.health_final;
4750 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4752 game.LevelSolved_CountingTime = time;
4753 game.LevelSolved_CountingScore = score;
4754 game.LevelSolved_CountingHealth = health;
4756 game_panel_controls[GAME_PANEL_TIME].value = time;
4757 game_panel_controls[GAME_PANEL_SCORE].value = score;
4758 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4760 DisplayGameControlValues();
4763 static void LevelSolved(void)
4765 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4766 game.players_still_needed > 0)
4769 game.LevelSolved = TRUE;
4770 game.GameOver = TRUE;
4772 // needed here to display correct panel values while player walks into exit
4773 LevelSolved_SetFinalGameValues();
4778 static int time_count_steps;
4779 static int time, time_final;
4780 static float score, score_final; // needed for time score < 10 for 10 seconds
4781 static int health, health_final;
4782 static int game_over_delay_1 = 0;
4783 static int game_over_delay_2 = 0;
4784 static int game_over_delay_3 = 0;
4785 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4786 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4788 if (!game.LevelSolved_GameWon)
4792 // do not start end game actions before the player stops moving (to exit)
4793 if (local_player->active && local_player->MovPos)
4796 // calculate final game values after player finished walking into exit
4797 LevelSolved_SetFinalGameValues();
4799 game.LevelSolved_GameWon = TRUE;
4800 game.LevelSolved_SaveTape = tape.recording;
4801 game.LevelSolved_SaveScore = !tape.playing;
4805 LevelStats_incSolved(level_nr);
4807 SaveLevelSetup_SeriesInfo();
4810 if (tape.auto_play) // tape might already be stopped here
4811 tape.auto_play_level_solved = TRUE;
4815 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4816 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4817 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4819 time = time_final = game.time_final;
4820 score = score_final = game.score_final;
4821 health = health_final = game.health_final;
4823 // update game panel values before (delayed) counting of score (if any)
4824 LevelSolved_DisplayFinalGameValues(time, score, health);
4826 // if level has time score defined, calculate new final game values
4829 int time_final_max = 999;
4830 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4831 int time_frames = 0;
4832 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4833 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4838 time_frames = time_frames_left;
4840 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4842 time_final = time_final_max;
4843 time_frames = time_frames_final_max - time_frames_played;
4846 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4848 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4850 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4853 score_final += health * time_score;
4856 game.score_final = score_final;
4857 game.health_final = health_final;
4860 // if not counting score after game, immediately update game panel values
4861 if (level_editor_test_game || !setup.count_score_after_game)
4864 score = score_final;
4866 LevelSolved_DisplayFinalGameValues(time, score, health);
4869 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4871 // check if last player has left the level
4872 if (game.exit_x >= 0 &&
4875 int x = game.exit_x;
4876 int y = game.exit_y;
4877 int element = Tile[x][y];
4879 // close exit door after last player
4880 if ((game.all_players_gone &&
4881 (element == EL_EXIT_OPEN ||
4882 element == EL_SP_EXIT_OPEN ||
4883 element == EL_STEEL_EXIT_OPEN)) ||
4884 element == EL_EM_EXIT_OPEN ||
4885 element == EL_EM_STEEL_EXIT_OPEN)
4889 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4890 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4891 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4892 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4893 EL_EM_STEEL_EXIT_CLOSING);
4895 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4898 // player disappears
4899 DrawLevelField(x, y);
4902 for (i = 0; i < MAX_PLAYERS; i++)
4904 struct PlayerInfo *player = &stored_player[i];
4906 if (player->present)
4908 RemovePlayer(player);
4910 // player disappears
4911 DrawLevelField(player->jx, player->jy);
4916 PlaySound(SND_GAME_WINNING);
4919 if (setup.count_score_after_game)
4921 if (time != time_final)
4923 if (game_over_delay_1 > 0)
4925 game_over_delay_1--;
4930 int time_to_go = ABS(time_final - time);
4931 int time_count_dir = (time < time_final ? +1 : -1);
4933 if (time_to_go < time_count_steps)
4934 time_count_steps = 1;
4936 time += time_count_steps * time_count_dir;
4937 score += time_count_steps * time_score;
4939 // set final score to correct rounding differences after counting score
4940 if (time == time_final)
4941 score = score_final;
4943 LevelSolved_DisplayFinalGameValues(time, score, health);
4945 if (time == time_final)
4946 StopSound(SND_GAME_LEVELTIME_BONUS);
4947 else if (setup.sound_loops)
4948 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4950 PlaySound(SND_GAME_LEVELTIME_BONUS);
4955 if (health != health_final)
4957 if (game_over_delay_2 > 0)
4959 game_over_delay_2--;
4964 int health_count_dir = (health < health_final ? +1 : -1);
4966 health += health_count_dir;
4967 score += time_score;
4969 LevelSolved_DisplayFinalGameValues(time, score, health);
4971 if (health == health_final)
4972 StopSound(SND_GAME_LEVELTIME_BONUS);
4973 else if (setup.sound_loops)
4974 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4976 PlaySound(SND_GAME_LEVELTIME_BONUS);
4982 game.panel.active = FALSE;
4984 if (game_over_delay_3 > 0)
4986 game_over_delay_3--;
4996 // used instead of "level_nr" (needed for network games)
4997 int last_level_nr = levelset.level_nr;
4998 boolean tape_saved = FALSE;
5000 game.LevelSolved_GameEnd = TRUE;
5002 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5004 // make sure that request dialog to save tape does not open door again
5005 if (!global.use_envelope_request)
5006 CloseDoor(DOOR_CLOSE_1);
5009 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5011 // set unique basename for score tape (also saved in high score table)
5012 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5015 // if no tape is to be saved, close both doors simultaneously
5016 CloseDoor(DOOR_CLOSE_ALL);
5018 if (level_editor_test_game || score_info_tape_play)
5020 SetGameStatus(GAME_MODE_MAIN);
5027 if (!game.LevelSolved_SaveScore)
5029 SetGameStatus(GAME_MODE_MAIN);
5036 if (level_nr == leveldir_current->handicap_level)
5038 leveldir_current->handicap_level++;
5040 SaveLevelSetup_SeriesInfo();
5043 // save score and score tape before potentially erasing tape below
5044 NewHighScore(last_level_nr, tape_saved);
5046 if (setup.increment_levels &&
5047 level_nr < leveldir_current->last_level &&
5050 level_nr++; // advance to next level
5051 TapeErase(); // start with empty tape
5053 if (setup.auto_play_next_level)
5055 scores.continue_playing = TRUE;
5056 scores.next_level_nr = level_nr;
5058 LoadLevel(level_nr);
5060 SaveLevelSetup_SeriesInfo();
5064 if (scores.last_added >= 0 && setup.show_scores_after_game)
5066 SetGameStatus(GAME_MODE_SCORES);
5068 DrawHallOfFame(last_level_nr);
5070 else if (scores.continue_playing)
5072 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5076 SetGameStatus(GAME_MODE_MAIN);
5082 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5083 boolean one_score_entry_per_name)
5087 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5090 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5092 struct ScoreEntry *entry = &list->entry[i];
5093 boolean score_is_better = (new_entry->score > entry->score);
5094 boolean score_is_equal = (new_entry->score == entry->score);
5095 boolean time_is_better = (new_entry->time < entry->time);
5096 boolean time_is_equal = (new_entry->time == entry->time);
5097 boolean better_by_score = (score_is_better ||
5098 (score_is_equal && time_is_better));
5099 boolean better_by_time = (time_is_better ||
5100 (time_is_equal && score_is_better));
5101 boolean is_better = (level.rate_time_over_score ? better_by_time :
5103 boolean entry_is_empty = (entry->score == 0 &&
5106 // prevent adding server score entries if also existing in local score file
5107 // (special case: historic score entries have an empty tape basename entry)
5108 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5109 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5111 // special case: use server score instead of local score value if higher
5112 // (historic scores might have been truncated to 16-bit values locally)
5113 if (score_is_better)
5114 entry->score = new_entry->score;
5119 if (is_better || entry_is_empty)
5121 // player has made it to the hall of fame
5123 if (i < MAX_SCORE_ENTRIES - 1)
5125 int m = MAX_SCORE_ENTRIES - 1;
5128 if (one_score_entry_per_name)
5130 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5131 if (strEqual(list->entry[l].name, new_entry->name))
5134 if (m == i) // player's new highscore overwrites his old one
5138 for (l = m; l > i; l--)
5139 list->entry[l] = list->entry[l - 1];
5144 *entry = *new_entry;
5148 else if (one_score_entry_per_name &&
5149 strEqual(entry->name, new_entry->name))
5151 // player already in high score list with better score or time
5157 // special case: new score is beyond the last high score list position
5158 return MAX_SCORE_ENTRIES;
5161 void NewHighScore(int level_nr, boolean tape_saved)
5163 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5164 boolean one_per_name = FALSE;
5166 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5167 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5169 new_entry.score = game.score_final;
5170 new_entry.time = game.score_time_final;
5172 LoadScore(level_nr);
5174 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5176 if (scores.last_added >= MAX_SCORE_ENTRIES)
5178 scores.last_added = MAX_SCORE_ENTRIES - 1;
5179 scores.force_last_added = TRUE;
5181 scores.entry[scores.last_added] = new_entry;
5183 // store last added local score entry (before merging server scores)
5184 scores.last_added_local = scores.last_added;
5189 if (scores.last_added < 0)
5192 SaveScore(level_nr);
5194 // store last added local score entry (before merging server scores)
5195 scores.last_added_local = scores.last_added;
5197 if (!game.LevelSolved_SaveTape)
5200 SaveScoreTape(level_nr);
5202 if (setup.ask_for_using_api_server)
5204 setup.use_api_server =
5205 Request("Upload your score and tape to the high score server?", REQ_ASK);
5207 if (!setup.use_api_server)
5208 Request("Not using high score server! Use setup menu to enable again!",
5211 runtime.use_api_server = setup.use_api_server;
5213 // after asking for using API server once, do not ask again
5214 setup.ask_for_using_api_server = FALSE;
5216 SaveSetup_ServerSetup();
5219 SaveServerScore(level_nr, tape_saved);
5222 void MergeServerScore(void)
5224 struct ScoreEntry last_added_entry;
5225 boolean one_per_name = FALSE;
5228 if (scores.last_added >= 0)
5229 last_added_entry = scores.entry[scores.last_added];
5231 for (i = 0; i < server_scores.num_entries; i++)
5233 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5235 if (pos >= 0 && pos <= scores.last_added)
5236 scores.last_added++;
5239 if (scores.last_added >= MAX_SCORE_ENTRIES)
5241 scores.last_added = MAX_SCORE_ENTRIES - 1;
5242 scores.force_last_added = TRUE;
5244 scores.entry[scores.last_added] = last_added_entry;
5248 static int getElementMoveStepsizeExt(int x, int y, int direction)
5250 int element = Tile[x][y];
5251 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5252 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5253 int horiz_move = (dx != 0);
5254 int sign = (horiz_move ? dx : dy);
5255 int step = sign * element_info[element].move_stepsize;
5257 // special values for move stepsize for spring and things on conveyor belt
5260 if (CAN_FALL(element) &&
5261 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5262 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5263 else if (element == EL_SPRING)
5264 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5270 static int getElementMoveStepsize(int x, int y)
5272 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5275 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5277 if (player->GfxAction != action || player->GfxDir != dir)
5279 player->GfxAction = action;
5280 player->GfxDir = dir;
5282 player->StepFrame = 0;
5286 static void ResetGfxFrame(int x, int y)
5288 // profiling showed that "autotest" spends 10~20% of its time in this function
5289 if (DrawingDeactivatedField())
5292 int element = Tile[x][y];
5293 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5295 if (graphic_info[graphic].anim_global_sync)
5296 GfxFrame[x][y] = FrameCounter;
5297 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5298 GfxFrame[x][y] = CustomValue[x][y];
5299 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5300 GfxFrame[x][y] = element_info[element].collect_score;
5301 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5302 GfxFrame[x][y] = ChangeDelay[x][y];
5305 static void ResetGfxAnimation(int x, int y)
5307 GfxAction[x][y] = ACTION_DEFAULT;
5308 GfxDir[x][y] = MovDir[x][y];
5311 ResetGfxFrame(x, y);
5314 static void ResetRandomAnimationValue(int x, int y)
5316 GfxRandom[x][y] = INIT_GFX_RANDOM();
5319 static void InitMovingField(int x, int y, int direction)
5321 int element = Tile[x][y];
5322 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5323 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5326 boolean is_moving_before, is_moving_after;
5328 // check if element was/is moving or being moved before/after mode change
5329 is_moving_before = (WasJustMoving[x][y] != 0);
5330 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5332 // reset animation only for moving elements which change direction of moving
5333 // or which just started or stopped moving
5334 // (else CEs with property "can move" / "not moving" are reset each frame)
5335 if (is_moving_before != is_moving_after ||
5336 direction != MovDir[x][y])
5337 ResetGfxAnimation(x, y);
5339 MovDir[x][y] = direction;
5340 GfxDir[x][y] = direction;
5342 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5343 direction == MV_DOWN && CAN_FALL(element) ?
5344 ACTION_FALLING : ACTION_MOVING);
5346 // this is needed for CEs with property "can move" / "not moving"
5348 if (is_moving_after)
5350 if (Tile[newx][newy] == EL_EMPTY)
5351 Tile[newx][newy] = EL_BLOCKED;
5353 MovDir[newx][newy] = MovDir[x][y];
5355 CustomValue[newx][newy] = CustomValue[x][y];
5357 GfxFrame[newx][newy] = GfxFrame[x][y];
5358 GfxRandom[newx][newy] = GfxRandom[x][y];
5359 GfxAction[newx][newy] = GfxAction[x][y];
5360 GfxDir[newx][newy] = GfxDir[x][y];
5364 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5366 int direction = MovDir[x][y];
5367 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5368 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5374 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5376 int oldx = x, oldy = y;
5377 int direction = MovDir[x][y];
5379 if (direction == MV_LEFT)
5381 else if (direction == MV_RIGHT)
5383 else if (direction == MV_UP)
5385 else if (direction == MV_DOWN)
5388 *comes_from_x = oldx;
5389 *comes_from_y = oldy;
5392 static int MovingOrBlocked2Element(int x, int y)
5394 int element = Tile[x][y];
5396 if (element == EL_BLOCKED)
5400 Blocked2Moving(x, y, &oldx, &oldy);
5401 return Tile[oldx][oldy];
5407 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5409 // like MovingOrBlocked2Element(), but if element is moving
5410 // and (x,y) is the field the moving element is just leaving,
5411 // return EL_BLOCKED instead of the element value
5412 int element = Tile[x][y];
5414 if (IS_MOVING(x, y))
5416 if (element == EL_BLOCKED)
5420 Blocked2Moving(x, y, &oldx, &oldy);
5421 return Tile[oldx][oldy];
5430 static void RemoveField(int x, int y)
5432 Tile[x][y] = EL_EMPTY;
5438 CustomValue[x][y] = 0;
5441 ChangeDelay[x][y] = 0;
5442 ChangePage[x][y] = -1;
5443 Pushed[x][y] = FALSE;
5445 GfxElement[x][y] = EL_UNDEFINED;
5446 GfxAction[x][y] = ACTION_DEFAULT;
5447 GfxDir[x][y] = MV_NONE;
5450 static void RemoveMovingField(int x, int y)
5452 int oldx = x, oldy = y, newx = x, newy = y;
5453 int element = Tile[x][y];
5454 int next_element = EL_UNDEFINED;
5456 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5459 if (IS_MOVING(x, y))
5461 Moving2Blocked(x, y, &newx, &newy);
5463 if (Tile[newx][newy] != EL_BLOCKED)
5465 // element is moving, but target field is not free (blocked), but
5466 // already occupied by something different (example: acid pool);
5467 // in this case, only remove the moving field, but not the target
5469 RemoveField(oldx, oldy);
5471 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5473 TEST_DrawLevelField(oldx, oldy);
5478 else if (element == EL_BLOCKED)
5480 Blocked2Moving(x, y, &oldx, &oldy);
5481 if (!IS_MOVING(oldx, oldy))
5485 if (element == EL_BLOCKED &&
5486 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5487 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5488 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5489 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5490 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5491 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5492 next_element = get_next_element(Tile[oldx][oldy]);
5494 RemoveField(oldx, oldy);
5495 RemoveField(newx, newy);
5497 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5499 if (next_element != EL_UNDEFINED)
5500 Tile[oldx][oldy] = next_element;
5502 TEST_DrawLevelField(oldx, oldy);
5503 TEST_DrawLevelField(newx, newy);
5506 void DrawDynamite(int x, int y)
5508 int sx = SCREENX(x), sy = SCREENY(y);
5509 int graphic = el2img(Tile[x][y]);
5512 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5515 if (IS_WALKABLE_INSIDE(Back[x][y]))
5519 DrawLevelElement(x, y, Back[x][y]);
5520 else if (Store[x][y])
5521 DrawLevelElement(x, y, Store[x][y]);
5522 else if (game.use_masked_elements)
5523 DrawLevelElement(x, y, EL_EMPTY);
5525 frame = getGraphicAnimationFrameXY(graphic, x, y);
5527 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5528 DrawGraphicThruMask(sx, sy, graphic, frame);
5530 DrawGraphic(sx, sy, graphic, frame);
5533 static void CheckDynamite(int x, int y)
5535 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5539 if (MovDelay[x][y] != 0)
5542 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5548 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5553 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5555 boolean num_checked_players = 0;
5558 for (i = 0; i < MAX_PLAYERS; i++)
5560 if (stored_player[i].active)
5562 int sx = stored_player[i].jx;
5563 int sy = stored_player[i].jy;
5565 if (num_checked_players == 0)
5572 *sx1 = MIN(*sx1, sx);
5573 *sy1 = MIN(*sy1, sy);
5574 *sx2 = MAX(*sx2, sx);
5575 *sy2 = MAX(*sy2, sy);
5578 num_checked_players++;
5583 static boolean checkIfAllPlayersFitToScreen_RND(void)
5585 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5587 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5589 return (sx2 - sx1 < SCR_FIELDX &&
5590 sy2 - sy1 < SCR_FIELDY);
5593 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5595 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5597 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5599 *sx = (sx1 + sx2) / 2;
5600 *sy = (sy1 + sy2) / 2;
5603 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5604 boolean center_screen, boolean quick_relocation)
5606 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5607 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5608 boolean no_delay = (tape.warp_forward);
5609 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5610 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5611 int new_scroll_x, new_scroll_y;
5613 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5615 // case 1: quick relocation inside visible screen (without scrolling)
5622 if (!level.shifted_relocation || center_screen)
5624 // relocation _with_ centering of screen
5626 new_scroll_x = SCROLL_POSITION_X(x);
5627 new_scroll_y = SCROLL_POSITION_Y(y);
5631 // relocation _without_ centering of screen
5633 int center_scroll_x = SCROLL_POSITION_X(old_x);
5634 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5635 int offset_x = x + (scroll_x - center_scroll_x);
5636 int offset_y = y + (scroll_y - center_scroll_y);
5638 // for new screen position, apply previous offset to center position
5639 new_scroll_x = SCROLL_POSITION_X(offset_x);
5640 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5643 if (quick_relocation)
5645 // case 2: quick relocation (redraw without visible scrolling)
5647 scroll_x = new_scroll_x;
5648 scroll_y = new_scroll_y;
5655 // case 3: visible relocation (with scrolling to new position)
5657 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5659 SetVideoFrameDelay(wait_delay_value);
5661 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5663 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5664 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5666 if (dx == 0 && dy == 0) // no scrolling needed at all
5672 // set values for horizontal/vertical screen scrolling (half tile size)
5673 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5674 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5675 int pos_x = dx * TILEX / 2;
5676 int pos_y = dy * TILEY / 2;
5677 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5678 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5680 ScrollLevel(dx, dy);
5683 // scroll in two steps of half tile size to make things smoother
5684 BlitScreenToBitmapExt_RND(window, fx, fy);
5686 // scroll second step to align at full tile size
5687 BlitScreenToBitmap(window);
5693 SetVideoFrameDelay(frame_delay_value_old);
5696 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5698 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5699 int player_nr = GET_PLAYER_NR(el_player);
5700 struct PlayerInfo *player = &stored_player[player_nr];
5701 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5702 boolean no_delay = (tape.warp_forward);
5703 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5704 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5705 int old_jx = player->jx;
5706 int old_jy = player->jy;
5707 int old_element = Tile[old_jx][old_jy];
5708 int element = Tile[jx][jy];
5709 boolean player_relocated = (old_jx != jx || old_jy != jy);
5711 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5712 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5713 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5714 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5715 int leave_side_horiz = move_dir_horiz;
5716 int leave_side_vert = move_dir_vert;
5717 int enter_side = enter_side_horiz | enter_side_vert;
5718 int leave_side = leave_side_horiz | leave_side_vert;
5720 if (player->buried) // do not reanimate dead player
5723 if (!player_relocated) // no need to relocate the player
5726 if (IS_PLAYER(jx, jy)) // player already placed at new position
5728 RemoveField(jx, jy); // temporarily remove newly placed player
5729 DrawLevelField(jx, jy);
5732 if (player->present)
5734 while (player->MovPos)
5736 ScrollPlayer(player, SCROLL_GO_ON);
5737 ScrollScreen(NULL, SCROLL_GO_ON);
5739 AdvanceFrameAndPlayerCounters(player->index_nr);
5743 BackToFront_WithFrameDelay(wait_delay_value);
5746 DrawPlayer(player); // needed here only to cleanup last field
5747 DrawLevelField(player->jx, player->jy); // remove player graphic
5749 player->is_moving = FALSE;
5752 if (IS_CUSTOM_ELEMENT(old_element))
5753 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5755 player->index_bit, leave_side);
5757 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5759 player->index_bit, leave_side);
5761 Tile[jx][jy] = el_player;
5762 InitPlayerField(jx, jy, el_player, TRUE);
5764 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5765 possible that the relocation target field did not contain a player element,
5766 but a walkable element, to which the new player was relocated -- in this
5767 case, restore that (already initialized!) element on the player field */
5768 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5770 Tile[jx][jy] = element; // restore previously existing element
5773 // only visually relocate centered player
5774 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5775 FALSE, level.instant_relocation);
5777 TestIfPlayerTouchesBadThing(jx, jy);
5778 TestIfPlayerTouchesCustomElement(jx, jy);
5780 if (IS_CUSTOM_ELEMENT(element))
5781 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5782 player->index_bit, enter_side);
5784 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5785 player->index_bit, enter_side);
5787 if (player->is_switching)
5789 /* ensure that relocation while still switching an element does not cause
5790 a new element to be treated as also switched directly after relocation
5791 (this is important for teleporter switches that teleport the player to
5792 a place where another teleporter switch is in the same direction, which
5793 would then incorrectly be treated as immediately switched before the
5794 direction key that caused the switch was released) */
5796 player->switch_x += jx - old_jx;
5797 player->switch_y += jy - old_jy;
5801 static void Explode(int ex, int ey, int phase, int mode)
5807 // !!! eliminate this variable !!!
5808 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5810 if (game.explosions_delayed)
5812 ExplodeField[ex][ey] = mode;
5816 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5818 int center_element = Tile[ex][ey];
5819 int artwork_element, explosion_element; // set these values later
5821 // remove things displayed in background while burning dynamite
5822 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5825 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5827 // put moving element to center field (and let it explode there)
5828 center_element = MovingOrBlocked2Element(ex, ey);
5829 RemoveMovingField(ex, ey);
5830 Tile[ex][ey] = center_element;
5833 // now "center_element" is finally determined -- set related values now
5834 artwork_element = center_element; // for custom player artwork
5835 explosion_element = center_element; // for custom player artwork
5837 if (IS_PLAYER(ex, ey))
5839 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5841 artwork_element = stored_player[player_nr].artwork_element;
5843 if (level.use_explosion_element[player_nr])
5845 explosion_element = level.explosion_element[player_nr];
5846 artwork_element = explosion_element;
5850 if (mode == EX_TYPE_NORMAL ||
5851 mode == EX_TYPE_CENTER ||
5852 mode == EX_TYPE_CROSS)
5853 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5855 last_phase = element_info[explosion_element].explosion_delay + 1;
5857 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5859 int xx = x - ex + 1;
5860 int yy = y - ey + 1;
5863 if (!IN_LEV_FIELD(x, y) ||
5864 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5865 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5868 element = Tile[x][y];
5870 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5872 element = MovingOrBlocked2Element(x, y);
5874 if (!IS_EXPLOSION_PROOF(element))
5875 RemoveMovingField(x, y);
5878 // indestructible elements can only explode in center (but not flames)
5879 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5880 mode == EX_TYPE_BORDER)) ||
5881 element == EL_FLAMES)
5884 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5885 behaviour, for example when touching a yamyam that explodes to rocks
5886 with active deadly shield, a rock is created under the player !!! */
5887 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5889 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5890 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5891 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5893 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5896 if (IS_ACTIVE_BOMB(element))
5898 // re-activate things under the bomb like gate or penguin
5899 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5906 // save walkable background elements while explosion on same tile
5907 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5908 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5909 Back[x][y] = element;
5911 // ignite explodable elements reached by other explosion
5912 if (element == EL_EXPLOSION)
5913 element = Store2[x][y];
5915 if (AmoebaNr[x][y] &&
5916 (element == EL_AMOEBA_FULL ||
5917 element == EL_BD_AMOEBA ||
5918 element == EL_AMOEBA_GROWING))
5920 AmoebaCnt[AmoebaNr[x][y]]--;
5921 AmoebaCnt2[AmoebaNr[x][y]]--;
5926 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5928 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5930 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5932 if (PLAYERINFO(ex, ey)->use_murphy)
5933 Store[x][y] = EL_EMPTY;
5936 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5937 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5938 else if (IS_PLAYER_ELEMENT(center_element))
5939 Store[x][y] = EL_EMPTY;
5940 else if (center_element == EL_YAMYAM)
5941 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5942 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5943 Store[x][y] = element_info[center_element].content.e[xx][yy];
5945 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5946 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5947 // otherwise) -- FIX THIS !!!
5948 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5949 Store[x][y] = element_info[element].content.e[1][1];
5951 else if (!CAN_EXPLODE(element))
5952 Store[x][y] = element_info[element].content.e[1][1];
5955 Store[x][y] = EL_EMPTY;
5957 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5958 center_element == EL_AMOEBA_TO_DIAMOND)
5959 Store2[x][y] = element;
5961 Tile[x][y] = EL_EXPLOSION;
5962 GfxElement[x][y] = artwork_element;
5964 ExplodePhase[x][y] = 1;
5965 ExplodeDelay[x][y] = last_phase;
5970 if (center_element == EL_YAMYAM)
5971 game.yamyam_content_nr =
5972 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5984 GfxFrame[x][y] = 0; // restart explosion animation
5986 last_phase = ExplodeDelay[x][y];
5988 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5990 // this can happen if the player leaves an explosion just in time
5991 if (GfxElement[x][y] == EL_UNDEFINED)
5992 GfxElement[x][y] = EL_EMPTY;
5994 border_element = Store2[x][y];
5995 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5996 border_element = StorePlayer[x][y];
5998 if (phase == element_info[border_element].ignition_delay ||
5999 phase == last_phase)
6001 boolean border_explosion = FALSE;
6003 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6004 !PLAYER_EXPLOSION_PROTECTED(x, y))
6006 KillPlayerUnlessExplosionProtected(x, y);
6007 border_explosion = TRUE;
6009 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6011 Tile[x][y] = Store2[x][y];
6014 border_explosion = TRUE;
6016 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6018 AmoebaToDiamond(x, y);
6020 border_explosion = TRUE;
6023 // if an element just explodes due to another explosion (chain-reaction),
6024 // do not immediately end the new explosion when it was the last frame of
6025 // the explosion (as it would be done in the following "if"-statement!)
6026 if (border_explosion && phase == last_phase)
6030 // this can happen if the player was just killed by an explosion
6031 if (GfxElement[x][y] == EL_UNDEFINED)
6032 GfxElement[x][y] = EL_EMPTY;
6034 if (phase == last_phase)
6038 element = Tile[x][y] = Store[x][y];
6039 Store[x][y] = Store2[x][y] = 0;
6040 GfxElement[x][y] = EL_UNDEFINED;
6042 // player can escape from explosions and might therefore be still alive
6043 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6044 element <= EL_PLAYER_IS_EXPLODING_4)
6046 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6047 int explosion_element = EL_PLAYER_1 + player_nr;
6048 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6049 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6051 if (level.use_explosion_element[player_nr])
6052 explosion_element = level.explosion_element[player_nr];
6054 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6055 element_info[explosion_element].content.e[xx][yy]);
6058 // restore probably existing indestructible background element
6059 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6060 element = Tile[x][y] = Back[x][y];
6063 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6064 GfxDir[x][y] = MV_NONE;
6065 ChangeDelay[x][y] = 0;
6066 ChangePage[x][y] = -1;
6068 CustomValue[x][y] = 0;
6070 InitField_WithBug2(x, y, FALSE);
6072 TEST_DrawLevelField(x, y);
6074 TestIfElementTouchesCustomElement(x, y);
6076 if (GFX_CRUMBLED(element))
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6080 StorePlayer[x][y] = 0;
6082 if (IS_PLAYER_ELEMENT(element))
6083 RelocatePlayer(x, y, element);
6085 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6087 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6088 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6091 TEST_DrawLevelFieldCrumbled(x, y);
6093 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6095 DrawLevelElement(x, y, Back[x][y]);
6096 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6098 else if (IS_WALKABLE_UNDER(Back[x][y]))
6100 DrawLevelGraphic(x, y, graphic, frame);
6101 DrawLevelElementThruMask(x, y, Back[x][y]);
6103 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6104 DrawLevelGraphic(x, y, graphic, frame);
6108 static void DynaExplode(int ex, int ey)
6111 int dynabomb_element = Tile[ex][ey];
6112 int dynabomb_size = 1;
6113 boolean dynabomb_xl = FALSE;
6114 struct PlayerInfo *player;
6115 static int xy[4][2] =
6123 if (IS_ACTIVE_BOMB(dynabomb_element))
6125 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6126 dynabomb_size = player->dynabomb_size;
6127 dynabomb_xl = player->dynabomb_xl;
6128 player->dynabombs_left++;
6131 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6133 for (i = 0; i < NUM_DIRECTIONS; i++)
6135 for (j = 1; j <= dynabomb_size; j++)
6137 int x = ex + j * xy[i][0];
6138 int y = ey + j * xy[i][1];
6141 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6144 element = Tile[x][y];
6146 // do not restart explosions of fields with active bombs
6147 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6150 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6152 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6153 !IS_DIGGABLE(element) && !dynabomb_xl)
6159 void Bang(int x, int y)
6161 int element = MovingOrBlocked2Element(x, y);
6162 int explosion_type = EX_TYPE_NORMAL;
6164 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6166 struct PlayerInfo *player = PLAYERINFO(x, y);
6168 element = Tile[x][y] = player->initial_element;
6170 if (level.use_explosion_element[player->index_nr])
6172 int explosion_element = level.explosion_element[player->index_nr];
6174 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6175 explosion_type = EX_TYPE_CROSS;
6176 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6177 explosion_type = EX_TYPE_CENTER;
6185 case EL_BD_BUTTERFLY:
6188 case EL_DARK_YAMYAM:
6192 RaiseScoreElement(element);
6195 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6196 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6197 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6198 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6199 case EL_DYNABOMB_INCREASE_NUMBER:
6200 case EL_DYNABOMB_INCREASE_SIZE:
6201 case EL_DYNABOMB_INCREASE_POWER:
6202 explosion_type = EX_TYPE_DYNA;
6205 case EL_DC_LANDMINE:
6206 explosion_type = EX_TYPE_CENTER;
6211 case EL_LAMP_ACTIVE:
6212 case EL_AMOEBA_TO_DIAMOND:
6213 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6214 explosion_type = EX_TYPE_CENTER;
6218 if (element_info[element].explosion_type == EXPLODES_CROSS)
6219 explosion_type = EX_TYPE_CROSS;
6220 else if (element_info[element].explosion_type == EXPLODES_1X1)
6221 explosion_type = EX_TYPE_CENTER;
6225 if (explosion_type == EX_TYPE_DYNA)
6228 Explode(x, y, EX_PHASE_START, explosion_type);
6230 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6233 static void SplashAcid(int x, int y)
6235 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6236 (!IN_LEV_FIELD(x - 1, y - 2) ||
6237 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6238 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6240 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6241 (!IN_LEV_FIELD(x + 1, y - 2) ||
6242 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6243 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6245 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6248 static void InitBeltMovement(void)
6250 static int belt_base_element[4] =
6252 EL_CONVEYOR_BELT_1_LEFT,
6253 EL_CONVEYOR_BELT_2_LEFT,
6254 EL_CONVEYOR_BELT_3_LEFT,
6255 EL_CONVEYOR_BELT_4_LEFT
6257 static int belt_base_active_element[4] =
6259 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6260 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6261 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6262 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6267 // set frame order for belt animation graphic according to belt direction
6268 for (i = 0; i < NUM_BELTS; i++)
6272 for (j = 0; j < NUM_BELT_PARTS; j++)
6274 int element = belt_base_active_element[belt_nr] + j;
6275 int graphic_1 = el2img(element);
6276 int graphic_2 = el2panelimg(element);
6278 if (game.belt_dir[i] == MV_LEFT)
6280 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6281 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6285 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6286 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6291 SCAN_PLAYFIELD(x, y)
6293 int element = Tile[x][y];
6295 for (i = 0; i < NUM_BELTS; i++)
6297 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6299 int e_belt_nr = getBeltNrFromBeltElement(element);
6302 if (e_belt_nr == belt_nr)
6304 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6306 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6313 static void ToggleBeltSwitch(int x, int y)
6315 static int belt_base_element[4] =
6317 EL_CONVEYOR_BELT_1_LEFT,
6318 EL_CONVEYOR_BELT_2_LEFT,
6319 EL_CONVEYOR_BELT_3_LEFT,
6320 EL_CONVEYOR_BELT_4_LEFT
6322 static int belt_base_active_element[4] =
6324 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6325 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6326 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6327 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6329 static int belt_base_switch_element[4] =
6331 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6332 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6333 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6334 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6336 static int belt_move_dir[4] =
6344 int element = Tile[x][y];
6345 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6346 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6347 int belt_dir = belt_move_dir[belt_dir_nr];
6350 if (!IS_BELT_SWITCH(element))
6353 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6354 game.belt_dir[belt_nr] = belt_dir;
6356 if (belt_dir_nr == 3)
6359 // set frame order for belt animation graphic according to belt direction
6360 for (i = 0; i < NUM_BELT_PARTS; i++)
6362 int element = belt_base_active_element[belt_nr] + i;
6363 int graphic_1 = el2img(element);
6364 int graphic_2 = el2panelimg(element);
6366 if (belt_dir == MV_LEFT)
6368 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6369 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6373 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6374 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6378 SCAN_PLAYFIELD(xx, yy)
6380 int element = Tile[xx][yy];
6382 if (IS_BELT_SWITCH(element))
6384 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6386 if (e_belt_nr == belt_nr)
6388 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6389 TEST_DrawLevelField(xx, yy);
6392 else if (IS_BELT(element) && belt_dir != MV_NONE)
6394 int e_belt_nr = getBeltNrFromBeltElement(element);
6396 if (e_belt_nr == belt_nr)
6398 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6400 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6401 TEST_DrawLevelField(xx, yy);
6404 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6406 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6408 if (e_belt_nr == belt_nr)
6410 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6412 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6413 TEST_DrawLevelField(xx, yy);
6419 static void ToggleSwitchgateSwitch(int x, int y)
6423 game.switchgate_pos = !game.switchgate_pos;
6425 SCAN_PLAYFIELD(xx, yy)
6427 int element = Tile[xx][yy];
6429 if (element == EL_SWITCHGATE_SWITCH_UP)
6431 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6432 TEST_DrawLevelField(xx, yy);
6434 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6436 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6437 TEST_DrawLevelField(xx, yy);
6439 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6441 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6442 TEST_DrawLevelField(xx, yy);
6444 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6446 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6447 TEST_DrawLevelField(xx, yy);
6449 else if (element == EL_SWITCHGATE_OPEN ||
6450 element == EL_SWITCHGATE_OPENING)
6452 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6454 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6456 else if (element == EL_SWITCHGATE_CLOSED ||
6457 element == EL_SWITCHGATE_CLOSING)
6459 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6461 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6466 static int getInvisibleActiveFromInvisibleElement(int element)
6468 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6469 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6470 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6474 static int getInvisibleFromInvisibleActiveElement(int element)
6476 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6477 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6478 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6482 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6486 SCAN_PLAYFIELD(x, y)
6488 int element = Tile[x][y];
6490 if (element == EL_LIGHT_SWITCH &&
6491 game.light_time_left > 0)
6493 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6494 TEST_DrawLevelField(x, y);
6496 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6497 game.light_time_left == 0)
6499 Tile[x][y] = EL_LIGHT_SWITCH;
6500 TEST_DrawLevelField(x, y);
6502 else if (element == EL_EMC_DRIPPER &&
6503 game.light_time_left > 0)
6505 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6506 TEST_DrawLevelField(x, y);
6508 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6509 game.light_time_left == 0)
6511 Tile[x][y] = EL_EMC_DRIPPER;
6512 TEST_DrawLevelField(x, y);
6514 else if (element == EL_INVISIBLE_STEELWALL ||
6515 element == EL_INVISIBLE_WALL ||
6516 element == EL_INVISIBLE_SAND)
6518 if (game.light_time_left > 0)
6519 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6521 TEST_DrawLevelField(x, y);
6523 // uncrumble neighbour fields, if needed
6524 if (element == EL_INVISIBLE_SAND)
6525 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6527 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6528 element == EL_INVISIBLE_WALL_ACTIVE ||
6529 element == EL_INVISIBLE_SAND_ACTIVE)
6531 if (game.light_time_left == 0)
6532 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6534 TEST_DrawLevelField(x, y);
6536 // re-crumble neighbour fields, if needed
6537 if (element == EL_INVISIBLE_SAND)
6538 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6543 static void RedrawAllInvisibleElementsForLenses(void)
6547 SCAN_PLAYFIELD(x, y)
6549 int element = Tile[x][y];
6551 if (element == EL_EMC_DRIPPER &&
6552 game.lenses_time_left > 0)
6554 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6555 TEST_DrawLevelField(x, y);
6557 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6558 game.lenses_time_left == 0)
6560 Tile[x][y] = EL_EMC_DRIPPER;
6561 TEST_DrawLevelField(x, y);
6563 else if (element == EL_INVISIBLE_STEELWALL ||
6564 element == EL_INVISIBLE_WALL ||
6565 element == EL_INVISIBLE_SAND)
6567 if (game.lenses_time_left > 0)
6568 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6570 TEST_DrawLevelField(x, y);
6572 // uncrumble neighbour fields, if needed
6573 if (element == EL_INVISIBLE_SAND)
6574 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6576 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6577 element == EL_INVISIBLE_WALL_ACTIVE ||
6578 element == EL_INVISIBLE_SAND_ACTIVE)
6580 if (game.lenses_time_left == 0)
6581 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6583 TEST_DrawLevelField(x, y);
6585 // re-crumble neighbour fields, if needed
6586 if (element == EL_INVISIBLE_SAND)
6587 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6592 static void RedrawAllInvisibleElementsForMagnifier(void)
6596 SCAN_PLAYFIELD(x, y)
6598 int element = Tile[x][y];
6600 if (element == EL_EMC_FAKE_GRASS &&
6601 game.magnify_time_left > 0)
6603 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6604 TEST_DrawLevelField(x, y);
6606 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6607 game.magnify_time_left == 0)
6609 Tile[x][y] = EL_EMC_FAKE_GRASS;
6610 TEST_DrawLevelField(x, y);
6612 else if (IS_GATE_GRAY(element) &&
6613 game.magnify_time_left > 0)
6615 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6616 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6617 IS_EM_GATE_GRAY(element) ?
6618 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6619 IS_EMC_GATE_GRAY(element) ?
6620 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6621 IS_DC_GATE_GRAY(element) ?
6622 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6624 TEST_DrawLevelField(x, y);
6626 else if (IS_GATE_GRAY_ACTIVE(element) &&
6627 game.magnify_time_left == 0)
6629 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6630 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6631 IS_EM_GATE_GRAY_ACTIVE(element) ?
6632 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6633 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6634 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6635 IS_DC_GATE_GRAY_ACTIVE(element) ?
6636 EL_DC_GATE_WHITE_GRAY :
6638 TEST_DrawLevelField(x, y);
6643 static void ToggleLightSwitch(int x, int y)
6645 int element = Tile[x][y];
6647 game.light_time_left =
6648 (element == EL_LIGHT_SWITCH ?
6649 level.time_light * FRAMES_PER_SECOND : 0);
6651 RedrawAllLightSwitchesAndInvisibleElements();
6654 static void ActivateTimegateSwitch(int x, int y)
6658 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6660 SCAN_PLAYFIELD(xx, yy)
6662 int element = Tile[xx][yy];
6664 if (element == EL_TIMEGATE_CLOSED ||
6665 element == EL_TIMEGATE_CLOSING)
6667 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6668 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6672 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6674 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6675 TEST_DrawLevelField(xx, yy);
6681 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6682 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6685 static void Impact(int x, int y)
6687 boolean last_line = (y == lev_fieldy - 1);
6688 boolean object_hit = FALSE;
6689 boolean impact = (last_line || object_hit);
6690 int element = Tile[x][y];
6691 int smashed = EL_STEELWALL;
6693 if (!last_line) // check if element below was hit
6695 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6698 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6699 MovDir[x][y + 1] != MV_DOWN ||
6700 MovPos[x][y + 1] <= TILEY / 2));
6702 // do not smash moving elements that left the smashed field in time
6703 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6704 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6707 #if USE_QUICKSAND_IMPACT_BUGFIX
6708 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6710 RemoveMovingField(x, y + 1);
6711 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6712 Tile[x][y + 2] = EL_ROCK;
6713 TEST_DrawLevelField(x, y + 2);
6718 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6720 RemoveMovingField(x, y + 1);
6721 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6722 Tile[x][y + 2] = EL_ROCK;
6723 TEST_DrawLevelField(x, y + 2);
6730 smashed = MovingOrBlocked2Element(x, y + 1);
6732 impact = (last_line || object_hit);
6735 if (!last_line && smashed == EL_ACID) // element falls into acid
6737 SplashAcid(x, y + 1);
6741 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6742 // only reset graphic animation if graphic really changes after impact
6744 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6746 ResetGfxAnimation(x, y);
6747 TEST_DrawLevelField(x, y);
6750 if (impact && CAN_EXPLODE_IMPACT(element))
6755 else if (impact && element == EL_PEARL &&
6756 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6758 ResetGfxAnimation(x, y);
6760 Tile[x][y] = EL_PEARL_BREAKING;
6761 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6764 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6766 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6771 if (impact && element == EL_AMOEBA_DROP)
6773 if (object_hit && IS_PLAYER(x, y + 1))
6774 KillPlayerUnlessEnemyProtected(x, y + 1);
6775 else if (object_hit && smashed == EL_PENGUIN)
6779 Tile[x][y] = EL_AMOEBA_GROWING;
6780 Store[x][y] = EL_AMOEBA_WET;
6782 ResetRandomAnimationValue(x, y);
6787 if (object_hit) // check which object was hit
6789 if ((CAN_PASS_MAGIC_WALL(element) &&
6790 (smashed == EL_MAGIC_WALL ||
6791 smashed == EL_BD_MAGIC_WALL)) ||
6792 (CAN_PASS_DC_MAGIC_WALL(element) &&
6793 smashed == EL_DC_MAGIC_WALL))
6796 int activated_magic_wall =
6797 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6798 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6799 EL_DC_MAGIC_WALL_ACTIVE);
6801 // activate magic wall / mill
6802 SCAN_PLAYFIELD(xx, yy)
6804 if (Tile[xx][yy] == smashed)
6805 Tile[xx][yy] = activated_magic_wall;
6808 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6809 game.magic_wall_active = TRUE;
6811 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6812 SND_MAGIC_WALL_ACTIVATING :
6813 smashed == EL_BD_MAGIC_WALL ?
6814 SND_BD_MAGIC_WALL_ACTIVATING :
6815 SND_DC_MAGIC_WALL_ACTIVATING));
6818 if (IS_PLAYER(x, y + 1))
6820 if (CAN_SMASH_PLAYER(element))
6822 KillPlayerUnlessEnemyProtected(x, y + 1);
6826 else if (smashed == EL_PENGUIN)
6828 if (CAN_SMASH_PLAYER(element))
6834 else if (element == EL_BD_DIAMOND)
6836 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6842 else if (((element == EL_SP_INFOTRON ||
6843 element == EL_SP_ZONK) &&
6844 (smashed == EL_SP_SNIKSNAK ||
6845 smashed == EL_SP_ELECTRON ||
6846 smashed == EL_SP_DISK_ORANGE)) ||
6847 (element == EL_SP_INFOTRON &&
6848 smashed == EL_SP_DISK_YELLOW))
6853 else if (CAN_SMASH_EVERYTHING(element))
6855 if (IS_CLASSIC_ENEMY(smashed) ||
6856 CAN_EXPLODE_SMASHED(smashed))
6861 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6863 if (smashed == EL_LAMP ||
6864 smashed == EL_LAMP_ACTIVE)
6869 else if (smashed == EL_NUT)
6871 Tile[x][y + 1] = EL_NUT_BREAKING;
6872 PlayLevelSound(x, y, SND_NUT_BREAKING);
6873 RaiseScoreElement(EL_NUT);
6876 else if (smashed == EL_PEARL)
6878 ResetGfxAnimation(x, y);
6880 Tile[x][y + 1] = EL_PEARL_BREAKING;
6881 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6884 else if (smashed == EL_DIAMOND)
6886 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6887 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6890 else if (IS_BELT_SWITCH(smashed))
6892 ToggleBeltSwitch(x, y + 1);
6894 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6895 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6896 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6897 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6899 ToggleSwitchgateSwitch(x, y + 1);
6901 else if (smashed == EL_LIGHT_SWITCH ||
6902 smashed == EL_LIGHT_SWITCH_ACTIVE)
6904 ToggleLightSwitch(x, y + 1);
6908 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6910 CheckElementChangeBySide(x, y + 1, smashed, element,
6911 CE_SWITCHED, CH_SIDE_TOP);
6912 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6918 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6923 // play sound of magic wall / mill
6925 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6926 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6927 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6929 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6930 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6931 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6932 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6933 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6934 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6939 // play sound of object that hits the ground
6940 if (last_line || object_hit)
6941 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6944 static void TurnRoundExt(int x, int y)
6956 { 0, 0 }, { 0, 0 }, { 0, 0 },
6961 int left, right, back;
6965 { MV_DOWN, MV_UP, MV_RIGHT },
6966 { MV_UP, MV_DOWN, MV_LEFT },
6968 { MV_LEFT, MV_RIGHT, MV_DOWN },
6972 { MV_RIGHT, MV_LEFT, MV_UP }
6975 int element = Tile[x][y];
6976 int move_pattern = element_info[element].move_pattern;
6978 int old_move_dir = MovDir[x][y];
6979 int left_dir = turn[old_move_dir].left;
6980 int right_dir = turn[old_move_dir].right;
6981 int back_dir = turn[old_move_dir].back;
6983 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6984 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6985 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6986 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6988 int left_x = x + left_dx, left_y = y + left_dy;
6989 int right_x = x + right_dx, right_y = y + right_dy;
6990 int move_x = x + move_dx, move_y = y + move_dy;
6994 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6996 TestIfBadThingTouchesOtherBadThing(x, y);
6998 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6999 MovDir[x][y] = right_dir;
7000 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7001 MovDir[x][y] = left_dir;
7003 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7005 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7008 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7010 TestIfBadThingTouchesOtherBadThing(x, y);
7012 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7013 MovDir[x][y] = left_dir;
7014 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7015 MovDir[x][y] = right_dir;
7017 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7019 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7022 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7024 TestIfBadThingTouchesOtherBadThing(x, y);
7026 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7027 MovDir[x][y] = left_dir;
7028 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7029 MovDir[x][y] = right_dir;
7031 if (MovDir[x][y] != old_move_dir)
7034 else if (element == EL_YAMYAM)
7036 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7037 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7039 if (can_turn_left && can_turn_right)
7040 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7041 else if (can_turn_left)
7042 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7043 else if (can_turn_right)
7044 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7046 MovDir[x][y] = back_dir;
7048 MovDelay[x][y] = 16 + 16 * RND(3);
7050 else if (element == EL_DARK_YAMYAM)
7052 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7054 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7057 if (can_turn_left && can_turn_right)
7058 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7059 else if (can_turn_left)
7060 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7061 else if (can_turn_right)
7062 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7064 MovDir[x][y] = back_dir;
7066 MovDelay[x][y] = 16 + 16 * RND(3);
7068 else if (element == EL_PACMAN)
7070 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7071 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7073 if (can_turn_left && can_turn_right)
7074 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7075 else if (can_turn_left)
7076 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7077 else if (can_turn_right)
7078 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7080 MovDir[x][y] = back_dir;
7082 MovDelay[x][y] = 6 + RND(40);
7084 else if (element == EL_PIG)
7086 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7087 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7088 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7089 boolean should_turn_left, should_turn_right, should_move_on;
7091 int rnd = RND(rnd_value);
7093 should_turn_left = (can_turn_left &&
7095 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7096 y + back_dy + left_dy)));
7097 should_turn_right = (can_turn_right &&
7099 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7100 y + back_dy + right_dy)));
7101 should_move_on = (can_move_on &&
7104 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7105 y + move_dy + left_dy) ||
7106 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7107 y + move_dy + right_dy)));
7109 if (should_turn_left || should_turn_right || should_move_on)
7111 if (should_turn_left && should_turn_right && should_move_on)
7112 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7113 rnd < 2 * rnd_value / 3 ? right_dir :
7115 else if (should_turn_left && should_turn_right)
7116 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7117 else if (should_turn_left && should_move_on)
7118 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7119 else if (should_turn_right && should_move_on)
7120 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7121 else if (should_turn_left)
7122 MovDir[x][y] = left_dir;
7123 else if (should_turn_right)
7124 MovDir[x][y] = right_dir;
7125 else if (should_move_on)
7126 MovDir[x][y] = old_move_dir;
7128 else if (can_move_on && rnd > rnd_value / 8)
7129 MovDir[x][y] = old_move_dir;
7130 else if (can_turn_left && can_turn_right)
7131 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7132 else if (can_turn_left && rnd > rnd_value / 8)
7133 MovDir[x][y] = left_dir;
7134 else if (can_turn_right && rnd > rnd_value/8)
7135 MovDir[x][y] = right_dir;
7137 MovDir[x][y] = back_dir;
7139 xx = x + move_xy[MovDir[x][y]].dx;
7140 yy = y + move_xy[MovDir[x][y]].dy;
7142 if (!IN_LEV_FIELD(xx, yy) ||
7143 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7144 MovDir[x][y] = old_move_dir;
7148 else if (element == EL_DRAGON)
7150 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7151 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7152 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7154 int rnd = RND(rnd_value);
7156 if (can_move_on && rnd > rnd_value / 8)
7157 MovDir[x][y] = old_move_dir;
7158 else if (can_turn_left && can_turn_right)
7159 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7160 else if (can_turn_left && rnd > rnd_value / 8)
7161 MovDir[x][y] = left_dir;
7162 else if (can_turn_right && rnd > rnd_value / 8)
7163 MovDir[x][y] = right_dir;
7165 MovDir[x][y] = back_dir;
7167 xx = x + move_xy[MovDir[x][y]].dx;
7168 yy = y + move_xy[MovDir[x][y]].dy;
7170 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7171 MovDir[x][y] = old_move_dir;
7175 else if (element == EL_MOLE)
7177 boolean can_move_on =
7178 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7179 IS_AMOEBOID(Tile[move_x][move_y]) ||
7180 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7183 boolean can_turn_left =
7184 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7185 IS_AMOEBOID(Tile[left_x][left_y])));
7187 boolean can_turn_right =
7188 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7189 IS_AMOEBOID(Tile[right_x][right_y])));
7191 if (can_turn_left && can_turn_right)
7192 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7193 else if (can_turn_left)
7194 MovDir[x][y] = left_dir;
7196 MovDir[x][y] = right_dir;
7199 if (MovDir[x][y] != old_move_dir)
7202 else if (element == EL_BALLOON)
7204 MovDir[x][y] = game.wind_direction;
7207 else if (element == EL_SPRING)
7209 if (MovDir[x][y] & MV_HORIZONTAL)
7211 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7212 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7214 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7215 ResetGfxAnimation(move_x, move_y);
7216 TEST_DrawLevelField(move_x, move_y);
7218 MovDir[x][y] = back_dir;
7220 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7221 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7222 MovDir[x][y] = MV_NONE;
7227 else if (element == EL_ROBOT ||
7228 element == EL_SATELLITE ||
7229 element == EL_PENGUIN ||
7230 element == EL_EMC_ANDROID)
7232 int attr_x = -1, attr_y = -1;
7234 if (game.all_players_gone)
7236 attr_x = game.exit_x;
7237 attr_y = game.exit_y;
7243 for (i = 0; i < MAX_PLAYERS; i++)
7245 struct PlayerInfo *player = &stored_player[i];
7246 int jx = player->jx, jy = player->jy;
7248 if (!player->active)
7252 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7260 if (element == EL_ROBOT &&
7261 game.robot_wheel_x >= 0 &&
7262 game.robot_wheel_y >= 0 &&
7263 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7264 game.engine_version < VERSION_IDENT(3,1,0,0)))
7266 attr_x = game.robot_wheel_x;
7267 attr_y = game.robot_wheel_y;
7270 if (element == EL_PENGUIN)
7273 static int xy[4][2] =
7281 for (i = 0; i < NUM_DIRECTIONS; i++)
7283 int ex = x + xy[i][0];
7284 int ey = y + xy[i][1];
7286 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7287 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7288 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7289 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7298 MovDir[x][y] = MV_NONE;
7300 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7301 else if (attr_x > x)
7302 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7304 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7305 else if (attr_y > y)
7306 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7308 if (element == EL_ROBOT)
7312 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7313 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7314 Moving2Blocked(x, y, &newx, &newy);
7316 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7317 MovDelay[x][y] = 8 + 8 * !RND(3);
7319 MovDelay[x][y] = 16;
7321 else if (element == EL_PENGUIN)
7327 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7329 boolean first_horiz = RND(2);
7330 int new_move_dir = MovDir[x][y];
7333 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7334 Moving2Blocked(x, y, &newx, &newy);
7336 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7340 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7341 Moving2Blocked(x, y, &newx, &newy);
7343 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7346 MovDir[x][y] = old_move_dir;
7350 else if (element == EL_SATELLITE)
7356 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7358 boolean first_horiz = RND(2);
7359 int new_move_dir = MovDir[x][y];
7362 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7363 Moving2Blocked(x, y, &newx, &newy);
7365 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7369 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7370 Moving2Blocked(x, y, &newx, &newy);
7372 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7375 MovDir[x][y] = old_move_dir;
7379 else if (element == EL_EMC_ANDROID)
7381 static int check_pos[16] =
7383 -1, // 0 => (invalid)
7386 -1, // 3 => (invalid)
7388 0, // 5 => MV_LEFT | MV_UP
7389 2, // 6 => MV_RIGHT | MV_UP
7390 -1, // 7 => (invalid)
7392 6, // 9 => MV_LEFT | MV_DOWN
7393 4, // 10 => MV_RIGHT | MV_DOWN
7394 -1, // 11 => (invalid)
7395 -1, // 12 => (invalid)
7396 -1, // 13 => (invalid)
7397 -1, // 14 => (invalid)
7398 -1, // 15 => (invalid)
7406 { -1, -1, MV_LEFT | MV_UP },
7408 { +1, -1, MV_RIGHT | MV_UP },
7409 { +1, 0, MV_RIGHT },
7410 { +1, +1, MV_RIGHT | MV_DOWN },
7412 { -1, +1, MV_LEFT | MV_DOWN },
7415 int start_pos, check_order;
7416 boolean can_clone = FALSE;
7419 // check if there is any free field around current position
7420 for (i = 0; i < 8; i++)
7422 int newx = x + check_xy[i].dx;
7423 int newy = y + check_xy[i].dy;
7425 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7433 if (can_clone) // randomly find an element to clone
7437 start_pos = check_pos[RND(8)];
7438 check_order = (RND(2) ? -1 : +1);
7440 for (i = 0; i < 8; i++)
7442 int pos_raw = start_pos + i * check_order;
7443 int pos = (pos_raw + 8) % 8;
7444 int newx = x + check_xy[pos].dx;
7445 int newy = y + check_xy[pos].dy;
7447 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7449 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7450 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7452 Store[x][y] = Tile[newx][newy];
7461 if (can_clone) // randomly find a direction to move
7465 start_pos = check_pos[RND(8)];
7466 check_order = (RND(2) ? -1 : +1);
7468 for (i = 0; i < 8; i++)
7470 int pos_raw = start_pos + i * check_order;
7471 int pos = (pos_raw + 8) % 8;
7472 int newx = x + check_xy[pos].dx;
7473 int newy = y + check_xy[pos].dy;
7474 int new_move_dir = check_xy[pos].dir;
7476 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7478 MovDir[x][y] = new_move_dir;
7479 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7488 if (can_clone) // cloning and moving successful
7491 // cannot clone -- try to move towards player
7493 start_pos = check_pos[MovDir[x][y] & 0x0f];
7494 check_order = (RND(2) ? -1 : +1);
7496 for (i = 0; i < 3; i++)
7498 // first check start_pos, then previous/next or (next/previous) pos
7499 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7500 int pos = (pos_raw + 8) % 8;
7501 int newx = x + check_xy[pos].dx;
7502 int newy = y + check_xy[pos].dy;
7503 int new_move_dir = check_xy[pos].dir;
7505 if (IS_PLAYER(newx, newy))
7508 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7510 MovDir[x][y] = new_move_dir;
7511 MovDelay[x][y] = level.android_move_time * 8 + 1;
7518 else if (move_pattern == MV_TURNING_LEFT ||
7519 move_pattern == MV_TURNING_RIGHT ||
7520 move_pattern == MV_TURNING_LEFT_RIGHT ||
7521 move_pattern == MV_TURNING_RIGHT_LEFT ||
7522 move_pattern == MV_TURNING_RANDOM ||
7523 move_pattern == MV_ALL_DIRECTIONS)
7525 boolean can_turn_left =
7526 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7527 boolean can_turn_right =
7528 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7530 if (element_info[element].move_stepsize == 0) // "not moving"
7533 if (move_pattern == MV_TURNING_LEFT)
7534 MovDir[x][y] = left_dir;
7535 else if (move_pattern == MV_TURNING_RIGHT)
7536 MovDir[x][y] = right_dir;
7537 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7538 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7539 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7540 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7541 else if (move_pattern == MV_TURNING_RANDOM)
7542 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7543 can_turn_right && !can_turn_left ? right_dir :
7544 RND(2) ? left_dir : right_dir);
7545 else if (can_turn_left && can_turn_right)
7546 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7547 else if (can_turn_left)
7548 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7549 else if (can_turn_right)
7550 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7552 MovDir[x][y] = back_dir;
7554 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7556 else if (move_pattern == MV_HORIZONTAL ||
7557 move_pattern == MV_VERTICAL)
7559 if (move_pattern & old_move_dir)
7560 MovDir[x][y] = back_dir;
7561 else if (move_pattern == MV_HORIZONTAL)
7562 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7563 else if (move_pattern == MV_VERTICAL)
7564 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7566 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7568 else if (move_pattern & MV_ANY_DIRECTION)
7570 MovDir[x][y] = move_pattern;
7571 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7573 else if (move_pattern & MV_WIND_DIRECTION)
7575 MovDir[x][y] = game.wind_direction;
7576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7578 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7580 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7581 MovDir[x][y] = left_dir;
7582 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7583 MovDir[x][y] = right_dir;
7585 if (MovDir[x][y] != old_move_dir)
7586 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7588 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7590 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7591 MovDir[x][y] = right_dir;
7592 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7593 MovDir[x][y] = left_dir;
7595 if (MovDir[x][y] != old_move_dir)
7596 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7598 else if (move_pattern == MV_TOWARDS_PLAYER ||
7599 move_pattern == MV_AWAY_FROM_PLAYER)
7601 int attr_x = -1, attr_y = -1;
7603 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7605 if (game.all_players_gone)
7607 attr_x = game.exit_x;
7608 attr_y = game.exit_y;
7614 for (i = 0; i < MAX_PLAYERS; i++)
7616 struct PlayerInfo *player = &stored_player[i];
7617 int jx = player->jx, jy = player->jy;
7619 if (!player->active)
7623 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7631 MovDir[x][y] = MV_NONE;
7633 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7634 else if (attr_x > x)
7635 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7637 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7638 else if (attr_y > y)
7639 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7641 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7643 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7645 boolean first_horiz = RND(2);
7646 int new_move_dir = MovDir[x][y];
7648 if (element_info[element].move_stepsize == 0) // "not moving"
7650 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7651 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7657 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7658 Moving2Blocked(x, y, &newx, &newy);
7660 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7664 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7665 Moving2Blocked(x, y, &newx, &newy);
7667 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7670 MovDir[x][y] = old_move_dir;
7673 else if (move_pattern == MV_WHEN_PUSHED ||
7674 move_pattern == MV_WHEN_DROPPED)
7676 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7677 MovDir[x][y] = MV_NONE;
7681 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7683 static int test_xy[7][2] =
7693 static int test_dir[7] =
7703 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7704 int move_preference = -1000000; // start with very low preference
7705 int new_move_dir = MV_NONE;
7706 int start_test = RND(4);
7709 for (i = 0; i < NUM_DIRECTIONS; i++)
7711 int move_dir = test_dir[start_test + i];
7712 int move_dir_preference;
7714 xx = x + test_xy[start_test + i][0];
7715 yy = y + test_xy[start_test + i][1];
7717 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7718 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7720 new_move_dir = move_dir;
7725 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7728 move_dir_preference = -1 * RunnerVisit[xx][yy];
7729 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7730 move_dir_preference = PlayerVisit[xx][yy];
7732 if (move_dir_preference > move_preference)
7734 // prefer field that has not been visited for the longest time
7735 move_preference = move_dir_preference;
7736 new_move_dir = move_dir;
7738 else if (move_dir_preference == move_preference &&
7739 move_dir == old_move_dir)
7741 // prefer last direction when all directions are preferred equally
7742 move_preference = move_dir_preference;
7743 new_move_dir = move_dir;
7747 MovDir[x][y] = new_move_dir;
7748 if (old_move_dir != new_move_dir)
7749 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7753 static void TurnRound(int x, int y)
7755 int direction = MovDir[x][y];
7759 GfxDir[x][y] = MovDir[x][y];
7761 if (direction != MovDir[x][y])
7765 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7767 ResetGfxFrame(x, y);
7770 static boolean JustBeingPushed(int x, int y)
7774 for (i = 0; i < MAX_PLAYERS; i++)
7776 struct PlayerInfo *player = &stored_player[i];
7778 if (player->active && player->is_pushing && player->MovPos)
7780 int next_jx = player->jx + (player->jx - player->last_jx);
7781 int next_jy = player->jy + (player->jy - player->last_jy);
7783 if (x == next_jx && y == next_jy)
7791 static void StartMoving(int x, int y)
7793 boolean started_moving = FALSE; // some elements can fall _and_ move
7794 int element = Tile[x][y];
7799 if (MovDelay[x][y] == 0)
7800 GfxAction[x][y] = ACTION_DEFAULT;
7802 if (CAN_FALL(element) && y < lev_fieldy - 1)
7804 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7805 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7806 if (JustBeingPushed(x, y))
7809 if (element == EL_QUICKSAND_FULL)
7811 if (IS_FREE(x, y + 1))
7813 InitMovingField(x, y, MV_DOWN);
7814 started_moving = TRUE;
7816 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7817 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7818 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7819 Store[x][y] = EL_ROCK;
7821 Store[x][y] = EL_ROCK;
7824 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7826 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7828 if (!MovDelay[x][y])
7830 MovDelay[x][y] = TILEY + 1;
7832 ResetGfxAnimation(x, y);
7833 ResetGfxAnimation(x, y + 1);
7838 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7839 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7846 Tile[x][y] = EL_QUICKSAND_EMPTY;
7847 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7848 Store[x][y + 1] = Store[x][y];
7851 PlayLevelSoundAction(x, y, ACTION_FILLING);
7853 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7855 if (!MovDelay[x][y])
7857 MovDelay[x][y] = TILEY + 1;
7859 ResetGfxAnimation(x, y);
7860 ResetGfxAnimation(x, y + 1);
7865 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7866 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7873 Tile[x][y] = EL_QUICKSAND_EMPTY;
7874 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7875 Store[x][y + 1] = Store[x][y];
7878 PlayLevelSoundAction(x, y, ACTION_FILLING);
7881 else if (element == EL_QUICKSAND_FAST_FULL)
7883 if (IS_FREE(x, y + 1))
7885 InitMovingField(x, y, MV_DOWN);
7886 started_moving = TRUE;
7888 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7889 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7890 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7891 Store[x][y] = EL_ROCK;
7893 Store[x][y] = EL_ROCK;
7896 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7898 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7900 if (!MovDelay[x][y])
7902 MovDelay[x][y] = TILEY + 1;
7904 ResetGfxAnimation(x, y);
7905 ResetGfxAnimation(x, y + 1);
7910 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7911 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7918 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7919 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7920 Store[x][y + 1] = Store[x][y];
7923 PlayLevelSoundAction(x, y, ACTION_FILLING);
7925 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7927 if (!MovDelay[x][y])
7929 MovDelay[x][y] = TILEY + 1;
7931 ResetGfxAnimation(x, y);
7932 ResetGfxAnimation(x, y + 1);
7937 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7938 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7945 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7946 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7947 Store[x][y + 1] = Store[x][y];
7950 PlayLevelSoundAction(x, y, ACTION_FILLING);
7953 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7954 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7956 InitMovingField(x, y, MV_DOWN);
7957 started_moving = TRUE;
7959 Tile[x][y] = EL_QUICKSAND_FILLING;
7960 Store[x][y] = element;
7962 PlayLevelSoundAction(x, y, ACTION_FILLING);
7964 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7965 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7967 InitMovingField(x, y, MV_DOWN);
7968 started_moving = TRUE;
7970 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7971 Store[x][y] = element;
7973 PlayLevelSoundAction(x, y, ACTION_FILLING);
7975 else if (element == EL_MAGIC_WALL_FULL)
7977 if (IS_FREE(x, y + 1))
7979 InitMovingField(x, y, MV_DOWN);
7980 started_moving = TRUE;
7982 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7983 Store[x][y] = EL_CHANGED(Store[x][y]);
7985 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7987 if (!MovDelay[x][y])
7988 MovDelay[x][y] = TILEY / 4 + 1;
7997 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7998 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7999 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8003 else if (element == EL_BD_MAGIC_WALL_FULL)
8005 if (IS_FREE(x, y + 1))
8007 InitMovingField(x, y, MV_DOWN);
8008 started_moving = TRUE;
8010 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8011 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8013 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8015 if (!MovDelay[x][y])
8016 MovDelay[x][y] = TILEY / 4 + 1;
8025 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8026 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8027 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8031 else if (element == EL_DC_MAGIC_WALL_FULL)
8033 if (IS_FREE(x, y + 1))
8035 InitMovingField(x, y, MV_DOWN);
8036 started_moving = TRUE;
8038 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8039 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8041 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8043 if (!MovDelay[x][y])
8044 MovDelay[x][y] = TILEY / 4 + 1;
8053 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8054 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8055 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8059 else if ((CAN_PASS_MAGIC_WALL(element) &&
8060 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8061 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8062 (CAN_PASS_DC_MAGIC_WALL(element) &&
8063 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8066 InitMovingField(x, y, MV_DOWN);
8067 started_moving = TRUE;
8070 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8071 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8072 EL_DC_MAGIC_WALL_FILLING);
8073 Store[x][y] = element;
8075 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8077 SplashAcid(x, y + 1);
8079 InitMovingField(x, y, MV_DOWN);
8080 started_moving = TRUE;
8082 Store[x][y] = EL_ACID;
8085 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8086 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8087 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8088 CAN_FALL(element) && WasJustFalling[x][y] &&
8089 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8091 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8092 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8093 (Tile[x][y + 1] == EL_BLOCKED)))
8095 /* this is needed for a special case not covered by calling "Impact()"
8096 from "ContinueMoving()": if an element moves to a tile directly below
8097 another element which was just falling on that tile (which was empty
8098 in the previous frame), the falling element above would just stop
8099 instead of smashing the element below (in previous version, the above
8100 element was just checked for "moving" instead of "falling", resulting
8101 in incorrect smashes caused by horizontal movement of the above
8102 element; also, the case of the player being the element to smash was
8103 simply not covered here... :-/ ) */
8105 CheckCollision[x][y] = 0;
8106 CheckImpact[x][y] = 0;
8110 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8112 if (MovDir[x][y] == MV_NONE)
8114 InitMovingField(x, y, MV_DOWN);
8115 started_moving = TRUE;
8118 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8120 if (WasJustFalling[x][y]) // prevent animation from being restarted
8121 MovDir[x][y] = MV_DOWN;
8123 InitMovingField(x, y, MV_DOWN);
8124 started_moving = TRUE;
8126 else if (element == EL_AMOEBA_DROP)
8128 Tile[x][y] = EL_AMOEBA_GROWING;
8129 Store[x][y] = EL_AMOEBA_WET;
8131 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8132 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8133 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8134 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8136 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8137 (IS_FREE(x - 1, y + 1) ||
8138 Tile[x - 1][y + 1] == EL_ACID));
8139 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8140 (IS_FREE(x + 1, y + 1) ||
8141 Tile[x + 1][y + 1] == EL_ACID));
8142 boolean can_fall_any = (can_fall_left || can_fall_right);
8143 boolean can_fall_both = (can_fall_left && can_fall_right);
8144 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8146 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8148 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8149 can_fall_right = FALSE;
8150 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8151 can_fall_left = FALSE;
8152 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8153 can_fall_right = FALSE;
8154 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8155 can_fall_left = FALSE;
8157 can_fall_any = (can_fall_left || can_fall_right);
8158 can_fall_both = FALSE;
8163 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8164 can_fall_right = FALSE; // slip down on left side
8166 can_fall_left = !(can_fall_right = RND(2));
8168 can_fall_both = FALSE;
8173 // if not determined otherwise, prefer left side for slipping down
8174 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8175 started_moving = TRUE;
8178 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8180 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8181 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8182 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8183 int belt_dir = game.belt_dir[belt_nr];
8185 if ((belt_dir == MV_LEFT && left_is_free) ||
8186 (belt_dir == MV_RIGHT && right_is_free))
8188 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8190 InitMovingField(x, y, belt_dir);
8191 started_moving = TRUE;
8193 Pushed[x][y] = TRUE;
8194 Pushed[nextx][y] = TRUE;
8196 GfxAction[x][y] = ACTION_DEFAULT;
8200 MovDir[x][y] = 0; // if element was moving, stop it
8205 // not "else if" because of elements that can fall and move (EL_SPRING)
8206 if (CAN_MOVE(element) && !started_moving)
8208 int move_pattern = element_info[element].move_pattern;
8211 Moving2Blocked(x, y, &newx, &newy);
8213 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8216 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8217 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8219 WasJustMoving[x][y] = 0;
8220 CheckCollision[x][y] = 0;
8222 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8224 if (Tile[x][y] != element) // element has changed
8228 if (!MovDelay[x][y]) // start new movement phase
8230 // all objects that can change their move direction after each step
8231 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8233 if (element != EL_YAMYAM &&
8234 element != EL_DARK_YAMYAM &&
8235 element != EL_PACMAN &&
8236 !(move_pattern & MV_ANY_DIRECTION) &&
8237 move_pattern != MV_TURNING_LEFT &&
8238 move_pattern != MV_TURNING_RIGHT &&
8239 move_pattern != MV_TURNING_LEFT_RIGHT &&
8240 move_pattern != MV_TURNING_RIGHT_LEFT &&
8241 move_pattern != MV_TURNING_RANDOM)
8245 if (MovDelay[x][y] && (element == EL_BUG ||
8246 element == EL_SPACESHIP ||
8247 element == EL_SP_SNIKSNAK ||
8248 element == EL_SP_ELECTRON ||
8249 element == EL_MOLE))
8250 TEST_DrawLevelField(x, y);
8254 if (MovDelay[x][y]) // wait some time before next movement
8258 if (element == EL_ROBOT ||
8259 element == EL_YAMYAM ||
8260 element == EL_DARK_YAMYAM)
8262 DrawLevelElementAnimationIfNeeded(x, y, element);
8263 PlayLevelSoundAction(x, y, ACTION_WAITING);
8265 else if (element == EL_SP_ELECTRON)
8266 DrawLevelElementAnimationIfNeeded(x, y, element);
8267 else if (element == EL_DRAGON)
8270 int dir = MovDir[x][y];
8271 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8272 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8273 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8274 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8275 dir == MV_UP ? IMG_FLAMES_1_UP :
8276 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8277 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8279 GfxAction[x][y] = ACTION_ATTACKING;
8281 if (IS_PLAYER(x, y))
8282 DrawPlayerField(x, y);
8284 TEST_DrawLevelField(x, y);
8286 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8288 for (i = 1; i <= 3; i++)
8290 int xx = x + i * dx;
8291 int yy = y + i * dy;
8292 int sx = SCREENX(xx);
8293 int sy = SCREENY(yy);
8294 int flame_graphic = graphic + (i - 1);
8296 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8301 int flamed = MovingOrBlocked2Element(xx, yy);
8303 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8306 RemoveMovingField(xx, yy);
8308 ChangeDelay[xx][yy] = 0;
8310 Tile[xx][yy] = EL_FLAMES;
8312 if (IN_SCR_FIELD(sx, sy))
8314 TEST_DrawLevelFieldCrumbled(xx, yy);
8315 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8320 if (Tile[xx][yy] == EL_FLAMES)
8321 Tile[xx][yy] = EL_EMPTY;
8322 TEST_DrawLevelField(xx, yy);
8327 if (MovDelay[x][y]) // element still has to wait some time
8329 PlayLevelSoundAction(x, y, ACTION_WAITING);
8335 // now make next step
8337 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8339 if (DONT_COLLIDE_WITH(element) &&
8340 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8341 !PLAYER_ENEMY_PROTECTED(newx, newy))
8343 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8348 else if (CAN_MOVE_INTO_ACID(element) &&
8349 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8350 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8351 (MovDir[x][y] == MV_DOWN ||
8352 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8354 SplashAcid(newx, newy);
8355 Store[x][y] = EL_ACID;
8357 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8359 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8360 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8361 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8362 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8365 TEST_DrawLevelField(x, y);
8367 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8368 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8369 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8371 game.friends_still_needed--;
8372 if (!game.friends_still_needed &&
8374 game.all_players_gone)
8379 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8381 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8382 TEST_DrawLevelField(newx, newy);
8384 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8386 else if (!IS_FREE(newx, newy))
8388 GfxAction[x][y] = ACTION_WAITING;
8390 if (IS_PLAYER(x, y))
8391 DrawPlayerField(x, y);
8393 TEST_DrawLevelField(x, y);
8398 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8400 if (IS_FOOD_PIG(Tile[newx][newy]))
8402 if (IS_MOVING(newx, newy))
8403 RemoveMovingField(newx, newy);
8406 Tile[newx][newy] = EL_EMPTY;
8407 TEST_DrawLevelField(newx, newy);
8410 PlayLevelSound(x, y, SND_PIG_DIGGING);
8412 else if (!IS_FREE(newx, newy))
8414 if (IS_PLAYER(x, y))
8415 DrawPlayerField(x, y);
8417 TEST_DrawLevelField(x, y);
8422 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8424 if (Store[x][y] != EL_EMPTY)
8426 boolean can_clone = FALSE;
8429 // check if element to clone is still there
8430 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8432 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8440 // cannot clone or target field not free anymore -- do not clone
8441 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8442 Store[x][y] = EL_EMPTY;
8445 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8447 if (IS_MV_DIAGONAL(MovDir[x][y]))
8449 int diagonal_move_dir = MovDir[x][y];
8450 int stored = Store[x][y];
8451 int change_delay = 8;
8454 // android is moving diagonally
8456 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8458 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8459 GfxElement[x][y] = EL_EMC_ANDROID;
8460 GfxAction[x][y] = ACTION_SHRINKING;
8461 GfxDir[x][y] = diagonal_move_dir;
8462 ChangeDelay[x][y] = change_delay;
8464 if (Store[x][y] == EL_EMPTY)
8465 Store[x][y] = GfxElementEmpty[x][y];
8467 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8470 DrawLevelGraphicAnimation(x, y, graphic);
8471 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8473 if (Tile[newx][newy] == EL_ACID)
8475 SplashAcid(newx, newy);
8480 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8482 Store[newx][newy] = EL_EMC_ANDROID;
8483 GfxElement[newx][newy] = EL_EMC_ANDROID;
8484 GfxAction[newx][newy] = ACTION_GROWING;
8485 GfxDir[newx][newy] = diagonal_move_dir;
8486 ChangeDelay[newx][newy] = change_delay;
8488 graphic = el_act_dir2img(GfxElement[newx][newy],
8489 GfxAction[newx][newy], GfxDir[newx][newy]);
8491 DrawLevelGraphicAnimation(newx, newy, graphic);
8492 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8498 Tile[newx][newy] = EL_EMPTY;
8499 TEST_DrawLevelField(newx, newy);
8501 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8504 else if (!IS_FREE(newx, newy))
8509 else if (IS_CUSTOM_ELEMENT(element) &&
8510 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8512 if (!DigFieldByCE(newx, newy, element))
8515 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8517 RunnerVisit[x][y] = FrameCounter;
8518 PlayerVisit[x][y] /= 8; // expire player visit path
8521 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8523 if (!IS_FREE(newx, newy))
8525 if (IS_PLAYER(x, y))
8526 DrawPlayerField(x, y);
8528 TEST_DrawLevelField(x, y);
8534 boolean wanna_flame = !RND(10);
8535 int dx = newx - x, dy = newy - y;
8536 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8537 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8538 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8539 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8540 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8541 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8544 IS_CLASSIC_ENEMY(element1) ||
8545 IS_CLASSIC_ENEMY(element2)) &&
8546 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8547 element1 != EL_FLAMES && element2 != EL_FLAMES)
8549 ResetGfxAnimation(x, y);
8550 GfxAction[x][y] = ACTION_ATTACKING;
8552 if (IS_PLAYER(x, y))
8553 DrawPlayerField(x, y);
8555 TEST_DrawLevelField(x, y);
8557 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8559 MovDelay[x][y] = 50;
8561 Tile[newx][newy] = EL_FLAMES;
8562 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8563 Tile[newx1][newy1] = EL_FLAMES;
8564 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8565 Tile[newx2][newy2] = EL_FLAMES;
8571 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8572 Tile[newx][newy] == EL_DIAMOND)
8574 if (IS_MOVING(newx, newy))
8575 RemoveMovingField(newx, newy);
8578 Tile[newx][newy] = EL_EMPTY;
8579 TEST_DrawLevelField(newx, newy);
8582 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8584 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8585 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8587 if (AmoebaNr[newx][newy])
8589 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8590 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8591 Tile[newx][newy] == EL_BD_AMOEBA)
8592 AmoebaCnt[AmoebaNr[newx][newy]]--;
8595 if (IS_MOVING(newx, newy))
8597 RemoveMovingField(newx, newy);
8601 Tile[newx][newy] = EL_EMPTY;
8602 TEST_DrawLevelField(newx, newy);
8605 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8607 else if ((element == EL_PACMAN || element == EL_MOLE)
8608 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8610 if (AmoebaNr[newx][newy])
8612 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8613 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8614 Tile[newx][newy] == EL_BD_AMOEBA)
8615 AmoebaCnt[AmoebaNr[newx][newy]]--;
8618 if (element == EL_MOLE)
8620 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8621 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8623 ResetGfxAnimation(x, y);
8624 GfxAction[x][y] = ACTION_DIGGING;
8625 TEST_DrawLevelField(x, y);
8627 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8629 return; // wait for shrinking amoeba
8631 else // element == EL_PACMAN
8633 Tile[newx][newy] = EL_EMPTY;
8634 TEST_DrawLevelField(newx, newy);
8635 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8638 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8639 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8640 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8642 // wait for shrinking amoeba to completely disappear
8645 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8647 // object was running against a wall
8651 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8652 DrawLevelElementAnimation(x, y, element);
8654 if (DONT_TOUCH(element))
8655 TestIfBadThingTouchesPlayer(x, y);
8660 InitMovingField(x, y, MovDir[x][y]);
8662 PlayLevelSoundAction(x, y, ACTION_MOVING);
8666 ContinueMoving(x, y);
8669 void ContinueMoving(int x, int y)
8671 int element = Tile[x][y];
8672 struct ElementInfo *ei = &element_info[element];
8673 int direction = MovDir[x][y];
8674 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8675 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8676 int newx = x + dx, newy = y + dy;
8677 int stored = Store[x][y];
8678 int stored_new = Store[newx][newy];
8679 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8680 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8681 boolean last_line = (newy == lev_fieldy - 1);
8682 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8684 if (pushed_by_player) // special case: moving object pushed by player
8686 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8688 else if (use_step_delay) // special case: moving object has step delay
8690 if (!MovDelay[x][y])
8691 MovPos[x][y] += getElementMoveStepsize(x, y);
8696 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8700 TEST_DrawLevelField(x, y);
8702 return; // element is still waiting
8705 else // normal case: generically moving object
8707 MovPos[x][y] += getElementMoveStepsize(x, y);
8710 if (ABS(MovPos[x][y]) < TILEX)
8712 TEST_DrawLevelField(x, y);
8714 return; // element is still moving
8717 // element reached destination field
8719 Tile[x][y] = EL_EMPTY;
8720 Tile[newx][newy] = element;
8721 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8723 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8725 element = Tile[newx][newy] = EL_ACID;
8727 else if (element == EL_MOLE)
8729 Tile[x][y] = EL_SAND;
8731 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8733 else if (element == EL_QUICKSAND_FILLING)
8735 element = Tile[newx][newy] = get_next_element(element);
8736 Store[newx][newy] = Store[x][y];
8738 else if (element == EL_QUICKSAND_EMPTYING)
8740 Tile[x][y] = get_next_element(element);
8741 element = Tile[newx][newy] = Store[x][y];
8743 else if (element == EL_QUICKSAND_FAST_FILLING)
8745 element = Tile[newx][newy] = get_next_element(element);
8746 Store[newx][newy] = Store[x][y];
8748 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8750 Tile[x][y] = get_next_element(element);
8751 element = Tile[newx][newy] = Store[x][y];
8753 else if (element == EL_MAGIC_WALL_FILLING)
8755 element = Tile[newx][newy] = get_next_element(element);
8756 if (!game.magic_wall_active)
8757 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8758 Store[newx][newy] = Store[x][y];
8760 else if (element == EL_MAGIC_WALL_EMPTYING)
8762 Tile[x][y] = get_next_element(element);
8763 if (!game.magic_wall_active)
8764 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8765 element = Tile[newx][newy] = Store[x][y];
8767 InitField(newx, newy, FALSE);
8769 else if (element == EL_BD_MAGIC_WALL_FILLING)
8771 element = Tile[newx][newy] = get_next_element(element);
8772 if (!game.magic_wall_active)
8773 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8774 Store[newx][newy] = Store[x][y];
8776 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8778 Tile[x][y] = get_next_element(element);
8779 if (!game.magic_wall_active)
8780 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8781 element = Tile[newx][newy] = Store[x][y];
8783 InitField(newx, newy, FALSE);
8785 else if (element == EL_DC_MAGIC_WALL_FILLING)
8787 element = Tile[newx][newy] = get_next_element(element);
8788 if (!game.magic_wall_active)
8789 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8790 Store[newx][newy] = Store[x][y];
8792 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8794 Tile[x][y] = get_next_element(element);
8795 if (!game.magic_wall_active)
8796 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8797 element = Tile[newx][newy] = Store[x][y];
8799 InitField(newx, newy, FALSE);
8801 else if (element == EL_AMOEBA_DROPPING)
8803 Tile[x][y] = get_next_element(element);
8804 element = Tile[newx][newy] = Store[x][y];
8806 else if (element == EL_SOKOBAN_OBJECT)
8809 Tile[x][y] = Back[x][y];
8811 if (Back[newx][newy])
8812 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8814 Back[x][y] = Back[newx][newy] = 0;
8817 Store[x][y] = EL_EMPTY;
8822 MovDelay[newx][newy] = 0;
8824 if (CAN_CHANGE_OR_HAS_ACTION(element))
8826 // copy element change control values to new field
8827 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8828 ChangePage[newx][newy] = ChangePage[x][y];
8829 ChangeCount[newx][newy] = ChangeCount[x][y];
8830 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8833 CustomValue[newx][newy] = CustomValue[x][y];
8835 ChangeDelay[x][y] = 0;
8836 ChangePage[x][y] = -1;
8837 ChangeCount[x][y] = 0;
8838 ChangeEvent[x][y] = -1;
8840 CustomValue[x][y] = 0;
8842 // copy animation control values to new field
8843 GfxFrame[newx][newy] = GfxFrame[x][y];
8844 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8845 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8846 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8848 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8850 // some elements can leave other elements behind after moving
8851 if (ei->move_leave_element != EL_EMPTY &&
8852 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8853 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8855 int move_leave_element = ei->move_leave_element;
8857 // this makes it possible to leave the removed element again
8858 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8859 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8861 Tile[x][y] = move_leave_element;
8863 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8864 MovDir[x][y] = direction;
8866 InitField(x, y, FALSE);
8868 if (GFX_CRUMBLED(Tile[x][y]))
8869 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8871 if (IS_PLAYER_ELEMENT(move_leave_element))
8872 RelocatePlayer(x, y, move_leave_element);
8875 // do this after checking for left-behind element
8876 ResetGfxAnimation(x, y); // reset animation values for old field
8878 if (!CAN_MOVE(element) ||
8879 (CAN_FALL(element) && direction == MV_DOWN &&
8880 (element == EL_SPRING ||
8881 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8882 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8883 GfxDir[x][y] = MovDir[newx][newy] = 0;
8885 TEST_DrawLevelField(x, y);
8886 TEST_DrawLevelField(newx, newy);
8888 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8890 // prevent pushed element from moving on in pushed direction
8891 if (pushed_by_player && CAN_MOVE(element) &&
8892 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8893 !(element_info[element].move_pattern & direction))
8894 TurnRound(newx, newy);
8896 // prevent elements on conveyor belt from moving on in last direction
8897 if (pushed_by_conveyor && CAN_FALL(element) &&
8898 direction & MV_HORIZONTAL)
8899 MovDir[newx][newy] = 0;
8901 if (!pushed_by_player)
8903 int nextx = newx + dx, nexty = newy + dy;
8904 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8906 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8908 if (CAN_FALL(element) && direction == MV_DOWN)
8909 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8911 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8912 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8914 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8915 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8918 if (DONT_TOUCH(element)) // object may be nasty to player or others
8920 TestIfBadThingTouchesPlayer(newx, newy);
8921 TestIfBadThingTouchesFriend(newx, newy);
8923 if (!IS_CUSTOM_ELEMENT(element))
8924 TestIfBadThingTouchesOtherBadThing(newx, newy);
8926 else if (element == EL_PENGUIN)
8927 TestIfFriendTouchesBadThing(newx, newy);
8929 if (DONT_GET_HIT_BY(element))
8931 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8934 // give the player one last chance (one more frame) to move away
8935 if (CAN_FALL(element) && direction == MV_DOWN &&
8936 (last_line || (!IS_FREE(x, newy + 1) &&
8937 (!IS_PLAYER(x, newy + 1) ||
8938 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8941 if (pushed_by_player && !game.use_change_when_pushing_bug)
8943 int push_side = MV_DIR_OPPOSITE(direction);
8944 struct PlayerInfo *player = PLAYERINFO(x, y);
8946 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8947 player->index_bit, push_side);
8948 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8949 player->index_bit, push_side);
8952 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8953 MovDelay[newx][newy] = 1;
8955 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8957 TestIfElementTouchesCustomElement(x, y); // empty or new element
8958 TestIfElementHitsCustomElement(newx, newy, direction);
8959 TestIfPlayerTouchesCustomElement(newx, newy);
8960 TestIfElementTouchesCustomElement(newx, newy);
8962 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8963 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8964 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8965 MV_DIR_OPPOSITE(direction));
8968 int AmoebaNeighbourNr(int ax, int ay)
8971 int element = Tile[ax][ay];
8973 static int xy[4][2] =
8981 for (i = 0; i < NUM_DIRECTIONS; i++)
8983 int x = ax + xy[i][0];
8984 int y = ay + xy[i][1];
8986 if (!IN_LEV_FIELD(x, y))
8989 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8990 group_nr = AmoebaNr[x][y];
8996 static void AmoebaMerge(int ax, int ay)
8998 int i, x, y, xx, yy;
8999 int new_group_nr = AmoebaNr[ax][ay];
9000 static int xy[4][2] =
9008 if (new_group_nr == 0)
9011 for (i = 0; i < NUM_DIRECTIONS; i++)
9016 if (!IN_LEV_FIELD(x, y))
9019 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9020 Tile[x][y] == EL_BD_AMOEBA ||
9021 Tile[x][y] == EL_AMOEBA_DEAD) &&
9022 AmoebaNr[x][y] != new_group_nr)
9024 int old_group_nr = AmoebaNr[x][y];
9026 if (old_group_nr == 0)
9029 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9030 AmoebaCnt[old_group_nr] = 0;
9031 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9032 AmoebaCnt2[old_group_nr] = 0;
9034 SCAN_PLAYFIELD(xx, yy)
9036 if (AmoebaNr[xx][yy] == old_group_nr)
9037 AmoebaNr[xx][yy] = new_group_nr;
9043 void AmoebaToDiamond(int ax, int ay)
9047 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9049 int group_nr = AmoebaNr[ax][ay];
9054 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9055 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9061 SCAN_PLAYFIELD(x, y)
9063 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9066 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9070 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9071 SND_AMOEBA_TURNING_TO_GEM :
9072 SND_AMOEBA_TURNING_TO_ROCK));
9077 static int xy[4][2] =
9085 for (i = 0; i < NUM_DIRECTIONS; i++)
9090 if (!IN_LEV_FIELD(x, y))
9093 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9095 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9096 SND_AMOEBA_TURNING_TO_GEM :
9097 SND_AMOEBA_TURNING_TO_ROCK));
9104 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9107 int group_nr = AmoebaNr[ax][ay];
9108 boolean done = FALSE;
9113 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9114 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9120 SCAN_PLAYFIELD(x, y)
9122 if (AmoebaNr[x][y] == group_nr &&
9123 (Tile[x][y] == EL_AMOEBA_DEAD ||
9124 Tile[x][y] == EL_BD_AMOEBA ||
9125 Tile[x][y] == EL_AMOEBA_GROWING))
9128 Tile[x][y] = new_element;
9129 InitField(x, y, FALSE);
9130 TEST_DrawLevelField(x, y);
9136 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9137 SND_BD_AMOEBA_TURNING_TO_ROCK :
9138 SND_BD_AMOEBA_TURNING_TO_GEM));
9141 static void AmoebaGrowing(int x, int y)
9143 static DelayCounter sound_delay = { 0 };
9145 if (!MovDelay[x][y]) // start new growing cycle
9149 if (DelayReached(&sound_delay))
9151 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9152 sound_delay.value = 30;
9156 if (MovDelay[x][y]) // wait some time before growing bigger
9159 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9161 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9162 6 - MovDelay[x][y]);
9164 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9167 if (!MovDelay[x][y])
9169 Tile[x][y] = Store[x][y];
9171 TEST_DrawLevelField(x, y);
9176 static void AmoebaShrinking(int x, int y)
9178 static DelayCounter sound_delay = { 0 };
9180 if (!MovDelay[x][y]) // start new shrinking cycle
9184 if (DelayReached(&sound_delay))
9185 sound_delay.value = 30;
9188 if (MovDelay[x][y]) // wait some time before shrinking
9191 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9193 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9194 6 - MovDelay[x][y]);
9196 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9199 if (!MovDelay[x][y])
9201 Tile[x][y] = EL_EMPTY;
9202 TEST_DrawLevelField(x, y);
9204 // don't let mole enter this field in this cycle;
9205 // (give priority to objects falling to this field from above)
9211 static void AmoebaReproduce(int ax, int ay)
9214 int element = Tile[ax][ay];
9215 int graphic = el2img(element);
9216 int newax = ax, neway = ay;
9217 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9218 static int xy[4][2] =
9226 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9228 Tile[ax][ay] = EL_AMOEBA_DEAD;
9229 TEST_DrawLevelField(ax, ay);
9233 if (IS_ANIMATED(graphic))
9234 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9236 if (!MovDelay[ax][ay]) // start making new amoeba field
9237 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9239 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9242 if (MovDelay[ax][ay])
9246 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9249 int x = ax + xy[start][0];
9250 int y = ay + xy[start][1];
9252 if (!IN_LEV_FIELD(x, y))
9255 if (IS_FREE(x, y) ||
9256 CAN_GROW_INTO(Tile[x][y]) ||
9257 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9258 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9264 if (newax == ax && neway == ay)
9267 else // normal or "filled" (BD style) amoeba
9270 boolean waiting_for_player = FALSE;
9272 for (i = 0; i < NUM_DIRECTIONS; i++)
9274 int j = (start + i) % 4;
9275 int x = ax + xy[j][0];
9276 int y = ay + xy[j][1];
9278 if (!IN_LEV_FIELD(x, y))
9281 if (IS_FREE(x, y) ||
9282 CAN_GROW_INTO(Tile[x][y]) ||
9283 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9284 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9290 else if (IS_PLAYER(x, y))
9291 waiting_for_player = TRUE;
9294 if (newax == ax && neway == ay) // amoeba cannot grow
9296 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9298 Tile[ax][ay] = EL_AMOEBA_DEAD;
9299 TEST_DrawLevelField(ax, ay);
9300 AmoebaCnt[AmoebaNr[ax][ay]]--;
9302 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9304 if (element == EL_AMOEBA_FULL)
9305 AmoebaToDiamond(ax, ay);
9306 else if (element == EL_BD_AMOEBA)
9307 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9312 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9314 // amoeba gets larger by growing in some direction
9316 int new_group_nr = AmoebaNr[ax][ay];
9319 if (new_group_nr == 0)
9321 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9323 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9329 AmoebaNr[newax][neway] = new_group_nr;
9330 AmoebaCnt[new_group_nr]++;
9331 AmoebaCnt2[new_group_nr]++;
9333 // if amoeba touches other amoeba(s) after growing, unify them
9334 AmoebaMerge(newax, neway);
9336 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9338 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9344 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9345 (neway == lev_fieldy - 1 && newax != ax))
9347 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9348 Store[newax][neway] = element;
9350 else if (neway == ay || element == EL_EMC_DRIPPER)
9352 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9354 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9358 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9359 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9360 Store[ax][ay] = EL_AMOEBA_DROP;
9361 ContinueMoving(ax, ay);
9365 TEST_DrawLevelField(newax, neway);
9368 static void Life(int ax, int ay)
9372 int element = Tile[ax][ay];
9373 int graphic = el2img(element);
9374 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9376 boolean changed = FALSE;
9378 if (IS_ANIMATED(graphic))
9379 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9384 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9385 MovDelay[ax][ay] = life_time;
9387 if (MovDelay[ax][ay]) // wait some time before next cycle
9390 if (MovDelay[ax][ay])
9394 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9396 int xx = ax+x1, yy = ay+y1;
9397 int old_element = Tile[xx][yy];
9398 int num_neighbours = 0;
9400 if (!IN_LEV_FIELD(xx, yy))
9403 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9405 int x = xx+x2, y = yy+y2;
9407 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9410 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9411 boolean is_neighbour = FALSE;
9413 if (level.use_life_bugs)
9415 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9416 (IS_FREE(x, y) && Stop[x][y]));
9419 (Last[x][y] == element || is_player_cell);
9425 boolean is_free = FALSE;
9427 if (level.use_life_bugs)
9428 is_free = (IS_FREE(xx, yy));
9430 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9432 if (xx == ax && yy == ay) // field in the middle
9434 if (num_neighbours < life_parameter[0] ||
9435 num_neighbours > life_parameter[1])
9437 Tile[xx][yy] = EL_EMPTY;
9438 if (Tile[xx][yy] != old_element)
9439 TEST_DrawLevelField(xx, yy);
9440 Stop[xx][yy] = TRUE;
9444 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9445 { // free border field
9446 if (num_neighbours >= life_parameter[2] &&
9447 num_neighbours <= life_parameter[3])
9449 Tile[xx][yy] = element;
9450 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9451 if (Tile[xx][yy] != old_element)
9452 TEST_DrawLevelField(xx, yy);
9453 Stop[xx][yy] = TRUE;
9460 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9461 SND_GAME_OF_LIFE_GROWING);
9464 static void InitRobotWheel(int x, int y)
9466 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9469 static void RunRobotWheel(int x, int y)
9471 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9474 static void StopRobotWheel(int x, int y)
9476 if (game.robot_wheel_x == x &&
9477 game.robot_wheel_y == y)
9479 game.robot_wheel_x = -1;
9480 game.robot_wheel_y = -1;
9481 game.robot_wheel_active = FALSE;
9485 static void InitTimegateWheel(int x, int y)
9487 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9490 static void RunTimegateWheel(int x, int y)
9492 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9495 static void InitMagicBallDelay(int x, int y)
9497 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9500 static void ActivateMagicBall(int bx, int by)
9504 if (level.ball_random)
9506 int pos_border = RND(8); // select one of the eight border elements
9507 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9508 int xx = pos_content % 3;
9509 int yy = pos_content / 3;
9514 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9515 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9519 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9521 int xx = x - bx + 1;
9522 int yy = y - by + 1;
9524 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9525 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9529 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9532 static void CheckExit(int x, int y)
9534 if (game.gems_still_needed > 0 ||
9535 game.sokoban_fields_still_needed > 0 ||
9536 game.sokoban_objects_still_needed > 0 ||
9537 game.lights_still_needed > 0)
9539 int element = Tile[x][y];
9540 int graphic = el2img(element);
9542 if (IS_ANIMATED(graphic))
9543 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9548 // do not re-open exit door closed after last player
9549 if (game.all_players_gone)
9552 Tile[x][y] = EL_EXIT_OPENING;
9554 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9557 static void CheckExitEM(int x, int y)
9559 if (game.gems_still_needed > 0 ||
9560 game.sokoban_fields_still_needed > 0 ||
9561 game.sokoban_objects_still_needed > 0 ||
9562 game.lights_still_needed > 0)
9564 int element = Tile[x][y];
9565 int graphic = el2img(element);
9567 if (IS_ANIMATED(graphic))
9568 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9573 // do not re-open exit door closed after last player
9574 if (game.all_players_gone)
9577 Tile[x][y] = EL_EM_EXIT_OPENING;
9579 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9582 static void CheckExitSteel(int x, int y)
9584 if (game.gems_still_needed > 0 ||
9585 game.sokoban_fields_still_needed > 0 ||
9586 game.sokoban_objects_still_needed > 0 ||
9587 game.lights_still_needed > 0)
9589 int element = Tile[x][y];
9590 int graphic = el2img(element);
9592 if (IS_ANIMATED(graphic))
9593 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9598 // do not re-open exit door closed after last player
9599 if (game.all_players_gone)
9602 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9604 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9607 static void CheckExitSteelEM(int x, int y)
9609 if (game.gems_still_needed > 0 ||
9610 game.sokoban_fields_still_needed > 0 ||
9611 game.sokoban_objects_still_needed > 0 ||
9612 game.lights_still_needed > 0)
9614 int element = Tile[x][y];
9615 int graphic = el2img(element);
9617 if (IS_ANIMATED(graphic))
9618 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9623 // do not re-open exit door closed after last player
9624 if (game.all_players_gone)
9627 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9629 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9632 static void CheckExitSP(int x, int y)
9634 if (game.gems_still_needed > 0)
9636 int element = Tile[x][y];
9637 int graphic = el2img(element);
9639 if (IS_ANIMATED(graphic))
9640 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9645 // do not re-open exit door closed after last player
9646 if (game.all_players_gone)
9649 Tile[x][y] = EL_SP_EXIT_OPENING;
9651 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9654 static void CloseAllOpenTimegates(void)
9658 SCAN_PLAYFIELD(x, y)
9660 int element = Tile[x][y];
9662 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9664 Tile[x][y] = EL_TIMEGATE_CLOSING;
9666 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9671 static void DrawTwinkleOnField(int x, int y)
9673 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9676 if (Tile[x][y] == EL_BD_DIAMOND)
9679 if (MovDelay[x][y] == 0) // next animation frame
9680 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9682 if (MovDelay[x][y] != 0) // wait some time before next frame
9686 DrawLevelElementAnimation(x, y, Tile[x][y]);
9688 if (MovDelay[x][y] != 0)
9690 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9691 10 - MovDelay[x][y]);
9693 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9698 static void MauerWaechst(int x, int y)
9702 if (!MovDelay[x][y]) // next animation frame
9703 MovDelay[x][y] = 3 * delay;
9705 if (MovDelay[x][y]) // wait some time before next frame
9709 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9711 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9712 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9714 DrawLevelGraphic(x, y, graphic, frame);
9717 if (!MovDelay[x][y])
9719 if (MovDir[x][y] == MV_LEFT)
9721 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9722 TEST_DrawLevelField(x - 1, y);
9724 else if (MovDir[x][y] == MV_RIGHT)
9726 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9727 TEST_DrawLevelField(x + 1, y);
9729 else if (MovDir[x][y] == MV_UP)
9731 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9732 TEST_DrawLevelField(x, y - 1);
9736 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9737 TEST_DrawLevelField(x, y + 1);
9740 Tile[x][y] = Store[x][y];
9742 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9743 TEST_DrawLevelField(x, y);
9748 static void MauerAbleger(int ax, int ay)
9750 int element = Tile[ax][ay];
9751 int graphic = el2img(element);
9752 boolean oben_frei = FALSE, unten_frei = FALSE;
9753 boolean links_frei = FALSE, rechts_frei = FALSE;
9754 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9755 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9756 boolean new_wall = FALSE;
9758 if (IS_ANIMATED(graphic))
9759 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9761 if (!MovDelay[ax][ay]) // start building new wall
9762 MovDelay[ax][ay] = 6;
9764 if (MovDelay[ax][ay]) // wait some time before building new wall
9767 if (MovDelay[ax][ay])
9771 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9773 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9775 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9777 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9780 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9781 element == EL_EXPANDABLE_WALL_ANY)
9785 Tile[ax][ay - 1] = EL_EXPANDABLE_WALL_GROWING;
9786 Store[ax][ay - 1] = element;
9787 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9788 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9789 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9794 Tile[ax][ay + 1] = EL_EXPANDABLE_WALL_GROWING;
9795 Store[ax][ay + 1] = element;
9796 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9797 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9798 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9803 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9804 element == EL_EXPANDABLE_WALL_ANY ||
9805 element == EL_EXPANDABLE_WALL ||
9806 element == EL_BD_EXPANDABLE_WALL)
9810 Tile[ax - 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9811 Store[ax - 1][ay] = element;
9812 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9813 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9814 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9820 Tile[ax + 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9821 Store[ax + 1][ay] = element;
9822 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9823 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9824 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9829 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9830 TEST_DrawLevelField(ax, ay);
9832 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9834 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9835 unten_massiv = TRUE;
9836 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9837 links_massiv = TRUE;
9838 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9839 rechts_massiv = TRUE;
9841 if (((oben_massiv && unten_massiv) ||
9842 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9843 element == EL_EXPANDABLE_WALL) &&
9844 ((links_massiv && rechts_massiv) ||
9845 element == EL_EXPANDABLE_WALL_VERTICAL))
9846 Tile[ax][ay] = EL_WALL;
9849 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9852 static void MauerAblegerStahl(int ax, int ay)
9854 int element = Tile[ax][ay];
9855 int graphic = el2img(element);
9856 boolean oben_frei = FALSE, unten_frei = FALSE;
9857 boolean links_frei = FALSE, rechts_frei = FALSE;
9858 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9859 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9860 boolean new_wall = FALSE;
9862 if (IS_ANIMATED(graphic))
9863 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9865 if (!MovDelay[ax][ay]) // start building new wall
9866 MovDelay[ax][ay] = 6;
9868 if (MovDelay[ax][ay]) // wait some time before building new wall
9871 if (MovDelay[ax][ay])
9875 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9877 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9879 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9881 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9884 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9885 element == EL_EXPANDABLE_STEELWALL_ANY)
9889 Tile[ax][ay - 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9890 Store[ax][ay - 1] = element;
9891 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9892 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9893 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9898 Tile[ax][ay + 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9899 Store[ax][ay + 1] = element;
9900 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9901 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9902 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9907 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9908 element == EL_EXPANDABLE_STEELWALL_ANY)
9912 Tile[ax - 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9913 Store[ax - 1][ay] = element;
9914 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9915 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9916 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9922 Tile[ax + 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9923 Store[ax + 1][ay] = element;
9924 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9925 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9926 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9931 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9933 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9934 unten_massiv = TRUE;
9935 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9936 links_massiv = TRUE;
9937 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9938 rechts_massiv = TRUE;
9940 if (((oben_massiv && unten_massiv) ||
9941 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9942 ((links_massiv && rechts_massiv) ||
9943 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9944 Tile[ax][ay] = EL_STEELWALL;
9947 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9950 static void CheckForDragon(int x, int y)
9953 boolean dragon_found = FALSE;
9954 static int xy[4][2] =
9962 for (i = 0; i < NUM_DIRECTIONS; i++)
9964 for (j = 0; j < 4; j++)
9966 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9968 if (IN_LEV_FIELD(xx, yy) &&
9969 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9971 if (Tile[xx][yy] == EL_DRAGON)
9972 dragon_found = TRUE;
9981 for (i = 0; i < NUM_DIRECTIONS; i++)
9983 for (j = 0; j < 3; j++)
9985 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9987 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9989 Tile[xx][yy] = EL_EMPTY;
9990 TEST_DrawLevelField(xx, yy);
9999 static void InitBuggyBase(int x, int y)
10001 int element = Tile[x][y];
10002 int activating_delay = FRAMES_PER_SECOND / 4;
10004 ChangeDelay[x][y] =
10005 (element == EL_SP_BUGGY_BASE ?
10006 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10007 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10009 element == EL_SP_BUGGY_BASE_ACTIVE ?
10010 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10013 static void WarnBuggyBase(int x, int y)
10016 static int xy[4][2] =
10024 for (i = 0; i < NUM_DIRECTIONS; i++)
10026 int xx = x + xy[i][0];
10027 int yy = y + xy[i][1];
10029 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10031 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10038 static void InitTrap(int x, int y)
10040 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10043 static void ActivateTrap(int x, int y)
10045 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10048 static void ChangeActiveTrap(int x, int y)
10050 int graphic = IMG_TRAP_ACTIVE;
10052 // if new animation frame was drawn, correct crumbled sand border
10053 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10054 TEST_DrawLevelFieldCrumbled(x, y);
10057 static int getSpecialActionElement(int element, int number, int base_element)
10059 return (element != EL_EMPTY ? element :
10060 number != -1 ? base_element + number - 1 :
10064 static int getModifiedActionNumber(int value_old, int operator, int operand,
10065 int value_min, int value_max)
10067 int value_new = (operator == CA_MODE_SET ? operand :
10068 operator == CA_MODE_ADD ? value_old + operand :
10069 operator == CA_MODE_SUBTRACT ? value_old - operand :
10070 operator == CA_MODE_MULTIPLY ? value_old * operand :
10071 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10072 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10075 return (value_new < value_min ? value_min :
10076 value_new > value_max ? value_max :
10080 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10082 struct ElementInfo *ei = &element_info[element];
10083 struct ElementChangeInfo *change = &ei->change_page[page];
10084 int target_element = change->target_element;
10085 int action_type = change->action_type;
10086 int action_mode = change->action_mode;
10087 int action_arg = change->action_arg;
10088 int action_element = change->action_element;
10091 if (!change->has_action)
10094 // ---------- determine action paramater values -----------------------------
10096 int level_time_value =
10097 (level.time > 0 ? TimeLeft :
10100 int action_arg_element_raw =
10101 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10102 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10103 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10104 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10105 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10106 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10107 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10109 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10111 int action_arg_direction =
10112 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10113 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10114 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10115 change->actual_trigger_side :
10116 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10117 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10120 int action_arg_number_min =
10121 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10124 int action_arg_number_max =
10125 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10126 action_type == CA_SET_LEVEL_GEMS ? 999 :
10127 action_type == CA_SET_LEVEL_TIME ? 9999 :
10128 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10129 action_type == CA_SET_CE_VALUE ? 9999 :
10130 action_type == CA_SET_CE_SCORE ? 9999 :
10133 int action_arg_number_reset =
10134 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10135 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10136 action_type == CA_SET_LEVEL_TIME ? level.time :
10137 action_type == CA_SET_LEVEL_SCORE ? 0 :
10138 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10139 action_type == CA_SET_CE_SCORE ? 0 :
10142 int action_arg_number =
10143 (action_arg <= CA_ARG_MAX ? action_arg :
10144 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10145 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10146 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10147 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10148 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10149 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10150 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10151 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10152 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10153 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10154 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10155 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10156 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10157 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10158 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10159 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10160 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10161 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10162 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10163 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10164 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10167 int action_arg_number_old =
10168 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10169 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10170 action_type == CA_SET_LEVEL_SCORE ? game.score :
10171 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10172 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10175 int action_arg_number_new =
10176 getModifiedActionNumber(action_arg_number_old,
10177 action_mode, action_arg_number,
10178 action_arg_number_min, action_arg_number_max);
10180 int trigger_player_bits =
10181 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10182 change->actual_trigger_player_bits : change->trigger_player);
10184 int action_arg_player_bits =
10185 (action_arg >= CA_ARG_PLAYER_1 &&
10186 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10187 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10188 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10191 // ---------- execute action -----------------------------------------------
10193 switch (action_type)
10200 // ---------- level actions ----------------------------------------------
10202 case CA_RESTART_LEVEL:
10204 game.restart_level = TRUE;
10209 case CA_SHOW_ENVELOPE:
10211 int element = getSpecialActionElement(action_arg_element,
10212 action_arg_number, EL_ENVELOPE_1);
10214 if (IS_ENVELOPE(element))
10215 local_player->show_envelope = element;
10220 case CA_SET_LEVEL_TIME:
10222 if (level.time > 0) // only modify limited time value
10224 TimeLeft = action_arg_number_new;
10226 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10228 DisplayGameControlValues();
10230 if (!TimeLeft && game.time_limit)
10231 for (i = 0; i < MAX_PLAYERS; i++)
10232 KillPlayer(&stored_player[i]);
10238 case CA_SET_LEVEL_SCORE:
10240 game.score = action_arg_number_new;
10242 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10244 DisplayGameControlValues();
10249 case CA_SET_LEVEL_GEMS:
10251 game.gems_still_needed = action_arg_number_new;
10253 game.snapshot.collected_item = TRUE;
10255 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10257 DisplayGameControlValues();
10262 case CA_SET_LEVEL_WIND:
10264 game.wind_direction = action_arg_direction;
10269 case CA_SET_LEVEL_RANDOM_SEED:
10271 // ensure that setting a new random seed while playing is predictable
10272 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10277 // ---------- player actions ---------------------------------------------
10279 case CA_MOVE_PLAYER:
10280 case CA_MOVE_PLAYER_NEW:
10282 // automatically move to the next field in specified direction
10283 for (i = 0; i < MAX_PLAYERS; i++)
10284 if (trigger_player_bits & (1 << i))
10285 if (action_type == CA_MOVE_PLAYER ||
10286 stored_player[i].MovPos == 0)
10287 stored_player[i].programmed_action = action_arg_direction;
10292 case CA_EXIT_PLAYER:
10294 for (i = 0; i < MAX_PLAYERS; i++)
10295 if (action_arg_player_bits & (1 << i))
10296 ExitPlayer(&stored_player[i]);
10298 if (game.players_still_needed == 0)
10304 case CA_KILL_PLAYER:
10306 for (i = 0; i < MAX_PLAYERS; i++)
10307 if (action_arg_player_bits & (1 << i))
10308 KillPlayer(&stored_player[i]);
10313 case CA_SET_PLAYER_KEYS:
10315 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10316 int element = getSpecialActionElement(action_arg_element,
10317 action_arg_number, EL_KEY_1);
10319 if (IS_KEY(element))
10321 for (i = 0; i < MAX_PLAYERS; i++)
10323 if (trigger_player_bits & (1 << i))
10325 stored_player[i].key[KEY_NR(element)] = key_state;
10327 DrawGameDoorValues();
10335 case CA_SET_PLAYER_SPEED:
10337 for (i = 0; i < MAX_PLAYERS; i++)
10339 if (trigger_player_bits & (1 << i))
10341 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10343 if (action_arg == CA_ARG_SPEED_FASTER &&
10344 stored_player[i].cannot_move)
10346 action_arg_number = STEPSIZE_VERY_SLOW;
10348 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10349 action_arg == CA_ARG_SPEED_FASTER)
10351 action_arg_number = 2;
10352 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10355 else if (action_arg == CA_ARG_NUMBER_RESET)
10357 action_arg_number = level.initial_player_stepsize[i];
10361 getModifiedActionNumber(move_stepsize,
10364 action_arg_number_min,
10365 action_arg_number_max);
10367 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10374 case CA_SET_PLAYER_SHIELD:
10376 for (i = 0; i < MAX_PLAYERS; i++)
10378 if (trigger_player_bits & (1 << i))
10380 if (action_arg == CA_ARG_SHIELD_OFF)
10382 stored_player[i].shield_normal_time_left = 0;
10383 stored_player[i].shield_deadly_time_left = 0;
10385 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10387 stored_player[i].shield_normal_time_left = 999999;
10389 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10391 stored_player[i].shield_normal_time_left = 999999;
10392 stored_player[i].shield_deadly_time_left = 999999;
10400 case CA_SET_PLAYER_GRAVITY:
10402 for (i = 0; i < MAX_PLAYERS; i++)
10404 if (trigger_player_bits & (1 << i))
10406 stored_player[i].gravity =
10407 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10408 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10409 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10410 stored_player[i].gravity);
10417 case CA_SET_PLAYER_ARTWORK:
10419 for (i = 0; i < MAX_PLAYERS; i++)
10421 if (trigger_player_bits & (1 << i))
10423 int artwork_element = action_arg_element;
10425 if (action_arg == CA_ARG_ELEMENT_RESET)
10427 (level.use_artwork_element[i] ? level.artwork_element[i] :
10428 stored_player[i].element_nr);
10430 if (stored_player[i].artwork_element != artwork_element)
10431 stored_player[i].Frame = 0;
10433 stored_player[i].artwork_element = artwork_element;
10435 SetPlayerWaiting(&stored_player[i], FALSE);
10437 // set number of special actions for bored and sleeping animation
10438 stored_player[i].num_special_action_bored =
10439 get_num_special_action(artwork_element,
10440 ACTION_BORING_1, ACTION_BORING_LAST);
10441 stored_player[i].num_special_action_sleeping =
10442 get_num_special_action(artwork_element,
10443 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10450 case CA_SET_PLAYER_INVENTORY:
10452 for (i = 0; i < MAX_PLAYERS; i++)
10454 struct PlayerInfo *player = &stored_player[i];
10457 if (trigger_player_bits & (1 << i))
10459 int inventory_element = action_arg_element;
10461 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10462 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10463 action_arg == CA_ARG_ELEMENT_ACTION)
10465 int element = inventory_element;
10466 int collect_count = element_info[element].collect_count_initial;
10468 if (!IS_CUSTOM_ELEMENT(element))
10471 if (collect_count == 0)
10472 player->inventory_infinite_element = element;
10474 for (k = 0; k < collect_count; k++)
10475 if (player->inventory_size < MAX_INVENTORY_SIZE)
10476 player->inventory_element[player->inventory_size++] =
10479 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10480 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10481 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10483 if (player->inventory_infinite_element != EL_UNDEFINED &&
10484 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10485 action_arg_element_raw))
10486 player->inventory_infinite_element = EL_UNDEFINED;
10488 for (k = 0, j = 0; j < player->inventory_size; j++)
10490 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10491 action_arg_element_raw))
10492 player->inventory_element[k++] = player->inventory_element[j];
10495 player->inventory_size = k;
10497 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10499 if (player->inventory_size > 0)
10501 for (j = 0; j < player->inventory_size - 1; j++)
10502 player->inventory_element[j] = player->inventory_element[j + 1];
10504 player->inventory_size--;
10507 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10509 if (player->inventory_size > 0)
10510 player->inventory_size--;
10512 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10514 player->inventory_infinite_element = EL_UNDEFINED;
10515 player->inventory_size = 0;
10517 else if (action_arg == CA_ARG_INVENTORY_RESET)
10519 player->inventory_infinite_element = EL_UNDEFINED;
10520 player->inventory_size = 0;
10522 if (level.use_initial_inventory[i])
10524 for (j = 0; j < level.initial_inventory_size[i]; j++)
10526 int element = level.initial_inventory_content[i][j];
10527 int collect_count = element_info[element].collect_count_initial;
10529 if (!IS_CUSTOM_ELEMENT(element))
10532 if (collect_count == 0)
10533 player->inventory_infinite_element = element;
10535 for (k = 0; k < collect_count; k++)
10536 if (player->inventory_size < MAX_INVENTORY_SIZE)
10537 player->inventory_element[player->inventory_size++] =
10548 // ---------- CE actions -------------------------------------------------
10550 case CA_SET_CE_VALUE:
10552 int last_ce_value = CustomValue[x][y];
10554 CustomValue[x][y] = action_arg_number_new;
10556 if (CustomValue[x][y] != last_ce_value)
10558 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10559 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10561 if (CustomValue[x][y] == 0)
10563 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10564 ChangeCount[x][y] = 0; // allow at least one more change
10566 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10567 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10574 case CA_SET_CE_SCORE:
10576 int last_ce_score = ei->collect_score;
10578 ei->collect_score = action_arg_number_new;
10580 if (ei->collect_score != last_ce_score)
10582 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10583 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10585 if (ei->collect_score == 0)
10589 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10590 ChangeCount[x][y] = 0; // allow at least one more change
10592 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10593 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10596 This is a very special case that seems to be a mixture between
10597 CheckElementChange() and CheckTriggeredElementChange(): while
10598 the first one only affects single elements that are triggered
10599 directly, the second one affects multiple elements in the playfield
10600 that are triggered indirectly by another element. This is a third
10601 case: Changing the CE score always affects multiple identical CEs,
10602 so every affected CE must be checked, not only the single CE for
10603 which the CE score was changed in the first place (as every instance
10604 of that CE shares the same CE score, and therefore also can change)!
10606 SCAN_PLAYFIELD(xx, yy)
10608 if (Tile[xx][yy] == element)
10609 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10610 CE_SCORE_GETS_ZERO);
10618 case CA_SET_CE_ARTWORK:
10620 int artwork_element = action_arg_element;
10621 boolean reset_frame = FALSE;
10624 if (action_arg == CA_ARG_ELEMENT_RESET)
10625 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10628 if (ei->gfx_element != artwork_element)
10629 reset_frame = TRUE;
10631 ei->gfx_element = artwork_element;
10633 SCAN_PLAYFIELD(xx, yy)
10635 if (Tile[xx][yy] == element)
10639 ResetGfxAnimation(xx, yy);
10640 ResetRandomAnimationValue(xx, yy);
10643 TEST_DrawLevelField(xx, yy);
10650 // ---------- engine actions ---------------------------------------------
10652 case CA_SET_ENGINE_SCAN_MODE:
10654 InitPlayfieldScanMode(action_arg);
10664 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10666 int old_element = Tile[x][y];
10667 int new_element = GetElementFromGroupElement(element);
10668 int previous_move_direction = MovDir[x][y];
10669 int last_ce_value = CustomValue[x][y];
10670 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10671 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10672 boolean add_player_onto_element = (new_element_is_player &&
10673 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10674 IS_WALKABLE(old_element));
10676 if (!add_player_onto_element)
10678 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10679 RemoveMovingField(x, y);
10683 Tile[x][y] = new_element;
10685 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10686 MovDir[x][y] = previous_move_direction;
10688 if (element_info[new_element].use_last_ce_value)
10689 CustomValue[x][y] = last_ce_value;
10691 InitField_WithBug1(x, y, FALSE);
10693 new_element = Tile[x][y]; // element may have changed
10695 ResetGfxAnimation(x, y);
10696 ResetRandomAnimationValue(x, y);
10698 TEST_DrawLevelField(x, y);
10700 if (GFX_CRUMBLED(new_element))
10701 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10704 // check if element under the player changes from accessible to unaccessible
10705 // (needed for special case of dropping element which then changes)
10706 // (must be checked after creating new element for walkable group elements)
10707 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10708 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10715 // "ChangeCount" not set yet to allow "entered by player" change one time
10716 if (new_element_is_player)
10717 RelocatePlayer(x, y, new_element);
10720 ChangeCount[x][y]++; // count number of changes in the same frame
10722 TestIfBadThingTouchesPlayer(x, y);
10723 TestIfPlayerTouchesCustomElement(x, y);
10724 TestIfElementTouchesCustomElement(x, y);
10727 static void CreateField(int x, int y, int element)
10729 CreateFieldExt(x, y, element, FALSE);
10732 static void CreateElementFromChange(int x, int y, int element)
10734 element = GET_VALID_RUNTIME_ELEMENT(element);
10736 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10738 int old_element = Tile[x][y];
10740 // prevent changed element from moving in same engine frame
10741 // unless both old and new element can either fall or move
10742 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10743 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10747 CreateFieldExt(x, y, element, TRUE);
10750 static boolean ChangeElement(int x, int y, int element, int page)
10752 struct ElementInfo *ei = &element_info[element];
10753 struct ElementChangeInfo *change = &ei->change_page[page];
10754 int ce_value = CustomValue[x][y];
10755 int ce_score = ei->collect_score;
10756 int target_element;
10757 int old_element = Tile[x][y];
10759 // always use default change event to prevent running into a loop
10760 if (ChangeEvent[x][y] == -1)
10761 ChangeEvent[x][y] = CE_DELAY;
10763 if (ChangeEvent[x][y] == CE_DELAY)
10765 // reset actual trigger element, trigger player and action element
10766 change->actual_trigger_element = EL_EMPTY;
10767 change->actual_trigger_player = EL_EMPTY;
10768 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10769 change->actual_trigger_side = CH_SIDE_NONE;
10770 change->actual_trigger_ce_value = 0;
10771 change->actual_trigger_ce_score = 0;
10774 // do not change elements more than a specified maximum number of changes
10775 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10778 ChangeCount[x][y]++; // count number of changes in the same frame
10780 if (change->explode)
10787 if (change->use_target_content)
10789 boolean complete_replace = TRUE;
10790 boolean can_replace[3][3];
10793 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10796 boolean is_walkable;
10797 boolean is_diggable;
10798 boolean is_collectible;
10799 boolean is_removable;
10800 boolean is_destructible;
10801 int ex = x + xx - 1;
10802 int ey = y + yy - 1;
10803 int content_element = change->target_content.e[xx][yy];
10806 can_replace[xx][yy] = TRUE;
10808 if (ex == x && ey == y) // do not check changing element itself
10811 if (content_element == EL_EMPTY_SPACE)
10813 can_replace[xx][yy] = FALSE; // do not replace border with space
10818 if (!IN_LEV_FIELD(ex, ey))
10820 can_replace[xx][yy] = FALSE;
10821 complete_replace = FALSE;
10828 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10829 e = MovingOrBlocked2Element(ex, ey);
10831 is_empty = (IS_FREE(ex, ey) ||
10832 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10834 is_walkable = (is_empty || IS_WALKABLE(e));
10835 is_diggable = (is_empty || IS_DIGGABLE(e));
10836 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10837 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10838 is_removable = (is_diggable || is_collectible);
10840 can_replace[xx][yy] =
10841 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10842 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10843 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10844 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10845 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10846 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10847 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10849 if (!can_replace[xx][yy])
10850 complete_replace = FALSE;
10853 if (!change->only_if_complete || complete_replace)
10855 boolean something_has_changed = FALSE;
10857 if (change->only_if_complete && change->use_random_replace &&
10858 RND(100) < change->random_percentage)
10861 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10863 int ex = x + xx - 1;
10864 int ey = y + yy - 1;
10865 int content_element;
10867 if (can_replace[xx][yy] && (!change->use_random_replace ||
10868 RND(100) < change->random_percentage))
10870 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10871 RemoveMovingField(ex, ey);
10873 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10875 content_element = change->target_content.e[xx][yy];
10876 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10877 ce_value, ce_score);
10879 CreateElementFromChange(ex, ey, target_element);
10881 something_has_changed = TRUE;
10883 // for symmetry reasons, freeze newly created border elements
10884 if (ex != x || ey != y)
10885 Stop[ex][ey] = TRUE; // no more moving in this frame
10889 if (something_has_changed)
10891 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10892 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10898 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10899 ce_value, ce_score);
10901 if (element == EL_DIAGONAL_GROWING ||
10902 element == EL_DIAGONAL_SHRINKING)
10904 target_element = Store[x][y];
10906 Store[x][y] = EL_EMPTY;
10909 // special case: element changes to player (and may be kept if walkable)
10910 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10911 CreateElementFromChange(x, y, EL_EMPTY);
10913 CreateElementFromChange(x, y, target_element);
10915 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10916 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10919 // this uses direct change before indirect change
10920 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10925 static void HandleElementChange(int x, int y, int page)
10927 int element = MovingOrBlocked2Element(x, y);
10928 struct ElementInfo *ei = &element_info[element];
10929 struct ElementChangeInfo *change = &ei->change_page[page];
10930 boolean handle_action_before_change = FALSE;
10933 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10934 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10936 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10937 x, y, element, element_info[element].token_name);
10938 Debug("game:playing:HandleElementChange", "This should never happen!");
10942 // this can happen with classic bombs on walkable, changing elements
10943 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10948 if (ChangeDelay[x][y] == 0) // initialize element change
10950 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10952 if (change->can_change)
10954 // !!! not clear why graphic animation should be reset at all here !!!
10955 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10956 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10959 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10961 When using an animation frame delay of 1 (this only happens with
10962 "sp_zonk.moving.left/right" in the classic graphics), the default
10963 (non-moving) animation shows wrong animation frames (while the
10964 moving animation, like "sp_zonk.moving.left/right", is correct,
10965 so this graphical bug never shows up with the classic graphics).
10966 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10967 be drawn instead of the correct frames 0,1,2,3. This is caused by
10968 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10969 an element change: First when the change delay ("ChangeDelay[][]")
10970 counter has reached zero after decrementing, then a second time in
10971 the next frame (after "GfxFrame[][]" was already incremented) when
10972 "ChangeDelay[][]" is reset to the initial delay value again.
10974 This causes frame 0 to be drawn twice, while the last frame won't
10975 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10977 As some animations may already be cleverly designed around this bug
10978 (at least the "Snake Bite" snake tail animation does this), it cannot
10979 simply be fixed here without breaking such existing animations.
10980 Unfortunately, it cannot easily be detected if a graphics set was
10981 designed "before" or "after" the bug was fixed. As a workaround,
10982 a new graphics set option "game.graphics_engine_version" was added
10983 to be able to specify the game's major release version for which the
10984 graphics set was designed, which can then be used to decide if the
10985 bugfix should be used (version 4 and above) or not (version 3 or
10986 below, or if no version was specified at all, as with old sets).
10988 (The wrong/fixed animation frames can be tested with the test level set
10989 "test_gfxframe" and level "000", which contains a specially prepared
10990 custom element at level position (x/y) == (11/9) which uses the zonk
10991 animation mentioned above. Using "game.graphics_engine_version: 4"
10992 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10993 This can also be seen from the debug output for this test element.)
10996 // when a custom element is about to change (for example by change delay),
10997 // do not reset graphic animation when the custom element is moving
10998 if (game.graphics_engine_version < 4 &&
11001 ResetGfxAnimation(x, y);
11002 ResetRandomAnimationValue(x, y);
11005 if (change->pre_change_function)
11006 change->pre_change_function(x, y);
11010 ChangeDelay[x][y]--;
11012 if (ChangeDelay[x][y] != 0) // continue element change
11014 if (change->can_change)
11016 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11018 if (IS_ANIMATED(graphic))
11019 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11021 if (change->change_function)
11022 change->change_function(x, y);
11025 else // finish element change
11027 if (ChangePage[x][y] != -1) // remember page from delayed change
11029 page = ChangePage[x][y];
11030 ChangePage[x][y] = -1;
11032 change = &ei->change_page[page];
11035 if (IS_MOVING(x, y)) // never change a running system ;-)
11037 ChangeDelay[x][y] = 1; // try change after next move step
11038 ChangePage[x][y] = page; // remember page to use for change
11043 // special case: set new level random seed before changing element
11044 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11045 handle_action_before_change = TRUE;
11047 if (change->has_action && handle_action_before_change)
11048 ExecuteCustomElementAction(x, y, element, page);
11050 if (change->can_change)
11052 if (ChangeElement(x, y, element, page))
11054 if (change->post_change_function)
11055 change->post_change_function(x, y);
11059 if (change->has_action && !handle_action_before_change)
11060 ExecuteCustomElementAction(x, y, element, page);
11064 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11065 int trigger_element,
11067 int trigger_player,
11071 boolean change_done_any = FALSE;
11072 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11075 if (!(trigger_events[trigger_element][trigger_event]))
11078 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11080 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11082 int element = EL_CUSTOM_START + i;
11083 boolean change_done = FALSE;
11086 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11087 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11090 for (p = 0; p < element_info[element].num_change_pages; p++)
11092 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11094 if (change->can_change_or_has_action &&
11095 change->has_event[trigger_event] &&
11096 change->trigger_side & trigger_side &&
11097 change->trigger_player & trigger_player &&
11098 change->trigger_page & trigger_page_bits &&
11099 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11101 change->actual_trigger_element = trigger_element;
11102 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11103 change->actual_trigger_player_bits = trigger_player;
11104 change->actual_trigger_side = trigger_side;
11105 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11106 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11108 if ((change->can_change && !change_done) || change->has_action)
11112 SCAN_PLAYFIELD(x, y)
11114 if (Tile[x][y] == element)
11116 if (change->can_change && !change_done)
11118 // if element already changed in this frame, not only prevent
11119 // another element change (checked in ChangeElement()), but
11120 // also prevent additional element actions for this element
11122 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11123 !level.use_action_after_change_bug)
11126 ChangeDelay[x][y] = 1;
11127 ChangeEvent[x][y] = trigger_event;
11129 HandleElementChange(x, y, p);
11131 else if (change->has_action)
11133 // if element already changed in this frame, not only prevent
11134 // another element change (checked in ChangeElement()), but
11135 // also prevent additional element actions for this element
11137 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11138 !level.use_action_after_change_bug)
11141 ExecuteCustomElementAction(x, y, element, p);
11142 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11147 if (change->can_change)
11149 change_done = TRUE;
11150 change_done_any = TRUE;
11157 RECURSION_LOOP_DETECTION_END();
11159 return change_done_any;
11162 static boolean CheckElementChangeExt(int x, int y,
11164 int trigger_element,
11166 int trigger_player,
11169 boolean change_done = FALSE;
11172 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11173 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11176 if (Tile[x][y] == EL_BLOCKED)
11178 Blocked2Moving(x, y, &x, &y);
11179 element = Tile[x][y];
11182 // check if element has already changed or is about to change after moving
11183 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11184 Tile[x][y] != element) ||
11186 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11187 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11188 ChangePage[x][y] != -1)))
11191 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11193 for (p = 0; p < element_info[element].num_change_pages; p++)
11195 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11197 /* check trigger element for all events where the element that is checked
11198 for changing interacts with a directly adjacent element -- this is
11199 different to element changes that affect other elements to change on the
11200 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11201 boolean check_trigger_element =
11202 (trigger_event == CE_NEXT_TO_X ||
11203 trigger_event == CE_TOUCHING_X ||
11204 trigger_event == CE_HITTING_X ||
11205 trigger_event == CE_HIT_BY_X ||
11206 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11208 if (change->can_change_or_has_action &&
11209 change->has_event[trigger_event] &&
11210 change->trigger_side & trigger_side &&
11211 change->trigger_player & trigger_player &&
11212 (!check_trigger_element ||
11213 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11215 change->actual_trigger_element = trigger_element;
11216 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11217 change->actual_trigger_player_bits = trigger_player;
11218 change->actual_trigger_side = trigger_side;
11219 change->actual_trigger_ce_value = CustomValue[x][y];
11220 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11222 // special case: trigger element not at (x,y) position for some events
11223 if (check_trigger_element)
11235 { 0, 0 }, { 0, 0 }, { 0, 0 },
11239 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11240 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11242 change->actual_trigger_ce_value = CustomValue[xx][yy];
11243 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11246 if (change->can_change && !change_done)
11248 ChangeDelay[x][y] = 1;
11249 ChangeEvent[x][y] = trigger_event;
11251 HandleElementChange(x, y, p);
11253 change_done = TRUE;
11255 else if (change->has_action)
11257 ExecuteCustomElementAction(x, y, element, p);
11258 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11263 RECURSION_LOOP_DETECTION_END();
11265 return change_done;
11268 static void PlayPlayerSound(struct PlayerInfo *player)
11270 int jx = player->jx, jy = player->jy;
11271 int sound_element = player->artwork_element;
11272 int last_action = player->last_action_waiting;
11273 int action = player->action_waiting;
11275 if (player->is_waiting)
11277 if (action != last_action)
11278 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11280 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11284 if (action != last_action)
11285 StopSound(element_info[sound_element].sound[last_action]);
11287 if (last_action == ACTION_SLEEPING)
11288 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11292 static void PlayAllPlayersSound(void)
11296 for (i = 0; i < MAX_PLAYERS; i++)
11297 if (stored_player[i].active)
11298 PlayPlayerSound(&stored_player[i]);
11301 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11303 boolean last_waiting = player->is_waiting;
11304 int move_dir = player->MovDir;
11306 player->dir_waiting = move_dir;
11307 player->last_action_waiting = player->action_waiting;
11311 if (!last_waiting) // not waiting -> waiting
11313 player->is_waiting = TRUE;
11315 player->frame_counter_bored =
11317 game.player_boring_delay_fixed +
11318 GetSimpleRandom(game.player_boring_delay_random);
11319 player->frame_counter_sleeping =
11321 game.player_sleeping_delay_fixed +
11322 GetSimpleRandom(game.player_sleeping_delay_random);
11324 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11327 if (game.player_sleeping_delay_fixed +
11328 game.player_sleeping_delay_random > 0 &&
11329 player->anim_delay_counter == 0 &&
11330 player->post_delay_counter == 0 &&
11331 FrameCounter >= player->frame_counter_sleeping)
11332 player->is_sleeping = TRUE;
11333 else if (game.player_boring_delay_fixed +
11334 game.player_boring_delay_random > 0 &&
11335 FrameCounter >= player->frame_counter_bored)
11336 player->is_bored = TRUE;
11338 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11339 player->is_bored ? ACTION_BORING :
11342 if (player->is_sleeping && player->use_murphy)
11344 // special case for sleeping Murphy when leaning against non-free tile
11346 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11347 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11348 !IS_MOVING(player->jx - 1, player->jy)))
11349 move_dir = MV_LEFT;
11350 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11351 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11352 !IS_MOVING(player->jx + 1, player->jy)))
11353 move_dir = MV_RIGHT;
11355 player->is_sleeping = FALSE;
11357 player->dir_waiting = move_dir;
11360 if (player->is_sleeping)
11362 if (player->num_special_action_sleeping > 0)
11364 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11366 int last_special_action = player->special_action_sleeping;
11367 int num_special_action = player->num_special_action_sleeping;
11368 int special_action =
11369 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11370 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11371 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11372 last_special_action + 1 : ACTION_SLEEPING);
11373 int special_graphic =
11374 el_act_dir2img(player->artwork_element, special_action, move_dir);
11376 player->anim_delay_counter =
11377 graphic_info[special_graphic].anim_delay_fixed +
11378 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11379 player->post_delay_counter =
11380 graphic_info[special_graphic].post_delay_fixed +
11381 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11383 player->special_action_sleeping = special_action;
11386 if (player->anim_delay_counter > 0)
11388 player->action_waiting = player->special_action_sleeping;
11389 player->anim_delay_counter--;
11391 else if (player->post_delay_counter > 0)
11393 player->post_delay_counter--;
11397 else if (player->is_bored)
11399 if (player->num_special_action_bored > 0)
11401 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11403 int special_action =
11404 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11405 int special_graphic =
11406 el_act_dir2img(player->artwork_element, special_action, move_dir);
11408 player->anim_delay_counter =
11409 graphic_info[special_graphic].anim_delay_fixed +
11410 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11411 player->post_delay_counter =
11412 graphic_info[special_graphic].post_delay_fixed +
11413 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11415 player->special_action_bored = special_action;
11418 if (player->anim_delay_counter > 0)
11420 player->action_waiting = player->special_action_bored;
11421 player->anim_delay_counter--;
11423 else if (player->post_delay_counter > 0)
11425 player->post_delay_counter--;
11430 else if (last_waiting) // waiting -> not waiting
11432 player->is_waiting = FALSE;
11433 player->is_bored = FALSE;
11434 player->is_sleeping = FALSE;
11436 player->frame_counter_bored = -1;
11437 player->frame_counter_sleeping = -1;
11439 player->anim_delay_counter = 0;
11440 player->post_delay_counter = 0;
11442 player->dir_waiting = player->MovDir;
11443 player->action_waiting = ACTION_DEFAULT;
11445 player->special_action_bored = ACTION_DEFAULT;
11446 player->special_action_sleeping = ACTION_DEFAULT;
11450 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11452 if ((!player->is_moving && player->was_moving) ||
11453 (player->MovPos == 0 && player->was_moving) ||
11454 (player->is_snapping && !player->was_snapping) ||
11455 (player->is_dropping && !player->was_dropping))
11457 if (!CheckSaveEngineSnapshotToList())
11460 player->was_moving = FALSE;
11461 player->was_snapping = TRUE;
11462 player->was_dropping = TRUE;
11466 if (player->is_moving)
11467 player->was_moving = TRUE;
11469 if (!player->is_snapping)
11470 player->was_snapping = FALSE;
11472 if (!player->is_dropping)
11473 player->was_dropping = FALSE;
11476 static struct MouseActionInfo mouse_action_last = { 0 };
11477 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11478 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11481 CheckSaveEngineSnapshotToList();
11483 mouse_action_last = mouse_action;
11486 static void CheckSingleStepMode(struct PlayerInfo *player)
11488 if (tape.single_step && tape.recording && !tape.pausing)
11490 // as it is called "single step mode", just return to pause mode when the
11491 // player stopped moving after one tile (or never starts moving at all)
11492 // (reverse logic needed here in case single step mode used in team mode)
11493 if (player->is_moving ||
11494 player->is_pushing ||
11495 player->is_dropping_pressed ||
11496 player->effective_mouse_action.button)
11497 game.enter_single_step_mode = FALSE;
11500 CheckSaveEngineSnapshot(player);
11503 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11505 int left = player_action & JOY_LEFT;
11506 int right = player_action & JOY_RIGHT;
11507 int up = player_action & JOY_UP;
11508 int down = player_action & JOY_DOWN;
11509 int button1 = player_action & JOY_BUTTON_1;
11510 int button2 = player_action & JOY_BUTTON_2;
11511 int dx = (left ? -1 : right ? 1 : 0);
11512 int dy = (up ? -1 : down ? 1 : 0);
11514 if (!player->active || tape.pausing)
11520 SnapField(player, dx, dy);
11524 DropElement(player);
11526 MovePlayer(player, dx, dy);
11529 CheckSingleStepMode(player);
11531 SetPlayerWaiting(player, FALSE);
11533 return player_action;
11537 // no actions for this player (no input at player's configured device)
11539 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11540 SnapField(player, 0, 0);
11541 CheckGravityMovementWhenNotMoving(player);
11543 if (player->MovPos == 0)
11544 SetPlayerWaiting(player, TRUE);
11546 if (player->MovPos == 0) // needed for tape.playing
11547 player->is_moving = FALSE;
11549 player->is_dropping = FALSE;
11550 player->is_dropping_pressed = FALSE;
11551 player->drop_pressed_delay = 0;
11553 CheckSingleStepMode(player);
11559 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11562 if (!tape.use_mouse_actions)
11565 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11566 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11567 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11570 static void SetTapeActionFromMouseAction(byte *tape_action,
11571 struct MouseActionInfo *mouse_action)
11573 if (!tape.use_mouse_actions)
11576 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11577 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11578 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11581 static void CheckLevelSolved(void)
11583 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11585 if (game_em.level_solved &&
11586 !game_em.game_over) // game won
11590 game_em.game_over = TRUE;
11592 game.all_players_gone = TRUE;
11595 if (game_em.game_over) // game lost
11596 game.all_players_gone = TRUE;
11598 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11600 if (game_sp.level_solved &&
11601 !game_sp.game_over) // game won
11605 game_sp.game_over = TRUE;
11607 game.all_players_gone = TRUE;
11610 if (game_sp.game_over) // game lost
11611 game.all_players_gone = TRUE;
11613 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11615 if (game_mm.level_solved &&
11616 !game_mm.game_over) // game won
11620 game_mm.game_over = TRUE;
11622 game.all_players_gone = TRUE;
11625 if (game_mm.game_over) // game lost
11626 game.all_players_gone = TRUE;
11630 static void CheckLevelTime_StepCounter(void)
11640 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11641 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11643 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11645 DisplayGameControlValues();
11647 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11648 for (i = 0; i < MAX_PLAYERS; i++)
11649 KillPlayer(&stored_player[i]);
11651 else if (game.no_level_time_limit && !game.all_players_gone)
11653 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11655 DisplayGameControlValues();
11659 static void CheckLevelTime(void)
11663 if (TimeFrames >= FRAMES_PER_SECOND)
11668 for (i = 0; i < MAX_PLAYERS; i++)
11670 struct PlayerInfo *player = &stored_player[i];
11672 if (SHIELD_ON(player))
11674 player->shield_normal_time_left--;
11676 if (player->shield_deadly_time_left > 0)
11677 player->shield_deadly_time_left--;
11681 if (!game.LevelSolved && !level.use_step_counter)
11689 if (TimeLeft <= 10 && game.time_limit)
11690 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11692 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11693 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11695 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11697 if (!TimeLeft && game.time_limit)
11699 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11700 game_em.lev->killed_out_of_time = TRUE;
11702 for (i = 0; i < MAX_PLAYERS; i++)
11703 KillPlayer(&stored_player[i]);
11706 else if (game.no_level_time_limit && !game.all_players_gone)
11708 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11711 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11714 if (tape.recording || tape.playing)
11715 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11718 if (tape.recording || tape.playing)
11719 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11721 UpdateAndDisplayGameControlValues();
11724 void AdvanceFrameAndPlayerCounters(int player_nr)
11728 // advance frame counters (global frame counter and time frame counter)
11732 // advance player counters (counters for move delay, move animation etc.)
11733 for (i = 0; i < MAX_PLAYERS; i++)
11735 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11736 int move_delay_value = stored_player[i].move_delay_value;
11737 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11739 if (!advance_player_counters) // not all players may be affected
11742 if (move_frames == 0) // less than one move per game frame
11744 int stepsize = TILEX / move_delay_value;
11745 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11746 int count = (stored_player[i].is_moving ?
11747 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11749 if (count % delay == 0)
11753 stored_player[i].Frame += move_frames;
11755 if (stored_player[i].MovPos != 0)
11756 stored_player[i].StepFrame += move_frames;
11758 if (stored_player[i].move_delay > 0)
11759 stored_player[i].move_delay--;
11761 // due to bugs in previous versions, counter must count up, not down
11762 if (stored_player[i].push_delay != -1)
11763 stored_player[i].push_delay++;
11765 if (stored_player[i].drop_delay > 0)
11766 stored_player[i].drop_delay--;
11768 if (stored_player[i].is_dropping_pressed)
11769 stored_player[i].drop_pressed_delay++;
11773 void StartGameActions(boolean init_network_game, boolean record_tape,
11776 unsigned int new_random_seed = InitRND(random_seed);
11779 TapeStartRecording(new_random_seed);
11781 if (setup.auto_pause_on_start && !tape.pausing)
11782 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11784 if (init_network_game)
11786 SendToServer_LevelFile();
11787 SendToServer_StartPlaying();
11795 static void GameActionsExt(void)
11798 static unsigned int game_frame_delay = 0;
11800 unsigned int game_frame_delay_value;
11801 byte *recorded_player_action;
11802 byte summarized_player_action = 0;
11803 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11806 // detect endless loops, caused by custom element programming
11807 if (recursion_loop_detected && recursion_loop_depth == 0)
11809 char *message = getStringCat3("Internal Error! Element ",
11810 EL_NAME(recursion_loop_element),
11811 " caused endless loop! Quit the game?");
11813 Warn("element '%s' caused endless loop in game engine",
11814 EL_NAME(recursion_loop_element));
11816 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11818 recursion_loop_detected = FALSE; // if game should be continued
11825 if (game.restart_level)
11826 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11828 CheckLevelSolved();
11830 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11833 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11836 if (game_status != GAME_MODE_PLAYING) // status might have changed
11839 game_frame_delay_value =
11840 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11842 if (tape.playing && tape.warp_forward && !tape.pausing)
11843 game_frame_delay_value = 0;
11845 SetVideoFrameDelay(game_frame_delay_value);
11847 // (de)activate virtual buttons depending on current game status
11848 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11850 if (game.all_players_gone) // if no players there to be controlled anymore
11851 SetOverlayActive(FALSE);
11852 else if (!tape.playing) // if game continues after tape stopped playing
11853 SetOverlayActive(TRUE);
11858 // ---------- main game synchronization point ----------
11860 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11862 Debug("game:playing:skip", "skip == %d", skip);
11865 // ---------- main game synchronization point ----------
11867 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11871 if (network_playing && !network_player_action_received)
11873 // try to get network player actions in time
11875 // last chance to get network player actions without main loop delay
11876 HandleNetworking();
11878 // game was quit by network peer
11879 if (game_status != GAME_MODE_PLAYING)
11882 // check if network player actions still missing and game still running
11883 if (!network_player_action_received && !checkGameEnded())
11884 return; // failed to get network player actions in time
11886 // do not yet reset "network_player_action_received" (for tape.pausing)
11892 // at this point we know that we really continue executing the game
11894 network_player_action_received = FALSE;
11896 // when playing tape, read previously recorded player input from tape data
11897 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11899 local_player->effective_mouse_action = local_player->mouse_action;
11901 if (recorded_player_action != NULL)
11902 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11903 recorded_player_action);
11905 // TapePlayAction() may return NULL when toggling to "pause before death"
11909 if (tape.set_centered_player)
11911 game.centered_player_nr_next = tape.centered_player_nr_next;
11912 game.set_centered_player = TRUE;
11915 for (i = 0; i < MAX_PLAYERS; i++)
11917 summarized_player_action |= stored_player[i].action;
11919 if (!network_playing && (game.team_mode || tape.playing))
11920 stored_player[i].effective_action = stored_player[i].action;
11923 if (network_playing && !checkGameEnded())
11924 SendToServer_MovePlayer(summarized_player_action);
11926 // summarize all actions at local players mapped input device position
11927 // (this allows using different input devices in single player mode)
11928 if (!network.enabled && !game.team_mode)
11929 stored_player[map_player_action[local_player->index_nr]].effective_action =
11930 summarized_player_action;
11932 // summarize all actions at centered player in local team mode
11933 if (tape.recording &&
11934 setup.team_mode && !network.enabled &&
11935 setup.input_on_focus &&
11936 game.centered_player_nr != -1)
11938 for (i = 0; i < MAX_PLAYERS; i++)
11939 stored_player[map_player_action[i]].effective_action =
11940 (i == game.centered_player_nr ? summarized_player_action : 0);
11943 if (recorded_player_action != NULL)
11944 for (i = 0; i < MAX_PLAYERS; i++)
11945 stored_player[i].effective_action = recorded_player_action[i];
11947 for (i = 0; i < MAX_PLAYERS; i++)
11949 tape_action[i] = stored_player[i].effective_action;
11951 /* (this may happen in the RND game engine if a player was not present on
11952 the playfield on level start, but appeared later from a custom element */
11953 if (setup.team_mode &&
11956 !tape.player_participates[i])
11957 tape.player_participates[i] = TRUE;
11960 SetTapeActionFromMouseAction(tape_action,
11961 &local_player->effective_mouse_action);
11963 // only record actions from input devices, but not programmed actions
11964 if (tape.recording)
11965 TapeRecordAction(tape_action);
11967 // remember if game was played (especially after tape stopped playing)
11968 if (!tape.playing && summarized_player_action)
11969 game.GamePlayed = TRUE;
11971 #if USE_NEW_PLAYER_ASSIGNMENTS
11972 // !!! also map player actions in single player mode !!!
11973 // if (game.team_mode)
11976 byte mapped_action[MAX_PLAYERS];
11978 #if DEBUG_PLAYER_ACTIONS
11979 for (i = 0; i < MAX_PLAYERS; i++)
11980 DebugContinued("", "%d, ", stored_player[i].effective_action);
11983 for (i = 0; i < MAX_PLAYERS; i++)
11984 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11986 for (i = 0; i < MAX_PLAYERS; i++)
11987 stored_player[i].effective_action = mapped_action[i];
11989 #if DEBUG_PLAYER_ACTIONS
11990 DebugContinued("", "=> ");
11991 for (i = 0; i < MAX_PLAYERS; i++)
11992 DebugContinued("", "%d, ", stored_player[i].effective_action);
11993 DebugContinued("game:playing:player", "\n");
11996 #if DEBUG_PLAYER_ACTIONS
11999 for (i = 0; i < MAX_PLAYERS; i++)
12000 DebugContinued("", "%d, ", stored_player[i].effective_action);
12001 DebugContinued("game:playing:player", "\n");
12006 for (i = 0; i < MAX_PLAYERS; i++)
12008 // allow engine snapshot in case of changed movement attempt
12009 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12010 (stored_player[i].effective_action & KEY_MOTION))
12011 game.snapshot.changed_action = TRUE;
12013 // allow engine snapshot in case of snapping/dropping attempt
12014 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12015 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12016 game.snapshot.changed_action = TRUE;
12018 game.snapshot.last_action[i] = stored_player[i].effective_action;
12021 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12023 GameActions_EM_Main();
12025 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12027 GameActions_SP_Main();
12029 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12031 GameActions_MM_Main();
12035 GameActions_RND_Main();
12038 BlitScreenToBitmap(backbuffer);
12040 CheckLevelSolved();
12043 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12045 if (global.show_frames_per_second)
12047 static unsigned int fps_counter = 0;
12048 static int fps_frames = 0;
12049 unsigned int fps_delay_ms = Counter() - fps_counter;
12053 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12055 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12058 fps_counter = Counter();
12060 // always draw FPS to screen after FPS value was updated
12061 redraw_mask |= REDRAW_FPS;
12064 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12065 if (GetDrawDeactivationMask() == REDRAW_NONE)
12066 redraw_mask |= REDRAW_FPS;
12070 static void GameActions_CheckSaveEngineSnapshot(void)
12072 if (!game.snapshot.save_snapshot)
12075 // clear flag for saving snapshot _before_ saving snapshot
12076 game.snapshot.save_snapshot = FALSE;
12078 SaveEngineSnapshotToList();
12081 void GameActions(void)
12085 GameActions_CheckSaveEngineSnapshot();
12088 void GameActions_EM_Main(void)
12090 byte effective_action[MAX_PLAYERS];
12091 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12094 for (i = 0; i < MAX_PLAYERS; i++)
12095 effective_action[i] = stored_player[i].effective_action;
12097 GameActions_EM(effective_action, warp_mode);
12100 void GameActions_SP_Main(void)
12102 byte effective_action[MAX_PLAYERS];
12103 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12106 for (i = 0; i < MAX_PLAYERS; i++)
12107 effective_action[i] = stored_player[i].effective_action;
12109 GameActions_SP(effective_action, warp_mode);
12111 for (i = 0; i < MAX_PLAYERS; i++)
12113 if (stored_player[i].force_dropping)
12114 stored_player[i].action |= KEY_BUTTON_DROP;
12116 stored_player[i].force_dropping = FALSE;
12120 void GameActions_MM_Main(void)
12122 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12124 GameActions_MM(local_player->effective_mouse_action, warp_mode);
12127 void GameActions_RND_Main(void)
12132 void GameActions_RND(void)
12134 static struct MouseActionInfo mouse_action_last = { 0 };
12135 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12136 int magic_wall_x = 0, magic_wall_y = 0;
12137 int i, x, y, element, graphic, last_gfx_frame;
12139 InitPlayfieldScanModeVars();
12141 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12143 SCAN_PLAYFIELD(x, y)
12145 ChangeCount[x][y] = 0;
12146 ChangeEvent[x][y] = -1;
12150 if (game.set_centered_player)
12152 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12154 // switching to "all players" only possible if all players fit to screen
12155 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12157 game.centered_player_nr_next = game.centered_player_nr;
12158 game.set_centered_player = FALSE;
12161 // do not switch focus to non-existing (or non-active) player
12162 if (game.centered_player_nr_next >= 0 &&
12163 !stored_player[game.centered_player_nr_next].active)
12165 game.centered_player_nr_next = game.centered_player_nr;
12166 game.set_centered_player = FALSE;
12170 if (game.set_centered_player &&
12171 ScreenMovPos == 0) // screen currently aligned at tile position
12175 if (game.centered_player_nr_next == -1)
12177 setScreenCenteredToAllPlayers(&sx, &sy);
12181 sx = stored_player[game.centered_player_nr_next].jx;
12182 sy = stored_player[game.centered_player_nr_next].jy;
12185 game.centered_player_nr = game.centered_player_nr_next;
12186 game.set_centered_player = FALSE;
12188 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12189 DrawGameDoorValues();
12192 // check single step mode (set flag and clear again if any player is active)
12193 game.enter_single_step_mode =
12194 (tape.single_step && tape.recording && !tape.pausing);
12196 for (i = 0; i < MAX_PLAYERS; i++)
12198 int actual_player_action = stored_player[i].effective_action;
12201 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12202 - rnd_equinox_tetrachloride 048
12203 - rnd_equinox_tetrachloride_ii 096
12204 - rnd_emanuel_schmieg 002
12205 - doctor_sloan_ww 001, 020
12207 if (stored_player[i].MovPos == 0)
12208 CheckGravityMovement(&stored_player[i]);
12211 // overwrite programmed action with tape action
12212 if (stored_player[i].programmed_action)
12213 actual_player_action = stored_player[i].programmed_action;
12215 PlayerActions(&stored_player[i], actual_player_action);
12217 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12220 // single step pause mode may already have been toggled by "ScrollPlayer()"
12221 if (game.enter_single_step_mode && !tape.pausing)
12222 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12224 ScrollScreen(NULL, SCROLL_GO_ON);
12226 /* for backwards compatibility, the following code emulates a fixed bug that
12227 occured when pushing elements (causing elements that just made their last
12228 pushing step to already (if possible) make their first falling step in the
12229 same game frame, which is bad); this code is also needed to use the famous
12230 "spring push bug" which is used in older levels and might be wanted to be
12231 used also in newer levels, but in this case the buggy pushing code is only
12232 affecting the "spring" element and no other elements */
12234 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12236 for (i = 0; i < MAX_PLAYERS; i++)
12238 struct PlayerInfo *player = &stored_player[i];
12239 int x = player->jx;
12240 int y = player->jy;
12242 if (player->active && player->is_pushing && player->is_moving &&
12244 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12245 Tile[x][y] == EL_SPRING))
12247 ContinueMoving(x, y);
12249 // continue moving after pushing (this is actually a bug)
12250 if (!IS_MOVING(x, y))
12251 Stop[x][y] = FALSE;
12256 SCAN_PLAYFIELD(x, y)
12258 Last[x][y] = Tile[x][y];
12260 ChangeCount[x][y] = 0;
12261 ChangeEvent[x][y] = -1;
12263 // this must be handled before main playfield loop
12264 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12267 if (MovDelay[x][y] <= 0)
12271 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12274 if (MovDelay[x][y] <= 0)
12276 int element = Store[x][y];
12277 int move_direction = MovDir[x][y];
12278 int player_index_bit = Store2[x][y];
12284 TEST_DrawLevelField(x, y);
12286 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12288 if (IS_ENVELOPE(element))
12289 local_player->show_envelope = element;
12294 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12296 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12298 Debug("game:playing:GameActions_RND", "This should never happen!");
12300 ChangePage[x][y] = -1;
12304 Stop[x][y] = FALSE;
12305 if (WasJustMoving[x][y] > 0)
12306 WasJustMoving[x][y]--;
12307 if (WasJustFalling[x][y] > 0)
12308 WasJustFalling[x][y]--;
12309 if (CheckCollision[x][y] > 0)
12310 CheckCollision[x][y]--;
12311 if (CheckImpact[x][y] > 0)
12312 CheckImpact[x][y]--;
12316 /* reset finished pushing action (not done in ContinueMoving() to allow
12317 continuous pushing animation for elements with zero push delay) */
12318 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12320 ResetGfxAnimation(x, y);
12321 TEST_DrawLevelField(x, y);
12325 if (IS_BLOCKED(x, y))
12329 Blocked2Moving(x, y, &oldx, &oldy);
12330 if (!IS_MOVING(oldx, oldy))
12332 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12333 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12334 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12335 Debug("game:playing:GameActions_RND", "This should never happen!");
12341 if (mouse_action.button)
12343 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12344 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12346 x = mouse_action.lx;
12347 y = mouse_action.ly;
12348 element = Tile[x][y];
12352 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12353 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12357 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12358 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12361 if (level.use_step_counter)
12363 boolean counted_click = FALSE;
12365 // element clicked that can change when clicked/pressed
12366 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12367 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12368 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12369 counted_click = TRUE;
12371 // element clicked that can trigger change when clicked/pressed
12372 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12373 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12374 counted_click = TRUE;
12376 if (new_button && counted_click)
12377 CheckLevelTime_StepCounter();
12381 SCAN_PLAYFIELD(x, y)
12383 element = Tile[x][y];
12384 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12385 last_gfx_frame = GfxFrame[x][y];
12387 if (element == EL_EMPTY)
12388 graphic = el2img(GfxElementEmpty[x][y]);
12390 ResetGfxFrame(x, y);
12392 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12393 DrawLevelGraphicAnimation(x, y, graphic);
12395 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12396 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12397 ResetRandomAnimationValue(x, y);
12399 SetRandomAnimationValue(x, y);
12401 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12403 if (IS_INACTIVE(element))
12405 if (IS_ANIMATED(graphic))
12406 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12411 // this may take place after moving, so 'element' may have changed
12412 if (IS_CHANGING(x, y) &&
12413 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12415 int page = element_info[element].event_page_nr[CE_DELAY];
12417 HandleElementChange(x, y, page);
12419 element = Tile[x][y];
12420 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12423 CheckNextToConditions(x, y);
12425 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12429 element = Tile[x][y];
12430 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12432 if (IS_ANIMATED(graphic) &&
12433 !IS_MOVING(x, y) &&
12435 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12437 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12438 TEST_DrawTwinkleOnField(x, y);
12440 else if (element == EL_ACID)
12443 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12445 else if ((element == EL_EXIT_OPEN ||
12446 element == EL_EM_EXIT_OPEN ||
12447 element == EL_SP_EXIT_OPEN ||
12448 element == EL_STEEL_EXIT_OPEN ||
12449 element == EL_EM_STEEL_EXIT_OPEN ||
12450 element == EL_SP_TERMINAL ||
12451 element == EL_SP_TERMINAL_ACTIVE ||
12452 element == EL_EXTRA_TIME ||
12453 element == EL_SHIELD_NORMAL ||
12454 element == EL_SHIELD_DEADLY) &&
12455 IS_ANIMATED(graphic))
12456 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12457 else if (IS_MOVING(x, y))
12458 ContinueMoving(x, y);
12459 else if (IS_ACTIVE_BOMB(element))
12460 CheckDynamite(x, y);
12461 else if (element == EL_AMOEBA_GROWING)
12462 AmoebaGrowing(x, y);
12463 else if (element == EL_AMOEBA_SHRINKING)
12464 AmoebaShrinking(x, y);
12466 #if !USE_NEW_AMOEBA_CODE
12467 else if (IS_AMOEBALIVE(element))
12468 AmoebaReproduce(x, y);
12471 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12473 else if (element == EL_EXIT_CLOSED)
12475 else if (element == EL_EM_EXIT_CLOSED)
12477 else if (element == EL_STEEL_EXIT_CLOSED)
12478 CheckExitSteel(x, y);
12479 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12480 CheckExitSteelEM(x, y);
12481 else if (element == EL_SP_EXIT_CLOSED)
12483 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12484 element == EL_EXPANDABLE_STEELWALL_GROWING)
12485 MauerWaechst(x, y);
12486 else if (element == EL_EXPANDABLE_WALL ||
12487 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12488 element == EL_EXPANDABLE_WALL_VERTICAL ||
12489 element == EL_EXPANDABLE_WALL_ANY ||
12490 element == EL_BD_EXPANDABLE_WALL)
12491 MauerAbleger(x, y);
12492 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12493 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12494 element == EL_EXPANDABLE_STEELWALL_ANY)
12495 MauerAblegerStahl(x, y);
12496 else if (element == EL_FLAMES)
12497 CheckForDragon(x, y);
12498 else if (element == EL_EXPLOSION)
12499 ; // drawing of correct explosion animation is handled separately
12500 else if (element == EL_ELEMENT_SNAPPING ||
12501 element == EL_DIAGONAL_SHRINKING ||
12502 element == EL_DIAGONAL_GROWING)
12504 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12506 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12508 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12509 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12511 if (IS_BELT_ACTIVE(element))
12512 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12514 if (game.magic_wall_active)
12516 int jx = local_player->jx, jy = local_player->jy;
12518 // play the element sound at the position nearest to the player
12519 if ((element == EL_MAGIC_WALL_FULL ||
12520 element == EL_MAGIC_WALL_ACTIVE ||
12521 element == EL_MAGIC_WALL_EMPTYING ||
12522 element == EL_BD_MAGIC_WALL_FULL ||
12523 element == EL_BD_MAGIC_WALL_ACTIVE ||
12524 element == EL_BD_MAGIC_WALL_EMPTYING ||
12525 element == EL_DC_MAGIC_WALL_FULL ||
12526 element == EL_DC_MAGIC_WALL_ACTIVE ||
12527 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12528 ABS(x - jx) + ABS(y - jy) <
12529 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12537 #if USE_NEW_AMOEBA_CODE
12538 // new experimental amoeba growth stuff
12539 if (!(FrameCounter % 8))
12541 static unsigned int random = 1684108901;
12543 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12545 x = RND(lev_fieldx);
12546 y = RND(lev_fieldy);
12547 element = Tile[x][y];
12549 if (!IS_PLAYER(x,y) &&
12550 (element == EL_EMPTY ||
12551 CAN_GROW_INTO(element) ||
12552 element == EL_QUICKSAND_EMPTY ||
12553 element == EL_QUICKSAND_FAST_EMPTY ||
12554 element == EL_ACID_SPLASH_LEFT ||
12555 element == EL_ACID_SPLASH_RIGHT))
12557 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12558 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12559 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12560 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12561 Tile[x][y] = EL_AMOEBA_DROP;
12564 random = random * 129 + 1;
12569 game.explosions_delayed = FALSE;
12571 SCAN_PLAYFIELD(x, y)
12573 element = Tile[x][y];
12575 if (ExplodeField[x][y])
12576 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12577 else if (element == EL_EXPLOSION)
12578 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12580 ExplodeField[x][y] = EX_TYPE_NONE;
12583 game.explosions_delayed = TRUE;
12585 if (game.magic_wall_active)
12587 if (!(game.magic_wall_time_left % 4))
12589 int element = Tile[magic_wall_x][magic_wall_y];
12591 if (element == EL_BD_MAGIC_WALL_FULL ||
12592 element == EL_BD_MAGIC_WALL_ACTIVE ||
12593 element == EL_BD_MAGIC_WALL_EMPTYING)
12594 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12595 else if (element == EL_DC_MAGIC_WALL_FULL ||
12596 element == EL_DC_MAGIC_WALL_ACTIVE ||
12597 element == EL_DC_MAGIC_WALL_EMPTYING)
12598 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12600 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12603 if (game.magic_wall_time_left > 0)
12605 game.magic_wall_time_left--;
12607 if (!game.magic_wall_time_left)
12609 SCAN_PLAYFIELD(x, y)
12611 element = Tile[x][y];
12613 if (element == EL_MAGIC_WALL_ACTIVE ||
12614 element == EL_MAGIC_WALL_FULL)
12616 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12617 TEST_DrawLevelField(x, y);
12619 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12620 element == EL_BD_MAGIC_WALL_FULL)
12622 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12623 TEST_DrawLevelField(x, y);
12625 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12626 element == EL_DC_MAGIC_WALL_FULL)
12628 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12629 TEST_DrawLevelField(x, y);
12633 game.magic_wall_active = FALSE;
12638 if (game.light_time_left > 0)
12640 game.light_time_left--;
12642 if (game.light_time_left == 0)
12643 RedrawAllLightSwitchesAndInvisibleElements();
12646 if (game.timegate_time_left > 0)
12648 game.timegate_time_left--;
12650 if (game.timegate_time_left == 0)
12651 CloseAllOpenTimegates();
12654 if (game.lenses_time_left > 0)
12656 game.lenses_time_left--;
12658 if (game.lenses_time_left == 0)
12659 RedrawAllInvisibleElementsForLenses();
12662 if (game.magnify_time_left > 0)
12664 game.magnify_time_left--;
12666 if (game.magnify_time_left == 0)
12667 RedrawAllInvisibleElementsForMagnifier();
12670 for (i = 0; i < MAX_PLAYERS; i++)
12672 struct PlayerInfo *player = &stored_player[i];
12674 if (SHIELD_ON(player))
12676 if (player->shield_deadly_time_left)
12677 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12678 else if (player->shield_normal_time_left)
12679 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12683 #if USE_DELAYED_GFX_REDRAW
12684 SCAN_PLAYFIELD(x, y)
12686 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12688 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12689 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12691 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12692 DrawLevelField(x, y);
12694 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12695 DrawLevelFieldCrumbled(x, y);
12697 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12698 DrawLevelFieldCrumbledNeighbours(x, y);
12700 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12701 DrawTwinkleOnField(x, y);
12704 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12709 PlayAllPlayersSound();
12711 for (i = 0; i < MAX_PLAYERS; i++)
12713 struct PlayerInfo *player = &stored_player[i];
12715 if (player->show_envelope != 0 && (!player->active ||
12716 player->MovPos == 0))
12718 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12720 player->show_envelope = 0;
12724 // use random number generator in every frame to make it less predictable
12725 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12728 mouse_action_last = mouse_action;
12731 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12733 int min_x = x, min_y = y, max_x = x, max_y = y;
12734 int scr_fieldx = getScreenFieldSizeX();
12735 int scr_fieldy = getScreenFieldSizeY();
12738 for (i = 0; i < MAX_PLAYERS; i++)
12740 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12742 if (!stored_player[i].active || &stored_player[i] == player)
12745 min_x = MIN(min_x, jx);
12746 min_y = MIN(min_y, jy);
12747 max_x = MAX(max_x, jx);
12748 max_y = MAX(max_y, jy);
12751 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12754 static boolean AllPlayersInVisibleScreen(void)
12758 for (i = 0; i < MAX_PLAYERS; i++)
12760 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12762 if (!stored_player[i].active)
12765 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12772 void ScrollLevel(int dx, int dy)
12774 int scroll_offset = 2 * TILEX_VAR;
12777 BlitBitmap(drawto_field, drawto_field,
12778 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12779 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12780 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12781 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12782 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12783 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12787 x = (dx == 1 ? BX1 : BX2);
12788 for (y = BY1; y <= BY2; y++)
12789 DrawScreenField(x, y);
12794 y = (dy == 1 ? BY1 : BY2);
12795 for (x = BX1; x <= BX2; x++)
12796 DrawScreenField(x, y);
12799 redraw_mask |= REDRAW_FIELD;
12802 static boolean canFallDown(struct PlayerInfo *player)
12804 int jx = player->jx, jy = player->jy;
12806 return (IN_LEV_FIELD(jx, jy + 1) &&
12807 (IS_FREE(jx, jy + 1) ||
12808 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12809 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12810 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12813 static boolean canPassField(int x, int y, int move_dir)
12815 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12816 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12817 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12818 int nextx = x + dx;
12819 int nexty = y + dy;
12820 int element = Tile[x][y];
12822 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12823 !CAN_MOVE(element) &&
12824 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12825 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12826 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12829 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12831 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12832 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12833 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12837 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12838 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12839 (IS_DIGGABLE(Tile[newx][newy]) ||
12840 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12841 canPassField(newx, newy, move_dir)));
12844 static void CheckGravityMovement(struct PlayerInfo *player)
12846 if (player->gravity && !player->programmed_action)
12848 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12849 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12850 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12851 int jx = player->jx, jy = player->jy;
12852 boolean player_is_moving_to_valid_field =
12853 (!player_is_snapping &&
12854 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12855 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12856 boolean player_can_fall_down = canFallDown(player);
12858 if (player_can_fall_down &&
12859 !player_is_moving_to_valid_field)
12860 player->programmed_action = MV_DOWN;
12864 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12866 return CheckGravityMovement(player);
12868 if (player->gravity && !player->programmed_action)
12870 int jx = player->jx, jy = player->jy;
12871 boolean field_under_player_is_free =
12872 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12873 boolean player_is_standing_on_valid_field =
12874 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12875 (IS_WALKABLE(Tile[jx][jy]) &&
12876 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12878 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12879 player->programmed_action = MV_DOWN;
12884 MovePlayerOneStep()
12885 -----------------------------------------------------------------------------
12886 dx, dy: direction (non-diagonal) to try to move the player to
12887 real_dx, real_dy: direction as read from input device (can be diagonal)
12890 boolean MovePlayerOneStep(struct PlayerInfo *player,
12891 int dx, int dy, int real_dx, int real_dy)
12893 int jx = player->jx, jy = player->jy;
12894 int new_jx = jx + dx, new_jy = jy + dy;
12896 boolean player_can_move = !player->cannot_move;
12898 if (!player->active || (!dx && !dy))
12899 return MP_NO_ACTION;
12901 player->MovDir = (dx < 0 ? MV_LEFT :
12902 dx > 0 ? MV_RIGHT :
12904 dy > 0 ? MV_DOWN : MV_NONE);
12906 if (!IN_LEV_FIELD(new_jx, new_jy))
12907 return MP_NO_ACTION;
12909 if (!player_can_move)
12911 if (player->MovPos == 0)
12913 player->is_moving = FALSE;
12914 player->is_digging = FALSE;
12915 player->is_collecting = FALSE;
12916 player->is_snapping = FALSE;
12917 player->is_pushing = FALSE;
12921 if (!network.enabled && game.centered_player_nr == -1 &&
12922 !AllPlayersInSight(player, new_jx, new_jy))
12923 return MP_NO_ACTION;
12925 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12926 if (can_move != MP_MOVING)
12929 // check if DigField() has caused relocation of the player
12930 if (player->jx != jx || player->jy != jy)
12931 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12933 StorePlayer[jx][jy] = 0;
12934 player->last_jx = jx;
12935 player->last_jy = jy;
12936 player->jx = new_jx;
12937 player->jy = new_jy;
12938 StorePlayer[new_jx][new_jy] = player->element_nr;
12940 if (player->move_delay_value_next != -1)
12942 player->move_delay_value = player->move_delay_value_next;
12943 player->move_delay_value_next = -1;
12947 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12949 player->step_counter++;
12951 PlayerVisit[jx][jy] = FrameCounter;
12953 player->is_moving = TRUE;
12956 // should better be called in MovePlayer(), but this breaks some tapes
12957 ScrollPlayer(player, SCROLL_INIT);
12963 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12965 int jx = player->jx, jy = player->jy;
12966 int old_jx = jx, old_jy = jy;
12967 int moved = MP_NO_ACTION;
12969 if (!player->active)
12974 if (player->MovPos == 0)
12976 player->is_moving = FALSE;
12977 player->is_digging = FALSE;
12978 player->is_collecting = FALSE;
12979 player->is_snapping = FALSE;
12980 player->is_pushing = FALSE;
12986 if (player->move_delay > 0)
12989 player->move_delay = -1; // set to "uninitialized" value
12991 // store if player is automatically moved to next field
12992 player->is_auto_moving = (player->programmed_action != MV_NONE);
12994 // remove the last programmed player action
12995 player->programmed_action = 0;
12997 if (player->MovPos)
12999 // should only happen if pre-1.2 tape recordings are played
13000 // this is only for backward compatibility
13002 int original_move_delay_value = player->move_delay_value;
13005 Debug("game:playing:MovePlayer",
13006 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13010 // scroll remaining steps with finest movement resolution
13011 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13013 while (player->MovPos)
13015 ScrollPlayer(player, SCROLL_GO_ON);
13016 ScrollScreen(NULL, SCROLL_GO_ON);
13018 AdvanceFrameAndPlayerCounters(player->index_nr);
13021 BackToFront_WithFrameDelay(0);
13024 player->move_delay_value = original_move_delay_value;
13027 player->is_active = FALSE;
13029 if (player->last_move_dir & MV_HORIZONTAL)
13031 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13032 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13036 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13037 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13040 if (!moved && !player->is_active)
13042 player->is_moving = FALSE;
13043 player->is_digging = FALSE;
13044 player->is_collecting = FALSE;
13045 player->is_snapping = FALSE;
13046 player->is_pushing = FALSE;
13052 if (moved & MP_MOVING && !ScreenMovPos &&
13053 (player->index_nr == game.centered_player_nr ||
13054 game.centered_player_nr == -1))
13056 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13058 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13060 // actual player has left the screen -- scroll in that direction
13061 if (jx != old_jx) // player has moved horizontally
13062 scroll_x += (jx - old_jx);
13063 else // player has moved vertically
13064 scroll_y += (jy - old_jy);
13068 int offset_raw = game.scroll_delay_value;
13070 if (jx != old_jx) // player has moved horizontally
13072 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13073 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13074 int new_scroll_x = jx - MIDPOSX + offset_x;
13076 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13077 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13078 scroll_x = new_scroll_x;
13080 // don't scroll over playfield boundaries
13081 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13083 // don't scroll more than one field at a time
13084 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13086 // don't scroll against the player's moving direction
13087 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13088 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13089 scroll_x = old_scroll_x;
13091 else // player has moved vertically
13093 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13094 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13095 int new_scroll_y = jy - MIDPOSY + offset_y;
13097 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13098 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13099 scroll_y = new_scroll_y;
13101 // don't scroll over playfield boundaries
13102 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13104 // don't scroll more than one field at a time
13105 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13107 // don't scroll against the player's moving direction
13108 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13109 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13110 scroll_y = old_scroll_y;
13114 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13116 if (!network.enabled && game.centered_player_nr == -1 &&
13117 !AllPlayersInVisibleScreen())
13119 scroll_x = old_scroll_x;
13120 scroll_y = old_scroll_y;
13124 ScrollScreen(player, SCROLL_INIT);
13125 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13130 player->StepFrame = 0;
13132 if (moved & MP_MOVING)
13134 if (old_jx != jx && old_jy == jy)
13135 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13136 else if (old_jx == jx && old_jy != jy)
13137 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13139 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13141 player->last_move_dir = player->MovDir;
13142 player->is_moving = TRUE;
13143 player->is_snapping = FALSE;
13144 player->is_switching = FALSE;
13145 player->is_dropping = FALSE;
13146 player->is_dropping_pressed = FALSE;
13147 player->drop_pressed_delay = 0;
13150 // should better be called here than above, but this breaks some tapes
13151 ScrollPlayer(player, SCROLL_INIT);
13156 CheckGravityMovementWhenNotMoving(player);
13158 player->is_moving = FALSE;
13160 /* at this point, the player is allowed to move, but cannot move right now
13161 (e.g. because of something blocking the way) -- ensure that the player
13162 is also allowed to move in the next frame (in old versions before 3.1.1,
13163 the player was forced to wait again for eight frames before next try) */
13165 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13166 player->move_delay = 0; // allow direct movement in the next frame
13169 if (player->move_delay == -1) // not yet initialized by DigField()
13170 player->move_delay = player->move_delay_value;
13172 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13174 TestIfPlayerTouchesBadThing(jx, jy);
13175 TestIfPlayerTouchesCustomElement(jx, jy);
13178 if (!player->active)
13179 RemovePlayer(player);
13184 void ScrollPlayer(struct PlayerInfo *player, int mode)
13186 int jx = player->jx, jy = player->jy;
13187 int last_jx = player->last_jx, last_jy = player->last_jy;
13188 int move_stepsize = TILEX / player->move_delay_value;
13190 if (!player->active)
13193 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13196 if (mode == SCROLL_INIT)
13198 player->actual_frame_counter.count = FrameCounter;
13199 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13201 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13202 Tile[last_jx][last_jy] == EL_EMPTY)
13204 int last_field_block_delay = 0; // start with no blocking at all
13205 int block_delay_adjustment = player->block_delay_adjustment;
13207 // if player blocks last field, add delay for exactly one move
13208 if (player->block_last_field)
13210 last_field_block_delay += player->move_delay_value;
13212 // when blocking enabled, prevent moving up despite gravity
13213 if (player->gravity && player->MovDir == MV_UP)
13214 block_delay_adjustment = -1;
13217 // add block delay adjustment (also possible when not blocking)
13218 last_field_block_delay += block_delay_adjustment;
13220 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13221 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13224 if (player->MovPos != 0) // player has not yet reached destination
13227 else if (!FrameReached(&player->actual_frame_counter))
13230 if (player->MovPos != 0)
13232 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13233 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13235 // before DrawPlayer() to draw correct player graphic for this case
13236 if (player->MovPos == 0)
13237 CheckGravityMovement(player);
13240 if (player->MovPos == 0) // player reached destination field
13242 if (player->move_delay_reset_counter > 0)
13244 player->move_delay_reset_counter--;
13246 if (player->move_delay_reset_counter == 0)
13248 // continue with normal speed after quickly moving through gate
13249 HALVE_PLAYER_SPEED(player);
13251 // be able to make the next move without delay
13252 player->move_delay = 0;
13256 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13257 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13258 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13259 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13260 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13261 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13262 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13263 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13265 ExitPlayer(player);
13267 if (game.players_still_needed == 0 &&
13268 (game.friends_still_needed == 0 ||
13269 IS_SP_ELEMENT(Tile[jx][jy])))
13273 player->last_jx = jx;
13274 player->last_jy = jy;
13276 // this breaks one level: "machine", level 000
13278 int move_direction = player->MovDir;
13279 int enter_side = MV_DIR_OPPOSITE(move_direction);
13280 int leave_side = move_direction;
13281 int old_jx = last_jx;
13282 int old_jy = last_jy;
13283 int old_element = Tile[old_jx][old_jy];
13284 int new_element = Tile[jx][jy];
13286 if (IS_CUSTOM_ELEMENT(old_element))
13287 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13289 player->index_bit, leave_side);
13291 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13292 CE_PLAYER_LEAVES_X,
13293 player->index_bit, leave_side);
13295 if (IS_CUSTOM_ELEMENT(new_element))
13296 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13297 player->index_bit, enter_side);
13299 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13300 CE_PLAYER_ENTERS_X,
13301 player->index_bit, enter_side);
13303 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13304 CE_MOVE_OF_X, move_direction);
13307 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13309 TestIfPlayerTouchesBadThing(jx, jy);
13310 TestIfPlayerTouchesCustomElement(jx, jy);
13312 /* needed because pushed element has not yet reached its destination,
13313 so it would trigger a change event at its previous field location */
13314 if (!player->is_pushing)
13315 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13317 if (level.finish_dig_collect &&
13318 (player->is_digging || player->is_collecting))
13320 int last_element = player->last_removed_element;
13321 int move_direction = player->MovDir;
13322 int enter_side = MV_DIR_OPPOSITE(move_direction);
13323 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13324 CE_PLAYER_COLLECTS_X);
13326 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13327 player->index_bit, enter_side);
13329 player->last_removed_element = EL_UNDEFINED;
13332 if (!player->active)
13333 RemovePlayer(player);
13336 if (level.use_step_counter)
13337 CheckLevelTime_StepCounter();
13339 if (tape.single_step && tape.recording && !tape.pausing &&
13340 !player->programmed_action)
13341 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13343 if (!player->programmed_action)
13344 CheckSaveEngineSnapshot(player);
13348 void ScrollScreen(struct PlayerInfo *player, int mode)
13350 static DelayCounter screen_frame_counter = { 0 };
13352 if (mode == SCROLL_INIT)
13354 // set scrolling step size according to actual player's moving speed
13355 ScrollStepSize = TILEX / player->move_delay_value;
13357 screen_frame_counter.count = FrameCounter;
13358 screen_frame_counter.value = 1;
13360 ScreenMovDir = player->MovDir;
13361 ScreenMovPos = player->MovPos;
13362 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13365 else if (!FrameReached(&screen_frame_counter))
13370 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13371 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13372 redraw_mask |= REDRAW_FIELD;
13375 ScreenMovDir = MV_NONE;
13378 void CheckNextToConditions(int x, int y)
13380 int element = Tile[x][y];
13382 if (IS_PLAYER(x, y))
13383 TestIfPlayerNextToCustomElement(x, y);
13385 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13386 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13387 TestIfElementNextToCustomElement(x, y);
13390 void TestIfPlayerNextToCustomElement(int x, int y)
13392 static int xy[4][2] =
13399 static int trigger_sides[4][2] =
13401 // center side border side
13402 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13403 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13404 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13405 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13409 if (!IS_PLAYER(x, y))
13412 struct PlayerInfo *player = PLAYERINFO(x, y);
13414 if (player->is_moving)
13417 for (i = 0; i < NUM_DIRECTIONS; i++)
13419 int xx = x + xy[i][0];
13420 int yy = y + xy[i][1];
13421 int border_side = trigger_sides[i][1];
13422 int border_element;
13424 if (!IN_LEV_FIELD(xx, yy))
13427 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13428 continue; // center and border element not connected
13430 border_element = Tile[xx][yy];
13432 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13433 player->index_bit, border_side);
13434 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13435 CE_PLAYER_NEXT_TO_X,
13436 player->index_bit, border_side);
13438 /* use player element that is initially defined in the level playfield,
13439 not the player element that corresponds to the runtime player number
13440 (example: a level that contains EL_PLAYER_3 as the only player would
13441 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13443 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13444 CE_NEXT_TO_X, border_side);
13448 void TestIfPlayerTouchesCustomElement(int x, int y)
13450 static int xy[4][2] =
13457 static int trigger_sides[4][2] =
13459 // center side border side
13460 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13461 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13462 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13463 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13465 static int touch_dir[4] =
13467 MV_LEFT | MV_RIGHT,
13472 int center_element = Tile[x][y]; // should always be non-moving!
13475 for (i = 0; i < NUM_DIRECTIONS; i++)
13477 int xx = x + xy[i][0];
13478 int yy = y + xy[i][1];
13479 int center_side = trigger_sides[i][0];
13480 int border_side = trigger_sides[i][1];
13481 int border_element;
13483 if (!IN_LEV_FIELD(xx, yy))
13486 if (IS_PLAYER(x, y)) // player found at center element
13488 struct PlayerInfo *player = PLAYERINFO(x, y);
13490 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13491 border_element = Tile[xx][yy]; // may be moving!
13492 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13493 border_element = Tile[xx][yy];
13494 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13495 border_element = MovingOrBlocked2Element(xx, yy);
13497 continue; // center and border element do not touch
13499 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13500 player->index_bit, border_side);
13501 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13502 CE_PLAYER_TOUCHES_X,
13503 player->index_bit, border_side);
13506 /* use player element that is initially defined in the level playfield,
13507 not the player element that corresponds to the runtime player number
13508 (example: a level that contains EL_PLAYER_3 as the only player would
13509 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13510 int player_element = PLAYERINFO(x, y)->initial_element;
13512 CheckElementChangeBySide(xx, yy, border_element, player_element,
13513 CE_TOUCHING_X, border_side);
13516 else if (IS_PLAYER(xx, yy)) // player found at border element
13518 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13520 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13522 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13523 continue; // center and border element do not touch
13526 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13527 player->index_bit, center_side);
13528 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13529 CE_PLAYER_TOUCHES_X,
13530 player->index_bit, center_side);
13533 /* use player element that is initially defined in the level playfield,
13534 not the player element that corresponds to the runtime player number
13535 (example: a level that contains EL_PLAYER_3 as the only player would
13536 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13537 int player_element = PLAYERINFO(xx, yy)->initial_element;
13539 CheckElementChangeBySide(x, y, center_element, player_element,
13540 CE_TOUCHING_X, center_side);
13548 void TestIfElementNextToCustomElement(int x, int y)
13550 static int xy[4][2] =
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][0];
13574 int yy = y + xy[i][1];
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 static int xy[4][2] =
13602 static int trigger_sides[4][2] =
13604 // center side border side
13605 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13606 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13607 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13608 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13610 static int touch_dir[4] =
13612 MV_LEFT | MV_RIGHT,
13617 boolean change_center_element = FALSE;
13618 int center_element = Tile[x][y]; // should always be non-moving!
13619 int border_element_old[NUM_DIRECTIONS];
13622 for (i = 0; i < NUM_DIRECTIONS; i++)
13624 int xx = x + xy[i][0];
13625 int yy = y + xy[i][1];
13626 int border_element;
13628 border_element_old[i] = -1;
13630 if (!IN_LEV_FIELD(xx, yy))
13633 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13634 border_element = Tile[xx][yy]; // may be moving!
13635 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13636 border_element = Tile[xx][yy];
13637 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13638 border_element = MovingOrBlocked2Element(xx, yy);
13640 continue; // center and border element do not touch
13642 border_element_old[i] = border_element;
13645 for (i = 0; i < NUM_DIRECTIONS; i++)
13647 int xx = x + xy[i][0];
13648 int yy = y + xy[i][1];
13649 int center_side = trigger_sides[i][0];
13650 int border_element = border_element_old[i];
13652 if (border_element == -1)
13655 // check for change of border element
13656 CheckElementChangeBySide(xx, yy, border_element, center_element,
13657 CE_TOUCHING_X, center_side);
13659 // (center element cannot be player, so we dont have to check this here)
13662 for (i = 0; i < NUM_DIRECTIONS; i++)
13664 int xx = x + xy[i][0];
13665 int yy = y + xy[i][1];
13666 int border_side = trigger_sides[i][1];
13667 int border_element = border_element_old[i];
13669 if (border_element == -1)
13672 // check for change of center element (but change it only once)
13673 if (!change_center_element)
13674 change_center_element =
13675 CheckElementChangeBySide(x, y, center_element, border_element,
13676 CE_TOUCHING_X, border_side);
13678 if (IS_PLAYER(xx, yy))
13680 /* use player element that is initially defined in the level playfield,
13681 not the player element that corresponds to the runtime player number
13682 (example: a level that contains EL_PLAYER_3 as the only player would
13683 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13684 int player_element = PLAYERINFO(xx, yy)->initial_element;
13686 CheckElementChangeBySide(x, y, center_element, player_element,
13687 CE_TOUCHING_X, border_side);
13692 void TestIfElementHitsCustomElement(int x, int y, int direction)
13694 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13695 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13696 int hitx = x + dx, hity = y + dy;
13697 int hitting_element = Tile[x][y];
13698 int touched_element;
13700 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13703 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13704 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13706 if (IN_LEV_FIELD(hitx, hity))
13708 int opposite_direction = MV_DIR_OPPOSITE(direction);
13709 int hitting_side = direction;
13710 int touched_side = opposite_direction;
13711 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13712 MovDir[hitx][hity] != direction ||
13713 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13719 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13720 CE_HITTING_X, touched_side);
13722 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13723 CE_HIT_BY_X, hitting_side);
13725 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13726 CE_HIT_BY_SOMETHING, opposite_direction);
13728 if (IS_PLAYER(hitx, hity))
13730 /* use player element that is initially defined in the level playfield,
13731 not the player element that corresponds to the runtime player number
13732 (example: a level that contains EL_PLAYER_3 as the only player would
13733 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13734 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13736 CheckElementChangeBySide(x, y, hitting_element, player_element,
13737 CE_HITTING_X, touched_side);
13742 // "hitting something" is also true when hitting the playfield border
13743 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13744 CE_HITTING_SOMETHING, direction);
13747 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13749 int i, kill_x = -1, kill_y = -1;
13751 int bad_element = -1;
13752 static int test_xy[4][2] =
13759 static int test_dir[4] =
13767 for (i = 0; i < NUM_DIRECTIONS; i++)
13769 int test_x, test_y, test_move_dir, test_element;
13771 test_x = good_x + test_xy[i][0];
13772 test_y = good_y + test_xy[i][1];
13774 if (!IN_LEV_FIELD(test_x, test_y))
13778 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13780 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13782 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13783 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13785 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13786 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13790 bad_element = test_element;
13796 if (kill_x != -1 || kill_y != -1)
13798 if (IS_PLAYER(good_x, good_y))
13800 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13802 if (player->shield_deadly_time_left > 0 &&
13803 !IS_INDESTRUCTIBLE(bad_element))
13804 Bang(kill_x, kill_y);
13805 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13806 KillPlayer(player);
13809 Bang(good_x, good_y);
13813 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13815 int i, kill_x = -1, kill_y = -1;
13816 int bad_element = Tile[bad_x][bad_y];
13817 static int test_xy[4][2] =
13824 static int touch_dir[4] =
13826 MV_LEFT | MV_RIGHT,
13831 static int test_dir[4] =
13839 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13842 for (i = 0; i < NUM_DIRECTIONS; i++)
13844 int test_x, test_y, test_move_dir, test_element;
13846 test_x = bad_x + test_xy[i][0];
13847 test_y = bad_y + test_xy[i][1];
13849 if (!IN_LEV_FIELD(test_x, test_y))
13853 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13855 test_element = Tile[test_x][test_y];
13857 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13858 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13860 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13861 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13863 // good thing is player or penguin that does not move away
13864 if (IS_PLAYER(test_x, test_y))
13866 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13868 if (bad_element == EL_ROBOT && player->is_moving)
13869 continue; // robot does not kill player if he is moving
13871 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13873 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13874 continue; // center and border element do not touch
13882 else if (test_element == EL_PENGUIN)
13892 if (kill_x != -1 || kill_y != -1)
13894 if (IS_PLAYER(kill_x, kill_y))
13896 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13898 if (player->shield_deadly_time_left > 0 &&
13899 !IS_INDESTRUCTIBLE(bad_element))
13900 Bang(bad_x, bad_y);
13901 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13902 KillPlayer(player);
13905 Bang(kill_x, kill_y);
13909 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13911 int bad_element = Tile[bad_x][bad_y];
13912 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13913 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13914 int test_x = bad_x + dx, test_y = bad_y + dy;
13915 int test_move_dir, test_element;
13916 int kill_x = -1, kill_y = -1;
13918 if (!IN_LEV_FIELD(test_x, test_y))
13922 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13924 test_element = Tile[test_x][test_y];
13926 if (test_move_dir != bad_move_dir)
13928 // good thing can be player or penguin that does not move away
13929 if (IS_PLAYER(test_x, test_y))
13931 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13933 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13934 player as being hit when he is moving towards the bad thing, because
13935 the "get hit by" condition would be lost after the player stops) */
13936 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13937 return; // player moves away from bad thing
13942 else if (test_element == EL_PENGUIN)
13949 if (kill_x != -1 || kill_y != -1)
13951 if (IS_PLAYER(kill_x, kill_y))
13953 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13955 if (player->shield_deadly_time_left > 0 &&
13956 !IS_INDESTRUCTIBLE(bad_element))
13957 Bang(bad_x, bad_y);
13958 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13959 KillPlayer(player);
13962 Bang(kill_x, kill_y);
13966 void TestIfPlayerTouchesBadThing(int x, int y)
13968 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13971 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13973 TestIfGoodThingHitsBadThing(x, y, move_dir);
13976 void TestIfBadThingTouchesPlayer(int x, int y)
13978 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13981 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13983 TestIfBadThingHitsGoodThing(x, y, move_dir);
13986 void TestIfFriendTouchesBadThing(int x, int y)
13988 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13991 void TestIfBadThingTouchesFriend(int x, int y)
13993 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13996 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13998 int i, kill_x = bad_x, kill_y = bad_y;
13999 static int xy[4][2] =
14007 for (i = 0; i < NUM_DIRECTIONS; i++)
14011 x = bad_x + xy[i][0];
14012 y = bad_y + xy[i][1];
14013 if (!IN_LEV_FIELD(x, y))
14016 element = Tile[x][y];
14017 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14018 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14026 if (kill_x != bad_x || kill_y != bad_y)
14027 Bang(bad_x, bad_y);
14030 void KillPlayer(struct PlayerInfo *player)
14032 int jx = player->jx, jy = player->jy;
14034 if (!player->active)
14038 Debug("game:playing:KillPlayer",
14039 "0: killed == %d, active == %d, reanimated == %d",
14040 player->killed, player->active, player->reanimated);
14043 /* the following code was introduced to prevent an infinite loop when calling
14045 -> CheckTriggeredElementChangeExt()
14046 -> ExecuteCustomElementAction()
14048 -> (infinitely repeating the above sequence of function calls)
14049 which occurs when killing the player while having a CE with the setting
14050 "kill player X when explosion of <player X>"; the solution using a new
14051 field "player->killed" was chosen for backwards compatibility, although
14052 clever use of the fields "player->active" etc. would probably also work */
14054 if (player->killed)
14058 player->killed = TRUE;
14060 // remove accessible field at the player's position
14061 Tile[jx][jy] = EL_EMPTY;
14063 // deactivate shield (else Bang()/Explode() would not work right)
14064 player->shield_normal_time_left = 0;
14065 player->shield_deadly_time_left = 0;
14068 Debug("game:playing:KillPlayer",
14069 "1: killed == %d, active == %d, reanimated == %d",
14070 player->killed, player->active, player->reanimated);
14076 Debug("game:playing:KillPlayer",
14077 "2: killed == %d, active == %d, reanimated == %d",
14078 player->killed, player->active, player->reanimated);
14081 if (player->reanimated) // killed player may have been reanimated
14082 player->killed = player->reanimated = FALSE;
14084 BuryPlayer(player);
14087 static void KillPlayerUnlessEnemyProtected(int x, int y)
14089 if (!PLAYER_ENEMY_PROTECTED(x, y))
14090 KillPlayer(PLAYERINFO(x, y));
14093 static void KillPlayerUnlessExplosionProtected(int x, int y)
14095 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14096 KillPlayer(PLAYERINFO(x, y));
14099 void BuryPlayer(struct PlayerInfo *player)
14101 int jx = player->jx, jy = player->jy;
14103 if (!player->active)
14106 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14107 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14109 RemovePlayer(player);
14111 player->buried = TRUE;
14113 if (game.all_players_gone)
14114 game.GameOver = TRUE;
14117 void RemovePlayer(struct PlayerInfo *player)
14119 int jx = player->jx, jy = player->jy;
14120 int i, found = FALSE;
14122 player->present = FALSE;
14123 player->active = FALSE;
14125 // required for some CE actions (even if the player is not active anymore)
14126 player->MovPos = 0;
14128 if (!ExplodeField[jx][jy])
14129 StorePlayer[jx][jy] = 0;
14131 if (player->is_moving)
14132 TEST_DrawLevelField(player->last_jx, player->last_jy);
14134 for (i = 0; i < MAX_PLAYERS; i++)
14135 if (stored_player[i].active)
14140 game.all_players_gone = TRUE;
14141 game.GameOver = TRUE;
14144 game.exit_x = game.robot_wheel_x = jx;
14145 game.exit_y = game.robot_wheel_y = jy;
14148 void ExitPlayer(struct PlayerInfo *player)
14150 DrawPlayer(player); // needed here only to cleanup last field
14151 RemovePlayer(player);
14153 if (game.players_still_needed > 0)
14154 game.players_still_needed--;
14157 static void SetFieldForSnapping(int x, int y, int element, int direction,
14158 int player_index_bit)
14160 struct ElementInfo *ei = &element_info[element];
14161 int direction_bit = MV_DIR_TO_BIT(direction);
14162 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14163 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14164 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14166 Tile[x][y] = EL_ELEMENT_SNAPPING;
14167 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14168 MovDir[x][y] = direction;
14169 Store[x][y] = element;
14170 Store2[x][y] = player_index_bit;
14172 ResetGfxAnimation(x, y);
14174 GfxElement[x][y] = element;
14175 GfxAction[x][y] = action;
14176 GfxDir[x][y] = direction;
14177 GfxFrame[x][y] = -1;
14180 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14181 int player_index_bit)
14183 TestIfElementTouchesCustomElement(x, y); // for empty space
14185 if (level.finish_dig_collect)
14187 int dig_side = MV_DIR_OPPOSITE(direction);
14188 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14189 CE_PLAYER_COLLECTS_X);
14191 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14192 player_index_bit, dig_side);
14193 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14194 player_index_bit, dig_side);
14199 =============================================================================
14200 checkDiagonalPushing()
14201 -----------------------------------------------------------------------------
14202 check if diagonal input device direction results in pushing of object
14203 (by checking if the alternative direction is walkable, diggable, ...)
14204 =============================================================================
14207 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14208 int x, int y, int real_dx, int real_dy)
14210 int jx, jy, dx, dy, xx, yy;
14212 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14215 // diagonal direction: check alternative direction
14220 xx = jx + (dx == 0 ? real_dx : 0);
14221 yy = jy + (dy == 0 ? real_dy : 0);
14223 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14227 =============================================================================
14229 -----------------------------------------------------------------------------
14230 x, y: field next to player (non-diagonal) to try to dig to
14231 real_dx, real_dy: direction as read from input device (can be diagonal)
14232 =============================================================================
14235 static int DigField(struct PlayerInfo *player,
14236 int oldx, int oldy, int x, int y,
14237 int real_dx, int real_dy, int mode)
14239 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14240 boolean player_was_pushing = player->is_pushing;
14241 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14242 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14243 int jx = oldx, jy = oldy;
14244 int dx = x - jx, dy = y - jy;
14245 int nextx = x + dx, nexty = y + dy;
14246 int move_direction = (dx == -1 ? MV_LEFT :
14247 dx == +1 ? MV_RIGHT :
14249 dy == +1 ? MV_DOWN : MV_NONE);
14250 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14251 int dig_side = MV_DIR_OPPOSITE(move_direction);
14252 int old_element = Tile[jx][jy];
14253 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14256 if (is_player) // function can also be called by EL_PENGUIN
14258 if (player->MovPos == 0)
14260 player->is_digging = FALSE;
14261 player->is_collecting = FALSE;
14264 if (player->MovPos == 0) // last pushing move finished
14265 player->is_pushing = FALSE;
14267 if (mode == DF_NO_PUSH) // player just stopped pushing
14269 player->is_switching = FALSE;
14270 player->push_delay = -1;
14272 return MP_NO_ACTION;
14275 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14276 old_element = Back[jx][jy];
14278 // in case of element dropped at player position, check background
14279 else if (Back[jx][jy] != EL_EMPTY &&
14280 game.engine_version >= VERSION_IDENT(2,2,0,0))
14281 old_element = Back[jx][jy];
14283 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14284 return MP_NO_ACTION; // field has no opening in this direction
14286 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14287 return MP_NO_ACTION; // field has no opening in this direction
14289 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14293 Tile[jx][jy] = player->artwork_element;
14294 InitMovingField(jx, jy, MV_DOWN);
14295 Store[jx][jy] = EL_ACID;
14296 ContinueMoving(jx, jy);
14297 BuryPlayer(player);
14299 return MP_DONT_RUN_INTO;
14302 if (player_can_move && DONT_RUN_INTO(element))
14304 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14306 return MP_DONT_RUN_INTO;
14309 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14310 return MP_NO_ACTION;
14312 collect_count = element_info[element].collect_count_initial;
14314 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14315 return MP_NO_ACTION;
14317 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14318 player_can_move = player_can_move_or_snap;
14320 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14321 game.engine_version >= VERSION_IDENT(2,2,0,0))
14323 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14324 player->index_bit, dig_side);
14325 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14326 player->index_bit, dig_side);
14328 if (element == EL_DC_LANDMINE)
14331 if (Tile[x][y] != element) // field changed by snapping
14334 return MP_NO_ACTION;
14337 if (player->gravity && is_player && !player->is_auto_moving &&
14338 canFallDown(player) && move_direction != MV_DOWN &&
14339 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14340 return MP_NO_ACTION; // player cannot walk here due to gravity
14342 if (player_can_move &&
14343 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14345 int sound_element = SND_ELEMENT(element);
14346 int sound_action = ACTION_WALKING;
14348 if (IS_RND_GATE(element))
14350 if (!player->key[RND_GATE_NR(element)])
14351 return MP_NO_ACTION;
14353 else if (IS_RND_GATE_GRAY(element))
14355 if (!player->key[RND_GATE_GRAY_NR(element)])
14356 return MP_NO_ACTION;
14358 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14360 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14361 return MP_NO_ACTION;
14363 else if (element == EL_EXIT_OPEN ||
14364 element == EL_EM_EXIT_OPEN ||
14365 element == EL_EM_EXIT_OPENING ||
14366 element == EL_STEEL_EXIT_OPEN ||
14367 element == EL_EM_STEEL_EXIT_OPEN ||
14368 element == EL_EM_STEEL_EXIT_OPENING ||
14369 element == EL_SP_EXIT_OPEN ||
14370 element == EL_SP_EXIT_OPENING)
14372 sound_action = ACTION_PASSING; // player is passing exit
14374 else if (element == EL_EMPTY)
14376 sound_action = ACTION_MOVING; // nothing to walk on
14379 // play sound from background or player, whatever is available
14380 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14381 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14383 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14385 else if (player_can_move &&
14386 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14388 if (!ACCESS_FROM(element, opposite_direction))
14389 return MP_NO_ACTION; // field not accessible from this direction
14391 if (CAN_MOVE(element)) // only fixed elements can be passed!
14392 return MP_NO_ACTION;
14394 if (IS_EM_GATE(element))
14396 if (!player->key[EM_GATE_NR(element)])
14397 return MP_NO_ACTION;
14399 else if (IS_EM_GATE_GRAY(element))
14401 if (!player->key[EM_GATE_GRAY_NR(element)])
14402 return MP_NO_ACTION;
14404 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14406 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14407 return MP_NO_ACTION;
14409 else if (IS_EMC_GATE(element))
14411 if (!player->key[EMC_GATE_NR(element)])
14412 return MP_NO_ACTION;
14414 else if (IS_EMC_GATE_GRAY(element))
14416 if (!player->key[EMC_GATE_GRAY_NR(element)])
14417 return MP_NO_ACTION;
14419 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14421 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14422 return MP_NO_ACTION;
14424 else if (element == EL_DC_GATE_WHITE ||
14425 element == EL_DC_GATE_WHITE_GRAY ||
14426 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14428 if (player->num_white_keys == 0)
14429 return MP_NO_ACTION;
14431 player->num_white_keys--;
14433 else if (IS_SP_PORT(element))
14435 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14436 element == EL_SP_GRAVITY_PORT_RIGHT ||
14437 element == EL_SP_GRAVITY_PORT_UP ||
14438 element == EL_SP_GRAVITY_PORT_DOWN)
14439 player->gravity = !player->gravity;
14440 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14441 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14442 element == EL_SP_GRAVITY_ON_PORT_UP ||
14443 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14444 player->gravity = TRUE;
14445 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14446 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14447 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14448 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14449 player->gravity = FALSE;
14452 // automatically move to the next field with double speed
14453 player->programmed_action = move_direction;
14455 if (player->move_delay_reset_counter == 0)
14457 player->move_delay_reset_counter = 2; // two double speed steps
14459 DOUBLE_PLAYER_SPEED(player);
14462 PlayLevelSoundAction(x, y, ACTION_PASSING);
14464 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14468 if (mode != DF_SNAP)
14470 GfxElement[x][y] = GFX_ELEMENT(element);
14471 player->is_digging = TRUE;
14474 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14476 // use old behaviour for old levels (digging)
14477 if (!level.finish_dig_collect)
14479 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14480 player->index_bit, dig_side);
14482 // if digging triggered player relocation, finish digging tile
14483 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14484 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14487 if (mode == DF_SNAP)
14489 if (level.block_snap_field)
14490 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14492 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14494 // use old behaviour for old levels (snapping)
14495 if (!level.finish_dig_collect)
14496 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14497 player->index_bit, dig_side);
14500 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14504 if (is_player && mode != DF_SNAP)
14506 GfxElement[x][y] = element;
14507 player->is_collecting = TRUE;
14510 if (element == EL_SPEED_PILL)
14512 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14514 else if (element == EL_EXTRA_TIME && level.time > 0)
14516 TimeLeft += level.extra_time;
14518 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14520 DisplayGameControlValues();
14522 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14524 player->shield_normal_time_left += level.shield_normal_time;
14525 if (element == EL_SHIELD_DEADLY)
14526 player->shield_deadly_time_left += level.shield_deadly_time;
14528 else if (element == EL_DYNAMITE ||
14529 element == EL_EM_DYNAMITE ||
14530 element == EL_SP_DISK_RED)
14532 if (player->inventory_size < MAX_INVENTORY_SIZE)
14533 player->inventory_element[player->inventory_size++] = element;
14535 DrawGameDoorValues();
14537 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14539 player->dynabomb_count++;
14540 player->dynabombs_left++;
14542 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14544 player->dynabomb_size++;
14546 else if (element == EL_DYNABOMB_INCREASE_POWER)
14548 player->dynabomb_xl = TRUE;
14550 else if (IS_KEY(element))
14552 player->key[KEY_NR(element)] = TRUE;
14554 DrawGameDoorValues();
14556 else if (element == EL_DC_KEY_WHITE)
14558 player->num_white_keys++;
14560 // display white keys?
14561 // DrawGameDoorValues();
14563 else if (IS_ENVELOPE(element))
14565 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14567 if (!wait_for_snapping)
14568 player->show_envelope = element;
14570 else if (element == EL_EMC_LENSES)
14572 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14574 RedrawAllInvisibleElementsForLenses();
14576 else if (element == EL_EMC_MAGNIFIER)
14578 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14580 RedrawAllInvisibleElementsForMagnifier();
14582 else if (IS_DROPPABLE(element) ||
14583 IS_THROWABLE(element)) // can be collected and dropped
14587 if (collect_count == 0)
14588 player->inventory_infinite_element = element;
14590 for (i = 0; i < collect_count; i++)
14591 if (player->inventory_size < MAX_INVENTORY_SIZE)
14592 player->inventory_element[player->inventory_size++] = element;
14594 DrawGameDoorValues();
14596 else if (collect_count > 0)
14598 game.gems_still_needed -= collect_count;
14599 if (game.gems_still_needed < 0)
14600 game.gems_still_needed = 0;
14602 game.snapshot.collected_item = TRUE;
14604 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14606 DisplayGameControlValues();
14609 RaiseScoreElement(element);
14610 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14612 // use old behaviour for old levels (collecting)
14613 if (!level.finish_dig_collect && is_player)
14615 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14616 player->index_bit, dig_side);
14618 // if collecting triggered player relocation, finish collecting tile
14619 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14620 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14623 if (mode == DF_SNAP)
14625 if (level.block_snap_field)
14626 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14628 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14630 // use old behaviour for old levels (snapping)
14631 if (!level.finish_dig_collect)
14632 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14633 player->index_bit, dig_side);
14636 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14638 if (mode == DF_SNAP && element != EL_BD_ROCK)
14639 return MP_NO_ACTION;
14641 if (CAN_FALL(element) && dy)
14642 return MP_NO_ACTION;
14644 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14645 !(element == EL_SPRING && level.use_spring_bug))
14646 return MP_NO_ACTION;
14648 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14649 ((move_direction & MV_VERTICAL &&
14650 ((element_info[element].move_pattern & MV_LEFT &&
14651 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14652 (element_info[element].move_pattern & MV_RIGHT &&
14653 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14654 (move_direction & MV_HORIZONTAL &&
14655 ((element_info[element].move_pattern & MV_UP &&
14656 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14657 (element_info[element].move_pattern & MV_DOWN &&
14658 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14659 return MP_NO_ACTION;
14661 // do not push elements already moving away faster than player
14662 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14663 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14664 return MP_NO_ACTION;
14666 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14668 if (player->push_delay_value == -1 || !player_was_pushing)
14669 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14671 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14673 if (player->push_delay_value == -1)
14674 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14676 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14678 if (!player->is_pushing)
14679 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14682 player->is_pushing = TRUE;
14683 player->is_active = TRUE;
14685 if (!(IN_LEV_FIELD(nextx, nexty) &&
14686 (IS_FREE(nextx, nexty) ||
14687 (IS_SB_ELEMENT(element) &&
14688 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14689 (IS_CUSTOM_ELEMENT(element) &&
14690 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14691 return MP_NO_ACTION;
14693 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14694 return MP_NO_ACTION;
14696 if (player->push_delay == -1) // new pushing; restart delay
14697 player->push_delay = 0;
14699 if (player->push_delay < player->push_delay_value &&
14700 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14701 element != EL_SPRING && element != EL_BALLOON)
14703 // make sure that there is no move delay before next try to push
14704 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14705 player->move_delay = 0;
14707 return MP_NO_ACTION;
14710 if (IS_CUSTOM_ELEMENT(element) &&
14711 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14713 if (!DigFieldByCE(nextx, nexty, element))
14714 return MP_NO_ACTION;
14717 if (IS_SB_ELEMENT(element))
14719 boolean sokoban_task_solved = FALSE;
14721 if (element == EL_SOKOBAN_FIELD_FULL)
14723 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14725 IncrementSokobanFieldsNeeded();
14726 IncrementSokobanObjectsNeeded();
14729 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14731 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14733 DecrementSokobanFieldsNeeded();
14734 DecrementSokobanObjectsNeeded();
14736 // sokoban object was pushed from empty field to sokoban field
14737 if (Back[x][y] == EL_EMPTY)
14738 sokoban_task_solved = TRUE;
14741 Tile[x][y] = EL_SOKOBAN_OBJECT;
14743 if (Back[x][y] == Back[nextx][nexty])
14744 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14745 else if (Back[x][y] != 0)
14746 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14749 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14752 if (sokoban_task_solved &&
14753 game.sokoban_fields_still_needed == 0 &&
14754 game.sokoban_objects_still_needed == 0 &&
14755 level.auto_exit_sokoban)
14757 game.players_still_needed = 0;
14761 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14765 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14767 InitMovingField(x, y, move_direction);
14768 GfxAction[x][y] = ACTION_PUSHING;
14770 if (mode == DF_SNAP)
14771 ContinueMoving(x, y);
14773 MovPos[x][y] = (dx != 0 ? dx : dy);
14775 Pushed[x][y] = TRUE;
14776 Pushed[nextx][nexty] = TRUE;
14778 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14779 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14781 player->push_delay_value = -1; // get new value later
14783 // check for element change _after_ element has been pushed
14784 if (game.use_change_when_pushing_bug)
14786 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14787 player->index_bit, dig_side);
14788 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14789 player->index_bit, dig_side);
14792 else if (IS_SWITCHABLE(element))
14794 if (PLAYER_SWITCHING(player, x, y))
14796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14797 player->index_bit, dig_side);
14802 player->is_switching = TRUE;
14803 player->switch_x = x;
14804 player->switch_y = y;
14806 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14808 if (element == EL_ROBOT_WHEEL)
14810 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14812 game.robot_wheel_x = x;
14813 game.robot_wheel_y = y;
14814 game.robot_wheel_active = TRUE;
14816 TEST_DrawLevelField(x, y);
14818 else if (element == EL_SP_TERMINAL)
14822 SCAN_PLAYFIELD(xx, yy)
14824 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14828 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14830 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14832 ResetGfxAnimation(xx, yy);
14833 TEST_DrawLevelField(xx, yy);
14837 else if (IS_BELT_SWITCH(element))
14839 ToggleBeltSwitch(x, y);
14841 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14842 element == EL_SWITCHGATE_SWITCH_DOWN ||
14843 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14844 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14846 ToggleSwitchgateSwitch(x, y);
14848 else if (element == EL_LIGHT_SWITCH ||
14849 element == EL_LIGHT_SWITCH_ACTIVE)
14851 ToggleLightSwitch(x, y);
14853 else if (element == EL_TIMEGATE_SWITCH ||
14854 element == EL_DC_TIMEGATE_SWITCH)
14856 ActivateTimegateSwitch(x, y);
14858 else if (element == EL_BALLOON_SWITCH_LEFT ||
14859 element == EL_BALLOON_SWITCH_RIGHT ||
14860 element == EL_BALLOON_SWITCH_UP ||
14861 element == EL_BALLOON_SWITCH_DOWN ||
14862 element == EL_BALLOON_SWITCH_NONE ||
14863 element == EL_BALLOON_SWITCH_ANY)
14865 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14866 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14867 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14868 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14869 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14872 else if (element == EL_LAMP)
14874 Tile[x][y] = EL_LAMP_ACTIVE;
14875 game.lights_still_needed--;
14877 ResetGfxAnimation(x, y);
14878 TEST_DrawLevelField(x, y);
14880 else if (element == EL_TIME_ORB_FULL)
14882 Tile[x][y] = EL_TIME_ORB_EMPTY;
14884 if (level.time > 0 || level.use_time_orb_bug)
14886 TimeLeft += level.time_orb_time;
14887 game.no_level_time_limit = FALSE;
14889 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14891 DisplayGameControlValues();
14894 ResetGfxAnimation(x, y);
14895 TEST_DrawLevelField(x, y);
14897 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14898 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14902 game.ball_active = !game.ball_active;
14904 SCAN_PLAYFIELD(xx, yy)
14906 int e = Tile[xx][yy];
14908 if (game.ball_active)
14910 if (e == EL_EMC_MAGIC_BALL)
14911 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14912 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14913 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14917 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14918 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14919 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14920 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14925 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14926 player->index_bit, dig_side);
14928 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14929 player->index_bit, dig_side);
14931 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14932 player->index_bit, dig_side);
14938 if (!PLAYER_SWITCHING(player, x, y))
14940 player->is_switching = TRUE;
14941 player->switch_x = x;
14942 player->switch_y = y;
14944 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14945 player->index_bit, dig_side);
14946 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14947 player->index_bit, dig_side);
14949 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14950 player->index_bit, dig_side);
14951 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14952 player->index_bit, dig_side);
14955 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14956 player->index_bit, dig_side);
14957 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14958 player->index_bit, dig_side);
14960 return MP_NO_ACTION;
14963 player->push_delay = -1;
14965 if (is_player) // function can also be called by EL_PENGUIN
14967 if (Tile[x][y] != element) // really digged/collected something
14969 player->is_collecting = !player->is_digging;
14970 player->is_active = TRUE;
14972 player->last_removed_element = element;
14979 static boolean DigFieldByCE(int x, int y, int digging_element)
14981 int element = Tile[x][y];
14983 if (!IS_FREE(x, y))
14985 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14986 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14989 // no element can dig solid indestructible elements
14990 if (IS_INDESTRUCTIBLE(element) &&
14991 !IS_DIGGABLE(element) &&
14992 !IS_COLLECTIBLE(element))
14995 if (AmoebaNr[x][y] &&
14996 (element == EL_AMOEBA_FULL ||
14997 element == EL_BD_AMOEBA ||
14998 element == EL_AMOEBA_GROWING))
15000 AmoebaCnt[AmoebaNr[x][y]]--;
15001 AmoebaCnt2[AmoebaNr[x][y]]--;
15004 if (IS_MOVING(x, y))
15005 RemoveMovingField(x, y);
15009 TEST_DrawLevelField(x, y);
15012 // if digged element was about to explode, prevent the explosion
15013 ExplodeField[x][y] = EX_TYPE_NONE;
15015 PlayLevelSoundAction(x, y, action);
15018 Store[x][y] = EL_EMPTY;
15020 // this makes it possible to leave the removed element again
15021 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15022 Store[x][y] = element;
15027 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15029 int jx = player->jx, jy = player->jy;
15030 int x = jx + dx, y = jy + dy;
15031 int snap_direction = (dx == -1 ? MV_LEFT :
15032 dx == +1 ? MV_RIGHT :
15034 dy == +1 ? MV_DOWN : MV_NONE);
15035 boolean can_continue_snapping = (level.continuous_snapping &&
15036 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15038 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15041 if (!player->active || !IN_LEV_FIELD(x, y))
15049 if (player->MovPos == 0)
15050 player->is_pushing = FALSE;
15052 player->is_snapping = FALSE;
15054 if (player->MovPos == 0)
15056 player->is_moving = FALSE;
15057 player->is_digging = FALSE;
15058 player->is_collecting = FALSE;
15064 // prevent snapping with already pressed snap key when not allowed
15065 if (player->is_snapping && !can_continue_snapping)
15068 player->MovDir = snap_direction;
15070 if (player->MovPos == 0)
15072 player->is_moving = FALSE;
15073 player->is_digging = FALSE;
15074 player->is_collecting = FALSE;
15077 player->is_dropping = FALSE;
15078 player->is_dropping_pressed = FALSE;
15079 player->drop_pressed_delay = 0;
15081 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15084 player->is_snapping = TRUE;
15085 player->is_active = TRUE;
15087 if (player->MovPos == 0)
15089 player->is_moving = FALSE;
15090 player->is_digging = FALSE;
15091 player->is_collecting = FALSE;
15094 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15095 TEST_DrawLevelField(player->last_jx, player->last_jy);
15097 TEST_DrawLevelField(x, y);
15102 static boolean DropElement(struct PlayerInfo *player)
15104 int old_element, new_element;
15105 int dropx = player->jx, dropy = player->jy;
15106 int drop_direction = player->MovDir;
15107 int drop_side = drop_direction;
15108 int drop_element = get_next_dropped_element(player);
15110 /* do not drop an element on top of another element; when holding drop key
15111 pressed without moving, dropped element must move away before the next
15112 element can be dropped (this is especially important if the next element
15113 is dynamite, which can be placed on background for historical reasons) */
15114 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15117 if (IS_THROWABLE(drop_element))
15119 dropx += GET_DX_FROM_DIR(drop_direction);
15120 dropy += GET_DY_FROM_DIR(drop_direction);
15122 if (!IN_LEV_FIELD(dropx, dropy))
15126 old_element = Tile[dropx][dropy]; // old element at dropping position
15127 new_element = drop_element; // default: no change when dropping
15129 // check if player is active, not moving and ready to drop
15130 if (!player->active || player->MovPos || player->drop_delay > 0)
15133 // check if player has anything that can be dropped
15134 if (new_element == EL_UNDEFINED)
15137 // only set if player has anything that can be dropped
15138 player->is_dropping_pressed = TRUE;
15140 // check if drop key was pressed long enough for EM style dynamite
15141 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15144 // check if anything can be dropped at the current position
15145 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15148 // collected custom elements can only be dropped on empty fields
15149 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15152 if (old_element != EL_EMPTY)
15153 Back[dropx][dropy] = old_element; // store old element on this field
15155 ResetGfxAnimation(dropx, dropy);
15156 ResetRandomAnimationValue(dropx, dropy);
15158 if (player->inventory_size > 0 ||
15159 player->inventory_infinite_element != EL_UNDEFINED)
15161 if (player->inventory_size > 0)
15163 player->inventory_size--;
15165 DrawGameDoorValues();
15167 if (new_element == EL_DYNAMITE)
15168 new_element = EL_DYNAMITE_ACTIVE;
15169 else if (new_element == EL_EM_DYNAMITE)
15170 new_element = EL_EM_DYNAMITE_ACTIVE;
15171 else if (new_element == EL_SP_DISK_RED)
15172 new_element = EL_SP_DISK_RED_ACTIVE;
15175 Tile[dropx][dropy] = new_element;
15177 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15178 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15179 el2img(Tile[dropx][dropy]), 0);
15181 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15183 // needed if previous element just changed to "empty" in the last frame
15184 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15186 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15187 player->index_bit, drop_side);
15188 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15190 player->index_bit, drop_side);
15192 TestIfElementTouchesCustomElement(dropx, dropy);
15194 else // player is dropping a dyna bomb
15196 player->dynabombs_left--;
15198 Tile[dropx][dropy] = new_element;
15200 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15201 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15202 el2img(Tile[dropx][dropy]), 0);
15204 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15207 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15208 InitField_WithBug1(dropx, dropy, FALSE);
15210 new_element = Tile[dropx][dropy]; // element might have changed
15212 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15213 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15215 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15216 MovDir[dropx][dropy] = drop_direction;
15218 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15220 // do not cause impact style collision by dropping elements that can fall
15221 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15224 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15225 player->is_dropping = TRUE;
15227 player->drop_pressed_delay = 0;
15228 player->is_dropping_pressed = FALSE;
15230 player->drop_x = dropx;
15231 player->drop_y = dropy;
15236 // ----------------------------------------------------------------------------
15237 // game sound playing functions
15238 // ----------------------------------------------------------------------------
15240 static int *loop_sound_frame = NULL;
15241 static int *loop_sound_volume = NULL;
15243 void InitPlayLevelSound(void)
15245 int num_sounds = getSoundListSize();
15247 checked_free(loop_sound_frame);
15248 checked_free(loop_sound_volume);
15250 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15251 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15254 static void PlayLevelSound(int x, int y, int nr)
15256 int sx = SCREENX(x), sy = SCREENY(y);
15257 int volume, stereo_position;
15258 int max_distance = 8;
15259 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15261 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15262 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15265 if (!IN_LEV_FIELD(x, y) ||
15266 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15267 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15270 volume = SOUND_MAX_VOLUME;
15272 if (!IN_SCR_FIELD(sx, sy))
15274 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15275 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15277 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15280 stereo_position = (SOUND_MAX_LEFT +
15281 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15282 (SCR_FIELDX + 2 * max_distance));
15284 if (IS_LOOP_SOUND(nr))
15286 /* This assures that quieter loop sounds do not overwrite louder ones,
15287 while restarting sound volume comparison with each new game frame. */
15289 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15292 loop_sound_volume[nr] = volume;
15293 loop_sound_frame[nr] = FrameCounter;
15296 PlaySoundExt(nr, volume, stereo_position, type);
15299 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15301 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15302 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15303 y < LEVELY(BY1) ? LEVELY(BY1) :
15304 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15308 static void PlayLevelSoundAction(int x, int y, int action)
15310 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15313 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15315 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15317 if (sound_effect != SND_UNDEFINED)
15318 PlayLevelSound(x, y, sound_effect);
15321 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15324 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15326 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15327 PlayLevelSound(x, y, sound_effect);
15330 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15332 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15334 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15335 PlayLevelSound(x, y, sound_effect);
15338 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15340 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15342 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15343 StopSound(sound_effect);
15346 static int getLevelMusicNr(void)
15348 if (levelset.music[level_nr] != MUS_UNDEFINED)
15349 return levelset.music[level_nr]; // from config file
15351 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15354 static void FadeLevelSounds(void)
15359 static void FadeLevelMusic(void)
15361 int music_nr = getLevelMusicNr();
15362 char *curr_music = getCurrentlyPlayingMusicFilename();
15363 char *next_music = getMusicInfoEntryFilename(music_nr);
15365 if (!strEqual(curr_music, next_music))
15369 void FadeLevelSoundsAndMusic(void)
15375 static void PlayLevelMusic(void)
15377 int music_nr = getLevelMusicNr();
15378 char *curr_music = getCurrentlyPlayingMusicFilename();
15379 char *next_music = getMusicInfoEntryFilename(music_nr);
15381 if (!strEqual(curr_music, next_music))
15382 PlayMusicLoop(music_nr);
15385 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15387 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15389 int x = xx - offset;
15390 int y = yy - offset;
15395 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15399 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15403 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15407 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15411 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15415 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15419 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15422 case SOUND_android_clone:
15423 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15426 case SOUND_android_move:
15427 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15431 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15435 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15439 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15442 case SOUND_eater_eat:
15443 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15447 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15450 case SOUND_collect:
15451 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15454 case SOUND_diamond:
15455 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15459 // !!! CHECK THIS !!!
15461 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15463 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15467 case SOUND_wonderfall:
15468 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15472 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15476 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15480 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15484 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15488 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15492 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15496 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15500 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15503 case SOUND_exit_open:
15504 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15507 case SOUND_exit_leave:
15508 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15511 case SOUND_dynamite:
15512 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15516 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15520 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15524 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15528 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15532 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15536 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15540 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15545 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15547 int element = map_element_SP_to_RND(element_sp);
15548 int action = map_action_SP_to_RND(action_sp);
15549 int offset = (setup.sp_show_border_elements ? 0 : 1);
15550 int x = xx - offset;
15551 int y = yy - offset;
15553 PlayLevelSoundElementAction(x, y, element, action);
15556 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15558 int element = map_element_MM_to_RND(element_mm);
15559 int action = map_action_MM_to_RND(action_mm);
15561 int x = xx - offset;
15562 int y = yy - offset;
15564 if (!IS_MM_ELEMENT(element))
15565 element = EL_MM_DEFAULT;
15567 PlayLevelSoundElementAction(x, y, element, action);
15570 void PlaySound_MM(int sound_mm)
15572 int sound = map_sound_MM_to_RND(sound_mm);
15574 if (sound == SND_UNDEFINED)
15580 void PlaySoundLoop_MM(int sound_mm)
15582 int sound = map_sound_MM_to_RND(sound_mm);
15584 if (sound == SND_UNDEFINED)
15587 PlaySoundLoop(sound);
15590 void StopSound_MM(int sound_mm)
15592 int sound = map_sound_MM_to_RND(sound_mm);
15594 if (sound == SND_UNDEFINED)
15600 void RaiseScore(int value)
15602 game.score += value;
15604 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15606 DisplayGameControlValues();
15609 void RaiseScoreElement(int element)
15614 case EL_BD_DIAMOND:
15615 case EL_EMERALD_YELLOW:
15616 case EL_EMERALD_RED:
15617 case EL_EMERALD_PURPLE:
15618 case EL_SP_INFOTRON:
15619 RaiseScore(level.score[SC_EMERALD]);
15622 RaiseScore(level.score[SC_DIAMOND]);
15625 RaiseScore(level.score[SC_CRYSTAL]);
15628 RaiseScore(level.score[SC_PEARL]);
15631 case EL_BD_BUTTERFLY:
15632 case EL_SP_ELECTRON:
15633 RaiseScore(level.score[SC_BUG]);
15636 case EL_BD_FIREFLY:
15637 case EL_SP_SNIKSNAK:
15638 RaiseScore(level.score[SC_SPACESHIP]);
15641 case EL_DARK_YAMYAM:
15642 RaiseScore(level.score[SC_YAMYAM]);
15645 RaiseScore(level.score[SC_ROBOT]);
15648 RaiseScore(level.score[SC_PACMAN]);
15651 RaiseScore(level.score[SC_NUT]);
15654 case EL_EM_DYNAMITE:
15655 case EL_SP_DISK_RED:
15656 case EL_DYNABOMB_INCREASE_NUMBER:
15657 case EL_DYNABOMB_INCREASE_SIZE:
15658 case EL_DYNABOMB_INCREASE_POWER:
15659 RaiseScore(level.score[SC_DYNAMITE]);
15661 case EL_SHIELD_NORMAL:
15662 case EL_SHIELD_DEADLY:
15663 RaiseScore(level.score[SC_SHIELD]);
15665 case EL_EXTRA_TIME:
15666 RaiseScore(level.extra_time_score);
15680 case EL_DC_KEY_WHITE:
15681 RaiseScore(level.score[SC_KEY]);
15684 RaiseScore(element_info[element].collect_score);
15689 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15691 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15695 // prevent short reactivation of overlay buttons while closing door
15696 SetOverlayActive(FALSE);
15697 UnmapGameButtons();
15699 // door may still be open due to skipped or envelope style request
15700 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15703 if (network.enabled)
15704 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15708 FadeSkipNextFadeIn();
15710 SetGameStatus(GAME_MODE_MAIN);
15715 else // continue playing the game
15717 if (tape.playing && tape.deactivate_display)
15718 TapeDeactivateDisplayOff(TRUE);
15720 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15722 if (tape.playing && tape.deactivate_display)
15723 TapeDeactivateDisplayOn();
15727 void RequestQuitGame(boolean escape_key_pressed)
15729 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15730 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15731 level_editor_test_game);
15732 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15733 quick_quit || score_info_tape_play);
15735 RequestQuitGameExt(skip_request, quick_quit,
15736 "Do you really want to quit the game?");
15739 void RequestRestartGame(char *message)
15741 game.restart_game_message = NULL;
15743 boolean has_started_game = hasStartedNetworkGame();
15744 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15746 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15748 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15752 // needed in case of envelope request to close game panel
15753 CloseDoor(DOOR_CLOSE_1);
15755 SetGameStatus(GAME_MODE_MAIN);
15761 void CheckGameOver(void)
15763 static boolean last_game_over = FALSE;
15764 static int game_over_delay = 0;
15765 int game_over_delay_value = 50;
15766 boolean game_over = checkGameFailed();
15768 // do not handle game over if request dialog is already active
15769 if (game.request_active)
15772 // do not ask to play again if game was never actually played
15773 if (!game.GamePlayed)
15778 last_game_over = FALSE;
15779 game_over_delay = game_over_delay_value;
15784 if (game_over_delay > 0)
15791 if (last_game_over != game_over)
15792 game.restart_game_message = (hasStartedNetworkGame() ?
15793 "Game over! Play it again?" :
15796 last_game_over = game_over;
15799 boolean checkGameSolved(void)
15801 // set for all game engines if level was solved
15802 return game.LevelSolved_GameEnd;
15805 boolean checkGameFailed(void)
15807 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15808 return (game_em.game_over && !game_em.level_solved);
15809 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15810 return (game_sp.game_over && !game_sp.level_solved);
15811 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15812 return (game_mm.game_over && !game_mm.level_solved);
15813 else // GAME_ENGINE_TYPE_RND
15814 return (game.GameOver && !game.LevelSolved);
15817 boolean checkGameEnded(void)
15819 return (checkGameSolved() || checkGameFailed());
15823 // ----------------------------------------------------------------------------
15824 // random generator functions
15825 // ----------------------------------------------------------------------------
15827 unsigned int InitEngineRandom_RND(int seed)
15829 game.num_random_calls = 0;
15831 return InitEngineRandom(seed);
15834 unsigned int RND(int max)
15838 game.num_random_calls++;
15840 return GetEngineRandom(max);
15847 // ----------------------------------------------------------------------------
15848 // game engine snapshot handling functions
15849 // ----------------------------------------------------------------------------
15851 struct EngineSnapshotInfo
15853 // runtime values for custom element collect score
15854 int collect_score[NUM_CUSTOM_ELEMENTS];
15856 // runtime values for group element choice position
15857 int choice_pos[NUM_GROUP_ELEMENTS];
15859 // runtime values for belt position animations
15860 int belt_graphic[4][NUM_BELT_PARTS];
15861 int belt_anim_mode[4][NUM_BELT_PARTS];
15864 static struct EngineSnapshotInfo engine_snapshot_rnd;
15865 static char *snapshot_level_identifier = NULL;
15866 static int snapshot_level_nr = -1;
15868 static void SaveEngineSnapshotValues_RND(void)
15870 static int belt_base_active_element[4] =
15872 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15873 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15874 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15875 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15879 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15881 int element = EL_CUSTOM_START + i;
15883 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15886 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15888 int element = EL_GROUP_START + i;
15890 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15893 for (i = 0; i < 4; i++)
15895 for (j = 0; j < NUM_BELT_PARTS; j++)
15897 int element = belt_base_active_element[i] + j;
15898 int graphic = el2img(element);
15899 int anim_mode = graphic_info[graphic].anim_mode;
15901 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15902 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15907 static void LoadEngineSnapshotValues_RND(void)
15909 unsigned int num_random_calls = game.num_random_calls;
15912 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15914 int element = EL_CUSTOM_START + i;
15916 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15919 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15921 int element = EL_GROUP_START + i;
15923 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15926 for (i = 0; i < 4; i++)
15928 for (j = 0; j < NUM_BELT_PARTS; j++)
15930 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15931 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15933 graphic_info[graphic].anim_mode = anim_mode;
15937 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15939 InitRND(tape.random_seed);
15940 for (i = 0; i < num_random_calls; i++)
15944 if (game.num_random_calls != num_random_calls)
15946 Error("number of random calls out of sync");
15947 Error("number of random calls should be %d", num_random_calls);
15948 Error("number of random calls is %d", game.num_random_calls);
15950 Fail("this should not happen -- please debug");
15954 void FreeEngineSnapshotSingle(void)
15956 FreeSnapshotSingle();
15958 setString(&snapshot_level_identifier, NULL);
15959 snapshot_level_nr = -1;
15962 void FreeEngineSnapshotList(void)
15964 FreeSnapshotList();
15967 static ListNode *SaveEngineSnapshotBuffers(void)
15969 ListNode *buffers = NULL;
15971 // copy some special values to a structure better suited for the snapshot
15973 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15974 SaveEngineSnapshotValues_RND();
15975 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15976 SaveEngineSnapshotValues_EM();
15977 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15978 SaveEngineSnapshotValues_SP(&buffers);
15979 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15980 SaveEngineSnapshotValues_MM(&buffers);
15982 // save values stored in special snapshot structure
15984 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15986 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15988 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15990 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15993 // save further RND engine values
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15997 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15999 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16000 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16002 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16005 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16014 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16015 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16016 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16019 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16020 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16021 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16023 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16024 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16025 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16026 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16027 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16029 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16030 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16031 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16033 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16034 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16036 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16038 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16040 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16041 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16043 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16044 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16045 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16046 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16047 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16048 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16050 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16051 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16054 ListNode *node = engine_snapshot_list_rnd;
16057 while (node != NULL)
16059 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16064 Debug("game:playing:SaveEngineSnapshotBuffers",
16065 "size of engine snapshot: %d bytes", num_bytes);
16071 void SaveEngineSnapshotSingle(void)
16073 ListNode *buffers = SaveEngineSnapshotBuffers();
16075 // finally save all snapshot buffers to single snapshot
16076 SaveSnapshotSingle(buffers);
16078 // save level identification information
16079 setString(&snapshot_level_identifier, leveldir_current->identifier);
16080 snapshot_level_nr = level_nr;
16083 boolean CheckSaveEngineSnapshotToList(void)
16085 boolean save_snapshot =
16086 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16087 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16088 game.snapshot.changed_action) ||
16089 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16090 game.snapshot.collected_item));
16092 game.snapshot.changed_action = FALSE;
16093 game.snapshot.collected_item = FALSE;
16094 game.snapshot.save_snapshot = save_snapshot;
16096 return save_snapshot;
16099 void SaveEngineSnapshotToList(void)
16101 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16105 ListNode *buffers = SaveEngineSnapshotBuffers();
16107 // finally save all snapshot buffers to snapshot list
16108 SaveSnapshotToList(buffers);
16111 void SaveEngineSnapshotToListInitial(void)
16113 FreeEngineSnapshotList();
16115 SaveEngineSnapshotToList();
16118 static void LoadEngineSnapshotValues(void)
16120 // restore special values from snapshot structure
16122 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16123 LoadEngineSnapshotValues_RND();
16124 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16125 LoadEngineSnapshotValues_EM();
16126 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16127 LoadEngineSnapshotValues_SP();
16128 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16129 LoadEngineSnapshotValues_MM();
16132 void LoadEngineSnapshotSingle(void)
16134 LoadSnapshotSingle();
16136 LoadEngineSnapshotValues();
16139 static void LoadEngineSnapshot_Undo(int steps)
16141 LoadSnapshotFromList_Older(steps);
16143 LoadEngineSnapshotValues();
16146 static void LoadEngineSnapshot_Redo(int steps)
16148 LoadSnapshotFromList_Newer(steps);
16150 LoadEngineSnapshotValues();
16153 boolean CheckEngineSnapshotSingle(void)
16155 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16156 snapshot_level_nr == level_nr);
16159 boolean CheckEngineSnapshotList(void)
16161 return CheckSnapshotList();
16165 // ---------- new game button stuff -------------------------------------------
16172 boolean *setup_value;
16173 boolean allowed_on_tape;
16174 boolean is_touch_button;
16176 } gamebutton_info[NUM_GAME_BUTTONS] =
16179 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16180 GAME_CTRL_ID_STOP, NULL,
16181 TRUE, FALSE, "stop game"
16184 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16185 GAME_CTRL_ID_PAUSE, NULL,
16186 TRUE, FALSE, "pause game"
16189 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16190 GAME_CTRL_ID_PLAY, NULL,
16191 TRUE, FALSE, "play game"
16194 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16195 GAME_CTRL_ID_UNDO, NULL,
16196 TRUE, FALSE, "undo step"
16199 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16200 GAME_CTRL_ID_REDO, NULL,
16201 TRUE, FALSE, "redo step"
16204 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16205 GAME_CTRL_ID_SAVE, NULL,
16206 TRUE, FALSE, "save game"
16209 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16210 GAME_CTRL_ID_PAUSE2, NULL,
16211 TRUE, FALSE, "pause game"
16214 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16215 GAME_CTRL_ID_LOAD, NULL,
16216 TRUE, FALSE, "load game"
16219 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16220 GAME_CTRL_ID_PANEL_STOP, NULL,
16221 FALSE, FALSE, "stop game"
16224 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16225 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16226 FALSE, FALSE, "pause game"
16229 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16230 GAME_CTRL_ID_PANEL_PLAY, NULL,
16231 FALSE, FALSE, "play game"
16234 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16235 GAME_CTRL_ID_TOUCH_STOP, NULL,
16236 FALSE, TRUE, "stop game"
16239 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16240 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16241 FALSE, TRUE, "pause game"
16244 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16245 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16246 TRUE, FALSE, "background music on/off"
16249 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16250 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16251 TRUE, FALSE, "sound loops on/off"
16254 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16255 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16256 TRUE, FALSE, "normal sounds on/off"
16259 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16260 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16261 FALSE, FALSE, "background music on/off"
16264 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16265 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16266 FALSE, FALSE, "sound loops on/off"
16269 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16270 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16271 FALSE, FALSE, "normal sounds on/off"
16275 void CreateGameButtons(void)
16279 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16281 int graphic = gamebutton_info[i].graphic;
16282 struct GraphicInfo *gfx = &graphic_info[graphic];
16283 struct XY *pos = gamebutton_info[i].pos;
16284 struct GadgetInfo *gi;
16287 unsigned int event_mask;
16288 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16289 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16290 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16291 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16292 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16293 int gd_x = gfx->src_x;
16294 int gd_y = gfx->src_y;
16295 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16296 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16297 int gd_xa = gfx->src_x + gfx->active_xoffset;
16298 int gd_ya = gfx->src_y + gfx->active_yoffset;
16299 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16300 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16301 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16302 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16305 // do not use touch buttons if overlay touch buttons are disabled
16306 if (is_touch_button && !setup.touch.overlay_buttons)
16309 if (gfx->bitmap == NULL)
16311 game_gadget[id] = NULL;
16316 if (id == GAME_CTRL_ID_STOP ||
16317 id == GAME_CTRL_ID_PANEL_STOP ||
16318 id == GAME_CTRL_ID_TOUCH_STOP ||
16319 id == GAME_CTRL_ID_PLAY ||
16320 id == GAME_CTRL_ID_PANEL_PLAY ||
16321 id == GAME_CTRL_ID_SAVE ||
16322 id == GAME_CTRL_ID_LOAD)
16324 button_type = GD_TYPE_NORMAL_BUTTON;
16326 event_mask = GD_EVENT_RELEASED;
16328 else if (id == GAME_CTRL_ID_UNDO ||
16329 id == GAME_CTRL_ID_REDO)
16331 button_type = GD_TYPE_NORMAL_BUTTON;
16333 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16337 button_type = GD_TYPE_CHECK_BUTTON;
16338 checked = (gamebutton_info[i].setup_value != NULL ?
16339 *gamebutton_info[i].setup_value : FALSE);
16340 event_mask = GD_EVENT_PRESSED;
16343 gi = CreateGadget(GDI_CUSTOM_ID, id,
16344 GDI_IMAGE_ID, graphic,
16345 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16348 GDI_WIDTH, gfx->width,
16349 GDI_HEIGHT, gfx->height,
16350 GDI_TYPE, button_type,
16351 GDI_STATE, GD_BUTTON_UNPRESSED,
16352 GDI_CHECKED, checked,
16353 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16354 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16355 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16356 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16357 GDI_DIRECT_DRAW, FALSE,
16358 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16359 GDI_EVENT_MASK, event_mask,
16360 GDI_CALLBACK_ACTION, HandleGameButtons,
16364 Fail("cannot create gadget");
16366 game_gadget[id] = gi;
16370 void FreeGameButtons(void)
16374 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16375 FreeGadget(game_gadget[i]);
16378 static void UnmapGameButtonsAtSamePosition(int id)
16382 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16384 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16385 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16386 UnmapGadget(game_gadget[i]);
16389 static void UnmapGameButtonsAtSamePosition_All(void)
16391 if (setup.show_load_save_buttons)
16393 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16394 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16395 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16397 else if (setup.show_undo_redo_buttons)
16399 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16400 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16401 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16405 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16406 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16407 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16409 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16410 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16411 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16415 void MapLoadSaveButtons(void)
16417 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16418 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16420 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16421 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16424 void MapUndoRedoButtons(void)
16426 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16427 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16429 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16430 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16433 void ModifyPauseButtons(void)
16437 GAME_CTRL_ID_PAUSE,
16438 GAME_CTRL_ID_PAUSE2,
16439 GAME_CTRL_ID_PANEL_PAUSE,
16440 GAME_CTRL_ID_TOUCH_PAUSE,
16445 for (i = 0; ids[i] > -1; i++)
16446 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16449 static void MapGameButtonsExt(boolean on_tape)
16453 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16455 if ((i == GAME_CTRL_ID_UNDO ||
16456 i == GAME_CTRL_ID_REDO) &&
16457 game_status != GAME_MODE_PLAYING)
16460 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16461 MapGadget(game_gadget[i]);
16464 UnmapGameButtonsAtSamePosition_All();
16466 RedrawGameButtons();
16469 static void UnmapGameButtonsExt(boolean on_tape)
16473 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16474 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16475 UnmapGadget(game_gadget[i]);
16478 static void RedrawGameButtonsExt(boolean on_tape)
16482 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16483 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16484 RedrawGadget(game_gadget[i]);
16487 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16492 gi->checked = state;
16495 static void RedrawSoundButtonGadget(int id)
16497 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16498 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16499 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16500 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16501 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16502 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16505 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16506 RedrawGadget(game_gadget[id2]);
16509 void MapGameButtons(void)
16511 MapGameButtonsExt(FALSE);
16514 void UnmapGameButtons(void)
16516 UnmapGameButtonsExt(FALSE);
16519 void RedrawGameButtons(void)
16521 RedrawGameButtonsExt(FALSE);
16524 void MapGameButtonsOnTape(void)
16526 MapGameButtonsExt(TRUE);
16529 void UnmapGameButtonsOnTape(void)
16531 UnmapGameButtonsExt(TRUE);
16534 void RedrawGameButtonsOnTape(void)
16536 RedrawGameButtonsExt(TRUE);
16539 static void GameUndoRedoExt(void)
16541 ClearPlayerAction();
16543 tape.pausing = TRUE;
16546 UpdateAndDisplayGameControlValues();
16548 DrawCompleteVideoDisplay();
16549 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16550 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16551 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16553 ModifyPauseButtons();
16558 static void GameUndo(int steps)
16560 if (!CheckEngineSnapshotList())
16563 int tape_property_bits = tape.property_bits;
16565 LoadEngineSnapshot_Undo(steps);
16567 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16572 static void GameRedo(int steps)
16574 if (!CheckEngineSnapshotList())
16577 int tape_property_bits = tape.property_bits;
16579 LoadEngineSnapshot_Redo(steps);
16581 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16586 static void HandleGameButtonsExt(int id, int button)
16588 static boolean game_undo_executed = FALSE;
16589 int steps = BUTTON_STEPSIZE(button);
16590 boolean handle_game_buttons =
16591 (game_status == GAME_MODE_PLAYING ||
16592 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16594 if (!handle_game_buttons)
16599 case GAME_CTRL_ID_STOP:
16600 case GAME_CTRL_ID_PANEL_STOP:
16601 case GAME_CTRL_ID_TOUCH_STOP:
16606 case GAME_CTRL_ID_PAUSE:
16607 case GAME_CTRL_ID_PAUSE2:
16608 case GAME_CTRL_ID_PANEL_PAUSE:
16609 case GAME_CTRL_ID_TOUCH_PAUSE:
16610 if (network.enabled && game_status == GAME_MODE_PLAYING)
16613 SendToServer_ContinuePlaying();
16615 SendToServer_PausePlaying();
16618 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16620 game_undo_executed = FALSE;
16624 case GAME_CTRL_ID_PLAY:
16625 case GAME_CTRL_ID_PANEL_PLAY:
16626 if (game_status == GAME_MODE_MAIN)
16628 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16630 else if (tape.pausing)
16632 if (network.enabled)
16633 SendToServer_ContinuePlaying();
16635 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16639 case GAME_CTRL_ID_UNDO:
16640 // Important: When using "save snapshot when collecting an item" mode,
16641 // load last (current) snapshot for first "undo" after pressing "pause"
16642 // (else the last-but-one snapshot would be loaded, because the snapshot
16643 // pointer already points to the last snapshot when pressing "pause",
16644 // which is fine for "every step/move" mode, but not for "every collect")
16645 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16646 !game_undo_executed)
16649 game_undo_executed = TRUE;
16654 case GAME_CTRL_ID_REDO:
16658 case GAME_CTRL_ID_SAVE:
16662 case GAME_CTRL_ID_LOAD:
16666 case SOUND_CTRL_ID_MUSIC:
16667 case SOUND_CTRL_ID_PANEL_MUSIC:
16668 if (setup.sound_music)
16670 setup.sound_music = FALSE;
16674 else if (audio.music_available)
16676 setup.sound = setup.sound_music = TRUE;
16678 SetAudioMode(setup.sound);
16680 if (game_status == GAME_MODE_PLAYING)
16684 RedrawSoundButtonGadget(id);
16688 case SOUND_CTRL_ID_LOOPS:
16689 case SOUND_CTRL_ID_PANEL_LOOPS:
16690 if (setup.sound_loops)
16691 setup.sound_loops = FALSE;
16692 else if (audio.loops_available)
16694 setup.sound = setup.sound_loops = TRUE;
16696 SetAudioMode(setup.sound);
16699 RedrawSoundButtonGadget(id);
16703 case SOUND_CTRL_ID_SIMPLE:
16704 case SOUND_CTRL_ID_PANEL_SIMPLE:
16705 if (setup.sound_simple)
16706 setup.sound_simple = FALSE;
16707 else if (audio.sound_available)
16709 setup.sound = setup.sound_simple = TRUE;
16711 SetAudioMode(setup.sound);
16714 RedrawSoundButtonGadget(id);
16723 static void HandleGameButtons(struct GadgetInfo *gi)
16725 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16728 void HandleSoundButtonKeys(Key key)
16730 if (key == setup.shortcut.sound_simple)
16731 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16732 else if (key == setup.shortcut.sound_loops)
16733 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16734 else if (key == setup.shortcut.sound_music)
16735 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);