1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_push_delay =
3099 (game.engine_version > VERSION_IDENT(4,3,7,1));
3101 game_em.use_snap_key_bug =
3102 (game.engine_version < VERSION_IDENT(4,0,1,0));
3104 game_em.use_random_bug =
3105 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3107 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3109 game_em.use_old_explosions = use_old_em_engine;
3110 game_em.use_old_android = use_old_em_engine;
3111 game_em.use_old_push_elements = use_old_em_engine;
3112 game_em.use_old_push_into_acid = use_old_em_engine;
3114 game_em.use_wrap_around = !use_old_em_engine;
3116 // --------------------------------------------------------------------------
3118 // set maximal allowed number of custom element changes per game frame
3119 game.max_num_changes_per_frame = 1;
3121 // default scan direction: scan playfield from top/left to bottom/right
3122 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3124 // dynamically adjust element properties according to game engine version
3125 InitElementPropertiesEngine(game.engine_version);
3127 // ---------- initialize special element properties -------------------------
3129 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3130 if (use_amoeba_dropping_cannot_fall_bug)
3131 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3133 // ---------- initialize player's initial move delay ------------------------
3135 // dynamically adjust player properties according to level information
3136 for (i = 0; i < MAX_PLAYERS; i++)
3137 game.initial_move_delay_value[i] =
3138 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3140 // dynamically adjust player properties according to game engine version
3141 for (i = 0; i < MAX_PLAYERS; i++)
3142 game.initial_move_delay[i] =
3143 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3144 game.initial_move_delay_value[i] : 0);
3146 // ---------- initialize player's initial push delay ------------------------
3148 // dynamically adjust player properties according to game engine version
3149 game.initial_push_delay_value =
3150 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3152 // ---------- initialize changing elements ----------------------------------
3154 // initialize changing elements information
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3157 struct ElementInfo *ei = &element_info[i];
3159 // this pointer might have been changed in the level editor
3160 ei->change = &ei->change_page[0];
3162 if (!IS_CUSTOM_ELEMENT(i))
3164 ei->change->target_element = EL_EMPTY_SPACE;
3165 ei->change->delay_fixed = 0;
3166 ei->change->delay_random = 0;
3167 ei->change->delay_frames = 1;
3170 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3172 ei->has_change_event[j] = FALSE;
3174 ei->event_page_nr[j] = 0;
3175 ei->event_page[j] = &ei->change_page[0];
3179 // add changing elements from pre-defined list
3180 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3182 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3183 struct ElementInfo *ei = &element_info[ch_delay->element];
3185 ei->change->target_element = ch_delay->target_element;
3186 ei->change->delay_fixed = ch_delay->change_delay;
3188 ei->change->pre_change_function = ch_delay->pre_change_function;
3189 ei->change->change_function = ch_delay->change_function;
3190 ei->change->post_change_function = ch_delay->post_change_function;
3192 ei->change->can_change = TRUE;
3193 ei->change->can_change_or_has_action = TRUE;
3195 ei->has_change_event[CE_DELAY] = TRUE;
3197 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3198 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3201 // ---------- initialize if element can trigger global animations -----------
3203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3205 struct ElementInfo *ei = &element_info[i];
3207 ei->has_anim_event = FALSE;
3210 InitGlobalAnimEventsForCustomElements();
3212 // ---------- initialize internal run-time variables ------------------------
3214 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3216 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3218 for (j = 0; j < ei->num_change_pages; j++)
3220 ei->change_page[j].can_change_or_has_action =
3221 (ei->change_page[j].can_change |
3222 ei->change_page[j].has_action);
3226 // add change events from custom element configuration
3227 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3229 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3231 for (j = 0; j < ei->num_change_pages; j++)
3233 if (!ei->change_page[j].can_change_or_has_action)
3236 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3238 // only add event page for the first page found with this event
3239 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3241 ei->has_change_event[k] = TRUE;
3243 ei->event_page_nr[k] = j;
3244 ei->event_page[k] = &ei->change_page[j];
3250 // ---------- initialize reference elements in change conditions ------------
3252 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3254 int element = EL_CUSTOM_START + i;
3255 struct ElementInfo *ei = &element_info[element];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 int trigger_element = ei->change_page[j].initial_trigger_element;
3261 if (trigger_element >= EL_PREV_CE_8 &&
3262 trigger_element <= EL_NEXT_CE_8)
3263 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3265 ei->change_page[j].trigger_element = trigger_element;
3269 // ---------- initialize run-time trigger player and element ----------------
3271 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3273 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3275 for (j = 0; j < ei->num_change_pages; j++)
3277 struct ElementChangeInfo *change = &ei->change_page[j];
3279 change->actual_trigger_element = EL_EMPTY;
3280 change->actual_trigger_player = EL_EMPTY;
3281 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3282 change->actual_trigger_side = CH_SIDE_NONE;
3283 change->actual_trigger_ce_value = 0;
3284 change->actual_trigger_ce_score = 0;
3285 change->actual_trigger_x = -1;
3286 change->actual_trigger_y = -1;
3290 // ---------- initialize trigger events -------------------------------------
3292 // initialize trigger events information
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3294 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3295 trigger_events[i][j] = FALSE;
3297 // add trigger events from element change event properties
3298 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3300 struct ElementInfo *ei = &element_info[i];
3302 for (j = 0; j < ei->num_change_pages; j++)
3304 struct ElementChangeInfo *change = &ei->change_page[j];
3306 if (!change->can_change_or_has_action)
3309 if (change->has_event[CE_BY_OTHER_ACTION])
3311 int trigger_element = change->trigger_element;
3313 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3315 if (change->has_event[k])
3317 if (IS_GROUP_ELEMENT(trigger_element))
3319 struct ElementGroupInfo *group =
3320 element_info[trigger_element].group;
3322 for (l = 0; l < group->num_elements_resolved; l++)
3323 trigger_events[group->element_resolved[l]][k] = TRUE;
3325 else if (trigger_element == EL_ANY_ELEMENT)
3326 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3327 trigger_events[l][k] = TRUE;
3329 trigger_events[trigger_element][k] = TRUE;
3336 // ---------- initialize push delay -----------------------------------------
3338 // initialize push delay values to default
3339 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3341 if (!IS_CUSTOM_ELEMENT(i))
3343 // set default push delay values (corrected since version 3.0.7-1)
3344 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3346 element_info[i].push_delay_fixed = 2;
3347 element_info[i].push_delay_random = 8;
3351 element_info[i].push_delay_fixed = 8;
3352 element_info[i].push_delay_random = 8;
3357 // set push delay value for certain elements from pre-defined list
3358 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3360 int e = push_delay_list[i].element;
3362 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3363 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3366 // set push delay value for Supaplex elements for newer engine versions
3367 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3369 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3371 if (IS_SP_ELEMENT(i))
3373 // set SP push delay to just enough to push under a falling zonk
3374 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3376 element_info[i].push_delay_fixed = delay;
3377 element_info[i].push_delay_random = 0;
3382 // ---------- initialize move stepsize --------------------------------------
3384 // initialize move stepsize values to default
3385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3386 if (!IS_CUSTOM_ELEMENT(i))
3387 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3389 // set move stepsize value for certain elements from pre-defined list
3390 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3392 int e = move_stepsize_list[i].element;
3394 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3396 // set move stepsize value for certain elements for older engine versions
3397 if (use_old_move_stepsize_for_magic_wall)
3399 if (e == EL_MAGIC_WALL_FILLING ||
3400 e == EL_MAGIC_WALL_EMPTYING ||
3401 e == EL_BD_MAGIC_WALL_FILLING ||
3402 e == EL_BD_MAGIC_WALL_EMPTYING)
3403 element_info[e].move_stepsize *= 2;
3407 // ---------- initialize collect score --------------------------------------
3409 // initialize collect score values for custom elements from initial value
3410 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3411 if (IS_CUSTOM_ELEMENT(i))
3412 element_info[i].collect_score = element_info[i].collect_score_initial;
3414 // ---------- initialize collect count --------------------------------------
3416 // initialize collect count values for non-custom elements
3417 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3418 if (!IS_CUSTOM_ELEMENT(i))
3419 element_info[i].collect_count_initial = 0;
3421 // add collect count values for all elements from pre-defined list
3422 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3423 element_info[collect_count_list[i].element].collect_count_initial =
3424 collect_count_list[i].count;
3426 // ---------- initialize access direction -----------------------------------
3428 // initialize access direction values to default (access from every side)
3429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3430 if (!IS_CUSTOM_ELEMENT(i))
3431 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3433 // set access direction value for certain elements from pre-defined list
3434 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3435 element_info[access_direction_list[i].element].access_direction =
3436 access_direction_list[i].direction;
3438 // ---------- initialize explosion content ----------------------------------
3439 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3441 if (IS_CUSTOM_ELEMENT(i))
3444 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3446 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3448 element_info[i].content.e[x][y] =
3449 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3450 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3451 i == EL_PLAYER_3 ? EL_EMERALD :
3452 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3453 i == EL_MOLE ? EL_EMERALD_RED :
3454 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3455 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3456 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3457 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3458 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3459 i == EL_WALL_EMERALD ? EL_EMERALD :
3460 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3461 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3462 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3463 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3464 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3465 i == EL_WALL_PEARL ? EL_PEARL :
3466 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3471 // ---------- initialize recursion detection --------------------------------
3472 recursion_loop_depth = 0;
3473 recursion_loop_detected = FALSE;
3474 recursion_loop_element = EL_UNDEFINED;
3476 // ---------- initialize graphics engine ------------------------------------
3477 game.scroll_delay_value =
3478 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3479 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3480 !setup.forced_scroll_delay ? 0 :
3481 setup.scroll_delay ? setup.scroll_delay_value : 0);
3482 if (game.forced_scroll_delay_value == -1)
3483 game.scroll_delay_value =
3484 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3486 // ---------- initialize game engine snapshots ------------------------------
3487 for (i = 0; i < MAX_PLAYERS; i++)
3488 game.snapshot.last_action[i] = 0;
3489 game.snapshot.changed_action = FALSE;
3490 game.snapshot.collected_item = FALSE;
3491 game.snapshot.mode =
3492 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3493 SNAPSHOT_MODE_EVERY_STEP :
3494 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3495 SNAPSHOT_MODE_EVERY_MOVE :
3496 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3497 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3498 game.snapshot.save_snapshot = FALSE;
3500 // ---------- initialize level time for Supaplex engine ---------------------
3501 // Supaplex levels with time limit currently unsupported -- should be added
3502 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3505 // ---------- initialize flags for handling game actions --------------------
3507 // set flags for game actions to default values
3508 game.use_key_actions = TRUE;
3509 game.use_mouse_actions = FALSE;
3511 // when using Mirror Magic game engine, handle mouse events only
3512 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3514 game.use_key_actions = FALSE;
3515 game.use_mouse_actions = TRUE;
3518 // check for custom elements with mouse click events
3519 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3521 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3523 int element = EL_CUSTOM_START + i;
3525 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3526 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3527 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3528 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3529 game.use_mouse_actions = TRUE;
3534 static int get_num_special_action(int element, int action_first,
3537 int num_special_action = 0;
3540 for (i = action_first; i <= action_last; i++)
3542 boolean found = FALSE;
3544 for (j = 0; j < NUM_DIRECTIONS; j++)
3545 if (el_act_dir2img(element, i, j) !=
3546 el_act_dir2img(element, ACTION_DEFAULT, j))
3550 num_special_action++;
3555 return num_special_action;
3559 // ============================================================================
3561 // ----------------------------------------------------------------------------
3562 // initialize and start new game
3563 // ============================================================================
3565 #if DEBUG_INIT_PLAYER
3566 static void DebugPrintPlayerStatus(char *message)
3573 Debug("game:init:player", "%s:", message);
3575 for (i = 0; i < MAX_PLAYERS; i++)
3577 struct PlayerInfo *player = &stored_player[i];
3579 Debug("game:init:player",
3580 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3584 player->connected_locally,
3585 player->connected_network,
3587 (local_player == player ? " (local player)" : ""));
3594 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3595 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3596 int fade_mask = REDRAW_FIELD;
3597 boolean restarting = (game_status == GAME_MODE_PLAYING);
3598 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3599 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3600 int initial_move_dir = MV_DOWN;
3603 // required here to update video display before fading (FIX THIS)
3604 DrawMaskedBorder(REDRAW_DOOR_2);
3606 if (!game.restart_level)
3607 CloseDoor(DOOR_CLOSE_1);
3611 // force fading out global animations displayed during game play
3612 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3616 SetGameStatus(GAME_MODE_PLAYING);
3619 if (level_editor_test_game)
3620 FadeSkipNextFadeOut();
3622 FadeSetEnterScreen();
3625 fade_mask = REDRAW_ALL;
3627 FadeLevelSoundsAndMusic();
3629 ExpireSoundLoops(TRUE);
3635 // force restarting global animations displayed during game play
3636 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3638 // this is required for "transforming" fade modes like cross-fading
3639 // (else global animations will be stopped, but not restarted here)
3640 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3642 SetGameStatus(GAME_MODE_PLAYING);
3645 if (level_editor_test_game)
3646 FadeSkipNextFadeIn();
3648 // needed if different viewport properties defined for playing
3649 ChangeViewportPropertiesIfNeeded();
3653 DrawCompleteVideoDisplay();
3655 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3658 InitGameControlValues();
3662 // initialize tape actions from game when recording tape
3663 tape.use_key_actions = game.use_key_actions;
3664 tape.use_mouse_actions = game.use_mouse_actions;
3666 // initialize visible playfield size when recording tape (for team mode)
3667 tape.scr_fieldx = SCR_FIELDX;
3668 tape.scr_fieldy = SCR_FIELDY;
3671 // don't play tapes over network
3672 network_playing = (network.enabled && !tape.playing);
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 struct PlayerInfo *player = &stored_player[i];
3678 player->index_nr = i;
3679 player->index_bit = (1 << i);
3680 player->element_nr = EL_PLAYER_1 + i;
3682 player->present = FALSE;
3683 player->active = FALSE;
3684 player->mapped = FALSE;
3686 player->killed = FALSE;
3687 player->reanimated = FALSE;
3688 player->buried = FALSE;
3691 player->effective_action = 0;
3692 player->programmed_action = 0;
3693 player->snap_action = 0;
3695 player->mouse_action.lx = 0;
3696 player->mouse_action.ly = 0;
3697 player->mouse_action.button = 0;
3698 player->mouse_action.button_hint = 0;
3700 player->effective_mouse_action.lx = 0;
3701 player->effective_mouse_action.ly = 0;
3702 player->effective_mouse_action.button = 0;
3703 player->effective_mouse_action.button_hint = 0;
3705 for (j = 0; j < MAX_NUM_KEYS; j++)
3706 player->key[j] = FALSE;
3708 player->num_white_keys = 0;
3710 player->dynabomb_count = 0;
3711 player->dynabomb_size = 1;
3712 player->dynabombs_left = 0;
3713 player->dynabomb_xl = FALSE;
3715 player->MovDir = initial_move_dir;
3718 player->GfxDir = initial_move_dir;
3719 player->GfxAction = ACTION_DEFAULT;
3721 player->StepFrame = 0;
3723 player->initial_element = player->element_nr;
3724 player->artwork_element =
3725 (level.use_artwork_element[i] ? level.artwork_element[i] :
3726 player->element_nr);
3727 player->use_murphy = FALSE;
3729 player->block_last_field = FALSE; // initialized in InitPlayerField()
3730 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3732 player->gravity = level.initial_player_gravity[i];
3734 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3736 player->actual_frame_counter.count = 0;
3737 player->actual_frame_counter.value = 1;
3739 player->step_counter = 0;
3741 player->last_move_dir = initial_move_dir;
3743 player->is_active = FALSE;
3745 player->is_waiting = FALSE;
3746 player->is_moving = FALSE;
3747 player->is_auto_moving = FALSE;
3748 player->is_digging = FALSE;
3749 player->is_snapping = FALSE;
3750 player->is_collecting = FALSE;
3751 player->is_pushing = FALSE;
3752 player->is_switching = FALSE;
3753 player->is_dropping = FALSE;
3754 player->is_dropping_pressed = FALSE;
3756 player->is_bored = FALSE;
3757 player->is_sleeping = FALSE;
3759 player->was_waiting = TRUE;
3760 player->was_moving = FALSE;
3761 player->was_snapping = FALSE;
3762 player->was_dropping = FALSE;
3764 player->force_dropping = FALSE;
3766 player->frame_counter_bored = -1;
3767 player->frame_counter_sleeping = -1;
3769 player->anim_delay_counter = 0;
3770 player->post_delay_counter = 0;
3772 player->dir_waiting = initial_move_dir;
3773 player->action_waiting = ACTION_DEFAULT;
3774 player->last_action_waiting = ACTION_DEFAULT;
3775 player->special_action_bored = ACTION_DEFAULT;
3776 player->special_action_sleeping = ACTION_DEFAULT;
3778 player->switch_x = -1;
3779 player->switch_y = -1;
3781 player->drop_x = -1;
3782 player->drop_y = -1;
3784 player->show_envelope = 0;
3786 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3788 player->push_delay = -1; // initialized when pushing starts
3789 player->push_delay_value = game.initial_push_delay_value;
3791 player->drop_delay = 0;
3792 player->drop_pressed_delay = 0;
3794 player->last_jx = -1;
3795 player->last_jy = -1;
3799 player->shield_normal_time_left = 0;
3800 player->shield_deadly_time_left = 0;
3802 player->last_removed_element = EL_UNDEFINED;
3804 player->inventory_infinite_element = EL_UNDEFINED;
3805 player->inventory_size = 0;
3807 if (level.use_initial_inventory[i])
3809 for (j = 0; j < level.initial_inventory_size[i]; j++)
3811 int element = level.initial_inventory_content[i][j];
3812 int collect_count = element_info[element].collect_count_initial;
3815 if (!IS_CUSTOM_ELEMENT(element))
3818 if (collect_count == 0)
3819 player->inventory_infinite_element = element;
3821 for (k = 0; k < collect_count; k++)
3822 if (player->inventory_size < MAX_INVENTORY_SIZE)
3823 player->inventory_element[player->inventory_size++] = element;
3827 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3828 SnapField(player, 0, 0);
3830 map_player_action[i] = i;
3833 network_player_action_received = FALSE;
3835 // initial null action
3836 if (network_playing)
3837 SendToServer_MovePlayer(MV_NONE);
3842 TimeLeft = level.time;
3845 ScreenMovDir = MV_NONE;
3849 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3851 game.robot_wheel_x = -1;
3852 game.robot_wheel_y = -1;
3857 game.all_players_gone = FALSE;
3859 game.LevelSolved = FALSE;
3860 game.GameOver = FALSE;
3862 game.GamePlayed = !tape.playing;
3864 game.LevelSolved_GameWon = FALSE;
3865 game.LevelSolved_GameEnd = FALSE;
3866 game.LevelSolved_SaveTape = FALSE;
3867 game.LevelSolved_SaveScore = FALSE;
3869 game.LevelSolved_CountingTime = 0;
3870 game.LevelSolved_CountingScore = 0;
3871 game.LevelSolved_CountingHealth = 0;
3873 game.RestartGameRequested = FALSE;
3875 game.panel.active = TRUE;
3877 game.no_level_time_limit = (level.time == 0);
3878 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3880 game.yamyam_content_nr = 0;
3881 game.robot_wheel_active = FALSE;
3882 game.magic_wall_active = FALSE;
3883 game.magic_wall_time_left = 0;
3884 game.light_time_left = 0;
3885 game.timegate_time_left = 0;
3886 game.switchgate_pos = 0;
3887 game.wind_direction = level.wind_direction_initial;
3889 game.time_final = 0;
3890 game.score_time_final = 0;
3893 game.score_final = 0;
3895 game.health = MAX_HEALTH;
3896 game.health_final = MAX_HEALTH;
3898 game.gems_still_needed = level.gems_needed;
3899 game.sokoban_fields_still_needed = 0;
3900 game.sokoban_objects_still_needed = 0;
3901 game.lights_still_needed = 0;
3902 game.players_still_needed = 0;
3903 game.friends_still_needed = 0;
3905 game.lenses_time_left = 0;
3906 game.magnify_time_left = 0;
3908 game.ball_active = level.ball_active_initial;
3909 game.ball_content_nr = 0;
3911 game.explosions_delayed = TRUE;
3913 game.envelope_active = FALSE;
3915 // special case: set custom artwork setting to initial value
3916 game.use_masked_elements = game.use_masked_elements_initial;
3918 for (i = 0; i < NUM_BELTS; i++)
3920 game.belt_dir[i] = MV_NONE;
3921 game.belt_dir_nr[i] = 3; // not moving, next moving left
3924 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3925 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3927 #if DEBUG_INIT_PLAYER
3928 DebugPrintPlayerStatus("Player status at level initialization");
3931 SCAN_PLAYFIELD(x, y)
3933 Tile[x][y] = Last[x][y] = level.field[x][y];
3934 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3935 ChangeDelay[x][y] = 0;
3936 ChangePage[x][y] = -1;
3937 CustomValue[x][y] = 0; // initialized in InitField()
3938 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3940 WasJustMoving[x][y] = 0;
3941 WasJustFalling[x][y] = 0;
3942 CheckCollision[x][y] = 0;
3943 CheckImpact[x][y] = 0;
3945 Pushed[x][y] = FALSE;
3947 ChangeCount[x][y] = 0;
3948 ChangeEvent[x][y] = -1;
3950 ExplodePhase[x][y] = 0;
3951 ExplodeDelay[x][y] = 0;
3952 ExplodeField[x][y] = EX_TYPE_NONE;
3954 RunnerVisit[x][y] = 0;
3955 PlayerVisit[x][y] = 0;
3958 GfxRandom[x][y] = INIT_GFX_RANDOM();
3959 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3960 GfxElement[x][y] = EL_UNDEFINED;
3961 GfxElementEmpty[x][y] = EL_EMPTY;
3962 GfxAction[x][y] = ACTION_DEFAULT;
3963 GfxDir[x][y] = MV_NONE;
3964 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3967 SCAN_PLAYFIELD(x, y)
3969 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3971 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3974 InitField(x, y, TRUE);
3976 ResetGfxAnimation(x, y);
3981 // required if level does not contain any "empty space" element
3982 if (element_info[EL_EMPTY].use_gfx_element)
3983 game.use_masked_elements = TRUE;
3985 for (i = 0; i < MAX_PLAYERS; i++)
3987 struct PlayerInfo *player = &stored_player[i];
3989 // set number of special actions for bored and sleeping animation
3990 player->num_special_action_bored =
3991 get_num_special_action(player->artwork_element,
3992 ACTION_BORING_1, ACTION_BORING_LAST);
3993 player->num_special_action_sleeping =
3994 get_num_special_action(player->artwork_element,
3995 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3998 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3999 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4001 // initialize type of slippery elements
4002 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4004 if (!IS_CUSTOM_ELEMENT(i))
4006 // default: elements slip down either to the left or right randomly
4007 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4009 // SP style elements prefer to slip down on the left side
4010 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4011 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4013 // BD style elements prefer to slip down on the left side
4014 if (game.emulation == EMU_BOULDERDASH)
4015 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4019 // initialize explosion and ignition delay
4020 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4022 if (!IS_CUSTOM_ELEMENT(i))
4025 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4026 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4027 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4028 int last_phase = (num_phase + 1) * delay;
4029 int half_phase = (num_phase / 2) * delay;
4031 element_info[i].explosion_delay = last_phase - 1;
4032 element_info[i].ignition_delay = half_phase;
4034 if (i == EL_BLACK_ORB)
4035 element_info[i].ignition_delay = 1;
4039 // correct non-moving belts to start moving left
4040 for (i = 0; i < NUM_BELTS; i++)
4041 if (game.belt_dir[i] == MV_NONE)
4042 game.belt_dir_nr[i] = 3; // not moving, next moving left
4044 #if USE_NEW_PLAYER_ASSIGNMENTS
4045 // use preferred player also in local single-player mode
4046 if (!network.enabled && !game.team_mode)
4048 int new_index_nr = setup.network_player_nr;
4050 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4052 for (i = 0; i < MAX_PLAYERS; i++)
4053 stored_player[i].connected_locally = FALSE;
4055 stored_player[new_index_nr].connected_locally = TRUE;
4059 for (i = 0; i < MAX_PLAYERS; i++)
4061 stored_player[i].connected = FALSE;
4063 // in network game mode, the local player might not be the first player
4064 if (stored_player[i].connected_locally)
4065 local_player = &stored_player[i];
4068 if (!network.enabled)
4069 local_player->connected = TRUE;
4073 for (i = 0; i < MAX_PLAYERS; i++)
4074 stored_player[i].connected = tape.player_participates[i];
4076 else if (network.enabled)
4078 // add team mode players connected over the network (needed for correct
4079 // assignment of player figures from level to locally playing players)
4081 for (i = 0; i < MAX_PLAYERS; i++)
4082 if (stored_player[i].connected_network)
4083 stored_player[i].connected = TRUE;
4085 else if (game.team_mode)
4087 // try to guess locally connected team mode players (needed for correct
4088 // assignment of player figures from level to locally playing players)
4090 for (i = 0; i < MAX_PLAYERS; i++)
4091 if (setup.input[i].use_joystick ||
4092 setup.input[i].key.left != KSYM_UNDEFINED)
4093 stored_player[i].connected = TRUE;
4096 #if DEBUG_INIT_PLAYER
4097 DebugPrintPlayerStatus("Player status after level initialization");
4100 #if DEBUG_INIT_PLAYER
4101 Debug("game:init:player", "Reassigning players ...");
4104 // check if any connected player was not found in playfield
4105 for (i = 0; i < MAX_PLAYERS; i++)
4107 struct PlayerInfo *player = &stored_player[i];
4109 if (player->connected && !player->present)
4111 struct PlayerInfo *field_player = NULL;
4113 #if DEBUG_INIT_PLAYER
4114 Debug("game:init:player",
4115 "- looking for field player for player %d ...", i + 1);
4118 // assign first free player found that is present in the playfield
4120 // first try: look for unmapped playfield player that is not connected
4121 for (j = 0; j < MAX_PLAYERS; j++)
4122 if (field_player == NULL &&
4123 stored_player[j].present &&
4124 !stored_player[j].mapped &&
4125 !stored_player[j].connected)
4126 field_player = &stored_player[j];
4128 // second try: look for *any* unmapped playfield player
4129 for (j = 0; j < MAX_PLAYERS; j++)
4130 if (field_player == NULL &&
4131 stored_player[j].present &&
4132 !stored_player[j].mapped)
4133 field_player = &stored_player[j];
4135 if (field_player != NULL)
4137 int jx = field_player->jx, jy = field_player->jy;
4139 #if DEBUG_INIT_PLAYER
4140 Debug("game:init:player", "- found player %d",
4141 field_player->index_nr + 1);
4144 player->present = FALSE;
4145 player->active = FALSE;
4147 field_player->present = TRUE;
4148 field_player->active = TRUE;
4151 player->initial_element = field_player->initial_element;
4152 player->artwork_element = field_player->artwork_element;
4154 player->block_last_field = field_player->block_last_field;
4155 player->block_delay_adjustment = field_player->block_delay_adjustment;
4158 StorePlayer[jx][jy] = field_player->element_nr;
4160 field_player->jx = field_player->last_jx = jx;
4161 field_player->jy = field_player->last_jy = jy;
4163 if (local_player == player)
4164 local_player = field_player;
4166 map_player_action[field_player->index_nr] = i;
4168 field_player->mapped = TRUE;
4170 #if DEBUG_INIT_PLAYER
4171 Debug("game:init:player", "- map_player_action[%d] == %d",
4172 field_player->index_nr + 1, i + 1);
4177 if (player->connected && player->present)
4178 player->mapped = TRUE;
4181 #if DEBUG_INIT_PLAYER
4182 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4187 // check if any connected player was not found in playfield
4188 for (i = 0; i < MAX_PLAYERS; i++)
4190 struct PlayerInfo *player = &stored_player[i];
4192 if (player->connected && !player->present)
4194 for (j = 0; j < MAX_PLAYERS; j++)
4196 struct PlayerInfo *field_player = &stored_player[j];
4197 int jx = field_player->jx, jy = field_player->jy;
4199 // assign first free player found that is present in the playfield
4200 if (field_player->present && !field_player->connected)
4202 player->present = TRUE;
4203 player->active = TRUE;
4205 field_player->present = FALSE;
4206 field_player->active = FALSE;
4208 player->initial_element = field_player->initial_element;
4209 player->artwork_element = field_player->artwork_element;
4211 player->block_last_field = field_player->block_last_field;
4212 player->block_delay_adjustment = field_player->block_delay_adjustment;
4214 StorePlayer[jx][jy] = player->element_nr;
4216 player->jx = player->last_jx = jx;
4217 player->jy = player->last_jy = jy;
4227 Debug("game:init:player", "local_player->present == %d",
4228 local_player->present);
4231 // set focus to local player for network games, else to all players
4232 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4233 game.centered_player_nr_next = game.centered_player_nr;
4234 game.set_centered_player = FALSE;
4235 game.set_centered_player_wrap = FALSE;
4237 if (network_playing && tape.recording)
4239 // store client dependent player focus when recording network games
4240 tape.centered_player_nr_next = game.centered_player_nr_next;
4241 tape.set_centered_player = TRUE;
4246 // when playing a tape, eliminate all players who do not participate
4248 #if USE_NEW_PLAYER_ASSIGNMENTS
4250 if (!game.team_mode)
4252 for (i = 0; i < MAX_PLAYERS; i++)
4254 if (stored_player[i].active &&
4255 !tape.player_participates[map_player_action[i]])
4257 struct PlayerInfo *player = &stored_player[i];
4258 int jx = player->jx, jy = player->jy;
4260 #if DEBUG_INIT_PLAYER
4261 Debug("game:init:player", "Removing player %d at (%d, %d)",
4265 player->active = FALSE;
4266 StorePlayer[jx][jy] = 0;
4267 Tile[jx][jy] = EL_EMPTY;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4276 if (stored_player[i].active &&
4277 !tape.player_participates[i])
4279 struct PlayerInfo *player = &stored_player[i];
4280 int jx = player->jx, jy = player->jy;
4282 player->active = FALSE;
4283 StorePlayer[jx][jy] = 0;
4284 Tile[jx][jy] = EL_EMPTY;
4289 else if (!network.enabled && !game.team_mode) // && !tape.playing
4291 // when in single player mode, eliminate all but the local player
4293 for (i = 0; i < MAX_PLAYERS; i++)
4295 struct PlayerInfo *player = &stored_player[i];
4297 if (player->active && player != local_player)
4299 int jx = player->jx, jy = player->jy;
4301 player->active = FALSE;
4302 player->present = FALSE;
4304 StorePlayer[jx][jy] = 0;
4305 Tile[jx][jy] = EL_EMPTY;
4310 for (i = 0; i < MAX_PLAYERS; i++)
4311 if (stored_player[i].active)
4312 game.players_still_needed++;
4314 if (level.solved_by_one_player)
4315 game.players_still_needed = 1;
4317 // when recording the game, store which players take part in the game
4320 #if USE_NEW_PLAYER_ASSIGNMENTS
4321 for (i = 0; i < MAX_PLAYERS; i++)
4322 if (stored_player[i].connected)
4323 tape.player_participates[i] = TRUE;
4325 for (i = 0; i < MAX_PLAYERS; i++)
4326 if (stored_player[i].active)
4327 tape.player_participates[i] = TRUE;
4331 #if DEBUG_INIT_PLAYER
4332 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4335 if (BorderElement == EL_EMPTY)
4338 SBX_Right = lev_fieldx - SCR_FIELDX;
4340 SBY_Lower = lev_fieldy - SCR_FIELDY;
4345 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4347 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4350 if (full_lev_fieldx <= SCR_FIELDX)
4351 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4352 if (full_lev_fieldy <= SCR_FIELDY)
4353 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4355 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4357 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4360 // if local player not found, look for custom element that might create
4361 // the player (make some assumptions about the right custom element)
4362 if (!local_player->present)
4364 int start_x = 0, start_y = 0;
4365 int found_rating = 0;
4366 int found_element = EL_UNDEFINED;
4367 int player_nr = local_player->index_nr;
4369 SCAN_PLAYFIELD(x, y)
4371 int element = Tile[x][y];
4376 if (level.use_start_element[player_nr] &&
4377 level.start_element[player_nr] == element &&
4384 found_element = element;
4387 if (!IS_CUSTOM_ELEMENT(element))
4390 if (CAN_CHANGE(element))
4392 for (i = 0; i < element_info[element].num_change_pages; i++)
4394 // check for player created from custom element as single target
4395 content = element_info[element].change_page[i].target_element;
4396 is_player = IS_PLAYER_ELEMENT(content);
4398 if (is_player && (found_rating < 3 ||
4399 (found_rating == 3 && element < found_element)))
4405 found_element = element;
4410 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4412 // check for player created from custom element as explosion content
4413 content = element_info[element].content.e[xx][yy];
4414 is_player = IS_PLAYER_ELEMENT(content);
4416 if (is_player && (found_rating < 2 ||
4417 (found_rating == 2 && element < found_element)))
4419 start_x = x + xx - 1;
4420 start_y = y + yy - 1;
4423 found_element = element;
4426 if (!CAN_CHANGE(element))
4429 for (i = 0; i < element_info[element].num_change_pages; i++)
4431 // check for player created from custom element as extended target
4433 element_info[element].change_page[i].target_content.e[xx][yy];
4435 is_player = IS_PLAYER_ELEMENT(content);
4437 if (is_player && (found_rating < 1 ||
4438 (found_rating == 1 && element < found_element)))
4440 start_x = x + xx - 1;
4441 start_y = y + yy - 1;
4444 found_element = element;
4450 scroll_x = SCROLL_POSITION_X(start_x);
4451 scroll_y = SCROLL_POSITION_Y(start_y);
4455 scroll_x = SCROLL_POSITION_X(local_player->jx);
4456 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4459 if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
4460 scroll_x = game.forced_scroll_x;
4461 if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
4462 scroll_y = game.forced_scroll_y;
4464 // !!! FIX THIS (START) !!!
4465 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4467 InitGameEngine_EM();
4469 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4471 InitGameEngine_SP();
4473 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4475 InitGameEngine_MM();
4479 DrawLevel(REDRAW_FIELD);
4482 // after drawing the level, correct some elements
4483 if (game.timegate_time_left == 0)
4484 CloseAllOpenTimegates();
4487 // blit playfield from scroll buffer to normal back buffer for fading in
4488 BlitScreenToBitmap(backbuffer);
4489 // !!! FIX THIS (END) !!!
4491 DrawMaskedBorder(fade_mask);
4496 // full screen redraw is required at this point in the following cases:
4497 // - special editor door undrawn when game was started from level editor
4498 // - drawing area (playfield) was changed and has to be removed completely
4499 redraw_mask = REDRAW_ALL;
4503 if (!game.restart_level)
4505 // copy default game door content to main double buffer
4507 // !!! CHECK AGAIN !!!
4508 SetPanelBackground();
4509 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4510 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4513 SetPanelBackground();
4514 SetDrawBackgroundMask(REDRAW_DOOR_1);
4516 UpdateAndDisplayGameControlValues();
4518 if (!game.restart_level)
4524 CreateGameButtons();
4529 // copy actual game door content to door double buffer for OpenDoor()
4530 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4532 OpenDoor(DOOR_OPEN_ALL);
4534 KeyboardAutoRepeatOffUnlessAutoplay();
4536 #if DEBUG_INIT_PLAYER
4537 DebugPrintPlayerStatus("Player status (final)");
4546 if (!game.restart_level && !tape.playing)
4548 LevelStats_incPlayed(level_nr);
4550 SaveLevelSetup_SeriesInfo();
4553 game.restart_level = FALSE;
4554 game.request_active = FALSE;
4556 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4557 InitGameActions_MM();
4559 SaveEngineSnapshotToListInitial();
4561 if (!game.restart_level)
4563 PlaySound(SND_GAME_STARTING);
4565 if (setup.sound_music)
4569 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4572 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4573 int actual_player_x, int actual_player_y)
4575 // this is used for non-R'n'D game engines to update certain engine values
4577 // needed to determine if sounds are played within the visible screen area
4578 scroll_x = actual_scroll_x;
4579 scroll_y = actual_scroll_y;
4581 // needed to get player position for "follow finger" playing input method
4582 local_player->jx = actual_player_x;
4583 local_player->jy = actual_player_y;
4586 void InitMovDir(int x, int y)
4588 int i, element = Tile[x][y];
4589 static int xy[4][2] =
4596 static int direction[3][4] =
4598 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4599 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4600 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4609 Tile[x][y] = EL_BUG;
4610 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4613 case EL_SPACESHIP_RIGHT:
4614 case EL_SPACESHIP_UP:
4615 case EL_SPACESHIP_LEFT:
4616 case EL_SPACESHIP_DOWN:
4617 Tile[x][y] = EL_SPACESHIP;
4618 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4621 case EL_BD_BUTTERFLY_RIGHT:
4622 case EL_BD_BUTTERFLY_UP:
4623 case EL_BD_BUTTERFLY_LEFT:
4624 case EL_BD_BUTTERFLY_DOWN:
4625 Tile[x][y] = EL_BD_BUTTERFLY;
4626 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4629 case EL_BD_FIREFLY_RIGHT:
4630 case EL_BD_FIREFLY_UP:
4631 case EL_BD_FIREFLY_LEFT:
4632 case EL_BD_FIREFLY_DOWN:
4633 Tile[x][y] = EL_BD_FIREFLY;
4634 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4637 case EL_PACMAN_RIGHT:
4639 case EL_PACMAN_LEFT:
4640 case EL_PACMAN_DOWN:
4641 Tile[x][y] = EL_PACMAN;
4642 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4645 case EL_YAMYAM_LEFT:
4646 case EL_YAMYAM_RIGHT:
4648 case EL_YAMYAM_DOWN:
4649 Tile[x][y] = EL_YAMYAM;
4650 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4653 case EL_SP_SNIKSNAK:
4654 MovDir[x][y] = MV_UP;
4657 case EL_SP_ELECTRON:
4658 MovDir[x][y] = MV_LEFT;
4665 Tile[x][y] = EL_MOLE;
4666 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4669 case EL_SPRING_LEFT:
4670 case EL_SPRING_RIGHT:
4671 Tile[x][y] = EL_SPRING;
4672 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4676 if (IS_CUSTOM_ELEMENT(element))
4678 struct ElementInfo *ei = &element_info[element];
4679 int move_direction_initial = ei->move_direction_initial;
4680 int move_pattern = ei->move_pattern;
4682 if (move_direction_initial == MV_START_PREVIOUS)
4684 if (MovDir[x][y] != MV_NONE)
4687 move_direction_initial = MV_START_AUTOMATIC;
4690 if (move_direction_initial == MV_START_RANDOM)
4691 MovDir[x][y] = 1 << RND(4);
4692 else if (move_direction_initial & MV_ANY_DIRECTION)
4693 MovDir[x][y] = move_direction_initial;
4694 else if (move_pattern == MV_ALL_DIRECTIONS ||
4695 move_pattern == MV_TURNING_LEFT ||
4696 move_pattern == MV_TURNING_RIGHT ||
4697 move_pattern == MV_TURNING_LEFT_RIGHT ||
4698 move_pattern == MV_TURNING_RIGHT_LEFT ||
4699 move_pattern == MV_TURNING_RANDOM)
4700 MovDir[x][y] = 1 << RND(4);
4701 else if (move_pattern == MV_HORIZONTAL)
4702 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4703 else if (move_pattern == MV_VERTICAL)
4704 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4705 else if (move_pattern & MV_ANY_DIRECTION)
4706 MovDir[x][y] = element_info[element].move_pattern;
4707 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4708 move_pattern == MV_ALONG_RIGHT_SIDE)
4710 // use random direction as default start direction
4711 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4712 MovDir[x][y] = 1 << RND(4);
4714 for (i = 0; i < NUM_DIRECTIONS; i++)
4716 int x1 = x + xy[i][0];
4717 int y1 = y + xy[i][1];
4719 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4721 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4722 MovDir[x][y] = direction[0][i];
4724 MovDir[x][y] = direction[1][i];
4733 MovDir[x][y] = 1 << RND(4);
4735 if (element != EL_BUG &&
4736 element != EL_SPACESHIP &&
4737 element != EL_BD_BUTTERFLY &&
4738 element != EL_BD_FIREFLY)
4741 for (i = 0; i < NUM_DIRECTIONS; i++)
4743 int x1 = x + xy[i][0];
4744 int y1 = y + xy[i][1];
4746 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4748 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4750 MovDir[x][y] = direction[0][i];
4753 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4754 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4756 MovDir[x][y] = direction[1][i];
4765 GfxDir[x][y] = MovDir[x][y];
4768 void InitAmoebaNr(int x, int y)
4771 int group_nr = AmoebaNeighbourNr(x, y);
4775 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4777 if (AmoebaCnt[i] == 0)
4785 AmoebaNr[x][y] = group_nr;
4786 AmoebaCnt[group_nr]++;
4787 AmoebaCnt2[group_nr]++;
4790 static void LevelSolved_SetFinalGameValues(void)
4792 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4793 game.score_time_final = (level.use_step_counter ? TimePlayed :
4794 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4796 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4797 game_em.lev->score :
4798 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4802 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4803 MM_HEALTH(game_mm.laser_overload_value) :
4806 game.LevelSolved_CountingTime = game.time_final;
4807 game.LevelSolved_CountingScore = game.score_final;
4808 game.LevelSolved_CountingHealth = game.health_final;
4811 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4813 game.LevelSolved_CountingTime = time;
4814 game.LevelSolved_CountingScore = score;
4815 game.LevelSolved_CountingHealth = health;
4817 game_panel_controls[GAME_PANEL_TIME].value = time;
4818 game_panel_controls[GAME_PANEL_SCORE].value = score;
4819 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4821 DisplayGameControlValues();
4824 static void LevelSolved(void)
4826 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4827 game.players_still_needed > 0)
4830 game.LevelSolved = TRUE;
4831 game.GameOver = TRUE;
4835 // needed here to display correct panel values while player walks into exit
4836 LevelSolved_SetFinalGameValues();
4841 static int time_count_steps;
4842 static int time, time_final;
4843 static float score, score_final; // needed for time score < 10 for 10 seconds
4844 static int health, health_final;
4845 static int game_over_delay_1 = 0;
4846 static int game_over_delay_2 = 0;
4847 static int game_over_delay_3 = 0;
4848 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4849 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4851 if (!game.LevelSolved_GameWon)
4855 // do not start end game actions before the player stops moving (to exit)
4856 if (local_player->active && local_player->MovPos)
4859 // calculate final game values after player finished walking into exit
4860 LevelSolved_SetFinalGameValues();
4862 game.LevelSolved_GameWon = TRUE;
4863 game.LevelSolved_SaveTape = tape.recording;
4864 game.LevelSolved_SaveScore = !tape.playing;
4868 LevelStats_incSolved(level_nr);
4870 SaveLevelSetup_SeriesInfo();
4873 if (tape.auto_play) // tape might already be stopped here
4874 tape.auto_play_level_solved = TRUE;
4878 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4879 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4880 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4882 time = time_final = game.time_final;
4883 score = score_final = game.score_final;
4884 health = health_final = game.health_final;
4886 // update game panel values before (delayed) counting of score (if any)
4887 LevelSolved_DisplayFinalGameValues(time, score, health);
4889 // if level has time score defined, calculate new final game values
4892 int time_final_max = 999;
4893 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4894 int time_frames = 0;
4895 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4896 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4901 time_frames = time_frames_left;
4903 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4905 time_final = time_final_max;
4906 time_frames = time_frames_final_max - time_frames_played;
4909 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4911 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4913 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4916 score_final += health * time_score;
4919 game.score_final = score_final;
4920 game.health_final = health_final;
4923 // if not counting score after game, immediately update game panel values
4924 if (level_editor_test_game || !setup.count_score_after_game)
4927 score = score_final;
4929 LevelSolved_DisplayFinalGameValues(time, score, health);
4932 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4934 // check if last player has left the level
4935 if (game.exit_x >= 0 &&
4938 int x = game.exit_x;
4939 int y = game.exit_y;
4940 int element = Tile[x][y];
4942 // close exit door after last player
4943 if ((game.all_players_gone &&
4944 (element == EL_EXIT_OPEN ||
4945 element == EL_SP_EXIT_OPEN ||
4946 element == EL_STEEL_EXIT_OPEN)) ||
4947 element == EL_EM_EXIT_OPEN ||
4948 element == EL_EM_STEEL_EXIT_OPEN)
4952 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4953 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4954 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4955 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4956 EL_EM_STEEL_EXIT_CLOSING);
4958 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4961 // player disappears
4962 DrawLevelField(x, y);
4965 for (i = 0; i < MAX_PLAYERS; i++)
4967 struct PlayerInfo *player = &stored_player[i];
4969 if (player->present)
4971 RemovePlayer(player);
4973 // player disappears
4974 DrawLevelField(player->jx, player->jy);
4979 PlaySound(SND_GAME_WINNING);
4982 if (setup.count_score_after_game)
4984 if (time != time_final)
4986 if (game_over_delay_1 > 0)
4988 game_over_delay_1--;
4993 int time_to_go = ABS(time_final - time);
4994 int time_count_dir = (time < time_final ? +1 : -1);
4996 if (time_to_go < time_count_steps)
4997 time_count_steps = 1;
4999 time += time_count_steps * time_count_dir;
5000 score += time_count_steps * time_score;
5002 // set final score to correct rounding differences after counting score
5003 if (time == time_final)
5004 score = score_final;
5006 LevelSolved_DisplayFinalGameValues(time, score, health);
5008 if (time == time_final)
5009 StopSound(SND_GAME_LEVELTIME_BONUS);
5010 else if (setup.sound_loops)
5011 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5013 PlaySound(SND_GAME_LEVELTIME_BONUS);
5018 if (health != health_final)
5020 if (game_over_delay_2 > 0)
5022 game_over_delay_2--;
5027 int health_count_dir = (health < health_final ? +1 : -1);
5029 health += health_count_dir;
5030 score += time_score;
5032 LevelSolved_DisplayFinalGameValues(time, score, health);
5034 if (health == health_final)
5035 StopSound(SND_GAME_LEVELTIME_BONUS);
5036 else if (setup.sound_loops)
5037 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5039 PlaySound(SND_GAME_LEVELTIME_BONUS);
5045 game.panel.active = FALSE;
5047 if (game_over_delay_3 > 0)
5049 game_over_delay_3--;
5059 // used instead of "level_nr" (needed for network games)
5060 int last_level_nr = levelset.level_nr;
5061 boolean tape_saved = FALSE;
5063 game.LevelSolved_GameEnd = TRUE;
5065 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5067 // make sure that request dialog to save tape does not open door again
5068 if (!global.use_envelope_request)
5069 CloseDoor(DOOR_CLOSE_1);
5072 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5074 // set unique basename for score tape (also saved in high score table)
5075 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5078 // if no tape is to be saved, close both doors simultaneously
5079 CloseDoor(DOOR_CLOSE_ALL);
5081 if (level_editor_test_game || score_info_tape_play)
5083 SetGameStatus(GAME_MODE_MAIN);
5090 if (!game.LevelSolved_SaveScore)
5092 SetGameStatus(GAME_MODE_MAIN);
5099 if (level_nr == leveldir_current->handicap_level)
5101 leveldir_current->handicap_level++;
5103 SaveLevelSetup_SeriesInfo();
5106 // save score and score tape before potentially erasing tape below
5107 NewHighScore(last_level_nr, tape_saved);
5109 if (setup.increment_levels &&
5110 level_nr < leveldir_current->last_level &&
5113 level_nr++; // advance to next level
5114 TapeErase(); // start with empty tape
5116 if (setup.auto_play_next_level)
5118 scores.continue_playing = TRUE;
5119 scores.next_level_nr = level_nr;
5121 LoadLevel(level_nr);
5123 SaveLevelSetup_SeriesInfo();
5127 if (scores.last_added >= 0 && setup.show_scores_after_game)
5129 SetGameStatus(GAME_MODE_SCORES);
5131 DrawHallOfFame(last_level_nr);
5133 else if (scores.continue_playing)
5135 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5139 SetGameStatus(GAME_MODE_MAIN);
5145 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5146 boolean one_score_entry_per_name)
5150 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5153 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5155 struct ScoreEntry *entry = &list->entry[i];
5156 boolean score_is_better = (new_entry->score > entry->score);
5157 boolean score_is_equal = (new_entry->score == entry->score);
5158 boolean time_is_better = (new_entry->time < entry->time);
5159 boolean time_is_equal = (new_entry->time == entry->time);
5160 boolean better_by_score = (score_is_better ||
5161 (score_is_equal && time_is_better));
5162 boolean better_by_time = (time_is_better ||
5163 (time_is_equal && score_is_better));
5164 boolean is_better = (level.rate_time_over_score ? better_by_time :
5166 boolean entry_is_empty = (entry->score == 0 &&
5169 // prevent adding server score entries if also existing in local score file
5170 // (special case: historic score entries have an empty tape basename entry)
5171 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5172 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5174 // add fields from server score entry not stored in local score entry
5175 // (currently, this means setting platform, version and country fields;
5176 // in rare cases, this may also correct an invalid score value, as
5177 // historic scores might have been truncated to 16-bit values locally)
5178 *entry = *new_entry;
5183 if (is_better || entry_is_empty)
5185 // player has made it to the hall of fame
5187 if (i < MAX_SCORE_ENTRIES - 1)
5189 int m = MAX_SCORE_ENTRIES - 1;
5192 if (one_score_entry_per_name)
5194 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5195 if (strEqual(list->entry[l].name, new_entry->name))
5198 if (m == i) // player's new highscore overwrites his old one
5202 for (l = m; l > i; l--)
5203 list->entry[l] = list->entry[l - 1];
5208 *entry = *new_entry;
5212 else if (one_score_entry_per_name &&
5213 strEqual(entry->name, new_entry->name))
5215 // player already in high score list with better score or time
5221 // special case: new score is beyond the last high score list position
5222 return MAX_SCORE_ENTRIES;
5225 void NewHighScore(int level_nr, boolean tape_saved)
5227 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5228 boolean one_per_name = FALSE;
5230 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5231 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5233 new_entry.score = game.score_final;
5234 new_entry.time = game.score_time_final;
5236 LoadScore(level_nr);
5238 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5240 if (scores.last_added >= MAX_SCORE_ENTRIES)
5242 scores.last_added = MAX_SCORE_ENTRIES - 1;
5243 scores.force_last_added = TRUE;
5245 scores.entry[scores.last_added] = new_entry;
5247 // store last added local score entry (before merging server scores)
5248 scores.last_added_local = scores.last_added;
5253 if (scores.last_added < 0)
5256 SaveScore(level_nr);
5258 // store last added local score entry (before merging server scores)
5259 scores.last_added_local = scores.last_added;
5261 if (!game.LevelSolved_SaveTape)
5264 SaveScoreTape(level_nr);
5266 if (setup.ask_for_using_api_server)
5268 setup.use_api_server =
5269 Request("Upload your score and tape to the high score server?", REQ_ASK);
5271 if (!setup.use_api_server)
5272 Request("Not using high score server! Use setup menu to enable again!",
5275 runtime.use_api_server = setup.use_api_server;
5277 // after asking for using API server once, do not ask again
5278 setup.ask_for_using_api_server = FALSE;
5280 SaveSetup_ServerSetup();
5283 SaveServerScore(level_nr, tape_saved);
5286 void MergeServerScore(void)
5288 struct ScoreEntry last_added_entry;
5289 boolean one_per_name = FALSE;
5292 if (scores.last_added >= 0)
5293 last_added_entry = scores.entry[scores.last_added];
5295 for (i = 0; i < server_scores.num_entries; i++)
5297 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5299 if (pos >= 0 && pos <= scores.last_added)
5300 scores.last_added++;
5303 if (scores.last_added >= MAX_SCORE_ENTRIES)
5305 scores.last_added = MAX_SCORE_ENTRIES - 1;
5306 scores.force_last_added = TRUE;
5308 scores.entry[scores.last_added] = last_added_entry;
5312 static int getElementMoveStepsizeExt(int x, int y, int direction)
5314 int element = Tile[x][y];
5315 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5316 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5317 int horiz_move = (dx != 0);
5318 int sign = (horiz_move ? dx : dy);
5319 int step = sign * element_info[element].move_stepsize;
5321 // special values for move stepsize for spring and things on conveyor belt
5324 if (CAN_FALL(element) &&
5325 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5326 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5327 else if (element == EL_SPRING)
5328 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5334 static int getElementMoveStepsize(int x, int y)
5336 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5339 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5341 if (player->GfxAction != action || player->GfxDir != dir)
5343 player->GfxAction = action;
5344 player->GfxDir = dir;
5346 player->StepFrame = 0;
5350 static void ResetGfxFrame(int x, int y)
5352 // profiling showed that "autotest" spends 10~20% of its time in this function
5353 if (DrawingDeactivatedField())
5356 int element = Tile[x][y];
5357 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5359 if (graphic_info[graphic].anim_global_sync)
5360 GfxFrame[x][y] = FrameCounter;
5361 else if (graphic_info[graphic].anim_global_anim_sync)
5362 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5363 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5364 GfxFrame[x][y] = CustomValue[x][y];
5365 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5366 GfxFrame[x][y] = element_info[element].collect_score;
5367 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5368 GfxFrame[x][y] = ChangeDelay[x][y];
5371 static void ResetGfxAnimation(int x, int y)
5373 GfxAction[x][y] = ACTION_DEFAULT;
5374 GfxDir[x][y] = MovDir[x][y];
5377 ResetGfxFrame(x, y);
5380 static void ResetRandomAnimationValue(int x, int y)
5382 GfxRandom[x][y] = INIT_GFX_RANDOM();
5385 static void InitMovingField(int x, int y, int direction)
5387 int element = Tile[x][y];
5388 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5389 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5392 boolean is_moving_before, is_moving_after;
5394 // check if element was/is moving or being moved before/after mode change
5395 is_moving_before = (WasJustMoving[x][y] != 0);
5396 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5398 // reset animation only for moving elements which change direction of moving
5399 // or which just started or stopped moving
5400 // (else CEs with property "can move" / "not moving" are reset each frame)
5401 if (is_moving_before != is_moving_after ||
5402 direction != MovDir[x][y])
5403 ResetGfxAnimation(x, y);
5405 MovDir[x][y] = direction;
5406 GfxDir[x][y] = direction;
5408 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5409 direction == MV_DOWN && CAN_FALL(element) ?
5410 ACTION_FALLING : ACTION_MOVING);
5412 // this is needed for CEs with property "can move" / "not moving"
5414 if (is_moving_after)
5416 if (Tile[newx][newy] == EL_EMPTY)
5417 Tile[newx][newy] = EL_BLOCKED;
5419 MovDir[newx][newy] = MovDir[x][y];
5421 CustomValue[newx][newy] = CustomValue[x][y];
5423 GfxFrame[newx][newy] = GfxFrame[x][y];
5424 GfxRandom[newx][newy] = GfxRandom[x][y];
5425 GfxAction[newx][newy] = GfxAction[x][y];
5426 GfxDir[newx][newy] = GfxDir[x][y];
5430 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5432 int direction = MovDir[x][y];
5433 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5434 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5440 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5442 int direction = MovDir[x][y];
5443 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5444 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5446 *comes_from_x = oldx;
5447 *comes_from_y = oldy;
5450 static int MovingOrBlocked2Element(int x, int y)
5452 int element = Tile[x][y];
5454 if (element == EL_BLOCKED)
5458 Blocked2Moving(x, y, &oldx, &oldy);
5460 return Tile[oldx][oldy];
5466 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5468 // like MovingOrBlocked2Element(), but if element is moving
5469 // and (x, y) is the field the moving element is just leaving,
5470 // return EL_BLOCKED instead of the element value
5471 int element = Tile[x][y];
5473 if (IS_MOVING(x, y))
5475 if (element == EL_BLOCKED)
5479 Blocked2Moving(x, y, &oldx, &oldy);
5480 return Tile[oldx][oldy];
5489 static void RemoveField(int x, int y)
5491 Tile[x][y] = EL_EMPTY;
5497 CustomValue[x][y] = 0;
5500 ChangeDelay[x][y] = 0;
5501 ChangePage[x][y] = -1;
5502 Pushed[x][y] = FALSE;
5504 GfxElement[x][y] = EL_UNDEFINED;
5505 GfxAction[x][y] = ACTION_DEFAULT;
5506 GfxDir[x][y] = MV_NONE;
5509 static void RemoveMovingField(int x, int y)
5511 int oldx = x, oldy = y, newx = x, newy = y;
5512 int element = Tile[x][y];
5513 int next_element = EL_UNDEFINED;
5515 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5518 if (IS_MOVING(x, y))
5520 Moving2Blocked(x, y, &newx, &newy);
5522 if (Tile[newx][newy] != EL_BLOCKED)
5524 // element is moving, but target field is not free (blocked), but
5525 // already occupied by something different (example: acid pool);
5526 // in this case, only remove the moving field, but not the target
5528 RemoveField(oldx, oldy);
5530 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5532 TEST_DrawLevelField(oldx, oldy);
5537 else if (element == EL_BLOCKED)
5539 Blocked2Moving(x, y, &oldx, &oldy);
5540 if (!IS_MOVING(oldx, oldy))
5544 if (element == EL_BLOCKED &&
5545 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5546 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5547 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5548 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5549 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5550 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5551 next_element = get_next_element(Tile[oldx][oldy]);
5553 RemoveField(oldx, oldy);
5554 RemoveField(newx, newy);
5556 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5558 if (next_element != EL_UNDEFINED)
5559 Tile[oldx][oldy] = next_element;
5561 TEST_DrawLevelField(oldx, oldy);
5562 TEST_DrawLevelField(newx, newy);
5565 void DrawDynamite(int x, int y)
5567 int sx = SCREENX(x), sy = SCREENY(y);
5568 int graphic = el2img(Tile[x][y]);
5571 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5574 if (IS_WALKABLE_INSIDE(Back[x][y]))
5578 DrawLevelElement(x, y, Back[x][y]);
5579 else if (Store[x][y])
5580 DrawLevelElement(x, y, Store[x][y]);
5581 else if (game.use_masked_elements)
5582 DrawLevelElement(x, y, EL_EMPTY);
5584 frame = getGraphicAnimationFrameXY(graphic, x, y);
5586 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5587 DrawGraphicThruMask(sx, sy, graphic, frame);
5589 DrawGraphic(sx, sy, graphic, frame);
5592 static void CheckDynamite(int x, int y)
5594 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5598 if (MovDelay[x][y] != 0)
5601 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5607 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5612 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5614 boolean num_checked_players = 0;
5617 for (i = 0; i < MAX_PLAYERS; i++)
5619 if (stored_player[i].active)
5621 int sx = stored_player[i].jx;
5622 int sy = stored_player[i].jy;
5624 if (num_checked_players == 0)
5631 *sx1 = MIN(*sx1, sx);
5632 *sy1 = MIN(*sy1, sy);
5633 *sx2 = MAX(*sx2, sx);
5634 *sy2 = MAX(*sy2, sy);
5637 num_checked_players++;
5642 static boolean checkIfAllPlayersFitToScreen_RND(void)
5644 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5646 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5648 return (sx2 - sx1 < SCR_FIELDX &&
5649 sy2 - sy1 < SCR_FIELDY);
5652 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5654 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5656 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5658 *sx = (sx1 + sx2) / 2;
5659 *sy = (sy1 + sy2) / 2;
5662 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5663 boolean center_screen, boolean quick_relocation)
5665 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5666 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5667 boolean no_delay = (tape.warp_forward);
5668 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5669 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5670 int new_scroll_x, new_scroll_y;
5672 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5674 // case 1: quick relocation inside visible screen (without scrolling)
5681 if (!level.shifted_relocation || center_screen)
5683 // relocation _with_ centering of screen
5685 new_scroll_x = SCROLL_POSITION_X(x);
5686 new_scroll_y = SCROLL_POSITION_Y(y);
5690 // relocation _without_ centering of screen
5692 // apply distance between old and new player position to scroll position
5693 int shifted_scroll_x = scroll_x + (x - old_x);
5694 int shifted_scroll_y = scroll_y + (y - old_y);
5696 // make sure that shifted scroll position does not scroll beyond screen
5697 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5698 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5700 // special case for teleporting from one end of the playfield to the other
5701 // (this kludge prevents the destination area to be shifted by half a tile
5702 // against the source destination for even screen width or screen height;
5703 // probably most useful when used with high "game.forced_scroll_delay_value"
5704 // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
5705 if (quick_relocation)
5707 if (EVEN(SCR_FIELDX))
5709 // relocate (teleport) between left and right border (half or full)
5710 if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
5711 new_scroll_x = SBX_Right;
5712 else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
5713 new_scroll_x = SBX_Right - 1;
5714 else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
5715 new_scroll_x = SBX_Left;
5716 else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
5717 new_scroll_x = SBX_Left + 1;
5720 if (EVEN(SCR_FIELDY))
5722 // relocate (teleport) between top and bottom border (half or full)
5723 if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
5724 new_scroll_y = SBY_Lower;
5725 else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
5726 new_scroll_y = SBY_Lower - 1;
5727 else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
5728 new_scroll_y = SBY_Upper;
5729 else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
5730 new_scroll_y = SBY_Upper + 1;
5735 if (quick_relocation)
5737 // case 2: quick relocation (redraw without visible scrolling)
5739 scroll_x = new_scroll_x;
5740 scroll_y = new_scroll_y;
5747 // case 3: visible relocation (with scrolling to new position)
5749 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5751 SetVideoFrameDelay(wait_delay_value);
5753 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5755 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5756 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5758 if (dx == 0 && dy == 0) // no scrolling needed at all
5764 // set values for horizontal/vertical screen scrolling (half tile size)
5765 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5766 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5767 int pos_x = dx * TILEX / 2;
5768 int pos_y = dy * TILEY / 2;
5769 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5770 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5772 ScrollLevel(dx, dy);
5775 // scroll in two steps of half tile size to make things smoother
5776 BlitScreenToBitmapExt_RND(window, fx, fy);
5778 // scroll second step to align at full tile size
5779 BlitScreenToBitmap(window);
5785 SetVideoFrameDelay(frame_delay_value_old);
5788 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5790 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5791 int player_nr = GET_PLAYER_NR(el_player);
5792 struct PlayerInfo *player = &stored_player[player_nr];
5793 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5794 boolean no_delay = (tape.warp_forward);
5795 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5796 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5797 int old_jx = player->jx;
5798 int old_jy = player->jy;
5799 int old_element = Tile[old_jx][old_jy];
5800 int element = Tile[jx][jy];
5801 boolean player_relocated = (old_jx != jx || old_jy != jy);
5803 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5804 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5805 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5806 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5807 int leave_side_horiz = move_dir_horiz;
5808 int leave_side_vert = move_dir_vert;
5809 int enter_side = enter_side_horiz | enter_side_vert;
5810 int leave_side = leave_side_horiz | leave_side_vert;
5812 if (player->buried) // do not reanimate dead player
5815 if (!player_relocated) // no need to relocate the player
5818 if (IS_PLAYER(jx, jy)) // player already placed at new position
5820 RemoveField(jx, jy); // temporarily remove newly placed player
5821 DrawLevelField(jx, jy);
5824 if (player->present)
5826 while (player->MovPos)
5828 ScrollPlayer(player, SCROLL_GO_ON);
5829 ScrollScreen(NULL, SCROLL_GO_ON);
5831 AdvanceFrameAndPlayerCounters(player->index_nr);
5835 BackToFront_WithFrameDelay(wait_delay_value);
5838 DrawPlayer(player); // needed here only to cleanup last field
5839 DrawLevelField(player->jx, player->jy); // remove player graphic
5841 player->is_moving = FALSE;
5844 if (IS_CUSTOM_ELEMENT(old_element))
5845 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5847 player->index_bit, leave_side);
5849 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5851 player->index_bit, leave_side);
5853 Tile[jx][jy] = el_player;
5854 InitPlayerField(jx, jy, el_player, TRUE);
5856 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5857 possible that the relocation target field did not contain a player element,
5858 but a walkable element, to which the new player was relocated -- in this
5859 case, restore that (already initialized!) element on the player field */
5860 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5862 Tile[jx][jy] = element; // restore previously existing element
5865 // only visually relocate centered player
5866 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5867 FALSE, level.instant_relocation);
5869 TestIfPlayerTouchesBadThing(jx, jy);
5870 TestIfPlayerTouchesCustomElement(jx, jy);
5872 if (IS_CUSTOM_ELEMENT(element))
5873 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5874 player->index_bit, enter_side);
5876 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5877 player->index_bit, enter_side);
5879 if (player->is_switching)
5881 /* ensure that relocation while still switching an element does not cause
5882 a new element to be treated as also switched directly after relocation
5883 (this is important for teleporter switches that teleport the player to
5884 a place where another teleporter switch is in the same direction, which
5885 would then incorrectly be treated as immediately switched before the
5886 direction key that caused the switch was released) */
5888 player->switch_x += jx - old_jx;
5889 player->switch_y += jy - old_jy;
5893 static void Explode(int ex, int ey, int phase, int mode)
5899 if (game.explosions_delayed)
5901 ExplodeField[ex][ey] = mode;
5905 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5907 int center_element = Tile[ex][ey];
5908 int ce_value = CustomValue[ex][ey];
5909 int ce_score = element_info[center_element].collect_score;
5910 int artwork_element, explosion_element; // set these values later
5912 // remove things displayed in background while burning dynamite
5913 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5916 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5918 // put moving element to center field (and let it explode there)
5919 center_element = MovingOrBlocked2Element(ex, ey);
5920 RemoveMovingField(ex, ey);
5921 Tile[ex][ey] = center_element;
5924 // now "center_element" is finally determined -- set related values now
5925 artwork_element = center_element; // for custom player artwork
5926 explosion_element = center_element; // for custom player artwork
5928 if (IS_PLAYER(ex, ey))
5930 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5932 artwork_element = stored_player[player_nr].artwork_element;
5934 if (level.use_explosion_element[player_nr])
5936 explosion_element = level.explosion_element[player_nr];
5937 artwork_element = explosion_element;
5941 if (mode == EX_TYPE_NORMAL ||
5942 mode == EX_TYPE_CENTER ||
5943 mode == EX_TYPE_CROSS)
5944 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5946 last_phase = element_info[explosion_element].explosion_delay + 1;
5948 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5950 int xx = x - ex + 1;
5951 int yy = y - ey + 1;
5954 if (!IN_LEV_FIELD(x, y) ||
5955 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5956 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5959 element = Tile[x][y];
5961 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5963 element = MovingOrBlocked2Element(x, y);
5965 if (!IS_EXPLOSION_PROOF(element))
5966 RemoveMovingField(x, y);
5969 // indestructible elements can only explode in center (but not flames)
5970 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5971 mode == EX_TYPE_BORDER)) ||
5972 element == EL_FLAMES)
5975 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5976 behaviour, for example when touching a yamyam that explodes to rocks
5977 with active deadly shield, a rock is created under the player !!! */
5978 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5980 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5981 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5982 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5984 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5987 if (IS_ACTIVE_BOMB(element))
5989 // re-activate things under the bomb like gate or penguin
5990 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5997 // save walkable background elements while explosion on same tile
5998 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5999 (x != ex || y != ey || mode == EX_TYPE_BORDER))
6000 Back[x][y] = element;
6002 // ignite explodable elements reached by other explosion
6003 if (element == EL_EXPLOSION)
6004 element = Store2[x][y];
6006 if (AmoebaNr[x][y] &&
6007 (element == EL_AMOEBA_FULL ||
6008 element == EL_BD_AMOEBA ||
6009 element == EL_AMOEBA_GROWING))
6011 AmoebaCnt[AmoebaNr[x][y]]--;
6012 AmoebaCnt2[AmoebaNr[x][y]]--;
6017 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6019 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6021 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6023 if (PLAYERINFO(ex, ey)->use_murphy)
6024 Store[x][y] = EL_EMPTY;
6027 // !!! check this case -- currently needed for rnd_rado_negundo_v,
6028 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
6029 else if (IS_PLAYER_ELEMENT(center_element))
6030 Store[x][y] = EL_EMPTY;
6031 else if (center_element == EL_YAMYAM)
6032 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6033 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6034 Store[x][y] = element_info[center_element].content.e[xx][yy];
6036 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6037 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6038 // otherwise) -- FIX THIS !!!
6039 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6040 Store[x][y] = element_info[element].content.e[1][1];
6042 else if (!CAN_EXPLODE(element))
6043 Store[x][y] = element_info[element].content.e[1][1];
6046 Store[x][y] = EL_EMPTY;
6048 if (IS_CUSTOM_ELEMENT(center_element))
6049 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6050 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6051 Store[x][y] >= EL_PREV_CE_8 &&
6052 Store[x][y] <= EL_NEXT_CE_8 ?
6053 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6056 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6057 center_element == EL_AMOEBA_TO_DIAMOND)
6058 Store2[x][y] = element;
6060 Tile[x][y] = EL_EXPLOSION;
6061 GfxElement[x][y] = artwork_element;
6063 ExplodePhase[x][y] = 1;
6064 ExplodeDelay[x][y] = last_phase;
6069 if (center_element == EL_YAMYAM)
6070 game.yamyam_content_nr =
6071 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6083 GfxFrame[x][y] = 0; // restart explosion animation
6085 last_phase = ExplodeDelay[x][y];
6087 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6089 // this can happen if the player leaves an explosion just in time
6090 if (GfxElement[x][y] == EL_UNDEFINED)
6091 GfxElement[x][y] = EL_EMPTY;
6093 border_element = Store2[x][y];
6094 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6095 border_element = StorePlayer[x][y];
6097 if (phase == element_info[border_element].ignition_delay ||
6098 phase == last_phase)
6100 boolean border_explosion = FALSE;
6102 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6103 !PLAYER_EXPLOSION_PROTECTED(x, y))
6105 KillPlayerUnlessExplosionProtected(x, y);
6106 border_explosion = TRUE;
6108 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6110 Tile[x][y] = Store2[x][y];
6113 border_explosion = TRUE;
6115 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6117 AmoebaToDiamond(x, y);
6119 border_explosion = TRUE;
6122 // if an element just explodes due to another explosion (chain-reaction),
6123 // do not immediately end the new explosion when it was the last frame of
6124 // the explosion (as it would be done in the following "if"-statement!)
6125 if (border_explosion && phase == last_phase)
6129 // this can happen if the player was just killed by an explosion
6130 if (GfxElement[x][y] == EL_UNDEFINED)
6131 GfxElement[x][y] = EL_EMPTY;
6133 if (phase == last_phase)
6137 element = Tile[x][y] = Store[x][y];
6138 Store[x][y] = Store2[x][y] = 0;
6139 GfxElement[x][y] = EL_UNDEFINED;
6141 // player can escape from explosions and might therefore be still alive
6142 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6143 element <= EL_PLAYER_IS_EXPLODING_4)
6145 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6146 int explosion_element = EL_PLAYER_1 + player_nr;
6147 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6148 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6150 if (level.use_explosion_element[player_nr])
6151 explosion_element = level.explosion_element[player_nr];
6153 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6154 element_info[explosion_element].content.e[xx][yy]);
6157 // restore probably existing indestructible background element
6158 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6159 element = Tile[x][y] = Back[x][y];
6162 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6163 GfxDir[x][y] = MV_NONE;
6164 ChangeDelay[x][y] = 0;
6165 ChangePage[x][y] = -1;
6167 CustomValue[x][y] = 0;
6169 InitField_WithBug2(x, y, FALSE);
6171 TEST_DrawLevelField(x, y);
6173 TestIfElementTouchesCustomElement(x, y);
6175 if (GFX_CRUMBLED(element))
6176 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6178 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6179 StorePlayer[x][y] = 0;
6181 if (IS_PLAYER_ELEMENT(element))
6182 RelocatePlayer(x, y, element);
6184 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6186 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6187 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6190 TEST_DrawLevelFieldCrumbled(x, y);
6192 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6194 DrawLevelElement(x, y, Back[x][y]);
6195 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6197 else if (IS_WALKABLE_UNDER(Back[x][y]))
6199 DrawLevelGraphic(x, y, graphic, frame);
6200 DrawLevelElementThruMask(x, y, Back[x][y]);
6202 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6203 DrawLevelGraphic(x, y, graphic, frame);
6207 static void DynaExplode(int ex, int ey)
6210 int dynabomb_element = Tile[ex][ey];
6211 int dynabomb_size = 1;
6212 boolean dynabomb_xl = FALSE;
6213 struct PlayerInfo *player;
6214 struct XY *xy = xy_topdown;
6216 if (IS_ACTIVE_BOMB(dynabomb_element))
6218 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6219 dynabomb_size = player->dynabomb_size;
6220 dynabomb_xl = player->dynabomb_xl;
6221 player->dynabombs_left++;
6224 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6226 for (i = 0; i < NUM_DIRECTIONS; i++)
6228 for (j = 1; j <= dynabomb_size; j++)
6230 int x = ex + j * xy[i].x;
6231 int y = ey + j * xy[i].y;
6234 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6237 element = Tile[x][y];
6239 // do not restart explosions of fields with active bombs
6240 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6243 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6245 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6246 !IS_DIGGABLE(element) && !dynabomb_xl)
6252 void Bang(int x, int y)
6254 int element = MovingOrBlocked2Element(x, y);
6255 int explosion_type = EX_TYPE_NORMAL;
6257 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6259 struct PlayerInfo *player = PLAYERINFO(x, y);
6261 element = Tile[x][y] = player->initial_element;
6263 if (level.use_explosion_element[player->index_nr])
6265 int explosion_element = level.explosion_element[player->index_nr];
6267 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6268 explosion_type = EX_TYPE_CROSS;
6269 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6270 explosion_type = EX_TYPE_CENTER;
6278 case EL_BD_BUTTERFLY:
6281 case EL_DARK_YAMYAM:
6285 RaiseScoreElement(element);
6288 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6289 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6290 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6291 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6292 case EL_DYNABOMB_INCREASE_NUMBER:
6293 case EL_DYNABOMB_INCREASE_SIZE:
6294 case EL_DYNABOMB_INCREASE_POWER:
6295 explosion_type = EX_TYPE_DYNA;
6298 case EL_DC_LANDMINE:
6299 explosion_type = EX_TYPE_CENTER;
6304 case EL_LAMP_ACTIVE:
6305 case EL_AMOEBA_TO_DIAMOND:
6306 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6307 explosion_type = EX_TYPE_CENTER;
6311 if (element_info[element].explosion_type == EXPLODES_CROSS)
6312 explosion_type = EX_TYPE_CROSS;
6313 else if (element_info[element].explosion_type == EXPLODES_1X1)
6314 explosion_type = EX_TYPE_CENTER;
6318 if (explosion_type == EX_TYPE_DYNA)
6321 Explode(x, y, EX_PHASE_START, explosion_type);
6323 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6326 static void SplashAcid(int x, int y)
6328 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6329 (!IN_LEV_FIELD(x - 1, y - 2) ||
6330 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6331 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6333 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6334 (!IN_LEV_FIELD(x + 1, y - 2) ||
6335 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6336 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6338 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6341 static void InitBeltMovement(void)
6343 static int belt_base_element[4] =
6345 EL_CONVEYOR_BELT_1_LEFT,
6346 EL_CONVEYOR_BELT_2_LEFT,
6347 EL_CONVEYOR_BELT_3_LEFT,
6348 EL_CONVEYOR_BELT_4_LEFT
6350 static int belt_base_active_element[4] =
6352 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6353 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6354 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6355 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6360 // set frame order for belt animation graphic according to belt direction
6361 for (i = 0; i < NUM_BELTS; i++)
6365 for (j = 0; j < NUM_BELT_PARTS; j++)
6367 int element = belt_base_active_element[belt_nr] + j;
6368 int graphic_1 = el2img(element);
6369 int graphic_2 = el2panelimg(element);
6371 if (game.belt_dir[i] == MV_LEFT)
6373 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6374 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6378 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6379 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6384 SCAN_PLAYFIELD(x, y)
6386 int element = Tile[x][y];
6388 for (i = 0; i < NUM_BELTS; i++)
6390 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6392 int e_belt_nr = getBeltNrFromBeltElement(element);
6395 if (e_belt_nr == belt_nr)
6397 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6399 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6406 static void ToggleBeltSwitch(int x, int y)
6408 static int belt_base_element[4] =
6410 EL_CONVEYOR_BELT_1_LEFT,
6411 EL_CONVEYOR_BELT_2_LEFT,
6412 EL_CONVEYOR_BELT_3_LEFT,
6413 EL_CONVEYOR_BELT_4_LEFT
6415 static int belt_base_active_element[4] =
6417 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6418 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6419 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6420 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6422 static int belt_base_switch_element[4] =
6424 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6425 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6426 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6427 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6429 static int belt_move_dir[4] =
6437 int element = Tile[x][y];
6438 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6439 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6440 int belt_dir = belt_move_dir[belt_dir_nr];
6443 if (!IS_BELT_SWITCH(element))
6446 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6447 game.belt_dir[belt_nr] = belt_dir;
6449 if (belt_dir_nr == 3)
6452 // set frame order for belt animation graphic according to belt direction
6453 for (i = 0; i < NUM_BELT_PARTS; i++)
6455 int element = belt_base_active_element[belt_nr] + i;
6456 int graphic_1 = el2img(element);
6457 int graphic_2 = el2panelimg(element);
6459 if (belt_dir == MV_LEFT)
6461 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6462 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6466 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6467 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6471 SCAN_PLAYFIELD(xx, yy)
6473 int element = Tile[xx][yy];
6475 if (IS_BELT_SWITCH(element))
6477 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6479 if (e_belt_nr == belt_nr)
6481 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6482 TEST_DrawLevelField(xx, yy);
6485 else if (IS_BELT(element) && belt_dir != MV_NONE)
6487 int e_belt_nr = getBeltNrFromBeltElement(element);
6489 if (e_belt_nr == belt_nr)
6491 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6493 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6494 TEST_DrawLevelField(xx, yy);
6497 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6499 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6501 if (e_belt_nr == belt_nr)
6503 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6505 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6506 TEST_DrawLevelField(xx, yy);
6512 static void ToggleSwitchgateSwitch(void)
6516 game.switchgate_pos = !game.switchgate_pos;
6518 SCAN_PLAYFIELD(xx, yy)
6520 int element = Tile[xx][yy];
6522 if (element == EL_SWITCHGATE_SWITCH_UP)
6524 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6525 TEST_DrawLevelField(xx, yy);
6527 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6529 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6530 TEST_DrawLevelField(xx, yy);
6532 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6534 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6535 TEST_DrawLevelField(xx, yy);
6537 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6539 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6540 TEST_DrawLevelField(xx, yy);
6542 else if (element == EL_SWITCHGATE_OPEN ||
6543 element == EL_SWITCHGATE_OPENING)
6545 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6547 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6549 else if (element == EL_SWITCHGATE_CLOSED ||
6550 element == EL_SWITCHGATE_CLOSING)
6552 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6554 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6559 static int getInvisibleActiveFromInvisibleElement(int element)
6561 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6562 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6563 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6567 static int getInvisibleFromInvisibleActiveElement(int element)
6569 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6570 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6571 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6575 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6579 SCAN_PLAYFIELD(x, y)
6581 int element = Tile[x][y];
6583 if (element == EL_LIGHT_SWITCH &&
6584 game.light_time_left > 0)
6586 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6587 TEST_DrawLevelField(x, y);
6589 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6590 game.light_time_left == 0)
6592 Tile[x][y] = EL_LIGHT_SWITCH;
6593 TEST_DrawLevelField(x, y);
6595 else if (element == EL_EMC_DRIPPER &&
6596 game.light_time_left > 0)
6598 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6599 TEST_DrawLevelField(x, y);
6601 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6602 game.light_time_left == 0)
6604 Tile[x][y] = EL_EMC_DRIPPER;
6605 TEST_DrawLevelField(x, y);
6607 else if (element == EL_INVISIBLE_STEELWALL ||
6608 element == EL_INVISIBLE_WALL ||
6609 element == EL_INVISIBLE_SAND)
6611 if (game.light_time_left > 0)
6612 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6614 TEST_DrawLevelField(x, y);
6616 // uncrumble neighbour fields, if needed
6617 if (element == EL_INVISIBLE_SAND)
6618 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6620 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6621 element == EL_INVISIBLE_WALL_ACTIVE ||
6622 element == EL_INVISIBLE_SAND_ACTIVE)
6624 if (game.light_time_left == 0)
6625 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6627 TEST_DrawLevelField(x, y);
6629 // re-crumble neighbour fields, if needed
6630 if (element == EL_INVISIBLE_SAND)
6631 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6636 static void RedrawAllInvisibleElementsForLenses(void)
6640 SCAN_PLAYFIELD(x, y)
6642 int element = Tile[x][y];
6644 if (element == EL_EMC_DRIPPER &&
6645 game.lenses_time_left > 0)
6647 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6648 TEST_DrawLevelField(x, y);
6650 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6651 game.lenses_time_left == 0)
6653 Tile[x][y] = EL_EMC_DRIPPER;
6654 TEST_DrawLevelField(x, y);
6656 else if (element == EL_INVISIBLE_STEELWALL ||
6657 element == EL_INVISIBLE_WALL ||
6658 element == EL_INVISIBLE_SAND)
6660 if (game.lenses_time_left > 0)
6661 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6663 TEST_DrawLevelField(x, y);
6665 // uncrumble neighbour fields, if needed
6666 if (element == EL_INVISIBLE_SAND)
6667 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6669 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6670 element == EL_INVISIBLE_WALL_ACTIVE ||
6671 element == EL_INVISIBLE_SAND_ACTIVE)
6673 if (game.lenses_time_left == 0)
6674 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6676 TEST_DrawLevelField(x, y);
6678 // re-crumble neighbour fields, if needed
6679 if (element == EL_INVISIBLE_SAND)
6680 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6685 static void RedrawAllInvisibleElementsForMagnifier(void)
6689 SCAN_PLAYFIELD(x, y)
6691 int element = Tile[x][y];
6693 if (element == EL_EMC_FAKE_GRASS &&
6694 game.magnify_time_left > 0)
6696 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6697 TEST_DrawLevelField(x, y);
6699 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6700 game.magnify_time_left == 0)
6702 Tile[x][y] = EL_EMC_FAKE_GRASS;
6703 TEST_DrawLevelField(x, y);
6705 else if (IS_GATE_GRAY(element) &&
6706 game.magnify_time_left > 0)
6708 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6709 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6710 IS_EM_GATE_GRAY(element) ?
6711 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6712 IS_EMC_GATE_GRAY(element) ?
6713 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6714 IS_DC_GATE_GRAY(element) ?
6715 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6717 TEST_DrawLevelField(x, y);
6719 else if (IS_GATE_GRAY_ACTIVE(element) &&
6720 game.magnify_time_left == 0)
6722 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6723 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6724 IS_EM_GATE_GRAY_ACTIVE(element) ?
6725 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6726 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6727 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6728 IS_DC_GATE_GRAY_ACTIVE(element) ?
6729 EL_DC_GATE_WHITE_GRAY :
6731 TEST_DrawLevelField(x, y);
6736 static void ToggleLightSwitch(int x, int y)
6738 int element = Tile[x][y];
6740 game.light_time_left =
6741 (element == EL_LIGHT_SWITCH ?
6742 level.time_light * FRAMES_PER_SECOND : 0);
6744 RedrawAllLightSwitchesAndInvisibleElements();
6747 static void ActivateTimegateSwitch(int x, int y)
6751 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6753 SCAN_PLAYFIELD(xx, yy)
6755 int element = Tile[xx][yy];
6757 if (element == EL_TIMEGATE_CLOSED ||
6758 element == EL_TIMEGATE_CLOSING)
6760 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6761 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6765 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6767 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6768 TEST_DrawLevelField(xx, yy);
6774 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6775 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6778 static void Impact(int x, int y)
6780 boolean last_line = (y == lev_fieldy - 1);
6781 boolean object_hit = FALSE;
6782 boolean impact = (last_line || object_hit);
6783 int element = Tile[x][y];
6784 int smashed = EL_STEELWALL;
6786 if (!last_line) // check if element below was hit
6788 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6791 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6792 MovDir[x][y + 1] != MV_DOWN ||
6793 MovPos[x][y + 1] <= TILEY / 2));
6795 // do not smash moving elements that left the smashed field in time
6796 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6797 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6800 #if USE_QUICKSAND_IMPACT_BUGFIX
6801 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6803 RemoveMovingField(x, y + 1);
6804 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6805 Tile[x][y + 2] = EL_ROCK;
6806 TEST_DrawLevelField(x, y + 2);
6811 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6813 RemoveMovingField(x, y + 1);
6814 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6815 Tile[x][y + 2] = EL_ROCK;
6816 TEST_DrawLevelField(x, y + 2);
6823 smashed = MovingOrBlocked2Element(x, y + 1);
6825 impact = (last_line || object_hit);
6828 if (!last_line && smashed == EL_ACID) // element falls into acid
6830 SplashAcid(x, y + 1);
6834 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6835 // only reset graphic animation if graphic really changes after impact
6837 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6839 ResetGfxAnimation(x, y);
6840 TEST_DrawLevelField(x, y);
6843 if (impact && CAN_EXPLODE_IMPACT(element))
6848 else if (impact && element == EL_PEARL &&
6849 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6851 ResetGfxAnimation(x, y);
6853 Tile[x][y] = EL_PEARL_BREAKING;
6854 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6857 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6859 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6864 if (impact && element == EL_AMOEBA_DROP)
6866 if (object_hit && IS_PLAYER(x, y + 1))
6867 KillPlayerUnlessEnemyProtected(x, y + 1);
6868 else if (object_hit && smashed == EL_PENGUIN)
6872 Tile[x][y] = EL_AMOEBA_GROWING;
6873 Store[x][y] = EL_AMOEBA_WET;
6875 ResetRandomAnimationValue(x, y);
6880 if (object_hit) // check which object was hit
6882 if ((CAN_PASS_MAGIC_WALL(element) &&
6883 (smashed == EL_MAGIC_WALL ||
6884 smashed == EL_BD_MAGIC_WALL)) ||
6885 (CAN_PASS_DC_MAGIC_WALL(element) &&
6886 smashed == EL_DC_MAGIC_WALL))
6889 int activated_magic_wall =
6890 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6891 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6892 EL_DC_MAGIC_WALL_ACTIVE);
6894 // activate magic wall / mill
6895 SCAN_PLAYFIELD(xx, yy)
6897 if (Tile[xx][yy] == smashed)
6898 Tile[xx][yy] = activated_magic_wall;
6901 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6902 game.magic_wall_active = TRUE;
6904 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6905 SND_MAGIC_WALL_ACTIVATING :
6906 smashed == EL_BD_MAGIC_WALL ?
6907 SND_BD_MAGIC_WALL_ACTIVATING :
6908 SND_DC_MAGIC_WALL_ACTIVATING));
6911 if (IS_PLAYER(x, y + 1))
6913 if (CAN_SMASH_PLAYER(element))
6915 KillPlayerUnlessEnemyProtected(x, y + 1);
6919 else if (smashed == EL_PENGUIN)
6921 if (CAN_SMASH_PLAYER(element))
6927 else if (element == EL_BD_DIAMOND)
6929 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6935 else if (((element == EL_SP_INFOTRON ||
6936 element == EL_SP_ZONK) &&
6937 (smashed == EL_SP_SNIKSNAK ||
6938 smashed == EL_SP_ELECTRON ||
6939 smashed == EL_SP_DISK_ORANGE)) ||
6940 (element == EL_SP_INFOTRON &&
6941 smashed == EL_SP_DISK_YELLOW))
6946 else if (CAN_SMASH_EVERYTHING(element))
6948 if (IS_CLASSIC_ENEMY(smashed) ||
6949 CAN_EXPLODE_SMASHED(smashed))
6954 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6956 if (smashed == EL_LAMP ||
6957 smashed == EL_LAMP_ACTIVE)
6962 else if (smashed == EL_NUT)
6964 Tile[x][y + 1] = EL_NUT_BREAKING;
6965 PlayLevelSound(x, y, SND_NUT_BREAKING);
6966 RaiseScoreElement(EL_NUT);
6969 else if (smashed == EL_PEARL)
6971 ResetGfxAnimation(x, y);
6973 Tile[x][y + 1] = EL_PEARL_BREAKING;
6974 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6977 else if (smashed == EL_DIAMOND)
6979 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6980 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6983 else if (IS_BELT_SWITCH(smashed))
6985 ToggleBeltSwitch(x, y + 1);
6987 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6988 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6989 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6990 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6992 ToggleSwitchgateSwitch();
6994 else if (smashed == EL_LIGHT_SWITCH ||
6995 smashed == EL_LIGHT_SWITCH_ACTIVE)
6997 ToggleLightSwitch(x, y + 1);
7001 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7003 CheckElementChangeBySide(x, y + 1, smashed, element,
7004 CE_SWITCHED, CH_SIDE_TOP);
7005 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7011 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7016 // play sound of magic wall / mill
7018 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7019 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7020 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7022 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7023 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7024 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7025 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7026 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7027 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7032 // play sound of object that hits the ground
7033 if (last_line || object_hit)
7034 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7037 static void TurnRoundExt(int x, int y)
7049 { 0, 0 }, { 0, 0 }, { 0, 0 },
7054 int left, right, back;
7058 { MV_DOWN, MV_UP, MV_RIGHT },
7059 { MV_UP, MV_DOWN, MV_LEFT },
7061 { MV_LEFT, MV_RIGHT, MV_DOWN },
7065 { MV_RIGHT, MV_LEFT, MV_UP }
7068 int element = Tile[x][y];
7069 int move_pattern = element_info[element].move_pattern;
7071 int old_move_dir = MovDir[x][y];
7072 int left_dir = turn[old_move_dir].left;
7073 int right_dir = turn[old_move_dir].right;
7074 int back_dir = turn[old_move_dir].back;
7076 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7077 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7078 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7079 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7081 int left_x = x + left_dx, left_y = y + left_dy;
7082 int right_x = x + right_dx, right_y = y + right_dy;
7083 int move_x = x + move_dx, move_y = y + move_dy;
7087 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7089 TestIfBadThingTouchesOtherBadThing(x, y);
7091 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7092 MovDir[x][y] = right_dir;
7093 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7094 MovDir[x][y] = left_dir;
7096 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7098 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7101 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7103 TestIfBadThingTouchesOtherBadThing(x, y);
7105 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7106 MovDir[x][y] = left_dir;
7107 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7108 MovDir[x][y] = right_dir;
7110 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7112 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7115 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7117 TestIfBadThingTouchesOtherBadThing(x, y);
7119 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7120 MovDir[x][y] = left_dir;
7121 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7122 MovDir[x][y] = right_dir;
7124 if (MovDir[x][y] != old_move_dir)
7127 else if (element == EL_YAMYAM)
7129 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7130 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7132 if (can_turn_left && can_turn_right)
7133 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7134 else if (can_turn_left)
7135 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7136 else if (can_turn_right)
7137 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7139 MovDir[x][y] = back_dir;
7141 MovDelay[x][y] = 16 + 16 * RND(3);
7143 else if (element == EL_DARK_YAMYAM)
7145 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7147 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7150 if (can_turn_left && can_turn_right)
7151 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7152 else if (can_turn_left)
7153 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7154 else if (can_turn_right)
7155 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7157 MovDir[x][y] = back_dir;
7159 MovDelay[x][y] = 16 + 16 * RND(3);
7161 else if (element == EL_PACMAN)
7163 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7164 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7166 if (can_turn_left && can_turn_right)
7167 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7168 else if (can_turn_left)
7169 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7170 else if (can_turn_right)
7171 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7173 MovDir[x][y] = back_dir;
7175 MovDelay[x][y] = 6 + RND(40);
7177 else if (element == EL_PIG)
7179 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7180 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7181 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7182 boolean should_turn_left, should_turn_right, should_move_on;
7184 int rnd = RND(rnd_value);
7186 should_turn_left = (can_turn_left &&
7188 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7189 y + back_dy + left_dy)));
7190 should_turn_right = (can_turn_right &&
7192 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7193 y + back_dy + right_dy)));
7194 should_move_on = (can_move_on &&
7197 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7198 y + move_dy + left_dy) ||
7199 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7200 y + move_dy + right_dy)));
7202 if (should_turn_left || should_turn_right || should_move_on)
7204 if (should_turn_left && should_turn_right && should_move_on)
7205 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7206 rnd < 2 * rnd_value / 3 ? right_dir :
7208 else if (should_turn_left && should_turn_right)
7209 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7210 else if (should_turn_left && should_move_on)
7211 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7212 else if (should_turn_right && should_move_on)
7213 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7214 else if (should_turn_left)
7215 MovDir[x][y] = left_dir;
7216 else if (should_turn_right)
7217 MovDir[x][y] = right_dir;
7218 else if (should_move_on)
7219 MovDir[x][y] = old_move_dir;
7221 else if (can_move_on && rnd > rnd_value / 8)
7222 MovDir[x][y] = old_move_dir;
7223 else if (can_turn_left && can_turn_right)
7224 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7225 else if (can_turn_left && rnd > rnd_value / 8)
7226 MovDir[x][y] = left_dir;
7227 else if (can_turn_right && rnd > rnd_value/8)
7228 MovDir[x][y] = right_dir;
7230 MovDir[x][y] = back_dir;
7232 xx = x + move_xy[MovDir[x][y]].dx;
7233 yy = y + move_xy[MovDir[x][y]].dy;
7235 if (!IN_LEV_FIELD(xx, yy) ||
7236 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7237 MovDir[x][y] = old_move_dir;
7241 else if (element == EL_DRAGON)
7243 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7244 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7245 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7247 int rnd = RND(rnd_value);
7249 if (can_move_on && rnd > rnd_value / 8)
7250 MovDir[x][y] = old_move_dir;
7251 else if (can_turn_left && can_turn_right)
7252 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7253 else if (can_turn_left && rnd > rnd_value / 8)
7254 MovDir[x][y] = left_dir;
7255 else if (can_turn_right && rnd > rnd_value / 8)
7256 MovDir[x][y] = right_dir;
7258 MovDir[x][y] = back_dir;
7260 xx = x + move_xy[MovDir[x][y]].dx;
7261 yy = y + move_xy[MovDir[x][y]].dy;
7263 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7264 MovDir[x][y] = old_move_dir;
7268 else if (element == EL_MOLE)
7270 boolean can_move_on =
7271 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7272 IS_AMOEBOID(Tile[move_x][move_y]) ||
7273 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7276 boolean can_turn_left =
7277 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7278 IS_AMOEBOID(Tile[left_x][left_y])));
7280 boolean can_turn_right =
7281 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7282 IS_AMOEBOID(Tile[right_x][right_y])));
7284 if (can_turn_left && can_turn_right)
7285 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7286 else if (can_turn_left)
7287 MovDir[x][y] = left_dir;
7289 MovDir[x][y] = right_dir;
7292 if (MovDir[x][y] != old_move_dir)
7295 else if (element == EL_BALLOON)
7297 MovDir[x][y] = game.wind_direction;
7300 else if (element == EL_SPRING)
7302 if (MovDir[x][y] & MV_HORIZONTAL)
7304 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7305 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7307 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7308 ResetGfxAnimation(move_x, move_y);
7309 TEST_DrawLevelField(move_x, move_y);
7311 MovDir[x][y] = back_dir;
7313 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7314 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7315 MovDir[x][y] = MV_NONE;
7320 else if (element == EL_ROBOT ||
7321 element == EL_SATELLITE ||
7322 element == EL_PENGUIN ||
7323 element == EL_EMC_ANDROID)
7325 int attr_x = -1, attr_y = -1;
7327 if (game.all_players_gone)
7329 attr_x = game.exit_x;
7330 attr_y = game.exit_y;
7336 for (i = 0; i < MAX_PLAYERS; i++)
7338 struct PlayerInfo *player = &stored_player[i];
7339 int jx = player->jx, jy = player->jy;
7341 if (!player->active)
7345 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7353 if (element == EL_ROBOT &&
7354 game.robot_wheel_x >= 0 &&
7355 game.robot_wheel_y >= 0 &&
7356 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7357 game.engine_version < VERSION_IDENT(3,1,0,0)))
7359 attr_x = game.robot_wheel_x;
7360 attr_y = game.robot_wheel_y;
7363 if (element == EL_PENGUIN)
7366 struct XY *xy = xy_topdown;
7368 for (i = 0; i < NUM_DIRECTIONS; i++)
7370 int ex = x + xy[i].x;
7371 int ey = y + xy[i].y;
7373 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7374 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7375 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7376 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7385 MovDir[x][y] = MV_NONE;
7387 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7388 else if (attr_x > x)
7389 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7391 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7392 else if (attr_y > y)
7393 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7395 if (element == EL_ROBOT)
7399 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7400 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7401 Moving2Blocked(x, y, &newx, &newy);
7403 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7404 MovDelay[x][y] = 8 + 8 * !RND(3);
7406 MovDelay[x][y] = 16;
7408 else if (element == EL_PENGUIN)
7414 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7416 boolean first_horiz = RND(2);
7417 int new_move_dir = MovDir[x][y];
7420 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7421 Moving2Blocked(x, y, &newx, &newy);
7423 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7427 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7428 Moving2Blocked(x, y, &newx, &newy);
7430 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7433 MovDir[x][y] = old_move_dir;
7437 else if (element == EL_SATELLITE)
7443 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7445 boolean first_horiz = RND(2);
7446 int new_move_dir = MovDir[x][y];
7449 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7450 Moving2Blocked(x, y, &newx, &newy);
7452 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7456 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7457 Moving2Blocked(x, y, &newx, &newy);
7459 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7462 MovDir[x][y] = old_move_dir;
7466 else if (element == EL_EMC_ANDROID)
7468 static int check_pos[16] =
7470 -1, // 0 => (invalid)
7473 -1, // 3 => (invalid)
7475 0, // 5 => MV_LEFT | MV_UP
7476 2, // 6 => MV_RIGHT | MV_UP
7477 -1, // 7 => (invalid)
7479 6, // 9 => MV_LEFT | MV_DOWN
7480 4, // 10 => MV_RIGHT | MV_DOWN
7481 -1, // 11 => (invalid)
7482 -1, // 12 => (invalid)
7483 -1, // 13 => (invalid)
7484 -1, // 14 => (invalid)
7485 -1, // 15 => (invalid)
7493 { -1, -1, MV_LEFT | MV_UP },
7495 { +1, -1, MV_RIGHT | MV_UP },
7496 { +1, 0, MV_RIGHT },
7497 { +1, +1, MV_RIGHT | MV_DOWN },
7499 { -1, +1, MV_LEFT | MV_DOWN },
7502 int start_pos, check_order;
7503 boolean can_clone = FALSE;
7506 // check if there is any free field around current position
7507 for (i = 0; i < 8; i++)
7509 int newx = x + check_xy[i].dx;
7510 int newy = y + check_xy[i].dy;
7512 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7520 if (can_clone) // randomly find an element to clone
7524 start_pos = check_pos[RND(8)];
7525 check_order = (RND(2) ? -1 : +1);
7527 for (i = 0; i < 8; i++)
7529 int pos_raw = start_pos + i * check_order;
7530 int pos = (pos_raw + 8) % 8;
7531 int newx = x + check_xy[pos].dx;
7532 int newy = y + check_xy[pos].dy;
7534 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7536 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7537 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7539 Store[x][y] = Tile[newx][newy];
7548 if (can_clone) // randomly find a direction to move
7552 start_pos = check_pos[RND(8)];
7553 check_order = (RND(2) ? -1 : +1);
7555 for (i = 0; i < 8; i++)
7557 int pos_raw = start_pos + i * check_order;
7558 int pos = (pos_raw + 8) % 8;
7559 int newx = x + check_xy[pos].dx;
7560 int newy = y + check_xy[pos].dy;
7561 int new_move_dir = check_xy[pos].dir;
7563 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7565 MovDir[x][y] = new_move_dir;
7566 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7575 if (can_clone) // cloning and moving successful
7578 // cannot clone -- try to move towards player
7580 start_pos = check_pos[MovDir[x][y] & 0x0f];
7581 check_order = (RND(2) ? -1 : +1);
7583 for (i = 0; i < 3; i++)
7585 // first check start_pos, then previous/next or (next/previous) pos
7586 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7587 int pos = (pos_raw + 8) % 8;
7588 int newx = x + check_xy[pos].dx;
7589 int newy = y + check_xy[pos].dy;
7590 int new_move_dir = check_xy[pos].dir;
7592 if (IS_PLAYER(newx, newy))
7595 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7597 MovDir[x][y] = new_move_dir;
7598 MovDelay[x][y] = level.android_move_time * 8 + 1;
7605 else if (move_pattern == MV_TURNING_LEFT ||
7606 move_pattern == MV_TURNING_RIGHT ||
7607 move_pattern == MV_TURNING_LEFT_RIGHT ||
7608 move_pattern == MV_TURNING_RIGHT_LEFT ||
7609 move_pattern == MV_TURNING_RANDOM ||
7610 move_pattern == MV_ALL_DIRECTIONS)
7612 boolean can_turn_left =
7613 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7614 boolean can_turn_right =
7615 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7617 if (element_info[element].move_stepsize == 0) // "not moving"
7620 if (move_pattern == MV_TURNING_LEFT)
7621 MovDir[x][y] = left_dir;
7622 else if (move_pattern == MV_TURNING_RIGHT)
7623 MovDir[x][y] = right_dir;
7624 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7625 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7626 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7627 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7628 else if (move_pattern == MV_TURNING_RANDOM)
7629 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7630 can_turn_right && !can_turn_left ? right_dir :
7631 RND(2) ? left_dir : right_dir);
7632 else if (can_turn_left && can_turn_right)
7633 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7634 else if (can_turn_left)
7635 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7636 else if (can_turn_right)
7637 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7639 MovDir[x][y] = back_dir;
7641 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7643 else if (move_pattern == MV_HORIZONTAL ||
7644 move_pattern == MV_VERTICAL)
7646 if (move_pattern & old_move_dir)
7647 MovDir[x][y] = back_dir;
7648 else if (move_pattern == MV_HORIZONTAL)
7649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7650 else if (move_pattern == MV_VERTICAL)
7651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7653 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7655 else if (move_pattern & MV_ANY_DIRECTION)
7657 MovDir[x][y] = move_pattern;
7658 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7660 else if (move_pattern & MV_WIND_DIRECTION)
7662 MovDir[x][y] = game.wind_direction;
7663 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7665 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7667 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7668 MovDir[x][y] = left_dir;
7669 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7670 MovDir[x][y] = right_dir;
7672 if (MovDir[x][y] != old_move_dir)
7673 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7675 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7677 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7678 MovDir[x][y] = right_dir;
7679 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7680 MovDir[x][y] = left_dir;
7682 if (MovDir[x][y] != old_move_dir)
7683 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7685 else if (move_pattern == MV_TOWARDS_PLAYER ||
7686 move_pattern == MV_AWAY_FROM_PLAYER)
7688 int attr_x = -1, attr_y = -1;
7690 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7692 if (game.all_players_gone)
7694 attr_x = game.exit_x;
7695 attr_y = game.exit_y;
7701 for (i = 0; i < MAX_PLAYERS; i++)
7703 struct PlayerInfo *player = &stored_player[i];
7704 int jx = player->jx, jy = player->jy;
7706 if (!player->active)
7710 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7718 MovDir[x][y] = MV_NONE;
7720 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7721 else if (attr_x > x)
7722 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7724 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7725 else if (attr_y > y)
7726 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7728 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7730 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7732 boolean first_horiz = RND(2);
7733 int new_move_dir = MovDir[x][y];
7735 if (element_info[element].move_stepsize == 0) // "not moving"
7737 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7738 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7744 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7745 Moving2Blocked(x, y, &newx, &newy);
7747 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7751 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7752 Moving2Blocked(x, y, &newx, &newy);
7754 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7757 MovDir[x][y] = old_move_dir;
7760 else if (move_pattern == MV_WHEN_PUSHED ||
7761 move_pattern == MV_WHEN_DROPPED)
7763 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7764 MovDir[x][y] = MV_NONE;
7768 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7770 struct XY *test_xy = xy_topdown;
7771 static int test_dir[4] =
7778 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7779 int move_preference = -1000000; // start with very low preference
7780 int new_move_dir = MV_NONE;
7781 int start_test = RND(4);
7784 for (i = 0; i < NUM_DIRECTIONS; i++)
7786 int j = (start_test + i) % 4;
7787 int move_dir = test_dir[j];
7788 int move_dir_preference;
7790 xx = x + test_xy[j].x;
7791 yy = y + test_xy[j].y;
7793 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7794 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7796 new_move_dir = move_dir;
7801 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7804 move_dir_preference = -1 * RunnerVisit[xx][yy];
7805 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7806 move_dir_preference = PlayerVisit[xx][yy];
7808 if (move_dir_preference > move_preference)
7810 // prefer field that has not been visited for the longest time
7811 move_preference = move_dir_preference;
7812 new_move_dir = move_dir;
7814 else if (move_dir_preference == move_preference &&
7815 move_dir == old_move_dir)
7817 // prefer last direction when all directions are preferred equally
7818 move_preference = move_dir_preference;
7819 new_move_dir = move_dir;
7823 MovDir[x][y] = new_move_dir;
7824 if (old_move_dir != new_move_dir)
7825 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7829 static void TurnRound(int x, int y)
7831 int direction = MovDir[x][y];
7835 GfxDir[x][y] = MovDir[x][y];
7837 if (direction != MovDir[x][y])
7841 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7843 ResetGfxFrame(x, y);
7846 static boolean JustBeingPushed(int x, int y)
7850 for (i = 0; i < MAX_PLAYERS; i++)
7852 struct PlayerInfo *player = &stored_player[i];
7854 if (player->active && player->is_pushing && player->MovPos)
7856 int next_jx = player->jx + (player->jx - player->last_jx);
7857 int next_jy = player->jy + (player->jy - player->last_jy);
7859 if (x == next_jx && y == next_jy)
7867 static void StartMoving(int x, int y)
7869 boolean started_moving = FALSE; // some elements can fall _and_ move
7870 int element = Tile[x][y];
7875 if (MovDelay[x][y] == 0)
7876 GfxAction[x][y] = ACTION_DEFAULT;
7878 if (CAN_FALL(element) && y < lev_fieldy - 1)
7880 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7881 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7882 if (JustBeingPushed(x, y))
7885 if (element == EL_QUICKSAND_FULL)
7887 if (IS_FREE(x, y + 1))
7889 InitMovingField(x, y, MV_DOWN);
7890 started_moving = TRUE;
7892 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7893 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7894 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7895 Store[x][y] = EL_ROCK;
7897 Store[x][y] = EL_ROCK;
7900 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7902 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7904 if (!MovDelay[x][y])
7906 MovDelay[x][y] = TILEY + 1;
7908 ResetGfxAnimation(x, y);
7909 ResetGfxAnimation(x, y + 1);
7914 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7915 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7922 Tile[x][y] = EL_QUICKSAND_EMPTY;
7923 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7924 Store[x][y + 1] = Store[x][y];
7927 PlayLevelSoundAction(x, y, ACTION_FILLING);
7929 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7931 if (!MovDelay[x][y])
7933 MovDelay[x][y] = TILEY + 1;
7935 ResetGfxAnimation(x, y);
7936 ResetGfxAnimation(x, y + 1);
7941 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7942 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7949 Tile[x][y] = EL_QUICKSAND_EMPTY;
7950 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7951 Store[x][y + 1] = Store[x][y];
7954 PlayLevelSoundAction(x, y, ACTION_FILLING);
7957 else if (element == EL_QUICKSAND_FAST_FULL)
7959 if (IS_FREE(x, y + 1))
7961 InitMovingField(x, y, MV_DOWN);
7962 started_moving = TRUE;
7964 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7965 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7966 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7967 Store[x][y] = EL_ROCK;
7969 Store[x][y] = EL_ROCK;
7972 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7974 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7976 if (!MovDelay[x][y])
7978 MovDelay[x][y] = TILEY + 1;
7980 ResetGfxAnimation(x, y);
7981 ResetGfxAnimation(x, y + 1);
7986 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7987 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7994 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7995 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7996 Store[x][y + 1] = Store[x][y];
7999 PlayLevelSoundAction(x, y, ACTION_FILLING);
8001 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8003 if (!MovDelay[x][y])
8005 MovDelay[x][y] = TILEY + 1;
8007 ResetGfxAnimation(x, y);
8008 ResetGfxAnimation(x, y + 1);
8013 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8014 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8021 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8022 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8023 Store[x][y + 1] = Store[x][y];
8026 PlayLevelSoundAction(x, y, ACTION_FILLING);
8029 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8030 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8032 InitMovingField(x, y, MV_DOWN);
8033 started_moving = TRUE;
8035 Tile[x][y] = EL_QUICKSAND_FILLING;
8036 Store[x][y] = element;
8038 PlayLevelSoundAction(x, y, ACTION_FILLING);
8040 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8041 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8043 InitMovingField(x, y, MV_DOWN);
8044 started_moving = TRUE;
8046 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
8047 Store[x][y] = element;
8049 PlayLevelSoundAction(x, y, ACTION_FILLING);
8051 else if (element == EL_MAGIC_WALL_FULL)
8053 if (IS_FREE(x, y + 1))
8055 InitMovingField(x, y, MV_DOWN);
8056 started_moving = TRUE;
8058 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8059 Store[x][y] = EL_CHANGED(Store[x][y]);
8061 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8063 if (!MovDelay[x][y])
8064 MovDelay[x][y] = TILEY / 4 + 1;
8073 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8074 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8075 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8079 else if (element == EL_BD_MAGIC_WALL_FULL)
8081 if (IS_FREE(x, y + 1))
8083 InitMovingField(x, y, MV_DOWN);
8084 started_moving = TRUE;
8086 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8087 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8089 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8091 if (!MovDelay[x][y])
8092 MovDelay[x][y] = TILEY / 4 + 1;
8101 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8102 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8103 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8107 else if (element == EL_DC_MAGIC_WALL_FULL)
8109 if (IS_FREE(x, y + 1))
8111 InitMovingField(x, y, MV_DOWN);
8112 started_moving = TRUE;
8114 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8115 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8117 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8119 if (!MovDelay[x][y])
8120 MovDelay[x][y] = TILEY / 4 + 1;
8129 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8130 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8131 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8135 else if ((CAN_PASS_MAGIC_WALL(element) &&
8136 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8137 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8138 (CAN_PASS_DC_MAGIC_WALL(element) &&
8139 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8142 InitMovingField(x, y, MV_DOWN);
8143 started_moving = TRUE;
8146 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8147 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8148 EL_DC_MAGIC_WALL_FILLING);
8149 Store[x][y] = element;
8151 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8153 SplashAcid(x, y + 1);
8155 InitMovingField(x, y, MV_DOWN);
8156 started_moving = TRUE;
8158 Store[x][y] = EL_ACID;
8161 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8162 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8163 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8164 CAN_FALL(element) && WasJustFalling[x][y] &&
8165 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8167 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8168 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8169 (Tile[x][y + 1] == EL_BLOCKED)))
8171 /* this is needed for a special case not covered by calling "Impact()"
8172 from "ContinueMoving()": if an element moves to a tile directly below
8173 another element which was just falling on that tile (which was empty
8174 in the previous frame), the falling element above would just stop
8175 instead of smashing the element below (in previous version, the above
8176 element was just checked for "moving" instead of "falling", resulting
8177 in incorrect smashes caused by horizontal movement of the above
8178 element; also, the case of the player being the element to smash was
8179 simply not covered here... :-/ ) */
8181 CheckCollision[x][y] = 0;
8182 CheckImpact[x][y] = 0;
8186 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8188 if (MovDir[x][y] == MV_NONE)
8190 InitMovingField(x, y, MV_DOWN);
8191 started_moving = TRUE;
8194 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8196 if (WasJustFalling[x][y]) // prevent animation from being restarted
8197 MovDir[x][y] = MV_DOWN;
8199 InitMovingField(x, y, MV_DOWN);
8200 started_moving = TRUE;
8202 else if (element == EL_AMOEBA_DROP)
8204 Tile[x][y] = EL_AMOEBA_GROWING;
8205 Store[x][y] = EL_AMOEBA_WET;
8207 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8208 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8209 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8210 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8212 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8213 (IS_FREE(x - 1, y + 1) ||
8214 Tile[x - 1][y + 1] == EL_ACID));
8215 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8216 (IS_FREE(x + 1, y + 1) ||
8217 Tile[x + 1][y + 1] == EL_ACID));
8218 boolean can_fall_any = (can_fall_left || can_fall_right);
8219 boolean can_fall_both = (can_fall_left && can_fall_right);
8220 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8222 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8224 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8225 can_fall_right = FALSE;
8226 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8227 can_fall_left = FALSE;
8228 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8229 can_fall_right = FALSE;
8230 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8231 can_fall_left = FALSE;
8233 can_fall_any = (can_fall_left || can_fall_right);
8234 can_fall_both = FALSE;
8239 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8240 can_fall_right = FALSE; // slip down on left side
8242 can_fall_left = !(can_fall_right = RND(2));
8244 can_fall_both = FALSE;
8249 // if not determined otherwise, prefer left side for slipping down
8250 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8251 started_moving = TRUE;
8254 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8256 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8257 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8258 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8259 int belt_dir = game.belt_dir[belt_nr];
8261 if ((belt_dir == MV_LEFT && left_is_free) ||
8262 (belt_dir == MV_RIGHT && right_is_free))
8264 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8266 InitMovingField(x, y, belt_dir);
8267 started_moving = TRUE;
8269 Pushed[x][y] = TRUE;
8270 Pushed[nextx][y] = TRUE;
8272 GfxAction[x][y] = ACTION_DEFAULT;
8276 MovDir[x][y] = 0; // if element was moving, stop it
8281 // not "else if" because of elements that can fall and move (EL_SPRING)
8282 if (CAN_MOVE(element) && !started_moving)
8284 int move_pattern = element_info[element].move_pattern;
8287 Moving2Blocked(x, y, &newx, &newy);
8289 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8292 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8293 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8295 WasJustMoving[x][y] = 0;
8296 CheckCollision[x][y] = 0;
8298 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8300 if (Tile[x][y] != element) // element has changed
8304 if (!MovDelay[x][y]) // start new movement phase
8306 // all objects that can change their move direction after each step
8307 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8309 if (element != EL_YAMYAM &&
8310 element != EL_DARK_YAMYAM &&
8311 element != EL_PACMAN &&
8312 !(move_pattern & MV_ANY_DIRECTION) &&
8313 move_pattern != MV_TURNING_LEFT &&
8314 move_pattern != MV_TURNING_RIGHT &&
8315 move_pattern != MV_TURNING_LEFT_RIGHT &&
8316 move_pattern != MV_TURNING_RIGHT_LEFT &&
8317 move_pattern != MV_TURNING_RANDOM)
8321 if (MovDelay[x][y] && (element == EL_BUG ||
8322 element == EL_SPACESHIP ||
8323 element == EL_SP_SNIKSNAK ||
8324 element == EL_SP_ELECTRON ||
8325 element == EL_MOLE))
8326 TEST_DrawLevelField(x, y);
8330 if (MovDelay[x][y]) // wait some time before next movement
8334 if (element == EL_ROBOT ||
8335 element == EL_YAMYAM ||
8336 element == EL_DARK_YAMYAM)
8338 DrawLevelElementAnimationIfNeeded(x, y, element);
8339 PlayLevelSoundAction(x, y, ACTION_WAITING);
8341 else if (element == EL_SP_ELECTRON)
8342 DrawLevelElementAnimationIfNeeded(x, y, element);
8343 else if (element == EL_DRAGON)
8346 int dir = MovDir[x][y];
8347 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8348 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8349 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8350 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8351 dir == MV_UP ? IMG_FLAMES_1_UP :
8352 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8353 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8355 GfxAction[x][y] = ACTION_ATTACKING;
8357 if (IS_PLAYER(x, y))
8358 DrawPlayerField(x, y);
8360 TEST_DrawLevelField(x, y);
8362 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8364 for (i = 1; i <= 3; i++)
8366 int xx = x + i * dx;
8367 int yy = y + i * dy;
8368 int sx = SCREENX(xx);
8369 int sy = SCREENY(yy);
8370 int flame_graphic = graphic + (i - 1);
8372 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8377 int flamed = MovingOrBlocked2Element(xx, yy);
8379 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8382 RemoveMovingField(xx, yy);
8384 ChangeDelay[xx][yy] = 0;
8386 Tile[xx][yy] = EL_FLAMES;
8388 if (IN_SCR_FIELD(sx, sy))
8390 TEST_DrawLevelFieldCrumbled(xx, yy);
8391 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8396 if (Tile[xx][yy] == EL_FLAMES)
8397 Tile[xx][yy] = EL_EMPTY;
8398 TEST_DrawLevelField(xx, yy);
8403 if (MovDelay[x][y]) // element still has to wait some time
8405 PlayLevelSoundAction(x, y, ACTION_WAITING);
8411 // now make next step
8413 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8415 if (DONT_COLLIDE_WITH(element) &&
8416 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8417 !PLAYER_ENEMY_PROTECTED(newx, newy))
8419 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8424 else if (CAN_MOVE_INTO_ACID(element) &&
8425 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8426 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8427 (MovDir[x][y] == MV_DOWN ||
8428 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8430 SplashAcid(newx, newy);
8431 Store[x][y] = EL_ACID;
8433 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8435 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8436 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8437 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8438 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8441 TEST_DrawLevelField(x, y);
8443 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8444 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8445 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8447 game.friends_still_needed--;
8448 if (!game.friends_still_needed &&
8450 game.all_players_gone)
8455 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8457 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8458 TEST_DrawLevelField(newx, newy);
8460 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8462 else if (!IS_FREE(newx, newy))
8464 GfxAction[x][y] = ACTION_WAITING;
8466 if (IS_PLAYER(x, y))
8467 DrawPlayerField(x, y);
8469 TEST_DrawLevelField(x, y);
8474 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8476 if (IS_FOOD_PIG(Tile[newx][newy]))
8478 if (IS_MOVING(newx, newy))
8479 RemoveMovingField(newx, newy);
8482 Tile[newx][newy] = EL_EMPTY;
8483 TEST_DrawLevelField(newx, newy);
8486 PlayLevelSound(x, y, SND_PIG_DIGGING);
8488 else if (!IS_FREE(newx, newy))
8490 if (IS_PLAYER(x, y))
8491 DrawPlayerField(x, y);
8493 TEST_DrawLevelField(x, y);
8498 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8500 if (Store[x][y] != EL_EMPTY)
8502 boolean can_clone = FALSE;
8505 // check if element to clone is still there
8506 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8508 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8516 // cannot clone or target field not free anymore -- do not clone
8517 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8518 Store[x][y] = EL_EMPTY;
8521 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8523 if (IS_MV_DIAGONAL(MovDir[x][y]))
8525 int diagonal_move_dir = MovDir[x][y];
8526 int stored = Store[x][y];
8527 int change_delay = 8;
8530 // android is moving diagonally
8532 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8534 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8535 GfxElement[x][y] = EL_EMC_ANDROID;
8536 GfxAction[x][y] = ACTION_SHRINKING;
8537 GfxDir[x][y] = diagonal_move_dir;
8538 ChangeDelay[x][y] = change_delay;
8540 if (Store[x][y] == EL_EMPTY)
8541 Store[x][y] = GfxElementEmpty[x][y];
8543 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8546 DrawLevelGraphicAnimation(x, y, graphic);
8547 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8549 if (Tile[newx][newy] == EL_ACID)
8551 SplashAcid(newx, newy);
8556 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8558 Store[newx][newy] = EL_EMC_ANDROID;
8559 GfxElement[newx][newy] = EL_EMC_ANDROID;
8560 GfxAction[newx][newy] = ACTION_GROWING;
8561 GfxDir[newx][newy] = diagonal_move_dir;
8562 ChangeDelay[newx][newy] = change_delay;
8564 graphic = el_act_dir2img(GfxElement[newx][newy],
8565 GfxAction[newx][newy], GfxDir[newx][newy]);
8567 DrawLevelGraphicAnimation(newx, newy, graphic);
8568 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8574 Tile[newx][newy] = EL_EMPTY;
8575 TEST_DrawLevelField(newx, newy);
8577 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8580 else if (!IS_FREE(newx, newy))
8585 else if (IS_CUSTOM_ELEMENT(element) &&
8586 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8588 if (!DigFieldByCE(newx, newy, element))
8591 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8593 RunnerVisit[x][y] = FrameCounter;
8594 PlayerVisit[x][y] /= 8; // expire player visit path
8597 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8599 if (!IS_FREE(newx, newy))
8601 if (IS_PLAYER(x, y))
8602 DrawPlayerField(x, y);
8604 TEST_DrawLevelField(x, y);
8610 boolean wanna_flame = !RND(10);
8611 int dx = newx - x, dy = newy - y;
8612 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8613 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8614 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8615 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8616 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8617 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8620 IS_CLASSIC_ENEMY(element1) ||
8621 IS_CLASSIC_ENEMY(element2)) &&
8622 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8623 element1 != EL_FLAMES && element2 != EL_FLAMES)
8625 ResetGfxAnimation(x, y);
8626 GfxAction[x][y] = ACTION_ATTACKING;
8628 if (IS_PLAYER(x, y))
8629 DrawPlayerField(x, y);
8631 TEST_DrawLevelField(x, y);
8633 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8635 MovDelay[x][y] = 50;
8637 Tile[newx][newy] = EL_FLAMES;
8638 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8639 Tile[newx1][newy1] = EL_FLAMES;
8640 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8641 Tile[newx2][newy2] = EL_FLAMES;
8647 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8648 Tile[newx][newy] == EL_DIAMOND)
8650 if (IS_MOVING(newx, newy))
8651 RemoveMovingField(newx, newy);
8654 Tile[newx][newy] = EL_EMPTY;
8655 TEST_DrawLevelField(newx, newy);
8658 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8660 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8661 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8663 if (AmoebaNr[newx][newy])
8665 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8666 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8667 Tile[newx][newy] == EL_BD_AMOEBA)
8668 AmoebaCnt[AmoebaNr[newx][newy]]--;
8671 if (IS_MOVING(newx, newy))
8673 RemoveMovingField(newx, newy);
8677 Tile[newx][newy] = EL_EMPTY;
8678 TEST_DrawLevelField(newx, newy);
8681 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8683 else if ((element == EL_PACMAN || element == EL_MOLE)
8684 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8686 if (AmoebaNr[newx][newy])
8688 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8689 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8690 Tile[newx][newy] == EL_BD_AMOEBA)
8691 AmoebaCnt[AmoebaNr[newx][newy]]--;
8694 if (element == EL_MOLE)
8696 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8697 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8699 ResetGfxAnimation(x, y);
8700 GfxAction[x][y] = ACTION_DIGGING;
8701 TEST_DrawLevelField(x, y);
8703 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8705 return; // wait for shrinking amoeba
8707 else // element == EL_PACMAN
8709 Tile[newx][newy] = EL_EMPTY;
8710 TEST_DrawLevelField(newx, newy);
8711 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8714 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8715 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8716 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8718 // wait for shrinking amoeba to completely disappear
8721 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8723 // object was running against a wall
8727 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8728 DrawLevelElementAnimation(x, y, element);
8730 if (DONT_TOUCH(element))
8731 TestIfBadThingTouchesPlayer(x, y);
8736 InitMovingField(x, y, MovDir[x][y]);
8738 PlayLevelSoundAction(x, y, ACTION_MOVING);
8742 ContinueMoving(x, y);
8745 void ContinueMoving(int x, int y)
8747 int element = Tile[x][y];
8748 struct ElementInfo *ei = &element_info[element];
8749 int direction = MovDir[x][y];
8750 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8751 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8752 int newx = x + dx, newy = y + dy;
8753 int stored = Store[x][y];
8754 int stored_new = Store[newx][newy];
8755 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8756 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8757 boolean last_line = (newy == lev_fieldy - 1);
8758 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8760 if (pushed_by_player) // special case: moving object pushed by player
8762 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8764 else if (use_step_delay) // special case: moving object has step delay
8766 if (!MovDelay[x][y])
8767 MovPos[x][y] += getElementMoveStepsize(x, y);
8772 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8776 TEST_DrawLevelField(x, y);
8778 return; // element is still waiting
8781 else // normal case: generically moving object
8783 MovPos[x][y] += getElementMoveStepsize(x, y);
8786 if (ABS(MovPos[x][y]) < TILEX)
8788 TEST_DrawLevelField(x, y);
8790 return; // element is still moving
8793 // element reached destination field
8795 Tile[x][y] = EL_EMPTY;
8796 Tile[newx][newy] = element;
8797 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8799 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8801 element = Tile[newx][newy] = EL_ACID;
8803 else if (element == EL_MOLE)
8805 Tile[x][y] = EL_SAND;
8807 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8809 else if (element == EL_QUICKSAND_FILLING)
8811 element = Tile[newx][newy] = get_next_element(element);
8812 Store[newx][newy] = Store[x][y];
8814 else if (element == EL_QUICKSAND_EMPTYING)
8816 Tile[x][y] = get_next_element(element);
8817 element = Tile[newx][newy] = Store[x][y];
8819 else if (element == EL_QUICKSAND_FAST_FILLING)
8821 element = Tile[newx][newy] = get_next_element(element);
8822 Store[newx][newy] = Store[x][y];
8824 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8826 Tile[x][y] = get_next_element(element);
8827 element = Tile[newx][newy] = Store[x][y];
8829 else if (element == EL_MAGIC_WALL_FILLING)
8831 element = Tile[newx][newy] = get_next_element(element);
8832 if (!game.magic_wall_active)
8833 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8834 Store[newx][newy] = Store[x][y];
8836 else if (element == EL_MAGIC_WALL_EMPTYING)
8838 Tile[x][y] = get_next_element(element);
8839 if (!game.magic_wall_active)
8840 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8841 element = Tile[newx][newy] = Store[x][y];
8843 InitField(newx, newy, FALSE);
8845 else if (element == EL_BD_MAGIC_WALL_FILLING)
8847 element = Tile[newx][newy] = get_next_element(element);
8848 if (!game.magic_wall_active)
8849 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8850 Store[newx][newy] = Store[x][y];
8852 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8854 Tile[x][y] = get_next_element(element);
8855 if (!game.magic_wall_active)
8856 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8857 element = Tile[newx][newy] = Store[x][y];
8859 InitField(newx, newy, FALSE);
8861 else if (element == EL_DC_MAGIC_WALL_FILLING)
8863 element = Tile[newx][newy] = get_next_element(element);
8864 if (!game.magic_wall_active)
8865 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8866 Store[newx][newy] = Store[x][y];
8868 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8870 Tile[x][y] = get_next_element(element);
8871 if (!game.magic_wall_active)
8872 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8873 element = Tile[newx][newy] = Store[x][y];
8875 InitField(newx, newy, FALSE);
8877 else if (element == EL_AMOEBA_DROPPING)
8879 Tile[x][y] = get_next_element(element);
8880 element = Tile[newx][newy] = Store[x][y];
8882 else if (element == EL_SOKOBAN_OBJECT)
8885 Tile[x][y] = Back[x][y];
8887 if (Back[newx][newy])
8888 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8890 Back[x][y] = Back[newx][newy] = 0;
8893 Store[x][y] = EL_EMPTY;
8898 MovDelay[newx][newy] = 0;
8900 if (CAN_CHANGE_OR_HAS_ACTION(element))
8902 // copy element change control values to new field
8903 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8904 ChangePage[newx][newy] = ChangePage[x][y];
8905 ChangeCount[newx][newy] = ChangeCount[x][y];
8906 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8909 CustomValue[newx][newy] = CustomValue[x][y];
8911 ChangeDelay[x][y] = 0;
8912 ChangePage[x][y] = -1;
8913 ChangeCount[x][y] = 0;
8914 ChangeEvent[x][y] = -1;
8916 CustomValue[x][y] = 0;
8918 // copy animation control values to new field
8919 GfxFrame[newx][newy] = GfxFrame[x][y];
8920 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8921 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8922 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8924 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8926 // some elements can leave other elements behind after moving
8927 if (ei->move_leave_element != EL_EMPTY &&
8928 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8929 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8931 int move_leave_element = ei->move_leave_element;
8933 // this makes it possible to leave the removed element again
8934 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8935 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8937 Tile[x][y] = move_leave_element;
8939 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8940 MovDir[x][y] = direction;
8942 InitField(x, y, FALSE);
8944 if (GFX_CRUMBLED(Tile[x][y]))
8945 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8947 if (IS_PLAYER_ELEMENT(move_leave_element))
8948 RelocatePlayer(x, y, move_leave_element);
8951 // do this after checking for left-behind element
8952 ResetGfxAnimation(x, y); // reset animation values for old field
8954 if (!CAN_MOVE(element) ||
8955 (CAN_FALL(element) && direction == MV_DOWN &&
8956 (element == EL_SPRING ||
8957 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8958 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8959 GfxDir[x][y] = MovDir[newx][newy] = 0;
8961 TEST_DrawLevelField(x, y);
8962 TEST_DrawLevelField(newx, newy);
8964 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8966 // prevent pushed element from moving on in pushed direction
8967 if (pushed_by_player && CAN_MOVE(element) &&
8968 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8969 !(element_info[element].move_pattern & direction))
8970 TurnRound(newx, newy);
8972 // prevent elements on conveyor belt from moving on in last direction
8973 if (pushed_by_conveyor && CAN_FALL(element) &&
8974 direction & MV_HORIZONTAL)
8975 MovDir[newx][newy] = 0;
8977 if (!pushed_by_player)
8979 int nextx = newx + dx, nexty = newy + dy;
8980 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8982 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8984 if (CAN_FALL(element) && direction == MV_DOWN)
8985 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8987 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8988 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8990 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8991 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8994 if (DONT_TOUCH(element)) // object may be nasty to player or others
8996 TestIfBadThingTouchesPlayer(newx, newy);
8997 TestIfBadThingTouchesFriend(newx, newy);
8999 if (!IS_CUSTOM_ELEMENT(element))
9000 TestIfBadThingTouchesOtherBadThing(newx, newy);
9002 else if (element == EL_PENGUIN)
9003 TestIfFriendTouchesBadThing(newx, newy);
9005 if (DONT_GET_HIT_BY(element))
9007 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9010 // give the player one last chance (one more frame) to move away
9011 if (CAN_FALL(element) && direction == MV_DOWN &&
9012 (last_line || (!IS_FREE(x, newy + 1) &&
9013 (!IS_PLAYER(x, newy + 1) ||
9014 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9017 if (pushed_by_player && !game.use_change_when_pushing_bug)
9019 int push_side = MV_DIR_OPPOSITE(direction);
9020 struct PlayerInfo *player = PLAYERINFO(x, y);
9022 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9023 player->index_bit, push_side);
9024 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
9025 player->index_bit, push_side);
9028 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
9029 MovDelay[newx][newy] = 1;
9031 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9033 TestIfElementTouchesCustomElement(x, y); // empty or new element
9034 TestIfElementHitsCustomElement(newx, newy, direction);
9035 TestIfPlayerTouchesCustomElement(newx, newy);
9036 TestIfElementTouchesCustomElement(newx, newy);
9038 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9039 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9040 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9041 MV_DIR_OPPOSITE(direction));
9044 int AmoebaNeighbourNr(int ax, int ay)
9047 int element = Tile[ax][ay];
9049 struct XY *xy = xy_topdown;
9051 for (i = 0; i < NUM_DIRECTIONS; i++)
9053 int x = ax + xy[i].x;
9054 int y = ay + xy[i].y;
9056 if (!IN_LEV_FIELD(x, y))
9059 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9060 group_nr = AmoebaNr[x][y];
9066 static void AmoebaMerge(int ax, int ay)
9068 int i, x, y, xx, yy;
9069 int new_group_nr = AmoebaNr[ax][ay];
9070 struct XY *xy = xy_topdown;
9072 if (new_group_nr == 0)
9075 for (i = 0; i < NUM_DIRECTIONS; i++)
9080 if (!IN_LEV_FIELD(x, y))
9083 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9084 Tile[x][y] == EL_BD_AMOEBA ||
9085 Tile[x][y] == EL_AMOEBA_DEAD) &&
9086 AmoebaNr[x][y] != new_group_nr)
9088 int old_group_nr = AmoebaNr[x][y];
9090 if (old_group_nr == 0)
9093 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9094 AmoebaCnt[old_group_nr] = 0;
9095 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9096 AmoebaCnt2[old_group_nr] = 0;
9098 SCAN_PLAYFIELD(xx, yy)
9100 if (AmoebaNr[xx][yy] == old_group_nr)
9101 AmoebaNr[xx][yy] = new_group_nr;
9107 void AmoebaToDiamond(int ax, int ay)
9111 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9113 int group_nr = AmoebaNr[ax][ay];
9118 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9119 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9125 SCAN_PLAYFIELD(x, y)
9127 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9130 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9134 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9135 SND_AMOEBA_TURNING_TO_GEM :
9136 SND_AMOEBA_TURNING_TO_ROCK));
9141 struct XY *xy = xy_topdown;
9143 for (i = 0; i < NUM_DIRECTIONS; i++)
9148 if (!IN_LEV_FIELD(x, y))
9151 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9153 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9154 SND_AMOEBA_TURNING_TO_GEM :
9155 SND_AMOEBA_TURNING_TO_ROCK));
9162 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9165 int group_nr = AmoebaNr[ax][ay];
9166 boolean done = FALSE;
9171 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9172 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9178 SCAN_PLAYFIELD(x, y)
9180 if (AmoebaNr[x][y] == group_nr &&
9181 (Tile[x][y] == EL_AMOEBA_DEAD ||
9182 Tile[x][y] == EL_BD_AMOEBA ||
9183 Tile[x][y] == EL_AMOEBA_GROWING))
9186 Tile[x][y] = new_element;
9187 InitField(x, y, FALSE);
9188 TEST_DrawLevelField(x, y);
9194 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9195 SND_BD_AMOEBA_TURNING_TO_ROCK :
9196 SND_BD_AMOEBA_TURNING_TO_GEM));
9199 static void AmoebaGrowing(int x, int y)
9201 static DelayCounter sound_delay = { 0 };
9203 if (!MovDelay[x][y]) // start new growing cycle
9207 if (DelayReached(&sound_delay))
9209 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9210 sound_delay.value = 30;
9214 if (MovDelay[x][y]) // wait some time before growing bigger
9217 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9219 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9220 6 - MovDelay[x][y]);
9222 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9225 if (!MovDelay[x][y])
9227 Tile[x][y] = Store[x][y];
9229 TEST_DrawLevelField(x, y);
9234 static void AmoebaShrinking(int x, int y)
9236 static DelayCounter sound_delay = { 0 };
9238 if (!MovDelay[x][y]) // start new shrinking cycle
9242 if (DelayReached(&sound_delay))
9243 sound_delay.value = 30;
9246 if (MovDelay[x][y]) // wait some time before shrinking
9249 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9251 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9252 6 - MovDelay[x][y]);
9254 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9257 if (!MovDelay[x][y])
9259 Tile[x][y] = EL_EMPTY;
9260 TEST_DrawLevelField(x, y);
9262 // don't let mole enter this field in this cycle;
9263 // (give priority to objects falling to this field from above)
9269 static void AmoebaReproduce(int ax, int ay)
9272 int element = Tile[ax][ay];
9273 int graphic = el2img(element);
9274 int newax = ax, neway = ay;
9275 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9276 struct XY *xy = xy_topdown;
9278 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9280 Tile[ax][ay] = EL_AMOEBA_DEAD;
9281 TEST_DrawLevelField(ax, ay);
9285 if (IS_ANIMATED(graphic))
9286 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9288 if (!MovDelay[ax][ay]) // start making new amoeba field
9289 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9291 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9294 if (MovDelay[ax][ay])
9298 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9301 int x = ax + xy[start].x;
9302 int y = ay + xy[start].y;
9304 if (!IN_LEV_FIELD(x, y))
9307 if (IS_FREE(x, y) ||
9308 CAN_GROW_INTO(Tile[x][y]) ||
9309 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9310 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9316 if (newax == ax && neway == ay)
9319 else // normal or "filled" (BD style) amoeba
9322 boolean waiting_for_player = FALSE;
9324 for (i = 0; i < NUM_DIRECTIONS; i++)
9326 int j = (start + i) % 4;
9327 int x = ax + xy[j].x;
9328 int y = ay + xy[j].y;
9330 if (!IN_LEV_FIELD(x, y))
9333 if (IS_FREE(x, y) ||
9334 CAN_GROW_INTO(Tile[x][y]) ||
9335 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9336 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9342 else if (IS_PLAYER(x, y))
9343 waiting_for_player = TRUE;
9346 if (newax == ax && neway == ay) // amoeba cannot grow
9348 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9350 Tile[ax][ay] = EL_AMOEBA_DEAD;
9351 TEST_DrawLevelField(ax, ay);
9352 AmoebaCnt[AmoebaNr[ax][ay]]--;
9354 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9356 if (element == EL_AMOEBA_FULL)
9357 AmoebaToDiamond(ax, ay);
9358 else if (element == EL_BD_AMOEBA)
9359 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9364 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9366 // amoeba gets larger by growing in some direction
9368 int new_group_nr = AmoebaNr[ax][ay];
9371 if (new_group_nr == 0)
9373 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9375 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9381 AmoebaNr[newax][neway] = new_group_nr;
9382 AmoebaCnt[new_group_nr]++;
9383 AmoebaCnt2[new_group_nr]++;
9385 // if amoeba touches other amoeba(s) after growing, unify them
9386 AmoebaMerge(newax, neway);
9388 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9390 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9396 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9397 (neway == lev_fieldy - 1 && newax != ax))
9399 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9400 Store[newax][neway] = element;
9402 else if (neway == ay || element == EL_EMC_DRIPPER)
9404 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9406 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9410 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9411 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9412 Store[ax][ay] = EL_AMOEBA_DROP;
9413 ContinueMoving(ax, ay);
9417 TEST_DrawLevelField(newax, neway);
9420 static void Life(int ax, int ay)
9424 int element = Tile[ax][ay];
9425 int graphic = el2img(element);
9426 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9428 boolean changed = FALSE;
9430 if (IS_ANIMATED(graphic))
9431 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9436 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9437 MovDelay[ax][ay] = life_time;
9439 if (MovDelay[ax][ay]) // wait some time before next cycle
9442 if (MovDelay[ax][ay])
9446 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9448 int xx = ax+x1, yy = ay+y1;
9449 int old_element = Tile[xx][yy];
9450 int num_neighbours = 0;
9452 if (!IN_LEV_FIELD(xx, yy))
9455 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9457 int x = xx+x2, y = yy+y2;
9459 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9462 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9463 boolean is_neighbour = FALSE;
9465 if (level.use_life_bugs)
9467 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9468 (IS_FREE(x, y) && Stop[x][y]));
9471 (Last[x][y] == element || is_player_cell);
9477 boolean is_free = FALSE;
9479 if (level.use_life_bugs)
9480 is_free = (IS_FREE(xx, yy));
9482 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9484 if (xx == ax && yy == ay) // field in the middle
9486 if (num_neighbours < life_parameter[0] ||
9487 num_neighbours > life_parameter[1])
9489 Tile[xx][yy] = EL_EMPTY;
9490 if (Tile[xx][yy] != old_element)
9491 TEST_DrawLevelField(xx, yy);
9492 Stop[xx][yy] = TRUE;
9496 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9497 { // free border field
9498 if (num_neighbours >= life_parameter[2] &&
9499 num_neighbours <= life_parameter[3])
9501 Tile[xx][yy] = element;
9502 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9503 if (Tile[xx][yy] != old_element)
9504 TEST_DrawLevelField(xx, yy);
9505 Stop[xx][yy] = TRUE;
9512 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9513 SND_GAME_OF_LIFE_GROWING);
9516 static void InitRobotWheel(int x, int y)
9518 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9521 static void RunRobotWheel(int x, int y)
9523 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9526 static void StopRobotWheel(int x, int y)
9528 if (game.robot_wheel_x == x &&
9529 game.robot_wheel_y == y)
9531 game.robot_wheel_x = -1;
9532 game.robot_wheel_y = -1;
9533 game.robot_wheel_active = FALSE;
9537 static void InitTimegateWheel(int x, int y)
9539 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9542 static void RunTimegateWheel(int x, int y)
9544 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9547 static void InitMagicBallDelay(int x, int y)
9549 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9552 static void ActivateMagicBall(int bx, int by)
9556 if (level.ball_random)
9558 int pos_border = RND(8); // select one of the eight border elements
9559 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9560 int xx = pos_content % 3;
9561 int yy = pos_content / 3;
9566 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9567 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9571 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9573 int xx = x - bx + 1;
9574 int yy = y - by + 1;
9576 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9577 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9581 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9584 static void CheckExit(int x, int y)
9586 if (game.gems_still_needed > 0 ||
9587 game.sokoban_fields_still_needed > 0 ||
9588 game.sokoban_objects_still_needed > 0 ||
9589 game.lights_still_needed > 0)
9591 int element = Tile[x][y];
9592 int graphic = el2img(element);
9594 if (IS_ANIMATED(graphic))
9595 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9600 // do not re-open exit door closed after last player
9601 if (game.all_players_gone)
9604 Tile[x][y] = EL_EXIT_OPENING;
9606 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9609 static void CheckExitEM(int x, int y)
9611 if (game.gems_still_needed > 0 ||
9612 game.sokoban_fields_still_needed > 0 ||
9613 game.sokoban_objects_still_needed > 0 ||
9614 game.lights_still_needed > 0)
9616 int element = Tile[x][y];
9617 int graphic = el2img(element);
9619 if (IS_ANIMATED(graphic))
9620 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9625 // do not re-open exit door closed after last player
9626 if (game.all_players_gone)
9629 Tile[x][y] = EL_EM_EXIT_OPENING;
9631 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9634 static void CheckExitSteel(int x, int y)
9636 if (game.gems_still_needed > 0 ||
9637 game.sokoban_fields_still_needed > 0 ||
9638 game.sokoban_objects_still_needed > 0 ||
9639 game.lights_still_needed > 0)
9641 int element = Tile[x][y];
9642 int graphic = el2img(element);
9644 if (IS_ANIMATED(graphic))
9645 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9650 // do not re-open exit door closed after last player
9651 if (game.all_players_gone)
9654 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9656 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9659 static void CheckExitSteelEM(int x, int y)
9661 if (game.gems_still_needed > 0 ||
9662 game.sokoban_fields_still_needed > 0 ||
9663 game.sokoban_objects_still_needed > 0 ||
9664 game.lights_still_needed > 0)
9666 int element = Tile[x][y];
9667 int graphic = el2img(element);
9669 if (IS_ANIMATED(graphic))
9670 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9675 // do not re-open exit door closed after last player
9676 if (game.all_players_gone)
9679 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9681 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9684 static void CheckExitSP(int x, int y)
9686 if (game.gems_still_needed > 0)
9688 int element = Tile[x][y];
9689 int graphic = el2img(element);
9691 if (IS_ANIMATED(graphic))
9692 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9697 // do not re-open exit door closed after last player
9698 if (game.all_players_gone)
9701 Tile[x][y] = EL_SP_EXIT_OPENING;
9703 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9706 static void CloseAllOpenTimegates(void)
9710 SCAN_PLAYFIELD(x, y)
9712 int element = Tile[x][y];
9714 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9716 Tile[x][y] = EL_TIMEGATE_CLOSING;
9718 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9723 static void DrawTwinkleOnField(int x, int y)
9725 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9728 if (Tile[x][y] == EL_BD_DIAMOND)
9731 if (MovDelay[x][y] == 0) // next animation frame
9732 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9734 if (MovDelay[x][y] != 0) // wait some time before next frame
9738 DrawLevelElementAnimation(x, y, Tile[x][y]);
9740 if (MovDelay[x][y] != 0)
9742 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9743 10 - MovDelay[x][y]);
9745 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9750 static void WallGrowing(int x, int y)
9754 if (!MovDelay[x][y]) // next animation frame
9755 MovDelay[x][y] = 3 * delay;
9757 if (MovDelay[x][y]) // wait some time before next frame
9761 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9763 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9764 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9766 DrawLevelGraphic(x, y, graphic, frame);
9769 if (!MovDelay[x][y])
9771 if (MovDir[x][y] == MV_LEFT)
9773 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9774 TEST_DrawLevelField(x - 1, y);
9776 else if (MovDir[x][y] == MV_RIGHT)
9778 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9779 TEST_DrawLevelField(x + 1, y);
9781 else if (MovDir[x][y] == MV_UP)
9783 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9784 TEST_DrawLevelField(x, y - 1);
9788 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9789 TEST_DrawLevelField(x, y + 1);
9792 Tile[x][y] = Store[x][y];
9794 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9795 TEST_DrawLevelField(x, y);
9800 static void CheckWallGrowing(int ax, int ay)
9802 int element = Tile[ax][ay];
9803 int graphic = el2img(element);
9804 boolean free_top = FALSE;
9805 boolean free_bottom = FALSE;
9806 boolean free_left = FALSE;
9807 boolean free_right = FALSE;
9808 boolean stop_top = FALSE;
9809 boolean stop_bottom = FALSE;
9810 boolean stop_left = FALSE;
9811 boolean stop_right = FALSE;
9812 boolean new_wall = FALSE;
9814 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9815 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9816 element == EL_EXPANDABLE_STEELWALL_ANY);
9818 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9819 element == EL_EXPANDABLE_WALL_ANY ||
9820 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9821 element == EL_EXPANDABLE_STEELWALL_ANY);
9823 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9824 element == EL_EXPANDABLE_WALL_ANY ||
9825 element == EL_EXPANDABLE_WALL ||
9826 element == EL_BD_EXPANDABLE_WALL ||
9827 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9828 element == EL_EXPANDABLE_STEELWALL_ANY);
9830 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9831 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9833 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9834 element == EL_EXPANDABLE_WALL ||
9835 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9837 int wall_growing = (is_steelwall ?
9838 EL_EXPANDABLE_STEELWALL_GROWING :
9839 EL_EXPANDABLE_WALL_GROWING);
9841 int gfx_wall_growing_up = (is_steelwall ?
9842 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9843 IMG_EXPANDABLE_WALL_GROWING_UP);
9844 int gfx_wall_growing_down = (is_steelwall ?
9845 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9846 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9847 int gfx_wall_growing_left = (is_steelwall ?
9848 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9849 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9850 int gfx_wall_growing_right = (is_steelwall ?
9851 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9852 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9854 if (IS_ANIMATED(graphic))
9855 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9857 if (!MovDelay[ax][ay]) // start building new wall
9858 MovDelay[ax][ay] = 6;
9860 if (MovDelay[ax][ay]) // wait some time before building new wall
9863 if (MovDelay[ax][ay])
9867 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9869 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9871 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9873 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9880 Tile[ax][ay - 1] = wall_growing;
9881 Store[ax][ay - 1] = element;
9882 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9884 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9885 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9892 Tile[ax][ay + 1] = wall_growing;
9893 Store[ax][ay + 1] = element;
9894 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9896 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9897 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9903 if (grow_horizontal)
9907 Tile[ax - 1][ay] = wall_growing;
9908 Store[ax - 1][ay] = element;
9909 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9911 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9912 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9919 Tile[ax + 1][ay] = wall_growing;
9920 Store[ax + 1][ay] = element;
9921 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9923 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9924 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9930 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9931 TEST_DrawLevelField(ax, ay);
9933 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9935 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9937 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9939 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9942 if (((stop_top && stop_bottom) || stop_horizontal) &&
9943 ((stop_left && stop_right) || stop_vertical))
9944 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9947 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9950 static void CheckForDragon(int x, int y)
9953 boolean dragon_found = FALSE;
9954 struct XY *xy = xy_topdown;
9956 for (i = 0; i < NUM_DIRECTIONS; i++)
9958 for (j = 0; j < 4; j++)
9960 int xx = x + j * xy[i].x;
9961 int yy = y + j * xy[i].y;
9963 if (IN_LEV_FIELD(xx, yy) &&
9964 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9966 if (Tile[xx][yy] == EL_DRAGON)
9967 dragon_found = TRUE;
9976 for (i = 0; i < NUM_DIRECTIONS; i++)
9978 for (j = 0; j < 3; j++)
9980 int xx = x + j * xy[i].x;
9981 int yy = y + j * xy[i].y;
9983 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9985 Tile[xx][yy] = EL_EMPTY;
9986 TEST_DrawLevelField(xx, yy);
9995 static void InitBuggyBase(int x, int y)
9997 int element = Tile[x][y];
9998 int activating_delay = FRAMES_PER_SECOND / 4;
10000 ChangeDelay[x][y] =
10001 (element == EL_SP_BUGGY_BASE ?
10002 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10003 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10005 element == EL_SP_BUGGY_BASE_ACTIVE ?
10006 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10009 static void WarnBuggyBase(int x, int y)
10012 struct XY *xy = xy_topdown;
10014 for (i = 0; i < NUM_DIRECTIONS; i++)
10016 int xx = x + xy[i].x;
10017 int yy = y + xy[i].y;
10019 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10021 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10028 static void InitTrap(int x, int y)
10030 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10033 static void ActivateTrap(int x, int y)
10035 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10038 static void ChangeActiveTrap(int x, int y)
10040 int graphic = IMG_TRAP_ACTIVE;
10042 // if new animation frame was drawn, correct crumbled sand border
10043 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10044 TEST_DrawLevelFieldCrumbled(x, y);
10047 static int getSpecialActionElement(int element, int number, int base_element)
10049 return (element != EL_EMPTY ? element :
10050 number != -1 ? base_element + number - 1 :
10054 static int getModifiedActionNumber(int value_old, int operator, int operand,
10055 int value_min, int value_max)
10057 int value_new = (operator == CA_MODE_SET ? operand :
10058 operator == CA_MODE_ADD ? value_old + operand :
10059 operator == CA_MODE_SUBTRACT ? value_old - operand :
10060 operator == CA_MODE_MULTIPLY ? value_old * operand :
10061 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10062 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10065 return (value_new < value_min ? value_min :
10066 value_new > value_max ? value_max :
10070 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10072 struct ElementInfo *ei = &element_info[element];
10073 struct ElementChangeInfo *change = &ei->change_page[page];
10074 int target_element = change->target_element;
10075 int action_type = change->action_type;
10076 int action_mode = change->action_mode;
10077 int action_arg = change->action_arg;
10078 int action_element = change->action_element;
10081 if (!change->has_action)
10084 // ---------- determine action paramater values -----------------------------
10086 int level_time_value =
10087 (level.time > 0 ? TimeLeft :
10090 int action_arg_element_raw =
10091 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10092 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10093 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10094 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10095 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10096 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10097 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10099 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10101 int action_arg_direction =
10102 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10103 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10104 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10105 change->actual_trigger_side :
10106 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10107 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10110 int action_arg_number_min =
10111 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10114 int action_arg_number_max =
10115 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10116 action_type == CA_SET_LEVEL_GEMS ? 999 :
10117 action_type == CA_SET_LEVEL_TIME ? 9999 :
10118 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10119 action_type == CA_SET_CE_VALUE ? 9999 :
10120 action_type == CA_SET_CE_SCORE ? 9999 :
10123 int action_arg_number_reset =
10124 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10125 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10126 action_type == CA_SET_LEVEL_TIME ? level.time :
10127 action_type == CA_SET_LEVEL_SCORE ? 0 :
10128 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10129 action_type == CA_SET_CE_SCORE ? 0 :
10132 int action_arg_number =
10133 (action_arg <= CA_ARG_MAX ? action_arg :
10134 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10135 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10136 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10137 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10138 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10139 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10140 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10141 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10142 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10143 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10144 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10145 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10146 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10147 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10148 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10149 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10150 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10151 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10152 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10153 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10154 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10157 int action_arg_number_old =
10158 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10159 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10160 action_type == CA_SET_LEVEL_SCORE ? game.score :
10161 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10162 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10165 int action_arg_number_new =
10166 getModifiedActionNumber(action_arg_number_old,
10167 action_mode, action_arg_number,
10168 action_arg_number_min, action_arg_number_max);
10170 int trigger_player_bits =
10171 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10172 change->actual_trigger_player_bits : change->trigger_player);
10174 int action_arg_player_bits =
10175 (action_arg >= CA_ARG_PLAYER_1 &&
10176 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10177 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10178 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10181 // ---------- execute action -----------------------------------------------
10183 switch (action_type)
10190 // ---------- level actions ----------------------------------------------
10192 case CA_RESTART_LEVEL:
10194 game.restart_level = TRUE;
10199 case CA_SHOW_ENVELOPE:
10201 int element = getSpecialActionElement(action_arg_element,
10202 action_arg_number, EL_ENVELOPE_1);
10204 if (IS_ENVELOPE(element))
10205 local_player->show_envelope = element;
10210 case CA_SET_LEVEL_TIME:
10212 if (level.time > 0) // only modify limited time value
10214 TimeLeft = action_arg_number_new;
10216 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10218 DisplayGameControlValues();
10220 if (!TimeLeft && game.time_limit)
10221 for (i = 0; i < MAX_PLAYERS; i++)
10222 KillPlayer(&stored_player[i]);
10228 case CA_SET_LEVEL_SCORE:
10230 game.score = action_arg_number_new;
10232 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10234 DisplayGameControlValues();
10239 case CA_SET_LEVEL_GEMS:
10241 game.gems_still_needed = action_arg_number_new;
10243 game.snapshot.collected_item = TRUE;
10245 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10247 DisplayGameControlValues();
10252 case CA_SET_LEVEL_WIND:
10254 game.wind_direction = action_arg_direction;
10259 case CA_SET_LEVEL_RANDOM_SEED:
10261 // ensure that setting a new random seed while playing is predictable
10262 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10267 // ---------- player actions ---------------------------------------------
10269 case CA_MOVE_PLAYER:
10270 case CA_MOVE_PLAYER_NEW:
10272 // automatically move to the next field in specified direction
10273 for (i = 0; i < MAX_PLAYERS; i++)
10274 if (trigger_player_bits & (1 << i))
10275 if (action_type == CA_MOVE_PLAYER ||
10276 stored_player[i].MovPos == 0)
10277 stored_player[i].programmed_action = action_arg_direction;
10282 case CA_EXIT_PLAYER:
10284 for (i = 0; i < MAX_PLAYERS; i++)
10285 if (action_arg_player_bits & (1 << i))
10286 ExitPlayer(&stored_player[i]);
10288 if (game.players_still_needed == 0)
10294 case CA_KILL_PLAYER:
10296 for (i = 0; i < MAX_PLAYERS; i++)
10297 if (action_arg_player_bits & (1 << i))
10298 KillPlayer(&stored_player[i]);
10303 case CA_SET_PLAYER_KEYS:
10305 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10306 int element = getSpecialActionElement(action_arg_element,
10307 action_arg_number, EL_KEY_1);
10309 if (IS_KEY(element))
10311 for (i = 0; i < MAX_PLAYERS; i++)
10313 if (trigger_player_bits & (1 << i))
10315 stored_player[i].key[KEY_NR(element)] = key_state;
10317 DrawGameDoorValues();
10325 case CA_SET_PLAYER_SPEED:
10327 for (i = 0; i < MAX_PLAYERS; i++)
10329 if (trigger_player_bits & (1 << i))
10331 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10333 if (action_arg == CA_ARG_SPEED_FASTER &&
10334 stored_player[i].cannot_move)
10336 action_arg_number = STEPSIZE_VERY_SLOW;
10338 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10339 action_arg == CA_ARG_SPEED_FASTER)
10341 action_arg_number = 2;
10342 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10345 else if (action_arg == CA_ARG_NUMBER_RESET)
10347 action_arg_number = level.initial_player_stepsize[i];
10351 getModifiedActionNumber(move_stepsize,
10354 action_arg_number_min,
10355 action_arg_number_max);
10357 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10364 case CA_SET_PLAYER_SHIELD:
10366 for (i = 0; i < MAX_PLAYERS; i++)
10368 if (trigger_player_bits & (1 << i))
10370 if (action_arg == CA_ARG_SHIELD_OFF)
10372 stored_player[i].shield_normal_time_left = 0;
10373 stored_player[i].shield_deadly_time_left = 0;
10375 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10377 stored_player[i].shield_normal_time_left = 999999;
10379 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10381 stored_player[i].shield_normal_time_left = 999999;
10382 stored_player[i].shield_deadly_time_left = 999999;
10390 case CA_SET_PLAYER_GRAVITY:
10392 for (i = 0; i < MAX_PLAYERS; i++)
10394 if (trigger_player_bits & (1 << i))
10396 stored_player[i].gravity =
10397 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10398 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10399 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10400 stored_player[i].gravity);
10407 case CA_SET_PLAYER_ARTWORK:
10409 for (i = 0; i < MAX_PLAYERS; i++)
10411 if (trigger_player_bits & (1 << i))
10413 int artwork_element = action_arg_element;
10415 if (action_arg == CA_ARG_ELEMENT_RESET)
10417 (level.use_artwork_element[i] ? level.artwork_element[i] :
10418 stored_player[i].element_nr);
10420 if (stored_player[i].artwork_element != artwork_element)
10421 stored_player[i].Frame = 0;
10423 stored_player[i].artwork_element = artwork_element;
10425 SetPlayerWaiting(&stored_player[i], FALSE);
10427 // set number of special actions for bored and sleeping animation
10428 stored_player[i].num_special_action_bored =
10429 get_num_special_action(artwork_element,
10430 ACTION_BORING_1, ACTION_BORING_LAST);
10431 stored_player[i].num_special_action_sleeping =
10432 get_num_special_action(artwork_element,
10433 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10440 case CA_SET_PLAYER_INVENTORY:
10442 for (i = 0; i < MAX_PLAYERS; i++)
10444 struct PlayerInfo *player = &stored_player[i];
10447 if (trigger_player_bits & (1 << i))
10449 int inventory_element = action_arg_element;
10451 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10452 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10453 action_arg == CA_ARG_ELEMENT_ACTION)
10455 int element = inventory_element;
10456 int collect_count = element_info[element].collect_count_initial;
10458 if (!IS_CUSTOM_ELEMENT(element))
10461 if (collect_count == 0)
10462 player->inventory_infinite_element = element;
10464 for (k = 0; k < collect_count; k++)
10465 if (player->inventory_size < MAX_INVENTORY_SIZE)
10466 player->inventory_element[player->inventory_size++] =
10469 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10470 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10471 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10473 if (player->inventory_infinite_element != EL_UNDEFINED &&
10474 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10475 action_arg_element_raw))
10476 player->inventory_infinite_element = EL_UNDEFINED;
10478 for (k = 0, j = 0; j < player->inventory_size; j++)
10480 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10481 action_arg_element_raw))
10482 player->inventory_element[k++] = player->inventory_element[j];
10485 player->inventory_size = k;
10487 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10489 if (player->inventory_size > 0)
10491 for (j = 0; j < player->inventory_size - 1; j++)
10492 player->inventory_element[j] = player->inventory_element[j + 1];
10494 player->inventory_size--;
10497 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10499 if (player->inventory_size > 0)
10500 player->inventory_size--;
10502 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10504 player->inventory_infinite_element = EL_UNDEFINED;
10505 player->inventory_size = 0;
10507 else if (action_arg == CA_ARG_INVENTORY_RESET)
10509 player->inventory_infinite_element = EL_UNDEFINED;
10510 player->inventory_size = 0;
10512 if (level.use_initial_inventory[i])
10514 for (j = 0; j < level.initial_inventory_size[i]; j++)
10516 int element = level.initial_inventory_content[i][j];
10517 int collect_count = element_info[element].collect_count_initial;
10519 if (!IS_CUSTOM_ELEMENT(element))
10522 if (collect_count == 0)
10523 player->inventory_infinite_element = element;
10525 for (k = 0; k < collect_count; k++)
10526 if (player->inventory_size < MAX_INVENTORY_SIZE)
10527 player->inventory_element[player->inventory_size++] =
10538 // ---------- CE actions -------------------------------------------------
10540 case CA_SET_CE_VALUE:
10542 int last_ce_value = CustomValue[x][y];
10544 CustomValue[x][y] = action_arg_number_new;
10546 if (CustomValue[x][y] != last_ce_value)
10548 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10549 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10551 if (CustomValue[x][y] == 0)
10553 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10554 ChangeCount[x][y] = 0; // allow at least one more change
10556 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10557 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10564 case CA_SET_CE_SCORE:
10566 int last_ce_score = ei->collect_score;
10568 ei->collect_score = action_arg_number_new;
10570 if (ei->collect_score != last_ce_score)
10572 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10573 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10575 if (ei->collect_score == 0)
10579 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10580 ChangeCount[x][y] = 0; // allow at least one more change
10582 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10583 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10586 This is a very special case that seems to be a mixture between
10587 CheckElementChange() and CheckTriggeredElementChange(): while
10588 the first one only affects single elements that are triggered
10589 directly, the second one affects multiple elements in the playfield
10590 that are triggered indirectly by another element. This is a third
10591 case: Changing the CE score always affects multiple identical CEs,
10592 so every affected CE must be checked, not only the single CE for
10593 which the CE score was changed in the first place (as every instance
10594 of that CE shares the same CE score, and therefore also can change)!
10596 SCAN_PLAYFIELD(xx, yy)
10598 if (Tile[xx][yy] == element)
10599 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10600 CE_SCORE_GETS_ZERO);
10608 case CA_SET_CE_ARTWORK:
10610 int artwork_element = action_arg_element;
10611 boolean reset_frame = FALSE;
10614 if (action_arg == CA_ARG_ELEMENT_RESET)
10615 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10618 if (ei->gfx_element != artwork_element)
10619 reset_frame = TRUE;
10621 ei->gfx_element = artwork_element;
10623 SCAN_PLAYFIELD(xx, yy)
10625 if (Tile[xx][yy] == element)
10629 ResetGfxAnimation(xx, yy);
10630 ResetRandomAnimationValue(xx, yy);
10633 TEST_DrawLevelField(xx, yy);
10640 // ---------- engine actions ---------------------------------------------
10642 case CA_SET_ENGINE_SCAN_MODE:
10644 InitPlayfieldScanMode(action_arg);
10654 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10656 int old_element = Tile[x][y];
10657 int new_element = GetElementFromGroupElement(element);
10658 int previous_move_direction = MovDir[x][y];
10659 int last_ce_value = CustomValue[x][y];
10660 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10661 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10662 boolean add_player_onto_element = (new_element_is_player &&
10663 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10664 IS_WALKABLE(old_element));
10666 if (!add_player_onto_element)
10668 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10669 RemoveMovingField(x, y);
10673 Tile[x][y] = new_element;
10675 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10676 MovDir[x][y] = previous_move_direction;
10678 if (element_info[new_element].use_last_ce_value)
10679 CustomValue[x][y] = last_ce_value;
10681 InitField_WithBug1(x, y, FALSE);
10683 new_element = Tile[x][y]; // element may have changed
10685 ResetGfxAnimation(x, y);
10686 ResetRandomAnimationValue(x, y);
10688 TEST_DrawLevelField(x, y);
10690 if (GFX_CRUMBLED(new_element))
10691 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10693 if (old_element == EL_EXPLOSION)
10695 Store[x][y] = Store2[x][y] = 0;
10697 // check if new element replaces an exploding player, requiring cleanup
10698 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10699 StorePlayer[x][y] = 0;
10702 // check if element under the player changes from accessible to unaccessible
10703 // (needed for special case of dropping element which then changes)
10704 // (must be checked after creating new element for walkable group elements)
10705 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10706 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10708 KillPlayer(PLAYERINFO(x, y));
10714 // "ChangeCount" not set yet to allow "entered by player" change one time
10715 if (new_element_is_player)
10716 RelocatePlayer(x, y, new_element);
10719 ChangeCount[x][y]++; // count number of changes in the same frame
10721 TestIfBadThingTouchesPlayer(x, y);
10722 TestIfPlayerTouchesCustomElement(x, y);
10723 TestIfElementTouchesCustomElement(x, y);
10726 static void CreateField(int x, int y, int element)
10728 CreateFieldExt(x, y, element, FALSE);
10731 static void CreateElementFromChange(int x, int y, int element)
10733 element = GET_VALID_RUNTIME_ELEMENT(element);
10735 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10737 int old_element = Tile[x][y];
10739 // prevent changed element from moving in same engine frame
10740 // unless both old and new element can either fall or move
10741 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10742 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10746 CreateFieldExt(x, y, element, TRUE);
10749 static boolean ChangeElement(int x, int y, int element, int page)
10751 struct ElementInfo *ei = &element_info[element];
10752 struct ElementChangeInfo *change = &ei->change_page[page];
10753 int ce_value = CustomValue[x][y];
10754 int ce_score = ei->collect_score;
10755 int target_element;
10756 int old_element = Tile[x][y];
10758 // always use default change event to prevent running into a loop
10759 if (ChangeEvent[x][y] == -1)
10760 ChangeEvent[x][y] = CE_DELAY;
10762 if (ChangeEvent[x][y] == CE_DELAY)
10764 // reset actual trigger element, trigger player and action element
10765 change->actual_trigger_element = EL_EMPTY;
10766 change->actual_trigger_player = EL_EMPTY;
10767 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10768 change->actual_trigger_side = CH_SIDE_NONE;
10769 change->actual_trigger_ce_value = 0;
10770 change->actual_trigger_ce_score = 0;
10771 change->actual_trigger_x = -1;
10772 change->actual_trigger_y = -1;
10775 // do not change elements more than a specified maximum number of changes
10776 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10779 ChangeCount[x][y]++; // count number of changes in the same frame
10781 if (ei->has_anim_event)
10782 HandleGlobalAnimEventByElementChange(element, page, x, y,
10783 change->actual_trigger_x,
10784 change->actual_trigger_y);
10786 if (change->explode)
10793 if (change->use_target_content)
10795 boolean complete_replace = TRUE;
10796 boolean can_replace[3][3];
10799 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10802 boolean is_walkable;
10803 boolean is_diggable;
10804 boolean is_collectible;
10805 boolean is_removable;
10806 boolean is_destructible;
10807 int ex = x + xx - 1;
10808 int ey = y + yy - 1;
10809 int content_element = change->target_content.e[xx][yy];
10812 can_replace[xx][yy] = TRUE;
10814 if (ex == x && ey == y) // do not check changing element itself
10817 if (content_element == EL_EMPTY_SPACE)
10819 can_replace[xx][yy] = FALSE; // do not replace border with space
10824 if (!IN_LEV_FIELD(ex, ey))
10826 can_replace[xx][yy] = FALSE;
10827 complete_replace = FALSE;
10834 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10835 e = MovingOrBlocked2Element(ex, ey);
10837 is_empty = (IS_FREE(ex, ey) ||
10838 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10840 is_walkable = (is_empty || IS_WALKABLE(e));
10841 is_diggable = (is_empty || IS_DIGGABLE(e));
10842 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10843 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10844 is_removable = (is_diggable || is_collectible);
10846 can_replace[xx][yy] =
10847 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10848 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10849 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10850 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10851 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10852 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10853 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10855 if (!can_replace[xx][yy])
10856 complete_replace = FALSE;
10859 if (!change->only_if_complete || complete_replace)
10861 boolean something_has_changed = FALSE;
10863 if (change->only_if_complete && change->use_random_replace &&
10864 RND(100) < change->random_percentage)
10867 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10869 int ex = x + xx - 1;
10870 int ey = y + yy - 1;
10871 int content_element;
10873 if (can_replace[xx][yy] && (!change->use_random_replace ||
10874 RND(100) < change->random_percentage))
10876 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10877 RemoveMovingField(ex, ey);
10879 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10881 content_element = change->target_content.e[xx][yy];
10882 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10883 ce_value, ce_score);
10885 CreateElementFromChange(ex, ey, target_element);
10887 something_has_changed = TRUE;
10889 // for symmetry reasons, freeze newly created border elements
10890 if (ex != x || ey != y)
10891 Stop[ex][ey] = TRUE; // no more moving in this frame
10895 if (something_has_changed)
10897 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10898 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10904 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10905 ce_value, ce_score);
10907 if (element == EL_DIAGONAL_GROWING ||
10908 element == EL_DIAGONAL_SHRINKING)
10910 target_element = Store[x][y];
10912 Store[x][y] = EL_EMPTY;
10915 // special case: element changes to player (and may be kept if walkable)
10916 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10917 CreateElementFromChange(x, y, EL_EMPTY);
10919 CreateElementFromChange(x, y, target_element);
10921 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10922 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10925 // this uses direct change before indirect change
10926 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10931 static void HandleElementChange(int x, int y, int page)
10933 int element = MovingOrBlocked2Element(x, y);
10934 struct ElementInfo *ei = &element_info[element];
10935 struct ElementChangeInfo *change = &ei->change_page[page];
10936 boolean handle_action_before_change = FALSE;
10939 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10940 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10942 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10943 x, y, element, element_info[element].token_name);
10944 Debug("game:playing:HandleElementChange", "This should never happen!");
10948 // this can happen with classic bombs on walkable, changing elements
10949 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10954 if (ChangeDelay[x][y] == 0) // initialize element change
10956 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10958 if (change->can_change)
10960 // !!! not clear why graphic animation should be reset at all here !!!
10961 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10962 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10965 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10967 When using an animation frame delay of 1 (this only happens with
10968 "sp_zonk.moving.left/right" in the classic graphics), the default
10969 (non-moving) animation shows wrong animation frames (while the
10970 moving animation, like "sp_zonk.moving.left/right", is correct,
10971 so this graphical bug never shows up with the classic graphics).
10972 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10973 be drawn instead of the correct frames 0,1,2,3. This is caused by
10974 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10975 an element change: First when the change delay ("ChangeDelay[][]")
10976 counter has reached zero after decrementing, then a second time in
10977 the next frame (after "GfxFrame[][]" was already incremented) when
10978 "ChangeDelay[][]" is reset to the initial delay value again.
10980 This causes frame 0 to be drawn twice, while the last frame won't
10981 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10983 As some animations may already be cleverly designed around this bug
10984 (at least the "Snake Bite" snake tail animation does this), it cannot
10985 simply be fixed here without breaking such existing animations.
10986 Unfortunately, it cannot easily be detected if a graphics set was
10987 designed "before" or "after" the bug was fixed. As a workaround,
10988 a new graphics set option "game.graphics_engine_version" was added
10989 to be able to specify the game's major release version for which the
10990 graphics set was designed, which can then be used to decide if the
10991 bugfix should be used (version 4 and above) or not (version 3 or
10992 below, or if no version was specified at all, as with old sets).
10994 (The wrong/fixed animation frames can be tested with the test level set
10995 "test_gfxframe" and level "000", which contains a specially prepared
10996 custom element at level position (x/y) == (11/9) which uses the zonk
10997 animation mentioned above. Using "game.graphics_engine_version: 4"
10998 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10999 This can also be seen from the debug output for this test element.)
11002 // when a custom element is about to change (for example by change delay),
11003 // do not reset graphic animation when the custom element is moving
11004 if (game.graphics_engine_version < 4 &&
11007 ResetGfxAnimation(x, y);
11008 ResetRandomAnimationValue(x, y);
11011 if (change->pre_change_function)
11012 change->pre_change_function(x, y);
11016 ChangeDelay[x][y]--;
11018 if (ChangeDelay[x][y] != 0) // continue element change
11020 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11022 // also needed if CE can not change, but has CE delay with CE action
11023 if (IS_ANIMATED(graphic))
11024 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11026 if (change->can_change)
11028 if (change->change_function)
11029 change->change_function(x, y);
11032 else // finish element change
11034 if (ChangePage[x][y] != -1) // remember page from delayed change
11036 page = ChangePage[x][y];
11037 ChangePage[x][y] = -1;
11039 change = &ei->change_page[page];
11042 if (IS_MOVING(x, y)) // never change a running system ;-)
11044 ChangeDelay[x][y] = 1; // try change after next move step
11045 ChangePage[x][y] = page; // remember page to use for change
11050 // special case: set new level random seed before changing element
11051 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11052 handle_action_before_change = TRUE;
11054 if (change->has_action && handle_action_before_change)
11055 ExecuteCustomElementAction(x, y, element, page);
11057 if (change->can_change)
11059 if (ChangeElement(x, y, element, page))
11061 if (change->post_change_function)
11062 change->post_change_function(x, y);
11066 if (change->has_action && !handle_action_before_change)
11067 ExecuteCustomElementAction(x, y, element, page);
11071 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11072 int trigger_element,
11074 int trigger_player,
11078 boolean change_done_any = FALSE;
11079 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11082 if (!(trigger_events[trigger_element][trigger_event]))
11085 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11087 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11089 int element = EL_CUSTOM_START + i;
11090 boolean change_done = FALSE;
11093 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11094 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11097 for (p = 0; p < element_info[element].num_change_pages; p++)
11099 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11101 if (change->can_change_or_has_action &&
11102 change->has_event[trigger_event] &&
11103 change->trigger_side & trigger_side &&
11104 change->trigger_player & trigger_player &&
11105 change->trigger_page & trigger_page_bits &&
11106 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11108 change->actual_trigger_element = trigger_element;
11109 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11110 change->actual_trigger_player_bits = trigger_player;
11111 change->actual_trigger_side = trigger_side;
11112 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11113 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11114 change->actual_trigger_x = trigger_x;
11115 change->actual_trigger_y = trigger_y;
11117 if ((change->can_change && !change_done) || change->has_action)
11121 SCAN_PLAYFIELD(x, y)
11123 if (Tile[x][y] == element)
11125 if (change->can_change && !change_done)
11127 // if element already changed in this frame, not only prevent
11128 // another element change (checked in ChangeElement()), but
11129 // also prevent additional element actions for this element
11131 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11132 !level.use_action_after_change_bug)
11135 ChangeDelay[x][y] = 1;
11136 ChangeEvent[x][y] = trigger_event;
11138 HandleElementChange(x, y, p);
11140 else if (change->has_action)
11142 // if element already changed in this frame, not only prevent
11143 // another element change (checked in ChangeElement()), but
11144 // also prevent additional element actions for this element
11146 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11147 !level.use_action_after_change_bug)
11150 ExecuteCustomElementAction(x, y, element, p);
11151 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11156 if (change->can_change)
11158 change_done = TRUE;
11159 change_done_any = TRUE;
11166 RECURSION_LOOP_DETECTION_END();
11168 return change_done_any;
11171 static boolean CheckElementChangeExt(int x, int y,
11173 int trigger_element,
11175 int trigger_player,
11178 boolean change_done = FALSE;
11181 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11182 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11185 if (Tile[x][y] == EL_BLOCKED)
11187 Blocked2Moving(x, y, &x, &y);
11188 element = Tile[x][y];
11191 // check if element has already changed or is about to change after moving
11192 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11193 Tile[x][y] != element) ||
11195 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11196 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11197 ChangePage[x][y] != -1)))
11200 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11202 for (p = 0; p < element_info[element].num_change_pages; p++)
11204 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11206 /* check trigger element for all events where the element that is checked
11207 for changing interacts with a directly adjacent element -- this is
11208 different to element changes that affect other elements to change on the
11209 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11210 boolean check_trigger_element =
11211 (trigger_event == CE_NEXT_TO_X ||
11212 trigger_event == CE_TOUCHING_X ||
11213 trigger_event == CE_HITTING_X ||
11214 trigger_event == CE_HIT_BY_X ||
11215 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11217 if (change->can_change_or_has_action &&
11218 change->has_event[trigger_event] &&
11219 change->trigger_side & trigger_side &&
11220 change->trigger_player & trigger_player &&
11221 (!check_trigger_element ||
11222 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11224 change->actual_trigger_element = trigger_element;
11225 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11226 change->actual_trigger_player_bits = trigger_player;
11227 change->actual_trigger_side = trigger_side;
11228 change->actual_trigger_ce_value = CustomValue[x][y];
11229 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11230 change->actual_trigger_x = x;
11231 change->actual_trigger_y = y;
11233 // special case: trigger element not at (x,y) position for some events
11234 if (check_trigger_element)
11246 { 0, 0 }, { 0, 0 }, { 0, 0 },
11250 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11251 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11253 change->actual_trigger_ce_value = CustomValue[xx][yy];
11254 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11255 change->actual_trigger_x = xx;
11256 change->actual_trigger_y = yy;
11259 if (change->can_change && !change_done)
11261 ChangeDelay[x][y] = 1;
11262 ChangeEvent[x][y] = trigger_event;
11264 HandleElementChange(x, y, p);
11266 change_done = TRUE;
11268 else if (change->has_action)
11270 ExecuteCustomElementAction(x, y, element, p);
11271 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11276 RECURSION_LOOP_DETECTION_END();
11278 return change_done;
11281 static void PlayPlayerSound(struct PlayerInfo *player)
11283 int jx = player->jx, jy = player->jy;
11284 int sound_element = player->artwork_element;
11285 int last_action = player->last_action_waiting;
11286 int action = player->action_waiting;
11288 if (player->is_waiting)
11290 if (action != last_action)
11291 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11293 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11297 if (action != last_action)
11298 StopSound(element_info[sound_element].sound[last_action]);
11300 if (last_action == ACTION_SLEEPING)
11301 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11305 static void PlayAllPlayersSound(void)
11309 for (i = 0; i < MAX_PLAYERS; i++)
11310 if (stored_player[i].active)
11311 PlayPlayerSound(&stored_player[i]);
11314 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11316 boolean last_waiting = player->is_waiting;
11317 int move_dir = player->MovDir;
11319 player->dir_waiting = move_dir;
11320 player->last_action_waiting = player->action_waiting;
11324 if (!last_waiting) // not waiting -> waiting
11326 player->is_waiting = TRUE;
11328 player->frame_counter_bored =
11330 game.player_boring_delay_fixed +
11331 GetSimpleRandom(game.player_boring_delay_random);
11332 player->frame_counter_sleeping =
11334 game.player_sleeping_delay_fixed +
11335 GetSimpleRandom(game.player_sleeping_delay_random);
11337 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11340 if (game.player_sleeping_delay_fixed +
11341 game.player_sleeping_delay_random > 0 &&
11342 player->anim_delay_counter == 0 &&
11343 player->post_delay_counter == 0 &&
11344 FrameCounter >= player->frame_counter_sleeping)
11345 player->is_sleeping = TRUE;
11346 else if (game.player_boring_delay_fixed +
11347 game.player_boring_delay_random > 0 &&
11348 FrameCounter >= player->frame_counter_bored)
11349 player->is_bored = TRUE;
11351 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11352 player->is_bored ? ACTION_BORING :
11355 if (player->is_sleeping && player->use_murphy)
11357 // special case for sleeping Murphy when leaning against non-free tile
11359 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11360 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11361 !IS_MOVING(player->jx - 1, player->jy)))
11362 move_dir = MV_LEFT;
11363 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11364 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11365 !IS_MOVING(player->jx + 1, player->jy)))
11366 move_dir = MV_RIGHT;
11368 player->is_sleeping = FALSE;
11370 player->dir_waiting = move_dir;
11373 if (player->is_sleeping)
11375 if (player->num_special_action_sleeping > 0)
11377 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11379 int last_special_action = player->special_action_sleeping;
11380 int num_special_action = player->num_special_action_sleeping;
11381 int special_action =
11382 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11383 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11384 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11385 last_special_action + 1 : ACTION_SLEEPING);
11386 int special_graphic =
11387 el_act_dir2img(player->artwork_element, special_action, move_dir);
11389 player->anim_delay_counter =
11390 graphic_info[special_graphic].anim_delay_fixed +
11391 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11392 player->post_delay_counter =
11393 graphic_info[special_graphic].post_delay_fixed +
11394 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11396 player->special_action_sleeping = special_action;
11399 if (player->anim_delay_counter > 0)
11401 player->action_waiting = player->special_action_sleeping;
11402 player->anim_delay_counter--;
11404 else if (player->post_delay_counter > 0)
11406 player->post_delay_counter--;
11410 else if (player->is_bored)
11412 if (player->num_special_action_bored > 0)
11414 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11416 int special_action =
11417 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11418 int special_graphic =
11419 el_act_dir2img(player->artwork_element, special_action, move_dir);
11421 player->anim_delay_counter =
11422 graphic_info[special_graphic].anim_delay_fixed +
11423 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11424 player->post_delay_counter =
11425 graphic_info[special_graphic].post_delay_fixed +
11426 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11428 player->special_action_bored = special_action;
11431 if (player->anim_delay_counter > 0)
11433 player->action_waiting = player->special_action_bored;
11434 player->anim_delay_counter--;
11436 else if (player->post_delay_counter > 0)
11438 player->post_delay_counter--;
11443 else if (last_waiting) // waiting -> not waiting
11445 player->is_waiting = FALSE;
11446 player->is_bored = FALSE;
11447 player->is_sleeping = FALSE;
11449 player->frame_counter_bored = -1;
11450 player->frame_counter_sleeping = -1;
11452 player->anim_delay_counter = 0;
11453 player->post_delay_counter = 0;
11455 player->dir_waiting = player->MovDir;
11456 player->action_waiting = ACTION_DEFAULT;
11458 player->special_action_bored = ACTION_DEFAULT;
11459 player->special_action_sleeping = ACTION_DEFAULT;
11463 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11465 if ((!player->is_moving && player->was_moving) ||
11466 (player->MovPos == 0 && player->was_moving) ||
11467 (player->is_snapping && !player->was_snapping) ||
11468 (player->is_dropping && !player->was_dropping))
11470 if (!CheckSaveEngineSnapshotToList())
11473 player->was_moving = FALSE;
11474 player->was_snapping = TRUE;
11475 player->was_dropping = TRUE;
11479 if (player->is_moving)
11480 player->was_moving = TRUE;
11482 if (!player->is_snapping)
11483 player->was_snapping = FALSE;
11485 if (!player->is_dropping)
11486 player->was_dropping = FALSE;
11489 static struct MouseActionInfo mouse_action_last = { 0 };
11490 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11491 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11494 CheckSaveEngineSnapshotToList();
11496 mouse_action_last = mouse_action;
11499 static void CheckSingleStepMode(struct PlayerInfo *player)
11501 if (tape.single_step && tape.recording && !tape.pausing)
11503 // as it is called "single step mode", just return to pause mode when the
11504 // player stopped moving after one tile (or never starts moving at all)
11505 // (reverse logic needed here in case single step mode used in team mode)
11506 if (player->is_moving ||
11507 player->is_pushing ||
11508 player->is_dropping_pressed ||
11509 player->effective_mouse_action.button)
11510 game.enter_single_step_mode = FALSE;
11513 CheckSaveEngineSnapshot(player);
11516 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11518 int left = player_action & JOY_LEFT;
11519 int right = player_action & JOY_RIGHT;
11520 int up = player_action & JOY_UP;
11521 int down = player_action & JOY_DOWN;
11522 int button1 = player_action & JOY_BUTTON_1;
11523 int button2 = player_action & JOY_BUTTON_2;
11524 int dx = (left ? -1 : right ? 1 : 0);
11525 int dy = (up ? -1 : down ? 1 : 0);
11527 if (!player->active || tape.pausing)
11533 SnapField(player, dx, dy);
11537 DropElement(player);
11539 MovePlayer(player, dx, dy);
11542 CheckSingleStepMode(player);
11544 SetPlayerWaiting(player, FALSE);
11546 return player_action;
11550 // no actions for this player (no input at player's configured device)
11552 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11553 SnapField(player, 0, 0);
11554 CheckGravityMovementWhenNotMoving(player);
11556 if (player->MovPos == 0)
11557 SetPlayerWaiting(player, TRUE);
11559 if (player->MovPos == 0) // needed for tape.playing
11560 player->is_moving = FALSE;
11562 player->is_dropping = FALSE;
11563 player->is_dropping_pressed = FALSE;
11564 player->drop_pressed_delay = 0;
11566 CheckSingleStepMode(player);
11572 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11575 if (!tape.use_mouse_actions)
11578 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11579 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11580 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11583 static void SetTapeActionFromMouseAction(byte *tape_action,
11584 struct MouseActionInfo *mouse_action)
11586 if (!tape.use_mouse_actions)
11589 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11590 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11591 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11594 static void CheckLevelSolved(void)
11596 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11598 if (game_em.level_solved &&
11599 !game_em.game_over) // game won
11603 game_em.game_over = TRUE;
11605 game.all_players_gone = TRUE;
11608 if (game_em.game_over) // game lost
11609 game.all_players_gone = TRUE;
11611 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11613 if (game_sp.level_solved &&
11614 !game_sp.game_over) // game won
11618 game_sp.game_over = TRUE;
11620 game.all_players_gone = TRUE;
11623 if (game_sp.game_over) // game lost
11624 game.all_players_gone = TRUE;
11626 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11628 if (game_mm.level_solved &&
11629 !game_mm.game_over) // game won
11633 game_mm.game_over = TRUE;
11635 game.all_players_gone = TRUE;
11638 if (game_mm.game_over) // game lost
11639 game.all_players_gone = TRUE;
11643 static void CheckLevelTime_StepCounter(void)
11653 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11654 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11656 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11658 DisplayGameControlValues();
11660 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11661 for (i = 0; i < MAX_PLAYERS; i++)
11662 KillPlayer(&stored_player[i]);
11664 else if (game.no_level_time_limit && !game.all_players_gone)
11666 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11668 DisplayGameControlValues();
11672 static void CheckLevelTime(void)
11676 if (TimeFrames >= FRAMES_PER_SECOND)
11681 for (i = 0; i < MAX_PLAYERS; i++)
11683 struct PlayerInfo *player = &stored_player[i];
11685 if (SHIELD_ON(player))
11687 player->shield_normal_time_left--;
11689 if (player->shield_deadly_time_left > 0)
11690 player->shield_deadly_time_left--;
11694 if (!game.LevelSolved && !level.use_step_counter)
11702 if (TimeLeft <= 10 && game.time_limit)
11703 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11705 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11706 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11708 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11710 if (!TimeLeft && game.time_limit)
11712 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11713 game_em.lev->killed_out_of_time = TRUE;
11715 for (i = 0; i < MAX_PLAYERS; i++)
11716 KillPlayer(&stored_player[i]);
11719 else if (game.no_level_time_limit && !game.all_players_gone)
11721 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11724 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11727 if (tape.recording || tape.playing)
11728 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11731 if (tape.recording || tape.playing)
11732 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11734 UpdateAndDisplayGameControlValues();
11737 void AdvanceFrameAndPlayerCounters(int player_nr)
11741 // advance frame counters (global frame counter and time frame counter)
11745 // advance player counters (counters for move delay, move animation etc.)
11746 for (i = 0; i < MAX_PLAYERS; i++)
11748 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11749 int move_delay_value = stored_player[i].move_delay_value;
11750 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11752 if (!advance_player_counters) // not all players may be affected
11755 if (move_frames == 0) // less than one move per game frame
11757 int stepsize = TILEX / move_delay_value;
11758 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11759 int count = (stored_player[i].is_moving ?
11760 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11762 if (count % delay == 0)
11766 stored_player[i].Frame += move_frames;
11768 if (stored_player[i].MovPos != 0)
11769 stored_player[i].StepFrame += move_frames;
11771 if (stored_player[i].move_delay > 0)
11772 stored_player[i].move_delay--;
11774 // due to bugs in previous versions, counter must count up, not down
11775 if (stored_player[i].push_delay != -1)
11776 stored_player[i].push_delay++;
11778 if (stored_player[i].drop_delay > 0)
11779 stored_player[i].drop_delay--;
11781 if (stored_player[i].is_dropping_pressed)
11782 stored_player[i].drop_pressed_delay++;
11786 void AdvanceFrameCounter(void)
11791 void AdvanceGfxFrame(void)
11795 SCAN_PLAYFIELD(x, y)
11801 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11802 struct MouseActionInfo *mouse_action_last)
11804 if (mouse_action->button)
11806 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11807 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11808 int x = mouse_action->lx;
11809 int y = mouse_action->ly;
11810 int element = Tile[x][y];
11814 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11815 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11819 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11820 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11823 if (level.use_step_counter)
11825 boolean counted_click = FALSE;
11827 // element clicked that can change when clicked/pressed
11828 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11829 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11830 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11831 counted_click = TRUE;
11833 // element clicked that can trigger change when clicked/pressed
11834 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11835 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11836 counted_click = TRUE;
11838 if (new_button && counted_click)
11839 CheckLevelTime_StepCounter();
11844 void StartGameActions(boolean init_network_game, boolean record_tape,
11847 unsigned int new_random_seed = InitRND(random_seed);
11850 TapeStartRecording(new_random_seed);
11852 if (setup.auto_pause_on_start && !tape.pausing)
11853 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11855 if (init_network_game)
11857 SendToServer_LevelFile();
11858 SendToServer_StartPlaying();
11866 static void GameActionsExt(void)
11869 static unsigned int game_frame_delay = 0;
11871 unsigned int game_frame_delay_value;
11872 byte *recorded_player_action;
11873 byte summarized_player_action = 0;
11874 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11877 // detect endless loops, caused by custom element programming
11878 if (recursion_loop_detected && recursion_loop_depth == 0)
11880 char *message = getStringCat3("Internal Error! Element ",
11881 EL_NAME(recursion_loop_element),
11882 " caused endless loop! Quit the game?");
11884 Warn("element '%s' caused endless loop in game engine",
11885 EL_NAME(recursion_loop_element));
11887 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11889 recursion_loop_detected = FALSE; // if game should be continued
11896 if (game.restart_level)
11897 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11899 CheckLevelSolved();
11901 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11904 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11907 if (game_status != GAME_MODE_PLAYING) // status might have changed
11910 game_frame_delay_value =
11911 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11913 if (tape.playing && tape.warp_forward && !tape.pausing)
11914 game_frame_delay_value = 0;
11916 SetVideoFrameDelay(game_frame_delay_value);
11918 // (de)activate virtual buttons depending on current game status
11919 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11921 if (game.all_players_gone) // if no players there to be controlled anymore
11922 SetOverlayActive(FALSE);
11923 else if (!tape.playing) // if game continues after tape stopped playing
11924 SetOverlayActive(TRUE);
11929 // ---------- main game synchronization point ----------
11931 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11933 Debug("game:playing:skip", "skip == %d", skip);
11936 // ---------- main game synchronization point ----------
11938 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11942 if (network_playing && !network_player_action_received)
11944 // try to get network player actions in time
11946 // last chance to get network player actions without main loop delay
11947 HandleNetworking();
11949 // game was quit by network peer
11950 if (game_status != GAME_MODE_PLAYING)
11953 // check if network player actions still missing and game still running
11954 if (!network_player_action_received && !checkGameEnded())
11955 return; // failed to get network player actions in time
11957 // do not yet reset "network_player_action_received" (for tape.pausing)
11963 // at this point we know that we really continue executing the game
11965 network_player_action_received = FALSE;
11967 // when playing tape, read previously recorded player input from tape data
11968 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11970 local_player->effective_mouse_action = local_player->mouse_action;
11972 if (recorded_player_action != NULL)
11973 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11974 recorded_player_action);
11976 // TapePlayAction() may return NULL when toggling to "pause before death"
11980 if (tape.set_centered_player)
11982 game.centered_player_nr_next = tape.centered_player_nr_next;
11983 game.set_centered_player = TRUE;
11986 for (i = 0; i < MAX_PLAYERS; i++)
11988 summarized_player_action |= stored_player[i].action;
11990 if (!network_playing && (game.team_mode || tape.playing))
11991 stored_player[i].effective_action = stored_player[i].action;
11994 if (network_playing && !checkGameEnded())
11995 SendToServer_MovePlayer(summarized_player_action);
11997 // summarize all actions at local players mapped input device position
11998 // (this allows using different input devices in single player mode)
11999 if (!network.enabled && !game.team_mode)
12000 stored_player[map_player_action[local_player->index_nr]].effective_action =
12001 summarized_player_action;
12003 // summarize all actions at centered player in local team mode
12004 if (tape.recording &&
12005 setup.team_mode && !network.enabled &&
12006 setup.input_on_focus &&
12007 game.centered_player_nr != -1)
12009 for (i = 0; i < MAX_PLAYERS; i++)
12010 stored_player[map_player_action[i]].effective_action =
12011 (i == game.centered_player_nr ? summarized_player_action : 0);
12014 if (recorded_player_action != NULL)
12015 for (i = 0; i < MAX_PLAYERS; i++)
12016 stored_player[i].effective_action = recorded_player_action[i];
12018 for (i = 0; i < MAX_PLAYERS; i++)
12020 tape_action[i] = stored_player[i].effective_action;
12022 /* (this may happen in the RND game engine if a player was not present on
12023 the playfield on level start, but appeared later from a custom element */
12024 if (setup.team_mode &&
12027 !tape.player_participates[i])
12028 tape.player_participates[i] = TRUE;
12031 SetTapeActionFromMouseAction(tape_action,
12032 &local_player->effective_mouse_action);
12034 // only record actions from input devices, but not programmed actions
12035 if (tape.recording)
12036 TapeRecordAction(tape_action);
12038 // remember if game was played (especially after tape stopped playing)
12039 if (!tape.playing && summarized_player_action && !checkGameFailed())
12040 game.GamePlayed = TRUE;
12042 #if USE_NEW_PLAYER_ASSIGNMENTS
12043 // !!! also map player actions in single player mode !!!
12044 // if (game.team_mode)
12047 byte mapped_action[MAX_PLAYERS];
12049 #if DEBUG_PLAYER_ACTIONS
12050 for (i = 0; i < MAX_PLAYERS; i++)
12051 DebugContinued("", "%d, ", stored_player[i].effective_action);
12054 for (i = 0; i < MAX_PLAYERS; i++)
12055 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12057 for (i = 0; i < MAX_PLAYERS; i++)
12058 stored_player[i].effective_action = mapped_action[i];
12060 #if DEBUG_PLAYER_ACTIONS
12061 DebugContinued("", "=> ");
12062 for (i = 0; i < MAX_PLAYERS; i++)
12063 DebugContinued("", "%d, ", stored_player[i].effective_action);
12064 DebugContinued("game:playing:player", "\n");
12067 #if DEBUG_PLAYER_ACTIONS
12070 for (i = 0; i < MAX_PLAYERS; i++)
12071 DebugContinued("", "%d, ", stored_player[i].effective_action);
12072 DebugContinued("game:playing:player", "\n");
12077 for (i = 0; i < MAX_PLAYERS; i++)
12079 // allow engine snapshot in case of changed movement attempt
12080 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12081 (stored_player[i].effective_action & KEY_MOTION))
12082 game.snapshot.changed_action = TRUE;
12084 // allow engine snapshot in case of snapping/dropping attempt
12085 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12086 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12087 game.snapshot.changed_action = TRUE;
12089 game.snapshot.last_action[i] = stored_player[i].effective_action;
12092 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12094 GameActions_EM_Main();
12096 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12098 GameActions_SP_Main();
12100 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12102 GameActions_MM_Main();
12106 GameActions_RND_Main();
12109 BlitScreenToBitmap(backbuffer);
12111 CheckLevelSolved();
12114 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12116 if (global.show_frames_per_second)
12118 static unsigned int fps_counter = 0;
12119 static int fps_frames = 0;
12120 unsigned int fps_delay_ms = Counter() - fps_counter;
12124 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12126 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12129 fps_counter = Counter();
12131 // always draw FPS to screen after FPS value was updated
12132 redraw_mask |= REDRAW_FPS;
12135 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12136 if (GetDrawDeactivationMask() == REDRAW_NONE)
12137 redraw_mask |= REDRAW_FPS;
12141 static void GameActions_CheckSaveEngineSnapshot(void)
12143 if (!game.snapshot.save_snapshot)
12146 // clear flag for saving snapshot _before_ saving snapshot
12147 game.snapshot.save_snapshot = FALSE;
12149 SaveEngineSnapshotToList();
12152 void GameActions(void)
12156 GameActions_CheckSaveEngineSnapshot();
12159 void GameActions_EM_Main(void)
12161 byte effective_action[MAX_PLAYERS];
12164 for (i = 0; i < MAX_PLAYERS; i++)
12165 effective_action[i] = stored_player[i].effective_action;
12167 GameActions_EM(effective_action);
12170 void GameActions_SP_Main(void)
12172 byte effective_action[MAX_PLAYERS];
12175 for (i = 0; i < MAX_PLAYERS; i++)
12176 effective_action[i] = stored_player[i].effective_action;
12178 GameActions_SP(effective_action);
12180 for (i = 0; i < MAX_PLAYERS; i++)
12182 if (stored_player[i].force_dropping)
12183 stored_player[i].action |= KEY_BUTTON_DROP;
12185 stored_player[i].force_dropping = FALSE;
12189 void GameActions_MM_Main(void)
12193 GameActions_MM(local_player->effective_mouse_action);
12196 void GameActions_RND_Main(void)
12201 void GameActions_RND(void)
12203 static struct MouseActionInfo mouse_action_last = { 0 };
12204 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12205 int magic_wall_x = 0, magic_wall_y = 0;
12206 int i, x, y, element, graphic, last_gfx_frame;
12208 InitPlayfieldScanModeVars();
12210 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12212 SCAN_PLAYFIELD(x, y)
12214 ChangeCount[x][y] = 0;
12215 ChangeEvent[x][y] = -1;
12219 if (game.set_centered_player)
12221 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12223 // switching to "all players" only possible if all players fit to screen
12224 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12226 game.centered_player_nr_next = game.centered_player_nr;
12227 game.set_centered_player = FALSE;
12230 // do not switch focus to non-existing (or non-active) player
12231 if (game.centered_player_nr_next >= 0 &&
12232 !stored_player[game.centered_player_nr_next].active)
12234 game.centered_player_nr_next = game.centered_player_nr;
12235 game.set_centered_player = FALSE;
12239 if (game.set_centered_player &&
12240 ScreenMovPos == 0) // screen currently aligned at tile position
12244 if (game.centered_player_nr_next == -1)
12246 setScreenCenteredToAllPlayers(&sx, &sy);
12250 sx = stored_player[game.centered_player_nr_next].jx;
12251 sy = stored_player[game.centered_player_nr_next].jy;
12254 game.centered_player_nr = game.centered_player_nr_next;
12255 game.set_centered_player = FALSE;
12257 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12258 DrawGameDoorValues();
12261 // check single step mode (set flag and clear again if any player is active)
12262 game.enter_single_step_mode =
12263 (tape.single_step && tape.recording && !tape.pausing);
12265 for (i = 0; i < MAX_PLAYERS; i++)
12267 int actual_player_action = stored_player[i].effective_action;
12270 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12271 - rnd_equinox_tetrachloride 048
12272 - rnd_equinox_tetrachloride_ii 096
12273 - rnd_emanuel_schmieg 002
12274 - doctor_sloan_ww 001, 020
12276 if (stored_player[i].MovPos == 0)
12277 CheckGravityMovement(&stored_player[i]);
12280 // overwrite programmed action with tape action
12281 if (stored_player[i].programmed_action)
12282 actual_player_action = stored_player[i].programmed_action;
12284 PlayerActions(&stored_player[i], actual_player_action);
12286 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12289 // single step pause mode may already have been toggled by "ScrollPlayer()"
12290 if (game.enter_single_step_mode && !tape.pausing)
12291 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12293 ScrollScreen(NULL, SCROLL_GO_ON);
12295 /* for backwards compatibility, the following code emulates a fixed bug that
12296 occured when pushing elements (causing elements that just made their last
12297 pushing step to already (if possible) make their first falling step in the
12298 same game frame, which is bad); this code is also needed to use the famous
12299 "spring push bug" which is used in older levels and might be wanted to be
12300 used also in newer levels, but in this case the buggy pushing code is only
12301 affecting the "spring" element and no other elements */
12303 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12305 for (i = 0; i < MAX_PLAYERS; i++)
12307 struct PlayerInfo *player = &stored_player[i];
12308 int x = player->jx;
12309 int y = player->jy;
12311 if (player->active && player->is_pushing && player->is_moving &&
12313 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12314 Tile[x][y] == EL_SPRING))
12316 ContinueMoving(x, y);
12318 // continue moving after pushing (this is actually a bug)
12319 if (!IS_MOVING(x, y))
12320 Stop[x][y] = FALSE;
12325 SCAN_PLAYFIELD(x, y)
12327 Last[x][y] = Tile[x][y];
12329 ChangeCount[x][y] = 0;
12330 ChangeEvent[x][y] = -1;
12332 // this must be handled before main playfield loop
12333 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12336 if (MovDelay[x][y] <= 0)
12340 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12343 if (MovDelay[x][y] <= 0)
12345 int element = Store[x][y];
12346 int move_direction = MovDir[x][y];
12347 int player_index_bit = Store2[x][y];
12353 TEST_DrawLevelField(x, y);
12355 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12357 if (IS_ENVELOPE(element))
12358 local_player->show_envelope = element;
12363 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12365 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12367 Debug("game:playing:GameActions_RND", "This should never happen!");
12369 ChangePage[x][y] = -1;
12373 Stop[x][y] = FALSE;
12374 if (WasJustMoving[x][y] > 0)
12375 WasJustMoving[x][y]--;
12376 if (WasJustFalling[x][y] > 0)
12377 WasJustFalling[x][y]--;
12378 if (CheckCollision[x][y] > 0)
12379 CheckCollision[x][y]--;
12380 if (CheckImpact[x][y] > 0)
12381 CheckImpact[x][y]--;
12385 /* reset finished pushing action (not done in ContinueMoving() to allow
12386 continuous pushing animation for elements with zero push delay) */
12387 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12389 ResetGfxAnimation(x, y);
12390 TEST_DrawLevelField(x, y);
12394 if (IS_BLOCKED(x, y))
12398 Blocked2Moving(x, y, &oldx, &oldy);
12399 if (!IS_MOVING(oldx, oldy))
12401 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12402 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12403 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12404 Debug("game:playing:GameActions_RND", "This should never happen!");
12410 HandleMouseAction(&mouse_action, &mouse_action_last);
12412 SCAN_PLAYFIELD(x, y)
12414 element = Tile[x][y];
12415 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12416 last_gfx_frame = GfxFrame[x][y];
12418 if (element == EL_EMPTY)
12419 graphic = el2img(GfxElementEmpty[x][y]);
12421 ResetGfxFrame(x, y);
12423 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12424 DrawLevelGraphicAnimation(x, y, graphic);
12426 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12427 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12428 ResetRandomAnimationValue(x, y);
12430 SetRandomAnimationValue(x, y);
12432 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12434 if (IS_INACTIVE(element))
12436 if (IS_ANIMATED(graphic))
12437 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12442 // this may take place after moving, so 'element' may have changed
12443 if (IS_CHANGING(x, y) &&
12444 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12446 int page = element_info[element].event_page_nr[CE_DELAY];
12448 HandleElementChange(x, y, page);
12450 element = Tile[x][y];
12451 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12454 CheckNextToConditions(x, y);
12456 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12460 element = Tile[x][y];
12461 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12463 if (IS_ANIMATED(graphic) &&
12464 !IS_MOVING(x, y) &&
12466 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12468 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12469 TEST_DrawTwinkleOnField(x, y);
12471 else if (element == EL_ACID)
12474 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12476 else if ((element == EL_EXIT_OPEN ||
12477 element == EL_EM_EXIT_OPEN ||
12478 element == EL_SP_EXIT_OPEN ||
12479 element == EL_STEEL_EXIT_OPEN ||
12480 element == EL_EM_STEEL_EXIT_OPEN ||
12481 element == EL_SP_TERMINAL ||
12482 element == EL_SP_TERMINAL_ACTIVE ||
12483 element == EL_EXTRA_TIME ||
12484 element == EL_SHIELD_NORMAL ||
12485 element == EL_SHIELD_DEADLY) &&
12486 IS_ANIMATED(graphic))
12487 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12488 else if (IS_MOVING(x, y))
12489 ContinueMoving(x, y);
12490 else if (IS_ACTIVE_BOMB(element))
12491 CheckDynamite(x, y);
12492 else if (element == EL_AMOEBA_GROWING)
12493 AmoebaGrowing(x, y);
12494 else if (element == EL_AMOEBA_SHRINKING)
12495 AmoebaShrinking(x, y);
12497 #if !USE_NEW_AMOEBA_CODE
12498 else if (IS_AMOEBALIVE(element))
12499 AmoebaReproduce(x, y);
12502 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12504 else if (element == EL_EXIT_CLOSED)
12506 else if (element == EL_EM_EXIT_CLOSED)
12508 else if (element == EL_STEEL_EXIT_CLOSED)
12509 CheckExitSteel(x, y);
12510 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12511 CheckExitSteelEM(x, y);
12512 else if (element == EL_SP_EXIT_CLOSED)
12514 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12515 element == EL_EXPANDABLE_STEELWALL_GROWING)
12517 else if (element == EL_EXPANDABLE_WALL ||
12518 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12519 element == EL_EXPANDABLE_WALL_VERTICAL ||
12520 element == EL_EXPANDABLE_WALL_ANY ||
12521 element == EL_BD_EXPANDABLE_WALL ||
12522 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12523 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12524 element == EL_EXPANDABLE_STEELWALL_ANY)
12525 CheckWallGrowing(x, y);
12526 else if (element == EL_FLAMES)
12527 CheckForDragon(x, y);
12528 else if (element == EL_EXPLOSION)
12529 ; // drawing of correct explosion animation is handled separately
12530 else if (element == EL_ELEMENT_SNAPPING ||
12531 element == EL_DIAGONAL_SHRINKING ||
12532 element == EL_DIAGONAL_GROWING)
12534 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12536 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12538 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12539 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12541 if (IS_BELT_ACTIVE(element))
12542 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12544 if (game.magic_wall_active)
12546 int jx = local_player->jx, jy = local_player->jy;
12548 // play the element sound at the position nearest to the player
12549 if ((element == EL_MAGIC_WALL_FULL ||
12550 element == EL_MAGIC_WALL_ACTIVE ||
12551 element == EL_MAGIC_WALL_EMPTYING ||
12552 element == EL_BD_MAGIC_WALL_FULL ||
12553 element == EL_BD_MAGIC_WALL_ACTIVE ||
12554 element == EL_BD_MAGIC_WALL_EMPTYING ||
12555 element == EL_DC_MAGIC_WALL_FULL ||
12556 element == EL_DC_MAGIC_WALL_ACTIVE ||
12557 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12558 ABS(x - jx) + ABS(y - jy) <
12559 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12567 #if USE_NEW_AMOEBA_CODE
12568 // new experimental amoeba growth stuff
12569 if (!(FrameCounter % 8))
12571 static unsigned int random = 1684108901;
12573 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12575 x = RND(lev_fieldx);
12576 y = RND(lev_fieldy);
12577 element = Tile[x][y];
12579 if (!IS_PLAYER(x, y) &&
12580 (element == EL_EMPTY ||
12581 CAN_GROW_INTO(element) ||
12582 element == EL_QUICKSAND_EMPTY ||
12583 element == EL_QUICKSAND_FAST_EMPTY ||
12584 element == EL_ACID_SPLASH_LEFT ||
12585 element == EL_ACID_SPLASH_RIGHT))
12587 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12588 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12589 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12590 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12591 Tile[x][y] = EL_AMOEBA_DROP;
12594 random = random * 129 + 1;
12599 game.explosions_delayed = FALSE;
12601 SCAN_PLAYFIELD(x, y)
12603 element = Tile[x][y];
12605 if (ExplodeField[x][y])
12606 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12607 else if (element == EL_EXPLOSION)
12608 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12610 ExplodeField[x][y] = EX_TYPE_NONE;
12613 game.explosions_delayed = TRUE;
12615 if (game.magic_wall_active)
12617 if (!(game.magic_wall_time_left % 4))
12619 int element = Tile[magic_wall_x][magic_wall_y];
12621 if (element == EL_BD_MAGIC_WALL_FULL ||
12622 element == EL_BD_MAGIC_WALL_ACTIVE ||
12623 element == EL_BD_MAGIC_WALL_EMPTYING)
12624 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12625 else if (element == EL_DC_MAGIC_WALL_FULL ||
12626 element == EL_DC_MAGIC_WALL_ACTIVE ||
12627 element == EL_DC_MAGIC_WALL_EMPTYING)
12628 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12630 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12633 if (game.magic_wall_time_left > 0)
12635 game.magic_wall_time_left--;
12637 if (!game.magic_wall_time_left)
12639 SCAN_PLAYFIELD(x, y)
12641 element = Tile[x][y];
12643 if (element == EL_MAGIC_WALL_ACTIVE ||
12644 element == EL_MAGIC_WALL_FULL)
12646 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12647 TEST_DrawLevelField(x, y);
12649 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12650 element == EL_BD_MAGIC_WALL_FULL)
12652 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12653 TEST_DrawLevelField(x, y);
12655 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12656 element == EL_DC_MAGIC_WALL_FULL)
12658 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12659 TEST_DrawLevelField(x, y);
12663 game.magic_wall_active = FALSE;
12668 if (game.light_time_left > 0)
12670 game.light_time_left--;
12672 if (game.light_time_left == 0)
12673 RedrawAllLightSwitchesAndInvisibleElements();
12676 if (game.timegate_time_left > 0)
12678 game.timegate_time_left--;
12680 if (game.timegate_time_left == 0)
12681 CloseAllOpenTimegates();
12684 if (game.lenses_time_left > 0)
12686 game.lenses_time_left--;
12688 if (game.lenses_time_left == 0)
12689 RedrawAllInvisibleElementsForLenses();
12692 if (game.magnify_time_left > 0)
12694 game.magnify_time_left--;
12696 if (game.magnify_time_left == 0)
12697 RedrawAllInvisibleElementsForMagnifier();
12700 for (i = 0; i < MAX_PLAYERS; i++)
12702 struct PlayerInfo *player = &stored_player[i];
12704 if (SHIELD_ON(player))
12706 if (player->shield_deadly_time_left)
12707 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12708 else if (player->shield_normal_time_left)
12709 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12713 #if USE_DELAYED_GFX_REDRAW
12714 SCAN_PLAYFIELD(x, y)
12716 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12718 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12719 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12721 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12722 DrawLevelField(x, y);
12724 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12725 DrawLevelFieldCrumbled(x, y);
12727 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12728 DrawLevelFieldCrumbledNeighbours(x, y);
12730 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12731 DrawTwinkleOnField(x, y);
12734 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12739 PlayAllPlayersSound();
12741 for (i = 0; i < MAX_PLAYERS; i++)
12743 struct PlayerInfo *player = &stored_player[i];
12745 if (player->show_envelope != 0 && (!player->active ||
12746 player->MovPos == 0))
12748 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12750 player->show_envelope = 0;
12754 // use random number generator in every frame to make it less predictable
12755 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12758 mouse_action_last = mouse_action;
12761 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12763 int min_x = x, min_y = y, max_x = x, max_y = y;
12764 int scr_fieldx = getScreenFieldSizeX();
12765 int scr_fieldy = getScreenFieldSizeY();
12768 for (i = 0; i < MAX_PLAYERS; i++)
12770 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12772 if (!stored_player[i].active || &stored_player[i] == player)
12775 min_x = MIN(min_x, jx);
12776 min_y = MIN(min_y, jy);
12777 max_x = MAX(max_x, jx);
12778 max_y = MAX(max_y, jy);
12781 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12784 static boolean AllPlayersInVisibleScreen(void)
12788 for (i = 0; i < MAX_PLAYERS; i++)
12790 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12792 if (!stored_player[i].active)
12795 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12802 void ScrollLevel(int dx, int dy)
12804 int scroll_offset = 2 * TILEX_VAR;
12807 BlitBitmap(drawto_field, drawto_field,
12808 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12809 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12810 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12811 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12812 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12813 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12817 x = (dx == 1 ? BX1 : BX2);
12818 for (y = BY1; y <= BY2; y++)
12819 DrawScreenField(x, y);
12824 y = (dy == 1 ? BY1 : BY2);
12825 for (x = BX1; x <= BX2; x++)
12826 DrawScreenField(x, y);
12829 redraw_mask |= REDRAW_FIELD;
12832 static boolean canFallDown(struct PlayerInfo *player)
12834 int jx = player->jx, jy = player->jy;
12836 return (IN_LEV_FIELD(jx, jy + 1) &&
12837 (IS_FREE(jx, jy + 1) ||
12838 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12839 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12840 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12843 static boolean canPassField(int x, int y, int move_dir)
12845 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12846 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12847 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12848 int nextx = x + dx;
12849 int nexty = y + dy;
12850 int element = Tile[x][y];
12852 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12853 !CAN_MOVE(element) &&
12854 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12855 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12856 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12859 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12861 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12862 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12863 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12867 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12868 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12869 (IS_DIGGABLE(Tile[newx][newy]) ||
12870 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12871 canPassField(newx, newy, move_dir)));
12874 static void CheckGravityMovement(struct PlayerInfo *player)
12876 if (player->gravity && !player->programmed_action)
12878 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12879 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12880 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12881 int jx = player->jx, jy = player->jy;
12882 boolean player_is_moving_to_valid_field =
12883 (!player_is_snapping &&
12884 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12885 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12886 boolean player_can_fall_down = canFallDown(player);
12888 if (player_can_fall_down &&
12889 !player_is_moving_to_valid_field)
12890 player->programmed_action = MV_DOWN;
12894 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12896 return CheckGravityMovement(player);
12898 if (player->gravity && !player->programmed_action)
12900 int jx = player->jx, jy = player->jy;
12901 boolean field_under_player_is_free =
12902 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12903 boolean player_is_standing_on_valid_field =
12904 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12905 (IS_WALKABLE(Tile[jx][jy]) &&
12906 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12908 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12909 player->programmed_action = MV_DOWN;
12914 MovePlayerOneStep()
12915 -----------------------------------------------------------------------------
12916 dx, dy: direction (non-diagonal) to try to move the player to
12917 real_dx, real_dy: direction as read from input device (can be diagonal)
12920 boolean MovePlayerOneStep(struct PlayerInfo *player,
12921 int dx, int dy, int real_dx, int real_dy)
12923 int jx = player->jx, jy = player->jy;
12924 int new_jx = jx + dx, new_jy = jy + dy;
12926 boolean player_can_move = !player->cannot_move;
12928 if (!player->active || (!dx && !dy))
12929 return MP_NO_ACTION;
12931 player->MovDir = (dx < 0 ? MV_LEFT :
12932 dx > 0 ? MV_RIGHT :
12934 dy > 0 ? MV_DOWN : MV_NONE);
12936 if (!IN_LEV_FIELD(new_jx, new_jy))
12937 return MP_NO_ACTION;
12939 if (!player_can_move)
12941 if (player->MovPos == 0)
12943 player->is_moving = FALSE;
12944 player->is_digging = FALSE;
12945 player->is_collecting = FALSE;
12946 player->is_snapping = FALSE;
12947 player->is_pushing = FALSE;
12951 if (!network.enabled && game.centered_player_nr == -1 &&
12952 !AllPlayersInSight(player, new_jx, new_jy))
12953 return MP_NO_ACTION;
12955 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12956 if (can_move != MP_MOVING)
12959 // check if DigField() has caused relocation of the player
12960 if (player->jx != jx || player->jy != jy)
12961 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12963 StorePlayer[jx][jy] = 0;
12964 player->last_jx = jx;
12965 player->last_jy = jy;
12966 player->jx = new_jx;
12967 player->jy = new_jy;
12968 StorePlayer[new_jx][new_jy] = player->element_nr;
12970 if (player->move_delay_value_next != -1)
12972 player->move_delay_value = player->move_delay_value_next;
12973 player->move_delay_value_next = -1;
12977 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12979 player->step_counter++;
12981 PlayerVisit[jx][jy] = FrameCounter;
12983 player->is_moving = TRUE;
12986 // should better be called in MovePlayer(), but this breaks some tapes
12987 ScrollPlayer(player, SCROLL_INIT);
12993 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12995 int jx = player->jx, jy = player->jy;
12996 int old_jx = jx, old_jy = jy;
12997 int moved = MP_NO_ACTION;
12999 if (!player->active)
13004 if (player->MovPos == 0)
13006 player->is_moving = FALSE;
13007 player->is_digging = FALSE;
13008 player->is_collecting = FALSE;
13009 player->is_snapping = FALSE;
13010 player->is_pushing = FALSE;
13016 if (player->move_delay > 0)
13019 player->move_delay = -1; // set to "uninitialized" value
13021 // store if player is automatically moved to next field
13022 player->is_auto_moving = (player->programmed_action != MV_NONE);
13024 // remove the last programmed player action
13025 player->programmed_action = 0;
13027 if (player->MovPos)
13029 // should only happen if pre-1.2 tape recordings are played
13030 // this is only for backward compatibility
13032 int original_move_delay_value = player->move_delay_value;
13035 Debug("game:playing:MovePlayer",
13036 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13040 // scroll remaining steps with finest movement resolution
13041 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13043 while (player->MovPos)
13045 ScrollPlayer(player, SCROLL_GO_ON);
13046 ScrollScreen(NULL, SCROLL_GO_ON);
13048 AdvanceFrameAndPlayerCounters(player->index_nr);
13051 BackToFront_WithFrameDelay(0);
13054 player->move_delay_value = original_move_delay_value;
13057 player->is_active = FALSE;
13059 if (player->last_move_dir & MV_HORIZONTAL)
13061 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13062 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13066 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13067 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13070 if (!moved && !player->is_active)
13072 player->is_moving = FALSE;
13073 player->is_digging = FALSE;
13074 player->is_collecting = FALSE;
13075 player->is_snapping = FALSE;
13076 player->is_pushing = FALSE;
13082 if (moved & MP_MOVING && !ScreenMovPos &&
13083 (player->index_nr == game.centered_player_nr ||
13084 game.centered_player_nr == -1))
13086 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13088 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13090 // actual player has left the screen -- scroll in that direction
13091 if (jx != old_jx) // player has moved horizontally
13092 scroll_x += (jx - old_jx);
13093 else // player has moved vertically
13094 scroll_y += (jy - old_jy);
13098 int offset_raw = game.scroll_delay_value;
13100 if (jx != old_jx) // player has moved horizontally
13102 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13103 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13104 int new_scroll_x = jx - MIDPOSX + offset_x;
13106 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13107 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13108 scroll_x = new_scroll_x;
13110 // don't scroll over playfield boundaries
13111 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13113 // don't scroll more than one field at a time
13114 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13116 // don't scroll against the player's moving direction
13117 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13118 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13119 scroll_x = old_scroll_x;
13121 else // player has moved vertically
13123 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13124 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13125 int new_scroll_y = jy - MIDPOSY + offset_y;
13127 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13128 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13129 scroll_y = new_scroll_y;
13131 // don't scroll over playfield boundaries
13132 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13134 // don't scroll more than one field at a time
13135 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13137 // don't scroll against the player's moving direction
13138 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13139 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13140 scroll_y = old_scroll_y;
13144 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13146 if (!network.enabled && game.centered_player_nr == -1 &&
13147 !AllPlayersInVisibleScreen())
13149 scroll_x = old_scroll_x;
13150 scroll_y = old_scroll_y;
13154 ScrollScreen(player, SCROLL_INIT);
13155 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13160 player->StepFrame = 0;
13162 if (moved & MP_MOVING)
13164 if (old_jx != jx && old_jy == jy)
13165 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13166 else if (old_jx == jx && old_jy != jy)
13167 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13169 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13171 player->last_move_dir = player->MovDir;
13172 player->is_moving = TRUE;
13173 player->is_snapping = FALSE;
13174 player->is_switching = FALSE;
13175 player->is_dropping = FALSE;
13176 player->is_dropping_pressed = FALSE;
13177 player->drop_pressed_delay = 0;
13180 // should better be called here than above, but this breaks some tapes
13181 ScrollPlayer(player, SCROLL_INIT);
13186 CheckGravityMovementWhenNotMoving(player);
13188 player->is_moving = FALSE;
13190 /* at this point, the player is allowed to move, but cannot move right now
13191 (e.g. because of something blocking the way) -- ensure that the player
13192 is also allowed to move in the next frame (in old versions before 3.1.1,
13193 the player was forced to wait again for eight frames before next try) */
13195 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13196 player->move_delay = 0; // allow direct movement in the next frame
13199 if (player->move_delay == -1) // not yet initialized by DigField()
13200 player->move_delay = player->move_delay_value;
13202 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13204 TestIfPlayerTouchesBadThing(jx, jy);
13205 TestIfPlayerTouchesCustomElement(jx, jy);
13208 if (!player->active)
13209 RemovePlayer(player);
13214 void ScrollPlayer(struct PlayerInfo *player, int mode)
13216 int jx = player->jx, jy = player->jy;
13217 int last_jx = player->last_jx, last_jy = player->last_jy;
13218 int move_stepsize = TILEX / player->move_delay_value;
13220 if (!player->active)
13223 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13226 if (mode == SCROLL_INIT)
13228 player->actual_frame_counter.count = FrameCounter;
13229 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13231 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13232 Tile[last_jx][last_jy] == EL_EMPTY)
13234 int last_field_block_delay = 0; // start with no blocking at all
13235 int block_delay_adjustment = player->block_delay_adjustment;
13237 // if player blocks last field, add delay for exactly one move
13238 if (player->block_last_field)
13240 last_field_block_delay += player->move_delay_value;
13242 // when blocking enabled, prevent moving up despite gravity
13243 if (player->gravity && player->MovDir == MV_UP)
13244 block_delay_adjustment = -1;
13247 // add block delay adjustment (also possible when not blocking)
13248 last_field_block_delay += block_delay_adjustment;
13250 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13251 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13254 if (player->MovPos != 0) // player has not yet reached destination
13257 else if (!FrameReached(&player->actual_frame_counter))
13260 if (player->MovPos != 0)
13262 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13263 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13265 // before DrawPlayer() to draw correct player graphic for this case
13266 if (player->MovPos == 0)
13267 CheckGravityMovement(player);
13270 if (player->MovPos == 0) // player reached destination field
13272 if (player->move_delay_reset_counter > 0)
13274 player->move_delay_reset_counter--;
13276 if (player->move_delay_reset_counter == 0)
13278 // continue with normal speed after quickly moving through gate
13279 HALVE_PLAYER_SPEED(player);
13281 // be able to make the next move without delay
13282 player->move_delay = 0;
13286 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13287 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13288 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13289 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13290 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13291 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13292 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13293 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13295 ExitPlayer(player);
13297 if (game.players_still_needed == 0 &&
13298 (game.friends_still_needed == 0 ||
13299 IS_SP_ELEMENT(Tile[jx][jy])))
13303 player->last_jx = jx;
13304 player->last_jy = jy;
13306 // this breaks one level: "machine", level 000
13308 int move_direction = player->MovDir;
13309 int enter_side = MV_DIR_OPPOSITE(move_direction);
13310 int leave_side = move_direction;
13311 int old_jx = last_jx;
13312 int old_jy = last_jy;
13313 int old_element = Tile[old_jx][old_jy];
13314 int new_element = Tile[jx][jy];
13316 if (IS_CUSTOM_ELEMENT(old_element))
13317 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13319 player->index_bit, leave_side);
13321 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13322 CE_PLAYER_LEAVES_X,
13323 player->index_bit, leave_side);
13325 // needed because pushed element has not yet reached its destination,
13326 // so it would trigger a change event at its previous field location
13327 if (!player->is_pushing)
13329 if (IS_CUSTOM_ELEMENT(new_element))
13330 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13331 player->index_bit, enter_side);
13333 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13334 CE_PLAYER_ENTERS_X,
13335 player->index_bit, enter_side);
13338 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13339 CE_MOVE_OF_X, move_direction);
13342 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13344 TestIfPlayerTouchesBadThing(jx, jy);
13345 TestIfPlayerTouchesCustomElement(jx, jy);
13347 // needed because pushed element has not yet reached its destination,
13348 // so it would trigger a change event at its previous field location
13349 if (!player->is_pushing)
13350 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13352 if (level.finish_dig_collect &&
13353 (player->is_digging || player->is_collecting))
13355 int last_element = player->last_removed_element;
13356 int move_direction = player->MovDir;
13357 int enter_side = MV_DIR_OPPOSITE(move_direction);
13358 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13359 CE_PLAYER_COLLECTS_X);
13361 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13362 player->index_bit, enter_side);
13364 player->last_removed_element = EL_UNDEFINED;
13367 if (!player->active)
13368 RemovePlayer(player);
13371 if (level.use_step_counter)
13372 CheckLevelTime_StepCounter();
13374 if (tape.single_step && tape.recording && !tape.pausing &&
13375 !player->programmed_action)
13376 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13378 if (!player->programmed_action)
13379 CheckSaveEngineSnapshot(player);
13383 void ScrollScreen(struct PlayerInfo *player, int mode)
13385 static DelayCounter screen_frame_counter = { 0 };
13387 if (mode == SCROLL_INIT)
13389 // set scrolling step size according to actual player's moving speed
13390 ScrollStepSize = TILEX / player->move_delay_value;
13392 screen_frame_counter.count = FrameCounter;
13393 screen_frame_counter.value = 1;
13395 ScreenMovDir = player->MovDir;
13396 ScreenMovPos = player->MovPos;
13397 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13400 else if (!FrameReached(&screen_frame_counter))
13405 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13406 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13407 redraw_mask |= REDRAW_FIELD;
13410 ScreenMovDir = MV_NONE;
13413 void CheckNextToConditions(int x, int y)
13415 int element = Tile[x][y];
13417 if (IS_PLAYER(x, y))
13418 TestIfPlayerNextToCustomElement(x, y);
13420 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13421 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13422 TestIfElementNextToCustomElement(x, y);
13425 void TestIfPlayerNextToCustomElement(int x, int y)
13427 struct XY *xy = xy_topdown;
13428 static int trigger_sides[4][2] =
13430 // center side border side
13431 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13432 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13433 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13434 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13438 if (!IS_PLAYER(x, y))
13441 struct PlayerInfo *player = PLAYERINFO(x, y);
13443 if (player->is_moving)
13446 for (i = 0; i < NUM_DIRECTIONS; i++)
13448 int xx = x + xy[i].x;
13449 int yy = y + xy[i].y;
13450 int border_side = trigger_sides[i][1];
13451 int border_element;
13453 if (!IN_LEV_FIELD(xx, yy))
13456 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13457 continue; // center and border element not connected
13459 border_element = Tile[xx][yy];
13461 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13462 player->index_bit, border_side);
13463 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13464 CE_PLAYER_NEXT_TO_X,
13465 player->index_bit, border_side);
13467 /* use player element that is initially defined in the level playfield,
13468 not the player element that corresponds to the runtime player number
13469 (example: a level that contains EL_PLAYER_3 as the only player would
13470 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13472 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13473 CE_NEXT_TO_X, border_side);
13477 void TestIfPlayerTouchesCustomElement(int x, int y)
13479 struct XY *xy = xy_topdown;
13480 static int trigger_sides[4][2] =
13482 // center side border side
13483 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13484 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13485 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13486 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13488 static int touch_dir[4] =
13490 MV_LEFT | MV_RIGHT,
13495 int center_element = Tile[x][y]; // should always be non-moving!
13498 for (i = 0; i < NUM_DIRECTIONS; i++)
13500 int xx = x + xy[i].x;
13501 int yy = y + xy[i].y;
13502 int center_side = trigger_sides[i][0];
13503 int border_side = trigger_sides[i][1];
13504 int border_element;
13506 if (!IN_LEV_FIELD(xx, yy))
13509 if (IS_PLAYER(x, y)) // player found at center element
13511 struct PlayerInfo *player = PLAYERINFO(x, y);
13513 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13514 border_element = Tile[xx][yy]; // may be moving!
13515 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13516 border_element = Tile[xx][yy];
13517 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13518 border_element = MovingOrBlocked2Element(xx, yy);
13520 continue; // center and border element do not touch
13522 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13523 player->index_bit, border_side);
13524 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13525 CE_PLAYER_TOUCHES_X,
13526 player->index_bit, border_side);
13529 /* use player element that is initially defined in the level playfield,
13530 not the player element that corresponds to the runtime player number
13531 (example: a level that contains EL_PLAYER_3 as the only player would
13532 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13533 int player_element = PLAYERINFO(x, y)->initial_element;
13535 // as element "X" is the player here, check opposite (center) side
13536 CheckElementChangeBySide(xx, yy, border_element, player_element,
13537 CE_TOUCHING_X, center_side);
13540 else if (IS_PLAYER(xx, yy)) // player found at border element
13542 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13544 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13546 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13547 continue; // center and border element do not touch
13550 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13551 player->index_bit, center_side);
13552 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13553 CE_PLAYER_TOUCHES_X,
13554 player->index_bit, center_side);
13557 /* use player element that is initially defined in the level playfield,
13558 not the player element that corresponds to the runtime player number
13559 (example: a level that contains EL_PLAYER_3 as the only player would
13560 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13561 int player_element = PLAYERINFO(xx, yy)->initial_element;
13563 // as element "X" is the player here, check opposite (border) side
13564 CheckElementChangeBySide(x, y, center_element, player_element,
13565 CE_TOUCHING_X, border_side);
13573 void TestIfElementNextToCustomElement(int x, int y)
13575 struct XY *xy = xy_topdown;
13576 static int trigger_sides[4][2] =
13578 // center side border side
13579 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13580 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13581 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13582 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13584 int center_element = Tile[x][y]; // should always be non-moving!
13587 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13590 for (i = 0; i < NUM_DIRECTIONS; i++)
13592 int xx = x + xy[i].x;
13593 int yy = y + xy[i].y;
13594 int border_side = trigger_sides[i][1];
13595 int border_element;
13597 if (!IN_LEV_FIELD(xx, yy))
13600 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13601 continue; // center and border element not connected
13603 border_element = Tile[xx][yy];
13605 // check for change of center element (but change it only once)
13606 if (CheckElementChangeBySide(x, y, center_element, border_element,
13607 CE_NEXT_TO_X, border_side))
13612 void TestIfElementTouchesCustomElement(int x, int y)
13614 struct XY *xy = xy_topdown;
13615 static int trigger_sides[4][2] =
13617 // center side border side
13618 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13619 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13620 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13621 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13623 static int touch_dir[4] =
13625 MV_LEFT | MV_RIGHT,
13630 boolean change_center_element = FALSE;
13631 int center_element = Tile[x][y]; // should always be non-moving!
13632 int border_element_old[NUM_DIRECTIONS];
13635 for (i = 0; i < NUM_DIRECTIONS; i++)
13637 int xx = x + xy[i].x;
13638 int yy = y + xy[i].y;
13639 int border_element;
13641 border_element_old[i] = -1;
13643 if (!IN_LEV_FIELD(xx, yy))
13646 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13647 border_element = Tile[xx][yy]; // may be moving!
13648 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13649 border_element = Tile[xx][yy];
13650 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13651 border_element = MovingOrBlocked2Element(xx, yy);
13653 continue; // center and border element do not touch
13655 border_element_old[i] = border_element;
13658 for (i = 0; i < NUM_DIRECTIONS; i++)
13660 int xx = x + xy[i].x;
13661 int yy = y + xy[i].y;
13662 int center_side = trigger_sides[i][0];
13663 int border_element = border_element_old[i];
13665 if (border_element == -1)
13668 // check for change of border element
13669 CheckElementChangeBySide(xx, yy, border_element, center_element,
13670 CE_TOUCHING_X, center_side);
13672 // (center element cannot be player, so we don't have to check this here)
13675 for (i = 0; i < NUM_DIRECTIONS; i++)
13677 int xx = x + xy[i].x;
13678 int yy = y + xy[i].y;
13679 int border_side = trigger_sides[i][1];
13680 int border_element = border_element_old[i];
13682 if (border_element == -1)
13685 // check for change of center element (but change it only once)
13686 if (!change_center_element)
13687 change_center_element =
13688 CheckElementChangeBySide(x, y, center_element, border_element,
13689 CE_TOUCHING_X, border_side);
13691 if (IS_PLAYER(xx, yy))
13693 /* use player element that is initially defined in the level playfield,
13694 not the player element that corresponds to the runtime player number
13695 (example: a level that contains EL_PLAYER_3 as the only player would
13696 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13697 int player_element = PLAYERINFO(xx, yy)->initial_element;
13699 // as element "X" is the player here, check opposite (border) side
13700 CheckElementChangeBySide(x, y, center_element, player_element,
13701 CE_TOUCHING_X, border_side);
13706 void TestIfElementHitsCustomElement(int x, int y, int direction)
13708 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13709 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13710 int hitx = x + dx, hity = y + dy;
13711 int hitting_element = Tile[x][y];
13712 int touched_element;
13714 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13717 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13718 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13720 if (IN_LEV_FIELD(hitx, hity))
13722 int opposite_direction = MV_DIR_OPPOSITE(direction);
13723 int hitting_side = direction;
13724 int touched_side = opposite_direction;
13725 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13726 MovDir[hitx][hity] != direction ||
13727 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13733 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13734 CE_HITTING_X, touched_side);
13736 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13737 CE_HIT_BY_X, hitting_side);
13739 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13740 CE_HIT_BY_SOMETHING, opposite_direction);
13742 if (IS_PLAYER(hitx, hity))
13744 /* use player element that is initially defined in the level playfield,
13745 not the player element that corresponds to the runtime player number
13746 (example: a level that contains EL_PLAYER_3 as the only player would
13747 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13748 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13750 CheckElementChangeBySide(x, y, hitting_element, player_element,
13751 CE_HITTING_X, touched_side);
13756 // "hitting something" is also true when hitting the playfield border
13757 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13758 CE_HITTING_SOMETHING, direction);
13761 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13763 int i, kill_x = -1, kill_y = -1;
13765 int bad_element = -1;
13766 struct XY *test_xy = xy_topdown;
13767 static int test_dir[4] =
13775 for (i = 0; i < NUM_DIRECTIONS; i++)
13777 int test_x, test_y, test_move_dir, test_element;
13779 test_x = good_x + test_xy[i].x;
13780 test_y = good_y + test_xy[i].y;
13782 if (!IN_LEV_FIELD(test_x, test_y))
13786 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13788 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13790 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13791 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13793 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13794 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13798 bad_element = test_element;
13804 if (kill_x != -1 || kill_y != -1)
13806 if (IS_PLAYER(good_x, good_y))
13808 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13810 if (player->shield_deadly_time_left > 0 &&
13811 !IS_INDESTRUCTIBLE(bad_element))
13812 Bang(kill_x, kill_y);
13813 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13814 KillPlayer(player);
13817 Bang(good_x, good_y);
13821 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13823 int i, kill_x = -1, kill_y = -1;
13824 int bad_element = Tile[bad_x][bad_y];
13825 struct XY *test_xy = xy_topdown;
13826 static int touch_dir[4] =
13828 MV_LEFT | MV_RIGHT,
13833 static int test_dir[4] =
13841 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13844 for (i = 0; i < NUM_DIRECTIONS; i++)
13846 int test_x, test_y, test_move_dir, test_element;
13848 test_x = bad_x + test_xy[i].x;
13849 test_y = bad_y + test_xy[i].y;
13851 if (!IN_LEV_FIELD(test_x, test_y))
13855 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13857 test_element = Tile[test_x][test_y];
13859 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13860 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13862 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13863 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13865 // good thing is player or penguin that does not move away
13866 if (IS_PLAYER(test_x, test_y))
13868 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13870 if (bad_element == EL_ROBOT && player->is_moving)
13871 continue; // robot does not kill player if he is moving
13873 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13875 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13876 continue; // center and border element do not touch
13884 else if (test_element == EL_PENGUIN)
13894 if (kill_x != -1 || kill_y != -1)
13896 if (IS_PLAYER(kill_x, kill_y))
13898 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13900 if (player->shield_deadly_time_left > 0 &&
13901 !IS_INDESTRUCTIBLE(bad_element))
13902 Bang(bad_x, bad_y);
13903 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13904 KillPlayer(player);
13907 Bang(kill_x, kill_y);
13911 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13913 int bad_element = Tile[bad_x][bad_y];
13914 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13915 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13916 int test_x = bad_x + dx, test_y = bad_y + dy;
13917 int test_move_dir, test_element;
13918 int kill_x = -1, kill_y = -1;
13920 if (!IN_LEV_FIELD(test_x, test_y))
13924 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13926 test_element = Tile[test_x][test_y];
13928 if (test_move_dir != bad_move_dir)
13930 // good thing can be player or penguin that does not move away
13931 if (IS_PLAYER(test_x, test_y))
13933 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13935 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13936 player as being hit when he is moving towards the bad thing, because
13937 the "get hit by" condition would be lost after the player stops) */
13938 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13939 return; // player moves away from bad thing
13944 else if (test_element == EL_PENGUIN)
13951 if (kill_x != -1 || kill_y != -1)
13953 if (IS_PLAYER(kill_x, kill_y))
13955 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13957 if (player->shield_deadly_time_left > 0 &&
13958 !IS_INDESTRUCTIBLE(bad_element))
13959 Bang(bad_x, bad_y);
13960 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13961 KillPlayer(player);
13964 Bang(kill_x, kill_y);
13968 void TestIfPlayerTouchesBadThing(int x, int y)
13970 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13973 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13975 TestIfGoodThingHitsBadThing(x, y, move_dir);
13978 void TestIfBadThingTouchesPlayer(int x, int y)
13980 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13983 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13985 TestIfBadThingHitsGoodThing(x, y, move_dir);
13988 void TestIfFriendTouchesBadThing(int x, int y)
13990 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13993 void TestIfBadThingTouchesFriend(int x, int y)
13995 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13998 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14000 int i, kill_x = bad_x, kill_y = bad_y;
14001 struct XY *xy = xy_topdown;
14003 for (i = 0; i < NUM_DIRECTIONS; i++)
14007 x = bad_x + xy[i].x;
14008 y = bad_y + xy[i].y;
14009 if (!IN_LEV_FIELD(x, y))
14012 element = Tile[x][y];
14013 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14014 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14022 if (kill_x != bad_x || kill_y != bad_y)
14023 Bang(bad_x, bad_y);
14026 void KillPlayer(struct PlayerInfo *player)
14028 int jx = player->jx, jy = player->jy;
14030 if (!player->active)
14034 Debug("game:playing:KillPlayer",
14035 "0: killed == %d, active == %d, reanimated == %d",
14036 player->killed, player->active, player->reanimated);
14039 /* the following code was introduced to prevent an infinite loop when calling
14041 -> CheckTriggeredElementChangeExt()
14042 -> ExecuteCustomElementAction()
14044 -> (infinitely repeating the above sequence of function calls)
14045 which occurs when killing the player while having a CE with the setting
14046 "kill player X when explosion of <player X>"; the solution using a new
14047 field "player->killed" was chosen for backwards compatibility, although
14048 clever use of the fields "player->active" etc. would probably also work */
14050 if (player->killed)
14054 player->killed = TRUE;
14056 // remove accessible field at the player's position
14057 RemoveField(jx, jy);
14059 // deactivate shield (else Bang()/Explode() would not work right)
14060 player->shield_normal_time_left = 0;
14061 player->shield_deadly_time_left = 0;
14064 Debug("game:playing:KillPlayer",
14065 "1: killed == %d, active == %d, reanimated == %d",
14066 player->killed, player->active, player->reanimated);
14072 Debug("game:playing:KillPlayer",
14073 "2: killed == %d, active == %d, reanimated == %d",
14074 player->killed, player->active, player->reanimated);
14077 if (player->reanimated) // killed player may have been reanimated
14078 player->killed = player->reanimated = FALSE;
14080 BuryPlayer(player);
14083 static void KillPlayerUnlessEnemyProtected(int x, int y)
14085 if (!PLAYER_ENEMY_PROTECTED(x, y))
14086 KillPlayer(PLAYERINFO(x, y));
14089 static void KillPlayerUnlessExplosionProtected(int x, int y)
14091 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14092 KillPlayer(PLAYERINFO(x, y));
14095 void BuryPlayer(struct PlayerInfo *player)
14097 int jx = player->jx, jy = player->jy;
14099 if (!player->active)
14102 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14104 RemovePlayer(player);
14106 player->buried = TRUE;
14108 if (game.all_players_gone)
14109 game.GameOver = TRUE;
14112 void RemovePlayer(struct PlayerInfo *player)
14114 int jx = player->jx, jy = player->jy;
14115 int i, found = FALSE;
14117 player->present = FALSE;
14118 player->active = FALSE;
14120 // required for some CE actions (even if the player is not active anymore)
14121 player->MovPos = 0;
14123 if (!ExplodeField[jx][jy])
14124 StorePlayer[jx][jy] = 0;
14126 if (player->is_moving)
14127 TEST_DrawLevelField(player->last_jx, player->last_jy);
14129 for (i = 0; i < MAX_PLAYERS; i++)
14130 if (stored_player[i].active)
14135 game.all_players_gone = TRUE;
14136 game.GameOver = TRUE;
14139 game.exit_x = game.robot_wheel_x = jx;
14140 game.exit_y = game.robot_wheel_y = jy;
14143 void ExitPlayer(struct PlayerInfo *player)
14145 DrawPlayer(player); // needed here only to cleanup last field
14146 RemovePlayer(player);
14148 if (game.players_still_needed > 0)
14149 game.players_still_needed--;
14152 static void SetFieldForSnapping(int x, int y, int element, int direction,
14153 int player_index_bit)
14155 struct ElementInfo *ei = &element_info[element];
14156 int direction_bit = MV_DIR_TO_BIT(direction);
14157 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14158 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14159 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14161 Tile[x][y] = EL_ELEMENT_SNAPPING;
14162 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14163 MovDir[x][y] = direction;
14164 Store[x][y] = element;
14165 Store2[x][y] = player_index_bit;
14167 ResetGfxAnimation(x, y);
14169 GfxElement[x][y] = element;
14170 GfxAction[x][y] = action;
14171 GfxDir[x][y] = direction;
14172 GfxFrame[x][y] = -1;
14175 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14176 int player_index_bit)
14178 TestIfElementTouchesCustomElement(x, y); // for empty space
14180 if (level.finish_dig_collect)
14182 int dig_side = MV_DIR_OPPOSITE(direction);
14183 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14184 CE_PLAYER_COLLECTS_X);
14186 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14187 player_index_bit, dig_side);
14188 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14189 player_index_bit, dig_side);
14194 =============================================================================
14195 checkDiagonalPushing()
14196 -----------------------------------------------------------------------------
14197 check if diagonal input device direction results in pushing of object
14198 (by checking if the alternative direction is walkable, diggable, ...)
14199 =============================================================================
14202 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14203 int x, int y, int real_dx, int real_dy)
14205 int jx, jy, dx, dy, xx, yy;
14207 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14210 // diagonal direction: check alternative direction
14215 xx = jx + (dx == 0 ? real_dx : 0);
14216 yy = jy + (dy == 0 ? real_dy : 0);
14218 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14222 =============================================================================
14224 -----------------------------------------------------------------------------
14225 x, y: field next to player (non-diagonal) to try to dig to
14226 real_dx, real_dy: direction as read from input device (can be diagonal)
14227 =============================================================================
14230 static int DigField(struct PlayerInfo *player,
14231 int oldx, int oldy, int x, int y,
14232 int real_dx, int real_dy, int mode)
14234 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14235 boolean player_was_pushing = player->is_pushing;
14236 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14237 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14238 int jx = oldx, jy = oldy;
14239 int dx = x - jx, dy = y - jy;
14240 int nextx = x + dx, nexty = y + dy;
14241 int move_direction = (dx == -1 ? MV_LEFT :
14242 dx == +1 ? MV_RIGHT :
14244 dy == +1 ? MV_DOWN : MV_NONE);
14245 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14246 int dig_side = MV_DIR_OPPOSITE(move_direction);
14247 int old_element = Tile[jx][jy];
14248 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14251 if (is_player) // function can also be called by EL_PENGUIN
14253 if (player->MovPos == 0)
14255 player->is_digging = FALSE;
14256 player->is_collecting = FALSE;
14259 if (player->MovPos == 0) // last pushing move finished
14260 player->is_pushing = FALSE;
14262 if (mode == DF_NO_PUSH) // player just stopped pushing
14264 player->is_switching = FALSE;
14265 player->push_delay = -1;
14267 return MP_NO_ACTION;
14270 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14271 old_element = Back[jx][jy];
14273 // in case of element dropped at player position, check background
14274 else if (Back[jx][jy] != EL_EMPTY &&
14275 game.engine_version >= VERSION_IDENT(2,2,0,0))
14276 old_element = Back[jx][jy];
14278 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14279 return MP_NO_ACTION; // field has no opening in this direction
14281 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14282 return MP_NO_ACTION; // field has no opening in this direction
14284 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14288 Tile[jx][jy] = player->artwork_element;
14289 InitMovingField(jx, jy, MV_DOWN);
14290 Store[jx][jy] = EL_ACID;
14291 ContinueMoving(jx, jy);
14292 BuryPlayer(player);
14294 return MP_DONT_RUN_INTO;
14297 if (player_can_move && DONT_RUN_INTO(element))
14299 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14301 return MP_DONT_RUN_INTO;
14304 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14305 return MP_NO_ACTION;
14307 collect_count = element_info[element].collect_count_initial;
14309 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14310 return MP_NO_ACTION;
14312 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14313 player_can_move = player_can_move_or_snap;
14315 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14316 game.engine_version >= VERSION_IDENT(2,2,0,0))
14318 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14319 player->index_bit, dig_side);
14320 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14321 player->index_bit, dig_side);
14323 if (element == EL_DC_LANDMINE)
14326 if (Tile[x][y] != element) // field changed by snapping
14329 return MP_NO_ACTION;
14332 if (player->gravity && is_player && !player->is_auto_moving &&
14333 canFallDown(player) && move_direction != MV_DOWN &&
14334 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14335 return MP_NO_ACTION; // player cannot walk here due to gravity
14337 if (player_can_move &&
14338 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14340 int sound_element = SND_ELEMENT(element);
14341 int sound_action = ACTION_WALKING;
14343 if (IS_RND_GATE(element))
14345 if (!player->key[RND_GATE_NR(element)])
14346 return MP_NO_ACTION;
14348 else if (IS_RND_GATE_GRAY(element))
14350 if (!player->key[RND_GATE_GRAY_NR(element)])
14351 return MP_NO_ACTION;
14353 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14355 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14356 return MP_NO_ACTION;
14358 else if (element == EL_EXIT_OPEN ||
14359 element == EL_EM_EXIT_OPEN ||
14360 element == EL_EM_EXIT_OPENING ||
14361 element == EL_STEEL_EXIT_OPEN ||
14362 element == EL_EM_STEEL_EXIT_OPEN ||
14363 element == EL_EM_STEEL_EXIT_OPENING ||
14364 element == EL_SP_EXIT_OPEN ||
14365 element == EL_SP_EXIT_OPENING)
14367 sound_action = ACTION_PASSING; // player is passing exit
14369 else if (element == EL_EMPTY)
14371 sound_action = ACTION_MOVING; // nothing to walk on
14374 // play sound from background or player, whatever is available
14375 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14376 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14378 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14380 else if (player_can_move &&
14381 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14383 if (!ACCESS_FROM(element, opposite_direction))
14384 return MP_NO_ACTION; // field not accessible from this direction
14386 if (CAN_MOVE(element)) // only fixed elements can be passed!
14387 return MP_NO_ACTION;
14389 if (IS_EM_GATE(element))
14391 if (!player->key[EM_GATE_NR(element)])
14392 return MP_NO_ACTION;
14394 else if (IS_EM_GATE_GRAY(element))
14396 if (!player->key[EM_GATE_GRAY_NR(element)])
14397 return MP_NO_ACTION;
14399 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14401 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14402 return MP_NO_ACTION;
14404 else if (IS_EMC_GATE(element))
14406 if (!player->key[EMC_GATE_NR(element)])
14407 return MP_NO_ACTION;
14409 else if (IS_EMC_GATE_GRAY(element))
14411 if (!player->key[EMC_GATE_GRAY_NR(element)])
14412 return MP_NO_ACTION;
14414 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14416 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14417 return MP_NO_ACTION;
14419 else if (element == EL_DC_GATE_WHITE ||
14420 element == EL_DC_GATE_WHITE_GRAY ||
14421 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14423 if (player->num_white_keys == 0)
14424 return MP_NO_ACTION;
14426 player->num_white_keys--;
14428 else if (IS_SP_PORT(element))
14430 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14431 element == EL_SP_GRAVITY_PORT_RIGHT ||
14432 element == EL_SP_GRAVITY_PORT_UP ||
14433 element == EL_SP_GRAVITY_PORT_DOWN)
14434 player->gravity = !player->gravity;
14435 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14436 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14437 element == EL_SP_GRAVITY_ON_PORT_UP ||
14438 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14439 player->gravity = TRUE;
14440 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14441 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14442 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14443 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14444 player->gravity = FALSE;
14447 // automatically move to the next field with double speed
14448 player->programmed_action = move_direction;
14450 if (player->move_delay_reset_counter == 0)
14452 player->move_delay_reset_counter = 2; // two double speed steps
14454 DOUBLE_PLAYER_SPEED(player);
14457 PlayLevelSoundAction(x, y, ACTION_PASSING);
14459 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14463 if (mode != DF_SNAP)
14465 GfxElement[x][y] = GFX_ELEMENT(element);
14466 player->is_digging = TRUE;
14469 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14471 // use old behaviour for old levels (digging)
14472 if (!level.finish_dig_collect)
14474 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14475 player->index_bit, dig_side);
14477 // if digging triggered player relocation, finish digging tile
14478 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14479 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14482 if (mode == DF_SNAP)
14484 if (level.block_snap_field)
14485 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14487 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14489 // use old behaviour for old levels (snapping)
14490 if (!level.finish_dig_collect)
14491 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14492 player->index_bit, dig_side);
14495 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14499 if (is_player && mode != DF_SNAP)
14501 GfxElement[x][y] = element;
14502 player->is_collecting = TRUE;
14505 if (element == EL_SPEED_PILL)
14507 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14509 else if (element == EL_EXTRA_TIME && level.time > 0)
14511 TimeLeft += level.extra_time;
14513 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14515 DisplayGameControlValues();
14517 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14519 int shield_time = (element == EL_SHIELD_DEADLY ?
14520 level.shield_deadly_time :
14521 level.shield_normal_time);
14523 player->shield_normal_time_left += shield_time;
14524 if (element == EL_SHIELD_DEADLY)
14525 player->shield_deadly_time_left += shield_time;
14527 else if (element == EL_DYNAMITE ||
14528 element == EL_EM_DYNAMITE ||
14529 element == EL_SP_DISK_RED)
14531 if (player->inventory_size < MAX_INVENTORY_SIZE)
14532 player->inventory_element[player->inventory_size++] = element;
14534 DrawGameDoorValues();
14536 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14538 player->dynabomb_count++;
14539 player->dynabombs_left++;
14541 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14543 player->dynabomb_size++;
14545 else if (element == EL_DYNABOMB_INCREASE_POWER)
14547 player->dynabomb_xl = TRUE;
14549 else if (IS_KEY(element))
14551 player->key[KEY_NR(element)] = TRUE;
14553 DrawGameDoorValues();
14555 else if (element == EL_DC_KEY_WHITE)
14557 player->num_white_keys++;
14559 // display white keys?
14560 // DrawGameDoorValues();
14562 else if (IS_ENVELOPE(element))
14564 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14566 if (!wait_for_snapping)
14567 player->show_envelope = element;
14569 else if (element == EL_EMC_LENSES)
14571 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14573 RedrawAllInvisibleElementsForLenses();
14575 else if (element == EL_EMC_MAGNIFIER)
14577 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14579 RedrawAllInvisibleElementsForMagnifier();
14581 else if (IS_DROPPABLE(element) ||
14582 IS_THROWABLE(element)) // can be collected and dropped
14586 if (collect_count == 0)
14587 player->inventory_infinite_element = element;
14589 for (i = 0; i < collect_count; i++)
14590 if (player->inventory_size < MAX_INVENTORY_SIZE)
14591 player->inventory_element[player->inventory_size++] = element;
14593 DrawGameDoorValues();
14595 else if (collect_count > 0)
14597 game.gems_still_needed -= collect_count;
14598 if (game.gems_still_needed < 0)
14599 game.gems_still_needed = 0;
14601 game.snapshot.collected_item = TRUE;
14603 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14605 DisplayGameControlValues();
14608 RaiseScoreElement(element);
14609 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14611 // use old behaviour for old levels (collecting)
14612 if (!level.finish_dig_collect && is_player)
14614 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14615 player->index_bit, dig_side);
14617 // if collecting triggered player relocation, finish collecting tile
14618 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14619 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14622 if (mode == DF_SNAP)
14624 if (level.block_snap_field)
14625 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14627 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14629 // use old behaviour for old levels (snapping)
14630 if (!level.finish_dig_collect)
14631 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14632 player->index_bit, dig_side);
14635 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14637 if (mode == DF_SNAP && element != EL_BD_ROCK)
14638 return MP_NO_ACTION;
14640 if (CAN_FALL(element) && dy)
14641 return MP_NO_ACTION;
14643 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14644 !(element == EL_SPRING && level.use_spring_bug))
14645 return MP_NO_ACTION;
14647 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14648 ((move_direction & MV_VERTICAL &&
14649 ((element_info[element].move_pattern & MV_LEFT &&
14650 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14651 (element_info[element].move_pattern & MV_RIGHT &&
14652 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14653 (move_direction & MV_HORIZONTAL &&
14654 ((element_info[element].move_pattern & MV_UP &&
14655 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14656 (element_info[element].move_pattern & MV_DOWN &&
14657 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14658 return MP_NO_ACTION;
14660 // do not push elements already moving away faster than player
14661 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14662 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14663 return MP_NO_ACTION;
14665 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14667 if (player->push_delay_value == -1 || !player_was_pushing)
14668 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14670 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14672 if (player->push_delay_value == -1)
14673 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14675 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14677 if (!player->is_pushing)
14678 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14681 player->is_pushing = TRUE;
14682 player->is_active = TRUE;
14684 if (!(IN_LEV_FIELD(nextx, nexty) &&
14685 (IS_FREE(nextx, nexty) ||
14686 (IS_SB_ELEMENT(element) &&
14687 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14688 (IS_CUSTOM_ELEMENT(element) &&
14689 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14690 return MP_NO_ACTION;
14692 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14693 return MP_NO_ACTION;
14695 if (player->push_delay == -1) // new pushing; restart delay
14696 player->push_delay = 0;
14698 if (player->push_delay < player->push_delay_value &&
14699 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14700 element != EL_SPRING && element != EL_BALLOON)
14702 // make sure that there is no move delay before next try to push
14703 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14704 player->move_delay = 0;
14706 return MP_NO_ACTION;
14709 if (IS_CUSTOM_ELEMENT(element) &&
14710 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14712 if (!DigFieldByCE(nextx, nexty, element))
14713 return MP_NO_ACTION;
14716 if (IS_SB_ELEMENT(element))
14718 boolean sokoban_task_solved = FALSE;
14720 if (element == EL_SOKOBAN_FIELD_FULL)
14722 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14724 IncrementSokobanFieldsNeeded();
14725 IncrementSokobanObjectsNeeded();
14728 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14730 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14732 DecrementSokobanFieldsNeeded();
14733 DecrementSokobanObjectsNeeded();
14735 // sokoban object was pushed from empty field to sokoban field
14736 if (Back[x][y] == EL_EMPTY)
14737 sokoban_task_solved = TRUE;
14740 Tile[x][y] = EL_SOKOBAN_OBJECT;
14742 if (Back[x][y] == Back[nextx][nexty])
14743 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14744 else if (Back[x][y] != 0)
14745 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14748 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14751 if (sokoban_task_solved &&
14752 game.sokoban_fields_still_needed == 0 &&
14753 game.sokoban_objects_still_needed == 0 &&
14754 level.auto_exit_sokoban)
14756 game.players_still_needed = 0;
14760 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14764 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14766 InitMovingField(x, y, move_direction);
14767 GfxAction[x][y] = ACTION_PUSHING;
14769 if (mode == DF_SNAP)
14770 ContinueMoving(x, y);
14772 MovPos[x][y] = (dx != 0 ? dx : dy);
14774 Pushed[x][y] = TRUE;
14775 Pushed[nextx][nexty] = TRUE;
14777 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14778 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14780 player->push_delay_value = -1; // get new value later
14782 // check for element change _after_ element has been pushed
14783 if (game.use_change_when_pushing_bug)
14785 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14786 player->index_bit, dig_side);
14787 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14788 player->index_bit, dig_side);
14791 else if (IS_SWITCHABLE(element))
14793 if (PLAYER_SWITCHING(player, x, y))
14795 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14796 player->index_bit, dig_side);
14801 player->is_switching = TRUE;
14802 player->switch_x = x;
14803 player->switch_y = y;
14805 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14807 if (element == EL_ROBOT_WHEEL)
14809 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14811 game.robot_wheel_x = x;
14812 game.robot_wheel_y = y;
14813 game.robot_wheel_active = TRUE;
14815 TEST_DrawLevelField(x, y);
14817 else if (element == EL_SP_TERMINAL)
14821 SCAN_PLAYFIELD(xx, yy)
14823 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14827 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14829 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14831 ResetGfxAnimation(xx, yy);
14832 TEST_DrawLevelField(xx, yy);
14836 else if (IS_BELT_SWITCH(element))
14838 ToggleBeltSwitch(x, y);
14840 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14841 element == EL_SWITCHGATE_SWITCH_DOWN ||
14842 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14843 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14845 ToggleSwitchgateSwitch();
14847 else if (element == EL_LIGHT_SWITCH ||
14848 element == EL_LIGHT_SWITCH_ACTIVE)
14850 ToggleLightSwitch(x, y);
14852 else if (element == EL_TIMEGATE_SWITCH ||
14853 element == EL_DC_TIMEGATE_SWITCH)
14855 ActivateTimegateSwitch(x, y);
14857 else if (element == EL_BALLOON_SWITCH_LEFT ||
14858 element == EL_BALLOON_SWITCH_RIGHT ||
14859 element == EL_BALLOON_SWITCH_UP ||
14860 element == EL_BALLOON_SWITCH_DOWN ||
14861 element == EL_BALLOON_SWITCH_NONE ||
14862 element == EL_BALLOON_SWITCH_ANY)
14864 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14865 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14866 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14867 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14868 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14871 else if (element == EL_LAMP)
14873 Tile[x][y] = EL_LAMP_ACTIVE;
14874 game.lights_still_needed--;
14876 ResetGfxAnimation(x, y);
14877 TEST_DrawLevelField(x, y);
14879 else if (element == EL_TIME_ORB_FULL)
14881 Tile[x][y] = EL_TIME_ORB_EMPTY;
14883 if (level.time > 0 || level.use_time_orb_bug)
14885 TimeLeft += level.time_orb_time;
14886 game.no_level_time_limit = FALSE;
14888 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14890 DisplayGameControlValues();
14893 ResetGfxAnimation(x, y);
14894 TEST_DrawLevelField(x, y);
14896 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14897 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14901 game.ball_active = !game.ball_active;
14903 SCAN_PLAYFIELD(xx, yy)
14905 int e = Tile[xx][yy];
14907 if (game.ball_active)
14909 if (e == EL_EMC_MAGIC_BALL)
14910 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14911 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14912 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14916 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14917 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14918 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14919 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14924 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14925 player->index_bit, dig_side);
14927 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14928 player->index_bit, dig_side);
14930 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14931 player->index_bit, dig_side);
14937 if (!PLAYER_SWITCHING(player, x, y))
14939 player->is_switching = TRUE;
14940 player->switch_x = x;
14941 player->switch_y = y;
14943 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14944 player->index_bit, dig_side);
14945 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14946 player->index_bit, dig_side);
14948 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14949 player->index_bit, dig_side);
14950 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14951 player->index_bit, dig_side);
14954 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14955 player->index_bit, dig_side);
14956 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14957 player->index_bit, dig_side);
14959 return MP_NO_ACTION;
14962 player->push_delay = -1;
14964 if (is_player) // function can also be called by EL_PENGUIN
14966 if (Tile[x][y] != element) // really digged/collected something
14968 player->is_collecting = !player->is_digging;
14969 player->is_active = TRUE;
14971 player->last_removed_element = element;
14978 static boolean DigFieldByCE(int x, int y, int digging_element)
14980 int element = Tile[x][y];
14982 if (!IS_FREE(x, y))
14984 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14985 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14988 // no element can dig solid indestructible elements
14989 if (IS_INDESTRUCTIBLE(element) &&
14990 !IS_DIGGABLE(element) &&
14991 !IS_COLLECTIBLE(element))
14994 if (AmoebaNr[x][y] &&
14995 (element == EL_AMOEBA_FULL ||
14996 element == EL_BD_AMOEBA ||
14997 element == EL_AMOEBA_GROWING))
14999 AmoebaCnt[AmoebaNr[x][y]]--;
15000 AmoebaCnt2[AmoebaNr[x][y]]--;
15003 if (IS_MOVING(x, y))
15004 RemoveMovingField(x, y);
15008 TEST_DrawLevelField(x, y);
15011 // if digged element was about to explode, prevent the explosion
15012 ExplodeField[x][y] = EX_TYPE_NONE;
15014 PlayLevelSoundAction(x, y, action);
15017 Store[x][y] = EL_EMPTY;
15019 // this makes it possible to leave the removed element again
15020 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15021 Store[x][y] = element;
15026 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15028 int jx = player->jx, jy = player->jy;
15029 int x = jx + dx, y = jy + dy;
15030 int snap_direction = (dx == -1 ? MV_LEFT :
15031 dx == +1 ? MV_RIGHT :
15033 dy == +1 ? MV_DOWN : MV_NONE);
15034 boolean can_continue_snapping = (level.continuous_snapping &&
15035 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15037 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15040 if (!player->active || !IN_LEV_FIELD(x, y))
15048 if (player->MovPos == 0)
15049 player->is_pushing = FALSE;
15051 player->is_snapping = FALSE;
15053 if (player->MovPos == 0)
15055 player->is_moving = FALSE;
15056 player->is_digging = FALSE;
15057 player->is_collecting = FALSE;
15063 // prevent snapping with already pressed snap key when not allowed
15064 if (player->is_snapping && !can_continue_snapping)
15067 player->MovDir = snap_direction;
15069 if (player->MovPos == 0)
15071 player->is_moving = FALSE;
15072 player->is_digging = FALSE;
15073 player->is_collecting = FALSE;
15076 player->is_dropping = FALSE;
15077 player->is_dropping_pressed = FALSE;
15078 player->drop_pressed_delay = 0;
15080 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15083 player->is_snapping = TRUE;
15084 player->is_active = TRUE;
15086 if (player->MovPos == 0)
15088 player->is_moving = FALSE;
15089 player->is_digging = FALSE;
15090 player->is_collecting = FALSE;
15093 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15094 TEST_DrawLevelField(player->last_jx, player->last_jy);
15096 TEST_DrawLevelField(x, y);
15101 static boolean DropElement(struct PlayerInfo *player)
15103 int old_element, new_element;
15104 int dropx = player->jx, dropy = player->jy;
15105 int drop_direction = player->MovDir;
15106 int drop_side = drop_direction;
15107 int drop_element = get_next_dropped_element(player);
15109 /* do not drop an element on top of another element; when holding drop key
15110 pressed without moving, dropped element must move away before the next
15111 element can be dropped (this is especially important if the next element
15112 is dynamite, which can be placed on background for historical reasons) */
15113 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15116 if (IS_THROWABLE(drop_element))
15118 dropx += GET_DX_FROM_DIR(drop_direction);
15119 dropy += GET_DY_FROM_DIR(drop_direction);
15121 if (!IN_LEV_FIELD(dropx, dropy))
15125 old_element = Tile[dropx][dropy]; // old element at dropping position
15126 new_element = drop_element; // default: no change when dropping
15128 // check if player is active, not moving and ready to drop
15129 if (!player->active || player->MovPos || player->drop_delay > 0)
15132 // check if player has anything that can be dropped
15133 if (new_element == EL_UNDEFINED)
15136 // only set if player has anything that can be dropped
15137 player->is_dropping_pressed = TRUE;
15139 // check if drop key was pressed long enough for EM style dynamite
15140 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15143 // check if anything can be dropped at the current position
15144 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15147 // collected custom elements can only be dropped on empty fields
15148 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15151 if (old_element != EL_EMPTY)
15152 Back[dropx][dropy] = old_element; // store old element on this field
15154 ResetGfxAnimation(dropx, dropy);
15155 ResetRandomAnimationValue(dropx, dropy);
15157 if (player->inventory_size > 0 ||
15158 player->inventory_infinite_element != EL_UNDEFINED)
15160 if (player->inventory_size > 0)
15162 player->inventory_size--;
15164 DrawGameDoorValues();
15166 if (new_element == EL_DYNAMITE)
15167 new_element = EL_DYNAMITE_ACTIVE;
15168 else if (new_element == EL_EM_DYNAMITE)
15169 new_element = EL_EM_DYNAMITE_ACTIVE;
15170 else if (new_element == EL_SP_DISK_RED)
15171 new_element = EL_SP_DISK_RED_ACTIVE;
15174 Tile[dropx][dropy] = new_element;
15176 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15177 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15178 el2img(Tile[dropx][dropy]), 0);
15180 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15182 // needed if previous element just changed to "empty" in the last frame
15183 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15185 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15186 player->index_bit, drop_side);
15187 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15189 player->index_bit, drop_side);
15191 TestIfElementTouchesCustomElement(dropx, dropy);
15193 else // player is dropping a dyna bomb
15195 player->dynabombs_left--;
15197 Tile[dropx][dropy] = new_element;
15199 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15200 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15201 el2img(Tile[dropx][dropy]), 0);
15203 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15206 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15207 InitField_WithBug1(dropx, dropy, FALSE);
15209 new_element = Tile[dropx][dropy]; // element might have changed
15211 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15212 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15214 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15215 MovDir[dropx][dropy] = drop_direction;
15217 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15219 // do not cause impact style collision by dropping elements that can fall
15220 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15223 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15224 player->is_dropping = TRUE;
15226 player->drop_pressed_delay = 0;
15227 player->is_dropping_pressed = FALSE;
15229 player->drop_x = dropx;
15230 player->drop_y = dropy;
15235 // ----------------------------------------------------------------------------
15236 // game sound playing functions
15237 // ----------------------------------------------------------------------------
15239 static int *loop_sound_frame = NULL;
15240 static int *loop_sound_volume = NULL;
15242 void InitPlayLevelSound(void)
15244 int num_sounds = getSoundListSize();
15246 checked_free(loop_sound_frame);
15247 checked_free(loop_sound_volume);
15249 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15250 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15253 static void PlayLevelSound(int x, int y, int nr)
15255 int sx = SCREENX(x), sy = SCREENY(y);
15256 int volume, stereo_position;
15257 int max_distance = 8;
15258 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15260 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15261 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15264 if (!IN_LEV_FIELD(x, y) ||
15265 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15266 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15269 volume = SOUND_MAX_VOLUME;
15271 if (!IN_SCR_FIELD(sx, sy))
15273 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15274 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15276 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15279 stereo_position = (SOUND_MAX_LEFT +
15280 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15281 (SCR_FIELDX + 2 * max_distance));
15283 if (IS_LOOP_SOUND(nr))
15285 /* This assures that quieter loop sounds do not overwrite louder ones,
15286 while restarting sound volume comparison with each new game frame. */
15288 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15291 loop_sound_volume[nr] = volume;
15292 loop_sound_frame[nr] = FrameCounter;
15295 PlaySoundExt(nr, volume, stereo_position, type);
15298 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15300 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15301 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15302 y < LEVELY(BY1) ? LEVELY(BY1) :
15303 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15307 static void PlayLevelSoundAction(int x, int y, int action)
15309 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15312 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15314 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15316 if (sound_effect != SND_UNDEFINED)
15317 PlayLevelSound(x, y, sound_effect);
15320 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15323 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15325 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15326 PlayLevelSound(x, y, sound_effect);
15329 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15331 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15333 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15334 PlayLevelSound(x, y, sound_effect);
15337 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15339 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15341 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15342 StopSound(sound_effect);
15345 static int getLevelMusicNr(void)
15347 int level_pos = level_nr - leveldir_current->first_level;
15349 if (levelset.music[level_nr] != MUS_UNDEFINED)
15350 return levelset.music[level_nr]; // from config file
15352 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15355 static void FadeLevelSounds(void)
15360 static void FadeLevelMusic(void)
15362 int music_nr = getLevelMusicNr();
15363 char *curr_music = getCurrentlyPlayingMusicFilename();
15364 char *next_music = getMusicInfoEntryFilename(music_nr);
15366 if (!strEqual(curr_music, next_music))
15370 void FadeLevelSoundsAndMusic(void)
15376 static void PlayLevelMusic(void)
15378 int music_nr = getLevelMusicNr();
15379 char *curr_music = getCurrentlyPlayingMusicFilename();
15380 char *next_music = getMusicInfoEntryFilename(music_nr);
15382 if (!strEqual(curr_music, next_music))
15383 PlayMusicLoop(music_nr);
15386 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15388 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15390 int x = xx - offset;
15391 int y = yy - offset;
15396 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15400 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15404 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15408 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15412 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15416 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15420 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15423 case SOUND_android_clone:
15424 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15427 case SOUND_android_move:
15428 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15432 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15436 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15440 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15443 case SOUND_eater_eat:
15444 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15448 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15451 case SOUND_collect:
15452 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15455 case SOUND_diamond:
15456 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15460 // !!! CHECK THIS !!!
15462 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15464 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15468 case SOUND_wonderfall:
15469 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15473 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15477 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15481 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15485 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15489 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15493 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15497 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15501 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15504 case SOUND_exit_open:
15505 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15508 case SOUND_exit_leave:
15509 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15512 case SOUND_dynamite:
15513 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15517 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15521 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15525 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15529 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15533 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15537 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15541 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15546 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15548 int element = map_element_SP_to_RND(element_sp);
15549 int action = map_action_SP_to_RND(action_sp);
15550 int offset = (setup.sp_show_border_elements ? 0 : 1);
15551 int x = xx - offset;
15552 int y = yy - offset;
15554 PlayLevelSoundElementAction(x, y, element, action);
15557 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15559 int element = map_element_MM_to_RND(element_mm);
15560 int action = map_action_MM_to_RND(action_mm);
15562 int x = xx - offset;
15563 int y = yy - offset;
15565 if (!IS_MM_ELEMENT(element))
15566 element = EL_MM_DEFAULT;
15568 PlayLevelSoundElementAction(x, y, element, action);
15571 void PlaySound_MM(int sound_mm)
15573 int sound = map_sound_MM_to_RND(sound_mm);
15575 if (sound == SND_UNDEFINED)
15581 void PlaySoundLoop_MM(int sound_mm)
15583 int sound = map_sound_MM_to_RND(sound_mm);
15585 if (sound == SND_UNDEFINED)
15588 PlaySoundLoop(sound);
15591 void StopSound_MM(int sound_mm)
15593 int sound = map_sound_MM_to_RND(sound_mm);
15595 if (sound == SND_UNDEFINED)
15601 void RaiseScore(int value)
15603 game.score += value;
15605 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15607 DisplayGameControlValues();
15610 void RaiseScoreElement(int element)
15615 case EL_BD_DIAMOND:
15616 case EL_EMERALD_YELLOW:
15617 case EL_EMERALD_RED:
15618 case EL_EMERALD_PURPLE:
15619 case EL_SP_INFOTRON:
15620 RaiseScore(level.score[SC_EMERALD]);
15623 RaiseScore(level.score[SC_DIAMOND]);
15626 RaiseScore(level.score[SC_CRYSTAL]);
15629 RaiseScore(level.score[SC_PEARL]);
15632 case EL_BD_BUTTERFLY:
15633 case EL_SP_ELECTRON:
15634 RaiseScore(level.score[SC_BUG]);
15637 case EL_BD_FIREFLY:
15638 case EL_SP_SNIKSNAK:
15639 RaiseScore(level.score[SC_SPACESHIP]);
15642 case EL_DARK_YAMYAM:
15643 RaiseScore(level.score[SC_YAMYAM]);
15646 RaiseScore(level.score[SC_ROBOT]);
15649 RaiseScore(level.score[SC_PACMAN]);
15652 RaiseScore(level.score[SC_NUT]);
15655 case EL_EM_DYNAMITE:
15656 case EL_SP_DISK_RED:
15657 case EL_DYNABOMB_INCREASE_NUMBER:
15658 case EL_DYNABOMB_INCREASE_SIZE:
15659 case EL_DYNABOMB_INCREASE_POWER:
15660 RaiseScore(level.score[SC_DYNAMITE]);
15662 case EL_SHIELD_NORMAL:
15663 case EL_SHIELD_DEADLY:
15664 RaiseScore(level.score[SC_SHIELD]);
15666 case EL_EXTRA_TIME:
15667 RaiseScore(level.extra_time_score);
15681 case EL_DC_KEY_WHITE:
15682 RaiseScore(level.score[SC_KEY]);
15685 RaiseScore(element_info[element].collect_score);
15690 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15692 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15696 // prevent short reactivation of overlay buttons while closing door
15697 SetOverlayActive(FALSE);
15698 UnmapGameButtons();
15700 // door may still be open due to skipped or envelope style request
15701 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15704 if (network.enabled)
15705 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15709 FadeSkipNextFadeIn();
15711 SetGameStatus(GAME_MODE_MAIN);
15716 else // continue playing the game
15718 if (tape.playing && tape.deactivate_display)
15719 TapeDeactivateDisplayOff(TRUE);
15721 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15723 if (tape.playing && tape.deactivate_display)
15724 TapeDeactivateDisplayOn();
15728 void RequestQuitGame(boolean escape_key_pressed)
15730 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15731 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15732 level_editor_test_game);
15733 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15734 quick_quit || score_info_tape_play);
15736 RequestQuitGameExt(skip_request, quick_quit,
15737 "Do you really want to quit the game?");
15740 static char *getRestartGameMessage(void)
15742 boolean play_again = hasStartedNetworkGame();
15743 static char message[MAX_OUTPUT_LINESIZE];
15744 char *game_over_text = "Game over!";
15745 char *play_again_text = " Play it again?";
15747 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15748 game_mm.game_over_message != NULL)
15749 game_over_text = game_mm.game_over_message;
15751 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15752 (play_again ? play_again_text : ""));
15757 static void RequestRestartGame(void)
15759 char *message = getRestartGameMessage();
15760 boolean has_started_game = hasStartedNetworkGame();
15761 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15762 int door_state = DOOR_CLOSE_1;
15764 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15766 CloseDoor(door_state);
15768 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15772 // if game was invoked from level editor, also close tape recorder door
15773 if (level_editor_test_game)
15774 door_state = DOOR_CLOSE_ALL;
15776 CloseDoor(door_state);
15778 SetGameStatus(GAME_MODE_MAIN);
15784 boolean CheckRestartGame(void)
15786 static int game_over_delay = 0;
15787 int game_over_delay_value = 50;
15788 boolean game_over = checkGameFailed();
15792 game_over_delay = game_over_delay_value;
15797 if (game_over_delay > 0)
15799 if (game_over_delay == game_over_delay_value / 2)
15800 PlaySound(SND_GAME_LOSING);
15807 // do not ask to play again if request dialog is already active
15808 if (game.request_active)
15811 // do not ask to play again if request dialog already handled
15812 if (game.RestartGameRequested)
15815 // do not ask to play again if game was never actually played
15816 if (!game.GamePlayed)
15819 // do not ask to play again if this was disabled in setup menu
15820 if (!setup.ask_on_game_over)
15823 game.RestartGameRequested = TRUE;
15825 RequestRestartGame();
15830 boolean checkGameSolved(void)
15832 // set for all game engines if level was solved
15833 return game.LevelSolved_GameEnd;
15836 boolean checkGameFailed(void)
15838 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15839 return (game_em.game_over && !game_em.level_solved);
15840 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15841 return (game_sp.game_over && !game_sp.level_solved);
15842 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15843 return (game_mm.game_over && !game_mm.level_solved);
15844 else // GAME_ENGINE_TYPE_RND
15845 return (game.GameOver && !game.LevelSolved);
15848 boolean checkGameEnded(void)
15850 return (checkGameSolved() || checkGameFailed());
15854 // ----------------------------------------------------------------------------
15855 // random generator functions
15856 // ----------------------------------------------------------------------------
15858 unsigned int InitEngineRandom_RND(int seed)
15860 game.num_random_calls = 0;
15862 return InitEngineRandom(seed);
15865 unsigned int RND(int max)
15869 game.num_random_calls++;
15871 return GetEngineRandom(max);
15878 // ----------------------------------------------------------------------------
15879 // game engine snapshot handling functions
15880 // ----------------------------------------------------------------------------
15882 struct EngineSnapshotInfo
15884 // runtime values for custom element collect score
15885 int collect_score[NUM_CUSTOM_ELEMENTS];
15887 // runtime values for group element choice position
15888 int choice_pos[NUM_GROUP_ELEMENTS];
15890 // runtime values for belt position animations
15891 int belt_graphic[4][NUM_BELT_PARTS];
15892 int belt_anim_mode[4][NUM_BELT_PARTS];
15895 static struct EngineSnapshotInfo engine_snapshot_rnd;
15896 static char *snapshot_level_identifier = NULL;
15897 static int snapshot_level_nr = -1;
15899 static void SaveEngineSnapshotValues_RND(void)
15901 static int belt_base_active_element[4] =
15903 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15904 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15905 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15906 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15910 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15912 int element = EL_CUSTOM_START + i;
15914 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15917 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15919 int element = EL_GROUP_START + i;
15921 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15924 for (i = 0; i < 4; i++)
15926 for (j = 0; j < NUM_BELT_PARTS; j++)
15928 int element = belt_base_active_element[i] + j;
15929 int graphic = el2img(element);
15930 int anim_mode = graphic_info[graphic].anim_mode;
15932 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15933 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15938 static void LoadEngineSnapshotValues_RND(void)
15940 unsigned int num_random_calls = game.num_random_calls;
15943 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15945 int element = EL_CUSTOM_START + i;
15947 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15950 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15952 int element = EL_GROUP_START + i;
15954 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15957 for (i = 0; i < 4; i++)
15959 for (j = 0; j < NUM_BELT_PARTS; j++)
15961 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15962 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15964 graphic_info[graphic].anim_mode = anim_mode;
15968 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15970 InitRND(tape.random_seed);
15971 for (i = 0; i < num_random_calls; i++)
15975 if (game.num_random_calls != num_random_calls)
15977 Error("number of random calls out of sync");
15978 Error("number of random calls should be %d", num_random_calls);
15979 Error("number of random calls is %d", game.num_random_calls);
15981 Fail("this should not happen -- please debug");
15985 void FreeEngineSnapshotSingle(void)
15987 FreeSnapshotSingle();
15989 setString(&snapshot_level_identifier, NULL);
15990 snapshot_level_nr = -1;
15993 void FreeEngineSnapshotList(void)
15995 FreeSnapshotList();
15998 static ListNode *SaveEngineSnapshotBuffers(void)
16000 ListNode *buffers = NULL;
16002 // copy some special values to a structure better suited for the snapshot
16004 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16005 SaveEngineSnapshotValues_RND();
16006 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16007 SaveEngineSnapshotValues_EM();
16008 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16009 SaveEngineSnapshotValues_SP(&buffers);
16010 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16011 SaveEngineSnapshotValues_MM();
16013 // save values stored in special snapshot structure
16015 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16016 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16017 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16019 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16020 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16021 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
16024 // save further RND engine values
16026 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
16027 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
16028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
16030 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16031 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16032 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16033 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16034 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16036 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16038 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16040 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16042 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16043 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16045 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16046 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16047 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16048 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16049 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16050 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16051 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16052 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16053 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16054 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16055 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16056 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16057 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16058 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16059 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16060 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16061 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16062 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16064 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16065 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16067 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16068 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16069 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16071 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16072 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16074 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16075 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16076 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16077 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16078 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16079 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16081 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16082 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16085 ListNode *node = engine_snapshot_list_rnd;
16088 while (node != NULL)
16090 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16095 Debug("game:playing:SaveEngineSnapshotBuffers",
16096 "size of engine snapshot: %d bytes", num_bytes);
16102 void SaveEngineSnapshotSingle(void)
16104 ListNode *buffers = SaveEngineSnapshotBuffers();
16106 // finally save all snapshot buffers to single snapshot
16107 SaveSnapshotSingle(buffers);
16109 // save level identification information
16110 setString(&snapshot_level_identifier, leveldir_current->identifier);
16111 snapshot_level_nr = level_nr;
16114 boolean CheckSaveEngineSnapshotToList(void)
16116 boolean save_snapshot =
16117 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16118 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16119 game.snapshot.changed_action) ||
16120 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16121 game.snapshot.collected_item));
16123 game.snapshot.changed_action = FALSE;
16124 game.snapshot.collected_item = FALSE;
16125 game.snapshot.save_snapshot = save_snapshot;
16127 return save_snapshot;
16130 void SaveEngineSnapshotToList(void)
16132 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16136 ListNode *buffers = SaveEngineSnapshotBuffers();
16138 // finally save all snapshot buffers to snapshot list
16139 SaveSnapshotToList(buffers);
16142 void SaveEngineSnapshotToListInitial(void)
16144 FreeEngineSnapshotList();
16146 SaveEngineSnapshotToList();
16149 static void LoadEngineSnapshotValues(void)
16151 // restore special values from snapshot structure
16153 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16154 LoadEngineSnapshotValues_RND();
16155 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16156 LoadEngineSnapshotValues_EM();
16157 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16158 LoadEngineSnapshotValues_SP();
16159 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16160 LoadEngineSnapshotValues_MM();
16163 void LoadEngineSnapshotSingle(void)
16165 LoadSnapshotSingle();
16167 LoadEngineSnapshotValues();
16170 static void LoadEngineSnapshot_Undo(int steps)
16172 LoadSnapshotFromList_Older(steps);
16174 LoadEngineSnapshotValues();
16177 static void LoadEngineSnapshot_Redo(int steps)
16179 LoadSnapshotFromList_Newer(steps);
16181 LoadEngineSnapshotValues();
16184 boolean CheckEngineSnapshotSingle(void)
16186 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16187 snapshot_level_nr == level_nr);
16190 boolean CheckEngineSnapshotList(void)
16192 return CheckSnapshotList();
16196 // ---------- new game button stuff -------------------------------------------
16203 boolean *setup_value;
16204 boolean allowed_on_tape;
16205 boolean is_touch_button;
16207 } gamebutton_info[NUM_GAME_BUTTONS] =
16210 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16211 GAME_CTRL_ID_STOP, NULL,
16212 TRUE, FALSE, "stop game"
16215 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16216 GAME_CTRL_ID_PAUSE, NULL,
16217 TRUE, FALSE, "pause game"
16220 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16221 GAME_CTRL_ID_PLAY, NULL,
16222 TRUE, FALSE, "play game"
16225 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16226 GAME_CTRL_ID_UNDO, NULL,
16227 TRUE, FALSE, "undo step"
16230 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16231 GAME_CTRL_ID_REDO, NULL,
16232 TRUE, FALSE, "redo step"
16235 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16236 GAME_CTRL_ID_SAVE, NULL,
16237 TRUE, FALSE, "save game"
16240 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16241 GAME_CTRL_ID_PAUSE2, NULL,
16242 TRUE, FALSE, "pause game"
16245 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16246 GAME_CTRL_ID_LOAD, NULL,
16247 TRUE, FALSE, "load game"
16250 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16251 GAME_CTRL_ID_PANEL_STOP, NULL,
16252 FALSE, FALSE, "stop game"
16255 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16256 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16257 FALSE, FALSE, "pause game"
16260 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16261 GAME_CTRL_ID_PANEL_PLAY, NULL,
16262 FALSE, FALSE, "play game"
16265 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16266 GAME_CTRL_ID_TOUCH_STOP, NULL,
16267 FALSE, TRUE, "stop game"
16270 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16271 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16272 FALSE, TRUE, "pause game"
16275 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16276 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16277 TRUE, FALSE, "background music on/off"
16280 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16281 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16282 TRUE, FALSE, "sound loops on/off"
16285 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16286 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16287 TRUE, FALSE, "normal sounds on/off"
16290 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16291 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16292 FALSE, FALSE, "background music on/off"
16295 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16296 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16297 FALSE, FALSE, "sound loops on/off"
16300 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16301 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16302 FALSE, FALSE, "normal sounds on/off"
16306 void CreateGameButtons(void)
16310 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16312 int graphic = gamebutton_info[i].graphic;
16313 struct GraphicInfo *gfx = &graphic_info[graphic];
16314 struct XY *pos = gamebutton_info[i].pos;
16315 struct GadgetInfo *gi;
16318 unsigned int event_mask;
16319 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16320 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16321 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16322 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16323 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16324 int gd_x = gfx->src_x;
16325 int gd_y = gfx->src_y;
16326 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16327 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16328 int gd_xa = gfx->src_x + gfx->active_xoffset;
16329 int gd_ya = gfx->src_y + gfx->active_yoffset;
16330 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16331 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16332 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16333 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16336 // do not use touch buttons if overlay touch buttons are disabled
16337 if (is_touch_button && !setup.touch.overlay_buttons)
16340 if (gfx->bitmap == NULL)
16342 game_gadget[id] = NULL;
16347 if (id == GAME_CTRL_ID_STOP ||
16348 id == GAME_CTRL_ID_PANEL_STOP ||
16349 id == GAME_CTRL_ID_TOUCH_STOP ||
16350 id == GAME_CTRL_ID_PLAY ||
16351 id == GAME_CTRL_ID_PANEL_PLAY ||
16352 id == GAME_CTRL_ID_SAVE ||
16353 id == GAME_CTRL_ID_LOAD)
16355 button_type = GD_TYPE_NORMAL_BUTTON;
16357 event_mask = GD_EVENT_RELEASED;
16359 else if (id == GAME_CTRL_ID_UNDO ||
16360 id == GAME_CTRL_ID_REDO)
16362 button_type = GD_TYPE_NORMAL_BUTTON;
16364 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16368 button_type = GD_TYPE_CHECK_BUTTON;
16369 checked = (gamebutton_info[i].setup_value != NULL ?
16370 *gamebutton_info[i].setup_value : FALSE);
16371 event_mask = GD_EVENT_PRESSED;
16374 gi = CreateGadget(GDI_CUSTOM_ID, id,
16375 GDI_IMAGE_ID, graphic,
16376 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16379 GDI_WIDTH, gfx->width,
16380 GDI_HEIGHT, gfx->height,
16381 GDI_TYPE, button_type,
16382 GDI_STATE, GD_BUTTON_UNPRESSED,
16383 GDI_CHECKED, checked,
16384 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16385 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16386 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16387 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16388 GDI_DIRECT_DRAW, FALSE,
16389 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16390 GDI_EVENT_MASK, event_mask,
16391 GDI_CALLBACK_ACTION, HandleGameButtons,
16395 Fail("cannot create gadget");
16397 game_gadget[id] = gi;
16401 void FreeGameButtons(void)
16405 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16406 FreeGadget(game_gadget[i]);
16409 static void UnmapGameButtonsAtSamePosition(int id)
16413 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16415 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16416 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16417 UnmapGadget(game_gadget[i]);
16420 static void UnmapGameButtonsAtSamePosition_All(void)
16422 if (setup.show_load_save_buttons)
16424 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16425 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16426 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16428 else if (setup.show_undo_redo_buttons)
16430 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16431 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16432 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16436 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16437 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16438 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16440 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16441 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16442 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16446 void MapLoadSaveButtons(void)
16448 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16449 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16451 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16452 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16455 void MapUndoRedoButtons(void)
16457 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16458 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16460 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16461 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16464 void ModifyPauseButtons(void)
16468 GAME_CTRL_ID_PAUSE,
16469 GAME_CTRL_ID_PAUSE2,
16470 GAME_CTRL_ID_PANEL_PAUSE,
16471 GAME_CTRL_ID_TOUCH_PAUSE,
16476 for (i = 0; ids[i] > -1; i++)
16477 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16480 static void MapGameButtonsExt(boolean on_tape)
16484 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16486 if ((i == GAME_CTRL_ID_UNDO ||
16487 i == GAME_CTRL_ID_REDO) &&
16488 game_status != GAME_MODE_PLAYING)
16491 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16492 MapGadget(game_gadget[i]);
16495 UnmapGameButtonsAtSamePosition_All();
16497 RedrawGameButtons();
16500 static void UnmapGameButtonsExt(boolean on_tape)
16504 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16505 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16506 UnmapGadget(game_gadget[i]);
16509 static void RedrawGameButtonsExt(boolean on_tape)
16513 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16514 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16515 RedrawGadget(game_gadget[i]);
16518 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16523 gi->checked = state;
16526 static void RedrawSoundButtonGadget(int id)
16528 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16529 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16530 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16531 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16532 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16533 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16536 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16537 RedrawGadget(game_gadget[id2]);
16540 void MapGameButtons(void)
16542 MapGameButtonsExt(FALSE);
16545 void UnmapGameButtons(void)
16547 UnmapGameButtonsExt(FALSE);
16550 void RedrawGameButtons(void)
16552 RedrawGameButtonsExt(FALSE);
16555 void MapGameButtonsOnTape(void)
16557 MapGameButtonsExt(TRUE);
16560 void UnmapGameButtonsOnTape(void)
16562 UnmapGameButtonsExt(TRUE);
16565 void RedrawGameButtonsOnTape(void)
16567 RedrawGameButtonsExt(TRUE);
16570 static void GameUndoRedoExt(void)
16572 ClearPlayerAction();
16574 tape.pausing = TRUE;
16577 UpdateAndDisplayGameControlValues();
16579 DrawCompleteVideoDisplay();
16580 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16581 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16582 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16584 ModifyPauseButtons();
16589 static void GameUndo(int steps)
16591 if (!CheckEngineSnapshotList())
16594 int tape_property_bits = tape.property_bits;
16596 LoadEngineSnapshot_Undo(steps);
16598 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16603 static void GameRedo(int steps)
16605 if (!CheckEngineSnapshotList())
16608 int tape_property_bits = tape.property_bits;
16610 LoadEngineSnapshot_Redo(steps);
16612 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16617 static void HandleGameButtonsExt(int id, int button)
16619 static boolean game_undo_executed = FALSE;
16620 int steps = BUTTON_STEPSIZE(button);
16621 boolean handle_game_buttons =
16622 (game_status == GAME_MODE_PLAYING ||
16623 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16625 if (!handle_game_buttons)
16630 case GAME_CTRL_ID_STOP:
16631 case GAME_CTRL_ID_PANEL_STOP:
16632 case GAME_CTRL_ID_TOUCH_STOP:
16637 case GAME_CTRL_ID_PAUSE:
16638 case GAME_CTRL_ID_PAUSE2:
16639 case GAME_CTRL_ID_PANEL_PAUSE:
16640 case GAME_CTRL_ID_TOUCH_PAUSE:
16641 if (network.enabled && game_status == GAME_MODE_PLAYING)
16644 SendToServer_ContinuePlaying();
16646 SendToServer_PausePlaying();
16649 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16651 game_undo_executed = FALSE;
16655 case GAME_CTRL_ID_PLAY:
16656 case GAME_CTRL_ID_PANEL_PLAY:
16657 if (game_status == GAME_MODE_MAIN)
16659 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16661 else if (tape.pausing)
16663 if (network.enabled)
16664 SendToServer_ContinuePlaying();
16666 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16670 case GAME_CTRL_ID_UNDO:
16671 // Important: When using "save snapshot when collecting an item" mode,
16672 // load last (current) snapshot for first "undo" after pressing "pause"
16673 // (else the last-but-one snapshot would be loaded, because the snapshot
16674 // pointer already points to the last snapshot when pressing "pause",
16675 // which is fine for "every step/move" mode, but not for "every collect")
16676 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16677 !game_undo_executed)
16680 game_undo_executed = TRUE;
16685 case GAME_CTRL_ID_REDO:
16689 case GAME_CTRL_ID_SAVE:
16693 case GAME_CTRL_ID_LOAD:
16697 case SOUND_CTRL_ID_MUSIC:
16698 case SOUND_CTRL_ID_PANEL_MUSIC:
16699 if (setup.sound_music)
16701 setup.sound_music = FALSE;
16705 else if (audio.music_available)
16707 setup.sound = setup.sound_music = TRUE;
16709 SetAudioMode(setup.sound);
16711 if (game_status == GAME_MODE_PLAYING)
16715 RedrawSoundButtonGadget(id);
16719 case SOUND_CTRL_ID_LOOPS:
16720 case SOUND_CTRL_ID_PANEL_LOOPS:
16721 if (setup.sound_loops)
16722 setup.sound_loops = FALSE;
16723 else if (audio.loops_available)
16725 setup.sound = setup.sound_loops = TRUE;
16727 SetAudioMode(setup.sound);
16730 RedrawSoundButtonGadget(id);
16734 case SOUND_CTRL_ID_SIMPLE:
16735 case SOUND_CTRL_ID_PANEL_SIMPLE:
16736 if (setup.sound_simple)
16737 setup.sound_simple = FALSE;
16738 else if (audio.sound_available)
16740 setup.sound = setup.sound_simple = TRUE;
16742 SetAudioMode(setup.sound);
16745 RedrawSoundButtonGadget(id);
16754 static void HandleGameButtons(struct GadgetInfo *gi)
16756 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16759 void HandleSoundButtonKeys(Key key)
16761 if (key == setup.shortcut.sound_simple)
16762 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16763 else if (key == setup.shortcut.sound_loops)
16764 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16765 else if (key == setup.shortcut.sound_music)
16766 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);