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 (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 ?
2569 sync_random_frame : INIT_GFX_RANDOM());
2571 if (gpc->value != gpc->last_value)
2574 gpc->gfx_random = init_gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582 gpc->gfx_random = init_gfx_random;
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = gpc->gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589 gpc->gfx_frame = element_info[element].collect_score;
2591 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = last_anim_random_frame;
2597 else if (gpc->type == TYPE_GRAPHIC)
2599 if (gpc->graphic != IMG_UNDEFINED)
2601 int last_anim_random_frame = gfx.anim_random_frame;
2602 int graphic = gpc->graphic;
2603 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604 sync_random_frame : INIT_GFX_RANDOM());
2606 if (gpc->value != gpc->last_value)
2609 gpc->gfx_random = init_gfx_random;
2615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617 gpc->gfx_random = init_gfx_random;
2620 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621 gfx.anim_random_frame = gpc->gfx_random;
2623 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2625 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626 gfx.anim_random_frame = last_anim_random_frame;
2632 static void DisplayGameControlValues(void)
2634 boolean redraw_panel = FALSE;
2637 for (i = 0; game_panel_controls[i].nr != -1; i++)
2639 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2641 if (PANEL_DEACTIVATED(gpc->pos))
2644 if (gpc->value == gpc->last_value &&
2645 gpc->frame == gpc->last_frame)
2648 redraw_panel = TRUE;
2654 // copy default game door content to main double buffer
2656 // !!! CHECK AGAIN !!!
2657 SetPanelBackground();
2658 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2661 // redraw game control buttons
2662 RedrawGameButtons();
2664 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2666 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2668 int nr = game_panel_order[i].nr;
2669 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670 struct TextPosInfo *pos = gpc->pos;
2671 int type = gpc->type;
2672 int value = gpc->value;
2673 int frame = gpc->frame;
2674 int size = pos->size;
2675 int font = pos->font;
2676 boolean draw_masked = pos->draw_masked;
2677 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2679 if (PANEL_DEACTIVATED(pos))
2682 if (pos->class == get_hash_from_key("extra_panel_items") &&
2683 !setup.prefer_extra_panel_items)
2686 gpc->last_value = value;
2687 gpc->last_frame = frame;
2689 if (type == TYPE_INTEGER)
2691 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692 nr == GAME_PANEL_INVENTORY_COUNT ||
2693 nr == GAME_PANEL_SCORE ||
2694 nr == GAME_PANEL_HIGHSCORE ||
2695 nr == GAME_PANEL_TIME)
2697 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2699 if (use_dynamic_size) // use dynamic number of digits
2701 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702 nr == GAME_PANEL_INVENTORY_COUNT ||
2703 nr == GAME_PANEL_TIME ? 1000 : 100000);
2704 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705 nr == GAME_PANEL_INVENTORY_COUNT ||
2706 nr == GAME_PANEL_TIME ? 1 : 2);
2707 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708 nr == GAME_PANEL_INVENTORY_COUNT ||
2709 nr == GAME_PANEL_TIME ? 3 : 5);
2710 int size2 = size1 + size_add;
2711 int font1 = pos->font;
2712 int font2 = pos->font_alt;
2714 size = (value < value_change ? size1 : size2);
2715 font = (value < value_change ? font1 : font2);
2719 // correct text size if "digits" is zero or less
2721 size = strlen(int2str(value, size));
2723 // dynamically correct text alignment
2724 pos->width = size * getFontWidth(font);
2726 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727 int2str(value, size), font, mask_mode);
2729 else if (type == TYPE_ELEMENT)
2731 int element, graphic;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2738 if (value != EL_UNDEFINED && value != EL_EMPTY)
2741 graphic = el2panelimg(value);
2744 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745 element, EL_NAME(element), size);
2748 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2751 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2754 width = graphic_info[graphic].width * size / TILESIZE;
2755 height = graphic_info[graphic].height * size / TILESIZE;
2758 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2761 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2765 else if (type == TYPE_GRAPHIC)
2767 int graphic = gpc->graphic;
2768 int graphic_active = gpc->graphic_active;
2772 int dst_x = PANEL_XPOS(pos);
2773 int dst_y = PANEL_YPOS(pos);
2774 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2777 if (graphic != IMG_UNDEFINED && !skip)
2779 if (pos->style == STYLE_REVERSE)
2780 value = 100 - value;
2782 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2784 if (pos->direction & MV_HORIZONTAL)
2786 width = graphic_info[graphic_active].width * value / 100;
2787 height = graphic_info[graphic_active].height;
2789 if (pos->direction == MV_LEFT)
2791 src_x += graphic_info[graphic_active].width - width;
2792 dst_x += graphic_info[graphic_active].width - width;
2797 width = graphic_info[graphic_active].width;
2798 height = graphic_info[graphic_active].height * value / 100;
2800 if (pos->direction == MV_UP)
2802 src_y += graphic_info[graphic_active].height - height;
2803 dst_y += graphic_info[graphic_active].height - height;
2808 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2811 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2816 if (pos->direction & MV_HORIZONTAL)
2818 if (pos->direction == MV_RIGHT)
2825 dst_x = PANEL_XPOS(pos);
2828 width = graphic_info[graphic].width - width;
2832 if (pos->direction == MV_DOWN)
2839 dst_y = PANEL_YPOS(pos);
2842 height = graphic_info[graphic].height - height;
2846 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2849 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2853 else if (type == TYPE_STRING)
2855 boolean active = (value != 0);
2856 char *state_normal = "off";
2857 char *state_active = "on";
2858 char *state = (active ? state_active : state_normal);
2859 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2861 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2862 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2864 if (nr == GAME_PANEL_GRAVITY_STATE)
2866 int font1 = pos->font; // (used for normal state)
2867 int font2 = pos->font_alt; // (used for active state)
2869 font = (active ? font2 : font1);
2878 // don't truncate output if "chars" is zero or less
2881 // dynamically correct text alignment
2882 pos->width = size * getFontWidth(font);
2885 s_cut = getStringCopyN(s, size);
2887 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888 s_cut, font, mask_mode);
2894 redraw_mask |= REDRAW_DOOR_1;
2897 SetGameStatus(GAME_MODE_PLAYING);
2900 void UpdateAndDisplayGameControlValues(void)
2902 if (tape.deactivate_display)
2905 UpdateGameControlValues();
2906 DisplayGameControlValues();
2909 void UpdateGameDoorValues(void)
2911 UpdateGameControlValues();
2914 void DrawGameDoorValues(void)
2916 DisplayGameControlValues();
2920 // ============================================================================
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2926 static void InitGameEngine(void)
2928 int i, j, k, l, x, y;
2930 // set game engine from tape file when re-playing, else from level file
2931 game.engine_version = (tape.playing ? tape.engine_version :
2932 level.game_version);
2934 // set single or multi-player game mode (needed for re-playing tapes)
2935 game.team_mode = setup.team_mode;
2939 int num_players = 0;
2941 for (i = 0; i < MAX_PLAYERS; i++)
2942 if (tape.player_participates[i])
2945 // multi-player tapes contain input data for more than one player
2946 game.team_mode = (num_players > 1);
2950 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2951 level.game_version);
2952 Debug("game:init:level", " tape.file_version == %06d",
2954 Debug("game:init:level", " tape.game_version == %06d",
2956 Debug("game:init:level", " tape.engine_version == %06d",
2957 tape.engine_version);
2958 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2959 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2962 // --------------------------------------------------------------------------
2963 // set flags for bugs and changes according to active game engine version
2964 // --------------------------------------------------------------------------
2968 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2970 Bug was introduced in version:
2973 Bug was fixed in version:
2977 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978 but the property "can fall" was missing, which caused some levels to be
2979 unsolvable. This was fixed in version 4.2.0.0.
2981 Affected levels/tapes:
2982 An example for a tape that was fixed by this bugfix is tape 029 from the
2983 level set "rnd_sam_bateman".
2984 The wrong behaviour will still be used for all levels or tapes that were
2985 created/recorded with it. An example for this is tape 023 from the level
2986 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2989 boolean use_amoeba_dropping_cannot_fall_bug =
2990 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2993 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994 tape.game_version < VERSION_IDENT(4,2,0,0)));
2997 Summary of bugfix/change:
2998 Fixed move speed of elements entering or leaving magic wall.
3000 Fixed/changed in version:
3004 Before 2.0.1, move speed of elements entering or leaving magic wall was
3005 twice as fast as it is now.
3006 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3008 Affected levels/tapes:
3009 The first condition is generally needed for all levels/tapes before version
3010 2.0.1, which might use the old behaviour before it was changed; known tapes
3011 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012 The second condition is an exception from the above case and is needed for
3013 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014 above, but before it was known that this change would break tapes like the
3015 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016 although the engine version while recording maybe was before 2.0.1. There
3017 are a lot of tapes that are affected by this exception, like tape 006 from
3018 the level set "rnd_conor_mancone".
3021 boolean use_old_move_stepsize_for_magic_wall =
3022 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3024 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025 tape.game_version < VERSION_IDENT(4,2,0,0)));
3028 Summary of bugfix/change:
3029 Fixed handling for custom elements that change when pushed by the player.
3031 Fixed/changed in version:
3035 Before 3.1.0, custom elements that "change when pushing" changed directly
3036 after the player started pushing them (until then handled in "DigField()").
3037 Since 3.1.0, these custom elements are not changed until the "pushing"
3038 move of the element is finished (now handled in "ContinueMoving()").
3040 Affected levels/tapes:
3041 The first condition is generally needed for all levels/tapes before version
3042 3.1.0, which might use the old behaviour before it was changed; known tapes
3043 that are affected are some tapes from the level set "Walpurgis Gardens" by
3045 The second condition is an exception from the above case and is needed for
3046 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047 above (including some development versions of 3.1.0), but before it was
3048 known that this change would break tapes like the above and was fixed in
3049 3.1.1, so that the changed behaviour was active although the engine version
3050 while recording maybe was before 3.1.0. There is at least one tape that is
3051 affected by this exception, which is the tape for the one-level set "Bug
3052 Machine" by Juergen Bonhagen.
3055 game.use_change_when_pushing_bug =
3056 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3058 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059 tape.game_version < VERSION_IDENT(3,1,1,0)));
3062 Summary of bugfix/change:
3063 Fixed handling for blocking the field the player leaves when moving.
3065 Fixed/changed in version:
3069 Before 3.1.1, when "block last field when moving" was enabled, the field
3070 the player is leaving when moving was blocked for the time of the move,
3071 and was directly unblocked afterwards. This resulted in the last field
3072 being blocked for exactly one less than the number of frames of one player
3073 move. Additionally, even when blocking was disabled, the last field was
3074 blocked for exactly one frame.
3075 Since 3.1.1, due to changes in player movement handling, the last field
3076 is not blocked at all when blocking is disabled. When blocking is enabled,
3077 the last field is blocked for exactly the number of frames of one player
3078 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079 last field is blocked for exactly one more than the number of frames of
3082 Affected levels/tapes:
3083 (!!! yet to be determined -- probably many !!!)
3086 game.use_block_last_field_bug =
3087 (game.engine_version < VERSION_IDENT(3,1,1,0));
3089 /* various special flags and settings for native Emerald Mine game engine */
3091 game_em.use_single_button =
3092 (game.engine_version > VERSION_IDENT(4,0,0,2));
3094 game_em.use_snap_key_bug =
3095 (game.engine_version < VERSION_IDENT(4,0,1,0));
3097 game_em.use_random_bug =
3098 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3100 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3102 game_em.use_old_explosions = use_old_em_engine;
3103 game_em.use_old_android = use_old_em_engine;
3104 game_em.use_old_push_elements = use_old_em_engine;
3105 game_em.use_old_push_into_acid = use_old_em_engine;
3107 game_em.use_wrap_around = !use_old_em_engine;
3109 // --------------------------------------------------------------------------
3111 // set maximal allowed number of custom element changes per game frame
3112 game.max_num_changes_per_frame = 1;
3114 // default scan direction: scan playfield from top/left to bottom/right
3115 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3117 // dynamically adjust element properties according to game engine version
3118 InitElementPropertiesEngine(game.engine_version);
3120 // ---------- initialize special element properties -------------------------
3122 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123 if (use_amoeba_dropping_cannot_fall_bug)
3124 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3126 // ---------- initialize player's initial move delay ------------------------
3128 // dynamically adjust player properties according to level information
3129 for (i = 0; i < MAX_PLAYERS; i++)
3130 game.initial_move_delay_value[i] =
3131 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3133 // dynamically adjust player properties according to game engine version
3134 for (i = 0; i < MAX_PLAYERS; i++)
3135 game.initial_move_delay[i] =
3136 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137 game.initial_move_delay_value[i] : 0);
3139 // ---------- initialize player's initial push delay ------------------------
3141 // dynamically adjust player properties according to game engine version
3142 game.initial_push_delay_value =
3143 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3145 // ---------- initialize changing elements ----------------------------------
3147 // initialize changing elements information
3148 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3150 struct ElementInfo *ei = &element_info[i];
3152 // this pointer might have been changed in the level editor
3153 ei->change = &ei->change_page[0];
3155 if (!IS_CUSTOM_ELEMENT(i))
3157 ei->change->target_element = EL_EMPTY_SPACE;
3158 ei->change->delay_fixed = 0;
3159 ei->change->delay_random = 0;
3160 ei->change->delay_frames = 1;
3163 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3165 ei->has_change_event[j] = FALSE;
3167 ei->event_page_nr[j] = 0;
3168 ei->event_page[j] = &ei->change_page[0];
3172 // add changing elements from pre-defined list
3173 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3175 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176 struct ElementInfo *ei = &element_info[ch_delay->element];
3178 ei->change->target_element = ch_delay->target_element;
3179 ei->change->delay_fixed = ch_delay->change_delay;
3181 ei->change->pre_change_function = ch_delay->pre_change_function;
3182 ei->change->change_function = ch_delay->change_function;
3183 ei->change->post_change_function = ch_delay->post_change_function;
3185 ei->change->can_change = TRUE;
3186 ei->change->can_change_or_has_action = TRUE;
3188 ei->has_change_event[CE_DELAY] = TRUE;
3190 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3194 // ---------- initialize internal run-time variables ------------------------
3196 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3198 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3200 for (j = 0; j < ei->num_change_pages; j++)
3202 ei->change_page[j].can_change_or_has_action =
3203 (ei->change_page[j].can_change |
3204 ei->change_page[j].has_action);
3208 // add change events from custom element configuration
3209 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3211 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3213 for (j = 0; j < ei->num_change_pages; j++)
3215 if (!ei->change_page[j].can_change_or_has_action)
3218 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3220 // only add event page for the first page found with this event
3221 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3223 ei->has_change_event[k] = TRUE;
3225 ei->event_page_nr[k] = j;
3226 ei->event_page[k] = &ei->change_page[j];
3232 // ---------- initialize reference elements in change conditions ------------
3234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3236 int element = EL_CUSTOM_START + i;
3237 struct ElementInfo *ei = &element_info[element];
3239 for (j = 0; j < ei->num_change_pages; j++)
3241 int trigger_element = ei->change_page[j].initial_trigger_element;
3243 if (trigger_element >= EL_PREV_CE_8 &&
3244 trigger_element <= EL_NEXT_CE_8)
3245 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3247 ei->change_page[j].trigger_element = trigger_element;
3251 // ---------- initialize run-time trigger player and element ----------------
3253 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3255 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263 ei->change_page[j].actual_trigger_ce_value = 0;
3264 ei->change_page[j].actual_trigger_ce_score = 0;
3268 // ---------- initialize trigger events -------------------------------------
3270 // initialize trigger events information
3271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273 trigger_events[i][j] = FALSE;
3275 // add trigger events from element change event properties
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 struct ElementInfo *ei = &element_info[i];
3280 for (j = 0; j < ei->num_change_pages; j++)
3282 if (!ei->change_page[j].can_change_or_has_action)
3285 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3287 int trigger_element = ei->change_page[j].trigger_element;
3289 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3291 if (ei->change_page[j].has_event[k])
3293 if (IS_GROUP_ELEMENT(trigger_element))
3295 struct ElementGroupInfo *group =
3296 element_info[trigger_element].group;
3298 for (l = 0; l < group->num_elements_resolved; l++)
3299 trigger_events[group->element_resolved[l]][k] = TRUE;
3301 else if (trigger_element == EL_ANY_ELEMENT)
3302 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303 trigger_events[l][k] = TRUE;
3305 trigger_events[trigger_element][k] = TRUE;
3312 // ---------- initialize push delay -----------------------------------------
3314 // initialize push delay values to default
3315 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3317 if (!IS_CUSTOM_ELEMENT(i))
3319 // set default push delay values (corrected since version 3.0.7-1)
3320 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3322 element_info[i].push_delay_fixed = 2;
3323 element_info[i].push_delay_random = 8;
3327 element_info[i].push_delay_fixed = 8;
3328 element_info[i].push_delay_random = 8;
3333 // set push delay value for certain elements from pre-defined list
3334 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3336 int e = push_delay_list[i].element;
3338 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3339 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3342 // set push delay value for Supaplex elements for newer engine versions
3343 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3345 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3347 if (IS_SP_ELEMENT(i))
3349 // set SP push delay to just enough to push under a falling zonk
3350 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3352 element_info[i].push_delay_fixed = delay;
3353 element_info[i].push_delay_random = 0;
3358 // ---------- initialize move stepsize --------------------------------------
3360 // initialize move stepsize values to default
3361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362 if (!IS_CUSTOM_ELEMENT(i))
3363 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3365 // set move stepsize value for certain elements from pre-defined list
3366 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3368 int e = move_stepsize_list[i].element;
3370 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3372 // set move stepsize value for certain elements for older engine versions
3373 if (use_old_move_stepsize_for_magic_wall)
3375 if (e == EL_MAGIC_WALL_FILLING ||
3376 e == EL_MAGIC_WALL_EMPTYING ||
3377 e == EL_BD_MAGIC_WALL_FILLING ||
3378 e == EL_BD_MAGIC_WALL_EMPTYING)
3379 element_info[e].move_stepsize *= 2;
3383 // ---------- initialize collect score --------------------------------------
3385 // initialize collect score values for custom elements from initial value
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387 if (IS_CUSTOM_ELEMENT(i))
3388 element_info[i].collect_score = element_info[i].collect_score_initial;
3390 // ---------- initialize collect count --------------------------------------
3392 // initialize collect count values for non-custom elements
3393 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394 if (!IS_CUSTOM_ELEMENT(i))
3395 element_info[i].collect_count_initial = 0;
3397 // add collect count values for all elements from pre-defined list
3398 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399 element_info[collect_count_list[i].element].collect_count_initial =
3400 collect_count_list[i].count;
3402 // ---------- initialize access direction -----------------------------------
3404 // initialize access direction values to default (access from every side)
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (!IS_CUSTOM_ELEMENT(i))
3407 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3409 // set access direction value for certain elements from pre-defined list
3410 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411 element_info[access_direction_list[i].element].access_direction =
3412 access_direction_list[i].direction;
3414 // ---------- initialize explosion content ----------------------------------
3415 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3417 if (IS_CUSTOM_ELEMENT(i))
3420 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3422 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3424 element_info[i].content.e[x][y] =
3425 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427 i == EL_PLAYER_3 ? EL_EMERALD :
3428 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429 i == EL_MOLE ? EL_EMERALD_RED :
3430 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435 i == EL_WALL_EMERALD ? EL_EMERALD :
3436 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441 i == EL_WALL_PEARL ? EL_PEARL :
3442 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3447 // ---------- initialize recursion detection --------------------------------
3448 recursion_loop_depth = 0;
3449 recursion_loop_detected = FALSE;
3450 recursion_loop_element = EL_UNDEFINED;
3452 // ---------- initialize graphics engine ------------------------------------
3453 game.scroll_delay_value =
3454 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456 !setup.forced_scroll_delay ? 0 :
3457 setup.scroll_delay ? setup.scroll_delay_value : 0);
3458 game.scroll_delay_value =
3459 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3461 // ---------- initialize game engine snapshots ------------------------------
3462 for (i = 0; i < MAX_PLAYERS; i++)
3463 game.snapshot.last_action[i] = 0;
3464 game.snapshot.changed_action = FALSE;
3465 game.snapshot.collected_item = FALSE;
3466 game.snapshot.mode =
3467 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468 SNAPSHOT_MODE_EVERY_STEP :
3469 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470 SNAPSHOT_MODE_EVERY_MOVE :
3471 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473 game.snapshot.save_snapshot = FALSE;
3475 // ---------- initialize level time for Supaplex engine ---------------------
3476 // Supaplex levels with time limit currently unsupported -- should be added
3477 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3480 // ---------- initialize flags for handling game actions --------------------
3482 // set flags for game actions to default values
3483 game.use_key_actions = TRUE;
3484 game.use_mouse_actions = FALSE;
3486 // when using Mirror Magic game engine, handle mouse events only
3487 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3489 game.use_key_actions = FALSE;
3490 game.use_mouse_actions = TRUE;
3493 // check for custom elements with mouse click events
3494 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3496 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3498 int element = EL_CUSTOM_START + i;
3500 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504 game.use_mouse_actions = TRUE;
3509 static int get_num_special_action(int element, int action_first,
3512 int num_special_action = 0;
3515 for (i = action_first; i <= action_last; i++)
3517 boolean found = FALSE;
3519 for (j = 0; j < NUM_DIRECTIONS; j++)
3520 if (el_act_dir2img(element, i, j) !=
3521 el_act_dir2img(element, ACTION_DEFAULT, j))
3525 num_special_action++;
3530 return num_special_action;
3534 // ============================================================================
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3548 Debug("game:init:player", "%s:", message);
3550 for (i = 0; i < MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 Debug("game:init:player",
3555 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3559 player->connected_locally,
3560 player->connected_network,
3562 (local_player == player ? " (local player)" : ""));
3569 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571 int fade_mask = REDRAW_FIELD;
3573 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3574 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3575 int initial_move_dir = MV_DOWN;
3578 // required here to update video display before fading (FIX THIS)
3579 DrawMaskedBorder(REDRAW_DOOR_2);
3581 if (!game.restart_level)
3582 CloseDoor(DOOR_CLOSE_1);
3584 SetGameStatus(GAME_MODE_PLAYING);
3586 if (level_editor_test_game)
3587 FadeSkipNextFadeOut();
3589 FadeSetEnterScreen();
3592 fade_mask = REDRAW_ALL;
3594 FadeLevelSoundsAndMusic();
3596 ExpireSoundLoops(TRUE);
3600 if (level_editor_test_game)
3601 FadeSkipNextFadeIn();
3603 // needed if different viewport properties defined for playing
3604 ChangeViewportPropertiesIfNeeded();
3608 DrawCompleteVideoDisplay();
3610 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3613 InitGameControlValues();
3617 // initialize tape actions from game when recording tape
3618 tape.use_key_actions = game.use_key_actions;
3619 tape.use_mouse_actions = game.use_mouse_actions;
3621 // initialize visible playfield size when recording tape (for team mode)
3622 tape.scr_fieldx = SCR_FIELDX;
3623 tape.scr_fieldy = SCR_FIELDY;
3626 // don't play tapes over network
3627 network_playing = (network.enabled && !tape.playing);
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 player->index_nr = i;
3634 player->index_bit = (1 << i);
3635 player->element_nr = EL_PLAYER_1 + i;
3637 player->present = FALSE;
3638 player->active = FALSE;
3639 player->mapped = FALSE;
3641 player->killed = FALSE;
3642 player->reanimated = FALSE;
3643 player->buried = FALSE;
3646 player->effective_action = 0;
3647 player->programmed_action = 0;
3648 player->snap_action = 0;
3650 player->mouse_action.lx = 0;
3651 player->mouse_action.ly = 0;
3652 player->mouse_action.button = 0;
3653 player->mouse_action.button_hint = 0;
3655 player->effective_mouse_action.lx = 0;
3656 player->effective_mouse_action.ly = 0;
3657 player->effective_mouse_action.button = 0;
3658 player->effective_mouse_action.button_hint = 0;
3660 for (j = 0; j < MAX_NUM_KEYS; j++)
3661 player->key[j] = FALSE;
3663 player->num_white_keys = 0;
3665 player->dynabomb_count = 0;
3666 player->dynabomb_size = 1;
3667 player->dynabombs_left = 0;
3668 player->dynabomb_xl = FALSE;
3670 player->MovDir = initial_move_dir;
3673 player->GfxDir = initial_move_dir;
3674 player->GfxAction = ACTION_DEFAULT;
3676 player->StepFrame = 0;
3678 player->initial_element = player->element_nr;
3679 player->artwork_element =
3680 (level.use_artwork_element[i] ? level.artwork_element[i] :
3681 player->element_nr);
3682 player->use_murphy = FALSE;
3684 player->block_last_field = FALSE; // initialized in InitPlayerField()
3685 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3687 player->gravity = level.initial_player_gravity[i];
3689 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3691 player->actual_frame_counter.count = 0;
3692 player->actual_frame_counter.value = 1;
3694 player->step_counter = 0;
3696 player->last_move_dir = initial_move_dir;
3698 player->is_active = FALSE;
3700 player->is_waiting = FALSE;
3701 player->is_moving = FALSE;
3702 player->is_auto_moving = FALSE;
3703 player->is_digging = FALSE;
3704 player->is_snapping = FALSE;
3705 player->is_collecting = FALSE;
3706 player->is_pushing = FALSE;
3707 player->is_switching = FALSE;
3708 player->is_dropping = FALSE;
3709 player->is_dropping_pressed = FALSE;
3711 player->is_bored = FALSE;
3712 player->is_sleeping = FALSE;
3714 player->was_waiting = TRUE;
3715 player->was_moving = FALSE;
3716 player->was_snapping = FALSE;
3717 player->was_dropping = FALSE;
3719 player->force_dropping = FALSE;
3721 player->frame_counter_bored = -1;
3722 player->frame_counter_sleeping = -1;
3724 player->anim_delay_counter = 0;
3725 player->post_delay_counter = 0;
3727 player->dir_waiting = initial_move_dir;
3728 player->action_waiting = ACTION_DEFAULT;
3729 player->last_action_waiting = ACTION_DEFAULT;
3730 player->special_action_bored = ACTION_DEFAULT;
3731 player->special_action_sleeping = ACTION_DEFAULT;
3733 player->switch_x = -1;
3734 player->switch_y = -1;
3736 player->drop_x = -1;
3737 player->drop_y = -1;
3739 player->show_envelope = 0;
3741 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3743 player->push_delay = -1; // initialized when pushing starts
3744 player->push_delay_value = game.initial_push_delay_value;
3746 player->drop_delay = 0;
3747 player->drop_pressed_delay = 0;
3749 player->last_jx = -1;
3750 player->last_jy = -1;
3754 player->shield_normal_time_left = 0;
3755 player->shield_deadly_time_left = 0;
3757 player->last_removed_element = EL_UNDEFINED;
3759 player->inventory_infinite_element = EL_UNDEFINED;
3760 player->inventory_size = 0;
3762 if (level.use_initial_inventory[i])
3764 for (j = 0; j < level.initial_inventory_size[i]; j++)
3766 int element = level.initial_inventory_content[i][j];
3767 int collect_count = element_info[element].collect_count_initial;
3770 if (!IS_CUSTOM_ELEMENT(element))
3773 if (collect_count == 0)
3774 player->inventory_infinite_element = element;
3776 for (k = 0; k < collect_count; k++)
3777 if (player->inventory_size < MAX_INVENTORY_SIZE)
3778 player->inventory_element[player->inventory_size++] = element;
3782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783 SnapField(player, 0, 0);
3785 map_player_action[i] = i;
3788 network_player_action_received = FALSE;
3790 // initial null action
3791 if (network_playing)
3792 SendToServer_MovePlayer(MV_NONE);
3797 TimeLeft = level.time;
3800 ScreenMovDir = MV_NONE;
3804 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3806 game.robot_wheel_x = -1;
3807 game.robot_wheel_y = -1;
3812 game.all_players_gone = FALSE;
3814 game.LevelSolved = FALSE;
3815 game.GameOver = FALSE;
3817 game.GamePlayed = !tape.playing;
3819 game.LevelSolved_GameWon = FALSE;
3820 game.LevelSolved_GameEnd = FALSE;
3821 game.LevelSolved_SaveTape = FALSE;
3822 game.LevelSolved_SaveScore = FALSE;
3824 game.LevelSolved_CountingTime = 0;
3825 game.LevelSolved_CountingScore = 0;
3826 game.LevelSolved_CountingHealth = 0;
3828 game.panel.active = TRUE;
3830 game.no_level_time_limit = (level.time == 0);
3831 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3833 game.yamyam_content_nr = 0;
3834 game.robot_wheel_active = FALSE;
3835 game.magic_wall_active = FALSE;
3836 game.magic_wall_time_left = 0;
3837 game.light_time_left = 0;
3838 game.timegate_time_left = 0;
3839 game.switchgate_pos = 0;
3840 game.wind_direction = level.wind_direction_initial;
3842 game.time_final = 0;
3843 game.score_time_final = 0;
3846 game.score_final = 0;
3848 game.health = MAX_HEALTH;
3849 game.health_final = MAX_HEALTH;
3851 game.gems_still_needed = level.gems_needed;
3852 game.sokoban_fields_still_needed = 0;
3853 game.sokoban_objects_still_needed = 0;
3854 game.lights_still_needed = 0;
3855 game.players_still_needed = 0;
3856 game.friends_still_needed = 0;
3858 game.lenses_time_left = 0;
3859 game.magnify_time_left = 0;
3861 game.ball_active = level.ball_active_initial;
3862 game.ball_content_nr = 0;
3864 game.explosions_delayed = TRUE;
3866 game.envelope_active = FALSE;
3868 // special case: set custom artwork setting to initial value
3869 game.use_masked_elements = game.use_masked_elements_initial;
3871 for (i = 0; i < NUM_BELTS; i++)
3873 game.belt_dir[i] = MV_NONE;
3874 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3880 #if DEBUG_INIT_PLAYER
3881 DebugPrintPlayerStatus("Player status at level initialization");
3884 SCAN_PLAYFIELD(x, y)
3886 Tile[x][y] = Last[x][y] = level.field[x][y];
3887 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888 ChangeDelay[x][y] = 0;
3889 ChangePage[x][y] = -1;
3890 CustomValue[x][y] = 0; // initialized in InitField()
3891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3893 WasJustMoving[x][y] = 0;
3894 WasJustFalling[x][y] = 0;
3895 CheckCollision[x][y] = 0;
3896 CheckImpact[x][y] = 0;
3898 Pushed[x][y] = FALSE;
3900 ChangeCount[x][y] = 0;
3901 ChangeEvent[x][y] = -1;
3903 ExplodePhase[x][y] = 0;
3904 ExplodeDelay[x][y] = 0;
3905 ExplodeField[x][y] = EX_TYPE_NONE;
3907 RunnerVisit[x][y] = 0;
3908 PlayerVisit[x][y] = 0;
3911 GfxRandom[x][y] = INIT_GFX_RANDOM();
3912 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913 GfxElement[x][y] = EL_UNDEFINED;
3914 GfxElementEmpty[x][y] = EL_EMPTY;
3915 GfxAction[x][y] = ACTION_DEFAULT;
3916 GfxDir[x][y] = MV_NONE;
3917 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3920 SCAN_PLAYFIELD(x, y)
3922 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3924 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3927 InitField(x, y, TRUE);
3929 ResetGfxAnimation(x, y);
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 struct PlayerInfo *player = &stored_player[i];
3938 // set number of special actions for bored and sleeping animation
3939 player->num_special_action_bored =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_BORING_1, ACTION_BORING_LAST);
3942 player->num_special_action_sleeping =
3943 get_num_special_action(player->artwork_element,
3944 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3947 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3950 // initialize type of slippery elements
3951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3953 if (!IS_CUSTOM_ELEMENT(i))
3955 // default: elements slip down either to the left or right randomly
3956 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3958 // SP style elements prefer to slip down on the left side
3959 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3962 // BD style elements prefer to slip down on the left side
3963 if (game.emulation == EMU_BOULDERDASH)
3964 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 // initialize explosion and ignition delay
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 // correct non-moving belts to start moving left
3989 for (i = 0; i < NUM_BELTS; i++)
3990 if (game.belt_dir[i] == MV_NONE)
3991 game.belt_dir_nr[i] = 3; // not moving, next moving left
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994 // use preferred player also in local single-player mode
3995 if (!network.enabled && !game.team_mode)
3997 int new_index_nr = setup.network_player_nr;
3999 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected_locally = FALSE;
4004 stored_player[new_index_nr].connected_locally = TRUE;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4010 stored_player[i].connected = FALSE;
4012 // in network game mode, the local player might not be the first player
4013 if (stored_player[i].connected_locally)
4014 local_player = &stored_player[i];
4017 if (!network.enabled)
4018 local_player->connected = TRUE;
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 stored_player[i].connected = tape.player_participates[i];
4025 else if (network.enabled)
4027 // add team mode players connected over the network (needed for correct
4028 // assignment of player figures from level to locally playing players)
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected_network)
4032 stored_player[i].connected = TRUE;
4034 else if (game.team_mode)
4036 // try to guess locally connected team mode players (needed for correct
4037 // assignment of player figures from level to locally playing players)
4039 for (i = 0; i < MAX_PLAYERS; i++)
4040 if (setup.input[i].use_joystick ||
4041 setup.input[i].key.left != KSYM_UNDEFINED)
4042 stored_player[i].connected = TRUE;
4045 #if DEBUG_INIT_PLAYER
4046 DebugPrintPlayerStatus("Player status after level initialization");
4049 #if DEBUG_INIT_PLAYER
4050 Debug("game:init:player", "Reassigning players ...");
4053 // check if any connected player was not found in playfield
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 struct PlayerInfo *player = &stored_player[i];
4058 if (player->connected && !player->present)
4060 struct PlayerInfo *field_player = NULL;
4062 #if DEBUG_INIT_PLAYER
4063 Debug("game:init:player",
4064 "- looking for field player for player %d ...", i + 1);
4067 // assign first free player found that is present in the playfield
4069 // first try: look for unmapped playfield player that is not connected
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped &&
4074 !stored_player[j].connected)
4075 field_player = &stored_player[j];
4077 // second try: look for *any* unmapped playfield player
4078 for (j = 0; j < MAX_PLAYERS; j++)
4079 if (field_player == NULL &&
4080 stored_player[j].present &&
4081 !stored_player[j].mapped)
4082 field_player = &stored_player[j];
4084 if (field_player != NULL)
4086 int jx = field_player->jx, jy = field_player->jy;
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "- found player %d",
4090 field_player->index_nr + 1);
4093 player->present = FALSE;
4094 player->active = FALSE;
4096 field_player->present = TRUE;
4097 field_player->active = TRUE;
4100 player->initial_element = field_player->initial_element;
4101 player->artwork_element = field_player->artwork_element;
4103 player->block_last_field = field_player->block_last_field;
4104 player->block_delay_adjustment = field_player->block_delay_adjustment;
4107 StorePlayer[jx][jy] = field_player->element_nr;
4109 field_player->jx = field_player->last_jx = jx;
4110 field_player->jy = field_player->last_jy = jy;
4112 if (local_player == player)
4113 local_player = field_player;
4115 map_player_action[field_player->index_nr] = i;
4117 field_player->mapped = TRUE;
4119 #if DEBUG_INIT_PLAYER
4120 Debug("game:init:player", "- map_player_action[%d] == %d",
4121 field_player->index_nr + 1, i + 1);
4126 if (player->connected && player->present)
4127 player->mapped = TRUE;
4130 #if DEBUG_INIT_PLAYER
4131 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4136 // check if any connected player was not found in playfield
4137 for (i = 0; i < MAX_PLAYERS; i++)
4139 struct PlayerInfo *player = &stored_player[i];
4141 if (player->connected && !player->present)
4143 for (j = 0; j < MAX_PLAYERS; j++)
4145 struct PlayerInfo *field_player = &stored_player[j];
4146 int jx = field_player->jx, jy = field_player->jy;
4148 // assign first free player found that is present in the playfield
4149 if (field_player->present && !field_player->connected)
4151 player->present = TRUE;
4152 player->active = TRUE;
4154 field_player->present = FALSE;
4155 field_player->active = FALSE;
4157 player->initial_element = field_player->initial_element;
4158 player->artwork_element = field_player->artwork_element;
4160 player->block_last_field = field_player->block_last_field;
4161 player->block_delay_adjustment = field_player->block_delay_adjustment;
4163 StorePlayer[jx][jy] = player->element_nr;
4165 player->jx = player->last_jx = jx;
4166 player->jy = player->last_jy = jy;
4176 Debug("game:init:player", "local_player->present == %d",
4177 local_player->present);
4180 // set focus to local player for network games, else to all players
4181 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182 game.centered_player_nr_next = game.centered_player_nr;
4183 game.set_centered_player = FALSE;
4184 game.set_centered_player_wrap = FALSE;
4186 if (network_playing && tape.recording)
4188 // store client dependent player focus when recording network games
4189 tape.centered_player_nr_next = game.centered_player_nr_next;
4190 tape.set_centered_player = TRUE;
4195 // when playing a tape, eliminate all players who do not participate
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4199 if (!game.team_mode)
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 if (stored_player[i].active &&
4204 !tape.player_participates[map_player_action[i]])
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 #if DEBUG_INIT_PLAYER
4210 Debug("game:init:player", "Removing player %d at (%d, %d)",
4214 player->active = FALSE;
4215 StorePlayer[jx][jy] = 0;
4216 Tile[jx][jy] = EL_EMPTY;
4223 for (i = 0; i < MAX_PLAYERS; i++)
4225 if (stored_player[i].active &&
4226 !tape.player_participates[i])
4228 struct PlayerInfo *player = &stored_player[i];
4229 int jx = player->jx, jy = player->jy;
4231 player->active = FALSE;
4232 StorePlayer[jx][jy] = 0;
4233 Tile[jx][jy] = EL_EMPTY;
4238 else if (!network.enabled && !game.team_mode) // && !tape.playing
4240 // when in single player mode, eliminate all but the local player
4242 for (i = 0; i < MAX_PLAYERS; i++)
4244 struct PlayerInfo *player = &stored_player[i];
4246 if (player->active && player != local_player)
4248 int jx = player->jx, jy = player->jy;
4250 player->active = FALSE;
4251 player->present = FALSE;
4253 StorePlayer[jx][jy] = 0;
4254 Tile[jx][jy] = EL_EMPTY;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active)
4261 game.players_still_needed++;
4263 if (level.solved_by_one_player)
4264 game.players_still_needed = 1;
4266 // when recording the game, store which players take part in the game
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].connected)
4272 tape.player_participates[i] = TRUE;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4275 if (stored_player[i].active)
4276 tape.player_participates[i] = TRUE;
4280 #if DEBUG_INIT_PLAYER
4281 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4284 if (BorderElement == EL_EMPTY)
4287 SBX_Right = lev_fieldx - SCR_FIELDX;
4289 SBY_Lower = lev_fieldy - SCR_FIELDY;
4294 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4296 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4299 if (full_lev_fieldx <= SCR_FIELDX)
4300 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301 if (full_lev_fieldy <= SCR_FIELDY)
4302 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4304 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4306 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4309 // if local player not found, look for custom element that might create
4310 // the player (make some assumptions about the right custom element)
4311 if (!local_player->present)
4313 int start_x = 0, start_y = 0;
4314 int found_rating = 0;
4315 int found_element = EL_UNDEFINED;
4316 int player_nr = local_player->index_nr;
4318 SCAN_PLAYFIELD(x, y)
4320 int element = Tile[x][y];
4325 if (level.use_start_element[player_nr] &&
4326 level.start_element[player_nr] == element &&
4333 found_element = element;
4336 if (!IS_CUSTOM_ELEMENT(element))
4339 if (CAN_CHANGE(element))
4341 for (i = 0; i < element_info[element].num_change_pages; i++)
4343 // check for player created from custom element as single target
4344 content = element_info[element].change_page[i].target_element;
4345 is_player = IS_PLAYER_ELEMENT(content);
4347 if (is_player && (found_rating < 3 ||
4348 (found_rating == 3 && element < found_element)))
4354 found_element = element;
4359 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4361 // check for player created from custom element as explosion content
4362 content = element_info[element].content.e[xx][yy];
4363 is_player = IS_PLAYER_ELEMENT(content);
4365 if (is_player && (found_rating < 2 ||
4366 (found_rating == 2 && element < found_element)))
4368 start_x = x + xx - 1;
4369 start_y = y + yy - 1;
4372 found_element = element;
4375 if (!CAN_CHANGE(element))
4378 for (i = 0; i < element_info[element].num_change_pages; i++)
4380 // check for player created from custom element as extended target
4382 element_info[element].change_page[i].target_content.e[xx][yy];
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 1 ||
4387 (found_rating == 1 && element < found_element)))
4389 start_x = x + xx - 1;
4390 start_y = y + yy - 1;
4393 found_element = element;
4399 scroll_x = SCROLL_POSITION_X(start_x);
4400 scroll_y = SCROLL_POSITION_Y(start_y);
4404 scroll_x = SCROLL_POSITION_X(local_player->jx);
4405 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4408 // !!! FIX THIS (START) !!!
4409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4411 InitGameEngine_EM();
4413 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4415 InitGameEngine_SP();
4417 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4419 InitGameEngine_MM();
4423 DrawLevel(REDRAW_FIELD);
4426 // after drawing the level, correct some elements
4427 if (game.timegate_time_left == 0)
4428 CloseAllOpenTimegates();
4431 // blit playfield from scroll buffer to normal back buffer for fading in
4432 BlitScreenToBitmap(backbuffer);
4433 // !!! FIX THIS (END) !!!
4435 DrawMaskedBorder(fade_mask);
4440 // full screen redraw is required at this point in the following cases:
4441 // - special editor door undrawn when game was started from level editor
4442 // - drawing area (playfield) was changed and has to be removed completely
4443 redraw_mask = REDRAW_ALL;
4447 if (!game.restart_level)
4449 // copy default game door content to main double buffer
4451 // !!! CHECK AGAIN !!!
4452 SetPanelBackground();
4453 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4457 SetPanelBackground();
4458 SetDrawBackgroundMask(REDRAW_DOOR_1);
4460 UpdateAndDisplayGameControlValues();
4462 if (!game.restart_level)
4468 CreateGameButtons();
4473 // copy actual game door content to door double buffer for OpenDoor()
4474 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4476 OpenDoor(DOOR_OPEN_ALL);
4478 KeyboardAutoRepeatOffUnlessAutoplay();
4480 #if DEBUG_INIT_PLAYER
4481 DebugPrintPlayerStatus("Player status (final)");
4490 if (!game.restart_level && !tape.playing)
4492 LevelStats_incPlayed(level_nr);
4494 SaveLevelSetup_SeriesInfo();
4497 game.restart_level = FALSE;
4498 game.restart_game_message = NULL;
4500 game.request_active = FALSE;
4501 game.request_active_or_moving = FALSE;
4503 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504 InitGameActions_MM();
4506 SaveEngineSnapshotToListInitial();
4508 if (!game.restart_level)
4510 PlaySound(SND_GAME_STARTING);
4512 if (setup.sound_music)
4516 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520 int actual_player_x, int actual_player_y)
4522 // this is used for non-R'n'D game engines to update certain engine values
4524 // needed to determine if sounds are played within the visible screen area
4525 scroll_x = actual_scroll_x;
4526 scroll_y = actual_scroll_y;
4528 // needed to get player position for "follow finger" playing input method
4529 local_player->jx = actual_player_x;
4530 local_player->jy = actual_player_y;
4533 void InitMovDir(int x, int y)
4535 int i, element = Tile[x][y];
4536 static int xy[4][2] =
4543 static int direction[3][4] =
4545 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4546 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4547 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4556 Tile[x][y] = EL_BUG;
4557 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4560 case EL_SPACESHIP_RIGHT:
4561 case EL_SPACESHIP_UP:
4562 case EL_SPACESHIP_LEFT:
4563 case EL_SPACESHIP_DOWN:
4564 Tile[x][y] = EL_SPACESHIP;
4565 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4568 case EL_BD_BUTTERFLY_RIGHT:
4569 case EL_BD_BUTTERFLY_UP:
4570 case EL_BD_BUTTERFLY_LEFT:
4571 case EL_BD_BUTTERFLY_DOWN:
4572 Tile[x][y] = EL_BD_BUTTERFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4576 case EL_BD_FIREFLY_RIGHT:
4577 case EL_BD_FIREFLY_UP:
4578 case EL_BD_FIREFLY_LEFT:
4579 case EL_BD_FIREFLY_DOWN:
4580 Tile[x][y] = EL_BD_FIREFLY;
4581 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4584 case EL_PACMAN_RIGHT:
4586 case EL_PACMAN_LEFT:
4587 case EL_PACMAN_DOWN:
4588 Tile[x][y] = EL_PACMAN;
4589 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4592 case EL_YAMYAM_LEFT:
4593 case EL_YAMYAM_RIGHT:
4595 case EL_YAMYAM_DOWN:
4596 Tile[x][y] = EL_YAMYAM;
4597 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4600 case EL_SP_SNIKSNAK:
4601 MovDir[x][y] = MV_UP;
4604 case EL_SP_ELECTRON:
4605 MovDir[x][y] = MV_LEFT;
4612 Tile[x][y] = EL_MOLE;
4613 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4616 case EL_SPRING_LEFT:
4617 case EL_SPRING_RIGHT:
4618 Tile[x][y] = EL_SPRING;
4619 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4623 if (IS_CUSTOM_ELEMENT(element))
4625 struct ElementInfo *ei = &element_info[element];
4626 int move_direction_initial = ei->move_direction_initial;
4627 int move_pattern = ei->move_pattern;
4629 if (move_direction_initial == MV_START_PREVIOUS)
4631 if (MovDir[x][y] != MV_NONE)
4634 move_direction_initial = MV_START_AUTOMATIC;
4637 if (move_direction_initial == MV_START_RANDOM)
4638 MovDir[x][y] = 1 << RND(4);
4639 else if (move_direction_initial & MV_ANY_DIRECTION)
4640 MovDir[x][y] = move_direction_initial;
4641 else if (move_pattern == MV_ALL_DIRECTIONS ||
4642 move_pattern == MV_TURNING_LEFT ||
4643 move_pattern == MV_TURNING_RIGHT ||
4644 move_pattern == MV_TURNING_LEFT_RIGHT ||
4645 move_pattern == MV_TURNING_RIGHT_LEFT ||
4646 move_pattern == MV_TURNING_RANDOM)
4647 MovDir[x][y] = 1 << RND(4);
4648 else if (move_pattern == MV_HORIZONTAL)
4649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650 else if (move_pattern == MV_VERTICAL)
4651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652 else if (move_pattern & MV_ANY_DIRECTION)
4653 MovDir[x][y] = element_info[element].move_pattern;
4654 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655 move_pattern == MV_ALONG_RIGHT_SIDE)
4657 // use random direction as default start direction
4658 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659 MovDir[x][y] = 1 << RND(4);
4661 for (i = 0; i < NUM_DIRECTIONS; i++)
4663 int x1 = x + xy[i][0];
4664 int y1 = y + xy[i][1];
4666 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4668 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669 MovDir[x][y] = direction[0][i];
4671 MovDir[x][y] = direction[1][i];
4680 MovDir[x][y] = 1 << RND(4);
4682 if (element != EL_BUG &&
4683 element != EL_SPACESHIP &&
4684 element != EL_BD_BUTTERFLY &&
4685 element != EL_BD_FIREFLY)
4688 for (i = 0; i < NUM_DIRECTIONS; i++)
4690 int x1 = x + xy[i][0];
4691 int y1 = y + xy[i][1];
4693 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4695 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4697 MovDir[x][y] = direction[0][i];
4700 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4703 MovDir[x][y] = direction[1][i];
4712 GfxDir[x][y] = MovDir[x][y];
4715 void InitAmoebaNr(int x, int y)
4718 int group_nr = AmoebaNeighbourNr(x, y);
4722 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4724 if (AmoebaCnt[i] == 0)
4732 AmoebaNr[x][y] = group_nr;
4733 AmoebaCnt[group_nr]++;
4734 AmoebaCnt2[group_nr]++;
4737 static void LevelSolved_SetFinalGameValues(void)
4739 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740 game.score_time_final = (level.use_step_counter ? TimePlayed :
4741 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4743 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744 game_em.lev->score :
4745 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4749 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750 MM_HEALTH(game_mm.laser_overload_value) :
4753 game.LevelSolved_CountingTime = game.time_final;
4754 game.LevelSolved_CountingScore = game.score_final;
4755 game.LevelSolved_CountingHealth = game.health_final;
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4760 game.LevelSolved_CountingTime = time;
4761 game.LevelSolved_CountingScore = score;
4762 game.LevelSolved_CountingHealth = health;
4764 game_panel_controls[GAME_PANEL_TIME].value = time;
4765 game_panel_controls[GAME_PANEL_SCORE].value = score;
4766 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4768 DisplayGameControlValues();
4771 static void LevelSolved(void)
4773 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774 game.players_still_needed > 0)
4777 game.LevelSolved = TRUE;
4778 game.GameOver = TRUE;
4780 // needed here to display correct panel values while player walks into exit
4781 LevelSolved_SetFinalGameValues();
4786 static int time_count_steps;
4787 static int time, time_final;
4788 static float score, score_final; // needed for time score < 10 for 10 seconds
4789 static int health, health_final;
4790 static int game_over_delay_1 = 0;
4791 static int game_over_delay_2 = 0;
4792 static int game_over_delay_3 = 0;
4793 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4794 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4796 if (!game.LevelSolved_GameWon)
4800 // do not start end game actions before the player stops moving (to exit)
4801 if (local_player->active && local_player->MovPos)
4804 // calculate final game values after player finished walking into exit
4805 LevelSolved_SetFinalGameValues();
4807 game.LevelSolved_GameWon = TRUE;
4808 game.LevelSolved_SaveTape = tape.recording;
4809 game.LevelSolved_SaveScore = !tape.playing;
4813 LevelStats_incSolved(level_nr);
4815 SaveLevelSetup_SeriesInfo();
4818 if (tape.auto_play) // tape might already be stopped here
4819 tape.auto_play_level_solved = TRUE;
4823 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4824 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4825 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4827 time = time_final = game.time_final;
4828 score = score_final = game.score_final;
4829 health = health_final = game.health_final;
4831 // update game panel values before (delayed) counting of score (if any)
4832 LevelSolved_DisplayFinalGameValues(time, score, health);
4834 // if level has time score defined, calculate new final game values
4837 int time_final_max = 999;
4838 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4839 int time_frames = 0;
4840 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4841 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4846 time_frames = time_frames_left;
4848 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4850 time_final = time_final_max;
4851 time_frames = time_frames_final_max - time_frames_played;
4854 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4856 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4858 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4861 score_final += health * time_score;
4864 game.score_final = score_final;
4865 game.health_final = health_final;
4868 // if not counting score after game, immediately update game panel values
4869 if (level_editor_test_game || !setup.count_score_after_game)
4872 score = score_final;
4874 LevelSolved_DisplayFinalGameValues(time, score, health);
4877 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4879 // check if last player has left the level
4880 if (game.exit_x >= 0 &&
4883 int x = game.exit_x;
4884 int y = game.exit_y;
4885 int element = Tile[x][y];
4887 // close exit door after last player
4888 if ((game.all_players_gone &&
4889 (element == EL_EXIT_OPEN ||
4890 element == EL_SP_EXIT_OPEN ||
4891 element == EL_STEEL_EXIT_OPEN)) ||
4892 element == EL_EM_EXIT_OPEN ||
4893 element == EL_EM_STEEL_EXIT_OPEN)
4897 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4898 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4899 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4900 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4901 EL_EM_STEEL_EXIT_CLOSING);
4903 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4906 // player disappears
4907 DrawLevelField(x, y);
4910 for (i = 0; i < MAX_PLAYERS; i++)
4912 struct PlayerInfo *player = &stored_player[i];
4914 if (player->present)
4916 RemovePlayer(player);
4918 // player disappears
4919 DrawLevelField(player->jx, player->jy);
4924 PlaySound(SND_GAME_WINNING);
4927 if (setup.count_score_after_game)
4929 if (time != time_final)
4931 if (game_over_delay_1 > 0)
4933 game_over_delay_1--;
4938 int time_to_go = ABS(time_final - time);
4939 int time_count_dir = (time < time_final ? +1 : -1);
4941 if (time_to_go < time_count_steps)
4942 time_count_steps = 1;
4944 time += time_count_steps * time_count_dir;
4945 score += time_count_steps * time_score;
4947 // set final score to correct rounding differences after counting score
4948 if (time == time_final)
4949 score = score_final;
4951 LevelSolved_DisplayFinalGameValues(time, score, health);
4953 if (time == time_final)
4954 StopSound(SND_GAME_LEVELTIME_BONUS);
4955 else if (setup.sound_loops)
4956 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4958 PlaySound(SND_GAME_LEVELTIME_BONUS);
4963 if (health != health_final)
4965 if (game_over_delay_2 > 0)
4967 game_over_delay_2--;
4972 int health_count_dir = (health < health_final ? +1 : -1);
4974 health += health_count_dir;
4975 score += time_score;
4977 LevelSolved_DisplayFinalGameValues(time, score, health);
4979 if (health == health_final)
4980 StopSound(SND_GAME_LEVELTIME_BONUS);
4981 else if (setup.sound_loops)
4982 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4984 PlaySound(SND_GAME_LEVELTIME_BONUS);
4990 game.panel.active = FALSE;
4992 if (game_over_delay_3 > 0)
4994 game_over_delay_3--;
5004 // used instead of "level_nr" (needed for network games)
5005 int last_level_nr = levelset.level_nr;
5006 boolean tape_saved = FALSE;
5008 game.LevelSolved_GameEnd = TRUE;
5010 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5012 // make sure that request dialog to save tape does not open door again
5013 if (!global.use_envelope_request)
5014 CloseDoor(DOOR_CLOSE_1);
5017 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5019 // set unique basename for score tape (also saved in high score table)
5020 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5023 // if no tape is to be saved, close both doors simultaneously
5024 CloseDoor(DOOR_CLOSE_ALL);
5026 if (level_editor_test_game || score_info_tape_play)
5028 SetGameStatus(GAME_MODE_MAIN);
5035 if (!game.LevelSolved_SaveScore)
5037 SetGameStatus(GAME_MODE_MAIN);
5044 if (level_nr == leveldir_current->handicap_level)
5046 leveldir_current->handicap_level++;
5048 SaveLevelSetup_SeriesInfo();
5051 // save score and score tape before potentially erasing tape below
5052 NewHighScore(last_level_nr, tape_saved);
5054 if (setup.increment_levels &&
5055 level_nr < leveldir_current->last_level &&
5058 level_nr++; // advance to next level
5059 TapeErase(); // start with empty tape
5061 if (setup.auto_play_next_level)
5063 scores.continue_playing = TRUE;
5064 scores.next_level_nr = level_nr;
5066 LoadLevel(level_nr);
5068 SaveLevelSetup_SeriesInfo();
5072 if (scores.last_added >= 0 && setup.show_scores_after_game)
5074 SetGameStatus(GAME_MODE_SCORES);
5076 DrawHallOfFame(last_level_nr);
5078 else if (scores.continue_playing)
5080 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5084 SetGameStatus(GAME_MODE_MAIN);
5090 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5091 boolean one_score_entry_per_name)
5095 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5098 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5100 struct ScoreEntry *entry = &list->entry[i];
5101 boolean score_is_better = (new_entry->score > entry->score);
5102 boolean score_is_equal = (new_entry->score == entry->score);
5103 boolean time_is_better = (new_entry->time < entry->time);
5104 boolean time_is_equal = (new_entry->time == entry->time);
5105 boolean better_by_score = (score_is_better ||
5106 (score_is_equal && time_is_better));
5107 boolean better_by_time = (time_is_better ||
5108 (time_is_equal && score_is_better));
5109 boolean is_better = (level.rate_time_over_score ? better_by_time :
5111 boolean entry_is_empty = (entry->score == 0 &&
5114 // prevent adding server score entries if also existing in local score file
5115 // (special case: historic score entries have an empty tape basename entry)
5116 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5117 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5119 // add fields from server score entry not stored in local score entry
5120 // (currently, this means setting platform, version and country fields;
5121 // in rare cases, this may also correct an invalid score value, as
5122 // historic scores might have been truncated to 16-bit values locally)
5123 *entry = *new_entry;
5128 if (is_better || entry_is_empty)
5130 // player has made it to the hall of fame
5132 if (i < MAX_SCORE_ENTRIES - 1)
5134 int m = MAX_SCORE_ENTRIES - 1;
5137 if (one_score_entry_per_name)
5139 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5140 if (strEqual(list->entry[l].name, new_entry->name))
5143 if (m == i) // player's new highscore overwrites his old one
5147 for (l = m; l > i; l--)
5148 list->entry[l] = list->entry[l - 1];
5153 *entry = *new_entry;
5157 else if (one_score_entry_per_name &&
5158 strEqual(entry->name, new_entry->name))
5160 // player already in high score list with better score or time
5166 // special case: new score is beyond the last high score list position
5167 return MAX_SCORE_ENTRIES;
5170 void NewHighScore(int level_nr, boolean tape_saved)
5172 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5173 boolean one_per_name = FALSE;
5175 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5176 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5178 new_entry.score = game.score_final;
5179 new_entry.time = game.score_time_final;
5181 LoadScore(level_nr);
5183 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5185 if (scores.last_added >= MAX_SCORE_ENTRIES)
5187 scores.last_added = MAX_SCORE_ENTRIES - 1;
5188 scores.force_last_added = TRUE;
5190 scores.entry[scores.last_added] = new_entry;
5192 // store last added local score entry (before merging server scores)
5193 scores.last_added_local = scores.last_added;
5198 if (scores.last_added < 0)
5201 SaveScore(level_nr);
5203 // store last added local score entry (before merging server scores)
5204 scores.last_added_local = scores.last_added;
5206 if (!game.LevelSolved_SaveTape)
5209 SaveScoreTape(level_nr);
5211 if (setup.ask_for_using_api_server)
5213 setup.use_api_server =
5214 Request("Upload your score and tape to the high score server?", REQ_ASK);
5216 if (!setup.use_api_server)
5217 Request("Not using high score server! Use setup menu to enable again!",
5220 runtime.use_api_server = setup.use_api_server;
5222 // after asking for using API server once, do not ask again
5223 setup.ask_for_using_api_server = FALSE;
5225 SaveSetup_ServerSetup();
5228 SaveServerScore(level_nr, tape_saved);
5231 void MergeServerScore(void)
5233 struct ScoreEntry last_added_entry;
5234 boolean one_per_name = FALSE;
5237 if (scores.last_added >= 0)
5238 last_added_entry = scores.entry[scores.last_added];
5240 for (i = 0; i < server_scores.num_entries; i++)
5242 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5244 if (pos >= 0 && pos <= scores.last_added)
5245 scores.last_added++;
5248 if (scores.last_added >= MAX_SCORE_ENTRIES)
5250 scores.last_added = MAX_SCORE_ENTRIES - 1;
5251 scores.force_last_added = TRUE;
5253 scores.entry[scores.last_added] = last_added_entry;
5257 static int getElementMoveStepsizeExt(int x, int y, int direction)
5259 int element = Tile[x][y];
5260 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5261 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5262 int horiz_move = (dx != 0);
5263 int sign = (horiz_move ? dx : dy);
5264 int step = sign * element_info[element].move_stepsize;
5266 // special values for move stepsize for spring and things on conveyor belt
5269 if (CAN_FALL(element) &&
5270 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5271 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5272 else if (element == EL_SPRING)
5273 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5279 static int getElementMoveStepsize(int x, int y)
5281 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5284 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5286 if (player->GfxAction != action || player->GfxDir != dir)
5288 player->GfxAction = action;
5289 player->GfxDir = dir;
5291 player->StepFrame = 0;
5295 static void ResetGfxFrame(int x, int y)
5297 // profiling showed that "autotest" spends 10~20% of its time in this function
5298 if (DrawingDeactivatedField())
5301 int element = Tile[x][y];
5302 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5304 if (graphic_info[graphic].anim_global_sync)
5305 GfxFrame[x][y] = FrameCounter;
5306 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5307 GfxFrame[x][y] = CustomValue[x][y];
5308 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5309 GfxFrame[x][y] = element_info[element].collect_score;
5310 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5311 GfxFrame[x][y] = ChangeDelay[x][y];
5314 static void ResetGfxAnimation(int x, int y)
5316 GfxAction[x][y] = ACTION_DEFAULT;
5317 GfxDir[x][y] = MovDir[x][y];
5320 ResetGfxFrame(x, y);
5323 static void ResetRandomAnimationValue(int x, int y)
5325 GfxRandom[x][y] = INIT_GFX_RANDOM();
5328 static void InitMovingField(int x, int y, int direction)
5330 int element = Tile[x][y];
5331 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5332 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5335 boolean is_moving_before, is_moving_after;
5337 // check if element was/is moving or being moved before/after mode change
5338 is_moving_before = (WasJustMoving[x][y] != 0);
5339 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5341 // reset animation only for moving elements which change direction of moving
5342 // or which just started or stopped moving
5343 // (else CEs with property "can move" / "not moving" are reset each frame)
5344 if (is_moving_before != is_moving_after ||
5345 direction != MovDir[x][y])
5346 ResetGfxAnimation(x, y);
5348 MovDir[x][y] = direction;
5349 GfxDir[x][y] = direction;
5351 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5352 direction == MV_DOWN && CAN_FALL(element) ?
5353 ACTION_FALLING : ACTION_MOVING);
5355 // this is needed for CEs with property "can move" / "not moving"
5357 if (is_moving_after)
5359 if (Tile[newx][newy] == EL_EMPTY)
5360 Tile[newx][newy] = EL_BLOCKED;
5362 MovDir[newx][newy] = MovDir[x][y];
5364 CustomValue[newx][newy] = CustomValue[x][y];
5366 GfxFrame[newx][newy] = GfxFrame[x][y];
5367 GfxRandom[newx][newy] = GfxRandom[x][y];
5368 GfxAction[newx][newy] = GfxAction[x][y];
5369 GfxDir[newx][newy] = GfxDir[x][y];
5373 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5375 int direction = MovDir[x][y];
5376 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5377 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5383 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5385 int oldx = x, oldy = y;
5386 int direction = MovDir[x][y];
5388 if (direction == MV_LEFT)
5390 else if (direction == MV_RIGHT)
5392 else if (direction == MV_UP)
5394 else if (direction == MV_DOWN)
5397 *comes_from_x = oldx;
5398 *comes_from_y = oldy;
5401 static int MovingOrBlocked2Element(int x, int y)
5403 int element = Tile[x][y];
5405 if (element == EL_BLOCKED)
5409 Blocked2Moving(x, y, &oldx, &oldy);
5410 return Tile[oldx][oldy];
5416 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5418 // like MovingOrBlocked2Element(), but if element is moving
5419 // and (x,y) is the field the moving element is just leaving,
5420 // return EL_BLOCKED instead of the element value
5421 int element = Tile[x][y];
5423 if (IS_MOVING(x, y))
5425 if (element == EL_BLOCKED)
5429 Blocked2Moving(x, y, &oldx, &oldy);
5430 return Tile[oldx][oldy];
5439 static void RemoveField(int x, int y)
5441 Tile[x][y] = EL_EMPTY;
5447 CustomValue[x][y] = 0;
5450 ChangeDelay[x][y] = 0;
5451 ChangePage[x][y] = -1;
5452 Pushed[x][y] = FALSE;
5454 GfxElement[x][y] = EL_UNDEFINED;
5455 GfxAction[x][y] = ACTION_DEFAULT;
5456 GfxDir[x][y] = MV_NONE;
5459 static void RemoveMovingField(int x, int y)
5461 int oldx = x, oldy = y, newx = x, newy = y;
5462 int element = Tile[x][y];
5463 int next_element = EL_UNDEFINED;
5465 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5468 if (IS_MOVING(x, y))
5470 Moving2Blocked(x, y, &newx, &newy);
5472 if (Tile[newx][newy] != EL_BLOCKED)
5474 // element is moving, but target field is not free (blocked), but
5475 // already occupied by something different (example: acid pool);
5476 // in this case, only remove the moving field, but not the target
5478 RemoveField(oldx, oldy);
5480 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5482 TEST_DrawLevelField(oldx, oldy);
5487 else if (element == EL_BLOCKED)
5489 Blocked2Moving(x, y, &oldx, &oldy);
5490 if (!IS_MOVING(oldx, oldy))
5494 if (element == EL_BLOCKED &&
5495 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5496 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5497 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5498 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5499 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5500 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5501 next_element = get_next_element(Tile[oldx][oldy]);
5503 RemoveField(oldx, oldy);
5504 RemoveField(newx, newy);
5506 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5508 if (next_element != EL_UNDEFINED)
5509 Tile[oldx][oldy] = next_element;
5511 TEST_DrawLevelField(oldx, oldy);
5512 TEST_DrawLevelField(newx, newy);
5515 void DrawDynamite(int x, int y)
5517 int sx = SCREENX(x), sy = SCREENY(y);
5518 int graphic = el2img(Tile[x][y]);
5521 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5524 if (IS_WALKABLE_INSIDE(Back[x][y]))
5528 DrawLevelElement(x, y, Back[x][y]);
5529 else if (Store[x][y])
5530 DrawLevelElement(x, y, Store[x][y]);
5531 else if (game.use_masked_elements)
5532 DrawLevelElement(x, y, EL_EMPTY);
5534 frame = getGraphicAnimationFrameXY(graphic, x, y);
5536 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5537 DrawGraphicThruMask(sx, sy, graphic, frame);
5539 DrawGraphic(sx, sy, graphic, frame);
5542 static void CheckDynamite(int x, int y)
5544 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5548 if (MovDelay[x][y] != 0)
5551 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5557 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5562 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5564 boolean num_checked_players = 0;
5567 for (i = 0; i < MAX_PLAYERS; i++)
5569 if (stored_player[i].active)
5571 int sx = stored_player[i].jx;
5572 int sy = stored_player[i].jy;
5574 if (num_checked_players == 0)
5581 *sx1 = MIN(*sx1, sx);
5582 *sy1 = MIN(*sy1, sy);
5583 *sx2 = MAX(*sx2, sx);
5584 *sy2 = MAX(*sy2, sy);
5587 num_checked_players++;
5592 static boolean checkIfAllPlayersFitToScreen_RND(void)
5594 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5596 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5598 return (sx2 - sx1 < SCR_FIELDX &&
5599 sy2 - sy1 < SCR_FIELDY);
5602 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5604 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5606 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5608 *sx = (sx1 + sx2) / 2;
5609 *sy = (sy1 + sy2) / 2;
5612 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5613 boolean center_screen, boolean quick_relocation)
5615 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5616 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5617 boolean no_delay = (tape.warp_forward);
5618 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5619 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5620 int new_scroll_x, new_scroll_y;
5622 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5624 // case 1: quick relocation inside visible screen (without scrolling)
5631 if (!level.shifted_relocation || center_screen)
5633 // relocation _with_ centering of screen
5635 new_scroll_x = SCROLL_POSITION_X(x);
5636 new_scroll_y = SCROLL_POSITION_Y(y);
5640 // relocation _without_ centering of screen
5642 int center_scroll_x = SCROLL_POSITION_X(old_x);
5643 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5644 int offset_x = x + (scroll_x - center_scroll_x);
5645 int offset_y = y + (scroll_y - center_scroll_y);
5647 // for new screen position, apply previous offset to center position
5648 new_scroll_x = SCROLL_POSITION_X(offset_x);
5649 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5652 if (quick_relocation)
5654 // case 2: quick relocation (redraw without visible scrolling)
5656 scroll_x = new_scroll_x;
5657 scroll_y = new_scroll_y;
5664 // case 3: visible relocation (with scrolling to new position)
5666 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5668 SetVideoFrameDelay(wait_delay_value);
5670 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5672 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5673 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5675 if (dx == 0 && dy == 0) // no scrolling needed at all
5681 // set values for horizontal/vertical screen scrolling (half tile size)
5682 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5683 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5684 int pos_x = dx * TILEX / 2;
5685 int pos_y = dy * TILEY / 2;
5686 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5687 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5689 ScrollLevel(dx, dy);
5692 // scroll in two steps of half tile size to make things smoother
5693 BlitScreenToBitmapExt_RND(window, fx, fy);
5695 // scroll second step to align at full tile size
5696 BlitScreenToBitmap(window);
5702 SetVideoFrameDelay(frame_delay_value_old);
5705 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5707 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5708 int player_nr = GET_PLAYER_NR(el_player);
5709 struct PlayerInfo *player = &stored_player[player_nr];
5710 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5711 boolean no_delay = (tape.warp_forward);
5712 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5713 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5714 int old_jx = player->jx;
5715 int old_jy = player->jy;
5716 int old_element = Tile[old_jx][old_jy];
5717 int element = Tile[jx][jy];
5718 boolean player_relocated = (old_jx != jx || old_jy != jy);
5720 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5721 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5722 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5723 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5724 int leave_side_horiz = move_dir_horiz;
5725 int leave_side_vert = move_dir_vert;
5726 int enter_side = enter_side_horiz | enter_side_vert;
5727 int leave_side = leave_side_horiz | leave_side_vert;
5729 if (player->buried) // do not reanimate dead player
5732 if (!player_relocated) // no need to relocate the player
5735 if (IS_PLAYER(jx, jy)) // player already placed at new position
5737 RemoveField(jx, jy); // temporarily remove newly placed player
5738 DrawLevelField(jx, jy);
5741 if (player->present)
5743 while (player->MovPos)
5745 ScrollPlayer(player, SCROLL_GO_ON);
5746 ScrollScreen(NULL, SCROLL_GO_ON);
5748 AdvanceFrameAndPlayerCounters(player->index_nr);
5752 BackToFront_WithFrameDelay(wait_delay_value);
5755 DrawPlayer(player); // needed here only to cleanup last field
5756 DrawLevelField(player->jx, player->jy); // remove player graphic
5758 player->is_moving = FALSE;
5761 if (IS_CUSTOM_ELEMENT(old_element))
5762 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5764 player->index_bit, leave_side);
5766 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5768 player->index_bit, leave_side);
5770 Tile[jx][jy] = el_player;
5771 InitPlayerField(jx, jy, el_player, TRUE);
5773 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5774 possible that the relocation target field did not contain a player element,
5775 but a walkable element, to which the new player was relocated -- in this
5776 case, restore that (already initialized!) element on the player field */
5777 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5779 Tile[jx][jy] = element; // restore previously existing element
5782 // only visually relocate centered player
5783 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5784 FALSE, level.instant_relocation);
5786 TestIfPlayerTouchesBadThing(jx, jy);
5787 TestIfPlayerTouchesCustomElement(jx, jy);
5789 if (IS_CUSTOM_ELEMENT(element))
5790 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5791 player->index_bit, enter_side);
5793 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5794 player->index_bit, enter_side);
5796 if (player->is_switching)
5798 /* ensure that relocation while still switching an element does not cause
5799 a new element to be treated as also switched directly after relocation
5800 (this is important for teleporter switches that teleport the player to
5801 a place where another teleporter switch is in the same direction, which
5802 would then incorrectly be treated as immediately switched before the
5803 direction key that caused the switch was released) */
5805 player->switch_x += jx - old_jx;
5806 player->switch_y += jy - old_jy;
5810 static void Explode(int ex, int ey, int phase, int mode)
5816 // !!! eliminate this variable !!!
5817 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5819 if (game.explosions_delayed)
5821 ExplodeField[ex][ey] = mode;
5825 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5827 int center_element = Tile[ex][ey];
5828 int artwork_element, explosion_element; // set these values later
5830 // remove things displayed in background while burning dynamite
5831 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5834 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5836 // put moving element to center field (and let it explode there)
5837 center_element = MovingOrBlocked2Element(ex, ey);
5838 RemoveMovingField(ex, ey);
5839 Tile[ex][ey] = center_element;
5842 // now "center_element" is finally determined -- set related values now
5843 artwork_element = center_element; // for custom player artwork
5844 explosion_element = center_element; // for custom player artwork
5846 if (IS_PLAYER(ex, ey))
5848 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5850 artwork_element = stored_player[player_nr].artwork_element;
5852 if (level.use_explosion_element[player_nr])
5854 explosion_element = level.explosion_element[player_nr];
5855 artwork_element = explosion_element;
5859 if (mode == EX_TYPE_NORMAL ||
5860 mode == EX_TYPE_CENTER ||
5861 mode == EX_TYPE_CROSS)
5862 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5864 last_phase = element_info[explosion_element].explosion_delay + 1;
5866 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5868 int xx = x - ex + 1;
5869 int yy = y - ey + 1;
5872 if (!IN_LEV_FIELD(x, y) ||
5873 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5874 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5877 element = Tile[x][y];
5879 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5881 element = MovingOrBlocked2Element(x, y);
5883 if (!IS_EXPLOSION_PROOF(element))
5884 RemoveMovingField(x, y);
5887 // indestructible elements can only explode in center (but not flames)
5888 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5889 mode == EX_TYPE_BORDER)) ||
5890 element == EL_FLAMES)
5893 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5894 behaviour, for example when touching a yamyam that explodes to rocks
5895 with active deadly shield, a rock is created under the player !!! */
5896 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5898 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5899 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5900 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5902 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5905 if (IS_ACTIVE_BOMB(element))
5907 // re-activate things under the bomb like gate or penguin
5908 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5915 // save walkable background elements while explosion on same tile
5916 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5917 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5918 Back[x][y] = element;
5920 // ignite explodable elements reached by other explosion
5921 if (element == EL_EXPLOSION)
5922 element = Store2[x][y];
5924 if (AmoebaNr[x][y] &&
5925 (element == EL_AMOEBA_FULL ||
5926 element == EL_BD_AMOEBA ||
5927 element == EL_AMOEBA_GROWING))
5929 AmoebaCnt[AmoebaNr[x][y]]--;
5930 AmoebaCnt2[AmoebaNr[x][y]]--;
5935 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5937 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5939 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5941 if (PLAYERINFO(ex, ey)->use_murphy)
5942 Store[x][y] = EL_EMPTY;
5945 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5946 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5947 else if (IS_PLAYER_ELEMENT(center_element))
5948 Store[x][y] = EL_EMPTY;
5949 else if (center_element == EL_YAMYAM)
5950 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5951 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5952 Store[x][y] = element_info[center_element].content.e[xx][yy];
5954 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5955 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5956 // otherwise) -- FIX THIS !!!
5957 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5958 Store[x][y] = element_info[element].content.e[1][1];
5960 else if (!CAN_EXPLODE(element))
5961 Store[x][y] = element_info[element].content.e[1][1];
5964 Store[x][y] = EL_EMPTY;
5966 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5967 center_element == EL_AMOEBA_TO_DIAMOND)
5968 Store2[x][y] = element;
5970 Tile[x][y] = EL_EXPLOSION;
5971 GfxElement[x][y] = artwork_element;
5973 ExplodePhase[x][y] = 1;
5974 ExplodeDelay[x][y] = last_phase;
5979 if (center_element == EL_YAMYAM)
5980 game.yamyam_content_nr =
5981 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5993 GfxFrame[x][y] = 0; // restart explosion animation
5995 last_phase = ExplodeDelay[x][y];
5997 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5999 // this can happen if the player leaves an explosion just in time
6000 if (GfxElement[x][y] == EL_UNDEFINED)
6001 GfxElement[x][y] = EL_EMPTY;
6003 border_element = Store2[x][y];
6004 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6005 border_element = StorePlayer[x][y];
6007 if (phase == element_info[border_element].ignition_delay ||
6008 phase == last_phase)
6010 boolean border_explosion = FALSE;
6012 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6013 !PLAYER_EXPLOSION_PROTECTED(x, y))
6015 KillPlayerUnlessExplosionProtected(x, y);
6016 border_explosion = TRUE;
6018 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6020 Tile[x][y] = Store2[x][y];
6023 border_explosion = TRUE;
6025 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6027 AmoebaToDiamond(x, y);
6029 border_explosion = TRUE;
6032 // if an element just explodes due to another explosion (chain-reaction),
6033 // do not immediately end the new explosion when it was the last frame of
6034 // the explosion (as it would be done in the following "if"-statement!)
6035 if (border_explosion && phase == last_phase)
6039 // this can happen if the player was just killed by an explosion
6040 if (GfxElement[x][y] == EL_UNDEFINED)
6041 GfxElement[x][y] = EL_EMPTY;
6043 if (phase == last_phase)
6047 element = Tile[x][y] = Store[x][y];
6048 Store[x][y] = Store2[x][y] = 0;
6049 GfxElement[x][y] = EL_UNDEFINED;
6051 // player can escape from explosions and might therefore be still alive
6052 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6053 element <= EL_PLAYER_IS_EXPLODING_4)
6055 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6056 int explosion_element = EL_PLAYER_1 + player_nr;
6057 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6058 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6060 if (level.use_explosion_element[player_nr])
6061 explosion_element = level.explosion_element[player_nr];
6063 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6064 element_info[explosion_element].content.e[xx][yy]);
6067 // restore probably existing indestructible background element
6068 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6069 element = Tile[x][y] = Back[x][y];
6072 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6073 GfxDir[x][y] = MV_NONE;
6074 ChangeDelay[x][y] = 0;
6075 ChangePage[x][y] = -1;
6077 CustomValue[x][y] = 0;
6079 InitField_WithBug2(x, y, FALSE);
6081 TEST_DrawLevelField(x, y);
6083 TestIfElementTouchesCustomElement(x, y);
6085 if (GFX_CRUMBLED(element))
6086 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6088 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6089 StorePlayer[x][y] = 0;
6091 if (IS_PLAYER_ELEMENT(element))
6092 RelocatePlayer(x, y, element);
6094 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6096 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6097 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6100 TEST_DrawLevelFieldCrumbled(x, y);
6102 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6104 DrawLevelElement(x, y, Back[x][y]);
6105 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6107 else if (IS_WALKABLE_UNDER(Back[x][y]))
6109 DrawLevelGraphic(x, y, graphic, frame);
6110 DrawLevelElementThruMask(x, y, Back[x][y]);
6112 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6113 DrawLevelGraphic(x, y, graphic, frame);
6117 static void DynaExplode(int ex, int ey)
6120 int dynabomb_element = Tile[ex][ey];
6121 int dynabomb_size = 1;
6122 boolean dynabomb_xl = FALSE;
6123 struct PlayerInfo *player;
6124 struct XY *xy = xy_topdown;
6126 if (IS_ACTIVE_BOMB(dynabomb_element))
6128 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6129 dynabomb_size = player->dynabomb_size;
6130 dynabomb_xl = player->dynabomb_xl;
6131 player->dynabombs_left++;
6134 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6136 for (i = 0; i < NUM_DIRECTIONS; i++)
6138 for (j = 1; j <= dynabomb_size; j++)
6140 int x = ex + j * xy[i].x;
6141 int y = ey + j * xy[i].y;
6144 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6147 element = Tile[x][y];
6149 // do not restart explosions of fields with active bombs
6150 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6153 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6155 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6156 !IS_DIGGABLE(element) && !dynabomb_xl)
6162 void Bang(int x, int y)
6164 int element = MovingOrBlocked2Element(x, y);
6165 int explosion_type = EX_TYPE_NORMAL;
6167 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6169 struct PlayerInfo *player = PLAYERINFO(x, y);
6171 element = Tile[x][y] = player->initial_element;
6173 if (level.use_explosion_element[player->index_nr])
6175 int explosion_element = level.explosion_element[player->index_nr];
6177 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6178 explosion_type = EX_TYPE_CROSS;
6179 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6180 explosion_type = EX_TYPE_CENTER;
6188 case EL_BD_BUTTERFLY:
6191 case EL_DARK_YAMYAM:
6195 RaiseScoreElement(element);
6198 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6199 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6200 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6201 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6202 case EL_DYNABOMB_INCREASE_NUMBER:
6203 case EL_DYNABOMB_INCREASE_SIZE:
6204 case EL_DYNABOMB_INCREASE_POWER:
6205 explosion_type = EX_TYPE_DYNA;
6208 case EL_DC_LANDMINE:
6209 explosion_type = EX_TYPE_CENTER;
6214 case EL_LAMP_ACTIVE:
6215 case EL_AMOEBA_TO_DIAMOND:
6216 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6217 explosion_type = EX_TYPE_CENTER;
6221 if (element_info[element].explosion_type == EXPLODES_CROSS)
6222 explosion_type = EX_TYPE_CROSS;
6223 else if (element_info[element].explosion_type == EXPLODES_1X1)
6224 explosion_type = EX_TYPE_CENTER;
6228 if (explosion_type == EX_TYPE_DYNA)
6231 Explode(x, y, EX_PHASE_START, explosion_type);
6233 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6236 static void SplashAcid(int x, int y)
6238 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6239 (!IN_LEV_FIELD(x - 1, y - 2) ||
6240 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6241 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6243 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6244 (!IN_LEV_FIELD(x + 1, y - 2) ||
6245 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6246 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6248 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6251 static void InitBeltMovement(void)
6253 static int belt_base_element[4] =
6255 EL_CONVEYOR_BELT_1_LEFT,
6256 EL_CONVEYOR_BELT_2_LEFT,
6257 EL_CONVEYOR_BELT_3_LEFT,
6258 EL_CONVEYOR_BELT_4_LEFT
6260 static int belt_base_active_element[4] =
6262 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6263 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6264 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6265 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6270 // set frame order for belt animation graphic according to belt direction
6271 for (i = 0; i < NUM_BELTS; i++)
6275 for (j = 0; j < NUM_BELT_PARTS; j++)
6277 int element = belt_base_active_element[belt_nr] + j;
6278 int graphic_1 = el2img(element);
6279 int graphic_2 = el2panelimg(element);
6281 if (game.belt_dir[i] == MV_LEFT)
6283 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6284 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6288 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6289 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6294 SCAN_PLAYFIELD(x, y)
6296 int element = Tile[x][y];
6298 for (i = 0; i < NUM_BELTS; i++)
6300 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6302 int e_belt_nr = getBeltNrFromBeltElement(element);
6305 if (e_belt_nr == belt_nr)
6307 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6309 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6316 static void ToggleBeltSwitch(int x, int y)
6318 static int belt_base_element[4] =
6320 EL_CONVEYOR_BELT_1_LEFT,
6321 EL_CONVEYOR_BELT_2_LEFT,
6322 EL_CONVEYOR_BELT_3_LEFT,
6323 EL_CONVEYOR_BELT_4_LEFT
6325 static int belt_base_active_element[4] =
6327 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6328 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6329 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6330 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6332 static int belt_base_switch_element[4] =
6334 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6335 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6336 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6337 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6339 static int belt_move_dir[4] =
6347 int element = Tile[x][y];
6348 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6349 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6350 int belt_dir = belt_move_dir[belt_dir_nr];
6353 if (!IS_BELT_SWITCH(element))
6356 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6357 game.belt_dir[belt_nr] = belt_dir;
6359 if (belt_dir_nr == 3)
6362 // set frame order for belt animation graphic according to belt direction
6363 for (i = 0; i < NUM_BELT_PARTS; i++)
6365 int element = belt_base_active_element[belt_nr] + i;
6366 int graphic_1 = el2img(element);
6367 int graphic_2 = el2panelimg(element);
6369 if (belt_dir == MV_LEFT)
6371 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6372 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6376 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6377 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6381 SCAN_PLAYFIELD(xx, yy)
6383 int element = Tile[xx][yy];
6385 if (IS_BELT_SWITCH(element))
6387 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6389 if (e_belt_nr == belt_nr)
6391 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6392 TEST_DrawLevelField(xx, yy);
6395 else if (IS_BELT(element) && belt_dir != MV_NONE)
6397 int e_belt_nr = getBeltNrFromBeltElement(element);
6399 if (e_belt_nr == belt_nr)
6401 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6403 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6404 TEST_DrawLevelField(xx, yy);
6407 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6409 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6411 if (e_belt_nr == belt_nr)
6413 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6415 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6416 TEST_DrawLevelField(xx, yy);
6422 static void ToggleSwitchgateSwitch(int x, int y)
6426 game.switchgate_pos = !game.switchgate_pos;
6428 SCAN_PLAYFIELD(xx, yy)
6430 int element = Tile[xx][yy];
6432 if (element == EL_SWITCHGATE_SWITCH_UP)
6434 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6435 TEST_DrawLevelField(xx, yy);
6437 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6439 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6440 TEST_DrawLevelField(xx, yy);
6442 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6444 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6445 TEST_DrawLevelField(xx, yy);
6447 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6449 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6450 TEST_DrawLevelField(xx, yy);
6452 else if (element == EL_SWITCHGATE_OPEN ||
6453 element == EL_SWITCHGATE_OPENING)
6455 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6457 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6459 else if (element == EL_SWITCHGATE_CLOSED ||
6460 element == EL_SWITCHGATE_CLOSING)
6462 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6464 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6469 static int getInvisibleActiveFromInvisibleElement(int element)
6471 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6472 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6473 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6477 static int getInvisibleFromInvisibleActiveElement(int element)
6479 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6480 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6481 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6485 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6489 SCAN_PLAYFIELD(x, y)
6491 int element = Tile[x][y];
6493 if (element == EL_LIGHT_SWITCH &&
6494 game.light_time_left > 0)
6496 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6497 TEST_DrawLevelField(x, y);
6499 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6500 game.light_time_left == 0)
6502 Tile[x][y] = EL_LIGHT_SWITCH;
6503 TEST_DrawLevelField(x, y);
6505 else if (element == EL_EMC_DRIPPER &&
6506 game.light_time_left > 0)
6508 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6509 TEST_DrawLevelField(x, y);
6511 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6512 game.light_time_left == 0)
6514 Tile[x][y] = EL_EMC_DRIPPER;
6515 TEST_DrawLevelField(x, y);
6517 else if (element == EL_INVISIBLE_STEELWALL ||
6518 element == EL_INVISIBLE_WALL ||
6519 element == EL_INVISIBLE_SAND)
6521 if (game.light_time_left > 0)
6522 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6524 TEST_DrawLevelField(x, y);
6526 // uncrumble neighbour fields, if needed
6527 if (element == EL_INVISIBLE_SAND)
6528 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6530 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6531 element == EL_INVISIBLE_WALL_ACTIVE ||
6532 element == EL_INVISIBLE_SAND_ACTIVE)
6534 if (game.light_time_left == 0)
6535 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6537 TEST_DrawLevelField(x, y);
6539 // re-crumble neighbour fields, if needed
6540 if (element == EL_INVISIBLE_SAND)
6541 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6546 static void RedrawAllInvisibleElementsForLenses(void)
6550 SCAN_PLAYFIELD(x, y)
6552 int element = Tile[x][y];
6554 if (element == EL_EMC_DRIPPER &&
6555 game.lenses_time_left > 0)
6557 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6558 TEST_DrawLevelField(x, y);
6560 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6561 game.lenses_time_left == 0)
6563 Tile[x][y] = EL_EMC_DRIPPER;
6564 TEST_DrawLevelField(x, y);
6566 else if (element == EL_INVISIBLE_STEELWALL ||
6567 element == EL_INVISIBLE_WALL ||
6568 element == EL_INVISIBLE_SAND)
6570 if (game.lenses_time_left > 0)
6571 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6573 TEST_DrawLevelField(x, y);
6575 // uncrumble neighbour fields, if needed
6576 if (element == EL_INVISIBLE_SAND)
6577 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6579 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6580 element == EL_INVISIBLE_WALL_ACTIVE ||
6581 element == EL_INVISIBLE_SAND_ACTIVE)
6583 if (game.lenses_time_left == 0)
6584 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6586 TEST_DrawLevelField(x, y);
6588 // re-crumble neighbour fields, if needed
6589 if (element == EL_INVISIBLE_SAND)
6590 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6595 static void RedrawAllInvisibleElementsForMagnifier(void)
6599 SCAN_PLAYFIELD(x, y)
6601 int element = Tile[x][y];
6603 if (element == EL_EMC_FAKE_GRASS &&
6604 game.magnify_time_left > 0)
6606 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6607 TEST_DrawLevelField(x, y);
6609 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6610 game.magnify_time_left == 0)
6612 Tile[x][y] = EL_EMC_FAKE_GRASS;
6613 TEST_DrawLevelField(x, y);
6615 else if (IS_GATE_GRAY(element) &&
6616 game.magnify_time_left > 0)
6618 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6619 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6620 IS_EM_GATE_GRAY(element) ?
6621 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6622 IS_EMC_GATE_GRAY(element) ?
6623 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6624 IS_DC_GATE_GRAY(element) ?
6625 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6627 TEST_DrawLevelField(x, y);
6629 else if (IS_GATE_GRAY_ACTIVE(element) &&
6630 game.magnify_time_left == 0)
6632 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6633 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6634 IS_EM_GATE_GRAY_ACTIVE(element) ?
6635 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6636 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6637 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6638 IS_DC_GATE_GRAY_ACTIVE(element) ?
6639 EL_DC_GATE_WHITE_GRAY :
6641 TEST_DrawLevelField(x, y);
6646 static void ToggleLightSwitch(int x, int y)
6648 int element = Tile[x][y];
6650 game.light_time_left =
6651 (element == EL_LIGHT_SWITCH ?
6652 level.time_light * FRAMES_PER_SECOND : 0);
6654 RedrawAllLightSwitchesAndInvisibleElements();
6657 static void ActivateTimegateSwitch(int x, int y)
6661 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6663 SCAN_PLAYFIELD(xx, yy)
6665 int element = Tile[xx][yy];
6667 if (element == EL_TIMEGATE_CLOSED ||
6668 element == EL_TIMEGATE_CLOSING)
6670 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6671 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6677 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6678 TEST_DrawLevelField(xx, yy);
6684 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6685 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6688 static void Impact(int x, int y)
6690 boolean last_line = (y == lev_fieldy - 1);
6691 boolean object_hit = FALSE;
6692 boolean impact = (last_line || object_hit);
6693 int element = Tile[x][y];
6694 int smashed = EL_STEELWALL;
6696 if (!last_line) // check if element below was hit
6698 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6702 MovDir[x][y + 1] != MV_DOWN ||
6703 MovPos[x][y + 1] <= TILEY / 2));
6705 // do not smash moving elements that left the smashed field in time
6706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6710 #if USE_QUICKSAND_IMPACT_BUGFIX
6711 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6713 RemoveMovingField(x, y + 1);
6714 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6715 Tile[x][y + 2] = EL_ROCK;
6716 TEST_DrawLevelField(x, y + 2);
6721 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6723 RemoveMovingField(x, y + 1);
6724 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6725 Tile[x][y + 2] = EL_ROCK;
6726 TEST_DrawLevelField(x, y + 2);
6733 smashed = MovingOrBlocked2Element(x, y + 1);
6735 impact = (last_line || object_hit);
6738 if (!last_line && smashed == EL_ACID) // element falls into acid
6740 SplashAcid(x, y + 1);
6744 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6745 // only reset graphic animation if graphic really changes after impact
6747 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6749 ResetGfxAnimation(x, y);
6750 TEST_DrawLevelField(x, y);
6753 if (impact && CAN_EXPLODE_IMPACT(element))
6758 else if (impact && element == EL_PEARL &&
6759 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6761 ResetGfxAnimation(x, y);
6763 Tile[x][y] = EL_PEARL_BREAKING;
6764 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6767 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6769 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6774 if (impact && element == EL_AMOEBA_DROP)
6776 if (object_hit && IS_PLAYER(x, y + 1))
6777 KillPlayerUnlessEnemyProtected(x, y + 1);
6778 else if (object_hit && smashed == EL_PENGUIN)
6782 Tile[x][y] = EL_AMOEBA_GROWING;
6783 Store[x][y] = EL_AMOEBA_WET;
6785 ResetRandomAnimationValue(x, y);
6790 if (object_hit) // check which object was hit
6792 if ((CAN_PASS_MAGIC_WALL(element) &&
6793 (smashed == EL_MAGIC_WALL ||
6794 smashed == EL_BD_MAGIC_WALL)) ||
6795 (CAN_PASS_DC_MAGIC_WALL(element) &&
6796 smashed == EL_DC_MAGIC_WALL))
6799 int activated_magic_wall =
6800 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6801 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6802 EL_DC_MAGIC_WALL_ACTIVE);
6804 // activate magic wall / mill
6805 SCAN_PLAYFIELD(xx, yy)
6807 if (Tile[xx][yy] == smashed)
6808 Tile[xx][yy] = activated_magic_wall;
6811 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6812 game.magic_wall_active = TRUE;
6814 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6815 SND_MAGIC_WALL_ACTIVATING :
6816 smashed == EL_BD_MAGIC_WALL ?
6817 SND_BD_MAGIC_WALL_ACTIVATING :
6818 SND_DC_MAGIC_WALL_ACTIVATING));
6821 if (IS_PLAYER(x, y + 1))
6823 if (CAN_SMASH_PLAYER(element))
6825 KillPlayerUnlessEnemyProtected(x, y + 1);
6829 else if (smashed == EL_PENGUIN)
6831 if (CAN_SMASH_PLAYER(element))
6837 else if (element == EL_BD_DIAMOND)
6839 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6845 else if (((element == EL_SP_INFOTRON ||
6846 element == EL_SP_ZONK) &&
6847 (smashed == EL_SP_SNIKSNAK ||
6848 smashed == EL_SP_ELECTRON ||
6849 smashed == EL_SP_DISK_ORANGE)) ||
6850 (element == EL_SP_INFOTRON &&
6851 smashed == EL_SP_DISK_YELLOW))
6856 else if (CAN_SMASH_EVERYTHING(element))
6858 if (IS_CLASSIC_ENEMY(smashed) ||
6859 CAN_EXPLODE_SMASHED(smashed))
6864 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6866 if (smashed == EL_LAMP ||
6867 smashed == EL_LAMP_ACTIVE)
6872 else if (smashed == EL_NUT)
6874 Tile[x][y + 1] = EL_NUT_BREAKING;
6875 PlayLevelSound(x, y, SND_NUT_BREAKING);
6876 RaiseScoreElement(EL_NUT);
6879 else if (smashed == EL_PEARL)
6881 ResetGfxAnimation(x, y);
6883 Tile[x][y + 1] = EL_PEARL_BREAKING;
6884 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6887 else if (smashed == EL_DIAMOND)
6889 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6890 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6893 else if (IS_BELT_SWITCH(smashed))
6895 ToggleBeltSwitch(x, y + 1);
6897 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6898 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6899 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6900 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6902 ToggleSwitchgateSwitch(x, y + 1);
6904 else if (smashed == EL_LIGHT_SWITCH ||
6905 smashed == EL_LIGHT_SWITCH_ACTIVE)
6907 ToggleLightSwitch(x, y + 1);
6911 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6913 CheckElementChangeBySide(x, y + 1, smashed, element,
6914 CE_SWITCHED, CH_SIDE_TOP);
6915 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6921 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6926 // play sound of magic wall / mill
6928 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6929 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6930 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6932 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6933 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6934 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6935 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6936 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6937 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6942 // play sound of object that hits the ground
6943 if (last_line || object_hit)
6944 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6947 static void TurnRoundExt(int x, int y)
6959 { 0, 0 }, { 0, 0 }, { 0, 0 },
6964 int left, right, back;
6968 { MV_DOWN, MV_UP, MV_RIGHT },
6969 { MV_UP, MV_DOWN, MV_LEFT },
6971 { MV_LEFT, MV_RIGHT, MV_DOWN },
6975 { MV_RIGHT, MV_LEFT, MV_UP }
6978 int element = Tile[x][y];
6979 int move_pattern = element_info[element].move_pattern;
6981 int old_move_dir = MovDir[x][y];
6982 int left_dir = turn[old_move_dir].left;
6983 int right_dir = turn[old_move_dir].right;
6984 int back_dir = turn[old_move_dir].back;
6986 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6987 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6988 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6989 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6991 int left_x = x + left_dx, left_y = y + left_dy;
6992 int right_x = x + right_dx, right_y = y + right_dy;
6993 int move_x = x + move_dx, move_y = y + move_dy;
6997 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6999 TestIfBadThingTouchesOtherBadThing(x, y);
7001 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7002 MovDir[x][y] = right_dir;
7003 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7004 MovDir[x][y] = left_dir;
7006 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7008 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7011 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7013 TestIfBadThingTouchesOtherBadThing(x, y);
7015 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7016 MovDir[x][y] = left_dir;
7017 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7018 MovDir[x][y] = right_dir;
7020 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7022 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7025 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7027 TestIfBadThingTouchesOtherBadThing(x, y);
7029 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7030 MovDir[x][y] = left_dir;
7031 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7032 MovDir[x][y] = right_dir;
7034 if (MovDir[x][y] != old_move_dir)
7037 else if (element == EL_YAMYAM)
7039 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7040 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7042 if (can_turn_left && can_turn_right)
7043 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7044 else if (can_turn_left)
7045 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7046 else if (can_turn_right)
7047 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7049 MovDir[x][y] = back_dir;
7051 MovDelay[x][y] = 16 + 16 * RND(3);
7053 else if (element == EL_DARK_YAMYAM)
7055 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7057 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7060 if (can_turn_left && can_turn_right)
7061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7062 else if (can_turn_left)
7063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7064 else if (can_turn_right)
7065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7067 MovDir[x][y] = back_dir;
7069 MovDelay[x][y] = 16 + 16 * RND(3);
7071 else if (element == EL_PACMAN)
7073 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7074 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7076 if (can_turn_left && can_turn_right)
7077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7078 else if (can_turn_left)
7079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7080 else if (can_turn_right)
7081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7083 MovDir[x][y] = back_dir;
7085 MovDelay[x][y] = 6 + RND(40);
7087 else if (element == EL_PIG)
7089 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7090 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7091 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7092 boolean should_turn_left, should_turn_right, should_move_on;
7094 int rnd = RND(rnd_value);
7096 should_turn_left = (can_turn_left &&
7098 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7099 y + back_dy + left_dy)));
7100 should_turn_right = (can_turn_right &&
7102 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7103 y + back_dy + right_dy)));
7104 should_move_on = (can_move_on &&
7107 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7108 y + move_dy + left_dy) ||
7109 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7110 y + move_dy + right_dy)));
7112 if (should_turn_left || should_turn_right || should_move_on)
7114 if (should_turn_left && should_turn_right && should_move_on)
7115 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7116 rnd < 2 * rnd_value / 3 ? right_dir :
7118 else if (should_turn_left && should_turn_right)
7119 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7120 else if (should_turn_left && should_move_on)
7121 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7122 else if (should_turn_right && should_move_on)
7123 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7124 else if (should_turn_left)
7125 MovDir[x][y] = left_dir;
7126 else if (should_turn_right)
7127 MovDir[x][y] = right_dir;
7128 else if (should_move_on)
7129 MovDir[x][y] = old_move_dir;
7131 else if (can_move_on && rnd > rnd_value / 8)
7132 MovDir[x][y] = old_move_dir;
7133 else if (can_turn_left && can_turn_right)
7134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7135 else if (can_turn_left && rnd > rnd_value / 8)
7136 MovDir[x][y] = left_dir;
7137 else if (can_turn_right && rnd > rnd_value/8)
7138 MovDir[x][y] = right_dir;
7140 MovDir[x][y] = back_dir;
7142 xx = x + move_xy[MovDir[x][y]].dx;
7143 yy = y + move_xy[MovDir[x][y]].dy;
7145 if (!IN_LEV_FIELD(xx, yy) ||
7146 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7147 MovDir[x][y] = old_move_dir;
7151 else if (element == EL_DRAGON)
7153 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7154 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7155 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7157 int rnd = RND(rnd_value);
7159 if (can_move_on && rnd > rnd_value / 8)
7160 MovDir[x][y] = old_move_dir;
7161 else if (can_turn_left && can_turn_right)
7162 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7163 else if (can_turn_left && rnd > rnd_value / 8)
7164 MovDir[x][y] = left_dir;
7165 else if (can_turn_right && rnd > rnd_value / 8)
7166 MovDir[x][y] = right_dir;
7168 MovDir[x][y] = back_dir;
7170 xx = x + move_xy[MovDir[x][y]].dx;
7171 yy = y + move_xy[MovDir[x][y]].dy;
7173 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7174 MovDir[x][y] = old_move_dir;
7178 else if (element == EL_MOLE)
7180 boolean can_move_on =
7181 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7182 IS_AMOEBOID(Tile[move_x][move_y]) ||
7183 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7186 boolean can_turn_left =
7187 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7188 IS_AMOEBOID(Tile[left_x][left_y])));
7190 boolean can_turn_right =
7191 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7192 IS_AMOEBOID(Tile[right_x][right_y])));
7194 if (can_turn_left && can_turn_right)
7195 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7196 else if (can_turn_left)
7197 MovDir[x][y] = left_dir;
7199 MovDir[x][y] = right_dir;
7202 if (MovDir[x][y] != old_move_dir)
7205 else if (element == EL_BALLOON)
7207 MovDir[x][y] = game.wind_direction;
7210 else if (element == EL_SPRING)
7212 if (MovDir[x][y] & MV_HORIZONTAL)
7214 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7215 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7217 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7218 ResetGfxAnimation(move_x, move_y);
7219 TEST_DrawLevelField(move_x, move_y);
7221 MovDir[x][y] = back_dir;
7223 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7224 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7225 MovDir[x][y] = MV_NONE;
7230 else if (element == EL_ROBOT ||
7231 element == EL_SATELLITE ||
7232 element == EL_PENGUIN ||
7233 element == EL_EMC_ANDROID)
7235 int attr_x = -1, attr_y = -1;
7237 if (game.all_players_gone)
7239 attr_x = game.exit_x;
7240 attr_y = game.exit_y;
7246 for (i = 0; i < MAX_PLAYERS; i++)
7248 struct PlayerInfo *player = &stored_player[i];
7249 int jx = player->jx, jy = player->jy;
7251 if (!player->active)
7255 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7263 if (element == EL_ROBOT &&
7264 game.robot_wheel_x >= 0 &&
7265 game.robot_wheel_y >= 0 &&
7266 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7267 game.engine_version < VERSION_IDENT(3,1,0,0)))
7269 attr_x = game.robot_wheel_x;
7270 attr_y = game.robot_wheel_y;
7273 if (element == EL_PENGUIN)
7276 struct XY *xy = xy_topdown;
7278 for (i = 0; i < NUM_DIRECTIONS; i++)
7280 int ex = x + xy[i].x;
7281 int ey = y + xy[i].y;
7283 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7284 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7285 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7286 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7295 MovDir[x][y] = MV_NONE;
7297 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7298 else if (attr_x > x)
7299 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7301 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7302 else if (attr_y > y)
7303 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7305 if (element == EL_ROBOT)
7309 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7310 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7311 Moving2Blocked(x, y, &newx, &newy);
7313 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7314 MovDelay[x][y] = 8 + 8 * !RND(3);
7316 MovDelay[x][y] = 16;
7318 else if (element == EL_PENGUIN)
7324 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7326 boolean first_horiz = RND(2);
7327 int new_move_dir = MovDir[x][y];
7330 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7331 Moving2Blocked(x, y, &newx, &newy);
7333 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7337 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7338 Moving2Blocked(x, y, &newx, &newy);
7340 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7343 MovDir[x][y] = old_move_dir;
7347 else if (element == EL_SATELLITE)
7353 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7355 boolean first_horiz = RND(2);
7356 int new_move_dir = MovDir[x][y];
7359 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7360 Moving2Blocked(x, y, &newx, &newy);
7362 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7366 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7367 Moving2Blocked(x, y, &newx, &newy);
7369 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7372 MovDir[x][y] = old_move_dir;
7376 else if (element == EL_EMC_ANDROID)
7378 static int check_pos[16] =
7380 -1, // 0 => (invalid)
7383 -1, // 3 => (invalid)
7385 0, // 5 => MV_LEFT | MV_UP
7386 2, // 6 => MV_RIGHT | MV_UP
7387 -1, // 7 => (invalid)
7389 6, // 9 => MV_LEFT | MV_DOWN
7390 4, // 10 => MV_RIGHT | MV_DOWN
7391 -1, // 11 => (invalid)
7392 -1, // 12 => (invalid)
7393 -1, // 13 => (invalid)
7394 -1, // 14 => (invalid)
7395 -1, // 15 => (invalid)
7403 { -1, -1, MV_LEFT | MV_UP },
7405 { +1, -1, MV_RIGHT | MV_UP },
7406 { +1, 0, MV_RIGHT },
7407 { +1, +1, MV_RIGHT | MV_DOWN },
7409 { -1, +1, MV_LEFT | MV_DOWN },
7412 int start_pos, check_order;
7413 boolean can_clone = FALSE;
7416 // check if there is any free field around current position
7417 for (i = 0; i < 8; i++)
7419 int newx = x + check_xy[i].dx;
7420 int newy = y + check_xy[i].dy;
7422 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7430 if (can_clone) // randomly find an element to clone
7434 start_pos = check_pos[RND(8)];
7435 check_order = (RND(2) ? -1 : +1);
7437 for (i = 0; i < 8; i++)
7439 int pos_raw = start_pos + i * check_order;
7440 int pos = (pos_raw + 8) % 8;
7441 int newx = x + check_xy[pos].dx;
7442 int newy = y + check_xy[pos].dy;
7444 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7446 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7447 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7449 Store[x][y] = Tile[newx][newy];
7458 if (can_clone) // randomly find a direction to move
7462 start_pos = check_pos[RND(8)];
7463 check_order = (RND(2) ? -1 : +1);
7465 for (i = 0; i < 8; i++)
7467 int pos_raw = start_pos + i * check_order;
7468 int pos = (pos_raw + 8) % 8;
7469 int newx = x + check_xy[pos].dx;
7470 int newy = y + check_xy[pos].dy;
7471 int new_move_dir = check_xy[pos].dir;
7473 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7475 MovDir[x][y] = new_move_dir;
7476 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7485 if (can_clone) // cloning and moving successful
7488 // cannot clone -- try to move towards player
7490 start_pos = check_pos[MovDir[x][y] & 0x0f];
7491 check_order = (RND(2) ? -1 : +1);
7493 for (i = 0; i < 3; i++)
7495 // first check start_pos, then previous/next or (next/previous) pos
7496 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7497 int pos = (pos_raw + 8) % 8;
7498 int newx = x + check_xy[pos].dx;
7499 int newy = y + check_xy[pos].dy;
7500 int new_move_dir = check_xy[pos].dir;
7502 if (IS_PLAYER(newx, newy))
7505 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7507 MovDir[x][y] = new_move_dir;
7508 MovDelay[x][y] = level.android_move_time * 8 + 1;
7515 else if (move_pattern == MV_TURNING_LEFT ||
7516 move_pattern == MV_TURNING_RIGHT ||
7517 move_pattern == MV_TURNING_LEFT_RIGHT ||
7518 move_pattern == MV_TURNING_RIGHT_LEFT ||
7519 move_pattern == MV_TURNING_RANDOM ||
7520 move_pattern == MV_ALL_DIRECTIONS)
7522 boolean can_turn_left =
7523 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7524 boolean can_turn_right =
7525 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7527 if (element_info[element].move_stepsize == 0) // "not moving"
7530 if (move_pattern == MV_TURNING_LEFT)
7531 MovDir[x][y] = left_dir;
7532 else if (move_pattern == MV_TURNING_RIGHT)
7533 MovDir[x][y] = right_dir;
7534 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7535 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7536 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7537 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7538 else if (move_pattern == MV_TURNING_RANDOM)
7539 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7540 can_turn_right && !can_turn_left ? right_dir :
7541 RND(2) ? left_dir : right_dir);
7542 else if (can_turn_left && can_turn_right)
7543 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7544 else if (can_turn_left)
7545 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7546 else if (can_turn_right)
7547 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7549 MovDir[x][y] = back_dir;
7551 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7553 else if (move_pattern == MV_HORIZONTAL ||
7554 move_pattern == MV_VERTICAL)
7556 if (move_pattern & old_move_dir)
7557 MovDir[x][y] = back_dir;
7558 else if (move_pattern == MV_HORIZONTAL)
7559 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7560 else if (move_pattern == MV_VERTICAL)
7561 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7563 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7565 else if (move_pattern & MV_ANY_DIRECTION)
7567 MovDir[x][y] = move_pattern;
7568 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7570 else if (move_pattern & MV_WIND_DIRECTION)
7572 MovDir[x][y] = game.wind_direction;
7573 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7575 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7577 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7578 MovDir[x][y] = left_dir;
7579 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7580 MovDir[x][y] = right_dir;
7582 if (MovDir[x][y] != old_move_dir)
7583 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7585 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7587 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7588 MovDir[x][y] = right_dir;
7589 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7590 MovDir[x][y] = left_dir;
7592 if (MovDir[x][y] != old_move_dir)
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_TOWARDS_PLAYER ||
7596 move_pattern == MV_AWAY_FROM_PLAYER)
7598 int attr_x = -1, attr_y = -1;
7600 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7602 if (game.all_players_gone)
7604 attr_x = game.exit_x;
7605 attr_y = game.exit_y;
7611 for (i = 0; i < MAX_PLAYERS; i++)
7613 struct PlayerInfo *player = &stored_player[i];
7614 int jx = player->jx, jy = player->jy;
7616 if (!player->active)
7620 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7628 MovDir[x][y] = MV_NONE;
7630 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7631 else if (attr_x > x)
7632 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7634 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7635 else if (attr_y > y)
7636 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7640 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7642 boolean first_horiz = RND(2);
7643 int new_move_dir = MovDir[x][y];
7645 if (element_info[element].move_stepsize == 0) // "not moving"
7647 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7648 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7654 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7655 Moving2Blocked(x, y, &newx, &newy);
7657 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7661 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7662 Moving2Blocked(x, y, &newx, &newy);
7664 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7667 MovDir[x][y] = old_move_dir;
7670 else if (move_pattern == MV_WHEN_PUSHED ||
7671 move_pattern == MV_WHEN_DROPPED)
7673 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7674 MovDir[x][y] = MV_NONE;
7678 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7680 struct XY *test_xy = xy_topdown;
7681 static int test_dir[4] =
7688 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7689 int move_preference = -1000000; // start with very low preference
7690 int new_move_dir = MV_NONE;
7691 int start_test = RND(4);
7694 for (i = 0; i < NUM_DIRECTIONS; i++)
7696 int j = (start_test + i) % 4;
7697 int move_dir = test_dir[j];
7698 int move_dir_preference;
7700 xx = x + test_xy[j].x;
7701 yy = y + test_xy[j].y;
7703 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7704 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7706 new_move_dir = move_dir;
7711 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7714 move_dir_preference = -1 * RunnerVisit[xx][yy];
7715 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7716 move_dir_preference = PlayerVisit[xx][yy];
7718 if (move_dir_preference > move_preference)
7720 // prefer field that has not been visited for the longest time
7721 move_preference = move_dir_preference;
7722 new_move_dir = move_dir;
7724 else if (move_dir_preference == move_preference &&
7725 move_dir == old_move_dir)
7727 // prefer last direction when all directions are preferred equally
7728 move_preference = move_dir_preference;
7729 new_move_dir = move_dir;
7733 MovDir[x][y] = new_move_dir;
7734 if (old_move_dir != new_move_dir)
7735 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7739 static void TurnRound(int x, int y)
7741 int direction = MovDir[x][y];
7745 GfxDir[x][y] = MovDir[x][y];
7747 if (direction != MovDir[x][y])
7751 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7753 ResetGfxFrame(x, y);
7756 static boolean JustBeingPushed(int x, int y)
7760 for (i = 0; i < MAX_PLAYERS; i++)
7762 struct PlayerInfo *player = &stored_player[i];
7764 if (player->active && player->is_pushing && player->MovPos)
7766 int next_jx = player->jx + (player->jx - player->last_jx);
7767 int next_jy = player->jy + (player->jy - player->last_jy);
7769 if (x == next_jx && y == next_jy)
7777 static void StartMoving(int x, int y)
7779 boolean started_moving = FALSE; // some elements can fall _and_ move
7780 int element = Tile[x][y];
7785 if (MovDelay[x][y] == 0)
7786 GfxAction[x][y] = ACTION_DEFAULT;
7788 if (CAN_FALL(element) && y < lev_fieldy - 1)
7790 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7791 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7792 if (JustBeingPushed(x, y))
7795 if (element == EL_QUICKSAND_FULL)
7797 if (IS_FREE(x, y + 1))
7799 InitMovingField(x, y, MV_DOWN);
7800 started_moving = TRUE;
7802 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7803 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7804 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7805 Store[x][y] = EL_ROCK;
7807 Store[x][y] = EL_ROCK;
7810 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7812 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7814 if (!MovDelay[x][y])
7816 MovDelay[x][y] = TILEY + 1;
7818 ResetGfxAnimation(x, y);
7819 ResetGfxAnimation(x, y + 1);
7824 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7825 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7832 Tile[x][y] = EL_QUICKSAND_EMPTY;
7833 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7834 Store[x][y + 1] = Store[x][y];
7837 PlayLevelSoundAction(x, y, ACTION_FILLING);
7839 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7841 if (!MovDelay[x][y])
7843 MovDelay[x][y] = TILEY + 1;
7845 ResetGfxAnimation(x, y);
7846 ResetGfxAnimation(x, y + 1);
7851 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7852 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7859 Tile[x][y] = EL_QUICKSAND_EMPTY;
7860 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7861 Store[x][y + 1] = Store[x][y];
7864 PlayLevelSoundAction(x, y, ACTION_FILLING);
7867 else if (element == EL_QUICKSAND_FAST_FULL)
7869 if (IS_FREE(x, y + 1))
7871 InitMovingField(x, y, MV_DOWN);
7872 started_moving = TRUE;
7874 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7875 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7876 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7877 Store[x][y] = EL_ROCK;
7879 Store[x][y] = EL_ROCK;
7882 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7884 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7886 if (!MovDelay[x][y])
7888 MovDelay[x][y] = TILEY + 1;
7890 ResetGfxAnimation(x, y);
7891 ResetGfxAnimation(x, y + 1);
7896 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7897 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7904 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7905 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7906 Store[x][y + 1] = Store[x][y];
7909 PlayLevelSoundAction(x, y, ACTION_FILLING);
7911 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7913 if (!MovDelay[x][y])
7915 MovDelay[x][y] = TILEY + 1;
7917 ResetGfxAnimation(x, y);
7918 ResetGfxAnimation(x, y + 1);
7923 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7924 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7931 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7932 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7933 Store[x][y + 1] = Store[x][y];
7936 PlayLevelSoundAction(x, y, ACTION_FILLING);
7939 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7940 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7942 InitMovingField(x, y, MV_DOWN);
7943 started_moving = TRUE;
7945 Tile[x][y] = EL_QUICKSAND_FILLING;
7946 Store[x][y] = element;
7948 PlayLevelSoundAction(x, y, ACTION_FILLING);
7950 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7951 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7953 InitMovingField(x, y, MV_DOWN);
7954 started_moving = TRUE;
7956 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7957 Store[x][y] = element;
7959 PlayLevelSoundAction(x, y, ACTION_FILLING);
7961 else if (element == EL_MAGIC_WALL_FULL)
7963 if (IS_FREE(x, y + 1))
7965 InitMovingField(x, y, MV_DOWN);
7966 started_moving = TRUE;
7968 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7969 Store[x][y] = EL_CHANGED(Store[x][y]);
7971 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7973 if (!MovDelay[x][y])
7974 MovDelay[x][y] = TILEY / 4 + 1;
7983 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7984 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7985 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7989 else if (element == EL_BD_MAGIC_WALL_FULL)
7991 if (IS_FREE(x, y + 1))
7993 InitMovingField(x, y, MV_DOWN);
7994 started_moving = TRUE;
7996 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7997 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7999 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8001 if (!MovDelay[x][y])
8002 MovDelay[x][y] = TILEY / 4 + 1;
8011 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8012 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8013 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8017 else if (element == EL_DC_MAGIC_WALL_FULL)
8019 if (IS_FREE(x, y + 1))
8021 InitMovingField(x, y, MV_DOWN);
8022 started_moving = TRUE;
8024 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8025 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8027 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8029 if (!MovDelay[x][y])
8030 MovDelay[x][y] = TILEY / 4 + 1;
8039 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8040 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8041 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8045 else if ((CAN_PASS_MAGIC_WALL(element) &&
8046 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8047 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8048 (CAN_PASS_DC_MAGIC_WALL(element) &&
8049 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8052 InitMovingField(x, y, MV_DOWN);
8053 started_moving = TRUE;
8056 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8057 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8058 EL_DC_MAGIC_WALL_FILLING);
8059 Store[x][y] = element;
8061 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8063 SplashAcid(x, y + 1);
8065 InitMovingField(x, y, MV_DOWN);
8066 started_moving = TRUE;
8068 Store[x][y] = EL_ACID;
8071 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8072 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8073 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8074 CAN_FALL(element) && WasJustFalling[x][y] &&
8075 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8077 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8078 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8079 (Tile[x][y + 1] == EL_BLOCKED)))
8081 /* this is needed for a special case not covered by calling "Impact()"
8082 from "ContinueMoving()": if an element moves to a tile directly below
8083 another element which was just falling on that tile (which was empty
8084 in the previous frame), the falling element above would just stop
8085 instead of smashing the element below (in previous version, the above
8086 element was just checked for "moving" instead of "falling", resulting
8087 in incorrect smashes caused by horizontal movement of the above
8088 element; also, the case of the player being the element to smash was
8089 simply not covered here... :-/ ) */
8091 CheckCollision[x][y] = 0;
8092 CheckImpact[x][y] = 0;
8096 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8098 if (MovDir[x][y] == MV_NONE)
8100 InitMovingField(x, y, MV_DOWN);
8101 started_moving = TRUE;
8104 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8106 if (WasJustFalling[x][y]) // prevent animation from being restarted
8107 MovDir[x][y] = MV_DOWN;
8109 InitMovingField(x, y, MV_DOWN);
8110 started_moving = TRUE;
8112 else if (element == EL_AMOEBA_DROP)
8114 Tile[x][y] = EL_AMOEBA_GROWING;
8115 Store[x][y] = EL_AMOEBA_WET;
8117 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8118 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8119 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8120 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8122 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8123 (IS_FREE(x - 1, y + 1) ||
8124 Tile[x - 1][y + 1] == EL_ACID));
8125 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8126 (IS_FREE(x + 1, y + 1) ||
8127 Tile[x + 1][y + 1] == EL_ACID));
8128 boolean can_fall_any = (can_fall_left || can_fall_right);
8129 boolean can_fall_both = (can_fall_left && can_fall_right);
8130 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8132 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8134 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8135 can_fall_right = FALSE;
8136 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8137 can_fall_left = FALSE;
8138 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8139 can_fall_right = FALSE;
8140 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8141 can_fall_left = FALSE;
8143 can_fall_any = (can_fall_left || can_fall_right);
8144 can_fall_both = FALSE;
8149 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8150 can_fall_right = FALSE; // slip down on left side
8152 can_fall_left = !(can_fall_right = RND(2));
8154 can_fall_both = FALSE;
8159 // if not determined otherwise, prefer left side for slipping down
8160 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8161 started_moving = TRUE;
8164 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8166 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8167 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8168 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8169 int belt_dir = game.belt_dir[belt_nr];
8171 if ((belt_dir == MV_LEFT && left_is_free) ||
8172 (belt_dir == MV_RIGHT && right_is_free))
8174 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8176 InitMovingField(x, y, belt_dir);
8177 started_moving = TRUE;
8179 Pushed[x][y] = TRUE;
8180 Pushed[nextx][y] = TRUE;
8182 GfxAction[x][y] = ACTION_DEFAULT;
8186 MovDir[x][y] = 0; // if element was moving, stop it
8191 // not "else if" because of elements that can fall and move (EL_SPRING)
8192 if (CAN_MOVE(element) && !started_moving)
8194 int move_pattern = element_info[element].move_pattern;
8197 Moving2Blocked(x, y, &newx, &newy);
8199 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8202 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8203 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8205 WasJustMoving[x][y] = 0;
8206 CheckCollision[x][y] = 0;
8208 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8210 if (Tile[x][y] != element) // element has changed
8214 if (!MovDelay[x][y]) // start new movement phase
8216 // all objects that can change their move direction after each step
8217 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8219 if (element != EL_YAMYAM &&
8220 element != EL_DARK_YAMYAM &&
8221 element != EL_PACMAN &&
8222 !(move_pattern & MV_ANY_DIRECTION) &&
8223 move_pattern != MV_TURNING_LEFT &&
8224 move_pattern != MV_TURNING_RIGHT &&
8225 move_pattern != MV_TURNING_LEFT_RIGHT &&
8226 move_pattern != MV_TURNING_RIGHT_LEFT &&
8227 move_pattern != MV_TURNING_RANDOM)
8231 if (MovDelay[x][y] && (element == EL_BUG ||
8232 element == EL_SPACESHIP ||
8233 element == EL_SP_SNIKSNAK ||
8234 element == EL_SP_ELECTRON ||
8235 element == EL_MOLE))
8236 TEST_DrawLevelField(x, y);
8240 if (MovDelay[x][y]) // wait some time before next movement
8244 if (element == EL_ROBOT ||
8245 element == EL_YAMYAM ||
8246 element == EL_DARK_YAMYAM)
8248 DrawLevelElementAnimationIfNeeded(x, y, element);
8249 PlayLevelSoundAction(x, y, ACTION_WAITING);
8251 else if (element == EL_SP_ELECTRON)
8252 DrawLevelElementAnimationIfNeeded(x, y, element);
8253 else if (element == EL_DRAGON)
8256 int dir = MovDir[x][y];
8257 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8258 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8259 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8260 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8261 dir == MV_UP ? IMG_FLAMES_1_UP :
8262 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8263 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8265 GfxAction[x][y] = ACTION_ATTACKING;
8267 if (IS_PLAYER(x, y))
8268 DrawPlayerField(x, y);
8270 TEST_DrawLevelField(x, y);
8272 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8274 for (i = 1; i <= 3; i++)
8276 int xx = x + i * dx;
8277 int yy = y + i * dy;
8278 int sx = SCREENX(xx);
8279 int sy = SCREENY(yy);
8280 int flame_graphic = graphic + (i - 1);
8282 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8287 int flamed = MovingOrBlocked2Element(xx, yy);
8289 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8292 RemoveMovingField(xx, yy);
8294 ChangeDelay[xx][yy] = 0;
8296 Tile[xx][yy] = EL_FLAMES;
8298 if (IN_SCR_FIELD(sx, sy))
8300 TEST_DrawLevelFieldCrumbled(xx, yy);
8301 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8306 if (Tile[xx][yy] == EL_FLAMES)
8307 Tile[xx][yy] = EL_EMPTY;
8308 TEST_DrawLevelField(xx, yy);
8313 if (MovDelay[x][y]) // element still has to wait some time
8315 PlayLevelSoundAction(x, y, ACTION_WAITING);
8321 // now make next step
8323 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8325 if (DONT_COLLIDE_WITH(element) &&
8326 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8327 !PLAYER_ENEMY_PROTECTED(newx, newy))
8329 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8334 else if (CAN_MOVE_INTO_ACID(element) &&
8335 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8336 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8337 (MovDir[x][y] == MV_DOWN ||
8338 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8340 SplashAcid(newx, newy);
8341 Store[x][y] = EL_ACID;
8343 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8345 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8346 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8347 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8348 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8351 TEST_DrawLevelField(x, y);
8353 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8354 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8355 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8357 game.friends_still_needed--;
8358 if (!game.friends_still_needed &&
8360 game.all_players_gone)
8365 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8367 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8368 TEST_DrawLevelField(newx, newy);
8370 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8372 else if (!IS_FREE(newx, newy))
8374 GfxAction[x][y] = ACTION_WAITING;
8376 if (IS_PLAYER(x, y))
8377 DrawPlayerField(x, y);
8379 TEST_DrawLevelField(x, y);
8384 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8386 if (IS_FOOD_PIG(Tile[newx][newy]))
8388 if (IS_MOVING(newx, newy))
8389 RemoveMovingField(newx, newy);
8392 Tile[newx][newy] = EL_EMPTY;
8393 TEST_DrawLevelField(newx, newy);
8396 PlayLevelSound(x, y, SND_PIG_DIGGING);
8398 else if (!IS_FREE(newx, newy))
8400 if (IS_PLAYER(x, y))
8401 DrawPlayerField(x, y);
8403 TEST_DrawLevelField(x, y);
8408 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8410 if (Store[x][y] != EL_EMPTY)
8412 boolean can_clone = FALSE;
8415 // check if element to clone is still there
8416 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8418 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8426 // cannot clone or target field not free anymore -- do not clone
8427 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8428 Store[x][y] = EL_EMPTY;
8431 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8433 if (IS_MV_DIAGONAL(MovDir[x][y]))
8435 int diagonal_move_dir = MovDir[x][y];
8436 int stored = Store[x][y];
8437 int change_delay = 8;
8440 // android is moving diagonally
8442 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8444 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8445 GfxElement[x][y] = EL_EMC_ANDROID;
8446 GfxAction[x][y] = ACTION_SHRINKING;
8447 GfxDir[x][y] = diagonal_move_dir;
8448 ChangeDelay[x][y] = change_delay;
8450 if (Store[x][y] == EL_EMPTY)
8451 Store[x][y] = GfxElementEmpty[x][y];
8453 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8456 DrawLevelGraphicAnimation(x, y, graphic);
8457 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8459 if (Tile[newx][newy] == EL_ACID)
8461 SplashAcid(newx, newy);
8466 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8468 Store[newx][newy] = EL_EMC_ANDROID;
8469 GfxElement[newx][newy] = EL_EMC_ANDROID;
8470 GfxAction[newx][newy] = ACTION_GROWING;
8471 GfxDir[newx][newy] = diagonal_move_dir;
8472 ChangeDelay[newx][newy] = change_delay;
8474 graphic = el_act_dir2img(GfxElement[newx][newy],
8475 GfxAction[newx][newy], GfxDir[newx][newy]);
8477 DrawLevelGraphicAnimation(newx, newy, graphic);
8478 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8484 Tile[newx][newy] = EL_EMPTY;
8485 TEST_DrawLevelField(newx, newy);
8487 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8490 else if (!IS_FREE(newx, newy))
8495 else if (IS_CUSTOM_ELEMENT(element) &&
8496 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8498 if (!DigFieldByCE(newx, newy, element))
8501 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8503 RunnerVisit[x][y] = FrameCounter;
8504 PlayerVisit[x][y] /= 8; // expire player visit path
8507 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8509 if (!IS_FREE(newx, newy))
8511 if (IS_PLAYER(x, y))
8512 DrawPlayerField(x, y);
8514 TEST_DrawLevelField(x, y);
8520 boolean wanna_flame = !RND(10);
8521 int dx = newx - x, dy = newy - y;
8522 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8523 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8524 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8525 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8526 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8527 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8530 IS_CLASSIC_ENEMY(element1) ||
8531 IS_CLASSIC_ENEMY(element2)) &&
8532 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8533 element1 != EL_FLAMES && element2 != EL_FLAMES)
8535 ResetGfxAnimation(x, y);
8536 GfxAction[x][y] = ACTION_ATTACKING;
8538 if (IS_PLAYER(x, y))
8539 DrawPlayerField(x, y);
8541 TEST_DrawLevelField(x, y);
8543 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8545 MovDelay[x][y] = 50;
8547 Tile[newx][newy] = EL_FLAMES;
8548 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8549 Tile[newx1][newy1] = EL_FLAMES;
8550 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8551 Tile[newx2][newy2] = EL_FLAMES;
8557 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8558 Tile[newx][newy] == EL_DIAMOND)
8560 if (IS_MOVING(newx, newy))
8561 RemoveMovingField(newx, newy);
8564 Tile[newx][newy] = EL_EMPTY;
8565 TEST_DrawLevelField(newx, newy);
8568 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8570 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8571 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8573 if (AmoebaNr[newx][newy])
8575 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8576 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8577 Tile[newx][newy] == EL_BD_AMOEBA)
8578 AmoebaCnt[AmoebaNr[newx][newy]]--;
8581 if (IS_MOVING(newx, newy))
8583 RemoveMovingField(newx, newy);
8587 Tile[newx][newy] = EL_EMPTY;
8588 TEST_DrawLevelField(newx, newy);
8591 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8593 else if ((element == EL_PACMAN || element == EL_MOLE)
8594 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8596 if (AmoebaNr[newx][newy])
8598 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8600 Tile[newx][newy] == EL_BD_AMOEBA)
8601 AmoebaCnt[AmoebaNr[newx][newy]]--;
8604 if (element == EL_MOLE)
8606 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8607 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8609 ResetGfxAnimation(x, y);
8610 GfxAction[x][y] = ACTION_DIGGING;
8611 TEST_DrawLevelField(x, y);
8613 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8615 return; // wait for shrinking amoeba
8617 else // element == EL_PACMAN
8619 Tile[newx][newy] = EL_EMPTY;
8620 TEST_DrawLevelField(newx, newy);
8621 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8624 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8625 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8626 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8628 // wait for shrinking amoeba to completely disappear
8631 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8633 // object was running against a wall
8637 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8638 DrawLevelElementAnimation(x, y, element);
8640 if (DONT_TOUCH(element))
8641 TestIfBadThingTouchesPlayer(x, y);
8646 InitMovingField(x, y, MovDir[x][y]);
8648 PlayLevelSoundAction(x, y, ACTION_MOVING);
8652 ContinueMoving(x, y);
8655 void ContinueMoving(int x, int y)
8657 int element = Tile[x][y];
8658 struct ElementInfo *ei = &element_info[element];
8659 int direction = MovDir[x][y];
8660 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8661 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8662 int newx = x + dx, newy = y + dy;
8663 int stored = Store[x][y];
8664 int stored_new = Store[newx][newy];
8665 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8666 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8667 boolean last_line = (newy == lev_fieldy - 1);
8668 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8670 if (pushed_by_player) // special case: moving object pushed by player
8672 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8674 else if (use_step_delay) // special case: moving object has step delay
8676 if (!MovDelay[x][y])
8677 MovPos[x][y] += getElementMoveStepsize(x, y);
8682 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8686 TEST_DrawLevelField(x, y);
8688 return; // element is still waiting
8691 else // normal case: generically moving object
8693 MovPos[x][y] += getElementMoveStepsize(x, y);
8696 if (ABS(MovPos[x][y]) < TILEX)
8698 TEST_DrawLevelField(x, y);
8700 return; // element is still moving
8703 // element reached destination field
8705 Tile[x][y] = EL_EMPTY;
8706 Tile[newx][newy] = element;
8707 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8709 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8711 element = Tile[newx][newy] = EL_ACID;
8713 else if (element == EL_MOLE)
8715 Tile[x][y] = EL_SAND;
8717 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8719 else if (element == EL_QUICKSAND_FILLING)
8721 element = Tile[newx][newy] = get_next_element(element);
8722 Store[newx][newy] = Store[x][y];
8724 else if (element == EL_QUICKSAND_EMPTYING)
8726 Tile[x][y] = get_next_element(element);
8727 element = Tile[newx][newy] = Store[x][y];
8729 else if (element == EL_QUICKSAND_FAST_FILLING)
8731 element = Tile[newx][newy] = get_next_element(element);
8732 Store[newx][newy] = Store[x][y];
8734 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8736 Tile[x][y] = get_next_element(element);
8737 element = Tile[newx][newy] = Store[x][y];
8739 else if (element == EL_MAGIC_WALL_FILLING)
8741 element = Tile[newx][newy] = get_next_element(element);
8742 if (!game.magic_wall_active)
8743 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8744 Store[newx][newy] = Store[x][y];
8746 else if (element == EL_MAGIC_WALL_EMPTYING)
8748 Tile[x][y] = get_next_element(element);
8749 if (!game.magic_wall_active)
8750 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8751 element = Tile[newx][newy] = Store[x][y];
8753 InitField(newx, newy, FALSE);
8755 else if (element == EL_BD_MAGIC_WALL_FILLING)
8757 element = Tile[newx][newy] = get_next_element(element);
8758 if (!game.magic_wall_active)
8759 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8760 Store[newx][newy] = Store[x][y];
8762 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8764 Tile[x][y] = get_next_element(element);
8765 if (!game.magic_wall_active)
8766 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8767 element = Tile[newx][newy] = Store[x][y];
8769 InitField(newx, newy, FALSE);
8771 else if (element == EL_DC_MAGIC_WALL_FILLING)
8773 element = Tile[newx][newy] = get_next_element(element);
8774 if (!game.magic_wall_active)
8775 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8776 Store[newx][newy] = Store[x][y];
8778 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8780 Tile[x][y] = get_next_element(element);
8781 if (!game.magic_wall_active)
8782 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8783 element = Tile[newx][newy] = Store[x][y];
8785 InitField(newx, newy, FALSE);
8787 else if (element == EL_AMOEBA_DROPPING)
8789 Tile[x][y] = get_next_element(element);
8790 element = Tile[newx][newy] = Store[x][y];
8792 else if (element == EL_SOKOBAN_OBJECT)
8795 Tile[x][y] = Back[x][y];
8797 if (Back[newx][newy])
8798 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8800 Back[x][y] = Back[newx][newy] = 0;
8803 Store[x][y] = EL_EMPTY;
8808 MovDelay[newx][newy] = 0;
8810 if (CAN_CHANGE_OR_HAS_ACTION(element))
8812 // copy element change control values to new field
8813 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8814 ChangePage[newx][newy] = ChangePage[x][y];
8815 ChangeCount[newx][newy] = ChangeCount[x][y];
8816 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8819 CustomValue[newx][newy] = CustomValue[x][y];
8821 ChangeDelay[x][y] = 0;
8822 ChangePage[x][y] = -1;
8823 ChangeCount[x][y] = 0;
8824 ChangeEvent[x][y] = -1;
8826 CustomValue[x][y] = 0;
8828 // copy animation control values to new field
8829 GfxFrame[newx][newy] = GfxFrame[x][y];
8830 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8831 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8832 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8834 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8836 // some elements can leave other elements behind after moving
8837 if (ei->move_leave_element != EL_EMPTY &&
8838 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8839 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8841 int move_leave_element = ei->move_leave_element;
8843 // this makes it possible to leave the removed element again
8844 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8845 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8847 Tile[x][y] = move_leave_element;
8849 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8850 MovDir[x][y] = direction;
8852 InitField(x, y, FALSE);
8854 if (GFX_CRUMBLED(Tile[x][y]))
8855 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8857 if (IS_PLAYER_ELEMENT(move_leave_element))
8858 RelocatePlayer(x, y, move_leave_element);
8861 // do this after checking for left-behind element
8862 ResetGfxAnimation(x, y); // reset animation values for old field
8864 if (!CAN_MOVE(element) ||
8865 (CAN_FALL(element) && direction == MV_DOWN &&
8866 (element == EL_SPRING ||
8867 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8868 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8869 GfxDir[x][y] = MovDir[newx][newy] = 0;
8871 TEST_DrawLevelField(x, y);
8872 TEST_DrawLevelField(newx, newy);
8874 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8876 // prevent pushed element from moving on in pushed direction
8877 if (pushed_by_player && CAN_MOVE(element) &&
8878 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8879 !(element_info[element].move_pattern & direction))
8880 TurnRound(newx, newy);
8882 // prevent elements on conveyor belt from moving on in last direction
8883 if (pushed_by_conveyor && CAN_FALL(element) &&
8884 direction & MV_HORIZONTAL)
8885 MovDir[newx][newy] = 0;
8887 if (!pushed_by_player)
8889 int nextx = newx + dx, nexty = newy + dy;
8890 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8892 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8894 if (CAN_FALL(element) && direction == MV_DOWN)
8895 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8897 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8898 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8900 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8901 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8904 if (DONT_TOUCH(element)) // object may be nasty to player or others
8906 TestIfBadThingTouchesPlayer(newx, newy);
8907 TestIfBadThingTouchesFriend(newx, newy);
8909 if (!IS_CUSTOM_ELEMENT(element))
8910 TestIfBadThingTouchesOtherBadThing(newx, newy);
8912 else if (element == EL_PENGUIN)
8913 TestIfFriendTouchesBadThing(newx, newy);
8915 if (DONT_GET_HIT_BY(element))
8917 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8920 // give the player one last chance (one more frame) to move away
8921 if (CAN_FALL(element) && direction == MV_DOWN &&
8922 (last_line || (!IS_FREE(x, newy + 1) &&
8923 (!IS_PLAYER(x, newy + 1) ||
8924 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8927 if (pushed_by_player && !game.use_change_when_pushing_bug)
8929 int push_side = MV_DIR_OPPOSITE(direction);
8930 struct PlayerInfo *player = PLAYERINFO(x, y);
8932 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8933 player->index_bit, push_side);
8934 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8935 player->index_bit, push_side);
8938 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8939 MovDelay[newx][newy] = 1;
8941 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8943 TestIfElementTouchesCustomElement(x, y); // empty or new element
8944 TestIfElementHitsCustomElement(newx, newy, direction);
8945 TestIfPlayerTouchesCustomElement(newx, newy);
8946 TestIfElementTouchesCustomElement(newx, newy);
8948 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8949 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8950 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8951 MV_DIR_OPPOSITE(direction));
8954 int AmoebaNeighbourNr(int ax, int ay)
8957 int element = Tile[ax][ay];
8959 struct XY *xy = xy_topdown;
8961 for (i = 0; i < NUM_DIRECTIONS; i++)
8963 int x = ax + xy[i].x;
8964 int y = ay + xy[i].y;
8966 if (!IN_LEV_FIELD(x, y))
8969 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8970 group_nr = AmoebaNr[x][y];
8976 static void AmoebaMerge(int ax, int ay)
8978 int i, x, y, xx, yy;
8979 int new_group_nr = AmoebaNr[ax][ay];
8980 struct XY *xy = xy_topdown;
8982 if (new_group_nr == 0)
8985 for (i = 0; i < NUM_DIRECTIONS; i++)
8990 if (!IN_LEV_FIELD(x, y))
8993 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8994 Tile[x][y] == EL_BD_AMOEBA ||
8995 Tile[x][y] == EL_AMOEBA_DEAD) &&
8996 AmoebaNr[x][y] != new_group_nr)
8998 int old_group_nr = AmoebaNr[x][y];
9000 if (old_group_nr == 0)
9003 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9004 AmoebaCnt[old_group_nr] = 0;
9005 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9006 AmoebaCnt2[old_group_nr] = 0;
9008 SCAN_PLAYFIELD(xx, yy)
9010 if (AmoebaNr[xx][yy] == old_group_nr)
9011 AmoebaNr[xx][yy] = new_group_nr;
9017 void AmoebaToDiamond(int ax, int ay)
9021 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9023 int group_nr = AmoebaNr[ax][ay];
9028 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9029 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9035 SCAN_PLAYFIELD(x, y)
9037 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9040 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9044 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9045 SND_AMOEBA_TURNING_TO_GEM :
9046 SND_AMOEBA_TURNING_TO_ROCK));
9051 struct XY *xy = xy_topdown;
9053 for (i = 0; i < NUM_DIRECTIONS; i++)
9058 if (!IN_LEV_FIELD(x, y))
9061 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9063 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9064 SND_AMOEBA_TURNING_TO_GEM :
9065 SND_AMOEBA_TURNING_TO_ROCK));
9072 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9075 int group_nr = AmoebaNr[ax][ay];
9076 boolean done = FALSE;
9081 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9082 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9088 SCAN_PLAYFIELD(x, y)
9090 if (AmoebaNr[x][y] == group_nr &&
9091 (Tile[x][y] == EL_AMOEBA_DEAD ||
9092 Tile[x][y] == EL_BD_AMOEBA ||
9093 Tile[x][y] == EL_AMOEBA_GROWING))
9096 Tile[x][y] = new_element;
9097 InitField(x, y, FALSE);
9098 TEST_DrawLevelField(x, y);
9104 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9105 SND_BD_AMOEBA_TURNING_TO_ROCK :
9106 SND_BD_AMOEBA_TURNING_TO_GEM));
9109 static void AmoebaGrowing(int x, int y)
9111 static DelayCounter sound_delay = { 0 };
9113 if (!MovDelay[x][y]) // start new growing cycle
9117 if (DelayReached(&sound_delay))
9119 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9120 sound_delay.value = 30;
9124 if (MovDelay[x][y]) // wait some time before growing bigger
9127 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9129 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9130 6 - MovDelay[x][y]);
9132 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9135 if (!MovDelay[x][y])
9137 Tile[x][y] = Store[x][y];
9139 TEST_DrawLevelField(x, y);
9144 static void AmoebaShrinking(int x, int y)
9146 static DelayCounter sound_delay = { 0 };
9148 if (!MovDelay[x][y]) // start new shrinking cycle
9152 if (DelayReached(&sound_delay))
9153 sound_delay.value = 30;
9156 if (MovDelay[x][y]) // wait some time before shrinking
9159 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9161 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9162 6 - MovDelay[x][y]);
9164 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9167 if (!MovDelay[x][y])
9169 Tile[x][y] = EL_EMPTY;
9170 TEST_DrawLevelField(x, y);
9172 // don't let mole enter this field in this cycle;
9173 // (give priority to objects falling to this field from above)
9179 static void AmoebaReproduce(int ax, int ay)
9182 int element = Tile[ax][ay];
9183 int graphic = el2img(element);
9184 int newax = ax, neway = ay;
9185 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9186 struct XY *xy = xy_topdown;
9188 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9190 Tile[ax][ay] = EL_AMOEBA_DEAD;
9191 TEST_DrawLevelField(ax, ay);
9195 if (IS_ANIMATED(graphic))
9196 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9198 if (!MovDelay[ax][ay]) // start making new amoeba field
9199 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9201 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9204 if (MovDelay[ax][ay])
9208 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9211 int x = ax + xy[start].x;
9212 int y = ay + xy[start].y;
9214 if (!IN_LEV_FIELD(x, y))
9217 if (IS_FREE(x, y) ||
9218 CAN_GROW_INTO(Tile[x][y]) ||
9219 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9220 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9226 if (newax == ax && neway == ay)
9229 else // normal or "filled" (BD style) amoeba
9232 boolean waiting_for_player = FALSE;
9234 for (i = 0; i < NUM_DIRECTIONS; i++)
9236 int j = (start + i) % 4;
9237 int x = ax + xy[j].x;
9238 int y = ay + xy[j].y;
9240 if (!IN_LEV_FIELD(x, y))
9243 if (IS_FREE(x, y) ||
9244 CAN_GROW_INTO(Tile[x][y]) ||
9245 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9246 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9252 else if (IS_PLAYER(x, y))
9253 waiting_for_player = TRUE;
9256 if (newax == ax && neway == ay) // amoeba cannot grow
9258 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9260 Tile[ax][ay] = EL_AMOEBA_DEAD;
9261 TEST_DrawLevelField(ax, ay);
9262 AmoebaCnt[AmoebaNr[ax][ay]]--;
9264 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9266 if (element == EL_AMOEBA_FULL)
9267 AmoebaToDiamond(ax, ay);
9268 else if (element == EL_BD_AMOEBA)
9269 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9274 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9276 // amoeba gets larger by growing in some direction
9278 int new_group_nr = AmoebaNr[ax][ay];
9281 if (new_group_nr == 0)
9283 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9285 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9291 AmoebaNr[newax][neway] = new_group_nr;
9292 AmoebaCnt[new_group_nr]++;
9293 AmoebaCnt2[new_group_nr]++;
9295 // if amoeba touches other amoeba(s) after growing, unify them
9296 AmoebaMerge(newax, neway);
9298 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9300 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9306 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9307 (neway == lev_fieldy - 1 && newax != ax))
9309 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9310 Store[newax][neway] = element;
9312 else if (neway == ay || element == EL_EMC_DRIPPER)
9314 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9316 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9320 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9321 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9322 Store[ax][ay] = EL_AMOEBA_DROP;
9323 ContinueMoving(ax, ay);
9327 TEST_DrawLevelField(newax, neway);
9330 static void Life(int ax, int ay)
9334 int element = Tile[ax][ay];
9335 int graphic = el2img(element);
9336 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9338 boolean changed = FALSE;
9340 if (IS_ANIMATED(graphic))
9341 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9346 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9347 MovDelay[ax][ay] = life_time;
9349 if (MovDelay[ax][ay]) // wait some time before next cycle
9352 if (MovDelay[ax][ay])
9356 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9358 int xx = ax+x1, yy = ay+y1;
9359 int old_element = Tile[xx][yy];
9360 int num_neighbours = 0;
9362 if (!IN_LEV_FIELD(xx, yy))
9365 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9367 int x = xx+x2, y = yy+y2;
9369 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9372 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9373 boolean is_neighbour = FALSE;
9375 if (level.use_life_bugs)
9377 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9378 (IS_FREE(x, y) && Stop[x][y]));
9381 (Last[x][y] == element || is_player_cell);
9387 boolean is_free = FALSE;
9389 if (level.use_life_bugs)
9390 is_free = (IS_FREE(xx, yy));
9392 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9394 if (xx == ax && yy == ay) // field in the middle
9396 if (num_neighbours < life_parameter[0] ||
9397 num_neighbours > life_parameter[1])
9399 Tile[xx][yy] = EL_EMPTY;
9400 if (Tile[xx][yy] != old_element)
9401 TEST_DrawLevelField(xx, yy);
9402 Stop[xx][yy] = TRUE;
9406 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9407 { // free border field
9408 if (num_neighbours >= life_parameter[2] &&
9409 num_neighbours <= life_parameter[3])
9411 Tile[xx][yy] = element;
9412 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9413 if (Tile[xx][yy] != old_element)
9414 TEST_DrawLevelField(xx, yy);
9415 Stop[xx][yy] = TRUE;
9422 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9423 SND_GAME_OF_LIFE_GROWING);
9426 static void InitRobotWheel(int x, int y)
9428 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9431 static void RunRobotWheel(int x, int y)
9433 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9436 static void StopRobotWheel(int x, int y)
9438 if (game.robot_wheel_x == x &&
9439 game.robot_wheel_y == y)
9441 game.robot_wheel_x = -1;
9442 game.robot_wheel_y = -1;
9443 game.robot_wheel_active = FALSE;
9447 static void InitTimegateWheel(int x, int y)
9449 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9452 static void RunTimegateWheel(int x, int y)
9454 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9457 static void InitMagicBallDelay(int x, int y)
9459 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9462 static void ActivateMagicBall(int bx, int by)
9466 if (level.ball_random)
9468 int pos_border = RND(8); // select one of the eight border elements
9469 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9470 int xx = pos_content % 3;
9471 int yy = pos_content / 3;
9476 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9477 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9481 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9483 int xx = x - bx + 1;
9484 int yy = y - by + 1;
9486 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9487 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9491 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9494 static void CheckExit(int x, int y)
9496 if (game.gems_still_needed > 0 ||
9497 game.sokoban_fields_still_needed > 0 ||
9498 game.sokoban_objects_still_needed > 0 ||
9499 game.lights_still_needed > 0)
9501 int element = Tile[x][y];
9502 int graphic = el2img(element);
9504 if (IS_ANIMATED(graphic))
9505 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9510 // do not re-open exit door closed after last player
9511 if (game.all_players_gone)
9514 Tile[x][y] = EL_EXIT_OPENING;
9516 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9519 static void CheckExitEM(int x, int y)
9521 if (game.gems_still_needed > 0 ||
9522 game.sokoban_fields_still_needed > 0 ||
9523 game.sokoban_objects_still_needed > 0 ||
9524 game.lights_still_needed > 0)
9526 int element = Tile[x][y];
9527 int graphic = el2img(element);
9529 if (IS_ANIMATED(graphic))
9530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9535 // do not re-open exit door closed after last player
9536 if (game.all_players_gone)
9539 Tile[x][y] = EL_EM_EXIT_OPENING;
9541 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9544 static void CheckExitSteel(int x, int y)
9546 if (game.gems_still_needed > 0 ||
9547 game.sokoban_fields_still_needed > 0 ||
9548 game.sokoban_objects_still_needed > 0 ||
9549 game.lights_still_needed > 0)
9551 int element = Tile[x][y];
9552 int graphic = el2img(element);
9554 if (IS_ANIMATED(graphic))
9555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9560 // do not re-open exit door closed after last player
9561 if (game.all_players_gone)
9564 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9566 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9569 static void CheckExitSteelEM(int x, int y)
9571 if (game.gems_still_needed > 0 ||
9572 game.sokoban_fields_still_needed > 0 ||
9573 game.sokoban_objects_still_needed > 0 ||
9574 game.lights_still_needed > 0)
9576 int element = Tile[x][y];
9577 int graphic = el2img(element);
9579 if (IS_ANIMATED(graphic))
9580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9585 // do not re-open exit door closed after last player
9586 if (game.all_players_gone)
9589 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9591 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9594 static void CheckExitSP(int x, int y)
9596 if (game.gems_still_needed > 0)
9598 int element = Tile[x][y];
9599 int graphic = el2img(element);
9601 if (IS_ANIMATED(graphic))
9602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9607 // do not re-open exit door closed after last player
9608 if (game.all_players_gone)
9611 Tile[x][y] = EL_SP_EXIT_OPENING;
9613 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9616 static void CloseAllOpenTimegates(void)
9620 SCAN_PLAYFIELD(x, y)
9622 int element = Tile[x][y];
9624 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9626 Tile[x][y] = EL_TIMEGATE_CLOSING;
9628 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9633 static void DrawTwinkleOnField(int x, int y)
9635 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9638 if (Tile[x][y] == EL_BD_DIAMOND)
9641 if (MovDelay[x][y] == 0) // next animation frame
9642 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9644 if (MovDelay[x][y] != 0) // wait some time before next frame
9648 DrawLevelElementAnimation(x, y, Tile[x][y]);
9650 if (MovDelay[x][y] != 0)
9652 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9653 10 - MovDelay[x][y]);
9655 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9660 static void MauerWaechst(int x, int y)
9664 if (!MovDelay[x][y]) // next animation frame
9665 MovDelay[x][y] = 3 * delay;
9667 if (MovDelay[x][y]) // wait some time before next frame
9671 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9673 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9674 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9676 DrawLevelGraphic(x, y, graphic, frame);
9679 if (!MovDelay[x][y])
9681 if (MovDir[x][y] == MV_LEFT)
9683 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9684 TEST_DrawLevelField(x - 1, y);
9686 else if (MovDir[x][y] == MV_RIGHT)
9688 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9689 TEST_DrawLevelField(x + 1, y);
9691 else if (MovDir[x][y] == MV_UP)
9693 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9694 TEST_DrawLevelField(x, y - 1);
9698 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9699 TEST_DrawLevelField(x, y + 1);
9702 Tile[x][y] = Store[x][y];
9704 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9705 TEST_DrawLevelField(x, y);
9710 static void MauerAbleger(int ax, int ay)
9712 int element = Tile[ax][ay];
9713 int graphic = el2img(element);
9714 boolean oben_frei = FALSE, unten_frei = FALSE;
9715 boolean links_frei = FALSE, rechts_frei = FALSE;
9716 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9717 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9718 boolean new_wall = FALSE;
9720 if (IS_ANIMATED(graphic))
9721 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9723 if (!MovDelay[ax][ay]) // start building new wall
9724 MovDelay[ax][ay] = 6;
9726 if (MovDelay[ax][ay]) // wait some time before building new wall
9729 if (MovDelay[ax][ay])
9733 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9735 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9737 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9739 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9742 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9743 element == EL_EXPANDABLE_WALL_ANY)
9747 Tile[ax][ay - 1] = EL_EXPANDABLE_WALL_GROWING;
9748 Store[ax][ay - 1] = element;
9749 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9750 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9751 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9756 Tile[ax][ay + 1] = EL_EXPANDABLE_WALL_GROWING;
9757 Store[ax][ay + 1] = element;
9758 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9759 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9760 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9765 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9766 element == EL_EXPANDABLE_WALL_ANY ||
9767 element == EL_EXPANDABLE_WALL ||
9768 element == EL_BD_EXPANDABLE_WALL)
9772 Tile[ax - 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9773 Store[ax - 1][ay] = element;
9774 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9775 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9776 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9782 Tile[ax + 1][ay] = EL_EXPANDABLE_WALL_GROWING;
9783 Store[ax + 1][ay] = element;
9784 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9785 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9786 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9791 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9792 TEST_DrawLevelField(ax, ay);
9794 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9796 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9797 unten_massiv = TRUE;
9798 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9799 links_massiv = TRUE;
9800 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9801 rechts_massiv = TRUE;
9803 if (((oben_massiv && unten_massiv) ||
9804 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9805 element == EL_EXPANDABLE_WALL) &&
9806 ((links_massiv && rechts_massiv) ||
9807 element == EL_EXPANDABLE_WALL_VERTICAL))
9808 Tile[ax][ay] = EL_WALL;
9811 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9814 static void MauerAblegerStahl(int ax, int ay)
9816 int element = Tile[ax][ay];
9817 int graphic = el2img(element);
9818 boolean oben_frei = FALSE, unten_frei = FALSE;
9819 boolean links_frei = FALSE, rechts_frei = FALSE;
9820 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9821 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9822 boolean new_wall = FALSE;
9824 if (IS_ANIMATED(graphic))
9825 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9827 if (!MovDelay[ax][ay]) // start building new wall
9828 MovDelay[ax][ay] = 6;
9830 if (MovDelay[ax][ay]) // wait some time before building new wall
9833 if (MovDelay[ax][ay])
9837 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9839 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9841 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9843 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9846 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9847 element == EL_EXPANDABLE_STEELWALL_ANY)
9851 Tile[ax][ay - 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9852 Store[ax][ay - 1] = element;
9853 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9854 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9855 DrawLevelGraphic(ax, ay - 1, IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9860 Tile[ax][ay + 1] = EL_EXPANDABLE_STEELWALL_GROWING;
9861 Store[ax][ay + 1] = element;
9862 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9863 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9864 DrawLevelGraphic(ax, ay + 1, IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9869 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9870 element == EL_EXPANDABLE_STEELWALL_ANY)
9874 Tile[ax - 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9875 Store[ax - 1][ay] = element;
9876 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9877 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9878 DrawLevelGraphic(ax - 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9884 Tile[ax + 1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9885 Store[ax + 1][ay] = element;
9886 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9887 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9888 DrawLevelGraphic(ax + 1, ay, IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9893 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9895 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9896 unten_massiv = TRUE;
9897 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9898 links_massiv = TRUE;
9899 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9900 rechts_massiv = TRUE;
9902 if (((oben_massiv && unten_massiv) ||
9903 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9904 ((links_massiv && rechts_massiv) ||
9905 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9906 Tile[ax][ay] = EL_STEELWALL;
9909 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9912 static void CheckForDragon(int x, int y)
9915 boolean dragon_found = FALSE;
9916 struct XY *xy = xy_topdown;
9918 for (i = 0; i < NUM_DIRECTIONS; i++)
9920 for (j = 0; j < 4; j++)
9922 int xx = x + j * xy[i].x;
9923 int yy = y + j * xy[i].y;
9925 if (IN_LEV_FIELD(xx, yy) &&
9926 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9928 if (Tile[xx][yy] == EL_DRAGON)
9929 dragon_found = TRUE;
9938 for (i = 0; i < NUM_DIRECTIONS; i++)
9940 for (j = 0; j < 3; j++)
9942 int xx = x + j * xy[i].x;
9943 int yy = y + j * xy[i].y;
9945 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9947 Tile[xx][yy] = EL_EMPTY;
9948 TEST_DrawLevelField(xx, yy);
9957 static void InitBuggyBase(int x, int y)
9959 int element = Tile[x][y];
9960 int activating_delay = FRAMES_PER_SECOND / 4;
9963 (element == EL_SP_BUGGY_BASE ?
9964 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9965 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9967 element == EL_SP_BUGGY_BASE_ACTIVE ?
9968 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9971 static void WarnBuggyBase(int x, int y)
9974 struct XY *xy = xy_topdown;
9976 for (i = 0; i < NUM_DIRECTIONS; i++)
9978 int xx = x + xy[i].x;
9979 int yy = y + xy[i].y;
9981 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9983 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9990 static void InitTrap(int x, int y)
9992 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9995 static void ActivateTrap(int x, int y)
9997 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10000 static void ChangeActiveTrap(int x, int y)
10002 int graphic = IMG_TRAP_ACTIVE;
10004 // if new animation frame was drawn, correct crumbled sand border
10005 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10006 TEST_DrawLevelFieldCrumbled(x, y);
10009 static int getSpecialActionElement(int element, int number, int base_element)
10011 return (element != EL_EMPTY ? element :
10012 number != -1 ? base_element + number - 1 :
10016 static int getModifiedActionNumber(int value_old, int operator, int operand,
10017 int value_min, int value_max)
10019 int value_new = (operator == CA_MODE_SET ? operand :
10020 operator == CA_MODE_ADD ? value_old + operand :
10021 operator == CA_MODE_SUBTRACT ? value_old - operand :
10022 operator == CA_MODE_MULTIPLY ? value_old * operand :
10023 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10024 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10027 return (value_new < value_min ? value_min :
10028 value_new > value_max ? value_max :
10032 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10034 struct ElementInfo *ei = &element_info[element];
10035 struct ElementChangeInfo *change = &ei->change_page[page];
10036 int target_element = change->target_element;
10037 int action_type = change->action_type;
10038 int action_mode = change->action_mode;
10039 int action_arg = change->action_arg;
10040 int action_element = change->action_element;
10043 if (!change->has_action)
10046 // ---------- determine action paramater values -----------------------------
10048 int level_time_value =
10049 (level.time > 0 ? TimeLeft :
10052 int action_arg_element_raw =
10053 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10054 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10055 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10056 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10057 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10058 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10059 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10061 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10063 int action_arg_direction =
10064 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10065 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10066 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10067 change->actual_trigger_side :
10068 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10069 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10072 int action_arg_number_min =
10073 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10076 int action_arg_number_max =
10077 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10078 action_type == CA_SET_LEVEL_GEMS ? 999 :
10079 action_type == CA_SET_LEVEL_TIME ? 9999 :
10080 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10081 action_type == CA_SET_CE_VALUE ? 9999 :
10082 action_type == CA_SET_CE_SCORE ? 9999 :
10085 int action_arg_number_reset =
10086 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10087 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10088 action_type == CA_SET_LEVEL_TIME ? level.time :
10089 action_type == CA_SET_LEVEL_SCORE ? 0 :
10090 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10091 action_type == CA_SET_CE_SCORE ? 0 :
10094 int action_arg_number =
10095 (action_arg <= CA_ARG_MAX ? action_arg :
10096 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10097 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10098 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10099 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10100 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10101 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10102 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10103 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10104 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10105 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10106 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10107 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10108 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10109 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10110 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10111 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10112 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10113 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10114 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10115 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10116 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10119 int action_arg_number_old =
10120 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10121 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10122 action_type == CA_SET_LEVEL_SCORE ? game.score :
10123 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10124 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10127 int action_arg_number_new =
10128 getModifiedActionNumber(action_arg_number_old,
10129 action_mode, action_arg_number,
10130 action_arg_number_min, action_arg_number_max);
10132 int trigger_player_bits =
10133 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10134 change->actual_trigger_player_bits : change->trigger_player);
10136 int action_arg_player_bits =
10137 (action_arg >= CA_ARG_PLAYER_1 &&
10138 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10139 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10140 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10143 // ---------- execute action -----------------------------------------------
10145 switch (action_type)
10152 // ---------- level actions ----------------------------------------------
10154 case CA_RESTART_LEVEL:
10156 game.restart_level = TRUE;
10161 case CA_SHOW_ENVELOPE:
10163 int element = getSpecialActionElement(action_arg_element,
10164 action_arg_number, EL_ENVELOPE_1);
10166 if (IS_ENVELOPE(element))
10167 local_player->show_envelope = element;
10172 case CA_SET_LEVEL_TIME:
10174 if (level.time > 0) // only modify limited time value
10176 TimeLeft = action_arg_number_new;
10178 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10180 DisplayGameControlValues();
10182 if (!TimeLeft && game.time_limit)
10183 for (i = 0; i < MAX_PLAYERS; i++)
10184 KillPlayer(&stored_player[i]);
10190 case CA_SET_LEVEL_SCORE:
10192 game.score = action_arg_number_new;
10194 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10196 DisplayGameControlValues();
10201 case CA_SET_LEVEL_GEMS:
10203 game.gems_still_needed = action_arg_number_new;
10205 game.snapshot.collected_item = TRUE;
10207 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10209 DisplayGameControlValues();
10214 case CA_SET_LEVEL_WIND:
10216 game.wind_direction = action_arg_direction;
10221 case CA_SET_LEVEL_RANDOM_SEED:
10223 // ensure that setting a new random seed while playing is predictable
10224 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10229 // ---------- player actions ---------------------------------------------
10231 case CA_MOVE_PLAYER:
10232 case CA_MOVE_PLAYER_NEW:
10234 // automatically move to the next field in specified direction
10235 for (i = 0; i < MAX_PLAYERS; i++)
10236 if (trigger_player_bits & (1 << i))
10237 if (action_type == CA_MOVE_PLAYER ||
10238 stored_player[i].MovPos == 0)
10239 stored_player[i].programmed_action = action_arg_direction;
10244 case CA_EXIT_PLAYER:
10246 for (i = 0; i < MAX_PLAYERS; i++)
10247 if (action_arg_player_bits & (1 << i))
10248 ExitPlayer(&stored_player[i]);
10250 if (game.players_still_needed == 0)
10256 case CA_KILL_PLAYER:
10258 for (i = 0; i < MAX_PLAYERS; i++)
10259 if (action_arg_player_bits & (1 << i))
10260 KillPlayer(&stored_player[i]);
10265 case CA_SET_PLAYER_KEYS:
10267 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10268 int element = getSpecialActionElement(action_arg_element,
10269 action_arg_number, EL_KEY_1);
10271 if (IS_KEY(element))
10273 for (i = 0; i < MAX_PLAYERS; i++)
10275 if (trigger_player_bits & (1 << i))
10277 stored_player[i].key[KEY_NR(element)] = key_state;
10279 DrawGameDoorValues();
10287 case CA_SET_PLAYER_SPEED:
10289 for (i = 0; i < MAX_PLAYERS; i++)
10291 if (trigger_player_bits & (1 << i))
10293 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10295 if (action_arg == CA_ARG_SPEED_FASTER &&
10296 stored_player[i].cannot_move)
10298 action_arg_number = STEPSIZE_VERY_SLOW;
10300 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10301 action_arg == CA_ARG_SPEED_FASTER)
10303 action_arg_number = 2;
10304 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10307 else if (action_arg == CA_ARG_NUMBER_RESET)
10309 action_arg_number = level.initial_player_stepsize[i];
10313 getModifiedActionNumber(move_stepsize,
10316 action_arg_number_min,
10317 action_arg_number_max);
10319 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10326 case CA_SET_PLAYER_SHIELD:
10328 for (i = 0; i < MAX_PLAYERS; i++)
10330 if (trigger_player_bits & (1 << i))
10332 if (action_arg == CA_ARG_SHIELD_OFF)
10334 stored_player[i].shield_normal_time_left = 0;
10335 stored_player[i].shield_deadly_time_left = 0;
10337 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10339 stored_player[i].shield_normal_time_left = 999999;
10341 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10343 stored_player[i].shield_normal_time_left = 999999;
10344 stored_player[i].shield_deadly_time_left = 999999;
10352 case CA_SET_PLAYER_GRAVITY:
10354 for (i = 0; i < MAX_PLAYERS; i++)
10356 if (trigger_player_bits & (1 << i))
10358 stored_player[i].gravity =
10359 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10360 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10361 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10362 stored_player[i].gravity);
10369 case CA_SET_PLAYER_ARTWORK:
10371 for (i = 0; i < MAX_PLAYERS; i++)
10373 if (trigger_player_bits & (1 << i))
10375 int artwork_element = action_arg_element;
10377 if (action_arg == CA_ARG_ELEMENT_RESET)
10379 (level.use_artwork_element[i] ? level.artwork_element[i] :
10380 stored_player[i].element_nr);
10382 if (stored_player[i].artwork_element != artwork_element)
10383 stored_player[i].Frame = 0;
10385 stored_player[i].artwork_element = artwork_element;
10387 SetPlayerWaiting(&stored_player[i], FALSE);
10389 // set number of special actions for bored and sleeping animation
10390 stored_player[i].num_special_action_bored =
10391 get_num_special_action(artwork_element,
10392 ACTION_BORING_1, ACTION_BORING_LAST);
10393 stored_player[i].num_special_action_sleeping =
10394 get_num_special_action(artwork_element,
10395 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10402 case CA_SET_PLAYER_INVENTORY:
10404 for (i = 0; i < MAX_PLAYERS; i++)
10406 struct PlayerInfo *player = &stored_player[i];
10409 if (trigger_player_bits & (1 << i))
10411 int inventory_element = action_arg_element;
10413 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10414 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10415 action_arg == CA_ARG_ELEMENT_ACTION)
10417 int element = inventory_element;
10418 int collect_count = element_info[element].collect_count_initial;
10420 if (!IS_CUSTOM_ELEMENT(element))
10423 if (collect_count == 0)
10424 player->inventory_infinite_element = element;
10426 for (k = 0; k < collect_count; k++)
10427 if (player->inventory_size < MAX_INVENTORY_SIZE)
10428 player->inventory_element[player->inventory_size++] =
10431 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10432 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10433 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10435 if (player->inventory_infinite_element != EL_UNDEFINED &&
10436 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10437 action_arg_element_raw))
10438 player->inventory_infinite_element = EL_UNDEFINED;
10440 for (k = 0, j = 0; j < player->inventory_size; j++)
10442 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10443 action_arg_element_raw))
10444 player->inventory_element[k++] = player->inventory_element[j];
10447 player->inventory_size = k;
10449 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10451 if (player->inventory_size > 0)
10453 for (j = 0; j < player->inventory_size - 1; j++)
10454 player->inventory_element[j] = player->inventory_element[j + 1];
10456 player->inventory_size--;
10459 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10461 if (player->inventory_size > 0)
10462 player->inventory_size--;
10464 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10466 player->inventory_infinite_element = EL_UNDEFINED;
10467 player->inventory_size = 0;
10469 else if (action_arg == CA_ARG_INVENTORY_RESET)
10471 player->inventory_infinite_element = EL_UNDEFINED;
10472 player->inventory_size = 0;
10474 if (level.use_initial_inventory[i])
10476 for (j = 0; j < level.initial_inventory_size[i]; j++)
10478 int element = level.initial_inventory_content[i][j];
10479 int collect_count = element_info[element].collect_count_initial;
10481 if (!IS_CUSTOM_ELEMENT(element))
10484 if (collect_count == 0)
10485 player->inventory_infinite_element = element;
10487 for (k = 0; k < collect_count; k++)
10488 if (player->inventory_size < MAX_INVENTORY_SIZE)
10489 player->inventory_element[player->inventory_size++] =
10500 // ---------- CE actions -------------------------------------------------
10502 case CA_SET_CE_VALUE:
10504 int last_ce_value = CustomValue[x][y];
10506 CustomValue[x][y] = action_arg_number_new;
10508 if (CustomValue[x][y] != last_ce_value)
10510 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10511 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10513 if (CustomValue[x][y] == 0)
10515 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10516 ChangeCount[x][y] = 0; // allow at least one more change
10518 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10519 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10526 case CA_SET_CE_SCORE:
10528 int last_ce_score = ei->collect_score;
10530 ei->collect_score = action_arg_number_new;
10532 if (ei->collect_score != last_ce_score)
10534 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10535 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10537 if (ei->collect_score == 0)
10541 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10542 ChangeCount[x][y] = 0; // allow at least one more change
10544 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10545 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10548 This is a very special case that seems to be a mixture between
10549 CheckElementChange() and CheckTriggeredElementChange(): while
10550 the first one only affects single elements that are triggered
10551 directly, the second one affects multiple elements in the playfield
10552 that are triggered indirectly by another element. This is a third
10553 case: Changing the CE score always affects multiple identical CEs,
10554 so every affected CE must be checked, not only the single CE for
10555 which the CE score was changed in the first place (as every instance
10556 of that CE shares the same CE score, and therefore also can change)!
10558 SCAN_PLAYFIELD(xx, yy)
10560 if (Tile[xx][yy] == element)
10561 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10562 CE_SCORE_GETS_ZERO);
10570 case CA_SET_CE_ARTWORK:
10572 int artwork_element = action_arg_element;
10573 boolean reset_frame = FALSE;
10576 if (action_arg == CA_ARG_ELEMENT_RESET)
10577 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10580 if (ei->gfx_element != artwork_element)
10581 reset_frame = TRUE;
10583 ei->gfx_element = artwork_element;
10585 SCAN_PLAYFIELD(xx, yy)
10587 if (Tile[xx][yy] == element)
10591 ResetGfxAnimation(xx, yy);
10592 ResetRandomAnimationValue(xx, yy);
10595 TEST_DrawLevelField(xx, yy);
10602 // ---------- engine actions ---------------------------------------------
10604 case CA_SET_ENGINE_SCAN_MODE:
10606 InitPlayfieldScanMode(action_arg);
10616 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10618 int old_element = Tile[x][y];
10619 int new_element = GetElementFromGroupElement(element);
10620 int previous_move_direction = MovDir[x][y];
10621 int last_ce_value = CustomValue[x][y];
10622 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10623 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10624 boolean add_player_onto_element = (new_element_is_player &&
10625 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10626 IS_WALKABLE(old_element));
10628 if (!add_player_onto_element)
10630 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10631 RemoveMovingField(x, y);
10635 Tile[x][y] = new_element;
10637 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10638 MovDir[x][y] = previous_move_direction;
10640 if (element_info[new_element].use_last_ce_value)
10641 CustomValue[x][y] = last_ce_value;
10643 InitField_WithBug1(x, y, FALSE);
10645 new_element = Tile[x][y]; // element may have changed
10647 ResetGfxAnimation(x, y);
10648 ResetRandomAnimationValue(x, y);
10650 TEST_DrawLevelField(x, y);
10652 if (GFX_CRUMBLED(new_element))
10653 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10656 // check if element under the player changes from accessible to unaccessible
10657 // (needed for special case of dropping element which then changes)
10658 // (must be checked after creating new element for walkable group elements)
10659 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10660 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10667 // "ChangeCount" not set yet to allow "entered by player" change one time
10668 if (new_element_is_player)
10669 RelocatePlayer(x, y, new_element);
10672 ChangeCount[x][y]++; // count number of changes in the same frame
10674 TestIfBadThingTouchesPlayer(x, y);
10675 TestIfPlayerTouchesCustomElement(x, y);
10676 TestIfElementTouchesCustomElement(x, y);
10679 static void CreateField(int x, int y, int element)
10681 CreateFieldExt(x, y, element, FALSE);
10684 static void CreateElementFromChange(int x, int y, int element)
10686 element = GET_VALID_RUNTIME_ELEMENT(element);
10688 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10690 int old_element = Tile[x][y];
10692 // prevent changed element from moving in same engine frame
10693 // unless both old and new element can either fall or move
10694 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10695 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10699 CreateFieldExt(x, y, element, TRUE);
10702 static boolean ChangeElement(int x, int y, int element, int page)
10704 struct ElementInfo *ei = &element_info[element];
10705 struct ElementChangeInfo *change = &ei->change_page[page];
10706 int ce_value = CustomValue[x][y];
10707 int ce_score = ei->collect_score;
10708 int target_element;
10709 int old_element = Tile[x][y];
10711 // always use default change event to prevent running into a loop
10712 if (ChangeEvent[x][y] == -1)
10713 ChangeEvent[x][y] = CE_DELAY;
10715 if (ChangeEvent[x][y] == CE_DELAY)
10717 // reset actual trigger element, trigger player and action element
10718 change->actual_trigger_element = EL_EMPTY;
10719 change->actual_trigger_player = EL_EMPTY;
10720 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10721 change->actual_trigger_side = CH_SIDE_NONE;
10722 change->actual_trigger_ce_value = 0;
10723 change->actual_trigger_ce_score = 0;
10726 // do not change elements more than a specified maximum number of changes
10727 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10730 ChangeCount[x][y]++; // count number of changes in the same frame
10732 if (change->explode)
10739 if (change->use_target_content)
10741 boolean complete_replace = TRUE;
10742 boolean can_replace[3][3];
10745 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10748 boolean is_walkable;
10749 boolean is_diggable;
10750 boolean is_collectible;
10751 boolean is_removable;
10752 boolean is_destructible;
10753 int ex = x + xx - 1;
10754 int ey = y + yy - 1;
10755 int content_element = change->target_content.e[xx][yy];
10758 can_replace[xx][yy] = TRUE;
10760 if (ex == x && ey == y) // do not check changing element itself
10763 if (content_element == EL_EMPTY_SPACE)
10765 can_replace[xx][yy] = FALSE; // do not replace border with space
10770 if (!IN_LEV_FIELD(ex, ey))
10772 can_replace[xx][yy] = FALSE;
10773 complete_replace = FALSE;
10780 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10781 e = MovingOrBlocked2Element(ex, ey);
10783 is_empty = (IS_FREE(ex, ey) ||
10784 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10786 is_walkable = (is_empty || IS_WALKABLE(e));
10787 is_diggable = (is_empty || IS_DIGGABLE(e));
10788 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10789 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10790 is_removable = (is_diggable || is_collectible);
10792 can_replace[xx][yy] =
10793 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10794 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10795 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10796 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10797 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10798 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10799 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10801 if (!can_replace[xx][yy])
10802 complete_replace = FALSE;
10805 if (!change->only_if_complete || complete_replace)
10807 boolean something_has_changed = FALSE;
10809 if (change->only_if_complete && change->use_random_replace &&
10810 RND(100) < change->random_percentage)
10813 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10815 int ex = x + xx - 1;
10816 int ey = y + yy - 1;
10817 int content_element;
10819 if (can_replace[xx][yy] && (!change->use_random_replace ||
10820 RND(100) < change->random_percentage))
10822 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10823 RemoveMovingField(ex, ey);
10825 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10827 content_element = change->target_content.e[xx][yy];
10828 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10829 ce_value, ce_score);
10831 CreateElementFromChange(ex, ey, target_element);
10833 something_has_changed = TRUE;
10835 // for symmetry reasons, freeze newly created border elements
10836 if (ex != x || ey != y)
10837 Stop[ex][ey] = TRUE; // no more moving in this frame
10841 if (something_has_changed)
10843 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10844 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10850 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10851 ce_value, ce_score);
10853 if (element == EL_DIAGONAL_GROWING ||
10854 element == EL_DIAGONAL_SHRINKING)
10856 target_element = Store[x][y];
10858 Store[x][y] = EL_EMPTY;
10861 // special case: element changes to player (and may be kept if walkable)
10862 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10863 CreateElementFromChange(x, y, EL_EMPTY);
10865 CreateElementFromChange(x, y, target_element);
10867 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10868 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10871 // this uses direct change before indirect change
10872 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10877 static void HandleElementChange(int x, int y, int page)
10879 int element = MovingOrBlocked2Element(x, y);
10880 struct ElementInfo *ei = &element_info[element];
10881 struct ElementChangeInfo *change = &ei->change_page[page];
10882 boolean handle_action_before_change = FALSE;
10885 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10886 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10888 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10889 x, y, element, element_info[element].token_name);
10890 Debug("game:playing:HandleElementChange", "This should never happen!");
10894 // this can happen with classic bombs on walkable, changing elements
10895 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10900 if (ChangeDelay[x][y] == 0) // initialize element change
10902 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10904 if (change->can_change)
10906 // !!! not clear why graphic animation should be reset at all here !!!
10907 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10908 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10911 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10913 When using an animation frame delay of 1 (this only happens with
10914 "sp_zonk.moving.left/right" in the classic graphics), the default
10915 (non-moving) animation shows wrong animation frames (while the
10916 moving animation, like "sp_zonk.moving.left/right", is correct,
10917 so this graphical bug never shows up with the classic graphics).
10918 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10919 be drawn instead of the correct frames 0,1,2,3. This is caused by
10920 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10921 an element change: First when the change delay ("ChangeDelay[][]")
10922 counter has reached zero after decrementing, then a second time in
10923 the next frame (after "GfxFrame[][]" was already incremented) when
10924 "ChangeDelay[][]" is reset to the initial delay value again.
10926 This causes frame 0 to be drawn twice, while the last frame won't
10927 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10929 As some animations may already be cleverly designed around this bug
10930 (at least the "Snake Bite" snake tail animation does this), it cannot
10931 simply be fixed here without breaking such existing animations.
10932 Unfortunately, it cannot easily be detected if a graphics set was
10933 designed "before" or "after" the bug was fixed. As a workaround,
10934 a new graphics set option "game.graphics_engine_version" was added
10935 to be able to specify the game's major release version for which the
10936 graphics set was designed, which can then be used to decide if the
10937 bugfix should be used (version 4 and above) or not (version 3 or
10938 below, or if no version was specified at all, as with old sets).
10940 (The wrong/fixed animation frames can be tested with the test level set
10941 "test_gfxframe" and level "000", which contains a specially prepared
10942 custom element at level position (x/y) == (11/9) which uses the zonk
10943 animation mentioned above. Using "game.graphics_engine_version: 4"
10944 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10945 This can also be seen from the debug output for this test element.)
10948 // when a custom element is about to change (for example by change delay),
10949 // do not reset graphic animation when the custom element is moving
10950 if (game.graphics_engine_version < 4 &&
10953 ResetGfxAnimation(x, y);
10954 ResetRandomAnimationValue(x, y);
10957 if (change->pre_change_function)
10958 change->pre_change_function(x, y);
10962 ChangeDelay[x][y]--;
10964 if (ChangeDelay[x][y] != 0) // continue element change
10966 if (change->can_change)
10968 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10970 if (IS_ANIMATED(graphic))
10971 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10973 if (change->change_function)
10974 change->change_function(x, y);
10977 else // finish element change
10979 if (ChangePage[x][y] != -1) // remember page from delayed change
10981 page = ChangePage[x][y];
10982 ChangePage[x][y] = -1;
10984 change = &ei->change_page[page];
10987 if (IS_MOVING(x, y)) // never change a running system ;-)
10989 ChangeDelay[x][y] = 1; // try change after next move step
10990 ChangePage[x][y] = page; // remember page to use for change
10995 // special case: set new level random seed before changing element
10996 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10997 handle_action_before_change = TRUE;
10999 if (change->has_action && handle_action_before_change)
11000 ExecuteCustomElementAction(x, y, element, page);
11002 if (change->can_change)
11004 if (ChangeElement(x, y, element, page))
11006 if (change->post_change_function)
11007 change->post_change_function(x, y);
11011 if (change->has_action && !handle_action_before_change)
11012 ExecuteCustomElementAction(x, y, element, page);
11016 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11017 int trigger_element,
11019 int trigger_player,
11023 boolean change_done_any = FALSE;
11024 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11027 if (!(trigger_events[trigger_element][trigger_event]))
11030 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11034 int element = EL_CUSTOM_START + i;
11035 boolean change_done = FALSE;
11038 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11039 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11042 for (p = 0; p < element_info[element].num_change_pages; p++)
11044 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11046 if (change->can_change_or_has_action &&
11047 change->has_event[trigger_event] &&
11048 change->trigger_side & trigger_side &&
11049 change->trigger_player & trigger_player &&
11050 change->trigger_page & trigger_page_bits &&
11051 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11053 change->actual_trigger_element = trigger_element;
11054 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11055 change->actual_trigger_player_bits = trigger_player;
11056 change->actual_trigger_side = trigger_side;
11057 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11058 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11060 if ((change->can_change && !change_done) || change->has_action)
11064 SCAN_PLAYFIELD(x, y)
11066 if (Tile[x][y] == element)
11068 if (change->can_change && !change_done)
11070 // if element already changed in this frame, not only prevent
11071 // another element change (checked in ChangeElement()), but
11072 // also prevent additional element actions for this element
11074 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11075 !level.use_action_after_change_bug)
11078 ChangeDelay[x][y] = 1;
11079 ChangeEvent[x][y] = trigger_event;
11081 HandleElementChange(x, y, p);
11083 else if (change->has_action)
11085 // if element already changed in this frame, not only prevent
11086 // another element change (checked in ChangeElement()), but
11087 // also prevent additional element actions for this element
11089 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11090 !level.use_action_after_change_bug)
11093 ExecuteCustomElementAction(x, y, element, p);
11094 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11099 if (change->can_change)
11101 change_done = TRUE;
11102 change_done_any = TRUE;
11109 RECURSION_LOOP_DETECTION_END();
11111 return change_done_any;
11114 static boolean CheckElementChangeExt(int x, int y,
11116 int trigger_element,
11118 int trigger_player,
11121 boolean change_done = FALSE;
11124 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11125 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11128 if (Tile[x][y] == EL_BLOCKED)
11130 Blocked2Moving(x, y, &x, &y);
11131 element = Tile[x][y];
11134 // check if element has already changed or is about to change after moving
11135 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11136 Tile[x][y] != element) ||
11138 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11139 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11140 ChangePage[x][y] != -1)))
11143 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11145 for (p = 0; p < element_info[element].num_change_pages; p++)
11147 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11149 /* check trigger element for all events where the element that is checked
11150 for changing interacts with a directly adjacent element -- this is
11151 different to element changes that affect other elements to change on the
11152 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11153 boolean check_trigger_element =
11154 (trigger_event == CE_NEXT_TO_X ||
11155 trigger_event == CE_TOUCHING_X ||
11156 trigger_event == CE_HITTING_X ||
11157 trigger_event == CE_HIT_BY_X ||
11158 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11160 if (change->can_change_or_has_action &&
11161 change->has_event[trigger_event] &&
11162 change->trigger_side & trigger_side &&
11163 change->trigger_player & trigger_player &&
11164 (!check_trigger_element ||
11165 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11167 change->actual_trigger_element = trigger_element;
11168 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11169 change->actual_trigger_player_bits = trigger_player;
11170 change->actual_trigger_side = trigger_side;
11171 change->actual_trigger_ce_value = CustomValue[x][y];
11172 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11174 // special case: trigger element not at (x,y) position for some events
11175 if (check_trigger_element)
11187 { 0, 0 }, { 0, 0 }, { 0, 0 },
11191 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11192 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11194 change->actual_trigger_ce_value = CustomValue[xx][yy];
11195 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11198 if (change->can_change && !change_done)
11200 ChangeDelay[x][y] = 1;
11201 ChangeEvent[x][y] = trigger_event;
11203 HandleElementChange(x, y, p);
11205 change_done = TRUE;
11207 else if (change->has_action)
11209 ExecuteCustomElementAction(x, y, element, p);
11210 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11215 RECURSION_LOOP_DETECTION_END();
11217 return change_done;
11220 static void PlayPlayerSound(struct PlayerInfo *player)
11222 int jx = player->jx, jy = player->jy;
11223 int sound_element = player->artwork_element;
11224 int last_action = player->last_action_waiting;
11225 int action = player->action_waiting;
11227 if (player->is_waiting)
11229 if (action != last_action)
11230 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11232 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11236 if (action != last_action)
11237 StopSound(element_info[sound_element].sound[last_action]);
11239 if (last_action == ACTION_SLEEPING)
11240 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11244 static void PlayAllPlayersSound(void)
11248 for (i = 0; i < MAX_PLAYERS; i++)
11249 if (stored_player[i].active)
11250 PlayPlayerSound(&stored_player[i]);
11253 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11255 boolean last_waiting = player->is_waiting;
11256 int move_dir = player->MovDir;
11258 player->dir_waiting = move_dir;
11259 player->last_action_waiting = player->action_waiting;
11263 if (!last_waiting) // not waiting -> waiting
11265 player->is_waiting = TRUE;
11267 player->frame_counter_bored =
11269 game.player_boring_delay_fixed +
11270 GetSimpleRandom(game.player_boring_delay_random);
11271 player->frame_counter_sleeping =
11273 game.player_sleeping_delay_fixed +
11274 GetSimpleRandom(game.player_sleeping_delay_random);
11276 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11279 if (game.player_sleeping_delay_fixed +
11280 game.player_sleeping_delay_random > 0 &&
11281 player->anim_delay_counter == 0 &&
11282 player->post_delay_counter == 0 &&
11283 FrameCounter >= player->frame_counter_sleeping)
11284 player->is_sleeping = TRUE;
11285 else if (game.player_boring_delay_fixed +
11286 game.player_boring_delay_random > 0 &&
11287 FrameCounter >= player->frame_counter_bored)
11288 player->is_bored = TRUE;
11290 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11291 player->is_bored ? ACTION_BORING :
11294 if (player->is_sleeping && player->use_murphy)
11296 // special case for sleeping Murphy when leaning against non-free tile
11298 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11299 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11300 !IS_MOVING(player->jx - 1, player->jy)))
11301 move_dir = MV_LEFT;
11302 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11303 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11304 !IS_MOVING(player->jx + 1, player->jy)))
11305 move_dir = MV_RIGHT;
11307 player->is_sleeping = FALSE;
11309 player->dir_waiting = move_dir;
11312 if (player->is_sleeping)
11314 if (player->num_special_action_sleeping > 0)
11316 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11318 int last_special_action = player->special_action_sleeping;
11319 int num_special_action = player->num_special_action_sleeping;
11320 int special_action =
11321 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11322 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11323 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11324 last_special_action + 1 : ACTION_SLEEPING);
11325 int special_graphic =
11326 el_act_dir2img(player->artwork_element, special_action, move_dir);
11328 player->anim_delay_counter =
11329 graphic_info[special_graphic].anim_delay_fixed +
11330 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11331 player->post_delay_counter =
11332 graphic_info[special_graphic].post_delay_fixed +
11333 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11335 player->special_action_sleeping = special_action;
11338 if (player->anim_delay_counter > 0)
11340 player->action_waiting = player->special_action_sleeping;
11341 player->anim_delay_counter--;
11343 else if (player->post_delay_counter > 0)
11345 player->post_delay_counter--;
11349 else if (player->is_bored)
11351 if (player->num_special_action_bored > 0)
11353 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11355 int special_action =
11356 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11357 int special_graphic =
11358 el_act_dir2img(player->artwork_element, special_action, move_dir);
11360 player->anim_delay_counter =
11361 graphic_info[special_graphic].anim_delay_fixed +
11362 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11363 player->post_delay_counter =
11364 graphic_info[special_graphic].post_delay_fixed +
11365 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11367 player->special_action_bored = special_action;
11370 if (player->anim_delay_counter > 0)
11372 player->action_waiting = player->special_action_bored;
11373 player->anim_delay_counter--;
11375 else if (player->post_delay_counter > 0)
11377 player->post_delay_counter--;
11382 else if (last_waiting) // waiting -> not waiting
11384 player->is_waiting = FALSE;
11385 player->is_bored = FALSE;
11386 player->is_sleeping = FALSE;
11388 player->frame_counter_bored = -1;
11389 player->frame_counter_sleeping = -1;
11391 player->anim_delay_counter = 0;
11392 player->post_delay_counter = 0;
11394 player->dir_waiting = player->MovDir;
11395 player->action_waiting = ACTION_DEFAULT;
11397 player->special_action_bored = ACTION_DEFAULT;
11398 player->special_action_sleeping = ACTION_DEFAULT;
11402 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11404 if ((!player->is_moving && player->was_moving) ||
11405 (player->MovPos == 0 && player->was_moving) ||
11406 (player->is_snapping && !player->was_snapping) ||
11407 (player->is_dropping && !player->was_dropping))
11409 if (!CheckSaveEngineSnapshotToList())
11412 player->was_moving = FALSE;
11413 player->was_snapping = TRUE;
11414 player->was_dropping = TRUE;
11418 if (player->is_moving)
11419 player->was_moving = TRUE;
11421 if (!player->is_snapping)
11422 player->was_snapping = FALSE;
11424 if (!player->is_dropping)
11425 player->was_dropping = FALSE;
11428 static struct MouseActionInfo mouse_action_last = { 0 };
11429 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11430 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11433 CheckSaveEngineSnapshotToList();
11435 mouse_action_last = mouse_action;
11438 static void CheckSingleStepMode(struct PlayerInfo *player)
11440 if (tape.single_step && tape.recording && !tape.pausing)
11442 // as it is called "single step mode", just return to pause mode when the
11443 // player stopped moving after one tile (or never starts moving at all)
11444 // (reverse logic needed here in case single step mode used in team mode)
11445 if (player->is_moving ||
11446 player->is_pushing ||
11447 player->is_dropping_pressed ||
11448 player->effective_mouse_action.button)
11449 game.enter_single_step_mode = FALSE;
11452 CheckSaveEngineSnapshot(player);
11455 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11457 int left = player_action & JOY_LEFT;
11458 int right = player_action & JOY_RIGHT;
11459 int up = player_action & JOY_UP;
11460 int down = player_action & JOY_DOWN;
11461 int button1 = player_action & JOY_BUTTON_1;
11462 int button2 = player_action & JOY_BUTTON_2;
11463 int dx = (left ? -1 : right ? 1 : 0);
11464 int dy = (up ? -1 : down ? 1 : 0);
11466 if (!player->active || tape.pausing)
11472 SnapField(player, dx, dy);
11476 DropElement(player);
11478 MovePlayer(player, dx, dy);
11481 CheckSingleStepMode(player);
11483 SetPlayerWaiting(player, FALSE);
11485 return player_action;
11489 // no actions for this player (no input at player's configured device)
11491 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11492 SnapField(player, 0, 0);
11493 CheckGravityMovementWhenNotMoving(player);
11495 if (player->MovPos == 0)
11496 SetPlayerWaiting(player, TRUE);
11498 if (player->MovPos == 0) // needed for tape.playing
11499 player->is_moving = FALSE;
11501 player->is_dropping = FALSE;
11502 player->is_dropping_pressed = FALSE;
11503 player->drop_pressed_delay = 0;
11505 CheckSingleStepMode(player);
11511 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11514 if (!tape.use_mouse_actions)
11517 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11518 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11519 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11522 static void SetTapeActionFromMouseAction(byte *tape_action,
11523 struct MouseActionInfo *mouse_action)
11525 if (!tape.use_mouse_actions)
11528 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11529 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11530 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11533 static void CheckLevelSolved(void)
11535 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11537 if (game_em.level_solved &&
11538 !game_em.game_over) // game won
11542 game_em.game_over = TRUE;
11544 game.all_players_gone = TRUE;
11547 if (game_em.game_over) // game lost
11548 game.all_players_gone = TRUE;
11550 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11552 if (game_sp.level_solved &&
11553 !game_sp.game_over) // game won
11557 game_sp.game_over = TRUE;
11559 game.all_players_gone = TRUE;
11562 if (game_sp.game_over) // game lost
11563 game.all_players_gone = TRUE;
11565 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11567 if (game_mm.level_solved &&
11568 !game_mm.game_over) // game won
11572 game_mm.game_over = TRUE;
11574 game.all_players_gone = TRUE;
11577 if (game_mm.game_over) // game lost
11578 game.all_players_gone = TRUE;
11582 static void CheckLevelTime_StepCounter(void)
11592 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11593 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11595 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11597 DisplayGameControlValues();
11599 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11600 for (i = 0; i < MAX_PLAYERS; i++)
11601 KillPlayer(&stored_player[i]);
11603 else if (game.no_level_time_limit && !game.all_players_gone)
11605 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11607 DisplayGameControlValues();
11611 static void CheckLevelTime(void)
11615 if (TimeFrames >= FRAMES_PER_SECOND)
11620 for (i = 0; i < MAX_PLAYERS; i++)
11622 struct PlayerInfo *player = &stored_player[i];
11624 if (SHIELD_ON(player))
11626 player->shield_normal_time_left--;
11628 if (player->shield_deadly_time_left > 0)
11629 player->shield_deadly_time_left--;
11633 if (!game.LevelSolved && !level.use_step_counter)
11641 if (TimeLeft <= 10 && game.time_limit)
11642 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11644 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11645 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11647 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11649 if (!TimeLeft && game.time_limit)
11651 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11652 game_em.lev->killed_out_of_time = TRUE;
11654 for (i = 0; i < MAX_PLAYERS; i++)
11655 KillPlayer(&stored_player[i]);
11658 else if (game.no_level_time_limit && !game.all_players_gone)
11660 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11663 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11666 if (tape.recording || tape.playing)
11667 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11670 if (tape.recording || tape.playing)
11671 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11673 UpdateAndDisplayGameControlValues();
11676 void AdvanceFrameAndPlayerCounters(int player_nr)
11680 // advance frame counters (global frame counter and time frame counter)
11684 // advance player counters (counters for move delay, move animation etc.)
11685 for (i = 0; i < MAX_PLAYERS; i++)
11687 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11688 int move_delay_value = stored_player[i].move_delay_value;
11689 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11691 if (!advance_player_counters) // not all players may be affected
11694 if (move_frames == 0) // less than one move per game frame
11696 int stepsize = TILEX / move_delay_value;
11697 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11698 int count = (stored_player[i].is_moving ?
11699 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11701 if (count % delay == 0)
11705 stored_player[i].Frame += move_frames;
11707 if (stored_player[i].MovPos != 0)
11708 stored_player[i].StepFrame += move_frames;
11710 if (stored_player[i].move_delay > 0)
11711 stored_player[i].move_delay--;
11713 // due to bugs in previous versions, counter must count up, not down
11714 if (stored_player[i].push_delay != -1)
11715 stored_player[i].push_delay++;
11717 if (stored_player[i].drop_delay > 0)
11718 stored_player[i].drop_delay--;
11720 if (stored_player[i].is_dropping_pressed)
11721 stored_player[i].drop_pressed_delay++;
11725 void StartGameActions(boolean init_network_game, boolean record_tape,
11728 unsigned int new_random_seed = InitRND(random_seed);
11731 TapeStartRecording(new_random_seed);
11733 if (setup.auto_pause_on_start && !tape.pausing)
11734 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11736 if (init_network_game)
11738 SendToServer_LevelFile();
11739 SendToServer_StartPlaying();
11747 static void GameActionsExt(void)
11750 static unsigned int game_frame_delay = 0;
11752 unsigned int game_frame_delay_value;
11753 byte *recorded_player_action;
11754 byte summarized_player_action = 0;
11755 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11758 // detect endless loops, caused by custom element programming
11759 if (recursion_loop_detected && recursion_loop_depth == 0)
11761 char *message = getStringCat3("Internal Error! Element ",
11762 EL_NAME(recursion_loop_element),
11763 " caused endless loop! Quit the game?");
11765 Warn("element '%s' caused endless loop in game engine",
11766 EL_NAME(recursion_loop_element));
11768 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11770 recursion_loop_detected = FALSE; // if game should be continued
11777 if (game.restart_level)
11778 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11780 CheckLevelSolved();
11782 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11785 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11788 if (game_status != GAME_MODE_PLAYING) // status might have changed
11791 game_frame_delay_value =
11792 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11794 if (tape.playing && tape.warp_forward && !tape.pausing)
11795 game_frame_delay_value = 0;
11797 SetVideoFrameDelay(game_frame_delay_value);
11799 // (de)activate virtual buttons depending on current game status
11800 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11802 if (game.all_players_gone) // if no players there to be controlled anymore
11803 SetOverlayActive(FALSE);
11804 else if (!tape.playing) // if game continues after tape stopped playing
11805 SetOverlayActive(TRUE);
11810 // ---------- main game synchronization point ----------
11812 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11814 Debug("game:playing:skip", "skip == %d", skip);
11817 // ---------- main game synchronization point ----------
11819 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11823 if (network_playing && !network_player_action_received)
11825 // try to get network player actions in time
11827 // last chance to get network player actions without main loop delay
11828 HandleNetworking();
11830 // game was quit by network peer
11831 if (game_status != GAME_MODE_PLAYING)
11834 // check if network player actions still missing and game still running
11835 if (!network_player_action_received && !checkGameEnded())
11836 return; // failed to get network player actions in time
11838 // do not yet reset "network_player_action_received" (for tape.pausing)
11844 // at this point we know that we really continue executing the game
11846 network_player_action_received = FALSE;
11848 // when playing tape, read previously recorded player input from tape data
11849 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11851 local_player->effective_mouse_action = local_player->mouse_action;
11853 if (recorded_player_action != NULL)
11854 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11855 recorded_player_action);
11857 // TapePlayAction() may return NULL when toggling to "pause before death"
11861 if (tape.set_centered_player)
11863 game.centered_player_nr_next = tape.centered_player_nr_next;
11864 game.set_centered_player = TRUE;
11867 for (i = 0; i < MAX_PLAYERS; i++)
11869 summarized_player_action |= stored_player[i].action;
11871 if (!network_playing && (game.team_mode || tape.playing))
11872 stored_player[i].effective_action = stored_player[i].action;
11875 if (network_playing && !checkGameEnded())
11876 SendToServer_MovePlayer(summarized_player_action);
11878 // summarize all actions at local players mapped input device position
11879 // (this allows using different input devices in single player mode)
11880 if (!network.enabled && !game.team_mode)
11881 stored_player[map_player_action[local_player->index_nr]].effective_action =
11882 summarized_player_action;
11884 // summarize all actions at centered player in local team mode
11885 if (tape.recording &&
11886 setup.team_mode && !network.enabled &&
11887 setup.input_on_focus &&
11888 game.centered_player_nr != -1)
11890 for (i = 0; i < MAX_PLAYERS; i++)
11891 stored_player[map_player_action[i]].effective_action =
11892 (i == game.centered_player_nr ? summarized_player_action : 0);
11895 if (recorded_player_action != NULL)
11896 for (i = 0; i < MAX_PLAYERS; i++)
11897 stored_player[i].effective_action = recorded_player_action[i];
11899 for (i = 0; i < MAX_PLAYERS; i++)
11901 tape_action[i] = stored_player[i].effective_action;
11903 /* (this may happen in the RND game engine if a player was not present on
11904 the playfield on level start, but appeared later from a custom element */
11905 if (setup.team_mode &&
11908 !tape.player_participates[i])
11909 tape.player_participates[i] = TRUE;
11912 SetTapeActionFromMouseAction(tape_action,
11913 &local_player->effective_mouse_action);
11915 // only record actions from input devices, but not programmed actions
11916 if (tape.recording)
11917 TapeRecordAction(tape_action);
11919 // remember if game was played (especially after tape stopped playing)
11920 if (!tape.playing && summarized_player_action)
11921 game.GamePlayed = TRUE;
11923 #if USE_NEW_PLAYER_ASSIGNMENTS
11924 // !!! also map player actions in single player mode !!!
11925 // if (game.team_mode)
11928 byte mapped_action[MAX_PLAYERS];
11930 #if DEBUG_PLAYER_ACTIONS
11931 for (i = 0; i < MAX_PLAYERS; i++)
11932 DebugContinued("", "%d, ", stored_player[i].effective_action);
11935 for (i = 0; i < MAX_PLAYERS; i++)
11936 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11938 for (i = 0; i < MAX_PLAYERS; i++)
11939 stored_player[i].effective_action = mapped_action[i];
11941 #if DEBUG_PLAYER_ACTIONS
11942 DebugContinued("", "=> ");
11943 for (i = 0; i < MAX_PLAYERS; i++)
11944 DebugContinued("", "%d, ", stored_player[i].effective_action);
11945 DebugContinued("game:playing:player", "\n");
11948 #if DEBUG_PLAYER_ACTIONS
11951 for (i = 0; i < MAX_PLAYERS; i++)
11952 DebugContinued("", "%d, ", stored_player[i].effective_action);
11953 DebugContinued("game:playing:player", "\n");
11958 for (i = 0; i < MAX_PLAYERS; i++)
11960 // allow engine snapshot in case of changed movement attempt
11961 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11962 (stored_player[i].effective_action & KEY_MOTION))
11963 game.snapshot.changed_action = TRUE;
11965 // allow engine snapshot in case of snapping/dropping attempt
11966 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11967 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11968 game.snapshot.changed_action = TRUE;
11970 game.snapshot.last_action[i] = stored_player[i].effective_action;
11973 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11975 GameActions_EM_Main();
11977 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11979 GameActions_SP_Main();
11981 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11983 GameActions_MM_Main();
11987 GameActions_RND_Main();
11990 BlitScreenToBitmap(backbuffer);
11992 CheckLevelSolved();
11995 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11997 if (global.show_frames_per_second)
11999 static unsigned int fps_counter = 0;
12000 static int fps_frames = 0;
12001 unsigned int fps_delay_ms = Counter() - fps_counter;
12005 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12007 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12010 fps_counter = Counter();
12012 // always draw FPS to screen after FPS value was updated
12013 redraw_mask |= REDRAW_FPS;
12016 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12017 if (GetDrawDeactivationMask() == REDRAW_NONE)
12018 redraw_mask |= REDRAW_FPS;
12022 static void GameActions_CheckSaveEngineSnapshot(void)
12024 if (!game.snapshot.save_snapshot)
12027 // clear flag for saving snapshot _before_ saving snapshot
12028 game.snapshot.save_snapshot = FALSE;
12030 SaveEngineSnapshotToList();
12033 void GameActions(void)
12037 GameActions_CheckSaveEngineSnapshot();
12040 void GameActions_EM_Main(void)
12042 byte effective_action[MAX_PLAYERS];
12043 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12046 for (i = 0; i < MAX_PLAYERS; i++)
12047 effective_action[i] = stored_player[i].effective_action;
12049 GameActions_EM(effective_action, warp_mode);
12052 void GameActions_SP_Main(void)
12054 byte effective_action[MAX_PLAYERS];
12055 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12058 for (i = 0; i < MAX_PLAYERS; i++)
12059 effective_action[i] = stored_player[i].effective_action;
12061 GameActions_SP(effective_action, warp_mode);
12063 for (i = 0; i < MAX_PLAYERS; i++)
12065 if (stored_player[i].force_dropping)
12066 stored_player[i].action |= KEY_BUTTON_DROP;
12068 stored_player[i].force_dropping = FALSE;
12072 void GameActions_MM_Main(void)
12074 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12076 GameActions_MM(local_player->effective_mouse_action, warp_mode);
12079 void GameActions_RND_Main(void)
12084 void GameActions_RND(void)
12086 static struct MouseActionInfo mouse_action_last = { 0 };
12087 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12088 int magic_wall_x = 0, magic_wall_y = 0;
12089 int i, x, y, element, graphic, last_gfx_frame;
12091 InitPlayfieldScanModeVars();
12093 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12095 SCAN_PLAYFIELD(x, y)
12097 ChangeCount[x][y] = 0;
12098 ChangeEvent[x][y] = -1;
12102 if (game.set_centered_player)
12104 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12106 // switching to "all players" only possible if all players fit to screen
12107 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12109 game.centered_player_nr_next = game.centered_player_nr;
12110 game.set_centered_player = FALSE;
12113 // do not switch focus to non-existing (or non-active) player
12114 if (game.centered_player_nr_next >= 0 &&
12115 !stored_player[game.centered_player_nr_next].active)
12117 game.centered_player_nr_next = game.centered_player_nr;
12118 game.set_centered_player = FALSE;
12122 if (game.set_centered_player &&
12123 ScreenMovPos == 0) // screen currently aligned at tile position
12127 if (game.centered_player_nr_next == -1)
12129 setScreenCenteredToAllPlayers(&sx, &sy);
12133 sx = stored_player[game.centered_player_nr_next].jx;
12134 sy = stored_player[game.centered_player_nr_next].jy;
12137 game.centered_player_nr = game.centered_player_nr_next;
12138 game.set_centered_player = FALSE;
12140 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12141 DrawGameDoorValues();
12144 // check single step mode (set flag and clear again if any player is active)
12145 game.enter_single_step_mode =
12146 (tape.single_step && tape.recording && !tape.pausing);
12148 for (i = 0; i < MAX_PLAYERS; i++)
12150 int actual_player_action = stored_player[i].effective_action;
12153 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12154 - rnd_equinox_tetrachloride 048
12155 - rnd_equinox_tetrachloride_ii 096
12156 - rnd_emanuel_schmieg 002
12157 - doctor_sloan_ww 001, 020
12159 if (stored_player[i].MovPos == 0)
12160 CheckGravityMovement(&stored_player[i]);
12163 // overwrite programmed action with tape action
12164 if (stored_player[i].programmed_action)
12165 actual_player_action = stored_player[i].programmed_action;
12167 PlayerActions(&stored_player[i], actual_player_action);
12169 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12172 // single step pause mode may already have been toggled by "ScrollPlayer()"
12173 if (game.enter_single_step_mode && !tape.pausing)
12174 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12176 ScrollScreen(NULL, SCROLL_GO_ON);
12178 /* for backwards compatibility, the following code emulates a fixed bug that
12179 occured when pushing elements (causing elements that just made their last
12180 pushing step to already (if possible) make their first falling step in the
12181 same game frame, which is bad); this code is also needed to use the famous
12182 "spring push bug" which is used in older levels and might be wanted to be
12183 used also in newer levels, but in this case the buggy pushing code is only
12184 affecting the "spring" element and no other elements */
12186 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12188 for (i = 0; i < MAX_PLAYERS; i++)
12190 struct PlayerInfo *player = &stored_player[i];
12191 int x = player->jx;
12192 int y = player->jy;
12194 if (player->active && player->is_pushing && player->is_moving &&
12196 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12197 Tile[x][y] == EL_SPRING))
12199 ContinueMoving(x, y);
12201 // continue moving after pushing (this is actually a bug)
12202 if (!IS_MOVING(x, y))
12203 Stop[x][y] = FALSE;
12208 SCAN_PLAYFIELD(x, y)
12210 Last[x][y] = Tile[x][y];
12212 ChangeCount[x][y] = 0;
12213 ChangeEvent[x][y] = -1;
12215 // this must be handled before main playfield loop
12216 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12219 if (MovDelay[x][y] <= 0)
12223 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12226 if (MovDelay[x][y] <= 0)
12228 int element = Store[x][y];
12229 int move_direction = MovDir[x][y];
12230 int player_index_bit = Store2[x][y];
12236 TEST_DrawLevelField(x, y);
12238 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12240 if (IS_ENVELOPE(element))
12241 local_player->show_envelope = element;
12246 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12248 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12250 Debug("game:playing:GameActions_RND", "This should never happen!");
12252 ChangePage[x][y] = -1;
12256 Stop[x][y] = FALSE;
12257 if (WasJustMoving[x][y] > 0)
12258 WasJustMoving[x][y]--;
12259 if (WasJustFalling[x][y] > 0)
12260 WasJustFalling[x][y]--;
12261 if (CheckCollision[x][y] > 0)
12262 CheckCollision[x][y]--;
12263 if (CheckImpact[x][y] > 0)
12264 CheckImpact[x][y]--;
12268 /* reset finished pushing action (not done in ContinueMoving() to allow
12269 continuous pushing animation for elements with zero push delay) */
12270 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12272 ResetGfxAnimation(x, y);
12273 TEST_DrawLevelField(x, y);
12277 if (IS_BLOCKED(x, y))
12281 Blocked2Moving(x, y, &oldx, &oldy);
12282 if (!IS_MOVING(oldx, oldy))
12284 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12285 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12286 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12287 Debug("game:playing:GameActions_RND", "This should never happen!");
12293 if (mouse_action.button)
12295 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12296 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12298 x = mouse_action.lx;
12299 y = mouse_action.ly;
12300 element = Tile[x][y];
12304 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12305 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12309 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12310 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12313 if (level.use_step_counter)
12315 boolean counted_click = FALSE;
12317 // element clicked that can change when clicked/pressed
12318 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12319 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12320 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12321 counted_click = TRUE;
12323 // element clicked that can trigger change when clicked/pressed
12324 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12325 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12326 counted_click = TRUE;
12328 if (new_button && counted_click)
12329 CheckLevelTime_StepCounter();
12333 SCAN_PLAYFIELD(x, y)
12335 element = Tile[x][y];
12336 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12337 last_gfx_frame = GfxFrame[x][y];
12339 if (element == EL_EMPTY)
12340 graphic = el2img(GfxElementEmpty[x][y]);
12342 ResetGfxFrame(x, y);
12344 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12345 DrawLevelGraphicAnimation(x, y, graphic);
12347 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12348 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12349 ResetRandomAnimationValue(x, y);
12351 SetRandomAnimationValue(x, y);
12353 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12355 if (IS_INACTIVE(element))
12357 if (IS_ANIMATED(graphic))
12358 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12363 // this may take place after moving, so 'element' may have changed
12364 if (IS_CHANGING(x, y) &&
12365 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12367 int page = element_info[element].event_page_nr[CE_DELAY];
12369 HandleElementChange(x, y, page);
12371 element = Tile[x][y];
12372 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12375 CheckNextToConditions(x, y);
12377 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12381 element = Tile[x][y];
12382 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12384 if (IS_ANIMATED(graphic) &&
12385 !IS_MOVING(x, y) &&
12387 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12389 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12390 TEST_DrawTwinkleOnField(x, y);
12392 else if (element == EL_ACID)
12395 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12397 else if ((element == EL_EXIT_OPEN ||
12398 element == EL_EM_EXIT_OPEN ||
12399 element == EL_SP_EXIT_OPEN ||
12400 element == EL_STEEL_EXIT_OPEN ||
12401 element == EL_EM_STEEL_EXIT_OPEN ||
12402 element == EL_SP_TERMINAL ||
12403 element == EL_SP_TERMINAL_ACTIVE ||
12404 element == EL_EXTRA_TIME ||
12405 element == EL_SHIELD_NORMAL ||
12406 element == EL_SHIELD_DEADLY) &&
12407 IS_ANIMATED(graphic))
12408 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12409 else if (IS_MOVING(x, y))
12410 ContinueMoving(x, y);
12411 else if (IS_ACTIVE_BOMB(element))
12412 CheckDynamite(x, y);
12413 else if (element == EL_AMOEBA_GROWING)
12414 AmoebaGrowing(x, y);
12415 else if (element == EL_AMOEBA_SHRINKING)
12416 AmoebaShrinking(x, y);
12418 #if !USE_NEW_AMOEBA_CODE
12419 else if (IS_AMOEBALIVE(element))
12420 AmoebaReproduce(x, y);
12423 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12425 else if (element == EL_EXIT_CLOSED)
12427 else if (element == EL_EM_EXIT_CLOSED)
12429 else if (element == EL_STEEL_EXIT_CLOSED)
12430 CheckExitSteel(x, y);
12431 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12432 CheckExitSteelEM(x, y);
12433 else if (element == EL_SP_EXIT_CLOSED)
12435 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12436 element == EL_EXPANDABLE_STEELWALL_GROWING)
12437 MauerWaechst(x, y);
12438 else if (element == EL_EXPANDABLE_WALL ||
12439 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12440 element == EL_EXPANDABLE_WALL_VERTICAL ||
12441 element == EL_EXPANDABLE_WALL_ANY ||
12442 element == EL_BD_EXPANDABLE_WALL)
12443 MauerAbleger(x, y);
12444 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12445 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12446 element == EL_EXPANDABLE_STEELWALL_ANY)
12447 MauerAblegerStahl(x, y);
12448 else if (element == EL_FLAMES)
12449 CheckForDragon(x, y);
12450 else if (element == EL_EXPLOSION)
12451 ; // drawing of correct explosion animation is handled separately
12452 else if (element == EL_ELEMENT_SNAPPING ||
12453 element == EL_DIAGONAL_SHRINKING ||
12454 element == EL_DIAGONAL_GROWING)
12456 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12458 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12460 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12461 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12463 if (IS_BELT_ACTIVE(element))
12464 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12466 if (game.magic_wall_active)
12468 int jx = local_player->jx, jy = local_player->jy;
12470 // play the element sound at the position nearest to the player
12471 if ((element == EL_MAGIC_WALL_FULL ||
12472 element == EL_MAGIC_WALL_ACTIVE ||
12473 element == EL_MAGIC_WALL_EMPTYING ||
12474 element == EL_BD_MAGIC_WALL_FULL ||
12475 element == EL_BD_MAGIC_WALL_ACTIVE ||
12476 element == EL_BD_MAGIC_WALL_EMPTYING ||
12477 element == EL_DC_MAGIC_WALL_FULL ||
12478 element == EL_DC_MAGIC_WALL_ACTIVE ||
12479 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12480 ABS(x - jx) + ABS(y - jy) <
12481 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12489 #if USE_NEW_AMOEBA_CODE
12490 // new experimental amoeba growth stuff
12491 if (!(FrameCounter % 8))
12493 static unsigned int random = 1684108901;
12495 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12497 x = RND(lev_fieldx);
12498 y = RND(lev_fieldy);
12499 element = Tile[x][y];
12501 if (!IS_PLAYER(x,y) &&
12502 (element == EL_EMPTY ||
12503 CAN_GROW_INTO(element) ||
12504 element == EL_QUICKSAND_EMPTY ||
12505 element == EL_QUICKSAND_FAST_EMPTY ||
12506 element == EL_ACID_SPLASH_LEFT ||
12507 element == EL_ACID_SPLASH_RIGHT))
12509 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12510 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12511 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12512 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12513 Tile[x][y] = EL_AMOEBA_DROP;
12516 random = random * 129 + 1;
12521 game.explosions_delayed = FALSE;
12523 SCAN_PLAYFIELD(x, y)
12525 element = Tile[x][y];
12527 if (ExplodeField[x][y])
12528 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12529 else if (element == EL_EXPLOSION)
12530 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12532 ExplodeField[x][y] = EX_TYPE_NONE;
12535 game.explosions_delayed = TRUE;
12537 if (game.magic_wall_active)
12539 if (!(game.magic_wall_time_left % 4))
12541 int element = Tile[magic_wall_x][magic_wall_y];
12543 if (element == EL_BD_MAGIC_WALL_FULL ||
12544 element == EL_BD_MAGIC_WALL_ACTIVE ||
12545 element == EL_BD_MAGIC_WALL_EMPTYING)
12546 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12547 else if (element == EL_DC_MAGIC_WALL_FULL ||
12548 element == EL_DC_MAGIC_WALL_ACTIVE ||
12549 element == EL_DC_MAGIC_WALL_EMPTYING)
12550 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12552 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12555 if (game.magic_wall_time_left > 0)
12557 game.magic_wall_time_left--;
12559 if (!game.magic_wall_time_left)
12561 SCAN_PLAYFIELD(x, y)
12563 element = Tile[x][y];
12565 if (element == EL_MAGIC_WALL_ACTIVE ||
12566 element == EL_MAGIC_WALL_FULL)
12568 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12569 TEST_DrawLevelField(x, y);
12571 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12572 element == EL_BD_MAGIC_WALL_FULL)
12574 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12575 TEST_DrawLevelField(x, y);
12577 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12578 element == EL_DC_MAGIC_WALL_FULL)
12580 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12581 TEST_DrawLevelField(x, y);
12585 game.magic_wall_active = FALSE;
12590 if (game.light_time_left > 0)
12592 game.light_time_left--;
12594 if (game.light_time_left == 0)
12595 RedrawAllLightSwitchesAndInvisibleElements();
12598 if (game.timegate_time_left > 0)
12600 game.timegate_time_left--;
12602 if (game.timegate_time_left == 0)
12603 CloseAllOpenTimegates();
12606 if (game.lenses_time_left > 0)
12608 game.lenses_time_left--;
12610 if (game.lenses_time_left == 0)
12611 RedrawAllInvisibleElementsForLenses();
12614 if (game.magnify_time_left > 0)
12616 game.magnify_time_left--;
12618 if (game.magnify_time_left == 0)
12619 RedrawAllInvisibleElementsForMagnifier();
12622 for (i = 0; i < MAX_PLAYERS; i++)
12624 struct PlayerInfo *player = &stored_player[i];
12626 if (SHIELD_ON(player))
12628 if (player->shield_deadly_time_left)
12629 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12630 else if (player->shield_normal_time_left)
12631 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12635 #if USE_DELAYED_GFX_REDRAW
12636 SCAN_PLAYFIELD(x, y)
12638 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12640 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12641 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12643 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12644 DrawLevelField(x, y);
12646 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12647 DrawLevelFieldCrumbled(x, y);
12649 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12650 DrawLevelFieldCrumbledNeighbours(x, y);
12652 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12653 DrawTwinkleOnField(x, y);
12656 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12661 PlayAllPlayersSound();
12663 for (i = 0; i < MAX_PLAYERS; i++)
12665 struct PlayerInfo *player = &stored_player[i];
12667 if (player->show_envelope != 0 && (!player->active ||
12668 player->MovPos == 0))
12670 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12672 player->show_envelope = 0;
12676 // use random number generator in every frame to make it less predictable
12677 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12680 mouse_action_last = mouse_action;
12683 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12685 int min_x = x, min_y = y, max_x = x, max_y = y;
12686 int scr_fieldx = getScreenFieldSizeX();
12687 int scr_fieldy = getScreenFieldSizeY();
12690 for (i = 0; i < MAX_PLAYERS; i++)
12692 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12694 if (!stored_player[i].active || &stored_player[i] == player)
12697 min_x = MIN(min_x, jx);
12698 min_y = MIN(min_y, jy);
12699 max_x = MAX(max_x, jx);
12700 max_y = MAX(max_y, jy);
12703 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12706 static boolean AllPlayersInVisibleScreen(void)
12710 for (i = 0; i < MAX_PLAYERS; i++)
12712 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12714 if (!stored_player[i].active)
12717 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12724 void ScrollLevel(int dx, int dy)
12726 int scroll_offset = 2 * TILEX_VAR;
12729 BlitBitmap(drawto_field, drawto_field,
12730 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12731 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12732 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12733 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12734 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12735 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12739 x = (dx == 1 ? BX1 : BX2);
12740 for (y = BY1; y <= BY2; y++)
12741 DrawScreenField(x, y);
12746 y = (dy == 1 ? BY1 : BY2);
12747 for (x = BX1; x <= BX2; x++)
12748 DrawScreenField(x, y);
12751 redraw_mask |= REDRAW_FIELD;
12754 static boolean canFallDown(struct PlayerInfo *player)
12756 int jx = player->jx, jy = player->jy;
12758 return (IN_LEV_FIELD(jx, jy + 1) &&
12759 (IS_FREE(jx, jy + 1) ||
12760 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12761 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12762 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12765 static boolean canPassField(int x, int y, int move_dir)
12767 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12768 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12769 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12770 int nextx = x + dx;
12771 int nexty = y + dy;
12772 int element = Tile[x][y];
12774 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12775 !CAN_MOVE(element) &&
12776 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12777 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12778 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12781 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12783 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12784 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12785 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12789 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12790 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12791 (IS_DIGGABLE(Tile[newx][newy]) ||
12792 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12793 canPassField(newx, newy, move_dir)));
12796 static void CheckGravityMovement(struct PlayerInfo *player)
12798 if (player->gravity && !player->programmed_action)
12800 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12801 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12802 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12803 int jx = player->jx, jy = player->jy;
12804 boolean player_is_moving_to_valid_field =
12805 (!player_is_snapping &&
12806 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12807 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12808 boolean player_can_fall_down = canFallDown(player);
12810 if (player_can_fall_down &&
12811 !player_is_moving_to_valid_field)
12812 player->programmed_action = MV_DOWN;
12816 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12818 return CheckGravityMovement(player);
12820 if (player->gravity && !player->programmed_action)
12822 int jx = player->jx, jy = player->jy;
12823 boolean field_under_player_is_free =
12824 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12825 boolean player_is_standing_on_valid_field =
12826 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12827 (IS_WALKABLE(Tile[jx][jy]) &&
12828 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12830 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12831 player->programmed_action = MV_DOWN;
12836 MovePlayerOneStep()
12837 -----------------------------------------------------------------------------
12838 dx, dy: direction (non-diagonal) to try to move the player to
12839 real_dx, real_dy: direction as read from input device (can be diagonal)
12842 boolean MovePlayerOneStep(struct PlayerInfo *player,
12843 int dx, int dy, int real_dx, int real_dy)
12845 int jx = player->jx, jy = player->jy;
12846 int new_jx = jx + dx, new_jy = jy + dy;
12848 boolean player_can_move = !player->cannot_move;
12850 if (!player->active || (!dx && !dy))
12851 return MP_NO_ACTION;
12853 player->MovDir = (dx < 0 ? MV_LEFT :
12854 dx > 0 ? MV_RIGHT :
12856 dy > 0 ? MV_DOWN : MV_NONE);
12858 if (!IN_LEV_FIELD(new_jx, new_jy))
12859 return MP_NO_ACTION;
12861 if (!player_can_move)
12863 if (player->MovPos == 0)
12865 player->is_moving = FALSE;
12866 player->is_digging = FALSE;
12867 player->is_collecting = FALSE;
12868 player->is_snapping = FALSE;
12869 player->is_pushing = FALSE;
12873 if (!network.enabled && game.centered_player_nr == -1 &&
12874 !AllPlayersInSight(player, new_jx, new_jy))
12875 return MP_NO_ACTION;
12877 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12878 if (can_move != MP_MOVING)
12881 // check if DigField() has caused relocation of the player
12882 if (player->jx != jx || player->jy != jy)
12883 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12885 StorePlayer[jx][jy] = 0;
12886 player->last_jx = jx;
12887 player->last_jy = jy;
12888 player->jx = new_jx;
12889 player->jy = new_jy;
12890 StorePlayer[new_jx][new_jy] = player->element_nr;
12892 if (player->move_delay_value_next != -1)
12894 player->move_delay_value = player->move_delay_value_next;
12895 player->move_delay_value_next = -1;
12899 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12901 player->step_counter++;
12903 PlayerVisit[jx][jy] = FrameCounter;
12905 player->is_moving = TRUE;
12908 // should better be called in MovePlayer(), but this breaks some tapes
12909 ScrollPlayer(player, SCROLL_INIT);
12915 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12917 int jx = player->jx, jy = player->jy;
12918 int old_jx = jx, old_jy = jy;
12919 int moved = MP_NO_ACTION;
12921 if (!player->active)
12926 if (player->MovPos == 0)
12928 player->is_moving = FALSE;
12929 player->is_digging = FALSE;
12930 player->is_collecting = FALSE;
12931 player->is_snapping = FALSE;
12932 player->is_pushing = FALSE;
12938 if (player->move_delay > 0)
12941 player->move_delay = -1; // set to "uninitialized" value
12943 // store if player is automatically moved to next field
12944 player->is_auto_moving = (player->programmed_action != MV_NONE);
12946 // remove the last programmed player action
12947 player->programmed_action = 0;
12949 if (player->MovPos)
12951 // should only happen if pre-1.2 tape recordings are played
12952 // this is only for backward compatibility
12954 int original_move_delay_value = player->move_delay_value;
12957 Debug("game:playing:MovePlayer",
12958 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12962 // scroll remaining steps with finest movement resolution
12963 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12965 while (player->MovPos)
12967 ScrollPlayer(player, SCROLL_GO_ON);
12968 ScrollScreen(NULL, SCROLL_GO_ON);
12970 AdvanceFrameAndPlayerCounters(player->index_nr);
12973 BackToFront_WithFrameDelay(0);
12976 player->move_delay_value = original_move_delay_value;
12979 player->is_active = FALSE;
12981 if (player->last_move_dir & MV_HORIZONTAL)
12983 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12984 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12988 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12989 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12992 if (!moved && !player->is_active)
12994 player->is_moving = FALSE;
12995 player->is_digging = FALSE;
12996 player->is_collecting = FALSE;
12997 player->is_snapping = FALSE;
12998 player->is_pushing = FALSE;
13004 if (moved & MP_MOVING && !ScreenMovPos &&
13005 (player->index_nr == game.centered_player_nr ||
13006 game.centered_player_nr == -1))
13008 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13010 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13012 // actual player has left the screen -- scroll in that direction
13013 if (jx != old_jx) // player has moved horizontally
13014 scroll_x += (jx - old_jx);
13015 else // player has moved vertically
13016 scroll_y += (jy - old_jy);
13020 int offset_raw = game.scroll_delay_value;
13022 if (jx != old_jx) // player has moved horizontally
13024 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13025 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13026 int new_scroll_x = jx - MIDPOSX + offset_x;
13028 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13029 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13030 scroll_x = new_scroll_x;
13032 // don't scroll over playfield boundaries
13033 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13035 // don't scroll more than one field at a time
13036 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13038 // don't scroll against the player's moving direction
13039 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13040 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13041 scroll_x = old_scroll_x;
13043 else // player has moved vertically
13045 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13046 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13047 int new_scroll_y = jy - MIDPOSY + offset_y;
13049 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13050 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13051 scroll_y = new_scroll_y;
13053 // don't scroll over playfield boundaries
13054 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13056 // don't scroll more than one field at a time
13057 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13059 // don't scroll against the player's moving direction
13060 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13061 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13062 scroll_y = old_scroll_y;
13066 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13068 if (!network.enabled && game.centered_player_nr == -1 &&
13069 !AllPlayersInVisibleScreen())
13071 scroll_x = old_scroll_x;
13072 scroll_y = old_scroll_y;
13076 ScrollScreen(player, SCROLL_INIT);
13077 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13082 player->StepFrame = 0;
13084 if (moved & MP_MOVING)
13086 if (old_jx != jx && old_jy == jy)
13087 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13088 else if (old_jx == jx && old_jy != jy)
13089 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13091 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13093 player->last_move_dir = player->MovDir;
13094 player->is_moving = TRUE;
13095 player->is_snapping = FALSE;
13096 player->is_switching = FALSE;
13097 player->is_dropping = FALSE;
13098 player->is_dropping_pressed = FALSE;
13099 player->drop_pressed_delay = 0;
13102 // should better be called here than above, but this breaks some tapes
13103 ScrollPlayer(player, SCROLL_INIT);
13108 CheckGravityMovementWhenNotMoving(player);
13110 player->is_moving = FALSE;
13112 /* at this point, the player is allowed to move, but cannot move right now
13113 (e.g. because of something blocking the way) -- ensure that the player
13114 is also allowed to move in the next frame (in old versions before 3.1.1,
13115 the player was forced to wait again for eight frames before next try) */
13117 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13118 player->move_delay = 0; // allow direct movement in the next frame
13121 if (player->move_delay == -1) // not yet initialized by DigField()
13122 player->move_delay = player->move_delay_value;
13124 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13126 TestIfPlayerTouchesBadThing(jx, jy);
13127 TestIfPlayerTouchesCustomElement(jx, jy);
13130 if (!player->active)
13131 RemovePlayer(player);
13136 void ScrollPlayer(struct PlayerInfo *player, int mode)
13138 int jx = player->jx, jy = player->jy;
13139 int last_jx = player->last_jx, last_jy = player->last_jy;
13140 int move_stepsize = TILEX / player->move_delay_value;
13142 if (!player->active)
13145 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13148 if (mode == SCROLL_INIT)
13150 player->actual_frame_counter.count = FrameCounter;
13151 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13153 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13154 Tile[last_jx][last_jy] == EL_EMPTY)
13156 int last_field_block_delay = 0; // start with no blocking at all
13157 int block_delay_adjustment = player->block_delay_adjustment;
13159 // if player blocks last field, add delay for exactly one move
13160 if (player->block_last_field)
13162 last_field_block_delay += player->move_delay_value;
13164 // when blocking enabled, prevent moving up despite gravity
13165 if (player->gravity && player->MovDir == MV_UP)
13166 block_delay_adjustment = -1;
13169 // add block delay adjustment (also possible when not blocking)
13170 last_field_block_delay += block_delay_adjustment;
13172 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13173 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13176 if (player->MovPos != 0) // player has not yet reached destination
13179 else if (!FrameReached(&player->actual_frame_counter))
13182 if (player->MovPos != 0)
13184 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13185 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13187 // before DrawPlayer() to draw correct player graphic for this case
13188 if (player->MovPos == 0)
13189 CheckGravityMovement(player);
13192 if (player->MovPos == 0) // player reached destination field
13194 if (player->move_delay_reset_counter > 0)
13196 player->move_delay_reset_counter--;
13198 if (player->move_delay_reset_counter == 0)
13200 // continue with normal speed after quickly moving through gate
13201 HALVE_PLAYER_SPEED(player);
13203 // be able to make the next move without delay
13204 player->move_delay = 0;
13208 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13209 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13210 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13211 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13212 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13213 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13214 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13215 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13217 ExitPlayer(player);
13219 if (game.players_still_needed == 0 &&
13220 (game.friends_still_needed == 0 ||
13221 IS_SP_ELEMENT(Tile[jx][jy])))
13225 player->last_jx = jx;
13226 player->last_jy = jy;
13228 // this breaks one level: "machine", level 000
13230 int move_direction = player->MovDir;
13231 int enter_side = MV_DIR_OPPOSITE(move_direction);
13232 int leave_side = move_direction;
13233 int old_jx = last_jx;
13234 int old_jy = last_jy;
13235 int old_element = Tile[old_jx][old_jy];
13236 int new_element = Tile[jx][jy];
13238 if (IS_CUSTOM_ELEMENT(old_element))
13239 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13241 player->index_bit, leave_side);
13243 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13244 CE_PLAYER_LEAVES_X,
13245 player->index_bit, leave_side);
13247 if (IS_CUSTOM_ELEMENT(new_element))
13248 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13249 player->index_bit, enter_side);
13251 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13252 CE_PLAYER_ENTERS_X,
13253 player->index_bit, enter_side);
13255 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13256 CE_MOVE_OF_X, move_direction);
13259 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13261 TestIfPlayerTouchesBadThing(jx, jy);
13262 TestIfPlayerTouchesCustomElement(jx, jy);
13264 /* needed because pushed element has not yet reached its destination,
13265 so it would trigger a change event at its previous field location */
13266 if (!player->is_pushing)
13267 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13269 if (level.finish_dig_collect &&
13270 (player->is_digging || player->is_collecting))
13272 int last_element = player->last_removed_element;
13273 int move_direction = player->MovDir;
13274 int enter_side = MV_DIR_OPPOSITE(move_direction);
13275 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13276 CE_PLAYER_COLLECTS_X);
13278 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13279 player->index_bit, enter_side);
13281 player->last_removed_element = EL_UNDEFINED;
13284 if (!player->active)
13285 RemovePlayer(player);
13288 if (level.use_step_counter)
13289 CheckLevelTime_StepCounter();
13291 if (tape.single_step && tape.recording && !tape.pausing &&
13292 !player->programmed_action)
13293 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13295 if (!player->programmed_action)
13296 CheckSaveEngineSnapshot(player);
13300 void ScrollScreen(struct PlayerInfo *player, int mode)
13302 static DelayCounter screen_frame_counter = { 0 };
13304 if (mode == SCROLL_INIT)
13306 // set scrolling step size according to actual player's moving speed
13307 ScrollStepSize = TILEX / player->move_delay_value;
13309 screen_frame_counter.count = FrameCounter;
13310 screen_frame_counter.value = 1;
13312 ScreenMovDir = player->MovDir;
13313 ScreenMovPos = player->MovPos;
13314 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13317 else if (!FrameReached(&screen_frame_counter))
13322 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13323 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13324 redraw_mask |= REDRAW_FIELD;
13327 ScreenMovDir = MV_NONE;
13330 void CheckNextToConditions(int x, int y)
13332 int element = Tile[x][y];
13334 if (IS_PLAYER(x, y))
13335 TestIfPlayerNextToCustomElement(x, y);
13337 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13338 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13339 TestIfElementNextToCustomElement(x, y);
13342 void TestIfPlayerNextToCustomElement(int x, int y)
13344 struct XY *xy = xy_topdown;
13345 static int trigger_sides[4][2] =
13347 // center side border side
13348 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13349 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13350 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13351 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13355 if (!IS_PLAYER(x, y))
13358 struct PlayerInfo *player = PLAYERINFO(x, y);
13360 if (player->is_moving)
13363 for (i = 0; i < NUM_DIRECTIONS; i++)
13365 int xx = x + xy[i].x;
13366 int yy = y + xy[i].y;
13367 int border_side = trigger_sides[i][1];
13368 int border_element;
13370 if (!IN_LEV_FIELD(xx, yy))
13373 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13374 continue; // center and border element not connected
13376 border_element = Tile[xx][yy];
13378 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13379 player->index_bit, border_side);
13380 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13381 CE_PLAYER_NEXT_TO_X,
13382 player->index_bit, border_side);
13384 /* use player element that is initially defined in the level playfield,
13385 not the player element that corresponds to the runtime player number
13386 (example: a level that contains EL_PLAYER_3 as the only player would
13387 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13389 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13390 CE_NEXT_TO_X, border_side);
13394 void TestIfPlayerTouchesCustomElement(int x, int y)
13396 struct XY *xy = xy_topdown;
13397 static int trigger_sides[4][2] =
13399 // center side border side
13400 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13401 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13402 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13403 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13405 static int touch_dir[4] =
13407 MV_LEFT | MV_RIGHT,
13412 int center_element = Tile[x][y]; // should always be non-moving!
13415 for (i = 0; i < NUM_DIRECTIONS; i++)
13417 int xx = x + xy[i].x;
13418 int yy = y + xy[i].y;
13419 int center_side = trigger_sides[i][0];
13420 int border_side = trigger_sides[i][1];
13421 int border_element;
13423 if (!IN_LEV_FIELD(xx, yy))
13426 if (IS_PLAYER(x, y)) // player found at center element
13428 struct PlayerInfo *player = PLAYERINFO(x, y);
13430 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13431 border_element = Tile[xx][yy]; // may be moving!
13432 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13433 border_element = Tile[xx][yy];
13434 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13435 border_element = MovingOrBlocked2Element(xx, yy);
13437 continue; // center and border element do not touch
13439 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13440 player->index_bit, border_side);
13441 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13442 CE_PLAYER_TOUCHES_X,
13443 player->index_bit, border_side);
13446 /* use player element that is initially defined in the level playfield,
13447 not the player element that corresponds to the runtime player number
13448 (example: a level that contains EL_PLAYER_3 as the only player would
13449 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13450 int player_element = PLAYERINFO(x, y)->initial_element;
13452 CheckElementChangeBySide(xx, yy, border_element, player_element,
13453 CE_TOUCHING_X, border_side);
13456 else if (IS_PLAYER(xx, yy)) // player found at border element
13458 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13460 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13462 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13463 continue; // center and border element do not touch
13466 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13467 player->index_bit, center_side);
13468 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13469 CE_PLAYER_TOUCHES_X,
13470 player->index_bit, center_side);
13473 /* use player element that is initially defined in the level playfield,
13474 not the player element that corresponds to the runtime player number
13475 (example: a level that contains EL_PLAYER_3 as the only player would
13476 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13477 int player_element = PLAYERINFO(xx, yy)->initial_element;
13479 CheckElementChangeBySide(x, y, center_element, player_element,
13480 CE_TOUCHING_X, center_side);
13488 void TestIfElementNextToCustomElement(int x, int y)
13490 struct XY *xy = xy_topdown;
13491 static int trigger_sides[4][2] =
13493 // center side border side
13494 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13495 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13496 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13497 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13499 int center_element = Tile[x][y]; // should always be non-moving!
13502 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13505 for (i = 0; i < NUM_DIRECTIONS; i++)
13507 int xx = x + xy[i].x;
13508 int yy = y + xy[i].y;
13509 int border_side = trigger_sides[i][1];
13510 int border_element;
13512 if (!IN_LEV_FIELD(xx, yy))
13515 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13516 continue; // center and border element not connected
13518 border_element = Tile[xx][yy];
13520 // check for change of center element (but change it only once)
13521 if (CheckElementChangeBySide(x, y, center_element, border_element,
13522 CE_NEXT_TO_X, border_side))
13527 void TestIfElementTouchesCustomElement(int x, int y)
13529 struct XY *xy = xy_topdown;
13530 static int trigger_sides[4][2] =
13532 // center side border side
13533 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13534 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13535 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13536 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13538 static int touch_dir[4] =
13540 MV_LEFT | MV_RIGHT,
13545 boolean change_center_element = FALSE;
13546 int center_element = Tile[x][y]; // should always be non-moving!
13547 int border_element_old[NUM_DIRECTIONS];
13550 for (i = 0; i < NUM_DIRECTIONS; i++)
13552 int xx = x + xy[i].x;
13553 int yy = y + xy[i].y;
13554 int border_element;
13556 border_element_old[i] = -1;
13558 if (!IN_LEV_FIELD(xx, yy))
13561 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13562 border_element = Tile[xx][yy]; // may be moving!
13563 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13564 border_element = Tile[xx][yy];
13565 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13566 border_element = MovingOrBlocked2Element(xx, yy);
13568 continue; // center and border element do not touch
13570 border_element_old[i] = border_element;
13573 for (i = 0; i < NUM_DIRECTIONS; i++)
13575 int xx = x + xy[i].x;
13576 int yy = y + xy[i].y;
13577 int center_side = trigger_sides[i][0];
13578 int border_element = border_element_old[i];
13580 if (border_element == -1)
13583 // check for change of border element
13584 CheckElementChangeBySide(xx, yy, border_element, center_element,
13585 CE_TOUCHING_X, center_side);
13587 // (center element cannot be player, so we dont have to check this here)
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 = border_element_old[i];
13597 if (border_element == -1)
13600 // check for change of center element (but change it only once)
13601 if (!change_center_element)
13602 change_center_element =
13603 CheckElementChangeBySide(x, y, center_element, border_element,
13604 CE_TOUCHING_X, border_side);
13606 if (IS_PLAYER(xx, yy))
13608 /* use player element that is initially defined in the level playfield,
13609 not the player element that corresponds to the runtime player number
13610 (example: a level that contains EL_PLAYER_3 as the only player would
13611 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13612 int player_element = PLAYERINFO(xx, yy)->initial_element;
13614 CheckElementChangeBySide(x, y, center_element, player_element,
13615 CE_TOUCHING_X, border_side);
13620 void TestIfElementHitsCustomElement(int x, int y, int direction)
13622 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13623 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13624 int hitx = x + dx, hity = y + dy;
13625 int hitting_element = Tile[x][y];
13626 int touched_element;
13628 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13631 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13632 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13634 if (IN_LEV_FIELD(hitx, hity))
13636 int opposite_direction = MV_DIR_OPPOSITE(direction);
13637 int hitting_side = direction;
13638 int touched_side = opposite_direction;
13639 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13640 MovDir[hitx][hity] != direction ||
13641 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13647 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13648 CE_HITTING_X, touched_side);
13650 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13651 CE_HIT_BY_X, hitting_side);
13653 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13654 CE_HIT_BY_SOMETHING, opposite_direction);
13656 if (IS_PLAYER(hitx, hity))
13658 /* use player element that is initially defined in the level playfield,
13659 not the player element that corresponds to the runtime player number
13660 (example: a level that contains EL_PLAYER_3 as the only player would
13661 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13662 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13664 CheckElementChangeBySide(x, y, hitting_element, player_element,
13665 CE_HITTING_X, touched_side);
13670 // "hitting something" is also true when hitting the playfield border
13671 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13672 CE_HITTING_SOMETHING, direction);
13675 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13677 int i, kill_x = -1, kill_y = -1;
13679 int bad_element = -1;
13680 struct XY *test_xy = xy_topdown;
13681 static int test_dir[4] =
13689 for (i = 0; i < NUM_DIRECTIONS; i++)
13691 int test_x, test_y, test_move_dir, test_element;
13693 test_x = good_x + test_xy[i].x;
13694 test_y = good_y + test_xy[i].y;
13696 if (!IN_LEV_FIELD(test_x, test_y))
13700 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13702 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13704 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13705 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13707 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13708 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13712 bad_element = test_element;
13718 if (kill_x != -1 || kill_y != -1)
13720 if (IS_PLAYER(good_x, good_y))
13722 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13724 if (player->shield_deadly_time_left > 0 &&
13725 !IS_INDESTRUCTIBLE(bad_element))
13726 Bang(kill_x, kill_y);
13727 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13728 KillPlayer(player);
13731 Bang(good_x, good_y);
13735 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13737 int i, kill_x = -1, kill_y = -1;
13738 int bad_element = Tile[bad_x][bad_y];
13739 struct XY *test_xy = xy_topdown;
13740 static int touch_dir[4] =
13742 MV_LEFT | MV_RIGHT,
13747 static int test_dir[4] =
13755 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13758 for (i = 0; i < NUM_DIRECTIONS; i++)
13760 int test_x, test_y, test_move_dir, test_element;
13762 test_x = bad_x + test_xy[i].x;
13763 test_y = bad_y + test_xy[i].y;
13765 if (!IN_LEV_FIELD(test_x, test_y))
13769 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13771 test_element = Tile[test_x][test_y];
13773 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13774 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13776 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13777 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13779 // good thing is player or penguin that does not move away
13780 if (IS_PLAYER(test_x, test_y))
13782 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13784 if (bad_element == EL_ROBOT && player->is_moving)
13785 continue; // robot does not kill player if he is moving
13787 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13789 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13790 continue; // center and border element do not touch
13798 else if (test_element == EL_PENGUIN)
13808 if (kill_x != -1 || kill_y != -1)
13810 if (IS_PLAYER(kill_x, kill_y))
13812 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13814 if (player->shield_deadly_time_left > 0 &&
13815 !IS_INDESTRUCTIBLE(bad_element))
13816 Bang(bad_x, bad_y);
13817 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13818 KillPlayer(player);
13821 Bang(kill_x, kill_y);
13825 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13827 int bad_element = Tile[bad_x][bad_y];
13828 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13829 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13830 int test_x = bad_x + dx, test_y = bad_y + dy;
13831 int test_move_dir, test_element;
13832 int kill_x = -1, kill_y = -1;
13834 if (!IN_LEV_FIELD(test_x, test_y))
13838 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13840 test_element = Tile[test_x][test_y];
13842 if (test_move_dir != bad_move_dir)
13844 // good thing can be player or penguin that does not move away
13845 if (IS_PLAYER(test_x, test_y))
13847 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13849 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13850 player as being hit when he is moving towards the bad thing, because
13851 the "get hit by" condition would be lost after the player stops) */
13852 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13853 return; // player moves away from bad thing
13858 else if (test_element == EL_PENGUIN)
13865 if (kill_x != -1 || kill_y != -1)
13867 if (IS_PLAYER(kill_x, kill_y))
13869 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13871 if (player->shield_deadly_time_left > 0 &&
13872 !IS_INDESTRUCTIBLE(bad_element))
13873 Bang(bad_x, bad_y);
13874 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13875 KillPlayer(player);
13878 Bang(kill_x, kill_y);
13882 void TestIfPlayerTouchesBadThing(int x, int y)
13884 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13887 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13889 TestIfGoodThingHitsBadThing(x, y, move_dir);
13892 void TestIfBadThingTouchesPlayer(int x, int y)
13894 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13897 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13899 TestIfBadThingHitsGoodThing(x, y, move_dir);
13902 void TestIfFriendTouchesBadThing(int x, int y)
13904 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13907 void TestIfBadThingTouchesFriend(int x, int y)
13909 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13912 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13914 int i, kill_x = bad_x, kill_y = bad_y;
13915 struct XY *xy = xy_topdown;
13917 for (i = 0; i < NUM_DIRECTIONS; i++)
13921 x = bad_x + xy[i].x;
13922 y = bad_y + xy[i].y;
13923 if (!IN_LEV_FIELD(x, y))
13926 element = Tile[x][y];
13927 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13928 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13936 if (kill_x != bad_x || kill_y != bad_y)
13937 Bang(bad_x, bad_y);
13940 void KillPlayer(struct PlayerInfo *player)
13942 int jx = player->jx, jy = player->jy;
13944 if (!player->active)
13948 Debug("game:playing:KillPlayer",
13949 "0: killed == %d, active == %d, reanimated == %d",
13950 player->killed, player->active, player->reanimated);
13953 /* the following code was introduced to prevent an infinite loop when calling
13955 -> CheckTriggeredElementChangeExt()
13956 -> ExecuteCustomElementAction()
13958 -> (infinitely repeating the above sequence of function calls)
13959 which occurs when killing the player while having a CE with the setting
13960 "kill player X when explosion of <player X>"; the solution using a new
13961 field "player->killed" was chosen for backwards compatibility, although
13962 clever use of the fields "player->active" etc. would probably also work */
13964 if (player->killed)
13968 player->killed = TRUE;
13970 // remove accessible field at the player's position
13971 Tile[jx][jy] = EL_EMPTY;
13973 // deactivate shield (else Bang()/Explode() would not work right)
13974 player->shield_normal_time_left = 0;
13975 player->shield_deadly_time_left = 0;
13978 Debug("game:playing:KillPlayer",
13979 "1: killed == %d, active == %d, reanimated == %d",
13980 player->killed, player->active, player->reanimated);
13986 Debug("game:playing:KillPlayer",
13987 "2: killed == %d, active == %d, reanimated == %d",
13988 player->killed, player->active, player->reanimated);
13991 if (player->reanimated) // killed player may have been reanimated
13992 player->killed = player->reanimated = FALSE;
13994 BuryPlayer(player);
13997 static void KillPlayerUnlessEnemyProtected(int x, int y)
13999 if (!PLAYER_ENEMY_PROTECTED(x, y))
14000 KillPlayer(PLAYERINFO(x, y));
14003 static void KillPlayerUnlessExplosionProtected(int x, int y)
14005 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14006 KillPlayer(PLAYERINFO(x, y));
14009 void BuryPlayer(struct PlayerInfo *player)
14011 int jx = player->jx, jy = player->jy;
14013 if (!player->active)
14016 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14017 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14019 RemovePlayer(player);
14021 player->buried = TRUE;
14023 if (game.all_players_gone)
14024 game.GameOver = TRUE;
14027 void RemovePlayer(struct PlayerInfo *player)
14029 int jx = player->jx, jy = player->jy;
14030 int i, found = FALSE;
14032 player->present = FALSE;
14033 player->active = FALSE;
14035 // required for some CE actions (even if the player is not active anymore)
14036 player->MovPos = 0;
14038 if (!ExplodeField[jx][jy])
14039 StorePlayer[jx][jy] = 0;
14041 if (player->is_moving)
14042 TEST_DrawLevelField(player->last_jx, player->last_jy);
14044 for (i = 0; i < MAX_PLAYERS; i++)
14045 if (stored_player[i].active)
14050 game.all_players_gone = TRUE;
14051 game.GameOver = TRUE;
14054 game.exit_x = game.robot_wheel_x = jx;
14055 game.exit_y = game.robot_wheel_y = jy;
14058 void ExitPlayer(struct PlayerInfo *player)
14060 DrawPlayer(player); // needed here only to cleanup last field
14061 RemovePlayer(player);
14063 if (game.players_still_needed > 0)
14064 game.players_still_needed--;
14067 static void SetFieldForSnapping(int x, int y, int element, int direction,
14068 int player_index_bit)
14070 struct ElementInfo *ei = &element_info[element];
14071 int direction_bit = MV_DIR_TO_BIT(direction);
14072 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14073 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14074 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14076 Tile[x][y] = EL_ELEMENT_SNAPPING;
14077 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14078 MovDir[x][y] = direction;
14079 Store[x][y] = element;
14080 Store2[x][y] = player_index_bit;
14082 ResetGfxAnimation(x, y);
14084 GfxElement[x][y] = element;
14085 GfxAction[x][y] = action;
14086 GfxDir[x][y] = direction;
14087 GfxFrame[x][y] = -1;
14090 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14091 int player_index_bit)
14093 TestIfElementTouchesCustomElement(x, y); // for empty space
14095 if (level.finish_dig_collect)
14097 int dig_side = MV_DIR_OPPOSITE(direction);
14098 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14099 CE_PLAYER_COLLECTS_X);
14101 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14102 player_index_bit, dig_side);
14103 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14104 player_index_bit, dig_side);
14109 =============================================================================
14110 checkDiagonalPushing()
14111 -----------------------------------------------------------------------------
14112 check if diagonal input device direction results in pushing of object
14113 (by checking if the alternative direction is walkable, diggable, ...)
14114 =============================================================================
14117 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14118 int x, int y, int real_dx, int real_dy)
14120 int jx, jy, dx, dy, xx, yy;
14122 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14125 // diagonal direction: check alternative direction
14130 xx = jx + (dx == 0 ? real_dx : 0);
14131 yy = jy + (dy == 0 ? real_dy : 0);
14133 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14137 =============================================================================
14139 -----------------------------------------------------------------------------
14140 x, y: field next to player (non-diagonal) to try to dig to
14141 real_dx, real_dy: direction as read from input device (can be diagonal)
14142 =============================================================================
14145 static int DigField(struct PlayerInfo *player,
14146 int oldx, int oldy, int x, int y,
14147 int real_dx, int real_dy, int mode)
14149 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14150 boolean player_was_pushing = player->is_pushing;
14151 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14152 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14153 int jx = oldx, jy = oldy;
14154 int dx = x - jx, dy = y - jy;
14155 int nextx = x + dx, nexty = y + dy;
14156 int move_direction = (dx == -1 ? MV_LEFT :
14157 dx == +1 ? MV_RIGHT :
14159 dy == +1 ? MV_DOWN : MV_NONE);
14160 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14161 int dig_side = MV_DIR_OPPOSITE(move_direction);
14162 int old_element = Tile[jx][jy];
14163 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14166 if (is_player) // function can also be called by EL_PENGUIN
14168 if (player->MovPos == 0)
14170 player->is_digging = FALSE;
14171 player->is_collecting = FALSE;
14174 if (player->MovPos == 0) // last pushing move finished
14175 player->is_pushing = FALSE;
14177 if (mode == DF_NO_PUSH) // player just stopped pushing
14179 player->is_switching = FALSE;
14180 player->push_delay = -1;
14182 return MP_NO_ACTION;
14185 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14186 old_element = Back[jx][jy];
14188 // in case of element dropped at player position, check background
14189 else if (Back[jx][jy] != EL_EMPTY &&
14190 game.engine_version >= VERSION_IDENT(2,2,0,0))
14191 old_element = Back[jx][jy];
14193 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14194 return MP_NO_ACTION; // field has no opening in this direction
14196 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14197 return MP_NO_ACTION; // field has no opening in this direction
14199 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14203 Tile[jx][jy] = player->artwork_element;
14204 InitMovingField(jx, jy, MV_DOWN);
14205 Store[jx][jy] = EL_ACID;
14206 ContinueMoving(jx, jy);
14207 BuryPlayer(player);
14209 return MP_DONT_RUN_INTO;
14212 if (player_can_move && DONT_RUN_INTO(element))
14214 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14216 return MP_DONT_RUN_INTO;
14219 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14220 return MP_NO_ACTION;
14222 collect_count = element_info[element].collect_count_initial;
14224 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14225 return MP_NO_ACTION;
14227 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14228 player_can_move = player_can_move_or_snap;
14230 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14231 game.engine_version >= VERSION_IDENT(2,2,0,0))
14233 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14234 player->index_bit, dig_side);
14235 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14236 player->index_bit, dig_side);
14238 if (element == EL_DC_LANDMINE)
14241 if (Tile[x][y] != element) // field changed by snapping
14244 return MP_NO_ACTION;
14247 if (player->gravity && is_player && !player->is_auto_moving &&
14248 canFallDown(player) && move_direction != MV_DOWN &&
14249 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14250 return MP_NO_ACTION; // player cannot walk here due to gravity
14252 if (player_can_move &&
14253 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14255 int sound_element = SND_ELEMENT(element);
14256 int sound_action = ACTION_WALKING;
14258 if (IS_RND_GATE(element))
14260 if (!player->key[RND_GATE_NR(element)])
14261 return MP_NO_ACTION;
14263 else if (IS_RND_GATE_GRAY(element))
14265 if (!player->key[RND_GATE_GRAY_NR(element)])
14266 return MP_NO_ACTION;
14268 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14270 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14271 return MP_NO_ACTION;
14273 else if (element == EL_EXIT_OPEN ||
14274 element == EL_EM_EXIT_OPEN ||
14275 element == EL_EM_EXIT_OPENING ||
14276 element == EL_STEEL_EXIT_OPEN ||
14277 element == EL_EM_STEEL_EXIT_OPEN ||
14278 element == EL_EM_STEEL_EXIT_OPENING ||
14279 element == EL_SP_EXIT_OPEN ||
14280 element == EL_SP_EXIT_OPENING)
14282 sound_action = ACTION_PASSING; // player is passing exit
14284 else if (element == EL_EMPTY)
14286 sound_action = ACTION_MOVING; // nothing to walk on
14289 // play sound from background or player, whatever is available
14290 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14291 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14293 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14295 else if (player_can_move &&
14296 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14298 if (!ACCESS_FROM(element, opposite_direction))
14299 return MP_NO_ACTION; // field not accessible from this direction
14301 if (CAN_MOVE(element)) // only fixed elements can be passed!
14302 return MP_NO_ACTION;
14304 if (IS_EM_GATE(element))
14306 if (!player->key[EM_GATE_NR(element)])
14307 return MP_NO_ACTION;
14309 else if (IS_EM_GATE_GRAY(element))
14311 if (!player->key[EM_GATE_GRAY_NR(element)])
14312 return MP_NO_ACTION;
14314 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14316 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14317 return MP_NO_ACTION;
14319 else if (IS_EMC_GATE(element))
14321 if (!player->key[EMC_GATE_NR(element)])
14322 return MP_NO_ACTION;
14324 else if (IS_EMC_GATE_GRAY(element))
14326 if (!player->key[EMC_GATE_GRAY_NR(element)])
14327 return MP_NO_ACTION;
14329 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14331 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14332 return MP_NO_ACTION;
14334 else if (element == EL_DC_GATE_WHITE ||
14335 element == EL_DC_GATE_WHITE_GRAY ||
14336 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14338 if (player->num_white_keys == 0)
14339 return MP_NO_ACTION;
14341 player->num_white_keys--;
14343 else if (IS_SP_PORT(element))
14345 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14346 element == EL_SP_GRAVITY_PORT_RIGHT ||
14347 element == EL_SP_GRAVITY_PORT_UP ||
14348 element == EL_SP_GRAVITY_PORT_DOWN)
14349 player->gravity = !player->gravity;
14350 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14351 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14352 element == EL_SP_GRAVITY_ON_PORT_UP ||
14353 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14354 player->gravity = TRUE;
14355 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14356 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14357 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14358 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14359 player->gravity = FALSE;
14362 // automatically move to the next field with double speed
14363 player->programmed_action = move_direction;
14365 if (player->move_delay_reset_counter == 0)
14367 player->move_delay_reset_counter = 2; // two double speed steps
14369 DOUBLE_PLAYER_SPEED(player);
14372 PlayLevelSoundAction(x, y, ACTION_PASSING);
14374 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14378 if (mode != DF_SNAP)
14380 GfxElement[x][y] = GFX_ELEMENT(element);
14381 player->is_digging = TRUE;
14384 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14386 // use old behaviour for old levels (digging)
14387 if (!level.finish_dig_collect)
14389 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14390 player->index_bit, dig_side);
14392 // if digging triggered player relocation, finish digging tile
14393 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14394 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14397 if (mode == DF_SNAP)
14399 if (level.block_snap_field)
14400 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14402 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14404 // use old behaviour for old levels (snapping)
14405 if (!level.finish_dig_collect)
14406 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14407 player->index_bit, dig_side);
14410 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14414 if (is_player && mode != DF_SNAP)
14416 GfxElement[x][y] = element;
14417 player->is_collecting = TRUE;
14420 if (element == EL_SPEED_PILL)
14422 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14424 else if (element == EL_EXTRA_TIME && level.time > 0)
14426 TimeLeft += level.extra_time;
14428 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14430 DisplayGameControlValues();
14432 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14434 int shield_time = (element == EL_SHIELD_DEADLY ?
14435 level.shield_deadly_time :
14436 level.shield_normal_time);
14438 player->shield_normal_time_left += shield_time;
14439 if (element == EL_SHIELD_DEADLY)
14440 player->shield_deadly_time_left += shield_time;
14442 else if (element == EL_DYNAMITE ||
14443 element == EL_EM_DYNAMITE ||
14444 element == EL_SP_DISK_RED)
14446 if (player->inventory_size < MAX_INVENTORY_SIZE)
14447 player->inventory_element[player->inventory_size++] = element;
14449 DrawGameDoorValues();
14451 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14453 player->dynabomb_count++;
14454 player->dynabombs_left++;
14456 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14458 player->dynabomb_size++;
14460 else if (element == EL_DYNABOMB_INCREASE_POWER)
14462 player->dynabomb_xl = TRUE;
14464 else if (IS_KEY(element))
14466 player->key[KEY_NR(element)] = TRUE;
14468 DrawGameDoorValues();
14470 else if (element == EL_DC_KEY_WHITE)
14472 player->num_white_keys++;
14474 // display white keys?
14475 // DrawGameDoorValues();
14477 else if (IS_ENVELOPE(element))
14479 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14481 if (!wait_for_snapping)
14482 player->show_envelope = element;
14484 else if (element == EL_EMC_LENSES)
14486 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14488 RedrawAllInvisibleElementsForLenses();
14490 else if (element == EL_EMC_MAGNIFIER)
14492 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14494 RedrawAllInvisibleElementsForMagnifier();
14496 else if (IS_DROPPABLE(element) ||
14497 IS_THROWABLE(element)) // can be collected and dropped
14501 if (collect_count == 0)
14502 player->inventory_infinite_element = element;
14504 for (i = 0; i < collect_count; i++)
14505 if (player->inventory_size < MAX_INVENTORY_SIZE)
14506 player->inventory_element[player->inventory_size++] = element;
14508 DrawGameDoorValues();
14510 else if (collect_count > 0)
14512 game.gems_still_needed -= collect_count;
14513 if (game.gems_still_needed < 0)
14514 game.gems_still_needed = 0;
14516 game.snapshot.collected_item = TRUE;
14518 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14520 DisplayGameControlValues();
14523 RaiseScoreElement(element);
14524 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14526 // use old behaviour for old levels (collecting)
14527 if (!level.finish_dig_collect && is_player)
14529 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14530 player->index_bit, dig_side);
14532 // if collecting triggered player relocation, finish collecting tile
14533 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14534 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14537 if (mode == DF_SNAP)
14539 if (level.block_snap_field)
14540 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14542 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14544 // use old behaviour for old levels (snapping)
14545 if (!level.finish_dig_collect)
14546 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14547 player->index_bit, dig_side);
14550 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14552 if (mode == DF_SNAP && element != EL_BD_ROCK)
14553 return MP_NO_ACTION;
14555 if (CAN_FALL(element) && dy)
14556 return MP_NO_ACTION;
14558 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14559 !(element == EL_SPRING && level.use_spring_bug))
14560 return MP_NO_ACTION;
14562 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14563 ((move_direction & MV_VERTICAL &&
14564 ((element_info[element].move_pattern & MV_LEFT &&
14565 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14566 (element_info[element].move_pattern & MV_RIGHT &&
14567 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14568 (move_direction & MV_HORIZONTAL &&
14569 ((element_info[element].move_pattern & MV_UP &&
14570 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14571 (element_info[element].move_pattern & MV_DOWN &&
14572 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14573 return MP_NO_ACTION;
14575 // do not push elements already moving away faster than player
14576 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14577 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14578 return MP_NO_ACTION;
14580 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14582 if (player->push_delay_value == -1 || !player_was_pushing)
14583 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14585 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14587 if (player->push_delay_value == -1)
14588 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14590 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14592 if (!player->is_pushing)
14593 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14596 player->is_pushing = TRUE;
14597 player->is_active = TRUE;
14599 if (!(IN_LEV_FIELD(nextx, nexty) &&
14600 (IS_FREE(nextx, nexty) ||
14601 (IS_SB_ELEMENT(element) &&
14602 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14603 (IS_CUSTOM_ELEMENT(element) &&
14604 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14605 return MP_NO_ACTION;
14607 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14608 return MP_NO_ACTION;
14610 if (player->push_delay == -1) // new pushing; restart delay
14611 player->push_delay = 0;
14613 if (player->push_delay < player->push_delay_value &&
14614 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14615 element != EL_SPRING && element != EL_BALLOON)
14617 // make sure that there is no move delay before next try to push
14618 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14619 player->move_delay = 0;
14621 return MP_NO_ACTION;
14624 if (IS_CUSTOM_ELEMENT(element) &&
14625 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14627 if (!DigFieldByCE(nextx, nexty, element))
14628 return MP_NO_ACTION;
14631 if (IS_SB_ELEMENT(element))
14633 boolean sokoban_task_solved = FALSE;
14635 if (element == EL_SOKOBAN_FIELD_FULL)
14637 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14639 IncrementSokobanFieldsNeeded();
14640 IncrementSokobanObjectsNeeded();
14643 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14645 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14647 DecrementSokobanFieldsNeeded();
14648 DecrementSokobanObjectsNeeded();
14650 // sokoban object was pushed from empty field to sokoban field
14651 if (Back[x][y] == EL_EMPTY)
14652 sokoban_task_solved = TRUE;
14655 Tile[x][y] = EL_SOKOBAN_OBJECT;
14657 if (Back[x][y] == Back[nextx][nexty])
14658 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14659 else if (Back[x][y] != 0)
14660 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14663 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14666 if (sokoban_task_solved &&
14667 game.sokoban_fields_still_needed == 0 &&
14668 game.sokoban_objects_still_needed == 0 &&
14669 level.auto_exit_sokoban)
14671 game.players_still_needed = 0;
14675 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14679 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14681 InitMovingField(x, y, move_direction);
14682 GfxAction[x][y] = ACTION_PUSHING;
14684 if (mode == DF_SNAP)
14685 ContinueMoving(x, y);
14687 MovPos[x][y] = (dx != 0 ? dx : dy);
14689 Pushed[x][y] = TRUE;
14690 Pushed[nextx][nexty] = TRUE;
14692 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14693 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14695 player->push_delay_value = -1; // get new value later
14697 // check for element change _after_ element has been pushed
14698 if (game.use_change_when_pushing_bug)
14700 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14701 player->index_bit, dig_side);
14702 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14703 player->index_bit, dig_side);
14706 else if (IS_SWITCHABLE(element))
14708 if (PLAYER_SWITCHING(player, x, y))
14710 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14711 player->index_bit, dig_side);
14716 player->is_switching = TRUE;
14717 player->switch_x = x;
14718 player->switch_y = y;
14720 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14722 if (element == EL_ROBOT_WHEEL)
14724 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14726 game.robot_wheel_x = x;
14727 game.robot_wheel_y = y;
14728 game.robot_wheel_active = TRUE;
14730 TEST_DrawLevelField(x, y);
14732 else if (element == EL_SP_TERMINAL)
14736 SCAN_PLAYFIELD(xx, yy)
14738 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14742 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14744 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14746 ResetGfxAnimation(xx, yy);
14747 TEST_DrawLevelField(xx, yy);
14751 else if (IS_BELT_SWITCH(element))
14753 ToggleBeltSwitch(x, y);
14755 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14756 element == EL_SWITCHGATE_SWITCH_DOWN ||
14757 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14758 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14760 ToggleSwitchgateSwitch(x, y);
14762 else if (element == EL_LIGHT_SWITCH ||
14763 element == EL_LIGHT_SWITCH_ACTIVE)
14765 ToggleLightSwitch(x, y);
14767 else if (element == EL_TIMEGATE_SWITCH ||
14768 element == EL_DC_TIMEGATE_SWITCH)
14770 ActivateTimegateSwitch(x, y);
14772 else if (element == EL_BALLOON_SWITCH_LEFT ||
14773 element == EL_BALLOON_SWITCH_RIGHT ||
14774 element == EL_BALLOON_SWITCH_UP ||
14775 element == EL_BALLOON_SWITCH_DOWN ||
14776 element == EL_BALLOON_SWITCH_NONE ||
14777 element == EL_BALLOON_SWITCH_ANY)
14779 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14780 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14781 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14782 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14783 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14786 else if (element == EL_LAMP)
14788 Tile[x][y] = EL_LAMP_ACTIVE;
14789 game.lights_still_needed--;
14791 ResetGfxAnimation(x, y);
14792 TEST_DrawLevelField(x, y);
14794 else if (element == EL_TIME_ORB_FULL)
14796 Tile[x][y] = EL_TIME_ORB_EMPTY;
14798 if (level.time > 0 || level.use_time_orb_bug)
14800 TimeLeft += level.time_orb_time;
14801 game.no_level_time_limit = FALSE;
14803 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14805 DisplayGameControlValues();
14808 ResetGfxAnimation(x, y);
14809 TEST_DrawLevelField(x, y);
14811 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14812 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14816 game.ball_active = !game.ball_active;
14818 SCAN_PLAYFIELD(xx, yy)
14820 int e = Tile[xx][yy];
14822 if (game.ball_active)
14824 if (e == EL_EMC_MAGIC_BALL)
14825 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14826 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14827 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14831 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14832 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14833 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14834 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14839 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14840 player->index_bit, dig_side);
14842 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14843 player->index_bit, dig_side);
14845 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14846 player->index_bit, dig_side);
14852 if (!PLAYER_SWITCHING(player, x, y))
14854 player->is_switching = TRUE;
14855 player->switch_x = x;
14856 player->switch_y = y;
14858 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14859 player->index_bit, dig_side);
14860 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14861 player->index_bit, dig_side);
14863 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14864 player->index_bit, dig_side);
14865 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14866 player->index_bit, dig_side);
14869 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14870 player->index_bit, dig_side);
14871 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14872 player->index_bit, dig_side);
14874 return MP_NO_ACTION;
14877 player->push_delay = -1;
14879 if (is_player) // function can also be called by EL_PENGUIN
14881 if (Tile[x][y] != element) // really digged/collected something
14883 player->is_collecting = !player->is_digging;
14884 player->is_active = TRUE;
14886 player->last_removed_element = element;
14893 static boolean DigFieldByCE(int x, int y, int digging_element)
14895 int element = Tile[x][y];
14897 if (!IS_FREE(x, y))
14899 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14900 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14903 // no element can dig solid indestructible elements
14904 if (IS_INDESTRUCTIBLE(element) &&
14905 !IS_DIGGABLE(element) &&
14906 !IS_COLLECTIBLE(element))
14909 if (AmoebaNr[x][y] &&
14910 (element == EL_AMOEBA_FULL ||
14911 element == EL_BD_AMOEBA ||
14912 element == EL_AMOEBA_GROWING))
14914 AmoebaCnt[AmoebaNr[x][y]]--;
14915 AmoebaCnt2[AmoebaNr[x][y]]--;
14918 if (IS_MOVING(x, y))
14919 RemoveMovingField(x, y);
14923 TEST_DrawLevelField(x, y);
14926 // if digged element was about to explode, prevent the explosion
14927 ExplodeField[x][y] = EX_TYPE_NONE;
14929 PlayLevelSoundAction(x, y, action);
14932 Store[x][y] = EL_EMPTY;
14934 // this makes it possible to leave the removed element again
14935 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14936 Store[x][y] = element;
14941 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14943 int jx = player->jx, jy = player->jy;
14944 int x = jx + dx, y = jy + dy;
14945 int snap_direction = (dx == -1 ? MV_LEFT :
14946 dx == +1 ? MV_RIGHT :
14948 dy == +1 ? MV_DOWN : MV_NONE);
14949 boolean can_continue_snapping = (level.continuous_snapping &&
14950 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14952 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14955 if (!player->active || !IN_LEV_FIELD(x, y))
14963 if (player->MovPos == 0)
14964 player->is_pushing = FALSE;
14966 player->is_snapping = FALSE;
14968 if (player->MovPos == 0)
14970 player->is_moving = FALSE;
14971 player->is_digging = FALSE;
14972 player->is_collecting = FALSE;
14978 // prevent snapping with already pressed snap key when not allowed
14979 if (player->is_snapping && !can_continue_snapping)
14982 player->MovDir = snap_direction;
14984 if (player->MovPos == 0)
14986 player->is_moving = FALSE;
14987 player->is_digging = FALSE;
14988 player->is_collecting = FALSE;
14991 player->is_dropping = FALSE;
14992 player->is_dropping_pressed = FALSE;
14993 player->drop_pressed_delay = 0;
14995 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14998 player->is_snapping = TRUE;
14999 player->is_active = TRUE;
15001 if (player->MovPos == 0)
15003 player->is_moving = FALSE;
15004 player->is_digging = FALSE;
15005 player->is_collecting = FALSE;
15008 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15009 TEST_DrawLevelField(player->last_jx, player->last_jy);
15011 TEST_DrawLevelField(x, y);
15016 static boolean DropElement(struct PlayerInfo *player)
15018 int old_element, new_element;
15019 int dropx = player->jx, dropy = player->jy;
15020 int drop_direction = player->MovDir;
15021 int drop_side = drop_direction;
15022 int drop_element = get_next_dropped_element(player);
15024 /* do not drop an element on top of another element; when holding drop key
15025 pressed without moving, dropped element must move away before the next
15026 element can be dropped (this is especially important if the next element
15027 is dynamite, which can be placed on background for historical reasons) */
15028 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15031 if (IS_THROWABLE(drop_element))
15033 dropx += GET_DX_FROM_DIR(drop_direction);
15034 dropy += GET_DY_FROM_DIR(drop_direction);
15036 if (!IN_LEV_FIELD(dropx, dropy))
15040 old_element = Tile[dropx][dropy]; // old element at dropping position
15041 new_element = drop_element; // default: no change when dropping
15043 // check if player is active, not moving and ready to drop
15044 if (!player->active || player->MovPos || player->drop_delay > 0)
15047 // check if player has anything that can be dropped
15048 if (new_element == EL_UNDEFINED)
15051 // only set if player has anything that can be dropped
15052 player->is_dropping_pressed = TRUE;
15054 // check if drop key was pressed long enough for EM style dynamite
15055 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15058 // check if anything can be dropped at the current position
15059 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15062 // collected custom elements can only be dropped on empty fields
15063 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15066 if (old_element != EL_EMPTY)
15067 Back[dropx][dropy] = old_element; // store old element on this field
15069 ResetGfxAnimation(dropx, dropy);
15070 ResetRandomAnimationValue(dropx, dropy);
15072 if (player->inventory_size > 0 ||
15073 player->inventory_infinite_element != EL_UNDEFINED)
15075 if (player->inventory_size > 0)
15077 player->inventory_size--;
15079 DrawGameDoorValues();
15081 if (new_element == EL_DYNAMITE)
15082 new_element = EL_DYNAMITE_ACTIVE;
15083 else if (new_element == EL_EM_DYNAMITE)
15084 new_element = EL_EM_DYNAMITE_ACTIVE;
15085 else if (new_element == EL_SP_DISK_RED)
15086 new_element = EL_SP_DISK_RED_ACTIVE;
15089 Tile[dropx][dropy] = new_element;
15091 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15092 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15093 el2img(Tile[dropx][dropy]), 0);
15095 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15097 // needed if previous element just changed to "empty" in the last frame
15098 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15100 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15101 player->index_bit, drop_side);
15102 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15104 player->index_bit, drop_side);
15106 TestIfElementTouchesCustomElement(dropx, dropy);
15108 else // player is dropping a dyna bomb
15110 player->dynabombs_left--;
15112 Tile[dropx][dropy] = new_element;
15114 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15115 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15116 el2img(Tile[dropx][dropy]), 0);
15118 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15121 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15122 InitField_WithBug1(dropx, dropy, FALSE);
15124 new_element = Tile[dropx][dropy]; // element might have changed
15126 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15127 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15129 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15130 MovDir[dropx][dropy] = drop_direction;
15132 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15134 // do not cause impact style collision by dropping elements that can fall
15135 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15138 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15139 player->is_dropping = TRUE;
15141 player->drop_pressed_delay = 0;
15142 player->is_dropping_pressed = FALSE;
15144 player->drop_x = dropx;
15145 player->drop_y = dropy;
15150 // ----------------------------------------------------------------------------
15151 // game sound playing functions
15152 // ----------------------------------------------------------------------------
15154 static int *loop_sound_frame = NULL;
15155 static int *loop_sound_volume = NULL;
15157 void InitPlayLevelSound(void)
15159 int num_sounds = getSoundListSize();
15161 checked_free(loop_sound_frame);
15162 checked_free(loop_sound_volume);
15164 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15165 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15168 static void PlayLevelSound(int x, int y, int nr)
15170 int sx = SCREENX(x), sy = SCREENY(y);
15171 int volume, stereo_position;
15172 int max_distance = 8;
15173 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15175 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15176 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15179 if (!IN_LEV_FIELD(x, y) ||
15180 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15181 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15184 volume = SOUND_MAX_VOLUME;
15186 if (!IN_SCR_FIELD(sx, sy))
15188 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15189 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15191 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15194 stereo_position = (SOUND_MAX_LEFT +
15195 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15196 (SCR_FIELDX + 2 * max_distance));
15198 if (IS_LOOP_SOUND(nr))
15200 /* This assures that quieter loop sounds do not overwrite louder ones,
15201 while restarting sound volume comparison with each new game frame. */
15203 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15206 loop_sound_volume[nr] = volume;
15207 loop_sound_frame[nr] = FrameCounter;
15210 PlaySoundExt(nr, volume, stereo_position, type);
15213 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15215 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15216 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15217 y < LEVELY(BY1) ? LEVELY(BY1) :
15218 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15222 static void PlayLevelSoundAction(int x, int y, int action)
15224 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15227 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15229 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15231 if (sound_effect != SND_UNDEFINED)
15232 PlayLevelSound(x, y, sound_effect);
15235 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15238 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15240 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15241 PlayLevelSound(x, y, sound_effect);
15244 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15246 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15248 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15249 PlayLevelSound(x, y, sound_effect);
15252 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15254 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15256 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15257 StopSound(sound_effect);
15260 static int getLevelMusicNr(void)
15262 if (levelset.music[level_nr] != MUS_UNDEFINED)
15263 return levelset.music[level_nr]; // from config file
15265 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15268 static void FadeLevelSounds(void)
15273 static void FadeLevelMusic(void)
15275 int music_nr = getLevelMusicNr();
15276 char *curr_music = getCurrentlyPlayingMusicFilename();
15277 char *next_music = getMusicInfoEntryFilename(music_nr);
15279 if (!strEqual(curr_music, next_music))
15283 void FadeLevelSoundsAndMusic(void)
15289 static void PlayLevelMusic(void)
15291 int music_nr = getLevelMusicNr();
15292 char *curr_music = getCurrentlyPlayingMusicFilename();
15293 char *next_music = getMusicInfoEntryFilename(music_nr);
15295 if (!strEqual(curr_music, next_music))
15296 PlayMusicLoop(music_nr);
15299 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15301 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15303 int x = xx - offset;
15304 int y = yy - offset;
15309 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15313 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15317 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15321 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15325 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15329 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15336 case SOUND_android_clone:
15337 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15340 case SOUND_android_move:
15341 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15353 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15356 case SOUND_eater_eat:
15357 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15361 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15364 case SOUND_collect:
15365 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15368 case SOUND_diamond:
15369 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15373 // !!! CHECK THIS !!!
15375 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15381 case SOUND_wonderfall:
15382 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15386 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15390 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15394 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15398 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15402 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15417 case SOUND_exit_open:
15418 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15421 case SOUND_exit_leave:
15422 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15425 case SOUND_dynamite:
15426 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15430 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15438 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15442 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15446 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15450 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15454 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15459 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15461 int element = map_element_SP_to_RND(element_sp);
15462 int action = map_action_SP_to_RND(action_sp);
15463 int offset = (setup.sp_show_border_elements ? 0 : 1);
15464 int x = xx - offset;
15465 int y = yy - offset;
15467 PlayLevelSoundElementAction(x, y, element, action);
15470 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15472 int element = map_element_MM_to_RND(element_mm);
15473 int action = map_action_MM_to_RND(action_mm);
15475 int x = xx - offset;
15476 int y = yy - offset;
15478 if (!IS_MM_ELEMENT(element))
15479 element = EL_MM_DEFAULT;
15481 PlayLevelSoundElementAction(x, y, element, action);
15484 void PlaySound_MM(int sound_mm)
15486 int sound = map_sound_MM_to_RND(sound_mm);
15488 if (sound == SND_UNDEFINED)
15494 void PlaySoundLoop_MM(int sound_mm)
15496 int sound = map_sound_MM_to_RND(sound_mm);
15498 if (sound == SND_UNDEFINED)
15501 PlaySoundLoop(sound);
15504 void StopSound_MM(int sound_mm)
15506 int sound = map_sound_MM_to_RND(sound_mm);
15508 if (sound == SND_UNDEFINED)
15514 void RaiseScore(int value)
15516 game.score += value;
15518 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15520 DisplayGameControlValues();
15523 void RaiseScoreElement(int element)
15528 case EL_BD_DIAMOND:
15529 case EL_EMERALD_YELLOW:
15530 case EL_EMERALD_RED:
15531 case EL_EMERALD_PURPLE:
15532 case EL_SP_INFOTRON:
15533 RaiseScore(level.score[SC_EMERALD]);
15536 RaiseScore(level.score[SC_DIAMOND]);
15539 RaiseScore(level.score[SC_CRYSTAL]);
15542 RaiseScore(level.score[SC_PEARL]);
15545 case EL_BD_BUTTERFLY:
15546 case EL_SP_ELECTRON:
15547 RaiseScore(level.score[SC_BUG]);
15550 case EL_BD_FIREFLY:
15551 case EL_SP_SNIKSNAK:
15552 RaiseScore(level.score[SC_SPACESHIP]);
15555 case EL_DARK_YAMYAM:
15556 RaiseScore(level.score[SC_YAMYAM]);
15559 RaiseScore(level.score[SC_ROBOT]);
15562 RaiseScore(level.score[SC_PACMAN]);
15565 RaiseScore(level.score[SC_NUT]);
15568 case EL_EM_DYNAMITE:
15569 case EL_SP_DISK_RED:
15570 case EL_DYNABOMB_INCREASE_NUMBER:
15571 case EL_DYNABOMB_INCREASE_SIZE:
15572 case EL_DYNABOMB_INCREASE_POWER:
15573 RaiseScore(level.score[SC_DYNAMITE]);
15575 case EL_SHIELD_NORMAL:
15576 case EL_SHIELD_DEADLY:
15577 RaiseScore(level.score[SC_SHIELD]);
15579 case EL_EXTRA_TIME:
15580 RaiseScore(level.extra_time_score);
15594 case EL_DC_KEY_WHITE:
15595 RaiseScore(level.score[SC_KEY]);
15598 RaiseScore(element_info[element].collect_score);
15603 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15605 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15609 // prevent short reactivation of overlay buttons while closing door
15610 SetOverlayActive(FALSE);
15611 UnmapGameButtons();
15613 // door may still be open due to skipped or envelope style request
15614 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15617 if (network.enabled)
15618 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15622 FadeSkipNextFadeIn();
15624 SetGameStatus(GAME_MODE_MAIN);
15629 else // continue playing the game
15631 if (tape.playing && tape.deactivate_display)
15632 TapeDeactivateDisplayOff(TRUE);
15634 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15636 if (tape.playing && tape.deactivate_display)
15637 TapeDeactivateDisplayOn();
15641 void RequestQuitGame(boolean escape_key_pressed)
15643 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15644 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15645 level_editor_test_game);
15646 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15647 quick_quit || score_info_tape_play);
15649 RequestQuitGameExt(skip_request, quick_quit,
15650 "Do you really want to quit the game?");
15653 void RequestRestartGame(char *message)
15655 game.restart_game_message = NULL;
15657 boolean has_started_game = hasStartedNetworkGame();
15658 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15660 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15662 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15666 // needed in case of envelope request to close game panel
15667 CloseDoor(DOOR_CLOSE_1);
15669 SetGameStatus(GAME_MODE_MAIN);
15675 void CheckGameOver(void)
15677 static boolean last_game_over = FALSE;
15678 static int game_over_delay = 0;
15679 int game_over_delay_value = 50;
15680 boolean game_over = checkGameFailed();
15682 // do not handle game over if request dialog is already active
15683 if (game.request_active)
15686 // do not ask to play again if game was never actually played
15687 if (!game.GamePlayed)
15692 last_game_over = FALSE;
15693 game_over_delay = game_over_delay_value;
15698 if (game_over_delay > 0)
15705 if (last_game_over != game_over)
15706 game.restart_game_message = (hasStartedNetworkGame() ?
15707 "Game over! Play it again?" :
15710 last_game_over = game_over;
15713 boolean checkGameSolved(void)
15715 // set for all game engines if level was solved
15716 return game.LevelSolved_GameEnd;
15719 boolean checkGameFailed(void)
15721 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15722 return (game_em.game_over && !game_em.level_solved);
15723 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15724 return (game_sp.game_over && !game_sp.level_solved);
15725 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15726 return (game_mm.game_over && !game_mm.level_solved);
15727 else // GAME_ENGINE_TYPE_RND
15728 return (game.GameOver && !game.LevelSolved);
15731 boolean checkGameEnded(void)
15733 return (checkGameSolved() || checkGameFailed());
15737 // ----------------------------------------------------------------------------
15738 // random generator functions
15739 // ----------------------------------------------------------------------------
15741 unsigned int InitEngineRandom_RND(int seed)
15743 game.num_random_calls = 0;
15745 return InitEngineRandom(seed);
15748 unsigned int RND(int max)
15752 game.num_random_calls++;
15754 return GetEngineRandom(max);
15761 // ----------------------------------------------------------------------------
15762 // game engine snapshot handling functions
15763 // ----------------------------------------------------------------------------
15765 struct EngineSnapshotInfo
15767 // runtime values for custom element collect score
15768 int collect_score[NUM_CUSTOM_ELEMENTS];
15770 // runtime values for group element choice position
15771 int choice_pos[NUM_GROUP_ELEMENTS];
15773 // runtime values for belt position animations
15774 int belt_graphic[4][NUM_BELT_PARTS];
15775 int belt_anim_mode[4][NUM_BELT_PARTS];
15778 static struct EngineSnapshotInfo engine_snapshot_rnd;
15779 static char *snapshot_level_identifier = NULL;
15780 static int snapshot_level_nr = -1;
15782 static void SaveEngineSnapshotValues_RND(void)
15784 static int belt_base_active_element[4] =
15786 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15787 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15788 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15789 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15793 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15795 int element = EL_CUSTOM_START + i;
15797 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15800 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15802 int element = EL_GROUP_START + i;
15804 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15807 for (i = 0; i < 4; i++)
15809 for (j = 0; j < NUM_BELT_PARTS; j++)
15811 int element = belt_base_active_element[i] + j;
15812 int graphic = el2img(element);
15813 int anim_mode = graphic_info[graphic].anim_mode;
15815 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15816 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15821 static void LoadEngineSnapshotValues_RND(void)
15823 unsigned int num_random_calls = game.num_random_calls;
15826 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15828 int element = EL_CUSTOM_START + i;
15830 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15833 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15835 int element = EL_GROUP_START + i;
15837 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15840 for (i = 0; i < 4; i++)
15842 for (j = 0; j < NUM_BELT_PARTS; j++)
15844 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15845 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15847 graphic_info[graphic].anim_mode = anim_mode;
15851 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15853 InitRND(tape.random_seed);
15854 for (i = 0; i < num_random_calls; i++)
15858 if (game.num_random_calls != num_random_calls)
15860 Error("number of random calls out of sync");
15861 Error("number of random calls should be %d", num_random_calls);
15862 Error("number of random calls is %d", game.num_random_calls);
15864 Fail("this should not happen -- please debug");
15868 void FreeEngineSnapshotSingle(void)
15870 FreeSnapshotSingle();
15872 setString(&snapshot_level_identifier, NULL);
15873 snapshot_level_nr = -1;
15876 void FreeEngineSnapshotList(void)
15878 FreeSnapshotList();
15881 static ListNode *SaveEngineSnapshotBuffers(void)
15883 ListNode *buffers = NULL;
15885 // copy some special values to a structure better suited for the snapshot
15887 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15888 SaveEngineSnapshotValues_RND();
15889 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15890 SaveEngineSnapshotValues_EM();
15891 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15892 SaveEngineSnapshotValues_SP(&buffers);
15893 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15894 SaveEngineSnapshotValues_MM(&buffers);
15896 // save values stored in special snapshot structure
15898 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15899 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15900 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15901 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15902 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15903 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15904 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15905 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15907 // save further RND engine values
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15910 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15911 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15913 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15914 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15915 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15916 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15917 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15920 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15921 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15926 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15968 ListNode *node = engine_snapshot_list_rnd;
15971 while (node != NULL)
15973 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15978 Debug("game:playing:SaveEngineSnapshotBuffers",
15979 "size of engine snapshot: %d bytes", num_bytes);
15985 void SaveEngineSnapshotSingle(void)
15987 ListNode *buffers = SaveEngineSnapshotBuffers();
15989 // finally save all snapshot buffers to single snapshot
15990 SaveSnapshotSingle(buffers);
15992 // save level identification information
15993 setString(&snapshot_level_identifier, leveldir_current->identifier);
15994 snapshot_level_nr = level_nr;
15997 boolean CheckSaveEngineSnapshotToList(void)
15999 boolean save_snapshot =
16000 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16001 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16002 game.snapshot.changed_action) ||
16003 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16004 game.snapshot.collected_item));
16006 game.snapshot.changed_action = FALSE;
16007 game.snapshot.collected_item = FALSE;
16008 game.snapshot.save_snapshot = save_snapshot;
16010 return save_snapshot;
16013 void SaveEngineSnapshotToList(void)
16015 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16019 ListNode *buffers = SaveEngineSnapshotBuffers();
16021 // finally save all snapshot buffers to snapshot list
16022 SaveSnapshotToList(buffers);
16025 void SaveEngineSnapshotToListInitial(void)
16027 FreeEngineSnapshotList();
16029 SaveEngineSnapshotToList();
16032 static void LoadEngineSnapshotValues(void)
16034 // restore special values from snapshot structure
16036 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16037 LoadEngineSnapshotValues_RND();
16038 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16039 LoadEngineSnapshotValues_EM();
16040 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16041 LoadEngineSnapshotValues_SP();
16042 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16043 LoadEngineSnapshotValues_MM();
16046 void LoadEngineSnapshotSingle(void)
16048 LoadSnapshotSingle();
16050 LoadEngineSnapshotValues();
16053 static void LoadEngineSnapshot_Undo(int steps)
16055 LoadSnapshotFromList_Older(steps);
16057 LoadEngineSnapshotValues();
16060 static void LoadEngineSnapshot_Redo(int steps)
16062 LoadSnapshotFromList_Newer(steps);
16064 LoadEngineSnapshotValues();
16067 boolean CheckEngineSnapshotSingle(void)
16069 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16070 snapshot_level_nr == level_nr);
16073 boolean CheckEngineSnapshotList(void)
16075 return CheckSnapshotList();
16079 // ---------- new game button stuff -------------------------------------------
16086 boolean *setup_value;
16087 boolean allowed_on_tape;
16088 boolean is_touch_button;
16090 } gamebutton_info[NUM_GAME_BUTTONS] =
16093 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16094 GAME_CTRL_ID_STOP, NULL,
16095 TRUE, FALSE, "stop game"
16098 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16099 GAME_CTRL_ID_PAUSE, NULL,
16100 TRUE, FALSE, "pause game"
16103 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16104 GAME_CTRL_ID_PLAY, NULL,
16105 TRUE, FALSE, "play game"
16108 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16109 GAME_CTRL_ID_UNDO, NULL,
16110 TRUE, FALSE, "undo step"
16113 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16114 GAME_CTRL_ID_REDO, NULL,
16115 TRUE, FALSE, "redo step"
16118 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16119 GAME_CTRL_ID_SAVE, NULL,
16120 TRUE, FALSE, "save game"
16123 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16124 GAME_CTRL_ID_PAUSE2, NULL,
16125 TRUE, FALSE, "pause game"
16128 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16129 GAME_CTRL_ID_LOAD, NULL,
16130 TRUE, FALSE, "load game"
16133 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16134 GAME_CTRL_ID_PANEL_STOP, NULL,
16135 FALSE, FALSE, "stop game"
16138 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16139 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16140 FALSE, FALSE, "pause game"
16143 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16144 GAME_CTRL_ID_PANEL_PLAY, NULL,
16145 FALSE, FALSE, "play game"
16148 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16149 GAME_CTRL_ID_TOUCH_STOP, NULL,
16150 FALSE, TRUE, "stop game"
16153 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16154 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16155 FALSE, TRUE, "pause game"
16158 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16159 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16160 TRUE, FALSE, "background music on/off"
16163 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16164 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16165 TRUE, FALSE, "sound loops on/off"
16168 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16169 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16170 TRUE, FALSE, "normal sounds on/off"
16173 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16174 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16175 FALSE, FALSE, "background music on/off"
16178 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16179 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16180 FALSE, FALSE, "sound loops on/off"
16183 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16184 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16185 FALSE, FALSE, "normal sounds on/off"
16189 void CreateGameButtons(void)
16193 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16195 int graphic = gamebutton_info[i].graphic;
16196 struct GraphicInfo *gfx = &graphic_info[graphic];
16197 struct XY *pos = gamebutton_info[i].pos;
16198 struct GadgetInfo *gi;
16201 unsigned int event_mask;
16202 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16203 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16204 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16205 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16206 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16207 int gd_x = gfx->src_x;
16208 int gd_y = gfx->src_y;
16209 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16210 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16211 int gd_xa = gfx->src_x + gfx->active_xoffset;
16212 int gd_ya = gfx->src_y + gfx->active_yoffset;
16213 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16214 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16215 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16216 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16219 // do not use touch buttons if overlay touch buttons are disabled
16220 if (is_touch_button && !setup.touch.overlay_buttons)
16223 if (gfx->bitmap == NULL)
16225 game_gadget[id] = NULL;
16230 if (id == GAME_CTRL_ID_STOP ||
16231 id == GAME_CTRL_ID_PANEL_STOP ||
16232 id == GAME_CTRL_ID_TOUCH_STOP ||
16233 id == GAME_CTRL_ID_PLAY ||
16234 id == GAME_CTRL_ID_PANEL_PLAY ||
16235 id == GAME_CTRL_ID_SAVE ||
16236 id == GAME_CTRL_ID_LOAD)
16238 button_type = GD_TYPE_NORMAL_BUTTON;
16240 event_mask = GD_EVENT_RELEASED;
16242 else if (id == GAME_CTRL_ID_UNDO ||
16243 id == GAME_CTRL_ID_REDO)
16245 button_type = GD_TYPE_NORMAL_BUTTON;
16247 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16251 button_type = GD_TYPE_CHECK_BUTTON;
16252 checked = (gamebutton_info[i].setup_value != NULL ?
16253 *gamebutton_info[i].setup_value : FALSE);
16254 event_mask = GD_EVENT_PRESSED;
16257 gi = CreateGadget(GDI_CUSTOM_ID, id,
16258 GDI_IMAGE_ID, graphic,
16259 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16262 GDI_WIDTH, gfx->width,
16263 GDI_HEIGHT, gfx->height,
16264 GDI_TYPE, button_type,
16265 GDI_STATE, GD_BUTTON_UNPRESSED,
16266 GDI_CHECKED, checked,
16267 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16268 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16269 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16270 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16271 GDI_DIRECT_DRAW, FALSE,
16272 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16273 GDI_EVENT_MASK, event_mask,
16274 GDI_CALLBACK_ACTION, HandleGameButtons,
16278 Fail("cannot create gadget");
16280 game_gadget[id] = gi;
16284 void FreeGameButtons(void)
16288 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16289 FreeGadget(game_gadget[i]);
16292 static void UnmapGameButtonsAtSamePosition(int id)
16296 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16298 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16299 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16300 UnmapGadget(game_gadget[i]);
16303 static void UnmapGameButtonsAtSamePosition_All(void)
16305 if (setup.show_load_save_buttons)
16307 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16308 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16309 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16311 else if (setup.show_undo_redo_buttons)
16313 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16314 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16315 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16319 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16320 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16321 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16323 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16324 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16325 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16329 void MapLoadSaveButtons(void)
16331 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16332 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16334 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16335 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16338 void MapUndoRedoButtons(void)
16340 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16341 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16343 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16344 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16347 void ModifyPauseButtons(void)
16351 GAME_CTRL_ID_PAUSE,
16352 GAME_CTRL_ID_PAUSE2,
16353 GAME_CTRL_ID_PANEL_PAUSE,
16354 GAME_CTRL_ID_TOUCH_PAUSE,
16359 for (i = 0; ids[i] > -1; i++)
16360 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16363 static void MapGameButtonsExt(boolean on_tape)
16367 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16369 if ((i == GAME_CTRL_ID_UNDO ||
16370 i == GAME_CTRL_ID_REDO) &&
16371 game_status != GAME_MODE_PLAYING)
16374 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16375 MapGadget(game_gadget[i]);
16378 UnmapGameButtonsAtSamePosition_All();
16380 RedrawGameButtons();
16383 static void UnmapGameButtonsExt(boolean on_tape)
16387 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16388 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16389 UnmapGadget(game_gadget[i]);
16392 static void RedrawGameButtonsExt(boolean on_tape)
16396 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16397 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16398 RedrawGadget(game_gadget[i]);
16401 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16406 gi->checked = state;
16409 static void RedrawSoundButtonGadget(int id)
16411 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16412 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16413 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16414 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16415 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16416 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16419 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16420 RedrawGadget(game_gadget[id2]);
16423 void MapGameButtons(void)
16425 MapGameButtonsExt(FALSE);
16428 void UnmapGameButtons(void)
16430 UnmapGameButtonsExt(FALSE);
16433 void RedrawGameButtons(void)
16435 RedrawGameButtonsExt(FALSE);
16438 void MapGameButtonsOnTape(void)
16440 MapGameButtonsExt(TRUE);
16443 void UnmapGameButtonsOnTape(void)
16445 UnmapGameButtonsExt(TRUE);
16448 void RedrawGameButtonsOnTape(void)
16450 RedrawGameButtonsExt(TRUE);
16453 static void GameUndoRedoExt(void)
16455 ClearPlayerAction();
16457 tape.pausing = TRUE;
16460 UpdateAndDisplayGameControlValues();
16462 DrawCompleteVideoDisplay();
16463 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16464 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16465 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16467 ModifyPauseButtons();
16472 static void GameUndo(int steps)
16474 if (!CheckEngineSnapshotList())
16477 int tape_property_bits = tape.property_bits;
16479 LoadEngineSnapshot_Undo(steps);
16481 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16486 static void GameRedo(int steps)
16488 if (!CheckEngineSnapshotList())
16491 int tape_property_bits = tape.property_bits;
16493 LoadEngineSnapshot_Redo(steps);
16495 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16500 static void HandleGameButtonsExt(int id, int button)
16502 static boolean game_undo_executed = FALSE;
16503 int steps = BUTTON_STEPSIZE(button);
16504 boolean handle_game_buttons =
16505 (game_status == GAME_MODE_PLAYING ||
16506 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16508 if (!handle_game_buttons)
16513 case GAME_CTRL_ID_STOP:
16514 case GAME_CTRL_ID_PANEL_STOP:
16515 case GAME_CTRL_ID_TOUCH_STOP:
16520 case GAME_CTRL_ID_PAUSE:
16521 case GAME_CTRL_ID_PAUSE2:
16522 case GAME_CTRL_ID_PANEL_PAUSE:
16523 case GAME_CTRL_ID_TOUCH_PAUSE:
16524 if (network.enabled && game_status == GAME_MODE_PLAYING)
16527 SendToServer_ContinuePlaying();
16529 SendToServer_PausePlaying();
16532 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16534 game_undo_executed = FALSE;
16538 case GAME_CTRL_ID_PLAY:
16539 case GAME_CTRL_ID_PANEL_PLAY:
16540 if (game_status == GAME_MODE_MAIN)
16542 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16544 else if (tape.pausing)
16546 if (network.enabled)
16547 SendToServer_ContinuePlaying();
16549 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16553 case GAME_CTRL_ID_UNDO:
16554 // Important: When using "save snapshot when collecting an item" mode,
16555 // load last (current) snapshot for first "undo" after pressing "pause"
16556 // (else the last-but-one snapshot would be loaded, because the snapshot
16557 // pointer already points to the last snapshot when pressing "pause",
16558 // which is fine for "every step/move" mode, but not for "every collect")
16559 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16560 !game_undo_executed)
16563 game_undo_executed = TRUE;
16568 case GAME_CTRL_ID_REDO:
16572 case GAME_CTRL_ID_SAVE:
16576 case GAME_CTRL_ID_LOAD:
16580 case SOUND_CTRL_ID_MUSIC:
16581 case SOUND_CTRL_ID_PANEL_MUSIC:
16582 if (setup.sound_music)
16584 setup.sound_music = FALSE;
16588 else if (audio.music_available)
16590 setup.sound = setup.sound_music = TRUE;
16592 SetAudioMode(setup.sound);
16594 if (game_status == GAME_MODE_PLAYING)
16598 RedrawSoundButtonGadget(id);
16602 case SOUND_CTRL_ID_LOOPS:
16603 case SOUND_CTRL_ID_PANEL_LOOPS:
16604 if (setup.sound_loops)
16605 setup.sound_loops = FALSE;
16606 else if (audio.loops_available)
16608 setup.sound = setup.sound_loops = TRUE;
16610 SetAudioMode(setup.sound);
16613 RedrawSoundButtonGadget(id);
16617 case SOUND_CTRL_ID_SIMPLE:
16618 case SOUND_CTRL_ID_PANEL_SIMPLE:
16619 if (setup.sound_simple)
16620 setup.sound_simple = FALSE;
16621 else if (audio.sound_available)
16623 setup.sound = setup.sound_simple = TRUE;
16625 SetAudioMode(setup.sound);
16628 RedrawSoundButtonGadget(id);
16637 static void HandleGameButtons(struct GadgetInfo *gi)
16639 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16642 void HandleSoundButtonKeys(Key key)
16644 if (key == setup.shortcut.sound_simple)
16645 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16646 else if (key == setup.shortcut.sound_loops)
16647 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16648 else if (key == setup.shortcut.sound_music)
16649 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);