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_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Tile[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Tile[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Tile[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
971 Tile[x][y] == EL_EM_EXIT_OPEN || \
972 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
973 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Tile[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
986 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebaNeighbourNr(int, int);
1096 void AmoebaToDiamond(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Tile[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Tile[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Tile[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Tile[x][y];
1771 #if DEBUG_INIT_PLAYER
1772 Debug("game:init:player", "- player element %d activated",
1773 player->element_nr);
1774 Debug("game:init:player", " (local player is %d and currently %s)",
1775 local_player->element_nr,
1776 local_player->active ? "active" : "not active");
1780 Tile[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1786 // always check if player was just killed and should be reanimated
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Tile[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Tile[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1828 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1830 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1834 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1878 case EL_SPRING_LEFT:
1879 case EL_SPRING_RIGHT:
1883 case EL_AMOEBA_FULL:
1888 case EL_AMOEBA_DROP:
1889 if (y == lev_fieldy - 1)
1891 Tile[x][y] = EL_AMOEBA_GROWING;
1892 Store[x][y] = EL_AMOEBA_WET;
1896 case EL_DYNAMITE_ACTIVE:
1897 case EL_SP_DISK_RED_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902 MovDelay[x][y] = 96;
1905 case EL_EM_DYNAMITE_ACTIVE:
1906 MovDelay[x][y] = 32;
1910 game.lights_still_needed++;
1914 game.friends_still_needed++;
1919 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1922 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1936 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1937 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1938 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1940 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1942 game.belt_dir[belt_nr] = belt_dir;
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 else // more than one switch -- set it like the first switch
1947 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1952 case EL_LIGHT_SWITCH_ACTIVE:
1954 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1957 case EL_INVISIBLE_STEELWALL:
1958 case EL_INVISIBLE_WALL:
1959 case EL_INVISIBLE_SAND:
1960 if (game.light_time_left > 0 ||
1961 game.lenses_time_left > 0)
1962 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1965 case EL_EMC_MAGIC_BALL:
1966 if (game.ball_active)
1967 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1970 case EL_EMC_MAGIC_BALL_SWITCH:
1971 if (game.ball_active)
1972 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1975 case EL_TRIGGER_PLAYER:
1976 case EL_TRIGGER_ELEMENT:
1977 case EL_TRIGGER_CE_VALUE:
1978 case EL_TRIGGER_CE_SCORE:
1980 case EL_ANY_ELEMENT:
1981 case EL_CURRENT_CE_VALUE:
1982 case EL_CURRENT_CE_SCORE:
1999 // reference elements should not be used on the playfield
2000 Tile[x][y] = EL_EMPTY;
2004 if (IS_CUSTOM_ELEMENT(element))
2006 if (CAN_MOVE(element))
2009 if (!element_info[element].use_last_ce_value || init_game)
2010 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2012 else if (IS_GROUP_ELEMENT(element))
2014 Tile[x][y] = GetElementFromGroupElement(element);
2016 InitField(x, y, init_game);
2023 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2026 static void InitField_WithBug1(int x, int y, boolean init_game)
2028 InitField(x, y, init_game);
2030 // not needed to call InitMovDir() -- already done by InitField()!
2031 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2032 CAN_MOVE(Tile[x][y]))
2036 static void InitField_WithBug2(int x, int y, boolean init_game)
2038 int old_element = Tile[x][y];
2040 InitField(x, y, init_game);
2042 // not needed to call InitMovDir() -- already done by InitField()!
2043 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2044 CAN_MOVE(old_element) &&
2045 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2048 /* this case is in fact a combination of not less than three bugs:
2049 first, it calls InitMovDir() for elements that can move, although this is
2050 already done by InitField(); then, it checks the element that was at this
2051 field _before_ the call to InitField() (which can change it); lastly, it
2052 was not called for "mole with direction" elements, which were treated as
2053 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2057 static int get_key_element_from_nr(int key_nr)
2059 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061 EL_EM_KEY_1 : EL_KEY_1);
2063 return key_base_element + key_nr;
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2068 return (player->inventory_size > 0 ?
2069 player->inventory_element[player->inventory_size - 1] :
2070 player->inventory_infinite_element != EL_UNDEFINED ?
2071 player->inventory_infinite_element :
2072 player->dynabombs_left > 0 ?
2073 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2079 // pos >= 0: get element from bottom of the stack;
2080 // pos < 0: get element from top of the stack
2084 int min_inventory_size = -pos;
2085 int inventory_pos = player->inventory_size - min_inventory_size;
2086 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2088 return (player->inventory_size >= min_inventory_size ?
2089 player->inventory_element[inventory_pos] :
2090 player->inventory_infinite_element != EL_UNDEFINED ?
2091 player->inventory_infinite_element :
2092 player->dynabombs_left >= min_dynabombs_left ?
2093 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2098 int min_dynabombs_left = pos + 1;
2099 int min_inventory_size = pos + 1 - player->dynabombs_left;
2100 int inventory_pos = pos - player->dynabombs_left;
2102 return (player->inventory_infinite_element != EL_UNDEFINED ?
2103 player->inventory_infinite_element :
2104 player->dynabombs_left >= min_dynabombs_left ?
2105 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106 player->inventory_size >= min_inventory_size ?
2107 player->inventory_element[inventory_pos] :
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2114 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2118 if (gpo1->sort_priority != gpo2->sort_priority)
2119 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2121 compare_result = gpo1->nr - gpo2->nr;
2123 return compare_result;
2126 int getPlayerInventorySize(int player_nr)
2128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2129 return game_em.ply[player_nr]->dynamite;
2130 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2131 return game_sp.red_disk_count;
2133 return stored_player[player_nr].inventory_size;
2136 static void InitGameControlValues(void)
2140 for (i = 0; game_panel_controls[i].nr != -1; i++)
2142 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2143 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2144 struct TextPosInfo *pos = gpc->pos;
2146 int type = gpc->type;
2150 Error("'game_panel_controls' structure corrupted at %d", i);
2152 Fail("this should not happen -- please debug");
2155 // force update of game controls after initialization
2156 gpc->value = gpc->last_value = -1;
2157 gpc->frame = gpc->last_frame = -1;
2158 gpc->gfx_frame = -1;
2160 // determine panel value width for later calculation of alignment
2161 if (type == TYPE_INTEGER || type == TYPE_STRING)
2163 pos->width = pos->size * getFontWidth(pos->font);
2164 pos->height = getFontHeight(pos->font);
2166 else if (type == TYPE_ELEMENT)
2168 pos->width = pos->size;
2169 pos->height = pos->size;
2172 // fill structure for game panel draw order
2174 gpo->sort_priority = pos->sort_priority;
2177 // sort game panel controls according to sort_priority and control number
2178 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2179 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2182 static void UpdatePlayfieldElementCount(void)
2184 boolean use_element_count = FALSE;
2187 // first check if it is needed at all to calculate playfield element count
2188 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2189 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2190 use_element_count = TRUE;
2192 if (!use_element_count)
2195 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2196 element_info[i].element_count = 0;
2198 SCAN_PLAYFIELD(x, y)
2200 element_info[Tile[x][y]].element_count++;
2203 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2204 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2205 if (IS_IN_GROUP(j, i))
2206 element_info[EL_GROUP_START + i].element_count +=
2207 element_info[j].element_count;
2210 static void UpdateGameControlValues(void)
2213 int time = (game.LevelSolved ?
2214 game.LevelSolved_CountingTime :
2215 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2217 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2218 game_sp.time_played :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 game_mm.energy_left :
2221 game.no_time_limit ? TimePlayed : TimeLeft);
2222 int score = (game.LevelSolved ?
2223 game.LevelSolved_CountingScore :
2224 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2225 game_em.lev->score :
2226 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2228 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2231 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2232 game_em.lev->gems_needed :
2233 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2234 game_sp.infotrons_still_needed :
2235 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2236 game_mm.kettles_still_needed :
2237 game.gems_still_needed);
2238 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2239 game_em.lev->gems_needed > 0 :
2240 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2241 game_sp.infotrons_still_needed > 0 :
2242 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2243 game_mm.kettles_still_needed > 0 ||
2244 game_mm.lights_still_needed > 0 :
2245 game.gems_still_needed > 0 ||
2246 game.sokoban_fields_still_needed > 0 ||
2247 game.sokoban_objects_still_needed > 0 ||
2248 game.lights_still_needed > 0);
2249 int health = (game.LevelSolved ?
2250 game.LevelSolved_CountingHealth :
2251 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2252 MM_HEALTH(game_mm.laser_overload_value) :
2254 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2256 UpdatePlayfieldElementCount();
2258 // update game panel control values
2260 // used instead of "level_nr" (for network games)
2261 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2262 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2264 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2265 for (i = 0; i < MAX_NUM_KEYS; i++)
2266 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2267 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2268 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2270 if (game.centered_player_nr == -1)
2272 for (i = 0; i < MAX_PLAYERS; i++)
2274 // only one player in Supaplex game engine
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2278 for (k = 0; k < MAX_NUM_KEYS; k++)
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2282 if (game_em.ply[i]->keys & (1 << k))
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2286 else if (stored_player[i].key[k])
2287 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2288 get_key_element_from_nr(k);
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 getPlayerInventorySize(i);
2294 if (stored_player[i].num_white_keys > 0)
2295 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2298 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2299 stored_player[i].num_white_keys;
2304 int player_nr = game.centered_player_nr;
2306 for (k = 0; k < MAX_NUM_KEYS; k++)
2308 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2310 if (game_em.ply[player_nr]->keys & (1 << k))
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2314 else if (stored_player[player_nr].key[k])
2315 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2316 get_key_element_from_nr(k);
2319 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2320 getPlayerInventorySize(player_nr);
2322 if (stored_player[player_nr].num_white_keys > 0)
2323 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2325 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2326 stored_player[player_nr].num_white_keys;
2329 // re-arrange keys on game panel, if needed or if defined by style settings
2330 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2332 int nr = GAME_PANEL_KEY_1 + i;
2333 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2334 struct TextPosInfo *pos = gpc->pos;
2336 // skip check if key is not in the player's inventory
2337 if (gpc->value == EL_EMPTY)
2340 // check if keys should be arranged on panel from left to right
2341 if (pos->style == STYLE_LEFTMOST_POSITION)
2343 // check previous key positions (left from current key)
2344 for (k = 0; k < i; k++)
2346 int nr_new = GAME_PANEL_KEY_1 + k;
2348 if (game_panel_controls[nr_new].value == EL_EMPTY)
2350 game_panel_controls[nr_new].value = gpc->value;
2351 gpc->value = EL_EMPTY;
2358 // check if "undefined" keys can be placed at some other position
2359 if (pos->x == -1 && pos->y == -1)
2361 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2363 // 1st try: display key at the same position as normal or EM keys
2364 if (game_panel_controls[nr_new].value == EL_EMPTY)
2366 game_panel_controls[nr_new].value = gpc->value;
2370 // 2nd try: display key at the next free position in the key panel
2371 for (k = 0; k < STD_NUM_KEYS; k++)
2373 nr_new = GAME_PANEL_KEY_1 + k;
2375 if (game_panel_controls[nr_new].value == EL_EMPTY)
2377 game_panel_controls[nr_new].value = gpc->value;
2386 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2388 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2389 get_inventory_element_from_pos(local_player, i);
2390 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2391 get_inventory_element_from_pos(local_player, -i - 1);
2394 game_panel_controls[GAME_PANEL_SCORE].value = score;
2395 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2397 game_panel_controls[GAME_PANEL_TIME].value = time;
2399 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2400 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2401 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2403 if (level.time == 0)
2404 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2406 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2408 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2409 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2411 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2413 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2414 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2416 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2417 local_player->shield_normal_time_left;
2418 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2419 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2421 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2422 local_player->shield_deadly_time_left;
2424 game_panel_controls[GAME_PANEL_EXIT].value =
2425 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2427 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2428 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2429 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2430 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2431 EL_EMC_MAGIC_BALL_SWITCH);
2433 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2434 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2435 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2436 game.light_time_left;
2438 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2439 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2440 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2441 game.timegate_time_left;
2443 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2444 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2446 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2447 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2448 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2449 game.lenses_time_left;
2451 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2452 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2453 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2454 game.magnify_time_left;
2456 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2457 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2458 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2459 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2460 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2461 EL_BALLOON_SWITCH_NONE);
2463 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2464 local_player->dynabomb_count;
2465 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2466 local_player->dynabomb_size;
2467 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2468 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2470 game_panel_controls[GAME_PANEL_PENGUINS].value =
2471 game.friends_still_needed;
2473 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2474 game.sokoban_objects_still_needed;
2475 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2476 game.sokoban_fields_still_needed;
2478 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2479 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2481 for (i = 0; i < NUM_BELTS; i++)
2483 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2484 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2485 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2486 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2487 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2490 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2491 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2492 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2493 game.magic_wall_time_left;
2495 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2496 local_player->gravity;
2498 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2499 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2501 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2502 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2503 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2504 game.panel.element[i].id : EL_UNDEFINED);
2506 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2507 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2508 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2509 element_info[game.panel.element_count[i].id].element_count : 0);
2511 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2512 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2513 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2514 element_info[game.panel.ce_score[i].id].collect_score : 0);
2516 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2517 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2518 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2519 element_info[game.panel.ce_score_element[i].id].collect_score :
2522 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2523 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2524 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2526 // update game panel control frames
2528 for (i = 0; game_panel_controls[i].nr != -1; i++)
2530 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2532 if (gpc->type == TYPE_ELEMENT)
2534 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2536 int last_anim_random_frame = gfx.anim_random_frame;
2537 int element = gpc->value;
2538 int graphic = el2panelimg(element);
2539 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2540 sync_random_frame : INIT_GFX_RANDOM());
2542 if (gpc->value != gpc->last_value)
2545 gpc->gfx_random = init_gfx_random;
2551 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2552 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2553 gpc->gfx_random = init_gfx_random;
2556 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2557 gfx.anim_random_frame = gpc->gfx_random;
2559 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2560 gpc->gfx_frame = element_info[element].collect_score;
2562 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2564 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2565 gfx.anim_random_frame = last_anim_random_frame;
2568 else if (gpc->type == TYPE_GRAPHIC)
2570 if (gpc->graphic != IMG_UNDEFINED)
2572 int last_anim_random_frame = gfx.anim_random_frame;
2573 int graphic = gpc->graphic;
2574 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2575 sync_random_frame : INIT_GFX_RANDOM());
2577 if (gpc->value != gpc->last_value)
2580 gpc->gfx_random = init_gfx_random;
2586 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2587 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2588 gpc->gfx_random = init_gfx_random;
2591 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2592 gfx.anim_random_frame = gpc->gfx_random;
2594 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2596 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2597 gfx.anim_random_frame = last_anim_random_frame;
2603 static void DisplayGameControlValues(void)
2605 boolean redraw_panel = FALSE;
2608 for (i = 0; game_panel_controls[i].nr != -1; i++)
2610 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2612 if (PANEL_DEACTIVATED(gpc->pos))
2615 if (gpc->value == gpc->last_value &&
2616 gpc->frame == gpc->last_frame)
2619 redraw_panel = TRUE;
2625 // copy default game door content to main double buffer
2627 // !!! CHECK AGAIN !!!
2628 SetPanelBackground();
2629 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2630 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2632 // redraw game control buttons
2633 RedrawGameButtons();
2635 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2637 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2639 int nr = game_panel_order[i].nr;
2640 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2641 struct TextPosInfo *pos = gpc->pos;
2642 int type = gpc->type;
2643 int value = gpc->value;
2644 int frame = gpc->frame;
2645 int size = pos->size;
2646 int font = pos->font;
2647 boolean draw_masked = pos->draw_masked;
2648 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2650 if (PANEL_DEACTIVATED(pos))
2653 if (pos->class == get_hash_from_key("extra_panel_items") &&
2654 !setup.prefer_extra_panel_items)
2657 gpc->last_value = value;
2658 gpc->last_frame = frame;
2660 if (type == TYPE_INTEGER)
2662 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2663 nr == GAME_PANEL_TIME)
2665 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2667 if (use_dynamic_size) // use dynamic number of digits
2669 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2670 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2671 int size2 = size1 + 1;
2672 int font1 = pos->font;
2673 int font2 = pos->font_alt;
2675 size = (value < value_change ? size1 : size2);
2676 font = (value < value_change ? font1 : font2);
2680 // correct text size if "digits" is zero or less
2682 size = strlen(int2str(value, size));
2684 // dynamically correct text alignment
2685 pos->width = size * getFontWidth(font);
2687 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2688 int2str(value, size), font, mask_mode);
2690 else if (type == TYPE_ELEMENT)
2692 int element, graphic;
2696 int dst_x = PANEL_XPOS(pos);
2697 int dst_y = PANEL_YPOS(pos);
2699 if (value != EL_UNDEFINED && value != EL_EMPTY)
2702 graphic = el2panelimg(value);
2705 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2706 element, EL_NAME(element), size);
2709 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2712 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2715 width = graphic_info[graphic].width * size / TILESIZE;
2716 height = graphic_info[graphic].height * size / TILESIZE;
2719 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2722 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2726 else if (type == TYPE_GRAPHIC)
2728 int graphic = gpc->graphic;
2729 int graphic_active = gpc->graphic_active;
2733 int dst_x = PANEL_XPOS(pos);
2734 int dst_y = PANEL_YPOS(pos);
2735 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2736 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2738 if (graphic != IMG_UNDEFINED && !skip)
2740 if (pos->style == STYLE_REVERSE)
2741 value = 100 - value;
2743 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2745 if (pos->direction & MV_HORIZONTAL)
2747 width = graphic_info[graphic_active].width * value / 100;
2748 height = graphic_info[graphic_active].height;
2750 if (pos->direction == MV_LEFT)
2752 src_x += graphic_info[graphic_active].width - width;
2753 dst_x += graphic_info[graphic_active].width - width;
2758 width = graphic_info[graphic_active].width;
2759 height = graphic_info[graphic_active].height * value / 100;
2761 if (pos->direction == MV_UP)
2763 src_y += graphic_info[graphic_active].height - height;
2764 dst_y += graphic_info[graphic_active].height - height;
2769 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2772 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2775 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2777 if (pos->direction & MV_HORIZONTAL)
2779 if (pos->direction == MV_RIGHT)
2786 dst_x = PANEL_XPOS(pos);
2789 width = graphic_info[graphic].width - width;
2793 if (pos->direction == MV_DOWN)
2800 dst_y = PANEL_YPOS(pos);
2803 height = graphic_info[graphic].height - height;
2807 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2810 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 else if (type == TYPE_STRING)
2816 boolean active = (value != 0);
2817 char *state_normal = "off";
2818 char *state_active = "on";
2819 char *state = (active ? state_active : state_normal);
2820 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2821 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2822 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2823 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2825 if (nr == GAME_PANEL_GRAVITY_STATE)
2827 int font1 = pos->font; // (used for normal state)
2828 int font2 = pos->font_alt; // (used for active state)
2830 font = (active ? font2 : font1);
2839 // don't truncate output if "chars" is zero or less
2842 // dynamically correct text alignment
2843 pos->width = size * getFontWidth(font);
2846 s_cut = getStringCopyN(s, size);
2848 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2849 s_cut, font, mask_mode);
2855 redraw_mask |= REDRAW_DOOR_1;
2858 SetGameStatus(GAME_MODE_PLAYING);
2861 void UpdateAndDisplayGameControlValues(void)
2863 if (tape.deactivate_display)
2866 UpdateGameControlValues();
2867 DisplayGameControlValues();
2871 static void UpdateGameDoorValues(void)
2873 UpdateGameControlValues();
2877 void DrawGameDoorValues(void)
2879 DisplayGameControlValues();
2883 // ============================================================================
2885 // ----------------------------------------------------------------------------
2886 // initialize game engine due to level / tape version number
2887 // ============================================================================
2889 static void InitGameEngine(void)
2891 int i, j, k, l, x, y;
2893 // set game engine from tape file when re-playing, else from level file
2894 game.engine_version = (tape.playing ? tape.engine_version :
2895 level.game_version);
2897 // set single or multi-player game mode (needed for re-playing tapes)
2898 game.team_mode = setup.team_mode;
2902 int num_players = 0;
2904 for (i = 0; i < MAX_PLAYERS; i++)
2905 if (tape.player_participates[i])
2908 // multi-player tapes contain input data for more than one player
2909 game.team_mode = (num_players > 1);
2913 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2914 level.game_version);
2915 Debug("game:init:level", " tape.file_version == %06d",
2917 Debug("game:init:level", " tape.game_version == %06d",
2919 Debug("game:init:level", " tape.engine_version == %06d",
2920 tape.engine_version);
2921 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2922 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2925 // --------------------------------------------------------------------------
2926 // set flags for bugs and changes according to active game engine version
2927 // --------------------------------------------------------------------------
2931 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2933 Bug was introduced in version:
2936 Bug was fixed in version:
2940 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2941 but the property "can fall" was missing, which caused some levels to be
2942 unsolvable. This was fixed in version 4.2.0.0.
2944 Affected levels/tapes:
2945 An example for a tape that was fixed by this bugfix is tape 029 from the
2946 level set "rnd_sam_bateman".
2947 The wrong behaviour will still be used for all levels or tapes that were
2948 created/recorded with it. An example for this is tape 023 from the level
2949 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2952 boolean use_amoeba_dropping_cannot_fall_bug =
2953 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2954 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2956 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2957 tape.game_version < VERSION_IDENT(4,2,0,0)));
2960 Summary of bugfix/change:
2961 Fixed move speed of elements entering or leaving magic wall.
2963 Fixed/changed in version:
2967 Before 2.0.1, move speed of elements entering or leaving magic wall was
2968 twice as fast as it is now.
2969 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2971 Affected levels/tapes:
2972 The first condition is generally needed for all levels/tapes before version
2973 2.0.1, which might use the old behaviour before it was changed; known tapes
2974 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2975 The second condition is an exception from the above case and is needed for
2976 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2977 above, but before it was known that this change would break tapes like the
2978 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2979 although the engine version while recording maybe was before 2.0.1. There
2980 are a lot of tapes that are affected by this exception, like tape 006 from
2981 the level set "rnd_conor_mancone".
2984 boolean use_old_move_stepsize_for_magic_wall =
2985 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2987 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2988 tape.game_version < VERSION_IDENT(4,2,0,0)));
2991 Summary of bugfix/change:
2992 Fixed handling for custom elements that change when pushed by the player.
2994 Fixed/changed in version:
2998 Before 3.1.0, custom elements that "change when pushing" changed directly
2999 after the player started pushing them (until then handled in "DigField()").
3000 Since 3.1.0, these custom elements are not changed until the "pushing"
3001 move of the element is finished (now handled in "ContinueMoving()").
3003 Affected levels/tapes:
3004 The first condition is generally needed for all levels/tapes before version
3005 3.1.0, which might use the old behaviour before it was changed; known tapes
3006 that are affected are some tapes from the level set "Walpurgis Gardens" by
3008 The second condition is an exception from the above case and is needed for
3009 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3010 above (including some development versions of 3.1.0), but before it was
3011 known that this change would break tapes like the above and was fixed in
3012 3.1.1, so that the changed behaviour was active although the engine version
3013 while recording maybe was before 3.1.0. There is at least one tape that is
3014 affected by this exception, which is the tape for the one-level set "Bug
3015 Machine" by Juergen Bonhagen.
3018 game.use_change_when_pushing_bug =
3019 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3021 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3022 tape.game_version < VERSION_IDENT(3,1,1,0)));
3025 Summary of bugfix/change:
3026 Fixed handling for blocking the field the player leaves when moving.
3028 Fixed/changed in version:
3032 Before 3.1.1, when "block last field when moving" was enabled, the field
3033 the player is leaving when moving was blocked for the time of the move,
3034 and was directly unblocked afterwards. This resulted in the last field
3035 being blocked for exactly one less than the number of frames of one player
3036 move. Additionally, even when blocking was disabled, the last field was
3037 blocked for exactly one frame.
3038 Since 3.1.1, due to changes in player movement handling, the last field
3039 is not blocked at all when blocking is disabled. When blocking is enabled,
3040 the last field is blocked for exactly the number of frames of one player
3041 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3042 last field is blocked for exactly one more than the number of frames of
3045 Affected levels/tapes:
3046 (!!! yet to be determined -- probably many !!!)
3049 game.use_block_last_field_bug =
3050 (game.engine_version < VERSION_IDENT(3,1,1,0));
3052 /* various special flags and settings for native Emerald Mine game engine */
3054 game_em.use_single_button =
3055 (game.engine_version > VERSION_IDENT(4,0,0,2));
3057 game_em.use_snap_key_bug =
3058 (game.engine_version < VERSION_IDENT(4,0,1,0));
3060 game_em.use_random_bug =
3061 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3063 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3065 game_em.use_old_explosions = use_old_em_engine;
3066 game_em.use_old_android = use_old_em_engine;
3067 game_em.use_old_push_elements = use_old_em_engine;
3068 game_em.use_old_push_into_acid = use_old_em_engine;
3070 game_em.use_wrap_around = !use_old_em_engine;
3072 // --------------------------------------------------------------------------
3074 // set maximal allowed number of custom element changes per game frame
3075 game.max_num_changes_per_frame = 1;
3077 // default scan direction: scan playfield from top/left to bottom/right
3078 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3080 // dynamically adjust element properties according to game engine version
3081 InitElementPropertiesEngine(game.engine_version);
3083 // ---------- initialize special element properties -------------------------
3085 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3086 if (use_amoeba_dropping_cannot_fall_bug)
3087 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3089 // ---------- initialize player's initial move delay ------------------------
3091 // dynamically adjust player properties according to level information
3092 for (i = 0; i < MAX_PLAYERS; i++)
3093 game.initial_move_delay_value[i] =
3094 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3096 // dynamically adjust player properties according to game engine version
3097 for (i = 0; i < MAX_PLAYERS; i++)
3098 game.initial_move_delay[i] =
3099 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3100 game.initial_move_delay_value[i] : 0);
3102 // ---------- initialize player's initial push delay ------------------------
3104 // dynamically adjust player properties according to game engine version
3105 game.initial_push_delay_value =
3106 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3108 // ---------- initialize changing elements ----------------------------------
3110 // initialize changing elements information
3111 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3113 struct ElementInfo *ei = &element_info[i];
3115 // this pointer might have been changed in the level editor
3116 ei->change = &ei->change_page[0];
3118 if (!IS_CUSTOM_ELEMENT(i))
3120 ei->change->target_element = EL_EMPTY_SPACE;
3121 ei->change->delay_fixed = 0;
3122 ei->change->delay_random = 0;
3123 ei->change->delay_frames = 1;
3126 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3128 ei->has_change_event[j] = FALSE;
3130 ei->event_page_nr[j] = 0;
3131 ei->event_page[j] = &ei->change_page[0];
3135 // add changing elements from pre-defined list
3136 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3138 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3139 struct ElementInfo *ei = &element_info[ch_delay->element];
3141 ei->change->target_element = ch_delay->target_element;
3142 ei->change->delay_fixed = ch_delay->change_delay;
3144 ei->change->pre_change_function = ch_delay->pre_change_function;
3145 ei->change->change_function = ch_delay->change_function;
3146 ei->change->post_change_function = ch_delay->post_change_function;
3148 ei->change->can_change = TRUE;
3149 ei->change->can_change_or_has_action = TRUE;
3151 ei->has_change_event[CE_DELAY] = TRUE;
3153 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3154 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3157 // ---------- initialize internal run-time variables ------------------------
3159 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3161 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3163 for (j = 0; j < ei->num_change_pages; j++)
3165 ei->change_page[j].can_change_or_has_action =
3166 (ei->change_page[j].can_change |
3167 ei->change_page[j].has_action);
3171 // add change events from custom element configuration
3172 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3174 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3176 for (j = 0; j < ei->num_change_pages; j++)
3178 if (!ei->change_page[j].can_change_or_has_action)
3181 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3183 // only add event page for the first page found with this event
3184 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3186 ei->has_change_event[k] = TRUE;
3188 ei->event_page_nr[k] = j;
3189 ei->event_page[k] = &ei->change_page[j];
3195 // ---------- initialize reference elements in change conditions ------------
3197 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3199 int element = EL_CUSTOM_START + i;
3200 struct ElementInfo *ei = &element_info[element];
3202 for (j = 0; j < ei->num_change_pages; j++)
3204 int trigger_element = ei->change_page[j].initial_trigger_element;
3206 if (trigger_element >= EL_PREV_CE_8 &&
3207 trigger_element <= EL_NEXT_CE_8)
3208 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3210 ei->change_page[j].trigger_element = trigger_element;
3214 // ---------- initialize run-time trigger player and element ----------------
3216 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3218 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3220 for (j = 0; j < ei->num_change_pages; j++)
3222 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3223 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3224 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3225 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3226 ei->change_page[j].actual_trigger_ce_value = 0;
3227 ei->change_page[j].actual_trigger_ce_score = 0;
3231 // ---------- initialize trigger events -------------------------------------
3233 // initialize trigger events information
3234 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3235 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3236 trigger_events[i][j] = FALSE;
3238 // add trigger events from element change event properties
3239 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3241 struct ElementInfo *ei = &element_info[i];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 if (!ei->change_page[j].can_change_or_has_action)
3248 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3250 int trigger_element = ei->change_page[j].trigger_element;
3252 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3254 if (ei->change_page[j].has_event[k])
3256 if (IS_GROUP_ELEMENT(trigger_element))
3258 struct ElementGroupInfo *group =
3259 element_info[trigger_element].group;
3261 for (l = 0; l < group->num_elements_resolved; l++)
3262 trigger_events[group->element_resolved[l]][k] = TRUE;
3264 else if (trigger_element == EL_ANY_ELEMENT)
3265 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3266 trigger_events[l][k] = TRUE;
3268 trigger_events[trigger_element][k] = TRUE;
3275 // ---------- initialize push delay -----------------------------------------
3277 // initialize push delay values to default
3278 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3280 if (!IS_CUSTOM_ELEMENT(i))
3282 // set default push delay values (corrected since version 3.0.7-1)
3283 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3285 element_info[i].push_delay_fixed = 2;
3286 element_info[i].push_delay_random = 8;
3290 element_info[i].push_delay_fixed = 8;
3291 element_info[i].push_delay_random = 8;
3296 // set push delay value for certain elements from pre-defined list
3297 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3299 int e = push_delay_list[i].element;
3301 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3302 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3305 // set push delay value for Supaplex elements for newer engine versions
3306 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3310 if (IS_SP_ELEMENT(i))
3312 // set SP push delay to just enough to push under a falling zonk
3313 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3315 element_info[i].push_delay_fixed = delay;
3316 element_info[i].push_delay_random = 0;
3321 // ---------- initialize move stepsize --------------------------------------
3323 // initialize move stepsize values to default
3324 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3325 if (!IS_CUSTOM_ELEMENT(i))
3326 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3328 // set move stepsize value for certain elements from pre-defined list
3329 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3331 int e = move_stepsize_list[i].element;
3333 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3335 // set move stepsize value for certain elements for older engine versions
3336 if (use_old_move_stepsize_for_magic_wall)
3338 if (e == EL_MAGIC_WALL_FILLING ||
3339 e == EL_MAGIC_WALL_EMPTYING ||
3340 e == EL_BD_MAGIC_WALL_FILLING ||
3341 e == EL_BD_MAGIC_WALL_EMPTYING)
3342 element_info[e].move_stepsize *= 2;
3346 // ---------- initialize collect score --------------------------------------
3348 // initialize collect score values for custom elements from initial value
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3350 if (IS_CUSTOM_ELEMENT(i))
3351 element_info[i].collect_score = element_info[i].collect_score_initial;
3353 // ---------- initialize collect count --------------------------------------
3355 // initialize collect count values for non-custom elements
3356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3357 if (!IS_CUSTOM_ELEMENT(i))
3358 element_info[i].collect_count_initial = 0;
3360 // add collect count values for all elements from pre-defined list
3361 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3362 element_info[collect_count_list[i].element].collect_count_initial =
3363 collect_count_list[i].count;
3365 // ---------- initialize access direction -----------------------------------
3367 // initialize access direction values to default (access from every side)
3368 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3369 if (!IS_CUSTOM_ELEMENT(i))
3370 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3372 // set access direction value for certain elements from pre-defined list
3373 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3374 element_info[access_direction_list[i].element].access_direction =
3375 access_direction_list[i].direction;
3377 // ---------- initialize explosion content ----------------------------------
3378 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3380 if (IS_CUSTOM_ELEMENT(i))
3383 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3385 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3387 element_info[i].content.e[x][y] =
3388 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3389 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3390 i == EL_PLAYER_3 ? EL_EMERALD :
3391 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3392 i == EL_MOLE ? EL_EMERALD_RED :
3393 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3394 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3395 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3396 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3397 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3398 i == EL_WALL_EMERALD ? EL_EMERALD :
3399 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3400 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3401 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3402 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3403 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3404 i == EL_WALL_PEARL ? EL_PEARL :
3405 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3410 // ---------- initialize recursion detection --------------------------------
3411 recursion_loop_depth = 0;
3412 recursion_loop_detected = FALSE;
3413 recursion_loop_element = EL_UNDEFINED;
3415 // ---------- initialize graphics engine ------------------------------------
3416 game.scroll_delay_value =
3417 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3418 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3419 !setup.forced_scroll_delay ? 0 :
3420 setup.scroll_delay ? setup.scroll_delay_value : 0);
3421 game.scroll_delay_value =
3422 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3424 // ---------- initialize game engine snapshots ------------------------------
3425 for (i = 0; i < MAX_PLAYERS; i++)
3426 game.snapshot.last_action[i] = 0;
3427 game.snapshot.changed_action = FALSE;
3428 game.snapshot.collected_item = FALSE;
3429 game.snapshot.mode =
3430 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3431 SNAPSHOT_MODE_EVERY_STEP :
3432 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3433 SNAPSHOT_MODE_EVERY_MOVE :
3434 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3435 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3436 game.snapshot.save_snapshot = FALSE;
3438 // ---------- initialize level time for Supaplex engine ---------------------
3439 // Supaplex levels with time limit currently unsupported -- should be added
3440 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3443 // ---------- initialize flags for handling game actions --------------------
3445 // set flags for game actions to default values
3446 game.use_key_actions = TRUE;
3447 game.use_mouse_actions = FALSE;
3449 // when using Mirror Magic game engine, handle mouse events only
3450 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3452 game.use_key_actions = FALSE;
3453 game.use_mouse_actions = TRUE;
3456 // check for custom elements with mouse click events
3457 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3459 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3461 int element = EL_CUSTOM_START + i;
3463 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3464 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3465 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3466 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3467 game.use_mouse_actions = TRUE;
3472 static int get_num_special_action(int element, int action_first,
3475 int num_special_action = 0;
3478 for (i = action_first; i <= action_last; i++)
3480 boolean found = FALSE;
3482 for (j = 0; j < NUM_DIRECTIONS; j++)
3483 if (el_act_dir2img(element, i, j) !=
3484 el_act_dir2img(element, ACTION_DEFAULT, j))
3488 num_special_action++;
3493 return num_special_action;
3497 // ============================================================================
3499 // ----------------------------------------------------------------------------
3500 // initialize and start new game
3501 // ============================================================================
3503 #if DEBUG_INIT_PLAYER
3504 static void DebugPrintPlayerStatus(char *message)
3511 Debug("game:init:player", "%s:", message);
3513 for (i = 0; i < MAX_PLAYERS; i++)
3515 struct PlayerInfo *player = &stored_player[i];
3517 Debug("game:init:player",
3518 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3522 player->connected_locally,
3523 player->connected_network,
3525 (local_player == player ? " (local player)" : ""));
3532 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3533 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3534 int fade_mask = REDRAW_FIELD;
3536 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3537 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3538 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3539 int initial_move_dir = MV_DOWN;
3542 // required here to update video display before fading (FIX THIS)
3543 DrawMaskedBorder(REDRAW_DOOR_2);
3545 if (!game.restart_level)
3546 CloseDoor(DOOR_CLOSE_1);
3548 SetGameStatus(GAME_MODE_PLAYING);
3550 if (level_editor_test_game)
3551 FadeSkipNextFadeOut();
3553 FadeSetEnterScreen();
3556 fade_mask = REDRAW_ALL;
3558 FadeLevelSoundsAndMusic();
3560 ExpireSoundLoops(TRUE);
3564 if (level_editor_test_game)
3565 FadeSkipNextFadeIn();
3567 // needed if different viewport properties defined for playing
3568 ChangeViewportPropertiesIfNeeded();
3572 DrawCompleteVideoDisplay();
3574 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3577 InitGameControlValues();
3581 // initialize tape actions from game when recording tape
3582 tape.use_key_actions = game.use_key_actions;
3583 tape.use_mouse_actions = game.use_mouse_actions;
3585 // initialize visible playfield size when recording tape (for team mode)
3586 tape.scr_fieldx = SCR_FIELDX;
3587 tape.scr_fieldy = SCR_FIELDY;
3590 // don't play tapes over network
3591 network_playing = (network.enabled && !tape.playing);
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 struct PlayerInfo *player = &stored_player[i];
3597 player->index_nr = i;
3598 player->index_bit = (1 << i);
3599 player->element_nr = EL_PLAYER_1 + i;
3601 player->present = FALSE;
3602 player->active = FALSE;
3603 player->mapped = FALSE;
3605 player->killed = FALSE;
3606 player->reanimated = FALSE;
3607 player->buried = FALSE;
3610 player->effective_action = 0;
3611 player->programmed_action = 0;
3612 player->snap_action = 0;
3614 player->mouse_action.lx = 0;
3615 player->mouse_action.ly = 0;
3616 player->mouse_action.button = 0;
3617 player->mouse_action.button_hint = 0;
3619 player->effective_mouse_action.lx = 0;
3620 player->effective_mouse_action.ly = 0;
3621 player->effective_mouse_action.button = 0;
3622 player->effective_mouse_action.button_hint = 0;
3624 for (j = 0; j < MAX_NUM_KEYS; j++)
3625 player->key[j] = FALSE;
3627 player->num_white_keys = 0;
3629 player->dynabomb_count = 0;
3630 player->dynabomb_size = 1;
3631 player->dynabombs_left = 0;
3632 player->dynabomb_xl = FALSE;
3634 player->MovDir = initial_move_dir;
3637 player->GfxDir = initial_move_dir;
3638 player->GfxAction = ACTION_DEFAULT;
3640 player->StepFrame = 0;
3642 player->initial_element = player->element_nr;
3643 player->artwork_element =
3644 (level.use_artwork_element[i] ? level.artwork_element[i] :
3645 player->element_nr);
3646 player->use_murphy = FALSE;
3648 player->block_last_field = FALSE; // initialized in InitPlayerField()
3649 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3651 player->gravity = level.initial_player_gravity[i];
3653 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3655 player->actual_frame_counter = 0;
3657 player->step_counter = 0;
3659 player->last_move_dir = initial_move_dir;
3661 player->is_active = FALSE;
3663 player->is_waiting = FALSE;
3664 player->is_moving = FALSE;
3665 player->is_auto_moving = FALSE;
3666 player->is_digging = FALSE;
3667 player->is_snapping = FALSE;
3668 player->is_collecting = FALSE;
3669 player->is_pushing = FALSE;
3670 player->is_switching = FALSE;
3671 player->is_dropping = FALSE;
3672 player->is_dropping_pressed = FALSE;
3674 player->is_bored = FALSE;
3675 player->is_sleeping = FALSE;
3677 player->was_waiting = TRUE;
3678 player->was_moving = FALSE;
3679 player->was_snapping = FALSE;
3680 player->was_dropping = FALSE;
3682 player->force_dropping = FALSE;
3684 player->frame_counter_bored = -1;
3685 player->frame_counter_sleeping = -1;
3687 player->anim_delay_counter = 0;
3688 player->post_delay_counter = 0;
3690 player->dir_waiting = initial_move_dir;
3691 player->action_waiting = ACTION_DEFAULT;
3692 player->last_action_waiting = ACTION_DEFAULT;
3693 player->special_action_bored = ACTION_DEFAULT;
3694 player->special_action_sleeping = ACTION_DEFAULT;
3696 player->switch_x = -1;
3697 player->switch_y = -1;
3699 player->drop_x = -1;
3700 player->drop_y = -1;
3702 player->show_envelope = 0;
3704 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3706 player->push_delay = -1; // initialized when pushing starts
3707 player->push_delay_value = game.initial_push_delay_value;
3709 player->drop_delay = 0;
3710 player->drop_pressed_delay = 0;
3712 player->last_jx = -1;
3713 player->last_jy = -1;
3717 player->shield_normal_time_left = 0;
3718 player->shield_deadly_time_left = 0;
3720 player->inventory_infinite_element = EL_UNDEFINED;
3721 player->inventory_size = 0;
3723 if (level.use_initial_inventory[i])
3725 for (j = 0; j < level.initial_inventory_size[i]; j++)
3727 int element = level.initial_inventory_content[i][j];
3728 int collect_count = element_info[element].collect_count_initial;
3731 if (!IS_CUSTOM_ELEMENT(element))
3734 if (collect_count == 0)
3735 player->inventory_infinite_element = element;
3737 for (k = 0; k < collect_count; k++)
3738 if (player->inventory_size < MAX_INVENTORY_SIZE)
3739 player->inventory_element[player->inventory_size++] = element;
3743 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3744 SnapField(player, 0, 0);
3746 map_player_action[i] = i;
3749 network_player_action_received = FALSE;
3751 // initial null action
3752 if (network_playing)
3753 SendToServer_MovePlayer(MV_NONE);
3758 TimeLeft = level.time;
3761 ScreenMovDir = MV_NONE;
3765 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3767 game.robot_wheel_x = -1;
3768 game.robot_wheel_y = -1;
3773 game.all_players_gone = FALSE;
3775 game.LevelSolved = FALSE;
3776 game.GameOver = FALSE;
3778 game.GamePlayed = !tape.playing;
3780 game.LevelSolved_GameWon = FALSE;
3781 game.LevelSolved_GameEnd = FALSE;
3782 game.LevelSolved_SaveTape = FALSE;
3783 game.LevelSolved_SaveScore = FALSE;
3785 game.LevelSolved_CountingTime = 0;
3786 game.LevelSolved_CountingScore = 0;
3787 game.LevelSolved_CountingHealth = 0;
3789 game.panel.active = TRUE;
3791 game.no_time_limit = (level.time == 0);
3793 game.yamyam_content_nr = 0;
3794 game.robot_wheel_active = FALSE;
3795 game.magic_wall_active = FALSE;
3796 game.magic_wall_time_left = 0;
3797 game.light_time_left = 0;
3798 game.timegate_time_left = 0;
3799 game.switchgate_pos = 0;
3800 game.wind_direction = level.wind_direction_initial;
3803 game.score_final = 0;
3805 game.health = MAX_HEALTH;
3806 game.health_final = MAX_HEALTH;
3808 game.gems_still_needed = level.gems_needed;
3809 game.sokoban_fields_still_needed = 0;
3810 game.sokoban_objects_still_needed = 0;
3811 game.lights_still_needed = 0;
3812 game.players_still_needed = 0;
3813 game.friends_still_needed = 0;
3815 game.lenses_time_left = 0;
3816 game.magnify_time_left = 0;
3818 game.ball_active = level.ball_active_initial;
3819 game.ball_content_nr = 0;
3821 game.explosions_delayed = TRUE;
3823 game.envelope_active = FALSE;
3825 for (i = 0; i < NUM_BELTS; i++)
3827 game.belt_dir[i] = MV_NONE;
3828 game.belt_dir_nr[i] = 3; // not moving, next moving left
3831 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3832 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3834 #if DEBUG_INIT_PLAYER
3835 DebugPrintPlayerStatus("Player status at level initialization");
3838 SCAN_PLAYFIELD(x, y)
3840 Tile[x][y] = Last[x][y] = level.field[x][y];
3841 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3842 ChangeDelay[x][y] = 0;
3843 ChangePage[x][y] = -1;
3844 CustomValue[x][y] = 0; // initialized in InitField()
3845 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3847 WasJustMoving[x][y] = 0;
3848 WasJustFalling[x][y] = 0;
3849 CheckCollision[x][y] = 0;
3850 CheckImpact[x][y] = 0;
3852 Pushed[x][y] = FALSE;
3854 ChangeCount[x][y] = 0;
3855 ChangeEvent[x][y] = -1;
3857 ExplodePhase[x][y] = 0;
3858 ExplodeDelay[x][y] = 0;
3859 ExplodeField[x][y] = EX_TYPE_NONE;
3861 RunnerVisit[x][y] = 0;
3862 PlayerVisit[x][y] = 0;
3865 GfxRandom[x][y] = INIT_GFX_RANDOM();
3866 GfxElement[x][y] = EL_UNDEFINED;
3867 GfxAction[x][y] = ACTION_DEFAULT;
3868 GfxDir[x][y] = MV_NONE;
3869 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3872 SCAN_PLAYFIELD(x, y)
3874 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3876 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3878 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3881 InitField(x, y, TRUE);
3883 ResetGfxAnimation(x, y);
3888 for (i = 0; i < MAX_PLAYERS; i++)
3890 struct PlayerInfo *player = &stored_player[i];
3892 // set number of special actions for bored and sleeping animation
3893 player->num_special_action_bored =
3894 get_num_special_action(player->artwork_element,
3895 ACTION_BORING_1, ACTION_BORING_LAST);
3896 player->num_special_action_sleeping =
3897 get_num_special_action(player->artwork_element,
3898 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3901 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3902 emulate_sb ? EMU_SOKOBAN :
3903 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3905 // initialize type of slippery elements
3906 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3908 if (!IS_CUSTOM_ELEMENT(i))
3910 // default: elements slip down either to the left or right randomly
3911 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3913 // SP style elements prefer to slip down on the left side
3914 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3915 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3917 // BD style elements prefer to slip down on the left side
3918 if (game.emulation == EMU_BOULDERDASH)
3919 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3923 // initialize explosion and ignition delay
3924 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3926 if (!IS_CUSTOM_ELEMENT(i))
3929 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3930 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3931 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3932 int last_phase = (num_phase + 1) * delay;
3933 int half_phase = (num_phase / 2) * delay;
3935 element_info[i].explosion_delay = last_phase - 1;
3936 element_info[i].ignition_delay = half_phase;
3938 if (i == EL_BLACK_ORB)
3939 element_info[i].ignition_delay = 1;
3943 // correct non-moving belts to start moving left
3944 for (i = 0; i < NUM_BELTS; i++)
3945 if (game.belt_dir[i] == MV_NONE)
3946 game.belt_dir_nr[i] = 3; // not moving, next moving left
3948 #if USE_NEW_PLAYER_ASSIGNMENTS
3949 // use preferred player also in local single-player mode
3950 if (!network.enabled && !game.team_mode)
3952 int new_index_nr = setup.network_player_nr;
3954 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3956 for (i = 0; i < MAX_PLAYERS; i++)
3957 stored_player[i].connected_locally = FALSE;
3959 stored_player[new_index_nr].connected_locally = TRUE;
3963 for (i = 0; i < MAX_PLAYERS; i++)
3965 stored_player[i].connected = FALSE;
3967 // in network game mode, the local player might not be the first player
3968 if (stored_player[i].connected_locally)
3969 local_player = &stored_player[i];
3972 if (!network.enabled)
3973 local_player->connected = TRUE;
3977 for (i = 0; i < MAX_PLAYERS; i++)
3978 stored_player[i].connected = tape.player_participates[i];
3980 else if (network.enabled)
3982 // add team mode players connected over the network (needed for correct
3983 // assignment of player figures from level to locally playing players)
3985 for (i = 0; i < MAX_PLAYERS; i++)
3986 if (stored_player[i].connected_network)
3987 stored_player[i].connected = TRUE;
3989 else if (game.team_mode)
3991 // try to guess locally connected team mode players (needed for correct
3992 // assignment of player figures from level to locally playing players)
3994 for (i = 0; i < MAX_PLAYERS; i++)
3995 if (setup.input[i].use_joystick ||
3996 setup.input[i].key.left != KSYM_UNDEFINED)
3997 stored_player[i].connected = TRUE;
4000 #if DEBUG_INIT_PLAYER
4001 DebugPrintPlayerStatus("Player status after level initialization");
4004 #if DEBUG_INIT_PLAYER
4005 Debug("game:init:player", "Reassigning players ...");
4008 // check if any connected player was not found in playfield
4009 for (i = 0; i < MAX_PLAYERS; i++)
4011 struct PlayerInfo *player = &stored_player[i];
4013 if (player->connected && !player->present)
4015 struct PlayerInfo *field_player = NULL;
4017 #if DEBUG_INIT_PLAYER
4018 Debug("game:init:player",
4019 "- looking for field player for player %d ...", i + 1);
4022 // assign first free player found that is present in the playfield
4024 // first try: look for unmapped playfield player that is not connected
4025 for (j = 0; j < MAX_PLAYERS; j++)
4026 if (field_player == NULL &&
4027 stored_player[j].present &&
4028 !stored_player[j].mapped &&
4029 !stored_player[j].connected)
4030 field_player = &stored_player[j];
4032 // second try: look for *any* unmapped playfield player
4033 for (j = 0; j < MAX_PLAYERS; j++)
4034 if (field_player == NULL &&
4035 stored_player[j].present &&
4036 !stored_player[j].mapped)
4037 field_player = &stored_player[j];
4039 if (field_player != NULL)
4041 int jx = field_player->jx, jy = field_player->jy;
4043 #if DEBUG_INIT_PLAYER
4044 Debug("game:init:player", "- found player %d",
4045 field_player->index_nr + 1);
4048 player->present = FALSE;
4049 player->active = FALSE;
4051 field_player->present = TRUE;
4052 field_player->active = TRUE;
4055 player->initial_element = field_player->initial_element;
4056 player->artwork_element = field_player->artwork_element;
4058 player->block_last_field = field_player->block_last_field;
4059 player->block_delay_adjustment = field_player->block_delay_adjustment;
4062 StorePlayer[jx][jy] = field_player->element_nr;
4064 field_player->jx = field_player->last_jx = jx;
4065 field_player->jy = field_player->last_jy = jy;
4067 if (local_player == player)
4068 local_player = field_player;
4070 map_player_action[field_player->index_nr] = i;
4072 field_player->mapped = TRUE;
4074 #if DEBUG_INIT_PLAYER
4075 Debug("game:init:player", "- map_player_action[%d] == %d",
4076 field_player->index_nr + 1, i + 1);
4081 if (player->connected && player->present)
4082 player->mapped = TRUE;
4085 #if DEBUG_INIT_PLAYER
4086 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4091 // check if any connected player was not found in playfield
4092 for (i = 0; i < MAX_PLAYERS; i++)
4094 struct PlayerInfo *player = &stored_player[i];
4096 if (player->connected && !player->present)
4098 for (j = 0; j < MAX_PLAYERS; j++)
4100 struct PlayerInfo *field_player = &stored_player[j];
4101 int jx = field_player->jx, jy = field_player->jy;
4103 // assign first free player found that is present in the playfield
4104 if (field_player->present && !field_player->connected)
4106 player->present = TRUE;
4107 player->active = TRUE;
4109 field_player->present = FALSE;
4110 field_player->active = FALSE;
4112 player->initial_element = field_player->initial_element;
4113 player->artwork_element = field_player->artwork_element;
4115 player->block_last_field = field_player->block_last_field;
4116 player->block_delay_adjustment = field_player->block_delay_adjustment;
4118 StorePlayer[jx][jy] = player->element_nr;
4120 player->jx = player->last_jx = jx;
4121 player->jy = player->last_jy = jy;
4131 Debug("game:init:player", "local_player->present == %d",
4132 local_player->present);
4135 // set focus to local player for network games, else to all players
4136 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4137 game.centered_player_nr_next = game.centered_player_nr;
4138 game.set_centered_player = FALSE;
4139 game.set_centered_player_wrap = FALSE;
4141 if (network_playing && tape.recording)
4143 // store client dependent player focus when recording network games
4144 tape.centered_player_nr_next = game.centered_player_nr_next;
4145 tape.set_centered_player = TRUE;
4150 // when playing a tape, eliminate all players who do not participate
4152 #if USE_NEW_PLAYER_ASSIGNMENTS
4154 if (!game.team_mode)
4156 for (i = 0; i < MAX_PLAYERS; i++)
4158 if (stored_player[i].active &&
4159 !tape.player_participates[map_player_action[i]])
4161 struct PlayerInfo *player = &stored_player[i];
4162 int jx = player->jx, jy = player->jy;
4164 #if DEBUG_INIT_PLAYER
4165 Debug("game:init:player", "Removing player %d at (%d, %d)",
4169 player->active = FALSE;
4170 StorePlayer[jx][jy] = 0;
4171 Tile[jx][jy] = EL_EMPTY;
4178 for (i = 0; i < MAX_PLAYERS; i++)
4180 if (stored_player[i].active &&
4181 !tape.player_participates[i])
4183 struct PlayerInfo *player = &stored_player[i];
4184 int jx = player->jx, jy = player->jy;
4186 player->active = FALSE;
4187 StorePlayer[jx][jy] = 0;
4188 Tile[jx][jy] = EL_EMPTY;
4193 else if (!network.enabled && !game.team_mode) // && !tape.playing
4195 // when in single player mode, eliminate all but the local player
4197 for (i = 0; i < MAX_PLAYERS; i++)
4199 struct PlayerInfo *player = &stored_player[i];
4201 if (player->active && player != local_player)
4203 int jx = player->jx, jy = player->jy;
4205 player->active = FALSE;
4206 player->present = FALSE;
4208 StorePlayer[jx][jy] = 0;
4209 Tile[jx][jy] = EL_EMPTY;
4214 for (i = 0; i < MAX_PLAYERS; i++)
4215 if (stored_player[i].active)
4216 game.players_still_needed++;
4218 if (level.solved_by_one_player)
4219 game.players_still_needed = 1;
4221 // when recording the game, store which players take part in the game
4224 #if USE_NEW_PLAYER_ASSIGNMENTS
4225 for (i = 0; i < MAX_PLAYERS; i++)
4226 if (stored_player[i].connected)
4227 tape.player_participates[i] = TRUE;
4229 for (i = 0; i < MAX_PLAYERS; i++)
4230 if (stored_player[i].active)
4231 tape.player_participates[i] = TRUE;
4235 #if DEBUG_INIT_PLAYER
4236 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4239 if (BorderElement == EL_EMPTY)
4242 SBX_Right = lev_fieldx - SCR_FIELDX;
4244 SBY_Lower = lev_fieldy - SCR_FIELDY;
4249 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4251 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4254 if (full_lev_fieldx <= SCR_FIELDX)
4255 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4256 if (full_lev_fieldy <= SCR_FIELDY)
4257 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4259 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4261 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4264 // if local player not found, look for custom element that might create
4265 // the player (make some assumptions about the right custom element)
4266 if (!local_player->present)
4268 int start_x = 0, start_y = 0;
4269 int found_rating = 0;
4270 int found_element = EL_UNDEFINED;
4271 int player_nr = local_player->index_nr;
4273 SCAN_PLAYFIELD(x, y)
4275 int element = Tile[x][y];
4280 if (level.use_start_element[player_nr] &&
4281 level.start_element[player_nr] == element &&
4288 found_element = element;
4291 if (!IS_CUSTOM_ELEMENT(element))
4294 if (CAN_CHANGE(element))
4296 for (i = 0; i < element_info[element].num_change_pages; i++)
4298 // check for player created from custom element as single target
4299 content = element_info[element].change_page[i].target_element;
4300 is_player = ELEM_IS_PLAYER(content);
4302 if (is_player && (found_rating < 3 ||
4303 (found_rating == 3 && element < found_element)))
4309 found_element = element;
4314 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4316 // check for player created from custom element as explosion content
4317 content = element_info[element].content.e[xx][yy];
4318 is_player = ELEM_IS_PLAYER(content);
4320 if (is_player && (found_rating < 2 ||
4321 (found_rating == 2 && element < found_element)))
4323 start_x = x + xx - 1;
4324 start_y = y + yy - 1;
4327 found_element = element;
4330 if (!CAN_CHANGE(element))
4333 for (i = 0; i < element_info[element].num_change_pages; i++)
4335 // check for player created from custom element as extended target
4337 element_info[element].change_page[i].target_content.e[xx][yy];
4339 is_player = ELEM_IS_PLAYER(content);
4341 if (is_player && (found_rating < 1 ||
4342 (found_rating == 1 && element < found_element)))
4344 start_x = x + xx - 1;
4345 start_y = y + yy - 1;
4348 found_element = element;
4354 scroll_x = SCROLL_POSITION_X(start_x);
4355 scroll_y = SCROLL_POSITION_Y(start_y);
4359 scroll_x = SCROLL_POSITION_X(local_player->jx);
4360 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4363 // !!! FIX THIS (START) !!!
4364 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4366 InitGameEngine_EM();
4368 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4370 InitGameEngine_SP();
4372 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4374 InitGameEngine_MM();
4378 DrawLevel(REDRAW_FIELD);
4381 // after drawing the level, correct some elements
4382 if (game.timegate_time_left == 0)
4383 CloseAllOpenTimegates();
4386 // blit playfield from scroll buffer to normal back buffer for fading in
4387 BlitScreenToBitmap(backbuffer);
4388 // !!! FIX THIS (END) !!!
4390 DrawMaskedBorder(fade_mask);
4395 // full screen redraw is required at this point in the following cases:
4396 // - special editor door undrawn when game was started from level editor
4397 // - drawing area (playfield) was changed and has to be removed completely
4398 redraw_mask = REDRAW_ALL;
4402 if (!game.restart_level)
4404 // copy default game door content to main double buffer
4406 // !!! CHECK AGAIN !!!
4407 SetPanelBackground();
4408 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4409 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4412 SetPanelBackground();
4413 SetDrawBackgroundMask(REDRAW_DOOR_1);
4415 UpdateAndDisplayGameControlValues();
4417 if (!game.restart_level)
4423 CreateGameButtons();
4428 // copy actual game door content to door double buffer for OpenDoor()
4429 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4431 OpenDoor(DOOR_OPEN_ALL);
4433 KeyboardAutoRepeatOffUnlessAutoplay();
4435 #if DEBUG_INIT_PLAYER
4436 DebugPrintPlayerStatus("Player status (final)");
4445 if (!game.restart_level && !tape.playing)
4447 LevelStats_incPlayed(level_nr);
4449 SaveLevelSetup_SeriesInfo();
4452 game.restart_level = FALSE;
4453 game.restart_game_message = NULL;
4455 game.request_active = FALSE;
4456 game.request_active_or_moving = FALSE;
4458 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4459 InitGameActions_MM();
4461 SaveEngineSnapshotToListInitial();
4463 if (!game.restart_level)
4465 PlaySound(SND_GAME_STARTING);
4467 if (setup.sound_music)
4472 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4473 int actual_player_x, int actual_player_y)
4475 // this is used for non-R'n'D game engines to update certain engine values
4477 // needed to determine if sounds are played within the visible screen area
4478 scroll_x = actual_scroll_x;
4479 scroll_y = actual_scroll_y;
4481 // needed to get player position for "follow finger" playing input method
4482 local_player->jx = actual_player_x;
4483 local_player->jy = actual_player_y;
4486 void InitMovDir(int x, int y)
4488 int i, element = Tile[x][y];
4489 static int xy[4][2] =
4496 static int direction[3][4] =
4498 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4499 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4500 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4509 Tile[x][y] = EL_BUG;
4510 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4513 case EL_SPACESHIP_RIGHT:
4514 case EL_SPACESHIP_UP:
4515 case EL_SPACESHIP_LEFT:
4516 case EL_SPACESHIP_DOWN:
4517 Tile[x][y] = EL_SPACESHIP;
4518 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4521 case EL_BD_BUTTERFLY_RIGHT:
4522 case EL_BD_BUTTERFLY_UP:
4523 case EL_BD_BUTTERFLY_LEFT:
4524 case EL_BD_BUTTERFLY_DOWN:
4525 Tile[x][y] = EL_BD_BUTTERFLY;
4526 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4529 case EL_BD_FIREFLY_RIGHT:
4530 case EL_BD_FIREFLY_UP:
4531 case EL_BD_FIREFLY_LEFT:
4532 case EL_BD_FIREFLY_DOWN:
4533 Tile[x][y] = EL_BD_FIREFLY;
4534 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4537 case EL_PACMAN_RIGHT:
4539 case EL_PACMAN_LEFT:
4540 case EL_PACMAN_DOWN:
4541 Tile[x][y] = EL_PACMAN;
4542 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4545 case EL_YAMYAM_LEFT:
4546 case EL_YAMYAM_RIGHT:
4548 case EL_YAMYAM_DOWN:
4549 Tile[x][y] = EL_YAMYAM;
4550 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4553 case EL_SP_SNIKSNAK:
4554 MovDir[x][y] = MV_UP;
4557 case EL_SP_ELECTRON:
4558 MovDir[x][y] = MV_LEFT;
4565 Tile[x][y] = EL_MOLE;
4566 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4569 case EL_SPRING_LEFT:
4570 case EL_SPRING_RIGHT:
4571 Tile[x][y] = EL_SPRING;
4572 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4576 if (IS_CUSTOM_ELEMENT(element))
4578 struct ElementInfo *ei = &element_info[element];
4579 int move_direction_initial = ei->move_direction_initial;
4580 int move_pattern = ei->move_pattern;
4582 if (move_direction_initial == MV_START_PREVIOUS)
4584 if (MovDir[x][y] != MV_NONE)
4587 move_direction_initial = MV_START_AUTOMATIC;
4590 if (move_direction_initial == MV_START_RANDOM)
4591 MovDir[x][y] = 1 << RND(4);
4592 else if (move_direction_initial & MV_ANY_DIRECTION)
4593 MovDir[x][y] = move_direction_initial;
4594 else if (move_pattern == MV_ALL_DIRECTIONS ||
4595 move_pattern == MV_TURNING_LEFT ||
4596 move_pattern == MV_TURNING_RIGHT ||
4597 move_pattern == MV_TURNING_LEFT_RIGHT ||
4598 move_pattern == MV_TURNING_RIGHT_LEFT ||
4599 move_pattern == MV_TURNING_RANDOM)
4600 MovDir[x][y] = 1 << RND(4);
4601 else if (move_pattern == MV_HORIZONTAL)
4602 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4603 else if (move_pattern == MV_VERTICAL)
4604 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4605 else if (move_pattern & MV_ANY_DIRECTION)
4606 MovDir[x][y] = element_info[element].move_pattern;
4607 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4608 move_pattern == MV_ALONG_RIGHT_SIDE)
4610 // use random direction as default start direction
4611 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4612 MovDir[x][y] = 1 << RND(4);
4614 for (i = 0; i < NUM_DIRECTIONS; i++)
4616 int x1 = x + xy[i][0];
4617 int y1 = y + xy[i][1];
4619 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4621 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4622 MovDir[x][y] = direction[0][i];
4624 MovDir[x][y] = direction[1][i];
4633 MovDir[x][y] = 1 << RND(4);
4635 if (element != EL_BUG &&
4636 element != EL_SPACESHIP &&
4637 element != EL_BD_BUTTERFLY &&
4638 element != EL_BD_FIREFLY)
4641 for (i = 0; i < NUM_DIRECTIONS; i++)
4643 int x1 = x + xy[i][0];
4644 int y1 = y + xy[i][1];
4646 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4648 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4650 MovDir[x][y] = direction[0][i];
4653 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4654 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4656 MovDir[x][y] = direction[1][i];
4665 GfxDir[x][y] = MovDir[x][y];
4668 void InitAmoebaNr(int x, int y)
4671 int group_nr = AmoebaNeighbourNr(x, y);
4675 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4677 if (AmoebaCnt[i] == 0)
4685 AmoebaNr[x][y] = group_nr;
4686 AmoebaCnt[group_nr]++;
4687 AmoebaCnt2[group_nr]++;
4690 static void LevelSolved(void)
4692 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4693 game.players_still_needed > 0)
4696 game.LevelSolved = TRUE;
4697 game.GameOver = TRUE;
4699 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4700 game_em.lev->score :
4701 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4704 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4705 MM_HEALTH(game_mm.laser_overload_value) :
4708 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4709 game.LevelSolved_CountingScore = game.score_final;
4710 game.LevelSolved_CountingHealth = game.health_final;
4715 static int time_count_steps;
4716 static int time, time_final;
4717 static int score, score_final;
4718 static int health, health_final;
4719 static int game_over_delay_1 = 0;
4720 static int game_over_delay_2 = 0;
4721 static int game_over_delay_3 = 0;
4722 int game_over_delay_value_1 = 50;
4723 int game_over_delay_value_2 = 25;
4724 int game_over_delay_value_3 = 50;
4726 if (!game.LevelSolved_GameWon)
4730 // do not start end game actions before the player stops moving (to exit)
4731 if (local_player->active && local_player->MovPos)
4734 game.LevelSolved_GameWon = TRUE;
4735 game.LevelSolved_SaveTape = tape.recording;
4736 game.LevelSolved_SaveScore = !tape.playing;
4740 LevelStats_incSolved(level_nr);
4742 SaveLevelSetup_SeriesInfo();
4745 if (tape.auto_play) // tape might already be stopped here
4746 tape.auto_play_level_solved = TRUE;
4750 game_over_delay_1 = 0;
4751 game_over_delay_2 = 0;
4752 game_over_delay_3 = game_over_delay_value_3;
4754 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4755 score = score_final = game.score_final;
4756 health = health_final = game.health_final;
4758 if (level.score[SC_TIME_BONUS] > 0)
4763 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4765 else if (game.no_time_limit && TimePlayed < 999)
4768 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4771 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4773 game_over_delay_1 = game_over_delay_value_1;
4775 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4778 score_final += health * level.score[SC_TIME_BONUS];
4780 game_over_delay_2 = game_over_delay_value_2;
4783 game.score_final = score_final;
4784 game.health_final = health_final;
4787 if (level_editor_test_game)
4790 score = score_final;
4792 game.LevelSolved_CountingTime = time;
4793 game.LevelSolved_CountingScore = score;
4795 game_panel_controls[GAME_PANEL_TIME].value = time;
4796 game_panel_controls[GAME_PANEL_SCORE].value = score;
4798 DisplayGameControlValues();
4801 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4803 // check if last player has left the level
4804 if (game.exit_x >= 0 &&
4807 int x = game.exit_x;
4808 int y = game.exit_y;
4809 int element = Tile[x][y];
4811 // close exit door after last player
4812 if ((game.all_players_gone &&
4813 (element == EL_EXIT_OPEN ||
4814 element == EL_SP_EXIT_OPEN ||
4815 element == EL_STEEL_EXIT_OPEN)) ||
4816 element == EL_EM_EXIT_OPEN ||
4817 element == EL_EM_STEEL_EXIT_OPEN)
4821 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4822 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4823 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4824 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4825 EL_EM_STEEL_EXIT_CLOSING);
4827 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4830 // player disappears
4831 DrawLevelField(x, y);
4834 for (i = 0; i < MAX_PLAYERS; i++)
4836 struct PlayerInfo *player = &stored_player[i];
4838 if (player->present)
4840 RemovePlayer(player);
4842 // player disappears
4843 DrawLevelField(player->jx, player->jy);
4848 PlaySound(SND_GAME_WINNING);
4851 if (game_over_delay_1 > 0)
4853 game_over_delay_1--;
4858 if (time != time_final)
4860 int time_to_go = ABS(time_final - time);
4861 int time_count_dir = (time < time_final ? +1 : -1);
4863 if (time_to_go < time_count_steps)
4864 time_count_steps = 1;
4866 time += time_count_steps * time_count_dir;
4867 score += time_count_steps * level.score[SC_TIME_BONUS];
4869 game.LevelSolved_CountingTime = time;
4870 game.LevelSolved_CountingScore = score;
4872 game_panel_controls[GAME_PANEL_TIME].value = time;
4873 game_panel_controls[GAME_PANEL_SCORE].value = score;
4875 DisplayGameControlValues();
4877 if (time == time_final)
4878 StopSound(SND_GAME_LEVELTIME_BONUS);
4879 else if (setup.sound_loops)
4880 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4882 PlaySound(SND_GAME_LEVELTIME_BONUS);
4887 if (game_over_delay_2 > 0)
4889 game_over_delay_2--;
4894 if (health != health_final)
4896 int health_count_dir = (health < health_final ? +1 : -1);
4898 health += health_count_dir;
4899 score += level.score[SC_TIME_BONUS];
4901 game.LevelSolved_CountingHealth = health;
4902 game.LevelSolved_CountingScore = score;
4904 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4905 game_panel_controls[GAME_PANEL_SCORE].value = score;
4907 DisplayGameControlValues();
4909 if (health == health_final)
4910 StopSound(SND_GAME_LEVELTIME_BONUS);
4911 else if (setup.sound_loops)
4912 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4914 PlaySound(SND_GAME_LEVELTIME_BONUS);
4919 game.panel.active = FALSE;
4921 if (game_over_delay_3 > 0)
4923 game_over_delay_3--;
4933 // used instead of "level_nr" (needed for network games)
4934 int last_level_nr = levelset.level_nr;
4937 game.LevelSolved_GameEnd = TRUE;
4939 if (game.LevelSolved_SaveTape)
4941 // make sure that request dialog to save tape does not open door again
4942 if (!global.use_envelope_request)
4943 CloseDoor(DOOR_CLOSE_1);
4945 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4948 // if no tape is to be saved, close both doors simultaneously
4949 CloseDoor(DOOR_CLOSE_ALL);
4951 if (level_editor_test_game)
4953 SetGameStatus(GAME_MODE_MAIN);
4960 if (!game.LevelSolved_SaveScore)
4962 SetGameStatus(GAME_MODE_MAIN);
4969 if (level_nr == leveldir_current->handicap_level)
4971 leveldir_current->handicap_level++;
4973 SaveLevelSetup_SeriesInfo();
4976 if (setup.increment_levels &&
4977 level_nr < leveldir_current->last_level &&
4980 level_nr++; // advance to next level
4981 TapeErase(); // start with empty tape
4983 if (setup.auto_play_next_level)
4985 LoadLevel(level_nr);
4987 SaveLevelSetup_SeriesInfo();
4991 hi_pos = NewHiScore(last_level_nr);
4993 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4995 SetGameStatus(GAME_MODE_SCORES);
4997 DrawHallOfFame(last_level_nr, hi_pos);
4999 else if (setup.auto_play_next_level && setup.increment_levels &&
5000 last_level_nr < leveldir_current->last_level &&
5003 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5007 SetGameStatus(GAME_MODE_MAIN);
5013 int NewHiScore(int level_nr)
5017 boolean one_score_entry_per_name = !program.many_scores_per_name;
5019 LoadScore(level_nr);
5021 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5022 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5025 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5027 if (game.score_final > highscore[k].Score)
5029 // player has made it to the hall of fame
5031 if (k < MAX_SCORE_ENTRIES - 1)
5033 int m = MAX_SCORE_ENTRIES - 1;
5035 if (one_score_entry_per_name)
5037 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5038 if (strEqual(setup.player_name, highscore[l].Name))
5041 if (m == k) // player's new highscore overwrites his old one
5045 for (l = m; l > k; l--)
5047 strcpy(highscore[l].Name, highscore[l - 1].Name);
5048 highscore[l].Score = highscore[l - 1].Score;
5054 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5055 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5056 highscore[k].Score = game.score_final;
5061 else if (one_score_entry_per_name &&
5062 !strncmp(setup.player_name, highscore[k].Name,
5063 MAX_PLAYER_NAME_LEN))
5064 break; // player already there with a higher score
5068 SaveScore(level_nr);
5073 static int getElementMoveStepsizeExt(int x, int y, int direction)
5075 int element = Tile[x][y];
5076 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5077 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5078 int horiz_move = (dx != 0);
5079 int sign = (horiz_move ? dx : dy);
5080 int step = sign * element_info[element].move_stepsize;
5082 // special values for move stepsize for spring and things on conveyor belt
5085 if (CAN_FALL(element) &&
5086 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5087 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5088 else if (element == EL_SPRING)
5089 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5095 static int getElementMoveStepsize(int x, int y)
5097 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5100 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5102 if (player->GfxAction != action || player->GfxDir != dir)
5104 player->GfxAction = action;
5105 player->GfxDir = dir;
5107 player->StepFrame = 0;
5111 static void ResetGfxFrame(int x, int y)
5113 // profiling showed that "autotest" spends 10~20% of its time in this function
5114 if (DrawingDeactivatedField())
5117 int element = Tile[x][y];
5118 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5120 if (graphic_info[graphic].anim_global_sync)
5121 GfxFrame[x][y] = FrameCounter;
5122 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5123 GfxFrame[x][y] = CustomValue[x][y];
5124 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5125 GfxFrame[x][y] = element_info[element].collect_score;
5126 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5127 GfxFrame[x][y] = ChangeDelay[x][y];
5130 static void ResetGfxAnimation(int x, int y)
5132 GfxAction[x][y] = ACTION_DEFAULT;
5133 GfxDir[x][y] = MovDir[x][y];
5136 ResetGfxFrame(x, y);
5139 static void ResetRandomAnimationValue(int x, int y)
5141 GfxRandom[x][y] = INIT_GFX_RANDOM();
5144 static void InitMovingField(int x, int y, int direction)
5146 int element = Tile[x][y];
5147 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5148 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5151 boolean is_moving_before, is_moving_after;
5153 // check if element was/is moving or being moved before/after mode change
5154 is_moving_before = (WasJustMoving[x][y] != 0);
5155 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5157 // reset animation only for moving elements which change direction of moving
5158 // or which just started or stopped moving
5159 // (else CEs with property "can move" / "not moving" are reset each frame)
5160 if (is_moving_before != is_moving_after ||
5161 direction != MovDir[x][y])
5162 ResetGfxAnimation(x, y);
5164 MovDir[x][y] = direction;
5165 GfxDir[x][y] = direction;
5167 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5168 direction == MV_DOWN && CAN_FALL(element) ?
5169 ACTION_FALLING : ACTION_MOVING);
5171 // this is needed for CEs with property "can move" / "not moving"
5173 if (is_moving_after)
5175 if (Tile[newx][newy] == EL_EMPTY)
5176 Tile[newx][newy] = EL_BLOCKED;
5178 MovDir[newx][newy] = MovDir[x][y];
5180 CustomValue[newx][newy] = CustomValue[x][y];
5182 GfxFrame[newx][newy] = GfxFrame[x][y];
5183 GfxRandom[newx][newy] = GfxRandom[x][y];
5184 GfxAction[newx][newy] = GfxAction[x][y];
5185 GfxDir[newx][newy] = GfxDir[x][y];
5189 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5191 int direction = MovDir[x][y];
5192 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5193 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5199 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5201 int oldx = x, oldy = y;
5202 int direction = MovDir[x][y];
5204 if (direction == MV_LEFT)
5206 else if (direction == MV_RIGHT)
5208 else if (direction == MV_UP)
5210 else if (direction == MV_DOWN)
5213 *comes_from_x = oldx;
5214 *comes_from_y = oldy;
5217 static int MovingOrBlocked2Element(int x, int y)
5219 int element = Tile[x][y];
5221 if (element == EL_BLOCKED)
5225 Blocked2Moving(x, y, &oldx, &oldy);
5226 return Tile[oldx][oldy];
5232 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5234 // like MovingOrBlocked2Element(), but if element is moving
5235 // and (x,y) is the field the moving element is just leaving,
5236 // return EL_BLOCKED instead of the element value
5237 int element = Tile[x][y];
5239 if (IS_MOVING(x, y))
5241 if (element == EL_BLOCKED)
5245 Blocked2Moving(x, y, &oldx, &oldy);
5246 return Tile[oldx][oldy];
5255 static void RemoveField(int x, int y)
5257 Tile[x][y] = EL_EMPTY;
5263 CustomValue[x][y] = 0;
5266 ChangeDelay[x][y] = 0;
5267 ChangePage[x][y] = -1;
5268 Pushed[x][y] = FALSE;
5270 GfxElement[x][y] = EL_UNDEFINED;
5271 GfxAction[x][y] = ACTION_DEFAULT;
5272 GfxDir[x][y] = MV_NONE;
5275 static void RemoveMovingField(int x, int y)
5277 int oldx = x, oldy = y, newx = x, newy = y;
5278 int element = Tile[x][y];
5279 int next_element = EL_UNDEFINED;
5281 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5284 if (IS_MOVING(x, y))
5286 Moving2Blocked(x, y, &newx, &newy);
5288 if (Tile[newx][newy] != EL_BLOCKED)
5290 // element is moving, but target field is not free (blocked), but
5291 // already occupied by something different (example: acid pool);
5292 // in this case, only remove the moving field, but not the target
5294 RemoveField(oldx, oldy);
5296 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5298 TEST_DrawLevelField(oldx, oldy);
5303 else if (element == EL_BLOCKED)
5305 Blocked2Moving(x, y, &oldx, &oldy);
5306 if (!IS_MOVING(oldx, oldy))
5310 if (element == EL_BLOCKED &&
5311 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5312 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5313 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5314 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5315 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5316 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5317 next_element = get_next_element(Tile[oldx][oldy]);
5319 RemoveField(oldx, oldy);
5320 RemoveField(newx, newy);
5322 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5324 if (next_element != EL_UNDEFINED)
5325 Tile[oldx][oldy] = next_element;
5327 TEST_DrawLevelField(oldx, oldy);
5328 TEST_DrawLevelField(newx, newy);
5331 void DrawDynamite(int x, int y)
5333 int sx = SCREENX(x), sy = SCREENY(y);
5334 int graphic = el2img(Tile[x][y]);
5337 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5340 if (IS_WALKABLE_INSIDE(Back[x][y]))
5344 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5345 else if (Store[x][y])
5346 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5348 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5350 if (Back[x][y] || Store[x][y])
5351 DrawGraphicThruMask(sx, sy, graphic, frame);
5353 DrawGraphic(sx, sy, graphic, frame);
5356 static void CheckDynamite(int x, int y)
5358 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5362 if (MovDelay[x][y] != 0)
5365 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5371 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5376 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5378 boolean num_checked_players = 0;
5381 for (i = 0; i < MAX_PLAYERS; i++)
5383 if (stored_player[i].active)
5385 int sx = stored_player[i].jx;
5386 int sy = stored_player[i].jy;
5388 if (num_checked_players == 0)
5395 *sx1 = MIN(*sx1, sx);
5396 *sy1 = MIN(*sy1, sy);
5397 *sx2 = MAX(*sx2, sx);
5398 *sy2 = MAX(*sy2, sy);
5401 num_checked_players++;
5406 static boolean checkIfAllPlayersFitToScreen_RND(void)
5408 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5410 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5412 return (sx2 - sx1 < SCR_FIELDX &&
5413 sy2 - sy1 < SCR_FIELDY);
5416 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5418 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5420 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5422 *sx = (sx1 + sx2) / 2;
5423 *sy = (sy1 + sy2) / 2;
5426 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5427 boolean center_screen, boolean quick_relocation)
5429 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5430 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5431 boolean no_delay = (tape.warp_forward);
5432 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5433 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5434 int new_scroll_x, new_scroll_y;
5436 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5438 // case 1: quick relocation inside visible screen (without scrolling)
5445 if (!level.shifted_relocation || center_screen)
5447 // relocation _with_ centering of screen
5449 new_scroll_x = SCROLL_POSITION_X(x);
5450 new_scroll_y = SCROLL_POSITION_Y(y);
5454 // relocation _without_ centering of screen
5456 int center_scroll_x = SCROLL_POSITION_X(old_x);
5457 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5458 int offset_x = x + (scroll_x - center_scroll_x);
5459 int offset_y = y + (scroll_y - center_scroll_y);
5461 // for new screen position, apply previous offset to center position
5462 new_scroll_x = SCROLL_POSITION_X(offset_x);
5463 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5466 if (quick_relocation)
5468 // case 2: quick relocation (redraw without visible scrolling)
5470 scroll_x = new_scroll_x;
5471 scroll_y = new_scroll_y;
5478 // case 3: visible relocation (with scrolling to new position)
5480 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5482 SetVideoFrameDelay(wait_delay_value);
5484 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5486 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5487 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5489 if (dx == 0 && dy == 0) // no scrolling needed at all
5495 // set values for horizontal/vertical screen scrolling (half tile size)
5496 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5497 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5498 int pos_x = dx * TILEX / 2;
5499 int pos_y = dy * TILEY / 2;
5500 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5501 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5503 ScrollLevel(dx, dy);
5506 // scroll in two steps of half tile size to make things smoother
5507 BlitScreenToBitmapExt_RND(window, fx, fy);
5509 // scroll second step to align at full tile size
5510 BlitScreenToBitmap(window);
5516 SetVideoFrameDelay(frame_delay_value_old);
5519 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5521 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5522 int player_nr = GET_PLAYER_NR(el_player);
5523 struct PlayerInfo *player = &stored_player[player_nr];
5524 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5525 boolean no_delay = (tape.warp_forward);
5526 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5527 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5528 int old_jx = player->jx;
5529 int old_jy = player->jy;
5530 int old_element = Tile[old_jx][old_jy];
5531 int element = Tile[jx][jy];
5532 boolean player_relocated = (old_jx != jx || old_jy != jy);
5534 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5535 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5536 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5537 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5538 int leave_side_horiz = move_dir_horiz;
5539 int leave_side_vert = move_dir_vert;
5540 int enter_side = enter_side_horiz | enter_side_vert;
5541 int leave_side = leave_side_horiz | leave_side_vert;
5543 if (player->buried) // do not reanimate dead player
5546 if (!player_relocated) // no need to relocate the player
5549 if (IS_PLAYER(jx, jy)) // player already placed at new position
5551 RemoveField(jx, jy); // temporarily remove newly placed player
5552 DrawLevelField(jx, jy);
5555 if (player->present)
5557 while (player->MovPos)
5559 ScrollPlayer(player, SCROLL_GO_ON);
5560 ScrollScreen(NULL, SCROLL_GO_ON);
5562 AdvanceFrameAndPlayerCounters(player->index_nr);
5566 BackToFront_WithFrameDelay(wait_delay_value);
5569 DrawPlayer(player); // needed here only to cleanup last field
5570 DrawLevelField(player->jx, player->jy); // remove player graphic
5572 player->is_moving = FALSE;
5575 if (IS_CUSTOM_ELEMENT(old_element))
5576 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5578 player->index_bit, leave_side);
5580 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5582 player->index_bit, leave_side);
5584 Tile[jx][jy] = el_player;
5585 InitPlayerField(jx, jy, el_player, TRUE);
5587 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5588 possible that the relocation target field did not contain a player element,
5589 but a walkable element, to which the new player was relocated -- in this
5590 case, restore that (already initialized!) element on the player field */
5591 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5593 Tile[jx][jy] = element; // restore previously existing element
5596 // only visually relocate centered player
5597 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5598 FALSE, level.instant_relocation);
5600 TestIfPlayerTouchesBadThing(jx, jy);
5601 TestIfPlayerTouchesCustomElement(jx, jy);
5603 if (IS_CUSTOM_ELEMENT(element))
5604 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5605 player->index_bit, enter_side);
5607 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5608 player->index_bit, enter_side);
5610 if (player->is_switching)
5612 /* ensure that relocation while still switching an element does not cause
5613 a new element to be treated as also switched directly after relocation
5614 (this is important for teleporter switches that teleport the player to
5615 a place where another teleporter switch is in the same direction, which
5616 would then incorrectly be treated as immediately switched before the
5617 direction key that caused the switch was released) */
5619 player->switch_x += jx - old_jx;
5620 player->switch_y += jy - old_jy;
5624 static void Explode(int ex, int ey, int phase, int mode)
5630 // !!! eliminate this variable !!!
5631 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5633 if (game.explosions_delayed)
5635 ExplodeField[ex][ey] = mode;
5639 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5641 int center_element = Tile[ex][ey];
5642 int artwork_element, explosion_element; // set these values later
5644 // remove things displayed in background while burning dynamite
5645 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5648 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5650 // put moving element to center field (and let it explode there)
5651 center_element = MovingOrBlocked2Element(ex, ey);
5652 RemoveMovingField(ex, ey);
5653 Tile[ex][ey] = center_element;
5656 // now "center_element" is finally determined -- set related values now
5657 artwork_element = center_element; // for custom player artwork
5658 explosion_element = center_element; // for custom player artwork
5660 if (IS_PLAYER(ex, ey))
5662 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5664 artwork_element = stored_player[player_nr].artwork_element;
5666 if (level.use_explosion_element[player_nr])
5668 explosion_element = level.explosion_element[player_nr];
5669 artwork_element = explosion_element;
5673 if (mode == EX_TYPE_NORMAL ||
5674 mode == EX_TYPE_CENTER ||
5675 mode == EX_TYPE_CROSS)
5676 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5678 last_phase = element_info[explosion_element].explosion_delay + 1;
5680 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5682 int xx = x - ex + 1;
5683 int yy = y - ey + 1;
5686 if (!IN_LEV_FIELD(x, y) ||
5687 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5688 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5691 element = Tile[x][y];
5693 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5695 element = MovingOrBlocked2Element(x, y);
5697 if (!IS_EXPLOSION_PROOF(element))
5698 RemoveMovingField(x, y);
5701 // indestructible elements can only explode in center (but not flames)
5702 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5703 mode == EX_TYPE_BORDER)) ||
5704 element == EL_FLAMES)
5707 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5708 behaviour, for example when touching a yamyam that explodes to rocks
5709 with active deadly shield, a rock is created under the player !!! */
5710 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5712 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5713 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5714 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5716 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5719 if (IS_ACTIVE_BOMB(element))
5721 // re-activate things under the bomb like gate or penguin
5722 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5729 // save walkable background elements while explosion on same tile
5730 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5731 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5732 Back[x][y] = element;
5734 // ignite explodable elements reached by other explosion
5735 if (element == EL_EXPLOSION)
5736 element = Store2[x][y];
5738 if (AmoebaNr[x][y] &&
5739 (element == EL_AMOEBA_FULL ||
5740 element == EL_BD_AMOEBA ||
5741 element == EL_AMOEBA_GROWING))
5743 AmoebaCnt[AmoebaNr[x][y]]--;
5744 AmoebaCnt2[AmoebaNr[x][y]]--;
5749 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5751 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5753 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5755 if (PLAYERINFO(ex, ey)->use_murphy)
5756 Store[x][y] = EL_EMPTY;
5759 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5760 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5761 else if (ELEM_IS_PLAYER(center_element))
5762 Store[x][y] = EL_EMPTY;
5763 else if (center_element == EL_YAMYAM)
5764 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5765 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5766 Store[x][y] = element_info[center_element].content.e[xx][yy];
5768 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5769 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5770 // otherwise) -- FIX THIS !!!
5771 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5772 Store[x][y] = element_info[element].content.e[1][1];
5774 else if (!CAN_EXPLODE(element))
5775 Store[x][y] = element_info[element].content.e[1][1];
5778 Store[x][y] = EL_EMPTY;
5780 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5781 center_element == EL_AMOEBA_TO_DIAMOND)
5782 Store2[x][y] = element;
5784 Tile[x][y] = EL_EXPLOSION;
5785 GfxElement[x][y] = artwork_element;
5787 ExplodePhase[x][y] = 1;
5788 ExplodeDelay[x][y] = last_phase;
5793 if (center_element == EL_YAMYAM)
5794 game.yamyam_content_nr =
5795 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5807 GfxFrame[x][y] = 0; // restart explosion animation
5809 last_phase = ExplodeDelay[x][y];
5811 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5813 // this can happen if the player leaves an explosion just in time
5814 if (GfxElement[x][y] == EL_UNDEFINED)
5815 GfxElement[x][y] = EL_EMPTY;
5817 border_element = Store2[x][y];
5818 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5819 border_element = StorePlayer[x][y];
5821 if (phase == element_info[border_element].ignition_delay ||
5822 phase == last_phase)
5824 boolean border_explosion = FALSE;
5826 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5827 !PLAYER_EXPLOSION_PROTECTED(x, y))
5829 KillPlayerUnlessExplosionProtected(x, y);
5830 border_explosion = TRUE;
5832 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5834 Tile[x][y] = Store2[x][y];
5837 border_explosion = TRUE;
5839 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5841 AmoebaToDiamond(x, y);
5843 border_explosion = TRUE;
5846 // if an element just explodes due to another explosion (chain-reaction),
5847 // do not immediately end the new explosion when it was the last frame of
5848 // the explosion (as it would be done in the following "if"-statement!)
5849 if (border_explosion && phase == last_phase)
5853 if (phase == last_phase)
5857 element = Tile[x][y] = Store[x][y];
5858 Store[x][y] = Store2[x][y] = 0;
5859 GfxElement[x][y] = EL_UNDEFINED;
5861 // player can escape from explosions and might therefore be still alive
5862 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5863 element <= EL_PLAYER_IS_EXPLODING_4)
5865 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5866 int explosion_element = EL_PLAYER_1 + player_nr;
5867 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5868 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5870 if (level.use_explosion_element[player_nr])
5871 explosion_element = level.explosion_element[player_nr];
5873 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5874 element_info[explosion_element].content.e[xx][yy]);
5877 // restore probably existing indestructible background element
5878 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5879 element = Tile[x][y] = Back[x][y];
5882 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5883 GfxDir[x][y] = MV_NONE;
5884 ChangeDelay[x][y] = 0;
5885 ChangePage[x][y] = -1;
5887 CustomValue[x][y] = 0;
5889 InitField_WithBug2(x, y, FALSE);
5891 TEST_DrawLevelField(x, y);
5893 TestIfElementTouchesCustomElement(x, y);
5895 if (GFX_CRUMBLED(element))
5896 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5898 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5899 StorePlayer[x][y] = 0;
5901 if (ELEM_IS_PLAYER(element))
5902 RelocatePlayer(x, y, element);
5904 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5906 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5907 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5910 TEST_DrawLevelFieldCrumbled(x, y);
5912 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5914 DrawLevelElement(x, y, Back[x][y]);
5915 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5917 else if (IS_WALKABLE_UNDER(Back[x][y]))
5919 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5920 DrawLevelElementThruMask(x, y, Back[x][y]);
5922 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5923 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5927 static void DynaExplode(int ex, int ey)
5930 int dynabomb_element = Tile[ex][ey];
5931 int dynabomb_size = 1;
5932 boolean dynabomb_xl = FALSE;
5933 struct PlayerInfo *player;
5934 static int xy[4][2] =
5942 if (IS_ACTIVE_BOMB(dynabomb_element))
5944 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5945 dynabomb_size = player->dynabomb_size;
5946 dynabomb_xl = player->dynabomb_xl;
5947 player->dynabombs_left++;
5950 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5952 for (i = 0; i < NUM_DIRECTIONS; i++)
5954 for (j = 1; j <= dynabomb_size; j++)
5956 int x = ex + j * xy[i][0];
5957 int y = ey + j * xy[i][1];
5960 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5963 element = Tile[x][y];
5965 // do not restart explosions of fields with active bombs
5966 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5969 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5971 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5972 !IS_DIGGABLE(element) && !dynabomb_xl)
5978 void Bang(int x, int y)
5980 int element = MovingOrBlocked2Element(x, y);
5981 int explosion_type = EX_TYPE_NORMAL;
5983 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5985 struct PlayerInfo *player = PLAYERINFO(x, y);
5987 element = Tile[x][y] = player->initial_element;
5989 if (level.use_explosion_element[player->index_nr])
5991 int explosion_element = level.explosion_element[player->index_nr];
5993 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5994 explosion_type = EX_TYPE_CROSS;
5995 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5996 explosion_type = EX_TYPE_CENTER;
6004 case EL_BD_BUTTERFLY:
6007 case EL_DARK_YAMYAM:
6011 RaiseScoreElement(element);
6014 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6015 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6016 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6017 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6018 case EL_DYNABOMB_INCREASE_NUMBER:
6019 case EL_DYNABOMB_INCREASE_SIZE:
6020 case EL_DYNABOMB_INCREASE_POWER:
6021 explosion_type = EX_TYPE_DYNA;
6024 case EL_DC_LANDMINE:
6025 explosion_type = EX_TYPE_CENTER;
6030 case EL_LAMP_ACTIVE:
6031 case EL_AMOEBA_TO_DIAMOND:
6032 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6033 explosion_type = EX_TYPE_CENTER;
6037 if (element_info[element].explosion_type == EXPLODES_CROSS)
6038 explosion_type = EX_TYPE_CROSS;
6039 else if (element_info[element].explosion_type == EXPLODES_1X1)
6040 explosion_type = EX_TYPE_CENTER;
6044 if (explosion_type == EX_TYPE_DYNA)
6047 Explode(x, y, EX_PHASE_START, explosion_type);
6049 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6052 static void SplashAcid(int x, int y)
6054 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6055 (!IN_LEV_FIELD(x - 1, y - 2) ||
6056 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6057 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6059 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6060 (!IN_LEV_FIELD(x + 1, y - 2) ||
6061 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6062 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6064 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6067 static void InitBeltMovement(void)
6069 static int belt_base_element[4] =
6071 EL_CONVEYOR_BELT_1_LEFT,
6072 EL_CONVEYOR_BELT_2_LEFT,
6073 EL_CONVEYOR_BELT_3_LEFT,
6074 EL_CONVEYOR_BELT_4_LEFT
6076 static int belt_base_active_element[4] =
6078 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6079 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6080 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6081 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6086 // set frame order for belt animation graphic according to belt direction
6087 for (i = 0; i < NUM_BELTS; i++)
6091 for (j = 0; j < NUM_BELT_PARTS; j++)
6093 int element = belt_base_active_element[belt_nr] + j;
6094 int graphic_1 = el2img(element);
6095 int graphic_2 = el2panelimg(element);
6097 if (game.belt_dir[i] == MV_LEFT)
6099 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6100 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6104 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6105 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6110 SCAN_PLAYFIELD(x, y)
6112 int element = Tile[x][y];
6114 for (i = 0; i < NUM_BELTS; i++)
6116 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6118 int e_belt_nr = getBeltNrFromBeltElement(element);
6121 if (e_belt_nr == belt_nr)
6123 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6125 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6132 static void ToggleBeltSwitch(int x, int y)
6134 static int belt_base_element[4] =
6136 EL_CONVEYOR_BELT_1_LEFT,
6137 EL_CONVEYOR_BELT_2_LEFT,
6138 EL_CONVEYOR_BELT_3_LEFT,
6139 EL_CONVEYOR_BELT_4_LEFT
6141 static int belt_base_active_element[4] =
6143 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6144 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6145 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6146 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6148 static int belt_base_switch_element[4] =
6150 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6151 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6152 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6153 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6155 static int belt_move_dir[4] =
6163 int element = Tile[x][y];
6164 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6165 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6166 int belt_dir = belt_move_dir[belt_dir_nr];
6169 if (!IS_BELT_SWITCH(element))
6172 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6173 game.belt_dir[belt_nr] = belt_dir;
6175 if (belt_dir_nr == 3)
6178 // set frame order for belt animation graphic according to belt direction
6179 for (i = 0; i < NUM_BELT_PARTS; i++)
6181 int element = belt_base_active_element[belt_nr] + i;
6182 int graphic_1 = el2img(element);
6183 int graphic_2 = el2panelimg(element);
6185 if (belt_dir == MV_LEFT)
6187 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6188 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6192 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6193 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6197 SCAN_PLAYFIELD(xx, yy)
6199 int element = Tile[xx][yy];
6201 if (IS_BELT_SWITCH(element))
6203 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6205 if (e_belt_nr == belt_nr)
6207 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6208 TEST_DrawLevelField(xx, yy);
6211 else if (IS_BELT(element) && belt_dir != MV_NONE)
6213 int e_belt_nr = getBeltNrFromBeltElement(element);
6215 if (e_belt_nr == belt_nr)
6217 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6219 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6220 TEST_DrawLevelField(xx, yy);
6223 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6225 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6227 if (e_belt_nr == belt_nr)
6229 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6231 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6232 TEST_DrawLevelField(xx, yy);
6238 static void ToggleSwitchgateSwitch(int x, int y)
6242 game.switchgate_pos = !game.switchgate_pos;
6244 SCAN_PLAYFIELD(xx, yy)
6246 int element = Tile[xx][yy];
6248 if (element == EL_SWITCHGATE_SWITCH_UP)
6250 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6251 TEST_DrawLevelField(xx, yy);
6253 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6255 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6256 TEST_DrawLevelField(xx, yy);
6258 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6260 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6261 TEST_DrawLevelField(xx, yy);
6263 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6265 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6266 TEST_DrawLevelField(xx, yy);
6268 else if (element == EL_SWITCHGATE_OPEN ||
6269 element == EL_SWITCHGATE_OPENING)
6271 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6273 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6275 else if (element == EL_SWITCHGATE_CLOSED ||
6276 element == EL_SWITCHGATE_CLOSING)
6278 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6280 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6285 static int getInvisibleActiveFromInvisibleElement(int element)
6287 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6288 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6289 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6293 static int getInvisibleFromInvisibleActiveElement(int element)
6295 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6296 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6297 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6301 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6305 SCAN_PLAYFIELD(x, y)
6307 int element = Tile[x][y];
6309 if (element == EL_LIGHT_SWITCH &&
6310 game.light_time_left > 0)
6312 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6313 TEST_DrawLevelField(x, y);
6315 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6316 game.light_time_left == 0)
6318 Tile[x][y] = EL_LIGHT_SWITCH;
6319 TEST_DrawLevelField(x, y);
6321 else if (element == EL_EMC_DRIPPER &&
6322 game.light_time_left > 0)
6324 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6325 TEST_DrawLevelField(x, y);
6327 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6328 game.light_time_left == 0)
6330 Tile[x][y] = EL_EMC_DRIPPER;
6331 TEST_DrawLevelField(x, y);
6333 else if (element == EL_INVISIBLE_STEELWALL ||
6334 element == EL_INVISIBLE_WALL ||
6335 element == EL_INVISIBLE_SAND)
6337 if (game.light_time_left > 0)
6338 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6340 TEST_DrawLevelField(x, y);
6342 // uncrumble neighbour fields, if needed
6343 if (element == EL_INVISIBLE_SAND)
6344 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6346 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6347 element == EL_INVISIBLE_WALL_ACTIVE ||
6348 element == EL_INVISIBLE_SAND_ACTIVE)
6350 if (game.light_time_left == 0)
6351 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6353 TEST_DrawLevelField(x, y);
6355 // re-crumble neighbour fields, if needed
6356 if (element == EL_INVISIBLE_SAND)
6357 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6362 static void RedrawAllInvisibleElementsForLenses(void)
6366 SCAN_PLAYFIELD(x, y)
6368 int element = Tile[x][y];
6370 if (element == EL_EMC_DRIPPER &&
6371 game.lenses_time_left > 0)
6373 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6374 TEST_DrawLevelField(x, y);
6376 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6377 game.lenses_time_left == 0)
6379 Tile[x][y] = EL_EMC_DRIPPER;
6380 TEST_DrawLevelField(x, y);
6382 else if (element == EL_INVISIBLE_STEELWALL ||
6383 element == EL_INVISIBLE_WALL ||
6384 element == EL_INVISIBLE_SAND)
6386 if (game.lenses_time_left > 0)
6387 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6389 TEST_DrawLevelField(x, y);
6391 // uncrumble neighbour fields, if needed
6392 if (element == EL_INVISIBLE_SAND)
6393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6395 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6396 element == EL_INVISIBLE_WALL_ACTIVE ||
6397 element == EL_INVISIBLE_SAND_ACTIVE)
6399 if (game.lenses_time_left == 0)
6400 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6402 TEST_DrawLevelField(x, y);
6404 // re-crumble neighbour fields, if needed
6405 if (element == EL_INVISIBLE_SAND)
6406 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6411 static void RedrawAllInvisibleElementsForMagnifier(void)
6415 SCAN_PLAYFIELD(x, y)
6417 int element = Tile[x][y];
6419 if (element == EL_EMC_FAKE_GRASS &&
6420 game.magnify_time_left > 0)
6422 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6423 TEST_DrawLevelField(x, y);
6425 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6426 game.magnify_time_left == 0)
6428 Tile[x][y] = EL_EMC_FAKE_GRASS;
6429 TEST_DrawLevelField(x, y);
6431 else if (IS_GATE_GRAY(element) &&
6432 game.magnify_time_left > 0)
6434 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6435 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6436 IS_EM_GATE_GRAY(element) ?
6437 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6438 IS_EMC_GATE_GRAY(element) ?
6439 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6440 IS_DC_GATE_GRAY(element) ?
6441 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6443 TEST_DrawLevelField(x, y);
6445 else if (IS_GATE_GRAY_ACTIVE(element) &&
6446 game.magnify_time_left == 0)
6448 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6449 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6450 IS_EM_GATE_GRAY_ACTIVE(element) ?
6451 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6452 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6453 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6454 IS_DC_GATE_GRAY_ACTIVE(element) ?
6455 EL_DC_GATE_WHITE_GRAY :
6457 TEST_DrawLevelField(x, y);
6462 static void ToggleLightSwitch(int x, int y)
6464 int element = Tile[x][y];
6466 game.light_time_left =
6467 (element == EL_LIGHT_SWITCH ?
6468 level.time_light * FRAMES_PER_SECOND : 0);
6470 RedrawAllLightSwitchesAndInvisibleElements();
6473 static void ActivateTimegateSwitch(int x, int y)
6477 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6479 SCAN_PLAYFIELD(xx, yy)
6481 int element = Tile[xx][yy];
6483 if (element == EL_TIMEGATE_CLOSED ||
6484 element == EL_TIMEGATE_CLOSING)
6486 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6487 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6491 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6493 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6494 TEST_DrawLevelField(xx, yy);
6500 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6501 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6504 static void Impact(int x, int y)
6506 boolean last_line = (y == lev_fieldy - 1);
6507 boolean object_hit = FALSE;
6508 boolean impact = (last_line || object_hit);
6509 int element = Tile[x][y];
6510 int smashed = EL_STEELWALL;
6512 if (!last_line) // check if element below was hit
6514 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6517 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6518 MovDir[x][y + 1] != MV_DOWN ||
6519 MovPos[x][y + 1] <= TILEY / 2));
6521 // do not smash moving elements that left the smashed field in time
6522 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6523 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6526 #if USE_QUICKSAND_IMPACT_BUGFIX
6527 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6529 RemoveMovingField(x, y + 1);
6530 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6531 Tile[x][y + 2] = EL_ROCK;
6532 TEST_DrawLevelField(x, y + 2);
6537 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6539 RemoveMovingField(x, y + 1);
6540 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6541 Tile[x][y + 2] = EL_ROCK;
6542 TEST_DrawLevelField(x, y + 2);
6549 smashed = MovingOrBlocked2Element(x, y + 1);
6551 impact = (last_line || object_hit);
6554 if (!last_line && smashed == EL_ACID) // element falls into acid
6556 SplashAcid(x, y + 1);
6560 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6561 // only reset graphic animation if graphic really changes after impact
6563 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6565 ResetGfxAnimation(x, y);
6566 TEST_DrawLevelField(x, y);
6569 if (impact && CAN_EXPLODE_IMPACT(element))
6574 else if (impact && element == EL_PEARL &&
6575 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6577 ResetGfxAnimation(x, y);
6579 Tile[x][y] = EL_PEARL_BREAKING;
6580 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6583 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6585 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6590 if (impact && element == EL_AMOEBA_DROP)
6592 if (object_hit && IS_PLAYER(x, y + 1))
6593 KillPlayerUnlessEnemyProtected(x, y + 1);
6594 else if (object_hit && smashed == EL_PENGUIN)
6598 Tile[x][y] = EL_AMOEBA_GROWING;
6599 Store[x][y] = EL_AMOEBA_WET;
6601 ResetRandomAnimationValue(x, y);
6606 if (object_hit) // check which object was hit
6608 if ((CAN_PASS_MAGIC_WALL(element) &&
6609 (smashed == EL_MAGIC_WALL ||
6610 smashed == EL_BD_MAGIC_WALL)) ||
6611 (CAN_PASS_DC_MAGIC_WALL(element) &&
6612 smashed == EL_DC_MAGIC_WALL))
6615 int activated_magic_wall =
6616 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6617 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6618 EL_DC_MAGIC_WALL_ACTIVE);
6620 // activate magic wall / mill
6621 SCAN_PLAYFIELD(xx, yy)
6623 if (Tile[xx][yy] == smashed)
6624 Tile[xx][yy] = activated_magic_wall;
6627 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6628 game.magic_wall_active = TRUE;
6630 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6631 SND_MAGIC_WALL_ACTIVATING :
6632 smashed == EL_BD_MAGIC_WALL ?
6633 SND_BD_MAGIC_WALL_ACTIVATING :
6634 SND_DC_MAGIC_WALL_ACTIVATING));
6637 if (IS_PLAYER(x, y + 1))
6639 if (CAN_SMASH_PLAYER(element))
6641 KillPlayerUnlessEnemyProtected(x, y + 1);
6645 else if (smashed == EL_PENGUIN)
6647 if (CAN_SMASH_PLAYER(element))
6653 else if (element == EL_BD_DIAMOND)
6655 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6661 else if (((element == EL_SP_INFOTRON ||
6662 element == EL_SP_ZONK) &&
6663 (smashed == EL_SP_SNIKSNAK ||
6664 smashed == EL_SP_ELECTRON ||
6665 smashed == EL_SP_DISK_ORANGE)) ||
6666 (element == EL_SP_INFOTRON &&
6667 smashed == EL_SP_DISK_YELLOW))
6672 else if (CAN_SMASH_EVERYTHING(element))
6674 if (IS_CLASSIC_ENEMY(smashed) ||
6675 CAN_EXPLODE_SMASHED(smashed))
6680 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6682 if (smashed == EL_LAMP ||
6683 smashed == EL_LAMP_ACTIVE)
6688 else if (smashed == EL_NUT)
6690 Tile[x][y + 1] = EL_NUT_BREAKING;
6691 PlayLevelSound(x, y, SND_NUT_BREAKING);
6692 RaiseScoreElement(EL_NUT);
6695 else if (smashed == EL_PEARL)
6697 ResetGfxAnimation(x, y);
6699 Tile[x][y + 1] = EL_PEARL_BREAKING;
6700 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6703 else if (smashed == EL_DIAMOND)
6705 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6706 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6709 else if (IS_BELT_SWITCH(smashed))
6711 ToggleBeltSwitch(x, y + 1);
6713 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6714 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6715 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6716 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6718 ToggleSwitchgateSwitch(x, y + 1);
6720 else if (smashed == EL_LIGHT_SWITCH ||
6721 smashed == EL_LIGHT_SWITCH_ACTIVE)
6723 ToggleLightSwitch(x, y + 1);
6727 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6729 CheckElementChangeBySide(x, y + 1, smashed, element,
6730 CE_SWITCHED, CH_SIDE_TOP);
6731 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6737 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6742 // play sound of magic wall / mill
6744 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6745 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6746 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6748 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6749 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6750 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6751 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6752 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6753 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6758 // play sound of object that hits the ground
6759 if (last_line || object_hit)
6760 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6763 static void TurnRoundExt(int x, int y)
6775 { 0, 0 }, { 0, 0 }, { 0, 0 },
6780 int left, right, back;
6784 { MV_DOWN, MV_UP, MV_RIGHT },
6785 { MV_UP, MV_DOWN, MV_LEFT },
6787 { MV_LEFT, MV_RIGHT, MV_DOWN },
6791 { MV_RIGHT, MV_LEFT, MV_UP }
6794 int element = Tile[x][y];
6795 int move_pattern = element_info[element].move_pattern;
6797 int old_move_dir = MovDir[x][y];
6798 int left_dir = turn[old_move_dir].left;
6799 int right_dir = turn[old_move_dir].right;
6800 int back_dir = turn[old_move_dir].back;
6802 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6803 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6804 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6805 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6807 int left_x = x + left_dx, left_y = y + left_dy;
6808 int right_x = x + right_dx, right_y = y + right_dy;
6809 int move_x = x + move_dx, move_y = y + move_dy;
6813 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6815 TestIfBadThingTouchesOtherBadThing(x, y);
6817 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6818 MovDir[x][y] = right_dir;
6819 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6820 MovDir[x][y] = left_dir;
6822 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6824 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6827 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6829 TestIfBadThingTouchesOtherBadThing(x, y);
6831 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6832 MovDir[x][y] = left_dir;
6833 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6834 MovDir[x][y] = right_dir;
6836 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6838 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6841 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6843 TestIfBadThingTouchesOtherBadThing(x, y);
6845 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6846 MovDir[x][y] = left_dir;
6847 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6848 MovDir[x][y] = right_dir;
6850 if (MovDir[x][y] != old_move_dir)
6853 else if (element == EL_YAMYAM)
6855 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6856 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6858 if (can_turn_left && can_turn_right)
6859 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6860 else if (can_turn_left)
6861 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6862 else if (can_turn_right)
6863 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6865 MovDir[x][y] = back_dir;
6867 MovDelay[x][y] = 16 + 16 * RND(3);
6869 else if (element == EL_DARK_YAMYAM)
6871 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6873 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6876 if (can_turn_left && can_turn_right)
6877 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6878 else if (can_turn_left)
6879 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6880 else if (can_turn_right)
6881 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6883 MovDir[x][y] = back_dir;
6885 MovDelay[x][y] = 16 + 16 * RND(3);
6887 else if (element == EL_PACMAN)
6889 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6890 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6892 if (can_turn_left && can_turn_right)
6893 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6894 else if (can_turn_left)
6895 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6896 else if (can_turn_right)
6897 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6899 MovDir[x][y] = back_dir;
6901 MovDelay[x][y] = 6 + RND(40);
6903 else if (element == EL_PIG)
6905 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6906 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6907 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6908 boolean should_turn_left, should_turn_right, should_move_on;
6910 int rnd = RND(rnd_value);
6912 should_turn_left = (can_turn_left &&
6914 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6915 y + back_dy + left_dy)));
6916 should_turn_right = (can_turn_right &&
6918 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6919 y + back_dy + right_dy)));
6920 should_move_on = (can_move_on &&
6923 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6924 y + move_dy + left_dy) ||
6925 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6926 y + move_dy + right_dy)));
6928 if (should_turn_left || should_turn_right || should_move_on)
6930 if (should_turn_left && should_turn_right && should_move_on)
6931 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6932 rnd < 2 * rnd_value / 3 ? right_dir :
6934 else if (should_turn_left && should_turn_right)
6935 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6936 else if (should_turn_left && should_move_on)
6937 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6938 else if (should_turn_right && should_move_on)
6939 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6940 else if (should_turn_left)
6941 MovDir[x][y] = left_dir;
6942 else if (should_turn_right)
6943 MovDir[x][y] = right_dir;
6944 else if (should_move_on)
6945 MovDir[x][y] = old_move_dir;
6947 else if (can_move_on && rnd > rnd_value / 8)
6948 MovDir[x][y] = old_move_dir;
6949 else if (can_turn_left && can_turn_right)
6950 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6951 else if (can_turn_left && rnd > rnd_value / 8)
6952 MovDir[x][y] = left_dir;
6953 else if (can_turn_right && rnd > rnd_value/8)
6954 MovDir[x][y] = right_dir;
6956 MovDir[x][y] = back_dir;
6958 xx = x + move_xy[MovDir[x][y]].dx;
6959 yy = y + move_xy[MovDir[x][y]].dy;
6961 if (!IN_LEV_FIELD(xx, yy) ||
6962 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6963 MovDir[x][y] = old_move_dir;
6967 else if (element == EL_DRAGON)
6969 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6970 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6971 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6973 int rnd = RND(rnd_value);
6975 if (can_move_on && rnd > rnd_value / 8)
6976 MovDir[x][y] = old_move_dir;
6977 else if (can_turn_left && can_turn_right)
6978 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6979 else if (can_turn_left && rnd > rnd_value / 8)
6980 MovDir[x][y] = left_dir;
6981 else if (can_turn_right && rnd > rnd_value / 8)
6982 MovDir[x][y] = right_dir;
6984 MovDir[x][y] = back_dir;
6986 xx = x + move_xy[MovDir[x][y]].dx;
6987 yy = y + move_xy[MovDir[x][y]].dy;
6989 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6990 MovDir[x][y] = old_move_dir;
6994 else if (element == EL_MOLE)
6996 boolean can_move_on =
6997 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6998 IS_AMOEBOID(Tile[move_x][move_y]) ||
6999 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7002 boolean can_turn_left =
7003 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7004 IS_AMOEBOID(Tile[left_x][left_y])));
7006 boolean can_turn_right =
7007 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7008 IS_AMOEBOID(Tile[right_x][right_y])));
7010 if (can_turn_left && can_turn_right)
7011 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7012 else if (can_turn_left)
7013 MovDir[x][y] = left_dir;
7015 MovDir[x][y] = right_dir;
7018 if (MovDir[x][y] != old_move_dir)
7021 else if (element == EL_BALLOON)
7023 MovDir[x][y] = game.wind_direction;
7026 else if (element == EL_SPRING)
7028 if (MovDir[x][y] & MV_HORIZONTAL)
7030 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7031 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7033 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7034 ResetGfxAnimation(move_x, move_y);
7035 TEST_DrawLevelField(move_x, move_y);
7037 MovDir[x][y] = back_dir;
7039 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7040 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7041 MovDir[x][y] = MV_NONE;
7046 else if (element == EL_ROBOT ||
7047 element == EL_SATELLITE ||
7048 element == EL_PENGUIN ||
7049 element == EL_EMC_ANDROID)
7051 int attr_x = -1, attr_y = -1;
7053 if (game.all_players_gone)
7055 attr_x = game.exit_x;
7056 attr_y = game.exit_y;
7062 for (i = 0; i < MAX_PLAYERS; i++)
7064 struct PlayerInfo *player = &stored_player[i];
7065 int jx = player->jx, jy = player->jy;
7067 if (!player->active)
7071 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7079 if (element == EL_ROBOT &&
7080 game.robot_wheel_x >= 0 &&
7081 game.robot_wheel_y >= 0 &&
7082 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7083 game.engine_version < VERSION_IDENT(3,1,0,0)))
7085 attr_x = game.robot_wheel_x;
7086 attr_y = game.robot_wheel_y;
7089 if (element == EL_PENGUIN)
7092 static int xy[4][2] =
7100 for (i = 0; i < NUM_DIRECTIONS; i++)
7102 int ex = x + xy[i][0];
7103 int ey = y + xy[i][1];
7105 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7106 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7107 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7108 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7117 MovDir[x][y] = MV_NONE;
7119 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7120 else if (attr_x > x)
7121 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7123 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7124 else if (attr_y > y)
7125 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7127 if (element == EL_ROBOT)
7131 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7132 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7133 Moving2Blocked(x, y, &newx, &newy);
7135 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7136 MovDelay[x][y] = 8 + 8 * !RND(3);
7138 MovDelay[x][y] = 16;
7140 else if (element == EL_PENGUIN)
7146 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7148 boolean first_horiz = RND(2);
7149 int new_move_dir = MovDir[x][y];
7152 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7153 Moving2Blocked(x, y, &newx, &newy);
7155 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7159 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7160 Moving2Blocked(x, y, &newx, &newy);
7162 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7165 MovDir[x][y] = old_move_dir;
7169 else if (element == EL_SATELLITE)
7175 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7177 boolean first_horiz = RND(2);
7178 int new_move_dir = MovDir[x][y];
7181 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7182 Moving2Blocked(x, y, &newx, &newy);
7184 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7188 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7189 Moving2Blocked(x, y, &newx, &newy);
7191 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7194 MovDir[x][y] = old_move_dir;
7198 else if (element == EL_EMC_ANDROID)
7200 static int check_pos[16] =
7202 -1, // 0 => (invalid)
7205 -1, // 3 => (invalid)
7207 0, // 5 => MV_LEFT | MV_UP
7208 2, // 6 => MV_RIGHT | MV_UP
7209 -1, // 7 => (invalid)
7211 6, // 9 => MV_LEFT | MV_DOWN
7212 4, // 10 => MV_RIGHT | MV_DOWN
7213 -1, // 11 => (invalid)
7214 -1, // 12 => (invalid)
7215 -1, // 13 => (invalid)
7216 -1, // 14 => (invalid)
7217 -1, // 15 => (invalid)
7225 { -1, -1, MV_LEFT | MV_UP },
7227 { +1, -1, MV_RIGHT | MV_UP },
7228 { +1, 0, MV_RIGHT },
7229 { +1, +1, MV_RIGHT | MV_DOWN },
7231 { -1, +1, MV_LEFT | MV_DOWN },
7234 int start_pos, check_order;
7235 boolean can_clone = FALSE;
7238 // check if there is any free field around current position
7239 for (i = 0; i < 8; i++)
7241 int newx = x + check_xy[i].dx;
7242 int newy = y + check_xy[i].dy;
7244 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7252 if (can_clone) // randomly find an element to clone
7256 start_pos = check_pos[RND(8)];
7257 check_order = (RND(2) ? -1 : +1);
7259 for (i = 0; i < 8; i++)
7261 int pos_raw = start_pos + i * check_order;
7262 int pos = (pos_raw + 8) % 8;
7263 int newx = x + check_xy[pos].dx;
7264 int newy = y + check_xy[pos].dy;
7266 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7268 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7269 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7271 Store[x][y] = Tile[newx][newy];
7280 if (can_clone) // randomly find a direction to move
7284 start_pos = check_pos[RND(8)];
7285 check_order = (RND(2) ? -1 : +1);
7287 for (i = 0; i < 8; i++)
7289 int pos_raw = start_pos + i * check_order;
7290 int pos = (pos_raw + 8) % 8;
7291 int newx = x + check_xy[pos].dx;
7292 int newy = y + check_xy[pos].dy;
7293 int new_move_dir = check_xy[pos].dir;
7295 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7297 MovDir[x][y] = new_move_dir;
7298 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7307 if (can_clone) // cloning and moving successful
7310 // cannot clone -- try to move towards player
7312 start_pos = check_pos[MovDir[x][y] & 0x0f];
7313 check_order = (RND(2) ? -1 : +1);
7315 for (i = 0; i < 3; i++)
7317 // first check start_pos, then previous/next or (next/previous) pos
7318 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7319 int pos = (pos_raw + 8) % 8;
7320 int newx = x + check_xy[pos].dx;
7321 int newy = y + check_xy[pos].dy;
7322 int new_move_dir = check_xy[pos].dir;
7324 if (IS_PLAYER(newx, newy))
7327 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7329 MovDir[x][y] = new_move_dir;
7330 MovDelay[x][y] = level.android_move_time * 8 + 1;
7337 else if (move_pattern == MV_TURNING_LEFT ||
7338 move_pattern == MV_TURNING_RIGHT ||
7339 move_pattern == MV_TURNING_LEFT_RIGHT ||
7340 move_pattern == MV_TURNING_RIGHT_LEFT ||
7341 move_pattern == MV_TURNING_RANDOM ||
7342 move_pattern == MV_ALL_DIRECTIONS)
7344 boolean can_turn_left =
7345 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7346 boolean can_turn_right =
7347 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7349 if (element_info[element].move_stepsize == 0) // "not moving"
7352 if (move_pattern == MV_TURNING_LEFT)
7353 MovDir[x][y] = left_dir;
7354 else if (move_pattern == MV_TURNING_RIGHT)
7355 MovDir[x][y] = right_dir;
7356 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7357 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7358 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7359 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7360 else if (move_pattern == MV_TURNING_RANDOM)
7361 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7362 can_turn_right && !can_turn_left ? right_dir :
7363 RND(2) ? left_dir : right_dir);
7364 else if (can_turn_left && can_turn_right)
7365 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7366 else if (can_turn_left)
7367 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7368 else if (can_turn_right)
7369 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7371 MovDir[x][y] = back_dir;
7373 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7375 else if (move_pattern == MV_HORIZONTAL ||
7376 move_pattern == MV_VERTICAL)
7378 if (move_pattern & old_move_dir)
7379 MovDir[x][y] = back_dir;
7380 else if (move_pattern == MV_HORIZONTAL)
7381 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7382 else if (move_pattern == MV_VERTICAL)
7383 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7385 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7387 else if (move_pattern & MV_ANY_DIRECTION)
7389 MovDir[x][y] = move_pattern;
7390 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7392 else if (move_pattern & MV_WIND_DIRECTION)
7394 MovDir[x][y] = game.wind_direction;
7395 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7397 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7399 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7400 MovDir[x][y] = left_dir;
7401 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7402 MovDir[x][y] = right_dir;
7404 if (MovDir[x][y] != old_move_dir)
7405 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7407 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7409 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7410 MovDir[x][y] = right_dir;
7411 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7412 MovDir[x][y] = left_dir;
7414 if (MovDir[x][y] != old_move_dir)
7415 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7417 else if (move_pattern == MV_TOWARDS_PLAYER ||
7418 move_pattern == MV_AWAY_FROM_PLAYER)
7420 int attr_x = -1, attr_y = -1;
7422 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7424 if (game.all_players_gone)
7426 attr_x = game.exit_x;
7427 attr_y = game.exit_y;
7433 for (i = 0; i < MAX_PLAYERS; i++)
7435 struct PlayerInfo *player = &stored_player[i];
7436 int jx = player->jx, jy = player->jy;
7438 if (!player->active)
7442 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7450 MovDir[x][y] = MV_NONE;
7452 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7453 else if (attr_x > x)
7454 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7456 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7457 else if (attr_y > y)
7458 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7460 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7462 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7464 boolean first_horiz = RND(2);
7465 int new_move_dir = MovDir[x][y];
7467 if (element_info[element].move_stepsize == 0) // "not moving"
7469 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7470 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7476 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7477 Moving2Blocked(x, y, &newx, &newy);
7479 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7483 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7484 Moving2Blocked(x, y, &newx, &newy);
7486 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7489 MovDir[x][y] = old_move_dir;
7492 else if (move_pattern == MV_WHEN_PUSHED ||
7493 move_pattern == MV_WHEN_DROPPED)
7495 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7496 MovDir[x][y] = MV_NONE;
7500 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7502 static int test_xy[7][2] =
7512 static int test_dir[7] =
7522 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7523 int move_preference = -1000000; // start with very low preference
7524 int new_move_dir = MV_NONE;
7525 int start_test = RND(4);
7528 for (i = 0; i < NUM_DIRECTIONS; i++)
7530 int move_dir = test_dir[start_test + i];
7531 int move_dir_preference;
7533 xx = x + test_xy[start_test + i][0];
7534 yy = y + test_xy[start_test + i][1];
7536 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7537 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7539 new_move_dir = move_dir;
7544 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7547 move_dir_preference = -1 * RunnerVisit[xx][yy];
7548 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7549 move_dir_preference = PlayerVisit[xx][yy];
7551 if (move_dir_preference > move_preference)
7553 // prefer field that has not been visited for the longest time
7554 move_preference = move_dir_preference;
7555 new_move_dir = move_dir;
7557 else if (move_dir_preference == move_preference &&
7558 move_dir == old_move_dir)
7560 // prefer last direction when all directions are preferred equally
7561 move_preference = move_dir_preference;
7562 new_move_dir = move_dir;
7566 MovDir[x][y] = new_move_dir;
7567 if (old_move_dir != new_move_dir)
7568 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7572 static void TurnRound(int x, int y)
7574 int direction = MovDir[x][y];
7578 GfxDir[x][y] = MovDir[x][y];
7580 if (direction != MovDir[x][y])
7584 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7586 ResetGfxFrame(x, y);
7589 static boolean JustBeingPushed(int x, int y)
7593 for (i = 0; i < MAX_PLAYERS; i++)
7595 struct PlayerInfo *player = &stored_player[i];
7597 if (player->active && player->is_pushing && player->MovPos)
7599 int next_jx = player->jx + (player->jx - player->last_jx);
7600 int next_jy = player->jy + (player->jy - player->last_jy);
7602 if (x == next_jx && y == next_jy)
7610 static void StartMoving(int x, int y)
7612 boolean started_moving = FALSE; // some elements can fall _and_ move
7613 int element = Tile[x][y];
7618 if (MovDelay[x][y] == 0)
7619 GfxAction[x][y] = ACTION_DEFAULT;
7621 if (CAN_FALL(element) && y < lev_fieldy - 1)
7623 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7624 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7625 if (JustBeingPushed(x, y))
7628 if (element == EL_QUICKSAND_FULL)
7630 if (IS_FREE(x, y + 1))
7632 InitMovingField(x, y, MV_DOWN);
7633 started_moving = TRUE;
7635 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7636 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7637 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7638 Store[x][y] = EL_ROCK;
7640 Store[x][y] = EL_ROCK;
7643 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7645 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7647 if (!MovDelay[x][y])
7649 MovDelay[x][y] = TILEY + 1;
7651 ResetGfxAnimation(x, y);
7652 ResetGfxAnimation(x, y + 1);
7657 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7658 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7665 Tile[x][y] = EL_QUICKSAND_EMPTY;
7666 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7667 Store[x][y + 1] = Store[x][y];
7670 PlayLevelSoundAction(x, y, ACTION_FILLING);
7672 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7674 if (!MovDelay[x][y])
7676 MovDelay[x][y] = TILEY + 1;
7678 ResetGfxAnimation(x, y);
7679 ResetGfxAnimation(x, y + 1);
7684 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7685 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7692 Tile[x][y] = EL_QUICKSAND_EMPTY;
7693 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7694 Store[x][y + 1] = Store[x][y];
7697 PlayLevelSoundAction(x, y, ACTION_FILLING);
7700 else if (element == EL_QUICKSAND_FAST_FULL)
7702 if (IS_FREE(x, y + 1))
7704 InitMovingField(x, y, MV_DOWN);
7705 started_moving = TRUE;
7707 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7708 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7709 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7710 Store[x][y] = EL_ROCK;
7712 Store[x][y] = EL_ROCK;
7715 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7717 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7719 if (!MovDelay[x][y])
7721 MovDelay[x][y] = TILEY + 1;
7723 ResetGfxAnimation(x, y);
7724 ResetGfxAnimation(x, y + 1);
7729 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7730 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7737 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7738 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7739 Store[x][y + 1] = Store[x][y];
7742 PlayLevelSoundAction(x, y, ACTION_FILLING);
7744 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7746 if (!MovDelay[x][y])
7748 MovDelay[x][y] = TILEY + 1;
7750 ResetGfxAnimation(x, y);
7751 ResetGfxAnimation(x, y + 1);
7756 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7757 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7764 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7765 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7766 Store[x][y + 1] = Store[x][y];
7769 PlayLevelSoundAction(x, y, ACTION_FILLING);
7772 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7773 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7775 InitMovingField(x, y, MV_DOWN);
7776 started_moving = TRUE;
7778 Tile[x][y] = EL_QUICKSAND_FILLING;
7779 Store[x][y] = element;
7781 PlayLevelSoundAction(x, y, ACTION_FILLING);
7783 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7784 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7786 InitMovingField(x, y, MV_DOWN);
7787 started_moving = TRUE;
7789 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7790 Store[x][y] = element;
7792 PlayLevelSoundAction(x, y, ACTION_FILLING);
7794 else if (element == EL_MAGIC_WALL_FULL)
7796 if (IS_FREE(x, y + 1))
7798 InitMovingField(x, y, MV_DOWN);
7799 started_moving = TRUE;
7801 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7802 Store[x][y] = EL_CHANGED(Store[x][y]);
7804 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7806 if (!MovDelay[x][y])
7807 MovDelay[x][y] = TILEY / 4 + 1;
7816 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7817 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7818 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7822 else if (element == EL_BD_MAGIC_WALL_FULL)
7824 if (IS_FREE(x, y + 1))
7826 InitMovingField(x, y, MV_DOWN);
7827 started_moving = TRUE;
7829 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7830 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7832 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7834 if (!MovDelay[x][y])
7835 MovDelay[x][y] = TILEY / 4 + 1;
7844 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7845 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7846 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7850 else if (element == EL_DC_MAGIC_WALL_FULL)
7852 if (IS_FREE(x, y + 1))
7854 InitMovingField(x, y, MV_DOWN);
7855 started_moving = TRUE;
7857 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7858 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7860 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7862 if (!MovDelay[x][y])
7863 MovDelay[x][y] = TILEY / 4 + 1;
7872 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7873 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7874 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7878 else if ((CAN_PASS_MAGIC_WALL(element) &&
7879 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7880 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7881 (CAN_PASS_DC_MAGIC_WALL(element) &&
7882 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7885 InitMovingField(x, y, MV_DOWN);
7886 started_moving = TRUE;
7889 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7890 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7891 EL_DC_MAGIC_WALL_FILLING);
7892 Store[x][y] = element;
7894 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7896 SplashAcid(x, y + 1);
7898 InitMovingField(x, y, MV_DOWN);
7899 started_moving = TRUE;
7901 Store[x][y] = EL_ACID;
7904 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7905 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7906 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7907 CAN_FALL(element) && WasJustFalling[x][y] &&
7908 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7910 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7911 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7912 (Tile[x][y + 1] == EL_BLOCKED)))
7914 /* this is needed for a special case not covered by calling "Impact()"
7915 from "ContinueMoving()": if an element moves to a tile directly below
7916 another element which was just falling on that tile (which was empty
7917 in the previous frame), the falling element above would just stop
7918 instead of smashing the element below (in previous version, the above
7919 element was just checked for "moving" instead of "falling", resulting
7920 in incorrect smashes caused by horizontal movement of the above
7921 element; also, the case of the player being the element to smash was
7922 simply not covered here... :-/ ) */
7924 CheckCollision[x][y] = 0;
7925 CheckImpact[x][y] = 0;
7929 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7931 if (MovDir[x][y] == MV_NONE)
7933 InitMovingField(x, y, MV_DOWN);
7934 started_moving = TRUE;
7937 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7939 if (WasJustFalling[x][y]) // prevent animation from being restarted
7940 MovDir[x][y] = MV_DOWN;
7942 InitMovingField(x, y, MV_DOWN);
7943 started_moving = TRUE;
7945 else if (element == EL_AMOEBA_DROP)
7947 Tile[x][y] = EL_AMOEBA_GROWING;
7948 Store[x][y] = EL_AMOEBA_WET;
7950 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7951 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7952 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7953 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7955 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7956 (IS_FREE(x - 1, y + 1) ||
7957 Tile[x - 1][y + 1] == EL_ACID));
7958 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7959 (IS_FREE(x + 1, y + 1) ||
7960 Tile[x + 1][y + 1] == EL_ACID));
7961 boolean can_fall_any = (can_fall_left || can_fall_right);
7962 boolean can_fall_both = (can_fall_left && can_fall_right);
7963 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7965 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7967 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7968 can_fall_right = FALSE;
7969 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7970 can_fall_left = FALSE;
7971 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7972 can_fall_right = FALSE;
7973 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7974 can_fall_left = FALSE;
7976 can_fall_any = (can_fall_left || can_fall_right);
7977 can_fall_both = FALSE;
7982 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7983 can_fall_right = FALSE; // slip down on left side
7985 can_fall_left = !(can_fall_right = RND(2));
7987 can_fall_both = FALSE;
7992 // if not determined otherwise, prefer left side for slipping down
7993 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7994 started_moving = TRUE;
7997 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
7999 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8000 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8001 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8002 int belt_dir = game.belt_dir[belt_nr];
8004 if ((belt_dir == MV_LEFT && left_is_free) ||
8005 (belt_dir == MV_RIGHT && right_is_free))
8007 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8009 InitMovingField(x, y, belt_dir);
8010 started_moving = TRUE;
8012 Pushed[x][y] = TRUE;
8013 Pushed[nextx][y] = TRUE;
8015 GfxAction[x][y] = ACTION_DEFAULT;
8019 MovDir[x][y] = 0; // if element was moving, stop it
8024 // not "else if" because of elements that can fall and move (EL_SPRING)
8025 if (CAN_MOVE(element) && !started_moving)
8027 int move_pattern = element_info[element].move_pattern;
8030 Moving2Blocked(x, y, &newx, &newy);
8032 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8035 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8036 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8038 WasJustMoving[x][y] = 0;
8039 CheckCollision[x][y] = 0;
8041 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8043 if (Tile[x][y] != element) // element has changed
8047 if (!MovDelay[x][y]) // start new movement phase
8049 // all objects that can change their move direction after each step
8050 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8052 if (element != EL_YAMYAM &&
8053 element != EL_DARK_YAMYAM &&
8054 element != EL_PACMAN &&
8055 !(move_pattern & MV_ANY_DIRECTION) &&
8056 move_pattern != MV_TURNING_LEFT &&
8057 move_pattern != MV_TURNING_RIGHT &&
8058 move_pattern != MV_TURNING_LEFT_RIGHT &&
8059 move_pattern != MV_TURNING_RIGHT_LEFT &&
8060 move_pattern != MV_TURNING_RANDOM)
8064 if (MovDelay[x][y] && (element == EL_BUG ||
8065 element == EL_SPACESHIP ||
8066 element == EL_SP_SNIKSNAK ||
8067 element == EL_SP_ELECTRON ||
8068 element == EL_MOLE))
8069 TEST_DrawLevelField(x, y);
8073 if (MovDelay[x][y]) // wait some time before next movement
8077 if (element == EL_ROBOT ||
8078 element == EL_YAMYAM ||
8079 element == EL_DARK_YAMYAM)
8081 DrawLevelElementAnimationIfNeeded(x, y, element);
8082 PlayLevelSoundAction(x, y, ACTION_WAITING);
8084 else if (element == EL_SP_ELECTRON)
8085 DrawLevelElementAnimationIfNeeded(x, y, element);
8086 else if (element == EL_DRAGON)
8089 int dir = MovDir[x][y];
8090 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8091 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8092 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8093 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8094 dir == MV_UP ? IMG_FLAMES_1_UP :
8095 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8096 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8098 GfxAction[x][y] = ACTION_ATTACKING;
8100 if (IS_PLAYER(x, y))
8101 DrawPlayerField(x, y);
8103 TEST_DrawLevelField(x, y);
8105 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8107 for (i = 1; i <= 3; i++)
8109 int xx = x + i * dx;
8110 int yy = y + i * dy;
8111 int sx = SCREENX(xx);
8112 int sy = SCREENY(yy);
8113 int flame_graphic = graphic + (i - 1);
8115 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8120 int flamed = MovingOrBlocked2Element(xx, yy);
8122 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8125 RemoveMovingField(xx, yy);
8127 ChangeDelay[xx][yy] = 0;
8129 Tile[xx][yy] = EL_FLAMES;
8131 if (IN_SCR_FIELD(sx, sy))
8133 TEST_DrawLevelFieldCrumbled(xx, yy);
8134 DrawGraphic(sx, sy, flame_graphic, frame);
8139 if (Tile[xx][yy] == EL_FLAMES)
8140 Tile[xx][yy] = EL_EMPTY;
8141 TEST_DrawLevelField(xx, yy);
8146 if (MovDelay[x][y]) // element still has to wait some time
8148 PlayLevelSoundAction(x, y, ACTION_WAITING);
8154 // now make next step
8156 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8158 if (DONT_COLLIDE_WITH(element) &&
8159 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8160 !PLAYER_ENEMY_PROTECTED(newx, newy))
8162 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8167 else if (CAN_MOVE_INTO_ACID(element) &&
8168 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8169 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8170 (MovDir[x][y] == MV_DOWN ||
8171 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8173 SplashAcid(newx, newy);
8174 Store[x][y] = EL_ACID;
8176 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8178 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8179 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8180 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8181 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8184 TEST_DrawLevelField(x, y);
8186 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8187 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8188 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8190 game.friends_still_needed--;
8191 if (!game.friends_still_needed &&
8193 game.all_players_gone)
8198 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8200 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8201 TEST_DrawLevelField(newx, newy);
8203 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8205 else if (!IS_FREE(newx, newy))
8207 GfxAction[x][y] = ACTION_WAITING;
8209 if (IS_PLAYER(x, y))
8210 DrawPlayerField(x, y);
8212 TEST_DrawLevelField(x, y);
8217 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8219 if (IS_FOOD_PIG(Tile[newx][newy]))
8221 if (IS_MOVING(newx, newy))
8222 RemoveMovingField(newx, newy);
8225 Tile[newx][newy] = EL_EMPTY;
8226 TEST_DrawLevelField(newx, newy);
8229 PlayLevelSound(x, y, SND_PIG_DIGGING);
8231 else if (!IS_FREE(newx, newy))
8233 if (IS_PLAYER(x, y))
8234 DrawPlayerField(x, y);
8236 TEST_DrawLevelField(x, y);
8241 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8243 if (Store[x][y] != EL_EMPTY)
8245 boolean can_clone = FALSE;
8248 // check if element to clone is still there
8249 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8251 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8259 // cannot clone or target field not free anymore -- do not clone
8260 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8261 Store[x][y] = EL_EMPTY;
8264 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8266 if (IS_MV_DIAGONAL(MovDir[x][y]))
8268 int diagonal_move_dir = MovDir[x][y];
8269 int stored = Store[x][y];
8270 int change_delay = 8;
8273 // android is moving diagonally
8275 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8277 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8278 GfxElement[x][y] = EL_EMC_ANDROID;
8279 GfxAction[x][y] = ACTION_SHRINKING;
8280 GfxDir[x][y] = diagonal_move_dir;
8281 ChangeDelay[x][y] = change_delay;
8283 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8286 DrawLevelGraphicAnimation(x, y, graphic);
8287 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8289 if (Tile[newx][newy] == EL_ACID)
8291 SplashAcid(newx, newy);
8296 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8298 Store[newx][newy] = EL_EMC_ANDROID;
8299 GfxElement[newx][newy] = EL_EMC_ANDROID;
8300 GfxAction[newx][newy] = ACTION_GROWING;
8301 GfxDir[newx][newy] = diagonal_move_dir;
8302 ChangeDelay[newx][newy] = change_delay;
8304 graphic = el_act_dir2img(GfxElement[newx][newy],
8305 GfxAction[newx][newy], GfxDir[newx][newy]);
8307 DrawLevelGraphicAnimation(newx, newy, graphic);
8308 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8314 Tile[newx][newy] = EL_EMPTY;
8315 TEST_DrawLevelField(newx, newy);
8317 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8320 else if (!IS_FREE(newx, newy))
8325 else if (IS_CUSTOM_ELEMENT(element) &&
8326 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8328 if (!DigFieldByCE(newx, newy, element))
8331 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8333 RunnerVisit[x][y] = FrameCounter;
8334 PlayerVisit[x][y] /= 8; // expire player visit path
8337 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8339 if (!IS_FREE(newx, newy))
8341 if (IS_PLAYER(x, y))
8342 DrawPlayerField(x, y);
8344 TEST_DrawLevelField(x, y);
8350 boolean wanna_flame = !RND(10);
8351 int dx = newx - x, dy = newy - y;
8352 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8353 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8354 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8355 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8356 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8357 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8360 IS_CLASSIC_ENEMY(element1) ||
8361 IS_CLASSIC_ENEMY(element2)) &&
8362 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8363 element1 != EL_FLAMES && element2 != EL_FLAMES)
8365 ResetGfxAnimation(x, y);
8366 GfxAction[x][y] = ACTION_ATTACKING;
8368 if (IS_PLAYER(x, y))
8369 DrawPlayerField(x, y);
8371 TEST_DrawLevelField(x, y);
8373 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8375 MovDelay[x][y] = 50;
8377 Tile[newx][newy] = EL_FLAMES;
8378 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8379 Tile[newx1][newy1] = EL_FLAMES;
8380 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8381 Tile[newx2][newy2] = EL_FLAMES;
8387 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8388 Tile[newx][newy] == EL_DIAMOND)
8390 if (IS_MOVING(newx, newy))
8391 RemoveMovingField(newx, newy);
8394 Tile[newx][newy] = EL_EMPTY;
8395 TEST_DrawLevelField(newx, newy);
8398 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8400 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8401 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8403 if (AmoebaNr[newx][newy])
8405 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8406 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8407 Tile[newx][newy] == EL_BD_AMOEBA)
8408 AmoebaCnt[AmoebaNr[newx][newy]]--;
8411 if (IS_MOVING(newx, newy))
8413 RemoveMovingField(newx, newy);
8417 Tile[newx][newy] = EL_EMPTY;
8418 TEST_DrawLevelField(newx, newy);
8421 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8423 else if ((element == EL_PACMAN || element == EL_MOLE)
8424 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8426 if (AmoebaNr[newx][newy])
8428 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8429 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8430 Tile[newx][newy] == EL_BD_AMOEBA)
8431 AmoebaCnt[AmoebaNr[newx][newy]]--;
8434 if (element == EL_MOLE)
8436 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8437 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8439 ResetGfxAnimation(x, y);
8440 GfxAction[x][y] = ACTION_DIGGING;
8441 TEST_DrawLevelField(x, y);
8443 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8445 return; // wait for shrinking amoeba
8447 else // element == EL_PACMAN
8449 Tile[newx][newy] = EL_EMPTY;
8450 TEST_DrawLevelField(newx, newy);
8451 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8454 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8455 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8456 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8458 // wait for shrinking amoeba to completely disappear
8461 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8463 // object was running against a wall
8467 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8468 DrawLevelElementAnimation(x, y, element);
8470 if (DONT_TOUCH(element))
8471 TestIfBadThingTouchesPlayer(x, y);
8476 InitMovingField(x, y, MovDir[x][y]);
8478 PlayLevelSoundAction(x, y, ACTION_MOVING);
8482 ContinueMoving(x, y);
8485 void ContinueMoving(int x, int y)
8487 int element = Tile[x][y];
8488 struct ElementInfo *ei = &element_info[element];
8489 int direction = MovDir[x][y];
8490 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8491 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8492 int newx = x + dx, newy = y + dy;
8493 int stored = Store[x][y];
8494 int stored_new = Store[newx][newy];
8495 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8496 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8497 boolean last_line = (newy == lev_fieldy - 1);
8499 MovPos[x][y] += getElementMoveStepsize(x, y);
8501 if (pushed_by_player) // special case: moving object pushed by player
8502 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8504 if (ABS(MovPos[x][y]) < TILEX)
8506 TEST_DrawLevelField(x, y);
8508 return; // element is still moving
8511 // element reached destination field
8513 Tile[x][y] = EL_EMPTY;
8514 Tile[newx][newy] = element;
8515 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8517 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8519 element = Tile[newx][newy] = EL_ACID;
8521 else if (element == EL_MOLE)
8523 Tile[x][y] = EL_SAND;
8525 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8527 else if (element == EL_QUICKSAND_FILLING)
8529 element = Tile[newx][newy] = get_next_element(element);
8530 Store[newx][newy] = Store[x][y];
8532 else if (element == EL_QUICKSAND_EMPTYING)
8534 Tile[x][y] = get_next_element(element);
8535 element = Tile[newx][newy] = Store[x][y];
8537 else if (element == EL_QUICKSAND_FAST_FILLING)
8539 element = Tile[newx][newy] = get_next_element(element);
8540 Store[newx][newy] = Store[x][y];
8542 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8544 Tile[x][y] = get_next_element(element);
8545 element = Tile[newx][newy] = Store[x][y];
8547 else if (element == EL_MAGIC_WALL_FILLING)
8549 element = Tile[newx][newy] = get_next_element(element);
8550 if (!game.magic_wall_active)
8551 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8552 Store[newx][newy] = Store[x][y];
8554 else if (element == EL_MAGIC_WALL_EMPTYING)
8556 Tile[x][y] = get_next_element(element);
8557 if (!game.magic_wall_active)
8558 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8559 element = Tile[newx][newy] = Store[x][y];
8561 InitField(newx, newy, FALSE);
8563 else if (element == EL_BD_MAGIC_WALL_FILLING)
8565 element = Tile[newx][newy] = get_next_element(element);
8566 if (!game.magic_wall_active)
8567 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8568 Store[newx][newy] = Store[x][y];
8570 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8572 Tile[x][y] = get_next_element(element);
8573 if (!game.magic_wall_active)
8574 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8575 element = Tile[newx][newy] = Store[x][y];
8577 InitField(newx, newy, FALSE);
8579 else if (element == EL_DC_MAGIC_WALL_FILLING)
8581 element = Tile[newx][newy] = get_next_element(element);
8582 if (!game.magic_wall_active)
8583 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8584 Store[newx][newy] = Store[x][y];
8586 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8588 Tile[x][y] = get_next_element(element);
8589 if (!game.magic_wall_active)
8590 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8591 element = Tile[newx][newy] = Store[x][y];
8593 InitField(newx, newy, FALSE);
8595 else if (element == EL_AMOEBA_DROPPING)
8597 Tile[x][y] = get_next_element(element);
8598 element = Tile[newx][newy] = Store[x][y];
8600 else if (element == EL_SOKOBAN_OBJECT)
8603 Tile[x][y] = Back[x][y];
8605 if (Back[newx][newy])
8606 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8608 Back[x][y] = Back[newx][newy] = 0;
8611 Store[x][y] = EL_EMPTY;
8616 MovDelay[newx][newy] = 0;
8618 if (CAN_CHANGE_OR_HAS_ACTION(element))
8620 // copy element change control values to new field
8621 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8622 ChangePage[newx][newy] = ChangePage[x][y];
8623 ChangeCount[newx][newy] = ChangeCount[x][y];
8624 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8627 CustomValue[newx][newy] = CustomValue[x][y];
8629 ChangeDelay[x][y] = 0;
8630 ChangePage[x][y] = -1;
8631 ChangeCount[x][y] = 0;
8632 ChangeEvent[x][y] = -1;
8634 CustomValue[x][y] = 0;
8636 // copy animation control values to new field
8637 GfxFrame[newx][newy] = GfxFrame[x][y];
8638 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8639 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8640 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8642 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8644 // some elements can leave other elements behind after moving
8645 if (ei->move_leave_element != EL_EMPTY &&
8646 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8647 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8649 int move_leave_element = ei->move_leave_element;
8651 // this makes it possible to leave the removed element again
8652 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8653 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8655 Tile[x][y] = move_leave_element;
8657 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8658 MovDir[x][y] = direction;
8660 InitField(x, y, FALSE);
8662 if (GFX_CRUMBLED(Tile[x][y]))
8663 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8665 if (ELEM_IS_PLAYER(move_leave_element))
8666 RelocatePlayer(x, y, move_leave_element);
8669 // do this after checking for left-behind element
8670 ResetGfxAnimation(x, y); // reset animation values for old field
8672 if (!CAN_MOVE(element) ||
8673 (CAN_FALL(element) && direction == MV_DOWN &&
8674 (element == EL_SPRING ||
8675 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8676 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8677 GfxDir[x][y] = MovDir[newx][newy] = 0;
8679 TEST_DrawLevelField(x, y);
8680 TEST_DrawLevelField(newx, newy);
8682 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8684 // prevent pushed element from moving on in pushed direction
8685 if (pushed_by_player && CAN_MOVE(element) &&
8686 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8687 !(element_info[element].move_pattern & direction))
8688 TurnRound(newx, newy);
8690 // prevent elements on conveyor belt from moving on in last direction
8691 if (pushed_by_conveyor && CAN_FALL(element) &&
8692 direction & MV_HORIZONTAL)
8693 MovDir[newx][newy] = 0;
8695 if (!pushed_by_player)
8697 int nextx = newx + dx, nexty = newy + dy;
8698 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8700 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8702 if (CAN_FALL(element) && direction == MV_DOWN)
8703 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8705 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8706 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8708 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8709 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8712 if (DONT_TOUCH(element)) // object may be nasty to player or others
8714 TestIfBadThingTouchesPlayer(newx, newy);
8715 TestIfBadThingTouchesFriend(newx, newy);
8717 if (!IS_CUSTOM_ELEMENT(element))
8718 TestIfBadThingTouchesOtherBadThing(newx, newy);
8720 else if (element == EL_PENGUIN)
8721 TestIfFriendTouchesBadThing(newx, newy);
8723 if (DONT_GET_HIT_BY(element))
8725 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8728 // give the player one last chance (one more frame) to move away
8729 if (CAN_FALL(element) && direction == MV_DOWN &&
8730 (last_line || (!IS_FREE(x, newy + 1) &&
8731 (!IS_PLAYER(x, newy + 1) ||
8732 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8735 if (pushed_by_player && !game.use_change_when_pushing_bug)
8737 int push_side = MV_DIR_OPPOSITE(direction);
8738 struct PlayerInfo *player = PLAYERINFO(x, y);
8740 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8741 player->index_bit, push_side);
8742 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8743 player->index_bit, push_side);
8746 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8747 MovDelay[newx][newy] = 1;
8749 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8751 TestIfElementTouchesCustomElement(x, y); // empty or new element
8752 TestIfElementHitsCustomElement(newx, newy, direction);
8753 TestIfPlayerTouchesCustomElement(newx, newy);
8754 TestIfElementTouchesCustomElement(newx, newy);
8756 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8757 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8758 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8759 MV_DIR_OPPOSITE(direction));
8762 int AmoebaNeighbourNr(int ax, int ay)
8765 int element = Tile[ax][ay];
8767 static int xy[4][2] =
8775 for (i = 0; i < NUM_DIRECTIONS; i++)
8777 int x = ax + xy[i][0];
8778 int y = ay + xy[i][1];
8780 if (!IN_LEV_FIELD(x, y))
8783 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8784 group_nr = AmoebaNr[x][y];
8790 static void AmoebaMerge(int ax, int ay)
8792 int i, x, y, xx, yy;
8793 int new_group_nr = AmoebaNr[ax][ay];
8794 static int xy[4][2] =
8802 if (new_group_nr == 0)
8805 for (i = 0; i < NUM_DIRECTIONS; i++)
8810 if (!IN_LEV_FIELD(x, y))
8813 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8814 Tile[x][y] == EL_BD_AMOEBA ||
8815 Tile[x][y] == EL_AMOEBA_DEAD) &&
8816 AmoebaNr[x][y] != new_group_nr)
8818 int old_group_nr = AmoebaNr[x][y];
8820 if (old_group_nr == 0)
8823 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8824 AmoebaCnt[old_group_nr] = 0;
8825 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8826 AmoebaCnt2[old_group_nr] = 0;
8828 SCAN_PLAYFIELD(xx, yy)
8830 if (AmoebaNr[xx][yy] == old_group_nr)
8831 AmoebaNr[xx][yy] = new_group_nr;
8837 void AmoebaToDiamond(int ax, int ay)
8841 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8843 int group_nr = AmoebaNr[ax][ay];
8848 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8849 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8855 SCAN_PLAYFIELD(x, y)
8857 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8860 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8864 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8865 SND_AMOEBA_TURNING_TO_GEM :
8866 SND_AMOEBA_TURNING_TO_ROCK));
8871 static int xy[4][2] =
8879 for (i = 0; i < NUM_DIRECTIONS; i++)
8884 if (!IN_LEV_FIELD(x, y))
8887 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8889 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8890 SND_AMOEBA_TURNING_TO_GEM :
8891 SND_AMOEBA_TURNING_TO_ROCK));
8898 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8901 int group_nr = AmoebaNr[ax][ay];
8902 boolean done = FALSE;
8907 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8908 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8914 SCAN_PLAYFIELD(x, y)
8916 if (AmoebaNr[x][y] == group_nr &&
8917 (Tile[x][y] == EL_AMOEBA_DEAD ||
8918 Tile[x][y] == EL_BD_AMOEBA ||
8919 Tile[x][y] == EL_AMOEBA_GROWING))
8922 Tile[x][y] = new_element;
8923 InitField(x, y, FALSE);
8924 TEST_DrawLevelField(x, y);
8930 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8931 SND_BD_AMOEBA_TURNING_TO_ROCK :
8932 SND_BD_AMOEBA_TURNING_TO_GEM));
8935 static void AmoebaGrowing(int x, int y)
8937 static unsigned int sound_delay = 0;
8938 static unsigned int sound_delay_value = 0;
8940 if (!MovDelay[x][y]) // start new growing cycle
8944 if (DelayReached(&sound_delay, sound_delay_value))
8946 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8947 sound_delay_value = 30;
8951 if (MovDelay[x][y]) // wait some time before growing bigger
8954 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8956 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8957 6 - MovDelay[x][y]);
8959 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8962 if (!MovDelay[x][y])
8964 Tile[x][y] = Store[x][y];
8966 TEST_DrawLevelField(x, y);
8971 static void AmoebaShrinking(int x, int y)
8973 static unsigned int sound_delay = 0;
8974 static unsigned int sound_delay_value = 0;
8976 if (!MovDelay[x][y]) // start new shrinking cycle
8980 if (DelayReached(&sound_delay, sound_delay_value))
8981 sound_delay_value = 30;
8984 if (MovDelay[x][y]) // wait some time before shrinking
8987 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8989 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8990 6 - MovDelay[x][y]);
8992 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8995 if (!MovDelay[x][y])
8997 Tile[x][y] = EL_EMPTY;
8998 TEST_DrawLevelField(x, y);
9000 // don't let mole enter this field in this cycle;
9001 // (give priority to objects falling to this field from above)
9007 static void AmoebaReproduce(int ax, int ay)
9010 int element = Tile[ax][ay];
9011 int graphic = el2img(element);
9012 int newax = ax, neway = ay;
9013 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9014 static int xy[4][2] =
9022 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9024 Tile[ax][ay] = EL_AMOEBA_DEAD;
9025 TEST_DrawLevelField(ax, ay);
9029 if (IS_ANIMATED(graphic))
9030 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9032 if (!MovDelay[ax][ay]) // start making new amoeba field
9033 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9035 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9038 if (MovDelay[ax][ay])
9042 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9045 int x = ax + xy[start][0];
9046 int y = ay + xy[start][1];
9048 if (!IN_LEV_FIELD(x, y))
9051 if (IS_FREE(x, y) ||
9052 CAN_GROW_INTO(Tile[x][y]) ||
9053 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9054 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9060 if (newax == ax && neway == ay)
9063 else // normal or "filled" (BD style) amoeba
9066 boolean waiting_for_player = FALSE;
9068 for (i = 0; i < NUM_DIRECTIONS; i++)
9070 int j = (start + i) % 4;
9071 int x = ax + xy[j][0];
9072 int y = ay + xy[j][1];
9074 if (!IN_LEV_FIELD(x, y))
9077 if (IS_FREE(x, y) ||
9078 CAN_GROW_INTO(Tile[x][y]) ||
9079 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9080 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9086 else if (IS_PLAYER(x, y))
9087 waiting_for_player = TRUE;
9090 if (newax == ax && neway == ay) // amoeba cannot grow
9092 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9094 Tile[ax][ay] = EL_AMOEBA_DEAD;
9095 TEST_DrawLevelField(ax, ay);
9096 AmoebaCnt[AmoebaNr[ax][ay]]--;
9098 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9100 if (element == EL_AMOEBA_FULL)
9101 AmoebaToDiamond(ax, ay);
9102 else if (element == EL_BD_AMOEBA)
9103 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9108 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9110 // amoeba gets larger by growing in some direction
9112 int new_group_nr = AmoebaNr[ax][ay];
9115 if (new_group_nr == 0)
9117 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9119 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9125 AmoebaNr[newax][neway] = new_group_nr;
9126 AmoebaCnt[new_group_nr]++;
9127 AmoebaCnt2[new_group_nr]++;
9129 // if amoeba touches other amoeba(s) after growing, unify them
9130 AmoebaMerge(newax, neway);
9132 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9134 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9140 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9141 (neway == lev_fieldy - 1 && newax != ax))
9143 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9144 Store[newax][neway] = element;
9146 else if (neway == ay || element == EL_EMC_DRIPPER)
9148 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9150 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9154 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9155 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9156 Store[ax][ay] = EL_AMOEBA_DROP;
9157 ContinueMoving(ax, ay);
9161 TEST_DrawLevelField(newax, neway);
9164 static void Life(int ax, int ay)
9168 int element = Tile[ax][ay];
9169 int graphic = el2img(element);
9170 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9172 boolean changed = FALSE;
9174 if (IS_ANIMATED(graphic))
9175 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9180 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9181 MovDelay[ax][ay] = life_time;
9183 if (MovDelay[ax][ay]) // wait some time before next cycle
9186 if (MovDelay[ax][ay])
9190 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9192 int xx = ax+x1, yy = ay+y1;
9193 int old_element = Tile[xx][yy];
9194 int num_neighbours = 0;
9196 if (!IN_LEV_FIELD(xx, yy))
9199 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9201 int x = xx+x2, y = yy+y2;
9203 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9206 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9207 boolean is_neighbour = FALSE;
9209 if (level.use_life_bugs)
9211 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9212 (IS_FREE(x, y) && Stop[x][y]));
9215 (Last[x][y] == element || is_player_cell);
9221 boolean is_free = FALSE;
9223 if (level.use_life_bugs)
9224 is_free = (IS_FREE(xx, yy));
9226 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9228 if (xx == ax && yy == ay) // field in the middle
9230 if (num_neighbours < life_parameter[0] ||
9231 num_neighbours > life_parameter[1])
9233 Tile[xx][yy] = EL_EMPTY;
9234 if (Tile[xx][yy] != old_element)
9235 TEST_DrawLevelField(xx, yy);
9236 Stop[xx][yy] = TRUE;
9240 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9241 { // free border field
9242 if (num_neighbours >= life_parameter[2] &&
9243 num_neighbours <= life_parameter[3])
9245 Tile[xx][yy] = element;
9246 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9247 if (Tile[xx][yy] != old_element)
9248 TEST_DrawLevelField(xx, yy);
9249 Stop[xx][yy] = TRUE;
9256 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9257 SND_GAME_OF_LIFE_GROWING);
9260 static void InitRobotWheel(int x, int y)
9262 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9265 static void RunRobotWheel(int x, int y)
9267 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9270 static void StopRobotWheel(int x, int y)
9272 if (game.robot_wheel_x == x &&
9273 game.robot_wheel_y == y)
9275 game.robot_wheel_x = -1;
9276 game.robot_wheel_y = -1;
9277 game.robot_wheel_active = FALSE;
9281 static void InitTimegateWheel(int x, int y)
9283 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9286 static void RunTimegateWheel(int x, int y)
9288 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9291 static void InitMagicBallDelay(int x, int y)
9293 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9296 static void ActivateMagicBall(int bx, int by)
9300 if (level.ball_random)
9302 int pos_border = RND(8); // select one of the eight border elements
9303 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9304 int xx = pos_content % 3;
9305 int yy = pos_content / 3;
9310 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9311 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9315 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9317 int xx = x - bx + 1;
9318 int yy = y - by + 1;
9320 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9321 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9325 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9328 static void CheckExit(int x, int y)
9330 if (game.gems_still_needed > 0 ||
9331 game.sokoban_fields_still_needed > 0 ||
9332 game.sokoban_objects_still_needed > 0 ||
9333 game.lights_still_needed > 0)
9335 int element = Tile[x][y];
9336 int graphic = el2img(element);
9338 if (IS_ANIMATED(graphic))
9339 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9344 // do not re-open exit door closed after last player
9345 if (game.all_players_gone)
9348 Tile[x][y] = EL_EXIT_OPENING;
9350 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9353 static void CheckExitEM(int x, int y)
9355 if (game.gems_still_needed > 0 ||
9356 game.sokoban_fields_still_needed > 0 ||
9357 game.sokoban_objects_still_needed > 0 ||
9358 game.lights_still_needed > 0)
9360 int element = Tile[x][y];
9361 int graphic = el2img(element);
9363 if (IS_ANIMATED(graphic))
9364 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9369 // do not re-open exit door closed after last player
9370 if (game.all_players_gone)
9373 Tile[x][y] = EL_EM_EXIT_OPENING;
9375 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9378 static void CheckExitSteel(int x, int y)
9380 if (game.gems_still_needed > 0 ||
9381 game.sokoban_fields_still_needed > 0 ||
9382 game.sokoban_objects_still_needed > 0 ||
9383 game.lights_still_needed > 0)
9385 int element = Tile[x][y];
9386 int graphic = el2img(element);
9388 if (IS_ANIMATED(graphic))
9389 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9394 // do not re-open exit door closed after last player
9395 if (game.all_players_gone)
9398 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9400 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9403 static void CheckExitSteelEM(int x, int y)
9405 if (game.gems_still_needed > 0 ||
9406 game.sokoban_fields_still_needed > 0 ||
9407 game.sokoban_objects_still_needed > 0 ||
9408 game.lights_still_needed > 0)
9410 int element = Tile[x][y];
9411 int graphic = el2img(element);
9413 if (IS_ANIMATED(graphic))
9414 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9419 // do not re-open exit door closed after last player
9420 if (game.all_players_gone)
9423 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9425 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9428 static void CheckExitSP(int x, int y)
9430 if (game.gems_still_needed > 0)
9432 int element = Tile[x][y];
9433 int graphic = el2img(element);
9435 if (IS_ANIMATED(graphic))
9436 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9441 // do not re-open exit door closed after last player
9442 if (game.all_players_gone)
9445 Tile[x][y] = EL_SP_EXIT_OPENING;
9447 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9450 static void CloseAllOpenTimegates(void)
9454 SCAN_PLAYFIELD(x, y)
9456 int element = Tile[x][y];
9458 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9460 Tile[x][y] = EL_TIMEGATE_CLOSING;
9462 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9467 static void DrawTwinkleOnField(int x, int y)
9469 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9472 if (Tile[x][y] == EL_BD_DIAMOND)
9475 if (MovDelay[x][y] == 0) // next animation frame
9476 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9478 if (MovDelay[x][y] != 0) // wait some time before next frame
9482 DrawLevelElementAnimation(x, y, Tile[x][y]);
9484 if (MovDelay[x][y] != 0)
9486 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9487 10 - MovDelay[x][y]);
9489 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9494 static void MauerWaechst(int x, int y)
9498 if (!MovDelay[x][y]) // next animation frame
9499 MovDelay[x][y] = 3 * delay;
9501 if (MovDelay[x][y]) // wait some time before next frame
9505 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9507 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9508 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9510 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9513 if (!MovDelay[x][y])
9515 if (MovDir[x][y] == MV_LEFT)
9517 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9518 TEST_DrawLevelField(x - 1, y);
9520 else if (MovDir[x][y] == MV_RIGHT)
9522 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9523 TEST_DrawLevelField(x + 1, y);
9525 else if (MovDir[x][y] == MV_UP)
9527 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9528 TEST_DrawLevelField(x, y - 1);
9532 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9533 TEST_DrawLevelField(x, y + 1);
9536 Tile[x][y] = Store[x][y];
9538 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9539 TEST_DrawLevelField(x, y);
9544 static void MauerAbleger(int ax, int ay)
9546 int element = Tile[ax][ay];
9547 int graphic = el2img(element);
9548 boolean oben_frei = FALSE, unten_frei = FALSE;
9549 boolean links_frei = FALSE, rechts_frei = FALSE;
9550 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9551 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9552 boolean new_wall = FALSE;
9554 if (IS_ANIMATED(graphic))
9555 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9557 if (!MovDelay[ax][ay]) // start building new wall
9558 MovDelay[ax][ay] = 6;
9560 if (MovDelay[ax][ay]) // wait some time before building new wall
9563 if (MovDelay[ax][ay])
9567 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9569 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9571 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9573 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9576 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9577 element == EL_EXPANDABLE_WALL_ANY)
9581 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9582 Store[ax][ay-1] = element;
9583 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9584 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9585 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9586 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9591 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9592 Store[ax][ay+1] = element;
9593 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9594 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9595 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9596 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9601 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9602 element == EL_EXPANDABLE_WALL_ANY ||
9603 element == EL_EXPANDABLE_WALL ||
9604 element == EL_BD_EXPANDABLE_WALL)
9608 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9609 Store[ax-1][ay] = element;
9610 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9611 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9612 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9613 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9619 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9620 Store[ax+1][ay] = element;
9621 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9622 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9623 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9624 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9629 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9630 TEST_DrawLevelField(ax, ay);
9632 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9634 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9635 unten_massiv = TRUE;
9636 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9637 links_massiv = TRUE;
9638 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9639 rechts_massiv = TRUE;
9641 if (((oben_massiv && unten_massiv) ||
9642 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9643 element == EL_EXPANDABLE_WALL) &&
9644 ((links_massiv && rechts_massiv) ||
9645 element == EL_EXPANDABLE_WALL_VERTICAL))
9646 Tile[ax][ay] = EL_WALL;
9649 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9652 static void MauerAblegerStahl(int ax, int ay)
9654 int element = Tile[ax][ay];
9655 int graphic = el2img(element);
9656 boolean oben_frei = FALSE, unten_frei = FALSE;
9657 boolean links_frei = FALSE, rechts_frei = FALSE;
9658 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9659 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9660 boolean new_wall = FALSE;
9662 if (IS_ANIMATED(graphic))
9663 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9665 if (!MovDelay[ax][ay]) // start building new wall
9666 MovDelay[ax][ay] = 6;
9668 if (MovDelay[ax][ay]) // wait some time before building new wall
9671 if (MovDelay[ax][ay])
9675 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9677 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9679 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9681 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9684 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9685 element == EL_EXPANDABLE_STEELWALL_ANY)
9689 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9690 Store[ax][ay-1] = element;
9691 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9692 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9693 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9694 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9699 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9700 Store[ax][ay+1] = element;
9701 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9702 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9703 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9704 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9709 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9710 element == EL_EXPANDABLE_STEELWALL_ANY)
9714 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9715 Store[ax-1][ay] = element;
9716 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9717 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9718 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9719 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9725 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9726 Store[ax+1][ay] = element;
9727 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9728 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9729 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9730 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9735 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9737 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9738 unten_massiv = TRUE;
9739 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9740 links_massiv = TRUE;
9741 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9742 rechts_massiv = TRUE;
9744 if (((oben_massiv && unten_massiv) ||
9745 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9746 ((links_massiv && rechts_massiv) ||
9747 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9748 Tile[ax][ay] = EL_STEELWALL;
9751 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9754 static void CheckForDragon(int x, int y)
9757 boolean dragon_found = FALSE;
9758 static int xy[4][2] =
9766 for (i = 0; i < NUM_DIRECTIONS; i++)
9768 for (j = 0; j < 4; j++)
9770 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9772 if (IN_LEV_FIELD(xx, yy) &&
9773 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9775 if (Tile[xx][yy] == EL_DRAGON)
9776 dragon_found = TRUE;
9785 for (i = 0; i < NUM_DIRECTIONS; i++)
9787 for (j = 0; j < 3; j++)
9789 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9791 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9793 Tile[xx][yy] = EL_EMPTY;
9794 TEST_DrawLevelField(xx, yy);
9803 static void InitBuggyBase(int x, int y)
9805 int element = Tile[x][y];
9806 int activating_delay = FRAMES_PER_SECOND / 4;
9809 (element == EL_SP_BUGGY_BASE ?
9810 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9811 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9813 element == EL_SP_BUGGY_BASE_ACTIVE ?
9814 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9817 static void WarnBuggyBase(int x, int y)
9820 static int xy[4][2] =
9828 for (i = 0; i < NUM_DIRECTIONS; i++)
9830 int xx = x + xy[i][0];
9831 int yy = y + xy[i][1];
9833 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9835 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9842 static void InitTrap(int x, int y)
9844 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9847 static void ActivateTrap(int x, int y)
9849 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9852 static void ChangeActiveTrap(int x, int y)
9854 int graphic = IMG_TRAP_ACTIVE;
9856 // if new animation frame was drawn, correct crumbled sand border
9857 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9858 TEST_DrawLevelFieldCrumbled(x, y);
9861 static int getSpecialActionElement(int element, int number, int base_element)
9863 return (element != EL_EMPTY ? element :
9864 number != -1 ? base_element + number - 1 :
9868 static int getModifiedActionNumber(int value_old, int operator, int operand,
9869 int value_min, int value_max)
9871 int value_new = (operator == CA_MODE_SET ? operand :
9872 operator == CA_MODE_ADD ? value_old + operand :
9873 operator == CA_MODE_SUBTRACT ? value_old - operand :
9874 operator == CA_MODE_MULTIPLY ? value_old * operand :
9875 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9876 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9879 return (value_new < value_min ? value_min :
9880 value_new > value_max ? value_max :
9884 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9886 struct ElementInfo *ei = &element_info[element];
9887 struct ElementChangeInfo *change = &ei->change_page[page];
9888 int target_element = change->target_element;
9889 int action_type = change->action_type;
9890 int action_mode = change->action_mode;
9891 int action_arg = change->action_arg;
9892 int action_element = change->action_element;
9895 if (!change->has_action)
9898 // ---------- determine action paramater values -----------------------------
9900 int level_time_value =
9901 (level.time > 0 ? TimeLeft :
9904 int action_arg_element_raw =
9905 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9906 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9907 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9908 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9909 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9910 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9911 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9913 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9915 int action_arg_direction =
9916 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9917 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9918 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9919 change->actual_trigger_side :
9920 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9921 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9924 int action_arg_number_min =
9925 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9928 int action_arg_number_max =
9929 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9930 action_type == CA_SET_LEVEL_GEMS ? 999 :
9931 action_type == CA_SET_LEVEL_TIME ? 9999 :
9932 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9933 action_type == CA_SET_CE_VALUE ? 9999 :
9934 action_type == CA_SET_CE_SCORE ? 9999 :
9937 int action_arg_number_reset =
9938 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9939 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9940 action_type == CA_SET_LEVEL_TIME ? level.time :
9941 action_type == CA_SET_LEVEL_SCORE ? 0 :
9942 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9943 action_type == CA_SET_CE_SCORE ? 0 :
9946 int action_arg_number =
9947 (action_arg <= CA_ARG_MAX ? action_arg :
9948 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9949 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9950 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9951 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9952 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9953 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9954 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9955 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9956 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9957 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9958 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9959 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9960 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9961 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9962 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9963 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9964 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9965 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9966 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9967 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9968 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9971 int action_arg_number_old =
9972 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9973 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9974 action_type == CA_SET_LEVEL_SCORE ? game.score :
9975 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9976 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9979 int action_arg_number_new =
9980 getModifiedActionNumber(action_arg_number_old,
9981 action_mode, action_arg_number,
9982 action_arg_number_min, action_arg_number_max);
9984 int trigger_player_bits =
9985 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9986 change->actual_trigger_player_bits : change->trigger_player);
9988 int action_arg_player_bits =
9989 (action_arg >= CA_ARG_PLAYER_1 &&
9990 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9991 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9992 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9995 // ---------- execute action -----------------------------------------------
9997 switch (action_type)
10004 // ---------- level actions ----------------------------------------------
10006 case CA_RESTART_LEVEL:
10008 game.restart_level = TRUE;
10013 case CA_SHOW_ENVELOPE:
10015 int element = getSpecialActionElement(action_arg_element,
10016 action_arg_number, EL_ENVELOPE_1);
10018 if (IS_ENVELOPE(element))
10019 local_player->show_envelope = element;
10024 case CA_SET_LEVEL_TIME:
10026 if (level.time > 0) // only modify limited time value
10028 TimeLeft = action_arg_number_new;
10030 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10032 DisplayGameControlValues();
10034 if (!TimeLeft && setup.time_limit)
10035 for (i = 0; i < MAX_PLAYERS; i++)
10036 KillPlayer(&stored_player[i]);
10042 case CA_SET_LEVEL_SCORE:
10044 game.score = action_arg_number_new;
10046 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10048 DisplayGameControlValues();
10053 case CA_SET_LEVEL_GEMS:
10055 game.gems_still_needed = action_arg_number_new;
10057 game.snapshot.collected_item = TRUE;
10059 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10061 DisplayGameControlValues();
10066 case CA_SET_LEVEL_WIND:
10068 game.wind_direction = action_arg_direction;
10073 case CA_SET_LEVEL_RANDOM_SEED:
10075 // ensure that setting a new random seed while playing is predictable
10076 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10081 // ---------- player actions ---------------------------------------------
10083 case CA_MOVE_PLAYER:
10084 case CA_MOVE_PLAYER_NEW:
10086 // automatically move to the next field in specified direction
10087 for (i = 0; i < MAX_PLAYERS; i++)
10088 if (trigger_player_bits & (1 << i))
10089 if (action_type == CA_MOVE_PLAYER ||
10090 stored_player[i].MovPos == 0)
10091 stored_player[i].programmed_action = action_arg_direction;
10096 case CA_EXIT_PLAYER:
10098 for (i = 0; i < MAX_PLAYERS; i++)
10099 if (action_arg_player_bits & (1 << i))
10100 ExitPlayer(&stored_player[i]);
10102 if (game.players_still_needed == 0)
10108 case CA_KILL_PLAYER:
10110 for (i = 0; i < MAX_PLAYERS; i++)
10111 if (action_arg_player_bits & (1 << i))
10112 KillPlayer(&stored_player[i]);
10117 case CA_SET_PLAYER_KEYS:
10119 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10120 int element = getSpecialActionElement(action_arg_element,
10121 action_arg_number, EL_KEY_1);
10123 if (IS_KEY(element))
10125 for (i = 0; i < MAX_PLAYERS; i++)
10127 if (trigger_player_bits & (1 << i))
10129 stored_player[i].key[KEY_NR(element)] = key_state;
10131 DrawGameDoorValues();
10139 case CA_SET_PLAYER_SPEED:
10141 for (i = 0; i < MAX_PLAYERS; i++)
10143 if (trigger_player_bits & (1 << i))
10145 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10147 if (action_arg == CA_ARG_SPEED_FASTER &&
10148 stored_player[i].cannot_move)
10150 action_arg_number = STEPSIZE_VERY_SLOW;
10152 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10153 action_arg == CA_ARG_SPEED_FASTER)
10155 action_arg_number = 2;
10156 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10159 else if (action_arg == CA_ARG_NUMBER_RESET)
10161 action_arg_number = level.initial_player_stepsize[i];
10165 getModifiedActionNumber(move_stepsize,
10168 action_arg_number_min,
10169 action_arg_number_max);
10171 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10178 case CA_SET_PLAYER_SHIELD:
10180 for (i = 0; i < MAX_PLAYERS; i++)
10182 if (trigger_player_bits & (1 << i))
10184 if (action_arg == CA_ARG_SHIELD_OFF)
10186 stored_player[i].shield_normal_time_left = 0;
10187 stored_player[i].shield_deadly_time_left = 0;
10189 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10191 stored_player[i].shield_normal_time_left = 999999;
10193 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10195 stored_player[i].shield_normal_time_left = 999999;
10196 stored_player[i].shield_deadly_time_left = 999999;
10204 case CA_SET_PLAYER_GRAVITY:
10206 for (i = 0; i < MAX_PLAYERS; i++)
10208 if (trigger_player_bits & (1 << i))
10210 stored_player[i].gravity =
10211 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10212 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10213 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10214 stored_player[i].gravity);
10221 case CA_SET_PLAYER_ARTWORK:
10223 for (i = 0; i < MAX_PLAYERS; i++)
10225 if (trigger_player_bits & (1 << i))
10227 int artwork_element = action_arg_element;
10229 if (action_arg == CA_ARG_ELEMENT_RESET)
10231 (level.use_artwork_element[i] ? level.artwork_element[i] :
10232 stored_player[i].element_nr);
10234 if (stored_player[i].artwork_element != artwork_element)
10235 stored_player[i].Frame = 0;
10237 stored_player[i].artwork_element = artwork_element;
10239 SetPlayerWaiting(&stored_player[i], FALSE);
10241 // set number of special actions for bored and sleeping animation
10242 stored_player[i].num_special_action_bored =
10243 get_num_special_action(artwork_element,
10244 ACTION_BORING_1, ACTION_BORING_LAST);
10245 stored_player[i].num_special_action_sleeping =
10246 get_num_special_action(artwork_element,
10247 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10254 case CA_SET_PLAYER_INVENTORY:
10256 for (i = 0; i < MAX_PLAYERS; i++)
10258 struct PlayerInfo *player = &stored_player[i];
10261 if (trigger_player_bits & (1 << i))
10263 int inventory_element = action_arg_element;
10265 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10266 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10267 action_arg == CA_ARG_ELEMENT_ACTION)
10269 int element = inventory_element;
10270 int collect_count = element_info[element].collect_count_initial;
10272 if (!IS_CUSTOM_ELEMENT(element))
10275 if (collect_count == 0)
10276 player->inventory_infinite_element = element;
10278 for (k = 0; k < collect_count; k++)
10279 if (player->inventory_size < MAX_INVENTORY_SIZE)
10280 player->inventory_element[player->inventory_size++] =
10283 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10284 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10285 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10287 if (player->inventory_infinite_element != EL_UNDEFINED &&
10288 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10289 action_arg_element_raw))
10290 player->inventory_infinite_element = EL_UNDEFINED;
10292 for (k = 0, j = 0; j < player->inventory_size; j++)
10294 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10295 action_arg_element_raw))
10296 player->inventory_element[k++] = player->inventory_element[j];
10299 player->inventory_size = k;
10301 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10303 if (player->inventory_size > 0)
10305 for (j = 0; j < player->inventory_size - 1; j++)
10306 player->inventory_element[j] = player->inventory_element[j + 1];
10308 player->inventory_size--;
10311 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10313 if (player->inventory_size > 0)
10314 player->inventory_size--;
10316 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10318 player->inventory_infinite_element = EL_UNDEFINED;
10319 player->inventory_size = 0;
10321 else if (action_arg == CA_ARG_INVENTORY_RESET)
10323 player->inventory_infinite_element = EL_UNDEFINED;
10324 player->inventory_size = 0;
10326 if (level.use_initial_inventory[i])
10328 for (j = 0; j < level.initial_inventory_size[i]; j++)
10330 int element = level.initial_inventory_content[i][j];
10331 int collect_count = element_info[element].collect_count_initial;
10333 if (!IS_CUSTOM_ELEMENT(element))
10336 if (collect_count == 0)
10337 player->inventory_infinite_element = element;
10339 for (k = 0; k < collect_count; k++)
10340 if (player->inventory_size < MAX_INVENTORY_SIZE)
10341 player->inventory_element[player->inventory_size++] =
10352 // ---------- CE actions -------------------------------------------------
10354 case CA_SET_CE_VALUE:
10356 int last_ce_value = CustomValue[x][y];
10358 CustomValue[x][y] = action_arg_number_new;
10360 if (CustomValue[x][y] != last_ce_value)
10362 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10363 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10365 if (CustomValue[x][y] == 0)
10367 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10368 ChangeCount[x][y] = 0; // allow at least one more change
10370 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10371 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10378 case CA_SET_CE_SCORE:
10380 int last_ce_score = ei->collect_score;
10382 ei->collect_score = action_arg_number_new;
10384 if (ei->collect_score != last_ce_score)
10386 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10387 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10389 if (ei->collect_score == 0)
10393 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10394 ChangeCount[x][y] = 0; // allow at least one more change
10396 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10397 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10400 This is a very special case that seems to be a mixture between
10401 CheckElementChange() and CheckTriggeredElementChange(): while
10402 the first one only affects single elements that are triggered
10403 directly, the second one affects multiple elements in the playfield
10404 that are triggered indirectly by another element. This is a third
10405 case: Changing the CE score always affects multiple identical CEs,
10406 so every affected CE must be checked, not only the single CE for
10407 which the CE score was changed in the first place (as every instance
10408 of that CE shares the same CE score, and therefore also can change)!
10410 SCAN_PLAYFIELD(xx, yy)
10412 if (Tile[xx][yy] == element)
10413 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10414 CE_SCORE_GETS_ZERO);
10422 case CA_SET_CE_ARTWORK:
10424 int artwork_element = action_arg_element;
10425 boolean reset_frame = FALSE;
10428 if (action_arg == CA_ARG_ELEMENT_RESET)
10429 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10432 if (ei->gfx_element != artwork_element)
10433 reset_frame = TRUE;
10435 ei->gfx_element = artwork_element;
10437 SCAN_PLAYFIELD(xx, yy)
10439 if (Tile[xx][yy] == element)
10443 ResetGfxAnimation(xx, yy);
10444 ResetRandomAnimationValue(xx, yy);
10447 TEST_DrawLevelField(xx, yy);
10454 // ---------- engine actions ---------------------------------------------
10456 case CA_SET_ENGINE_SCAN_MODE:
10458 InitPlayfieldScanMode(action_arg);
10468 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10470 int old_element = Tile[x][y];
10471 int new_element = GetElementFromGroupElement(element);
10472 int previous_move_direction = MovDir[x][y];
10473 int last_ce_value = CustomValue[x][y];
10474 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10475 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10476 boolean add_player_onto_element = (new_element_is_player &&
10477 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10478 IS_WALKABLE(old_element));
10480 if (!add_player_onto_element)
10482 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10483 RemoveMovingField(x, y);
10487 Tile[x][y] = new_element;
10489 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10490 MovDir[x][y] = previous_move_direction;
10492 if (element_info[new_element].use_last_ce_value)
10493 CustomValue[x][y] = last_ce_value;
10495 InitField_WithBug1(x, y, FALSE);
10497 new_element = Tile[x][y]; // element may have changed
10499 ResetGfxAnimation(x, y);
10500 ResetRandomAnimationValue(x, y);
10502 TEST_DrawLevelField(x, y);
10504 if (GFX_CRUMBLED(new_element))
10505 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10508 // check if element under the player changes from accessible to unaccessible
10509 // (needed for special case of dropping element which then changes)
10510 // (must be checked after creating new element for walkable group elements)
10511 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10512 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10519 // "ChangeCount" not set yet to allow "entered by player" change one time
10520 if (new_element_is_player)
10521 RelocatePlayer(x, y, new_element);
10524 ChangeCount[x][y]++; // count number of changes in the same frame
10526 TestIfBadThingTouchesPlayer(x, y);
10527 TestIfPlayerTouchesCustomElement(x, y);
10528 TestIfElementTouchesCustomElement(x, y);
10531 static void CreateField(int x, int y, int element)
10533 CreateFieldExt(x, y, element, FALSE);
10536 static void CreateElementFromChange(int x, int y, int element)
10538 element = GET_VALID_RUNTIME_ELEMENT(element);
10540 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10542 int old_element = Tile[x][y];
10544 // prevent changed element from moving in same engine frame
10545 // unless both old and new element can either fall or move
10546 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10547 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10551 CreateFieldExt(x, y, element, TRUE);
10554 static boolean ChangeElement(int x, int y, int element, int page)
10556 struct ElementInfo *ei = &element_info[element];
10557 struct ElementChangeInfo *change = &ei->change_page[page];
10558 int ce_value = CustomValue[x][y];
10559 int ce_score = ei->collect_score;
10560 int target_element;
10561 int old_element = Tile[x][y];
10563 // always use default change event to prevent running into a loop
10564 if (ChangeEvent[x][y] == -1)
10565 ChangeEvent[x][y] = CE_DELAY;
10567 if (ChangeEvent[x][y] == CE_DELAY)
10569 // reset actual trigger element, trigger player and action element
10570 change->actual_trigger_element = EL_EMPTY;
10571 change->actual_trigger_player = EL_EMPTY;
10572 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10573 change->actual_trigger_side = CH_SIDE_NONE;
10574 change->actual_trigger_ce_value = 0;
10575 change->actual_trigger_ce_score = 0;
10578 // do not change elements more than a specified maximum number of changes
10579 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10582 ChangeCount[x][y]++; // count number of changes in the same frame
10584 if (change->explode)
10591 if (change->use_target_content)
10593 boolean complete_replace = TRUE;
10594 boolean can_replace[3][3];
10597 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10600 boolean is_walkable;
10601 boolean is_diggable;
10602 boolean is_collectible;
10603 boolean is_removable;
10604 boolean is_destructible;
10605 int ex = x + xx - 1;
10606 int ey = y + yy - 1;
10607 int content_element = change->target_content.e[xx][yy];
10610 can_replace[xx][yy] = TRUE;
10612 if (ex == x && ey == y) // do not check changing element itself
10615 if (content_element == EL_EMPTY_SPACE)
10617 can_replace[xx][yy] = FALSE; // do not replace border with space
10622 if (!IN_LEV_FIELD(ex, ey))
10624 can_replace[xx][yy] = FALSE;
10625 complete_replace = FALSE;
10632 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10633 e = MovingOrBlocked2Element(ex, ey);
10635 is_empty = (IS_FREE(ex, ey) ||
10636 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10638 is_walkable = (is_empty || IS_WALKABLE(e));
10639 is_diggable = (is_empty || IS_DIGGABLE(e));
10640 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10641 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10642 is_removable = (is_diggable || is_collectible);
10644 can_replace[xx][yy] =
10645 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10646 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10647 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10648 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10649 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10650 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10651 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10653 if (!can_replace[xx][yy])
10654 complete_replace = FALSE;
10657 if (!change->only_if_complete || complete_replace)
10659 boolean something_has_changed = FALSE;
10661 if (change->only_if_complete && change->use_random_replace &&
10662 RND(100) < change->random_percentage)
10665 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10667 int ex = x + xx - 1;
10668 int ey = y + yy - 1;
10669 int content_element;
10671 if (can_replace[xx][yy] && (!change->use_random_replace ||
10672 RND(100) < change->random_percentage))
10674 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10675 RemoveMovingField(ex, ey);
10677 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10679 content_element = change->target_content.e[xx][yy];
10680 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10681 ce_value, ce_score);
10683 CreateElementFromChange(ex, ey, target_element);
10685 something_has_changed = TRUE;
10687 // for symmetry reasons, freeze newly created border elements
10688 if (ex != x || ey != y)
10689 Stop[ex][ey] = TRUE; // no more moving in this frame
10693 if (something_has_changed)
10695 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10696 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10702 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10703 ce_value, ce_score);
10705 if (element == EL_DIAGONAL_GROWING ||
10706 element == EL_DIAGONAL_SHRINKING)
10708 target_element = Store[x][y];
10710 Store[x][y] = EL_EMPTY;
10713 CreateElementFromChange(x, y, target_element);
10715 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10716 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10719 // this uses direct change before indirect change
10720 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10725 static void HandleElementChange(int x, int y, int page)
10727 int element = MovingOrBlocked2Element(x, y);
10728 struct ElementInfo *ei = &element_info[element];
10729 struct ElementChangeInfo *change = &ei->change_page[page];
10730 boolean handle_action_before_change = FALSE;
10733 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10734 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10736 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10737 x, y, element, element_info[element].token_name);
10738 Debug("game:playing:HandleElementChange", "This should never happen!");
10742 // this can happen with classic bombs on walkable, changing elements
10743 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10748 if (ChangeDelay[x][y] == 0) // initialize element change
10750 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10752 if (change->can_change)
10754 // !!! not clear why graphic animation should be reset at all here !!!
10755 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10756 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10759 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10761 When using an animation frame delay of 1 (this only happens with
10762 "sp_zonk.moving.left/right" in the classic graphics), the default
10763 (non-moving) animation shows wrong animation frames (while the
10764 moving animation, like "sp_zonk.moving.left/right", is correct,
10765 so this graphical bug never shows up with the classic graphics).
10766 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10767 be drawn instead of the correct frames 0,1,2,3. This is caused by
10768 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10769 an element change: First when the change delay ("ChangeDelay[][]")
10770 counter has reached zero after decrementing, then a second time in
10771 the next frame (after "GfxFrame[][]" was already incremented) when
10772 "ChangeDelay[][]" is reset to the initial delay value again.
10774 This causes frame 0 to be drawn twice, while the last frame won't
10775 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10777 As some animations may already be cleverly designed around this bug
10778 (at least the "Snake Bite" snake tail animation does this), it cannot
10779 simply be fixed here without breaking such existing animations.
10780 Unfortunately, it cannot easily be detected if a graphics set was
10781 designed "before" or "after" the bug was fixed. As a workaround,
10782 a new graphics set option "game.graphics_engine_version" was added
10783 to be able to specify the game's major release version for which the
10784 graphics set was designed, which can then be used to decide if the
10785 bugfix should be used (version 4 and above) or not (version 3 or
10786 below, or if no version was specified at all, as with old sets).
10788 (The wrong/fixed animation frames can be tested with the test level set
10789 "test_gfxframe" and level "000", which contains a specially prepared
10790 custom element at level position (x/y) == (11/9) which uses the zonk
10791 animation mentioned above. Using "game.graphics_engine_version: 4"
10792 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10793 This can also be seen from the debug output for this test element.)
10796 // when a custom element is about to change (for example by change delay),
10797 // do not reset graphic animation when the custom element is moving
10798 if (game.graphics_engine_version < 4 &&
10801 ResetGfxAnimation(x, y);
10802 ResetRandomAnimationValue(x, y);
10805 if (change->pre_change_function)
10806 change->pre_change_function(x, y);
10810 ChangeDelay[x][y]--;
10812 if (ChangeDelay[x][y] != 0) // continue element change
10814 if (change->can_change)
10816 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10818 if (IS_ANIMATED(graphic))
10819 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10821 if (change->change_function)
10822 change->change_function(x, y);
10825 else // finish element change
10827 if (ChangePage[x][y] != -1) // remember page from delayed change
10829 page = ChangePage[x][y];
10830 ChangePage[x][y] = -1;
10832 change = &ei->change_page[page];
10835 if (IS_MOVING(x, y)) // never change a running system ;-)
10837 ChangeDelay[x][y] = 1; // try change after next move step
10838 ChangePage[x][y] = page; // remember page to use for change
10843 // special case: set new level random seed before changing element
10844 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10845 handle_action_before_change = TRUE;
10847 if (change->has_action && handle_action_before_change)
10848 ExecuteCustomElementAction(x, y, element, page);
10850 if (change->can_change)
10852 if (ChangeElement(x, y, element, page))
10854 if (change->post_change_function)
10855 change->post_change_function(x, y);
10859 if (change->has_action && !handle_action_before_change)
10860 ExecuteCustomElementAction(x, y, element, page);
10864 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10865 int trigger_element,
10867 int trigger_player,
10871 boolean change_done_any = FALSE;
10872 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10875 if (!(trigger_events[trigger_element][trigger_event]))
10878 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10880 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10882 int element = EL_CUSTOM_START + i;
10883 boolean change_done = FALSE;
10886 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10887 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10890 for (p = 0; p < element_info[element].num_change_pages; p++)
10892 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10894 if (change->can_change_or_has_action &&
10895 change->has_event[trigger_event] &&
10896 change->trigger_side & trigger_side &&
10897 change->trigger_player & trigger_player &&
10898 change->trigger_page & trigger_page_bits &&
10899 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10901 change->actual_trigger_element = trigger_element;
10902 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10903 change->actual_trigger_player_bits = trigger_player;
10904 change->actual_trigger_side = trigger_side;
10905 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10906 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10908 if ((change->can_change && !change_done) || change->has_action)
10912 SCAN_PLAYFIELD(x, y)
10914 if (Tile[x][y] == element)
10916 if (change->can_change && !change_done)
10918 // if element already changed in this frame, not only prevent
10919 // another element change (checked in ChangeElement()), but
10920 // also prevent additional element actions for this element
10922 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10923 !level.use_action_after_change_bug)
10926 ChangeDelay[x][y] = 1;
10927 ChangeEvent[x][y] = trigger_event;
10929 HandleElementChange(x, y, p);
10931 else if (change->has_action)
10933 // if element already changed in this frame, not only prevent
10934 // another element change (checked in ChangeElement()), but
10935 // also prevent additional element actions for this element
10937 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10938 !level.use_action_after_change_bug)
10941 ExecuteCustomElementAction(x, y, element, p);
10942 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10947 if (change->can_change)
10949 change_done = TRUE;
10950 change_done_any = TRUE;
10957 RECURSION_LOOP_DETECTION_END();
10959 return change_done_any;
10962 static boolean CheckElementChangeExt(int x, int y,
10964 int trigger_element,
10966 int trigger_player,
10969 boolean change_done = FALSE;
10972 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10973 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10976 if (Tile[x][y] == EL_BLOCKED)
10978 Blocked2Moving(x, y, &x, &y);
10979 element = Tile[x][y];
10982 // check if element has already changed or is about to change after moving
10983 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10984 Tile[x][y] != element) ||
10986 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10987 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10988 ChangePage[x][y] != -1)))
10991 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10993 for (p = 0; p < element_info[element].num_change_pages; p++)
10995 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10997 /* check trigger element for all events where the element that is checked
10998 for changing interacts with a directly adjacent element -- this is
10999 different to element changes that affect other elements to change on the
11000 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11001 boolean check_trigger_element =
11002 (trigger_event == CE_TOUCHING_X ||
11003 trigger_event == CE_HITTING_X ||
11004 trigger_event == CE_HIT_BY_X ||
11005 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11007 if (change->can_change_or_has_action &&
11008 change->has_event[trigger_event] &&
11009 change->trigger_side & trigger_side &&
11010 change->trigger_player & trigger_player &&
11011 (!check_trigger_element ||
11012 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11014 change->actual_trigger_element = trigger_element;
11015 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11016 change->actual_trigger_player_bits = trigger_player;
11017 change->actual_trigger_side = trigger_side;
11018 change->actual_trigger_ce_value = CustomValue[x][y];
11019 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11021 // special case: trigger element not at (x,y) position for some events
11022 if (check_trigger_element)
11034 { 0, 0 }, { 0, 0 }, { 0, 0 },
11038 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11039 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11041 change->actual_trigger_ce_value = CustomValue[xx][yy];
11042 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11045 if (change->can_change && !change_done)
11047 ChangeDelay[x][y] = 1;
11048 ChangeEvent[x][y] = trigger_event;
11050 HandleElementChange(x, y, p);
11052 change_done = TRUE;
11054 else if (change->has_action)
11056 ExecuteCustomElementAction(x, y, element, p);
11057 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11062 RECURSION_LOOP_DETECTION_END();
11064 return change_done;
11067 static void PlayPlayerSound(struct PlayerInfo *player)
11069 int jx = player->jx, jy = player->jy;
11070 int sound_element = player->artwork_element;
11071 int last_action = player->last_action_waiting;
11072 int action = player->action_waiting;
11074 if (player->is_waiting)
11076 if (action != last_action)
11077 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11079 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11083 if (action != last_action)
11084 StopSound(element_info[sound_element].sound[last_action]);
11086 if (last_action == ACTION_SLEEPING)
11087 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11091 static void PlayAllPlayersSound(void)
11095 for (i = 0; i < MAX_PLAYERS; i++)
11096 if (stored_player[i].active)
11097 PlayPlayerSound(&stored_player[i]);
11100 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11102 boolean last_waiting = player->is_waiting;
11103 int move_dir = player->MovDir;
11105 player->dir_waiting = move_dir;
11106 player->last_action_waiting = player->action_waiting;
11110 if (!last_waiting) // not waiting -> waiting
11112 player->is_waiting = TRUE;
11114 player->frame_counter_bored =
11116 game.player_boring_delay_fixed +
11117 GetSimpleRandom(game.player_boring_delay_random);
11118 player->frame_counter_sleeping =
11120 game.player_sleeping_delay_fixed +
11121 GetSimpleRandom(game.player_sleeping_delay_random);
11123 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11126 if (game.player_sleeping_delay_fixed +
11127 game.player_sleeping_delay_random > 0 &&
11128 player->anim_delay_counter == 0 &&
11129 player->post_delay_counter == 0 &&
11130 FrameCounter >= player->frame_counter_sleeping)
11131 player->is_sleeping = TRUE;
11132 else if (game.player_boring_delay_fixed +
11133 game.player_boring_delay_random > 0 &&
11134 FrameCounter >= player->frame_counter_bored)
11135 player->is_bored = TRUE;
11137 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11138 player->is_bored ? ACTION_BORING :
11141 if (player->is_sleeping && player->use_murphy)
11143 // special case for sleeping Murphy when leaning against non-free tile
11145 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11146 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11147 !IS_MOVING(player->jx - 1, player->jy)))
11148 move_dir = MV_LEFT;
11149 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11150 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11151 !IS_MOVING(player->jx + 1, player->jy)))
11152 move_dir = MV_RIGHT;
11154 player->is_sleeping = FALSE;
11156 player->dir_waiting = move_dir;
11159 if (player->is_sleeping)
11161 if (player->num_special_action_sleeping > 0)
11163 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11165 int last_special_action = player->special_action_sleeping;
11166 int num_special_action = player->num_special_action_sleeping;
11167 int special_action =
11168 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11169 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11170 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11171 last_special_action + 1 : ACTION_SLEEPING);
11172 int special_graphic =
11173 el_act_dir2img(player->artwork_element, special_action, move_dir);
11175 player->anim_delay_counter =
11176 graphic_info[special_graphic].anim_delay_fixed +
11177 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11178 player->post_delay_counter =
11179 graphic_info[special_graphic].post_delay_fixed +
11180 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11182 player->special_action_sleeping = special_action;
11185 if (player->anim_delay_counter > 0)
11187 player->action_waiting = player->special_action_sleeping;
11188 player->anim_delay_counter--;
11190 else if (player->post_delay_counter > 0)
11192 player->post_delay_counter--;
11196 else if (player->is_bored)
11198 if (player->num_special_action_bored > 0)
11200 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11202 int special_action =
11203 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11204 int special_graphic =
11205 el_act_dir2img(player->artwork_element, special_action, move_dir);
11207 player->anim_delay_counter =
11208 graphic_info[special_graphic].anim_delay_fixed +
11209 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11210 player->post_delay_counter =
11211 graphic_info[special_graphic].post_delay_fixed +
11212 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11214 player->special_action_bored = special_action;
11217 if (player->anim_delay_counter > 0)
11219 player->action_waiting = player->special_action_bored;
11220 player->anim_delay_counter--;
11222 else if (player->post_delay_counter > 0)
11224 player->post_delay_counter--;
11229 else if (last_waiting) // waiting -> not waiting
11231 player->is_waiting = FALSE;
11232 player->is_bored = FALSE;
11233 player->is_sleeping = FALSE;
11235 player->frame_counter_bored = -1;
11236 player->frame_counter_sleeping = -1;
11238 player->anim_delay_counter = 0;
11239 player->post_delay_counter = 0;
11241 player->dir_waiting = player->MovDir;
11242 player->action_waiting = ACTION_DEFAULT;
11244 player->special_action_bored = ACTION_DEFAULT;
11245 player->special_action_sleeping = ACTION_DEFAULT;
11249 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11251 if ((!player->is_moving && player->was_moving) ||
11252 (player->MovPos == 0 && player->was_moving) ||
11253 (player->is_snapping && !player->was_snapping) ||
11254 (player->is_dropping && !player->was_dropping))
11256 if (!CheckSaveEngineSnapshotToList())
11259 player->was_moving = FALSE;
11260 player->was_snapping = TRUE;
11261 player->was_dropping = TRUE;
11265 if (player->is_moving)
11266 player->was_moving = TRUE;
11268 if (!player->is_snapping)
11269 player->was_snapping = FALSE;
11271 if (!player->is_dropping)
11272 player->was_dropping = FALSE;
11275 static struct MouseActionInfo mouse_action_last = { 0 };
11276 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11277 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11280 CheckSaveEngineSnapshotToList();
11282 mouse_action_last = mouse_action;
11285 static void CheckSingleStepMode(struct PlayerInfo *player)
11287 if (tape.single_step && tape.recording && !tape.pausing)
11289 /* as it is called "single step mode", just return to pause mode when the
11290 player stopped moving after one tile (or never starts moving at all) */
11291 if (!player->is_moving &&
11292 !player->is_pushing &&
11293 !player->is_dropping_pressed &&
11294 !player->effective_mouse_action.button)
11295 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11298 CheckSaveEngineSnapshot(player);
11301 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11303 int left = player_action & JOY_LEFT;
11304 int right = player_action & JOY_RIGHT;
11305 int up = player_action & JOY_UP;
11306 int down = player_action & JOY_DOWN;
11307 int button1 = player_action & JOY_BUTTON_1;
11308 int button2 = player_action & JOY_BUTTON_2;
11309 int dx = (left ? -1 : right ? 1 : 0);
11310 int dy = (up ? -1 : down ? 1 : 0);
11312 if (!player->active || tape.pausing)
11318 SnapField(player, dx, dy);
11322 DropElement(player);
11324 MovePlayer(player, dx, dy);
11327 CheckSingleStepMode(player);
11329 SetPlayerWaiting(player, FALSE);
11331 return player_action;
11335 // no actions for this player (no input at player's configured device)
11337 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11338 SnapField(player, 0, 0);
11339 CheckGravityMovementWhenNotMoving(player);
11341 if (player->MovPos == 0)
11342 SetPlayerWaiting(player, TRUE);
11344 if (player->MovPos == 0) // needed for tape.playing
11345 player->is_moving = FALSE;
11347 player->is_dropping = FALSE;
11348 player->is_dropping_pressed = FALSE;
11349 player->drop_pressed_delay = 0;
11351 CheckSingleStepMode(player);
11357 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11360 if (!tape.use_mouse_actions)
11363 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11364 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11365 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11368 static void SetTapeActionFromMouseAction(byte *tape_action,
11369 struct MouseActionInfo *mouse_action)
11371 if (!tape.use_mouse_actions)
11374 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11375 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11376 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11379 static void CheckLevelSolved(void)
11381 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11383 if (game_em.level_solved &&
11384 !game_em.game_over) // game won
11388 game_em.game_over = TRUE;
11390 game.all_players_gone = TRUE;
11393 if (game_em.game_over) // game lost
11394 game.all_players_gone = TRUE;
11396 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11398 if (game_sp.level_solved &&
11399 !game_sp.game_over) // game won
11403 game_sp.game_over = TRUE;
11405 game.all_players_gone = TRUE;
11408 if (game_sp.game_over) // game lost
11409 game.all_players_gone = TRUE;
11411 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11413 if (game_mm.level_solved &&
11414 !game_mm.game_over) // game won
11418 game_mm.game_over = TRUE;
11420 game.all_players_gone = TRUE;
11423 if (game_mm.game_over) // game lost
11424 game.all_players_gone = TRUE;
11428 static void CheckLevelTime(void)
11432 if (TimeFrames >= FRAMES_PER_SECOND)
11437 for (i = 0; i < MAX_PLAYERS; i++)
11439 struct PlayerInfo *player = &stored_player[i];
11441 if (SHIELD_ON(player))
11443 player->shield_normal_time_left--;
11445 if (player->shield_deadly_time_left > 0)
11446 player->shield_deadly_time_left--;
11450 if (!game.LevelSolved && !level.use_step_counter)
11458 if (TimeLeft <= 10 && setup.time_limit)
11459 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11461 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11462 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11464 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11466 if (!TimeLeft && setup.time_limit)
11468 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11469 game_em.lev->killed_out_of_time = TRUE;
11471 for (i = 0; i < MAX_PLAYERS; i++)
11472 KillPlayer(&stored_player[i]);
11475 else if (game.no_time_limit && !game.all_players_gone)
11477 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11480 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11483 if (tape.recording || tape.playing)
11484 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11487 if (tape.recording || tape.playing)
11488 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11490 UpdateAndDisplayGameControlValues();
11493 void AdvanceFrameAndPlayerCounters(int player_nr)
11497 // advance frame counters (global frame counter and time frame counter)
11501 // advance player counters (counters for move delay, move animation etc.)
11502 for (i = 0; i < MAX_PLAYERS; i++)
11504 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11505 int move_delay_value = stored_player[i].move_delay_value;
11506 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11508 if (!advance_player_counters) // not all players may be affected
11511 if (move_frames == 0) // less than one move per game frame
11513 int stepsize = TILEX / move_delay_value;
11514 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11515 int count = (stored_player[i].is_moving ?
11516 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11518 if (count % delay == 0)
11522 stored_player[i].Frame += move_frames;
11524 if (stored_player[i].MovPos != 0)
11525 stored_player[i].StepFrame += move_frames;
11527 if (stored_player[i].move_delay > 0)
11528 stored_player[i].move_delay--;
11530 // due to bugs in previous versions, counter must count up, not down
11531 if (stored_player[i].push_delay != -1)
11532 stored_player[i].push_delay++;
11534 if (stored_player[i].drop_delay > 0)
11535 stored_player[i].drop_delay--;
11537 if (stored_player[i].is_dropping_pressed)
11538 stored_player[i].drop_pressed_delay++;
11542 void StartGameActions(boolean init_network_game, boolean record_tape,
11545 unsigned int new_random_seed = InitRND(random_seed);
11548 TapeStartRecording(new_random_seed);
11550 if (init_network_game)
11552 SendToServer_LevelFile();
11553 SendToServer_StartPlaying();
11561 static void GameActionsExt(void)
11564 static unsigned int game_frame_delay = 0;
11566 unsigned int game_frame_delay_value;
11567 byte *recorded_player_action;
11568 byte summarized_player_action = 0;
11569 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11572 // detect endless loops, caused by custom element programming
11573 if (recursion_loop_detected && recursion_loop_depth == 0)
11575 char *message = getStringCat3("Internal Error! Element ",
11576 EL_NAME(recursion_loop_element),
11577 " caused endless loop! Quit the game?");
11579 Warn("element '%s' caused endless loop in game engine",
11580 EL_NAME(recursion_loop_element));
11582 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11584 recursion_loop_detected = FALSE; // if game should be continued
11591 if (game.restart_level)
11592 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11594 CheckLevelSolved();
11596 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11599 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11602 if (game_status != GAME_MODE_PLAYING) // status might have changed
11605 game_frame_delay_value =
11606 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11608 if (tape.playing && tape.warp_forward && !tape.pausing)
11609 game_frame_delay_value = 0;
11611 SetVideoFrameDelay(game_frame_delay_value);
11613 // (de)activate virtual buttons depending on current game status
11614 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11616 if (game.all_players_gone) // if no players there to be controlled anymore
11617 SetOverlayActive(FALSE);
11618 else if (!tape.playing) // if game continues after tape stopped playing
11619 SetOverlayActive(TRUE);
11624 // ---------- main game synchronization point ----------
11626 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11628 Debug("game:playing:skip", "skip == %d", skip);
11631 // ---------- main game synchronization point ----------
11633 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11637 if (network_playing && !network_player_action_received)
11639 // try to get network player actions in time
11641 // last chance to get network player actions without main loop delay
11642 HandleNetworking();
11644 // game was quit by network peer
11645 if (game_status != GAME_MODE_PLAYING)
11648 // check if network player actions still missing and game still running
11649 if (!network_player_action_received && !checkGameEnded())
11650 return; // failed to get network player actions in time
11652 // do not yet reset "network_player_action_received" (for tape.pausing)
11658 // at this point we know that we really continue executing the game
11660 network_player_action_received = FALSE;
11662 // when playing tape, read previously recorded player input from tape data
11663 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11665 local_player->effective_mouse_action = local_player->mouse_action;
11667 if (recorded_player_action != NULL)
11668 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11669 recorded_player_action);
11671 // TapePlayAction() may return NULL when toggling to "pause before death"
11675 if (tape.set_centered_player)
11677 game.centered_player_nr_next = tape.centered_player_nr_next;
11678 game.set_centered_player = TRUE;
11681 for (i = 0; i < MAX_PLAYERS; i++)
11683 summarized_player_action |= stored_player[i].action;
11685 if (!network_playing && (game.team_mode || tape.playing))
11686 stored_player[i].effective_action = stored_player[i].action;
11689 if (network_playing && !checkGameEnded())
11690 SendToServer_MovePlayer(summarized_player_action);
11692 // summarize all actions at local players mapped input device position
11693 // (this allows using different input devices in single player mode)
11694 if (!network.enabled && !game.team_mode)
11695 stored_player[map_player_action[local_player->index_nr]].effective_action =
11696 summarized_player_action;
11698 // summarize all actions at centered player in local team mode
11699 if (tape.recording &&
11700 setup.team_mode && !network.enabled &&
11701 setup.input_on_focus &&
11702 game.centered_player_nr != -1)
11704 for (i = 0; i < MAX_PLAYERS; i++)
11705 stored_player[map_player_action[i]].effective_action =
11706 (i == game.centered_player_nr ? summarized_player_action : 0);
11709 if (recorded_player_action != NULL)
11710 for (i = 0; i < MAX_PLAYERS; i++)
11711 stored_player[i].effective_action = recorded_player_action[i];
11713 for (i = 0; i < MAX_PLAYERS; i++)
11715 tape_action[i] = stored_player[i].effective_action;
11717 /* (this may happen in the RND game engine if a player was not present on
11718 the playfield on level start, but appeared later from a custom element */
11719 if (setup.team_mode &&
11722 !tape.player_participates[i])
11723 tape.player_participates[i] = TRUE;
11726 SetTapeActionFromMouseAction(tape_action,
11727 &local_player->effective_mouse_action);
11729 // only record actions from input devices, but not programmed actions
11730 if (tape.recording)
11731 TapeRecordAction(tape_action);
11733 // remember if game was played (especially after tape stopped playing)
11734 if (!tape.playing && summarized_player_action)
11735 game.GamePlayed = TRUE;
11737 #if USE_NEW_PLAYER_ASSIGNMENTS
11738 // !!! also map player actions in single player mode !!!
11739 // if (game.team_mode)
11742 byte mapped_action[MAX_PLAYERS];
11744 #if DEBUG_PLAYER_ACTIONS
11745 for (i = 0; i < MAX_PLAYERS; i++)
11746 DebugContinued("", "%d, ", stored_player[i].effective_action);
11749 for (i = 0; i < MAX_PLAYERS; i++)
11750 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11752 for (i = 0; i < MAX_PLAYERS; i++)
11753 stored_player[i].effective_action = mapped_action[i];
11755 #if DEBUG_PLAYER_ACTIONS
11756 DebugContinued("", "=> ");
11757 for (i = 0; i < MAX_PLAYERS; i++)
11758 DebugContinued("", "%d, ", stored_player[i].effective_action);
11759 DebugContinued("game:playing:player", "\n");
11762 #if DEBUG_PLAYER_ACTIONS
11765 for (i = 0; i < MAX_PLAYERS; i++)
11766 DebugContinued("", "%d, ", stored_player[i].effective_action);
11767 DebugContinued("game:playing:player", "\n");
11772 for (i = 0; i < MAX_PLAYERS; i++)
11774 // allow engine snapshot in case of changed movement attempt
11775 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11776 (stored_player[i].effective_action & KEY_MOTION))
11777 game.snapshot.changed_action = TRUE;
11779 // allow engine snapshot in case of snapping/dropping attempt
11780 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11781 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11782 game.snapshot.changed_action = TRUE;
11784 game.snapshot.last_action[i] = stored_player[i].effective_action;
11787 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11789 GameActions_EM_Main();
11791 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11793 GameActions_SP_Main();
11795 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11797 GameActions_MM_Main();
11801 GameActions_RND_Main();
11804 BlitScreenToBitmap(backbuffer);
11806 CheckLevelSolved();
11809 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11811 if (global.show_frames_per_second)
11813 static unsigned int fps_counter = 0;
11814 static int fps_frames = 0;
11815 unsigned int fps_delay_ms = Counter() - fps_counter;
11819 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11821 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11824 fps_counter = Counter();
11826 // always draw FPS to screen after FPS value was updated
11827 redraw_mask |= REDRAW_FPS;
11830 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11831 if (GetDrawDeactivationMask() == REDRAW_NONE)
11832 redraw_mask |= REDRAW_FPS;
11836 static void GameActions_CheckSaveEngineSnapshot(void)
11838 if (!game.snapshot.save_snapshot)
11841 // clear flag for saving snapshot _before_ saving snapshot
11842 game.snapshot.save_snapshot = FALSE;
11844 SaveEngineSnapshotToList();
11847 void GameActions(void)
11851 GameActions_CheckSaveEngineSnapshot();
11854 void GameActions_EM_Main(void)
11856 byte effective_action[MAX_PLAYERS];
11857 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11860 for (i = 0; i < MAX_PLAYERS; i++)
11861 effective_action[i] = stored_player[i].effective_action;
11863 GameActions_EM(effective_action, warp_mode);
11866 void GameActions_SP_Main(void)
11868 byte effective_action[MAX_PLAYERS];
11869 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11872 for (i = 0; i < MAX_PLAYERS; i++)
11873 effective_action[i] = stored_player[i].effective_action;
11875 GameActions_SP(effective_action, warp_mode);
11877 for (i = 0; i < MAX_PLAYERS; i++)
11879 if (stored_player[i].force_dropping)
11880 stored_player[i].action |= KEY_BUTTON_DROP;
11882 stored_player[i].force_dropping = FALSE;
11886 void GameActions_MM_Main(void)
11888 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11890 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11893 void GameActions_RND_Main(void)
11898 void GameActions_RND(void)
11900 static struct MouseActionInfo mouse_action_last = { 0 };
11901 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11902 int magic_wall_x = 0, magic_wall_y = 0;
11903 int i, x, y, element, graphic, last_gfx_frame;
11905 InitPlayfieldScanModeVars();
11907 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11909 SCAN_PLAYFIELD(x, y)
11911 ChangeCount[x][y] = 0;
11912 ChangeEvent[x][y] = -1;
11916 if (game.set_centered_player)
11918 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11920 // switching to "all players" only possible if all players fit to screen
11921 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11923 game.centered_player_nr_next = game.centered_player_nr;
11924 game.set_centered_player = FALSE;
11927 // do not switch focus to non-existing (or non-active) player
11928 if (game.centered_player_nr_next >= 0 &&
11929 !stored_player[game.centered_player_nr_next].active)
11931 game.centered_player_nr_next = game.centered_player_nr;
11932 game.set_centered_player = FALSE;
11936 if (game.set_centered_player &&
11937 ScreenMovPos == 0) // screen currently aligned at tile position
11941 if (game.centered_player_nr_next == -1)
11943 setScreenCenteredToAllPlayers(&sx, &sy);
11947 sx = stored_player[game.centered_player_nr_next].jx;
11948 sy = stored_player[game.centered_player_nr_next].jy;
11951 game.centered_player_nr = game.centered_player_nr_next;
11952 game.set_centered_player = FALSE;
11954 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11955 DrawGameDoorValues();
11958 for (i = 0; i < MAX_PLAYERS; i++)
11960 int actual_player_action = stored_player[i].effective_action;
11963 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11964 - rnd_equinox_tetrachloride 048
11965 - rnd_equinox_tetrachloride_ii 096
11966 - rnd_emanuel_schmieg 002
11967 - doctor_sloan_ww 001, 020
11969 if (stored_player[i].MovPos == 0)
11970 CheckGravityMovement(&stored_player[i]);
11973 // overwrite programmed action with tape action
11974 if (stored_player[i].programmed_action)
11975 actual_player_action = stored_player[i].programmed_action;
11977 PlayerActions(&stored_player[i], actual_player_action);
11979 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11982 ScrollScreen(NULL, SCROLL_GO_ON);
11984 /* for backwards compatibility, the following code emulates a fixed bug that
11985 occured when pushing elements (causing elements that just made their last
11986 pushing step to already (if possible) make their first falling step in the
11987 same game frame, which is bad); this code is also needed to use the famous
11988 "spring push bug" which is used in older levels and might be wanted to be
11989 used also in newer levels, but in this case the buggy pushing code is only
11990 affecting the "spring" element and no other elements */
11992 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11994 for (i = 0; i < MAX_PLAYERS; i++)
11996 struct PlayerInfo *player = &stored_player[i];
11997 int x = player->jx;
11998 int y = player->jy;
12000 if (player->active && player->is_pushing && player->is_moving &&
12002 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12003 Tile[x][y] == EL_SPRING))
12005 ContinueMoving(x, y);
12007 // continue moving after pushing (this is actually a bug)
12008 if (!IS_MOVING(x, y))
12009 Stop[x][y] = FALSE;
12014 SCAN_PLAYFIELD(x, y)
12016 Last[x][y] = Tile[x][y];
12018 ChangeCount[x][y] = 0;
12019 ChangeEvent[x][y] = -1;
12021 // this must be handled before main playfield loop
12022 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12025 if (MovDelay[x][y] <= 0)
12029 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12032 if (MovDelay[x][y] <= 0)
12035 TEST_DrawLevelField(x, y);
12037 TestIfElementTouchesCustomElement(x, y); // for empty space
12042 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12044 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12046 Debug("game:playing:GameActions_RND", "This should never happen!");
12048 ChangePage[x][y] = -1;
12052 Stop[x][y] = FALSE;
12053 if (WasJustMoving[x][y] > 0)
12054 WasJustMoving[x][y]--;
12055 if (WasJustFalling[x][y] > 0)
12056 WasJustFalling[x][y]--;
12057 if (CheckCollision[x][y] > 0)
12058 CheckCollision[x][y]--;
12059 if (CheckImpact[x][y] > 0)
12060 CheckImpact[x][y]--;
12064 /* reset finished pushing action (not done in ContinueMoving() to allow
12065 continuous pushing animation for elements with zero push delay) */
12066 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12068 ResetGfxAnimation(x, y);
12069 TEST_DrawLevelField(x, y);
12073 if (IS_BLOCKED(x, y))
12077 Blocked2Moving(x, y, &oldx, &oldy);
12078 if (!IS_MOVING(oldx, oldy))
12080 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12081 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12082 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12083 Debug("game:playing:GameActions_RND", "This should never happen!");
12089 if (mouse_action.button)
12091 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12093 x = mouse_action.lx;
12094 y = mouse_action.ly;
12095 element = Tile[x][y];
12099 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12100 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12103 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12104 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12107 SCAN_PLAYFIELD(x, y)
12109 element = Tile[x][y];
12110 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12111 last_gfx_frame = GfxFrame[x][y];
12113 ResetGfxFrame(x, y);
12115 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12116 DrawLevelGraphicAnimation(x, y, graphic);
12118 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12119 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12120 ResetRandomAnimationValue(x, y);
12122 SetRandomAnimationValue(x, y);
12124 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12126 if (IS_INACTIVE(element))
12128 if (IS_ANIMATED(graphic))
12129 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12134 // this may take place after moving, so 'element' may have changed
12135 if (IS_CHANGING(x, y) &&
12136 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12138 int page = element_info[element].event_page_nr[CE_DELAY];
12140 HandleElementChange(x, y, page);
12142 element = Tile[x][y];
12143 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12146 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12150 element = Tile[x][y];
12151 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12153 if (IS_ANIMATED(graphic) &&
12154 !IS_MOVING(x, y) &&
12156 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12158 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12159 TEST_DrawTwinkleOnField(x, y);
12161 else if (element == EL_ACID)
12164 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12166 else if ((element == EL_EXIT_OPEN ||
12167 element == EL_EM_EXIT_OPEN ||
12168 element == EL_SP_EXIT_OPEN ||
12169 element == EL_STEEL_EXIT_OPEN ||
12170 element == EL_EM_STEEL_EXIT_OPEN ||
12171 element == EL_SP_TERMINAL ||
12172 element == EL_SP_TERMINAL_ACTIVE ||
12173 element == EL_EXTRA_TIME ||
12174 element == EL_SHIELD_NORMAL ||
12175 element == EL_SHIELD_DEADLY) &&
12176 IS_ANIMATED(graphic))
12177 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12178 else if (IS_MOVING(x, y))
12179 ContinueMoving(x, y);
12180 else if (IS_ACTIVE_BOMB(element))
12181 CheckDynamite(x, y);
12182 else if (element == EL_AMOEBA_GROWING)
12183 AmoebaGrowing(x, y);
12184 else if (element == EL_AMOEBA_SHRINKING)
12185 AmoebaShrinking(x, y);
12187 #if !USE_NEW_AMOEBA_CODE
12188 else if (IS_AMOEBALIVE(element))
12189 AmoebaReproduce(x, y);
12192 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12194 else if (element == EL_EXIT_CLOSED)
12196 else if (element == EL_EM_EXIT_CLOSED)
12198 else if (element == EL_STEEL_EXIT_CLOSED)
12199 CheckExitSteel(x, y);
12200 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12201 CheckExitSteelEM(x, y);
12202 else if (element == EL_SP_EXIT_CLOSED)
12204 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12205 element == EL_EXPANDABLE_STEELWALL_GROWING)
12206 MauerWaechst(x, y);
12207 else if (element == EL_EXPANDABLE_WALL ||
12208 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12209 element == EL_EXPANDABLE_WALL_VERTICAL ||
12210 element == EL_EXPANDABLE_WALL_ANY ||
12211 element == EL_BD_EXPANDABLE_WALL)
12212 MauerAbleger(x, y);
12213 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12214 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12215 element == EL_EXPANDABLE_STEELWALL_ANY)
12216 MauerAblegerStahl(x, y);
12217 else if (element == EL_FLAMES)
12218 CheckForDragon(x, y);
12219 else if (element == EL_EXPLOSION)
12220 ; // drawing of correct explosion animation is handled separately
12221 else if (element == EL_ELEMENT_SNAPPING ||
12222 element == EL_DIAGONAL_SHRINKING ||
12223 element == EL_DIAGONAL_GROWING)
12225 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12227 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12229 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12230 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12232 if (IS_BELT_ACTIVE(element))
12233 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12235 if (game.magic_wall_active)
12237 int jx = local_player->jx, jy = local_player->jy;
12239 // play the element sound at the position nearest to the player
12240 if ((element == EL_MAGIC_WALL_FULL ||
12241 element == EL_MAGIC_WALL_ACTIVE ||
12242 element == EL_MAGIC_WALL_EMPTYING ||
12243 element == EL_BD_MAGIC_WALL_FULL ||
12244 element == EL_BD_MAGIC_WALL_ACTIVE ||
12245 element == EL_BD_MAGIC_WALL_EMPTYING ||
12246 element == EL_DC_MAGIC_WALL_FULL ||
12247 element == EL_DC_MAGIC_WALL_ACTIVE ||
12248 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12249 ABS(x - jx) + ABS(y - jy) <
12250 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12258 #if USE_NEW_AMOEBA_CODE
12259 // new experimental amoeba growth stuff
12260 if (!(FrameCounter % 8))
12262 static unsigned int random = 1684108901;
12264 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12266 x = RND(lev_fieldx);
12267 y = RND(lev_fieldy);
12268 element = Tile[x][y];
12270 if (!IS_PLAYER(x,y) &&
12271 (element == EL_EMPTY ||
12272 CAN_GROW_INTO(element) ||
12273 element == EL_QUICKSAND_EMPTY ||
12274 element == EL_QUICKSAND_FAST_EMPTY ||
12275 element == EL_ACID_SPLASH_LEFT ||
12276 element == EL_ACID_SPLASH_RIGHT))
12278 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12279 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12280 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12281 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12282 Tile[x][y] = EL_AMOEBA_DROP;
12285 random = random * 129 + 1;
12290 game.explosions_delayed = FALSE;
12292 SCAN_PLAYFIELD(x, y)
12294 element = Tile[x][y];
12296 if (ExplodeField[x][y])
12297 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12298 else if (element == EL_EXPLOSION)
12299 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12301 ExplodeField[x][y] = EX_TYPE_NONE;
12304 game.explosions_delayed = TRUE;
12306 if (game.magic_wall_active)
12308 if (!(game.magic_wall_time_left % 4))
12310 int element = Tile[magic_wall_x][magic_wall_y];
12312 if (element == EL_BD_MAGIC_WALL_FULL ||
12313 element == EL_BD_MAGIC_WALL_ACTIVE ||
12314 element == EL_BD_MAGIC_WALL_EMPTYING)
12315 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12316 else if (element == EL_DC_MAGIC_WALL_FULL ||
12317 element == EL_DC_MAGIC_WALL_ACTIVE ||
12318 element == EL_DC_MAGIC_WALL_EMPTYING)
12319 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12321 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12324 if (game.magic_wall_time_left > 0)
12326 game.magic_wall_time_left--;
12328 if (!game.magic_wall_time_left)
12330 SCAN_PLAYFIELD(x, y)
12332 element = Tile[x][y];
12334 if (element == EL_MAGIC_WALL_ACTIVE ||
12335 element == EL_MAGIC_WALL_FULL)
12337 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12338 TEST_DrawLevelField(x, y);
12340 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12341 element == EL_BD_MAGIC_WALL_FULL)
12343 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12344 TEST_DrawLevelField(x, y);
12346 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12347 element == EL_DC_MAGIC_WALL_FULL)
12349 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12350 TEST_DrawLevelField(x, y);
12354 game.magic_wall_active = FALSE;
12359 if (game.light_time_left > 0)
12361 game.light_time_left--;
12363 if (game.light_time_left == 0)
12364 RedrawAllLightSwitchesAndInvisibleElements();
12367 if (game.timegate_time_left > 0)
12369 game.timegate_time_left--;
12371 if (game.timegate_time_left == 0)
12372 CloseAllOpenTimegates();
12375 if (game.lenses_time_left > 0)
12377 game.lenses_time_left--;
12379 if (game.lenses_time_left == 0)
12380 RedrawAllInvisibleElementsForLenses();
12383 if (game.magnify_time_left > 0)
12385 game.magnify_time_left--;
12387 if (game.magnify_time_left == 0)
12388 RedrawAllInvisibleElementsForMagnifier();
12391 for (i = 0; i < MAX_PLAYERS; i++)
12393 struct PlayerInfo *player = &stored_player[i];
12395 if (SHIELD_ON(player))
12397 if (player->shield_deadly_time_left)
12398 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12399 else if (player->shield_normal_time_left)
12400 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12404 #if USE_DELAYED_GFX_REDRAW
12405 SCAN_PLAYFIELD(x, y)
12407 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12409 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12410 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12412 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12413 DrawLevelField(x, y);
12415 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12416 DrawLevelFieldCrumbled(x, y);
12418 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12419 DrawLevelFieldCrumbledNeighbours(x, y);
12421 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12422 DrawTwinkleOnField(x, y);
12425 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12430 PlayAllPlayersSound();
12432 for (i = 0; i < MAX_PLAYERS; i++)
12434 struct PlayerInfo *player = &stored_player[i];
12436 if (player->show_envelope != 0 && (!player->active ||
12437 player->MovPos == 0))
12439 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12441 player->show_envelope = 0;
12445 // use random number generator in every frame to make it less predictable
12446 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12449 mouse_action_last = mouse_action;
12452 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12454 int min_x = x, min_y = y, max_x = x, max_y = y;
12455 int scr_fieldx = getScreenFieldSizeX();
12456 int scr_fieldy = getScreenFieldSizeY();
12459 for (i = 0; i < MAX_PLAYERS; i++)
12461 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12463 if (!stored_player[i].active || &stored_player[i] == player)
12466 min_x = MIN(min_x, jx);
12467 min_y = MIN(min_y, jy);
12468 max_x = MAX(max_x, jx);
12469 max_y = MAX(max_y, jy);
12472 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12475 static boolean AllPlayersInVisibleScreen(void)
12479 for (i = 0; i < MAX_PLAYERS; i++)
12481 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12483 if (!stored_player[i].active)
12486 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12493 void ScrollLevel(int dx, int dy)
12495 int scroll_offset = 2 * TILEX_VAR;
12498 BlitBitmap(drawto_field, drawto_field,
12499 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12500 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12501 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12502 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12503 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12504 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12508 x = (dx == 1 ? BX1 : BX2);
12509 for (y = BY1; y <= BY2; y++)
12510 DrawScreenField(x, y);
12515 y = (dy == 1 ? BY1 : BY2);
12516 for (x = BX1; x <= BX2; x++)
12517 DrawScreenField(x, y);
12520 redraw_mask |= REDRAW_FIELD;
12523 static boolean canFallDown(struct PlayerInfo *player)
12525 int jx = player->jx, jy = player->jy;
12527 return (IN_LEV_FIELD(jx, jy + 1) &&
12528 (IS_FREE(jx, jy + 1) ||
12529 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12530 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12531 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12534 static boolean canPassField(int x, int y, int move_dir)
12536 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12537 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12538 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12539 int nextx = x + dx;
12540 int nexty = y + dy;
12541 int element = Tile[x][y];
12543 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12544 !CAN_MOVE(element) &&
12545 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12546 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12547 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12550 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12552 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12553 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12554 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12558 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12559 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12560 (IS_DIGGABLE(Tile[newx][newy]) ||
12561 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12562 canPassField(newx, newy, move_dir)));
12565 static void CheckGravityMovement(struct PlayerInfo *player)
12567 if (player->gravity && !player->programmed_action)
12569 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12570 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12571 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12572 int jx = player->jx, jy = player->jy;
12573 boolean player_is_moving_to_valid_field =
12574 (!player_is_snapping &&
12575 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12576 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12577 boolean player_can_fall_down = canFallDown(player);
12579 if (player_can_fall_down &&
12580 !player_is_moving_to_valid_field)
12581 player->programmed_action = MV_DOWN;
12585 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12587 return CheckGravityMovement(player);
12589 if (player->gravity && !player->programmed_action)
12591 int jx = player->jx, jy = player->jy;
12592 boolean field_under_player_is_free =
12593 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12594 boolean player_is_standing_on_valid_field =
12595 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12596 (IS_WALKABLE(Tile[jx][jy]) &&
12597 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12599 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12600 player->programmed_action = MV_DOWN;
12605 MovePlayerOneStep()
12606 -----------------------------------------------------------------------------
12607 dx, dy: direction (non-diagonal) to try to move the player to
12608 real_dx, real_dy: direction as read from input device (can be diagonal)
12611 boolean MovePlayerOneStep(struct PlayerInfo *player,
12612 int dx, int dy, int real_dx, int real_dy)
12614 int jx = player->jx, jy = player->jy;
12615 int new_jx = jx + dx, new_jy = jy + dy;
12617 boolean player_can_move = !player->cannot_move;
12619 if (!player->active || (!dx && !dy))
12620 return MP_NO_ACTION;
12622 player->MovDir = (dx < 0 ? MV_LEFT :
12623 dx > 0 ? MV_RIGHT :
12625 dy > 0 ? MV_DOWN : MV_NONE);
12627 if (!IN_LEV_FIELD(new_jx, new_jy))
12628 return MP_NO_ACTION;
12630 if (!player_can_move)
12632 if (player->MovPos == 0)
12634 player->is_moving = FALSE;
12635 player->is_digging = FALSE;
12636 player->is_collecting = FALSE;
12637 player->is_snapping = FALSE;
12638 player->is_pushing = FALSE;
12642 if (!network.enabled && game.centered_player_nr == -1 &&
12643 !AllPlayersInSight(player, new_jx, new_jy))
12644 return MP_NO_ACTION;
12646 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12647 if (can_move != MP_MOVING)
12650 // check if DigField() has caused relocation of the player
12651 if (player->jx != jx || player->jy != jy)
12652 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12654 StorePlayer[jx][jy] = 0;
12655 player->last_jx = jx;
12656 player->last_jy = jy;
12657 player->jx = new_jx;
12658 player->jy = new_jy;
12659 StorePlayer[new_jx][new_jy] = player->element_nr;
12661 if (player->move_delay_value_next != -1)
12663 player->move_delay_value = player->move_delay_value_next;
12664 player->move_delay_value_next = -1;
12668 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12670 player->step_counter++;
12672 PlayerVisit[jx][jy] = FrameCounter;
12674 player->is_moving = TRUE;
12677 // should better be called in MovePlayer(), but this breaks some tapes
12678 ScrollPlayer(player, SCROLL_INIT);
12684 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12686 int jx = player->jx, jy = player->jy;
12687 int old_jx = jx, old_jy = jy;
12688 int moved = MP_NO_ACTION;
12690 if (!player->active)
12695 if (player->MovPos == 0)
12697 player->is_moving = FALSE;
12698 player->is_digging = FALSE;
12699 player->is_collecting = FALSE;
12700 player->is_snapping = FALSE;
12701 player->is_pushing = FALSE;
12707 if (player->move_delay > 0)
12710 player->move_delay = -1; // set to "uninitialized" value
12712 // store if player is automatically moved to next field
12713 player->is_auto_moving = (player->programmed_action != MV_NONE);
12715 // remove the last programmed player action
12716 player->programmed_action = 0;
12718 if (player->MovPos)
12720 // should only happen if pre-1.2 tape recordings are played
12721 // this is only for backward compatibility
12723 int original_move_delay_value = player->move_delay_value;
12726 Debug("game:playing:MovePlayer",
12727 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12731 // scroll remaining steps with finest movement resolution
12732 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12734 while (player->MovPos)
12736 ScrollPlayer(player, SCROLL_GO_ON);
12737 ScrollScreen(NULL, SCROLL_GO_ON);
12739 AdvanceFrameAndPlayerCounters(player->index_nr);
12742 BackToFront_WithFrameDelay(0);
12745 player->move_delay_value = original_move_delay_value;
12748 player->is_active = FALSE;
12750 if (player->last_move_dir & MV_HORIZONTAL)
12752 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12753 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12757 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12758 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12761 if (!moved && !player->is_active)
12763 player->is_moving = FALSE;
12764 player->is_digging = FALSE;
12765 player->is_collecting = FALSE;
12766 player->is_snapping = FALSE;
12767 player->is_pushing = FALSE;
12773 if (moved & MP_MOVING && !ScreenMovPos &&
12774 (player->index_nr == game.centered_player_nr ||
12775 game.centered_player_nr == -1))
12777 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12779 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12781 // actual player has left the screen -- scroll in that direction
12782 if (jx != old_jx) // player has moved horizontally
12783 scroll_x += (jx - old_jx);
12784 else // player has moved vertically
12785 scroll_y += (jy - old_jy);
12789 int offset_raw = game.scroll_delay_value;
12791 if (jx != old_jx) // player has moved horizontally
12793 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12794 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12795 int new_scroll_x = jx - MIDPOSX + offset_x;
12797 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12798 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12799 scroll_x = new_scroll_x;
12801 // don't scroll over playfield boundaries
12802 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12804 // don't scroll more than one field at a time
12805 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12807 // don't scroll against the player's moving direction
12808 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12809 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12810 scroll_x = old_scroll_x;
12812 else // player has moved vertically
12814 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12815 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12816 int new_scroll_y = jy - MIDPOSY + offset_y;
12818 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12819 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12820 scroll_y = new_scroll_y;
12822 // don't scroll over playfield boundaries
12823 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12825 // don't scroll more than one field at a time
12826 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12828 // don't scroll against the player's moving direction
12829 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12830 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12831 scroll_y = old_scroll_y;
12835 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12837 if (!network.enabled && game.centered_player_nr == -1 &&
12838 !AllPlayersInVisibleScreen())
12840 scroll_x = old_scroll_x;
12841 scroll_y = old_scroll_y;
12845 ScrollScreen(player, SCROLL_INIT);
12846 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12851 player->StepFrame = 0;
12853 if (moved & MP_MOVING)
12855 if (old_jx != jx && old_jy == jy)
12856 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12857 else if (old_jx == jx && old_jy != jy)
12858 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12860 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12862 player->last_move_dir = player->MovDir;
12863 player->is_moving = TRUE;
12864 player->is_snapping = FALSE;
12865 player->is_switching = FALSE;
12866 player->is_dropping = FALSE;
12867 player->is_dropping_pressed = FALSE;
12868 player->drop_pressed_delay = 0;
12871 // should better be called here than above, but this breaks some tapes
12872 ScrollPlayer(player, SCROLL_INIT);
12877 CheckGravityMovementWhenNotMoving(player);
12879 player->is_moving = FALSE;
12881 /* at this point, the player is allowed to move, but cannot move right now
12882 (e.g. because of something blocking the way) -- ensure that the player
12883 is also allowed to move in the next frame (in old versions before 3.1.1,
12884 the player was forced to wait again for eight frames before next try) */
12886 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12887 player->move_delay = 0; // allow direct movement in the next frame
12890 if (player->move_delay == -1) // not yet initialized by DigField()
12891 player->move_delay = player->move_delay_value;
12893 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12895 TestIfPlayerTouchesBadThing(jx, jy);
12896 TestIfPlayerTouchesCustomElement(jx, jy);
12899 if (!player->active)
12900 RemovePlayer(player);
12905 void ScrollPlayer(struct PlayerInfo *player, int mode)
12907 int jx = player->jx, jy = player->jy;
12908 int last_jx = player->last_jx, last_jy = player->last_jy;
12909 int move_stepsize = TILEX / player->move_delay_value;
12911 if (!player->active)
12914 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12917 if (mode == SCROLL_INIT)
12919 player->actual_frame_counter = FrameCounter;
12920 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12922 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12923 Tile[last_jx][last_jy] == EL_EMPTY)
12925 int last_field_block_delay = 0; // start with no blocking at all
12926 int block_delay_adjustment = player->block_delay_adjustment;
12928 // if player blocks last field, add delay for exactly one move
12929 if (player->block_last_field)
12931 last_field_block_delay += player->move_delay_value;
12933 // when blocking enabled, prevent moving up despite gravity
12934 if (player->gravity && player->MovDir == MV_UP)
12935 block_delay_adjustment = -1;
12938 // add block delay adjustment (also possible when not blocking)
12939 last_field_block_delay += block_delay_adjustment;
12941 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12942 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12945 if (player->MovPos != 0) // player has not yet reached destination
12948 else if (!FrameReached(&player->actual_frame_counter, 1))
12951 if (player->MovPos != 0)
12953 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12954 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12956 // before DrawPlayer() to draw correct player graphic for this case
12957 if (player->MovPos == 0)
12958 CheckGravityMovement(player);
12961 if (player->MovPos == 0) // player reached destination field
12963 if (player->move_delay_reset_counter > 0)
12965 player->move_delay_reset_counter--;
12967 if (player->move_delay_reset_counter == 0)
12969 // continue with normal speed after quickly moving through gate
12970 HALVE_PLAYER_SPEED(player);
12972 // be able to make the next move without delay
12973 player->move_delay = 0;
12977 player->last_jx = jx;
12978 player->last_jy = jy;
12980 if (Tile[jx][jy] == EL_EXIT_OPEN ||
12981 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
12982 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
12983 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
12984 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12985 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12986 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
12987 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12989 ExitPlayer(player);
12991 if (game.players_still_needed == 0 &&
12992 (game.friends_still_needed == 0 ||
12993 IS_SP_ELEMENT(Tile[jx][jy])))
12997 // this breaks one level: "machine", level 000
12999 int move_direction = player->MovDir;
13000 int enter_side = MV_DIR_OPPOSITE(move_direction);
13001 int leave_side = move_direction;
13002 int old_jx = last_jx;
13003 int old_jy = last_jy;
13004 int old_element = Tile[old_jx][old_jy];
13005 int new_element = Tile[jx][jy];
13007 if (IS_CUSTOM_ELEMENT(old_element))
13008 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13010 player->index_bit, leave_side);
13012 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13013 CE_PLAYER_LEAVES_X,
13014 player->index_bit, leave_side);
13016 if (IS_CUSTOM_ELEMENT(new_element))
13017 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13018 player->index_bit, enter_side);
13020 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13021 CE_PLAYER_ENTERS_X,
13022 player->index_bit, enter_side);
13024 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13025 CE_MOVE_OF_X, move_direction);
13028 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13030 TestIfPlayerTouchesBadThing(jx, jy);
13031 TestIfPlayerTouchesCustomElement(jx, jy);
13033 /* needed because pushed element has not yet reached its destination,
13034 so it would trigger a change event at its previous field location */
13035 if (!player->is_pushing)
13036 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13038 if (!player->active)
13039 RemovePlayer(player);
13042 if (!game.LevelSolved && level.use_step_counter)
13052 if (TimeLeft <= 10 && setup.time_limit)
13053 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13055 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13057 DisplayGameControlValues();
13059 if (!TimeLeft && setup.time_limit)
13060 for (i = 0; i < MAX_PLAYERS; i++)
13061 KillPlayer(&stored_player[i]);
13063 else if (game.no_time_limit && !game.all_players_gone)
13065 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13067 DisplayGameControlValues();
13071 if (tape.single_step && tape.recording && !tape.pausing &&
13072 !player->programmed_action)
13073 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13075 if (!player->programmed_action)
13076 CheckSaveEngineSnapshot(player);
13080 void ScrollScreen(struct PlayerInfo *player, int mode)
13082 static unsigned int screen_frame_counter = 0;
13084 if (mode == SCROLL_INIT)
13086 // set scrolling step size according to actual player's moving speed
13087 ScrollStepSize = TILEX / player->move_delay_value;
13089 screen_frame_counter = FrameCounter;
13090 ScreenMovDir = player->MovDir;
13091 ScreenMovPos = player->MovPos;
13092 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13095 else if (!FrameReached(&screen_frame_counter, 1))
13100 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13101 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13102 redraw_mask |= REDRAW_FIELD;
13105 ScreenMovDir = MV_NONE;
13108 void TestIfPlayerTouchesCustomElement(int x, int y)
13110 static int xy[4][2] =
13117 static int trigger_sides[4][2] =
13119 // center side border side
13120 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13121 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13122 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13123 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13125 static int touch_dir[4] =
13127 MV_LEFT | MV_RIGHT,
13132 int center_element = Tile[x][y]; // should always be non-moving!
13135 for (i = 0; i < NUM_DIRECTIONS; i++)
13137 int xx = x + xy[i][0];
13138 int yy = y + xy[i][1];
13139 int center_side = trigger_sides[i][0];
13140 int border_side = trigger_sides[i][1];
13141 int border_element;
13143 if (!IN_LEV_FIELD(xx, yy))
13146 if (IS_PLAYER(x, y)) // player found at center element
13148 struct PlayerInfo *player = PLAYERINFO(x, y);
13150 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13151 border_element = Tile[xx][yy]; // may be moving!
13152 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13153 border_element = Tile[xx][yy];
13154 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13155 border_element = MovingOrBlocked2Element(xx, yy);
13157 continue; // center and border element do not touch
13159 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13160 player->index_bit, border_side);
13161 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13162 CE_PLAYER_TOUCHES_X,
13163 player->index_bit, border_side);
13166 /* use player element that is initially defined in the level playfield,
13167 not the player element that corresponds to the runtime player number
13168 (example: a level that contains EL_PLAYER_3 as the only player would
13169 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13170 int player_element = PLAYERINFO(x, y)->initial_element;
13172 CheckElementChangeBySide(xx, yy, border_element, player_element,
13173 CE_TOUCHING_X, border_side);
13176 else if (IS_PLAYER(xx, yy)) // player found at border element
13178 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13180 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13182 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13183 continue; // center and border element do not touch
13186 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13187 player->index_bit, center_side);
13188 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13189 CE_PLAYER_TOUCHES_X,
13190 player->index_bit, center_side);
13193 /* use player element that is initially defined in the level playfield,
13194 not the player element that corresponds to the runtime player number
13195 (example: a level that contains EL_PLAYER_3 as the only player would
13196 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13197 int player_element = PLAYERINFO(xx, yy)->initial_element;
13199 CheckElementChangeBySide(x, y, center_element, player_element,
13200 CE_TOUCHING_X, center_side);
13208 void TestIfElementTouchesCustomElement(int x, int y)
13210 static int xy[4][2] =
13217 static int trigger_sides[4][2] =
13219 // center side border side
13220 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13221 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13222 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13223 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13225 static int touch_dir[4] =
13227 MV_LEFT | MV_RIGHT,
13232 boolean change_center_element = FALSE;
13233 int center_element = Tile[x][y]; // should always be non-moving!
13234 int border_element_old[NUM_DIRECTIONS];
13237 for (i = 0; i < NUM_DIRECTIONS; i++)
13239 int xx = x + xy[i][0];
13240 int yy = y + xy[i][1];
13241 int border_element;
13243 border_element_old[i] = -1;
13245 if (!IN_LEV_FIELD(xx, yy))
13248 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13249 border_element = Tile[xx][yy]; // may be moving!
13250 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13251 border_element = Tile[xx][yy];
13252 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13253 border_element = MovingOrBlocked2Element(xx, yy);
13255 continue; // center and border element do not touch
13257 border_element_old[i] = border_element;
13260 for (i = 0; i < NUM_DIRECTIONS; i++)
13262 int xx = x + xy[i][0];
13263 int yy = y + xy[i][1];
13264 int center_side = trigger_sides[i][0];
13265 int border_element = border_element_old[i];
13267 if (border_element == -1)
13270 // check for change of border element
13271 CheckElementChangeBySide(xx, yy, border_element, center_element,
13272 CE_TOUCHING_X, center_side);
13274 // (center element cannot be player, so we dont have to check this here)
13277 for (i = 0; i < NUM_DIRECTIONS; i++)
13279 int xx = x + xy[i][0];
13280 int yy = y + xy[i][1];
13281 int border_side = trigger_sides[i][1];
13282 int border_element = border_element_old[i];
13284 if (border_element == -1)
13287 // check for change of center element (but change it only once)
13288 if (!change_center_element)
13289 change_center_element =
13290 CheckElementChangeBySide(x, y, center_element, border_element,
13291 CE_TOUCHING_X, border_side);
13293 if (IS_PLAYER(xx, yy))
13295 /* use player element that is initially defined in the level playfield,
13296 not the player element that corresponds to the runtime player number
13297 (example: a level that contains EL_PLAYER_3 as the only player would
13298 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13299 int player_element = PLAYERINFO(xx, yy)->initial_element;
13301 CheckElementChangeBySide(x, y, center_element, player_element,
13302 CE_TOUCHING_X, border_side);
13307 void TestIfElementHitsCustomElement(int x, int y, int direction)
13309 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13310 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13311 int hitx = x + dx, hity = y + dy;
13312 int hitting_element = Tile[x][y];
13313 int touched_element;
13315 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13318 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13319 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13321 if (IN_LEV_FIELD(hitx, hity))
13323 int opposite_direction = MV_DIR_OPPOSITE(direction);
13324 int hitting_side = direction;
13325 int touched_side = opposite_direction;
13326 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13327 MovDir[hitx][hity] != direction ||
13328 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13334 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13335 CE_HITTING_X, touched_side);
13337 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13338 CE_HIT_BY_X, hitting_side);
13340 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13341 CE_HIT_BY_SOMETHING, opposite_direction);
13343 if (IS_PLAYER(hitx, hity))
13345 /* use player element that is initially defined in the level playfield,
13346 not the player element that corresponds to the runtime player number
13347 (example: a level that contains EL_PLAYER_3 as the only player would
13348 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13349 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13351 CheckElementChangeBySide(x, y, hitting_element, player_element,
13352 CE_HITTING_X, touched_side);
13357 // "hitting something" is also true when hitting the playfield border
13358 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13359 CE_HITTING_SOMETHING, direction);
13362 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13364 int i, kill_x = -1, kill_y = -1;
13366 int bad_element = -1;
13367 static int test_xy[4][2] =
13374 static int test_dir[4] =
13382 for (i = 0; i < NUM_DIRECTIONS; i++)
13384 int test_x, test_y, test_move_dir, test_element;
13386 test_x = good_x + test_xy[i][0];
13387 test_y = good_y + test_xy[i][1];
13389 if (!IN_LEV_FIELD(test_x, test_y))
13393 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13395 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13397 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13398 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13400 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13401 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13405 bad_element = test_element;
13411 if (kill_x != -1 || kill_y != -1)
13413 if (IS_PLAYER(good_x, good_y))
13415 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13417 if (player->shield_deadly_time_left > 0 &&
13418 !IS_INDESTRUCTIBLE(bad_element))
13419 Bang(kill_x, kill_y);
13420 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13421 KillPlayer(player);
13424 Bang(good_x, good_y);
13428 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13430 int i, kill_x = -1, kill_y = -1;
13431 int bad_element = Tile[bad_x][bad_y];
13432 static int test_xy[4][2] =
13439 static int touch_dir[4] =
13441 MV_LEFT | MV_RIGHT,
13446 static int test_dir[4] =
13454 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13457 for (i = 0; i < NUM_DIRECTIONS; i++)
13459 int test_x, test_y, test_move_dir, test_element;
13461 test_x = bad_x + test_xy[i][0];
13462 test_y = bad_y + test_xy[i][1];
13464 if (!IN_LEV_FIELD(test_x, test_y))
13468 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13470 test_element = Tile[test_x][test_y];
13472 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13473 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13475 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13476 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13478 // good thing is player or penguin that does not move away
13479 if (IS_PLAYER(test_x, test_y))
13481 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13483 if (bad_element == EL_ROBOT && player->is_moving)
13484 continue; // robot does not kill player if he is moving
13486 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13488 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13489 continue; // center and border element do not touch
13497 else if (test_element == EL_PENGUIN)
13507 if (kill_x != -1 || kill_y != -1)
13509 if (IS_PLAYER(kill_x, kill_y))
13511 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13513 if (player->shield_deadly_time_left > 0 &&
13514 !IS_INDESTRUCTIBLE(bad_element))
13515 Bang(bad_x, bad_y);
13516 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13517 KillPlayer(player);
13520 Bang(kill_x, kill_y);
13524 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13526 int bad_element = Tile[bad_x][bad_y];
13527 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13528 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13529 int test_x = bad_x + dx, test_y = bad_y + dy;
13530 int test_move_dir, test_element;
13531 int kill_x = -1, kill_y = -1;
13533 if (!IN_LEV_FIELD(test_x, test_y))
13537 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13539 test_element = Tile[test_x][test_y];
13541 if (test_move_dir != bad_move_dir)
13543 // good thing can be player or penguin that does not move away
13544 if (IS_PLAYER(test_x, test_y))
13546 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13548 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13549 player as being hit when he is moving towards the bad thing, because
13550 the "get hit by" condition would be lost after the player stops) */
13551 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13552 return; // player moves away from bad thing
13557 else if (test_element == EL_PENGUIN)
13564 if (kill_x != -1 || kill_y != -1)
13566 if (IS_PLAYER(kill_x, kill_y))
13568 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13570 if (player->shield_deadly_time_left > 0 &&
13571 !IS_INDESTRUCTIBLE(bad_element))
13572 Bang(bad_x, bad_y);
13573 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13574 KillPlayer(player);
13577 Bang(kill_x, kill_y);
13581 void TestIfPlayerTouchesBadThing(int x, int y)
13583 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13586 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13588 TestIfGoodThingHitsBadThing(x, y, move_dir);
13591 void TestIfBadThingTouchesPlayer(int x, int y)
13593 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13596 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13598 TestIfBadThingHitsGoodThing(x, y, move_dir);
13601 void TestIfFriendTouchesBadThing(int x, int y)
13603 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13606 void TestIfBadThingTouchesFriend(int x, int y)
13608 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13611 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13613 int i, kill_x = bad_x, kill_y = bad_y;
13614 static int xy[4][2] =
13622 for (i = 0; i < NUM_DIRECTIONS; i++)
13626 x = bad_x + xy[i][0];
13627 y = bad_y + xy[i][1];
13628 if (!IN_LEV_FIELD(x, y))
13631 element = Tile[x][y];
13632 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13633 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13641 if (kill_x != bad_x || kill_y != bad_y)
13642 Bang(bad_x, bad_y);
13645 void KillPlayer(struct PlayerInfo *player)
13647 int jx = player->jx, jy = player->jy;
13649 if (!player->active)
13653 Debug("game:playing:KillPlayer",
13654 "0: killed == %d, active == %d, reanimated == %d",
13655 player->killed, player->active, player->reanimated);
13658 /* the following code was introduced to prevent an infinite loop when calling
13660 -> CheckTriggeredElementChangeExt()
13661 -> ExecuteCustomElementAction()
13663 -> (infinitely repeating the above sequence of function calls)
13664 which occurs when killing the player while having a CE with the setting
13665 "kill player X when explosion of <player X>"; the solution using a new
13666 field "player->killed" was chosen for backwards compatibility, although
13667 clever use of the fields "player->active" etc. would probably also work */
13669 if (player->killed)
13673 player->killed = TRUE;
13675 // remove accessible field at the player's position
13676 Tile[jx][jy] = EL_EMPTY;
13678 // deactivate shield (else Bang()/Explode() would not work right)
13679 player->shield_normal_time_left = 0;
13680 player->shield_deadly_time_left = 0;
13683 Debug("game:playing:KillPlayer",
13684 "1: killed == %d, active == %d, reanimated == %d",
13685 player->killed, player->active, player->reanimated);
13691 Debug("game:playing:KillPlayer",
13692 "2: killed == %d, active == %d, reanimated == %d",
13693 player->killed, player->active, player->reanimated);
13696 if (player->reanimated) // killed player may have been reanimated
13697 player->killed = player->reanimated = FALSE;
13699 BuryPlayer(player);
13702 static void KillPlayerUnlessEnemyProtected(int x, int y)
13704 if (!PLAYER_ENEMY_PROTECTED(x, y))
13705 KillPlayer(PLAYERINFO(x, y));
13708 static void KillPlayerUnlessExplosionProtected(int x, int y)
13710 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13711 KillPlayer(PLAYERINFO(x, y));
13714 void BuryPlayer(struct PlayerInfo *player)
13716 int jx = player->jx, jy = player->jy;
13718 if (!player->active)
13721 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13722 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13724 RemovePlayer(player);
13726 player->buried = TRUE;
13728 if (game.all_players_gone)
13729 game.GameOver = TRUE;
13732 void RemovePlayer(struct PlayerInfo *player)
13734 int jx = player->jx, jy = player->jy;
13735 int i, found = FALSE;
13737 player->present = FALSE;
13738 player->active = FALSE;
13740 // required for some CE actions (even if the player is not active anymore)
13741 player->MovPos = 0;
13743 if (!ExplodeField[jx][jy])
13744 StorePlayer[jx][jy] = 0;
13746 if (player->is_moving)
13747 TEST_DrawLevelField(player->last_jx, player->last_jy);
13749 for (i = 0; i < MAX_PLAYERS; i++)
13750 if (stored_player[i].active)
13755 game.all_players_gone = TRUE;
13756 game.GameOver = TRUE;
13759 game.exit_x = game.robot_wheel_x = jx;
13760 game.exit_y = game.robot_wheel_y = jy;
13763 void ExitPlayer(struct PlayerInfo *player)
13765 DrawPlayer(player); // needed here only to cleanup last field
13766 RemovePlayer(player);
13768 if (game.players_still_needed > 0)
13769 game.players_still_needed--;
13772 static void setFieldForSnapping(int x, int y, int element, int direction)
13774 struct ElementInfo *ei = &element_info[element];
13775 int direction_bit = MV_DIR_TO_BIT(direction);
13776 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13777 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13778 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13780 Tile[x][y] = EL_ELEMENT_SNAPPING;
13781 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13783 ResetGfxAnimation(x, y);
13785 GfxElement[x][y] = element;
13786 GfxAction[x][y] = action;
13787 GfxDir[x][y] = direction;
13788 GfxFrame[x][y] = -1;
13792 =============================================================================
13793 checkDiagonalPushing()
13794 -----------------------------------------------------------------------------
13795 check if diagonal input device direction results in pushing of object
13796 (by checking if the alternative direction is walkable, diggable, ...)
13797 =============================================================================
13800 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13801 int x, int y, int real_dx, int real_dy)
13803 int jx, jy, dx, dy, xx, yy;
13805 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13808 // diagonal direction: check alternative direction
13813 xx = jx + (dx == 0 ? real_dx : 0);
13814 yy = jy + (dy == 0 ? real_dy : 0);
13816 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13820 =============================================================================
13822 -----------------------------------------------------------------------------
13823 x, y: field next to player (non-diagonal) to try to dig to
13824 real_dx, real_dy: direction as read from input device (can be diagonal)
13825 =============================================================================
13828 static int DigField(struct PlayerInfo *player,
13829 int oldx, int oldy, int x, int y,
13830 int real_dx, int real_dy, int mode)
13832 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13833 boolean player_was_pushing = player->is_pushing;
13834 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13835 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13836 int jx = oldx, jy = oldy;
13837 int dx = x - jx, dy = y - jy;
13838 int nextx = x + dx, nexty = y + dy;
13839 int move_direction = (dx == -1 ? MV_LEFT :
13840 dx == +1 ? MV_RIGHT :
13842 dy == +1 ? MV_DOWN : MV_NONE);
13843 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13844 int dig_side = MV_DIR_OPPOSITE(move_direction);
13845 int old_element = Tile[jx][jy];
13846 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13849 if (is_player) // function can also be called by EL_PENGUIN
13851 if (player->MovPos == 0)
13853 player->is_digging = FALSE;
13854 player->is_collecting = FALSE;
13857 if (player->MovPos == 0) // last pushing move finished
13858 player->is_pushing = FALSE;
13860 if (mode == DF_NO_PUSH) // player just stopped pushing
13862 player->is_switching = FALSE;
13863 player->push_delay = -1;
13865 return MP_NO_ACTION;
13869 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13870 old_element = Back[jx][jy];
13872 // in case of element dropped at player position, check background
13873 else if (Back[jx][jy] != EL_EMPTY &&
13874 game.engine_version >= VERSION_IDENT(2,2,0,0))
13875 old_element = Back[jx][jy];
13877 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13878 return MP_NO_ACTION; // field has no opening in this direction
13880 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13881 return MP_NO_ACTION; // field has no opening in this direction
13883 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13887 Tile[jx][jy] = player->artwork_element;
13888 InitMovingField(jx, jy, MV_DOWN);
13889 Store[jx][jy] = EL_ACID;
13890 ContinueMoving(jx, jy);
13891 BuryPlayer(player);
13893 return MP_DONT_RUN_INTO;
13896 if (player_can_move && DONT_RUN_INTO(element))
13898 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13900 return MP_DONT_RUN_INTO;
13903 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13904 return MP_NO_ACTION;
13906 collect_count = element_info[element].collect_count_initial;
13908 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13909 return MP_NO_ACTION;
13911 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13912 player_can_move = player_can_move_or_snap;
13914 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13915 game.engine_version >= VERSION_IDENT(2,2,0,0))
13917 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13918 player->index_bit, dig_side);
13919 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13920 player->index_bit, dig_side);
13922 if (element == EL_DC_LANDMINE)
13925 if (Tile[x][y] != element) // field changed by snapping
13928 return MP_NO_ACTION;
13931 if (player->gravity && is_player && !player->is_auto_moving &&
13932 canFallDown(player) && move_direction != MV_DOWN &&
13933 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13934 return MP_NO_ACTION; // player cannot walk here due to gravity
13936 if (player_can_move &&
13937 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13939 int sound_element = SND_ELEMENT(element);
13940 int sound_action = ACTION_WALKING;
13942 if (IS_RND_GATE(element))
13944 if (!player->key[RND_GATE_NR(element)])
13945 return MP_NO_ACTION;
13947 else if (IS_RND_GATE_GRAY(element))
13949 if (!player->key[RND_GATE_GRAY_NR(element)])
13950 return MP_NO_ACTION;
13952 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13954 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13955 return MP_NO_ACTION;
13957 else if (element == EL_EXIT_OPEN ||
13958 element == EL_EM_EXIT_OPEN ||
13959 element == EL_EM_EXIT_OPENING ||
13960 element == EL_STEEL_EXIT_OPEN ||
13961 element == EL_EM_STEEL_EXIT_OPEN ||
13962 element == EL_EM_STEEL_EXIT_OPENING ||
13963 element == EL_SP_EXIT_OPEN ||
13964 element == EL_SP_EXIT_OPENING)
13966 sound_action = ACTION_PASSING; // player is passing exit
13968 else if (element == EL_EMPTY)
13970 sound_action = ACTION_MOVING; // nothing to walk on
13973 // play sound from background or player, whatever is available
13974 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13975 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13977 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13979 else if (player_can_move &&
13980 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13982 if (!ACCESS_FROM(element, opposite_direction))
13983 return MP_NO_ACTION; // field not accessible from this direction
13985 if (CAN_MOVE(element)) // only fixed elements can be passed!
13986 return MP_NO_ACTION;
13988 if (IS_EM_GATE(element))
13990 if (!player->key[EM_GATE_NR(element)])
13991 return MP_NO_ACTION;
13993 else if (IS_EM_GATE_GRAY(element))
13995 if (!player->key[EM_GATE_GRAY_NR(element)])
13996 return MP_NO_ACTION;
13998 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14000 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14001 return MP_NO_ACTION;
14003 else if (IS_EMC_GATE(element))
14005 if (!player->key[EMC_GATE_NR(element)])
14006 return MP_NO_ACTION;
14008 else if (IS_EMC_GATE_GRAY(element))
14010 if (!player->key[EMC_GATE_GRAY_NR(element)])
14011 return MP_NO_ACTION;
14013 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14015 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14016 return MP_NO_ACTION;
14018 else if (element == EL_DC_GATE_WHITE ||
14019 element == EL_DC_GATE_WHITE_GRAY ||
14020 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14022 if (player->num_white_keys == 0)
14023 return MP_NO_ACTION;
14025 player->num_white_keys--;
14027 else if (IS_SP_PORT(element))
14029 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14030 element == EL_SP_GRAVITY_PORT_RIGHT ||
14031 element == EL_SP_GRAVITY_PORT_UP ||
14032 element == EL_SP_GRAVITY_PORT_DOWN)
14033 player->gravity = !player->gravity;
14034 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14035 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14036 element == EL_SP_GRAVITY_ON_PORT_UP ||
14037 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14038 player->gravity = TRUE;
14039 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14040 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14041 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14042 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14043 player->gravity = FALSE;
14046 // automatically move to the next field with double speed
14047 player->programmed_action = move_direction;
14049 if (player->move_delay_reset_counter == 0)
14051 player->move_delay_reset_counter = 2; // two double speed steps
14053 DOUBLE_PLAYER_SPEED(player);
14056 PlayLevelSoundAction(x, y, ACTION_PASSING);
14058 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14062 if (mode != DF_SNAP)
14064 GfxElement[x][y] = GFX_ELEMENT(element);
14065 player->is_digging = TRUE;
14068 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14070 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14071 player->index_bit, dig_side);
14073 // if digging triggered player relocation, finish digging tile
14074 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14075 setFieldForSnapping(x, y, element, move_direction);
14077 if (mode == DF_SNAP)
14079 if (level.block_snap_field)
14080 setFieldForSnapping(x, y, element, move_direction);
14082 TestIfElementTouchesCustomElement(x, y); // for empty space
14084 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14085 player->index_bit, dig_side);
14088 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14092 if (is_player && mode != DF_SNAP)
14094 GfxElement[x][y] = element;
14095 player->is_collecting = TRUE;
14098 if (element == EL_SPEED_PILL)
14100 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14102 else if (element == EL_EXTRA_TIME && level.time > 0)
14104 TimeLeft += level.extra_time;
14106 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14108 DisplayGameControlValues();
14110 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14112 player->shield_normal_time_left += level.shield_normal_time;
14113 if (element == EL_SHIELD_DEADLY)
14114 player->shield_deadly_time_left += level.shield_deadly_time;
14116 else if (element == EL_DYNAMITE ||
14117 element == EL_EM_DYNAMITE ||
14118 element == EL_SP_DISK_RED)
14120 if (player->inventory_size < MAX_INVENTORY_SIZE)
14121 player->inventory_element[player->inventory_size++] = element;
14123 DrawGameDoorValues();
14125 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14127 player->dynabomb_count++;
14128 player->dynabombs_left++;
14130 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14132 player->dynabomb_size++;
14134 else if (element == EL_DYNABOMB_INCREASE_POWER)
14136 player->dynabomb_xl = TRUE;
14138 else if (IS_KEY(element))
14140 player->key[KEY_NR(element)] = TRUE;
14142 DrawGameDoorValues();
14144 else if (element == EL_DC_KEY_WHITE)
14146 player->num_white_keys++;
14148 // display white keys?
14149 // DrawGameDoorValues();
14151 else if (IS_ENVELOPE(element))
14153 player->show_envelope = element;
14155 else if (element == EL_EMC_LENSES)
14157 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14159 RedrawAllInvisibleElementsForLenses();
14161 else if (element == EL_EMC_MAGNIFIER)
14163 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14165 RedrawAllInvisibleElementsForMagnifier();
14167 else if (IS_DROPPABLE(element) ||
14168 IS_THROWABLE(element)) // can be collected and dropped
14172 if (collect_count == 0)
14173 player->inventory_infinite_element = element;
14175 for (i = 0; i < collect_count; i++)
14176 if (player->inventory_size < MAX_INVENTORY_SIZE)
14177 player->inventory_element[player->inventory_size++] = element;
14179 DrawGameDoorValues();
14181 else if (collect_count > 0)
14183 game.gems_still_needed -= collect_count;
14184 if (game.gems_still_needed < 0)
14185 game.gems_still_needed = 0;
14187 game.snapshot.collected_item = TRUE;
14189 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14191 DisplayGameControlValues();
14194 RaiseScoreElement(element);
14195 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14199 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14200 player->index_bit, dig_side);
14202 // if collecting triggered player relocation, finish collecting tile
14203 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14204 setFieldForSnapping(x, y, element, move_direction);
14207 if (mode == DF_SNAP)
14209 if (level.block_snap_field)
14210 setFieldForSnapping(x, y, element, move_direction);
14212 TestIfElementTouchesCustomElement(x, y); // for empty space
14214 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14215 player->index_bit, dig_side);
14218 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14220 if (mode == DF_SNAP && element != EL_BD_ROCK)
14221 return MP_NO_ACTION;
14223 if (CAN_FALL(element) && dy)
14224 return MP_NO_ACTION;
14226 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14227 !(element == EL_SPRING && level.use_spring_bug))
14228 return MP_NO_ACTION;
14230 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14231 ((move_direction & MV_VERTICAL &&
14232 ((element_info[element].move_pattern & MV_LEFT &&
14233 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14234 (element_info[element].move_pattern & MV_RIGHT &&
14235 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14236 (move_direction & MV_HORIZONTAL &&
14237 ((element_info[element].move_pattern & MV_UP &&
14238 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14239 (element_info[element].move_pattern & MV_DOWN &&
14240 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14241 return MP_NO_ACTION;
14243 // do not push elements already moving away faster than player
14244 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14245 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14246 return MP_NO_ACTION;
14248 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14250 if (player->push_delay_value == -1 || !player_was_pushing)
14251 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14253 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14255 if (player->push_delay_value == -1)
14256 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14258 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14260 if (!player->is_pushing)
14261 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14264 player->is_pushing = TRUE;
14265 player->is_active = TRUE;
14267 if (!(IN_LEV_FIELD(nextx, nexty) &&
14268 (IS_FREE(nextx, nexty) ||
14269 (IS_SB_ELEMENT(element) &&
14270 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14271 (IS_CUSTOM_ELEMENT(element) &&
14272 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14273 return MP_NO_ACTION;
14275 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14276 return MP_NO_ACTION;
14278 if (player->push_delay == -1) // new pushing; restart delay
14279 player->push_delay = 0;
14281 if (player->push_delay < player->push_delay_value &&
14282 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14283 element != EL_SPRING && element != EL_BALLOON)
14285 // make sure that there is no move delay before next try to push
14286 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14287 player->move_delay = 0;
14289 return MP_NO_ACTION;
14292 if (IS_CUSTOM_ELEMENT(element) &&
14293 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14295 if (!DigFieldByCE(nextx, nexty, element))
14296 return MP_NO_ACTION;
14299 if (IS_SB_ELEMENT(element))
14301 boolean sokoban_task_solved = FALSE;
14303 if (element == EL_SOKOBAN_FIELD_FULL)
14305 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14307 IncrementSokobanFieldsNeeded();
14308 IncrementSokobanObjectsNeeded();
14311 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14313 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14315 DecrementSokobanFieldsNeeded();
14316 DecrementSokobanObjectsNeeded();
14318 // sokoban object was pushed from empty field to sokoban field
14319 if (Back[x][y] == EL_EMPTY)
14320 sokoban_task_solved = TRUE;
14323 Tile[x][y] = EL_SOKOBAN_OBJECT;
14325 if (Back[x][y] == Back[nextx][nexty])
14326 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14327 else if (Back[x][y] != 0)
14328 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14331 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14334 if (sokoban_task_solved &&
14335 game.sokoban_fields_still_needed == 0 &&
14336 game.sokoban_objects_still_needed == 0 &&
14337 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14339 game.players_still_needed = 0;
14343 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14349 InitMovingField(x, y, move_direction);
14350 GfxAction[x][y] = ACTION_PUSHING;
14352 if (mode == DF_SNAP)
14353 ContinueMoving(x, y);
14355 MovPos[x][y] = (dx != 0 ? dx : dy);
14357 Pushed[x][y] = TRUE;
14358 Pushed[nextx][nexty] = TRUE;
14360 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14361 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14363 player->push_delay_value = -1; // get new value later
14365 // check for element change _after_ element has been pushed
14366 if (game.use_change_when_pushing_bug)
14368 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14369 player->index_bit, dig_side);
14370 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14371 player->index_bit, dig_side);
14374 else if (IS_SWITCHABLE(element))
14376 if (PLAYER_SWITCHING(player, x, y))
14378 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14379 player->index_bit, dig_side);
14384 player->is_switching = TRUE;
14385 player->switch_x = x;
14386 player->switch_y = y;
14388 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14390 if (element == EL_ROBOT_WHEEL)
14392 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14394 game.robot_wheel_x = x;
14395 game.robot_wheel_y = y;
14396 game.robot_wheel_active = TRUE;
14398 TEST_DrawLevelField(x, y);
14400 else if (element == EL_SP_TERMINAL)
14404 SCAN_PLAYFIELD(xx, yy)
14406 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14410 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14412 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14414 ResetGfxAnimation(xx, yy);
14415 TEST_DrawLevelField(xx, yy);
14419 else if (IS_BELT_SWITCH(element))
14421 ToggleBeltSwitch(x, y);
14423 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14424 element == EL_SWITCHGATE_SWITCH_DOWN ||
14425 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14426 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14428 ToggleSwitchgateSwitch(x, y);
14430 else if (element == EL_LIGHT_SWITCH ||
14431 element == EL_LIGHT_SWITCH_ACTIVE)
14433 ToggleLightSwitch(x, y);
14435 else if (element == EL_TIMEGATE_SWITCH ||
14436 element == EL_DC_TIMEGATE_SWITCH)
14438 ActivateTimegateSwitch(x, y);
14440 else if (element == EL_BALLOON_SWITCH_LEFT ||
14441 element == EL_BALLOON_SWITCH_RIGHT ||
14442 element == EL_BALLOON_SWITCH_UP ||
14443 element == EL_BALLOON_SWITCH_DOWN ||
14444 element == EL_BALLOON_SWITCH_NONE ||
14445 element == EL_BALLOON_SWITCH_ANY)
14447 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14448 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14449 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14450 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14451 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14454 else if (element == EL_LAMP)
14456 Tile[x][y] = EL_LAMP_ACTIVE;
14457 game.lights_still_needed--;
14459 ResetGfxAnimation(x, y);
14460 TEST_DrawLevelField(x, y);
14462 else if (element == EL_TIME_ORB_FULL)
14464 Tile[x][y] = EL_TIME_ORB_EMPTY;
14466 if (level.time > 0 || level.use_time_orb_bug)
14468 TimeLeft += level.time_orb_time;
14469 game.no_time_limit = FALSE;
14471 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14473 DisplayGameControlValues();
14476 ResetGfxAnimation(x, y);
14477 TEST_DrawLevelField(x, y);
14479 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14480 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14484 game.ball_active = !game.ball_active;
14486 SCAN_PLAYFIELD(xx, yy)
14488 int e = Tile[xx][yy];
14490 if (game.ball_active)
14492 if (e == EL_EMC_MAGIC_BALL)
14493 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14494 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14495 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14499 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14500 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14501 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14502 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14507 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14508 player->index_bit, dig_side);
14510 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14511 player->index_bit, dig_side);
14513 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14514 player->index_bit, dig_side);
14520 if (!PLAYER_SWITCHING(player, x, y))
14522 player->is_switching = TRUE;
14523 player->switch_x = x;
14524 player->switch_y = y;
14526 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14527 player->index_bit, dig_side);
14528 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14529 player->index_bit, dig_side);
14531 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14532 player->index_bit, dig_side);
14533 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14534 player->index_bit, dig_side);
14537 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14538 player->index_bit, dig_side);
14539 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14540 player->index_bit, dig_side);
14542 return MP_NO_ACTION;
14545 player->push_delay = -1;
14547 if (is_player) // function can also be called by EL_PENGUIN
14549 if (Tile[x][y] != element) // really digged/collected something
14551 player->is_collecting = !player->is_digging;
14552 player->is_active = TRUE;
14559 static boolean DigFieldByCE(int x, int y, int digging_element)
14561 int element = Tile[x][y];
14563 if (!IS_FREE(x, y))
14565 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14566 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14569 // no element can dig solid indestructible elements
14570 if (IS_INDESTRUCTIBLE(element) &&
14571 !IS_DIGGABLE(element) &&
14572 !IS_COLLECTIBLE(element))
14575 if (AmoebaNr[x][y] &&
14576 (element == EL_AMOEBA_FULL ||
14577 element == EL_BD_AMOEBA ||
14578 element == EL_AMOEBA_GROWING))
14580 AmoebaCnt[AmoebaNr[x][y]]--;
14581 AmoebaCnt2[AmoebaNr[x][y]]--;
14584 if (IS_MOVING(x, y))
14585 RemoveMovingField(x, y);
14589 TEST_DrawLevelField(x, y);
14592 // if digged element was about to explode, prevent the explosion
14593 ExplodeField[x][y] = EX_TYPE_NONE;
14595 PlayLevelSoundAction(x, y, action);
14598 Store[x][y] = EL_EMPTY;
14600 // this makes it possible to leave the removed element again
14601 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14602 Store[x][y] = element;
14607 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14609 int jx = player->jx, jy = player->jy;
14610 int x = jx + dx, y = jy + dy;
14611 int snap_direction = (dx == -1 ? MV_LEFT :
14612 dx == +1 ? MV_RIGHT :
14614 dy == +1 ? MV_DOWN : MV_NONE);
14615 boolean can_continue_snapping = (level.continuous_snapping &&
14616 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14618 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14621 if (!player->active || !IN_LEV_FIELD(x, y))
14629 if (player->MovPos == 0)
14630 player->is_pushing = FALSE;
14632 player->is_snapping = FALSE;
14634 if (player->MovPos == 0)
14636 player->is_moving = FALSE;
14637 player->is_digging = FALSE;
14638 player->is_collecting = FALSE;
14644 // prevent snapping with already pressed snap key when not allowed
14645 if (player->is_snapping && !can_continue_snapping)
14648 player->MovDir = snap_direction;
14650 if (player->MovPos == 0)
14652 player->is_moving = FALSE;
14653 player->is_digging = FALSE;
14654 player->is_collecting = FALSE;
14657 player->is_dropping = FALSE;
14658 player->is_dropping_pressed = FALSE;
14659 player->drop_pressed_delay = 0;
14661 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14664 player->is_snapping = TRUE;
14665 player->is_active = TRUE;
14667 if (player->MovPos == 0)
14669 player->is_moving = FALSE;
14670 player->is_digging = FALSE;
14671 player->is_collecting = FALSE;
14674 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14675 TEST_DrawLevelField(player->last_jx, player->last_jy);
14677 TEST_DrawLevelField(x, y);
14682 static boolean DropElement(struct PlayerInfo *player)
14684 int old_element, new_element;
14685 int dropx = player->jx, dropy = player->jy;
14686 int drop_direction = player->MovDir;
14687 int drop_side = drop_direction;
14688 int drop_element = get_next_dropped_element(player);
14690 /* do not drop an element on top of another element; when holding drop key
14691 pressed without moving, dropped element must move away before the next
14692 element can be dropped (this is especially important if the next element
14693 is dynamite, which can be placed on background for historical reasons) */
14694 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14697 if (IS_THROWABLE(drop_element))
14699 dropx += GET_DX_FROM_DIR(drop_direction);
14700 dropy += GET_DY_FROM_DIR(drop_direction);
14702 if (!IN_LEV_FIELD(dropx, dropy))
14706 old_element = Tile[dropx][dropy]; // old element at dropping position
14707 new_element = drop_element; // default: no change when dropping
14709 // check if player is active, not moving and ready to drop
14710 if (!player->active || player->MovPos || player->drop_delay > 0)
14713 // check if player has anything that can be dropped
14714 if (new_element == EL_UNDEFINED)
14717 // only set if player has anything that can be dropped
14718 player->is_dropping_pressed = TRUE;
14720 // check if drop key was pressed long enough for EM style dynamite
14721 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14724 // check if anything can be dropped at the current position
14725 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14728 // collected custom elements can only be dropped on empty fields
14729 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14732 if (old_element != EL_EMPTY)
14733 Back[dropx][dropy] = old_element; // store old element on this field
14735 ResetGfxAnimation(dropx, dropy);
14736 ResetRandomAnimationValue(dropx, dropy);
14738 if (player->inventory_size > 0 ||
14739 player->inventory_infinite_element != EL_UNDEFINED)
14741 if (player->inventory_size > 0)
14743 player->inventory_size--;
14745 DrawGameDoorValues();
14747 if (new_element == EL_DYNAMITE)
14748 new_element = EL_DYNAMITE_ACTIVE;
14749 else if (new_element == EL_EM_DYNAMITE)
14750 new_element = EL_EM_DYNAMITE_ACTIVE;
14751 else if (new_element == EL_SP_DISK_RED)
14752 new_element = EL_SP_DISK_RED_ACTIVE;
14755 Tile[dropx][dropy] = new_element;
14757 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14758 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14759 el2img(Tile[dropx][dropy]), 0);
14761 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14763 // needed if previous element just changed to "empty" in the last frame
14764 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14766 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14767 player->index_bit, drop_side);
14768 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14770 player->index_bit, drop_side);
14772 TestIfElementTouchesCustomElement(dropx, dropy);
14774 else // player is dropping a dyna bomb
14776 player->dynabombs_left--;
14778 Tile[dropx][dropy] = new_element;
14780 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14781 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14782 el2img(Tile[dropx][dropy]), 0);
14784 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14787 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14788 InitField_WithBug1(dropx, dropy, FALSE);
14790 new_element = Tile[dropx][dropy]; // element might have changed
14792 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14793 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14795 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14796 MovDir[dropx][dropy] = drop_direction;
14798 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14800 // do not cause impact style collision by dropping elements that can fall
14801 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14804 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14805 player->is_dropping = TRUE;
14807 player->drop_pressed_delay = 0;
14808 player->is_dropping_pressed = FALSE;
14810 player->drop_x = dropx;
14811 player->drop_y = dropy;
14816 // ----------------------------------------------------------------------------
14817 // game sound playing functions
14818 // ----------------------------------------------------------------------------
14820 static int *loop_sound_frame = NULL;
14821 static int *loop_sound_volume = NULL;
14823 void InitPlayLevelSound(void)
14825 int num_sounds = getSoundListSize();
14827 checked_free(loop_sound_frame);
14828 checked_free(loop_sound_volume);
14830 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14831 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14834 static void PlayLevelSound(int x, int y, int nr)
14836 int sx = SCREENX(x), sy = SCREENY(y);
14837 int volume, stereo_position;
14838 int max_distance = 8;
14839 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14841 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14842 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14845 if (!IN_LEV_FIELD(x, y) ||
14846 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14847 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14850 volume = SOUND_MAX_VOLUME;
14852 if (!IN_SCR_FIELD(sx, sy))
14854 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14855 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14857 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14860 stereo_position = (SOUND_MAX_LEFT +
14861 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14862 (SCR_FIELDX + 2 * max_distance));
14864 if (IS_LOOP_SOUND(nr))
14866 /* This assures that quieter loop sounds do not overwrite louder ones,
14867 while restarting sound volume comparison with each new game frame. */
14869 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14872 loop_sound_volume[nr] = volume;
14873 loop_sound_frame[nr] = FrameCounter;
14876 PlaySoundExt(nr, volume, stereo_position, type);
14879 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14881 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14882 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14883 y < LEVELY(BY1) ? LEVELY(BY1) :
14884 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14888 static void PlayLevelSoundAction(int x, int y, int action)
14890 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14893 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14895 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14897 if (sound_effect != SND_UNDEFINED)
14898 PlayLevelSound(x, y, sound_effect);
14901 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14904 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14906 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14907 PlayLevelSound(x, y, sound_effect);
14910 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14912 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14914 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14915 PlayLevelSound(x, y, sound_effect);
14918 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14920 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14922 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14923 StopSound(sound_effect);
14926 static int getLevelMusicNr(void)
14928 if (levelset.music[level_nr] != MUS_UNDEFINED)
14929 return levelset.music[level_nr]; // from config file
14931 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14934 static void FadeLevelSounds(void)
14939 static void FadeLevelMusic(void)
14941 int music_nr = getLevelMusicNr();
14942 char *curr_music = getCurrentlyPlayingMusicFilename();
14943 char *next_music = getMusicInfoEntryFilename(music_nr);
14945 if (!strEqual(curr_music, next_music))
14949 void FadeLevelSoundsAndMusic(void)
14955 static void PlayLevelMusic(void)
14957 int music_nr = getLevelMusicNr();
14958 char *curr_music = getCurrentlyPlayingMusicFilename();
14959 char *next_music = getMusicInfoEntryFilename(music_nr);
14961 if (!strEqual(curr_music, next_music))
14962 PlayMusicLoop(music_nr);
14965 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14967 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14969 int x = xx - offset;
14970 int y = yy - offset;
14975 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14979 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14983 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14987 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14991 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14995 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14999 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15002 case SOUND_android_clone:
15003 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15006 case SOUND_android_move:
15007 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15011 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15015 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15019 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15022 case SOUND_eater_eat:
15023 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15027 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15030 case SOUND_collect:
15031 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15034 case SOUND_diamond:
15035 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15039 // !!! CHECK THIS !!!
15041 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15043 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15047 case SOUND_wonderfall:
15048 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15052 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15056 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15060 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15064 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15068 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15072 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15076 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15080 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15083 case SOUND_exit_open:
15084 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15087 case SOUND_exit_leave:
15088 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15091 case SOUND_dynamite:
15092 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15096 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15100 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15104 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15108 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15112 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15116 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15120 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15125 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15127 int element = map_element_SP_to_RND(element_sp);
15128 int action = map_action_SP_to_RND(action_sp);
15129 int offset = (setup.sp_show_border_elements ? 0 : 1);
15130 int x = xx - offset;
15131 int y = yy - offset;
15133 PlayLevelSoundElementAction(x, y, element, action);
15136 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15138 int element = map_element_MM_to_RND(element_mm);
15139 int action = map_action_MM_to_RND(action_mm);
15141 int x = xx - offset;
15142 int y = yy - offset;
15144 if (!IS_MM_ELEMENT(element))
15145 element = EL_MM_DEFAULT;
15147 PlayLevelSoundElementAction(x, y, element, action);
15150 void PlaySound_MM(int sound_mm)
15152 int sound = map_sound_MM_to_RND(sound_mm);
15154 if (sound == SND_UNDEFINED)
15160 void PlaySoundLoop_MM(int sound_mm)
15162 int sound = map_sound_MM_to_RND(sound_mm);
15164 if (sound == SND_UNDEFINED)
15167 PlaySoundLoop(sound);
15170 void StopSound_MM(int sound_mm)
15172 int sound = map_sound_MM_to_RND(sound_mm);
15174 if (sound == SND_UNDEFINED)
15180 void RaiseScore(int value)
15182 game.score += value;
15184 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15186 DisplayGameControlValues();
15189 void RaiseScoreElement(int element)
15194 case EL_BD_DIAMOND:
15195 case EL_EMERALD_YELLOW:
15196 case EL_EMERALD_RED:
15197 case EL_EMERALD_PURPLE:
15198 case EL_SP_INFOTRON:
15199 RaiseScore(level.score[SC_EMERALD]);
15202 RaiseScore(level.score[SC_DIAMOND]);
15205 RaiseScore(level.score[SC_CRYSTAL]);
15208 RaiseScore(level.score[SC_PEARL]);
15211 case EL_BD_BUTTERFLY:
15212 case EL_SP_ELECTRON:
15213 RaiseScore(level.score[SC_BUG]);
15216 case EL_BD_FIREFLY:
15217 case EL_SP_SNIKSNAK:
15218 RaiseScore(level.score[SC_SPACESHIP]);
15221 case EL_DARK_YAMYAM:
15222 RaiseScore(level.score[SC_YAMYAM]);
15225 RaiseScore(level.score[SC_ROBOT]);
15228 RaiseScore(level.score[SC_PACMAN]);
15231 RaiseScore(level.score[SC_NUT]);
15234 case EL_EM_DYNAMITE:
15235 case EL_SP_DISK_RED:
15236 case EL_DYNABOMB_INCREASE_NUMBER:
15237 case EL_DYNABOMB_INCREASE_SIZE:
15238 case EL_DYNABOMB_INCREASE_POWER:
15239 RaiseScore(level.score[SC_DYNAMITE]);
15241 case EL_SHIELD_NORMAL:
15242 case EL_SHIELD_DEADLY:
15243 RaiseScore(level.score[SC_SHIELD]);
15245 case EL_EXTRA_TIME:
15246 RaiseScore(level.extra_time_score);
15260 case EL_DC_KEY_WHITE:
15261 RaiseScore(level.score[SC_KEY]);
15264 RaiseScore(element_info[element].collect_score);
15269 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15271 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15273 // closing door required in case of envelope style request dialogs
15276 // prevent short reactivation of overlay buttons while closing door
15277 SetOverlayActive(FALSE);
15279 CloseDoor(DOOR_CLOSE_1);
15282 if (network.enabled)
15283 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15287 FadeSkipNextFadeIn();
15289 SetGameStatus(GAME_MODE_MAIN);
15294 else // continue playing the game
15296 if (tape.playing && tape.deactivate_display)
15297 TapeDeactivateDisplayOff(TRUE);
15299 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15301 if (tape.playing && tape.deactivate_display)
15302 TapeDeactivateDisplayOn();
15306 void RequestQuitGame(boolean ask_if_really_quit)
15308 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15309 boolean skip_request = game.all_players_gone || quick_quit;
15311 RequestQuitGameExt(skip_request, quick_quit,
15312 "Do you really want to quit the game?");
15315 void RequestRestartGame(char *message)
15317 game.restart_game_message = NULL;
15319 boolean has_started_game = hasStartedNetworkGame();
15320 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15322 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15324 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15328 // needed in case of envelope request to close game panel
15329 CloseDoor(DOOR_CLOSE_1);
15331 SetGameStatus(GAME_MODE_MAIN);
15337 void CheckGameOver(void)
15339 static boolean last_game_over = FALSE;
15340 static int game_over_delay = 0;
15341 int game_over_delay_value = 50;
15342 boolean game_over = checkGameFailed();
15344 // do not handle game over if request dialog is already active
15345 if (game.request_active)
15348 // do not ask to play again if game was never actually played
15349 if (!game.GamePlayed)
15354 last_game_over = FALSE;
15355 game_over_delay = game_over_delay_value;
15360 if (game_over_delay > 0)
15367 if (last_game_over != game_over)
15368 game.restart_game_message = (hasStartedNetworkGame() ?
15369 "Game over! Play it again?" :
15372 last_game_over = game_over;
15375 boolean checkGameSolved(void)
15377 // set for all game engines if level was solved
15378 return game.LevelSolved_GameEnd;
15381 boolean checkGameFailed(void)
15383 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15384 return (game_em.game_over && !game_em.level_solved);
15385 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15386 return (game_sp.game_over && !game_sp.level_solved);
15387 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15388 return (game_mm.game_over && !game_mm.level_solved);
15389 else // GAME_ENGINE_TYPE_RND
15390 return (game.GameOver && !game.LevelSolved);
15393 boolean checkGameEnded(void)
15395 return (checkGameSolved() || checkGameFailed());
15399 // ----------------------------------------------------------------------------
15400 // random generator functions
15401 // ----------------------------------------------------------------------------
15403 unsigned int InitEngineRandom_RND(int seed)
15405 game.num_random_calls = 0;
15407 return InitEngineRandom(seed);
15410 unsigned int RND(int max)
15414 game.num_random_calls++;
15416 return GetEngineRandom(max);
15423 // ----------------------------------------------------------------------------
15424 // game engine snapshot handling functions
15425 // ----------------------------------------------------------------------------
15427 struct EngineSnapshotInfo
15429 // runtime values for custom element collect score
15430 int collect_score[NUM_CUSTOM_ELEMENTS];
15432 // runtime values for group element choice position
15433 int choice_pos[NUM_GROUP_ELEMENTS];
15435 // runtime values for belt position animations
15436 int belt_graphic[4][NUM_BELT_PARTS];
15437 int belt_anim_mode[4][NUM_BELT_PARTS];
15440 static struct EngineSnapshotInfo engine_snapshot_rnd;
15441 static char *snapshot_level_identifier = NULL;
15442 static int snapshot_level_nr = -1;
15444 static void SaveEngineSnapshotValues_RND(void)
15446 static int belt_base_active_element[4] =
15448 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15449 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15450 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15451 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15455 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15457 int element = EL_CUSTOM_START + i;
15459 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15462 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15464 int element = EL_GROUP_START + i;
15466 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15469 for (i = 0; i < 4; i++)
15471 for (j = 0; j < NUM_BELT_PARTS; j++)
15473 int element = belt_base_active_element[i] + j;
15474 int graphic = el2img(element);
15475 int anim_mode = graphic_info[graphic].anim_mode;
15477 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15478 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15483 static void LoadEngineSnapshotValues_RND(void)
15485 unsigned int num_random_calls = game.num_random_calls;
15488 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15490 int element = EL_CUSTOM_START + i;
15492 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15495 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15497 int element = EL_GROUP_START + i;
15499 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15502 for (i = 0; i < 4; i++)
15504 for (j = 0; j < NUM_BELT_PARTS; j++)
15506 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15507 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15509 graphic_info[graphic].anim_mode = anim_mode;
15513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15515 InitRND(tape.random_seed);
15516 for (i = 0; i < num_random_calls; i++)
15520 if (game.num_random_calls != num_random_calls)
15522 Error("number of random calls out of sync");
15523 Error("number of random calls should be %d", num_random_calls);
15524 Error("number of random calls is %d", game.num_random_calls);
15526 Fail("this should not happen -- please debug");
15530 void FreeEngineSnapshotSingle(void)
15532 FreeSnapshotSingle();
15534 setString(&snapshot_level_identifier, NULL);
15535 snapshot_level_nr = -1;
15538 void FreeEngineSnapshotList(void)
15540 FreeSnapshotList();
15543 static ListNode *SaveEngineSnapshotBuffers(void)
15545 ListNode *buffers = NULL;
15547 // copy some special values to a structure better suited for the snapshot
15549 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15550 SaveEngineSnapshotValues_RND();
15551 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15552 SaveEngineSnapshotValues_EM();
15553 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15554 SaveEngineSnapshotValues_SP(&buffers);
15555 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15556 SaveEngineSnapshotValues_MM(&buffers);
15558 // save values stored in special snapshot structure
15560 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15561 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15562 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15563 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15564 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15565 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15566 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15567 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15569 // save further RND engine values
15571 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15572 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15573 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15575 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15576 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15577 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15578 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15579 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15581 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15582 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15583 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15585 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15587 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15588 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15590 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15591 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15592 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15593 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15594 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15595 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15596 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15597 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15598 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15599 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15600 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15601 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15602 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15603 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15604 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15605 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15606 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15607 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15609 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15610 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15612 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15613 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15614 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15616 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15617 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15619 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15620 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15621 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15622 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15623 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15625 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15626 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15629 ListNode *node = engine_snapshot_list_rnd;
15632 while (node != NULL)
15634 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15639 Debug("game:playing:SaveEngineSnapshotBuffers",
15640 "size of engine snapshot: %d bytes", num_bytes);
15646 void SaveEngineSnapshotSingle(void)
15648 ListNode *buffers = SaveEngineSnapshotBuffers();
15650 // finally save all snapshot buffers to single snapshot
15651 SaveSnapshotSingle(buffers);
15653 // save level identification information
15654 setString(&snapshot_level_identifier, leveldir_current->identifier);
15655 snapshot_level_nr = level_nr;
15658 boolean CheckSaveEngineSnapshotToList(void)
15660 boolean save_snapshot =
15661 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15662 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15663 game.snapshot.changed_action) ||
15664 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15665 game.snapshot.collected_item));
15667 game.snapshot.changed_action = FALSE;
15668 game.snapshot.collected_item = FALSE;
15669 game.snapshot.save_snapshot = save_snapshot;
15671 return save_snapshot;
15674 void SaveEngineSnapshotToList(void)
15676 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15680 ListNode *buffers = SaveEngineSnapshotBuffers();
15682 // finally save all snapshot buffers to snapshot list
15683 SaveSnapshotToList(buffers);
15686 void SaveEngineSnapshotToListInitial(void)
15688 FreeEngineSnapshotList();
15690 SaveEngineSnapshotToList();
15693 static void LoadEngineSnapshotValues(void)
15695 // restore special values from snapshot structure
15697 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15698 LoadEngineSnapshotValues_RND();
15699 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15700 LoadEngineSnapshotValues_EM();
15701 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15702 LoadEngineSnapshotValues_SP();
15703 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15704 LoadEngineSnapshotValues_MM();
15707 void LoadEngineSnapshotSingle(void)
15709 LoadSnapshotSingle();
15711 LoadEngineSnapshotValues();
15714 static void LoadEngineSnapshot_Undo(int steps)
15716 LoadSnapshotFromList_Older(steps);
15718 LoadEngineSnapshotValues();
15721 static void LoadEngineSnapshot_Redo(int steps)
15723 LoadSnapshotFromList_Newer(steps);
15725 LoadEngineSnapshotValues();
15728 boolean CheckEngineSnapshotSingle(void)
15730 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15731 snapshot_level_nr == level_nr);
15734 boolean CheckEngineSnapshotList(void)
15736 return CheckSnapshotList();
15740 // ---------- new game button stuff -------------------------------------------
15747 boolean *setup_value;
15748 boolean allowed_on_tape;
15749 boolean is_touch_button;
15751 } gamebutton_info[NUM_GAME_BUTTONS] =
15754 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15755 GAME_CTRL_ID_STOP, NULL,
15756 TRUE, FALSE, "stop game"
15759 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15760 GAME_CTRL_ID_PAUSE, NULL,
15761 TRUE, FALSE, "pause game"
15764 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15765 GAME_CTRL_ID_PLAY, NULL,
15766 TRUE, FALSE, "play game"
15769 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15770 GAME_CTRL_ID_UNDO, NULL,
15771 TRUE, FALSE, "undo step"
15774 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15775 GAME_CTRL_ID_REDO, NULL,
15776 TRUE, FALSE, "redo step"
15779 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15780 GAME_CTRL_ID_SAVE, NULL,
15781 TRUE, FALSE, "save game"
15784 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15785 GAME_CTRL_ID_PAUSE2, NULL,
15786 TRUE, FALSE, "pause game"
15789 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15790 GAME_CTRL_ID_LOAD, NULL,
15791 TRUE, FALSE, "load game"
15794 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15795 GAME_CTRL_ID_PANEL_STOP, NULL,
15796 FALSE, FALSE, "stop game"
15799 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15800 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15801 FALSE, FALSE, "pause game"
15804 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15805 GAME_CTRL_ID_PANEL_PLAY, NULL,
15806 FALSE, FALSE, "play game"
15809 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15810 GAME_CTRL_ID_TOUCH_STOP, NULL,
15811 FALSE, TRUE, "stop game"
15814 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15815 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15816 FALSE, TRUE, "pause game"
15819 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15820 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15821 TRUE, FALSE, "background music on/off"
15824 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15825 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15826 TRUE, FALSE, "sound loops on/off"
15829 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15830 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15831 TRUE, FALSE, "normal sounds on/off"
15834 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15835 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15836 FALSE, FALSE, "background music on/off"
15839 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15840 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15841 FALSE, FALSE, "sound loops on/off"
15844 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15845 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15846 FALSE, FALSE, "normal sounds on/off"
15850 void CreateGameButtons(void)
15854 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15856 int graphic = gamebutton_info[i].graphic;
15857 struct GraphicInfo *gfx = &graphic_info[graphic];
15858 struct XY *pos = gamebutton_info[i].pos;
15859 struct GadgetInfo *gi;
15862 unsigned int event_mask;
15863 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15864 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15865 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15866 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15867 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15868 int gd_x = gfx->src_x;
15869 int gd_y = gfx->src_y;
15870 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15871 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15872 int gd_xa = gfx->src_x + gfx->active_xoffset;
15873 int gd_ya = gfx->src_y + gfx->active_yoffset;
15874 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15875 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15876 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15877 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15880 if (gfx->bitmap == NULL)
15882 game_gadget[id] = NULL;
15887 if (id == GAME_CTRL_ID_STOP ||
15888 id == GAME_CTRL_ID_PANEL_STOP ||
15889 id == GAME_CTRL_ID_TOUCH_STOP ||
15890 id == GAME_CTRL_ID_PLAY ||
15891 id == GAME_CTRL_ID_PANEL_PLAY ||
15892 id == GAME_CTRL_ID_SAVE ||
15893 id == GAME_CTRL_ID_LOAD)
15895 button_type = GD_TYPE_NORMAL_BUTTON;
15897 event_mask = GD_EVENT_RELEASED;
15899 else if (id == GAME_CTRL_ID_UNDO ||
15900 id == GAME_CTRL_ID_REDO)
15902 button_type = GD_TYPE_NORMAL_BUTTON;
15904 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15908 button_type = GD_TYPE_CHECK_BUTTON;
15909 checked = (gamebutton_info[i].setup_value != NULL ?
15910 *gamebutton_info[i].setup_value : FALSE);
15911 event_mask = GD_EVENT_PRESSED;
15914 gi = CreateGadget(GDI_CUSTOM_ID, id,
15915 GDI_IMAGE_ID, graphic,
15916 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15919 GDI_WIDTH, gfx->width,
15920 GDI_HEIGHT, gfx->height,
15921 GDI_TYPE, button_type,
15922 GDI_STATE, GD_BUTTON_UNPRESSED,
15923 GDI_CHECKED, checked,
15924 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15925 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15926 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15927 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15928 GDI_DIRECT_DRAW, FALSE,
15929 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15930 GDI_EVENT_MASK, event_mask,
15931 GDI_CALLBACK_ACTION, HandleGameButtons,
15935 Fail("cannot create gadget");
15937 game_gadget[id] = gi;
15941 void FreeGameButtons(void)
15945 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15946 FreeGadget(game_gadget[i]);
15949 static void UnmapGameButtonsAtSamePosition(int id)
15953 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15955 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15956 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15957 UnmapGadget(game_gadget[i]);
15960 static void UnmapGameButtonsAtSamePosition_All(void)
15962 if (setup.show_snapshot_buttons)
15964 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15965 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15966 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15970 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15971 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15972 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15974 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15975 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15976 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15980 static void MapGameButtonsAtSamePosition(int id)
15984 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15986 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15987 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15988 MapGadget(game_gadget[i]);
15990 UnmapGameButtonsAtSamePosition_All();
15993 void MapUndoRedoButtons(void)
15995 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15996 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15998 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15999 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16002 void UnmapUndoRedoButtons(void)
16004 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16005 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16007 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16008 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16011 void ModifyPauseButtons(void)
16015 GAME_CTRL_ID_PAUSE,
16016 GAME_CTRL_ID_PAUSE2,
16017 GAME_CTRL_ID_PANEL_PAUSE,
16018 GAME_CTRL_ID_TOUCH_PAUSE,
16023 for (i = 0; ids[i] > -1; i++)
16024 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16027 static void MapGameButtonsExt(boolean on_tape)
16031 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16032 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16033 i != GAME_CTRL_ID_UNDO &&
16034 i != GAME_CTRL_ID_REDO)
16035 MapGadget(game_gadget[i]);
16037 UnmapGameButtonsAtSamePosition_All();
16039 RedrawGameButtons();
16042 static void UnmapGameButtonsExt(boolean on_tape)
16046 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16047 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16048 UnmapGadget(game_gadget[i]);
16051 static void RedrawGameButtonsExt(boolean on_tape)
16055 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16056 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16057 RedrawGadget(game_gadget[i]);
16060 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16065 gi->checked = state;
16068 static void RedrawSoundButtonGadget(int id)
16070 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16071 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16072 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16073 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16074 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16075 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16078 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16079 RedrawGadget(game_gadget[id2]);
16082 void MapGameButtons(void)
16084 MapGameButtonsExt(FALSE);
16087 void UnmapGameButtons(void)
16089 UnmapGameButtonsExt(FALSE);
16092 void RedrawGameButtons(void)
16094 RedrawGameButtonsExt(FALSE);
16097 void MapGameButtonsOnTape(void)
16099 MapGameButtonsExt(TRUE);
16102 void UnmapGameButtonsOnTape(void)
16104 UnmapGameButtonsExt(TRUE);
16107 void RedrawGameButtonsOnTape(void)
16109 RedrawGameButtonsExt(TRUE);
16112 static void GameUndoRedoExt(void)
16114 ClearPlayerAction();
16116 tape.pausing = TRUE;
16119 UpdateAndDisplayGameControlValues();
16121 DrawCompleteVideoDisplay();
16122 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16123 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16124 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16129 static void GameUndo(int steps)
16131 if (!CheckEngineSnapshotList())
16134 LoadEngineSnapshot_Undo(steps);
16139 static void GameRedo(int steps)
16141 if (!CheckEngineSnapshotList())
16144 LoadEngineSnapshot_Redo(steps);
16149 static void HandleGameButtonsExt(int id, int button)
16151 static boolean game_undo_executed = FALSE;
16152 int steps = BUTTON_STEPSIZE(button);
16153 boolean handle_game_buttons =
16154 (game_status == GAME_MODE_PLAYING ||
16155 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16157 if (!handle_game_buttons)
16162 case GAME_CTRL_ID_STOP:
16163 case GAME_CTRL_ID_PANEL_STOP:
16164 case GAME_CTRL_ID_TOUCH_STOP:
16165 if (game_status == GAME_MODE_MAIN)
16171 RequestQuitGame(TRUE);
16175 case GAME_CTRL_ID_PAUSE:
16176 case GAME_CTRL_ID_PAUSE2:
16177 case GAME_CTRL_ID_PANEL_PAUSE:
16178 case GAME_CTRL_ID_TOUCH_PAUSE:
16179 if (network.enabled && game_status == GAME_MODE_PLAYING)
16182 SendToServer_ContinuePlaying();
16184 SendToServer_PausePlaying();
16187 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16189 game_undo_executed = FALSE;
16193 case GAME_CTRL_ID_PLAY:
16194 case GAME_CTRL_ID_PANEL_PLAY:
16195 if (game_status == GAME_MODE_MAIN)
16197 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16199 else if (tape.pausing)
16201 if (network.enabled)
16202 SendToServer_ContinuePlaying();
16204 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16208 case GAME_CTRL_ID_UNDO:
16209 // Important: When using "save snapshot when collecting an item" mode,
16210 // load last (current) snapshot for first "undo" after pressing "pause"
16211 // (else the last-but-one snapshot would be loaded, because the snapshot
16212 // pointer already points to the last snapshot when pressing "pause",
16213 // which is fine for "every step/move" mode, but not for "every collect")
16214 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16215 !game_undo_executed)
16218 game_undo_executed = TRUE;
16223 case GAME_CTRL_ID_REDO:
16227 case GAME_CTRL_ID_SAVE:
16231 case GAME_CTRL_ID_LOAD:
16235 case SOUND_CTRL_ID_MUSIC:
16236 case SOUND_CTRL_ID_PANEL_MUSIC:
16237 if (setup.sound_music)
16239 setup.sound_music = FALSE;
16243 else if (audio.music_available)
16245 setup.sound = setup.sound_music = TRUE;
16247 SetAudioMode(setup.sound);
16249 if (game_status == GAME_MODE_PLAYING)
16253 RedrawSoundButtonGadget(id);
16257 case SOUND_CTRL_ID_LOOPS:
16258 case SOUND_CTRL_ID_PANEL_LOOPS:
16259 if (setup.sound_loops)
16260 setup.sound_loops = FALSE;
16261 else if (audio.loops_available)
16263 setup.sound = setup.sound_loops = TRUE;
16265 SetAudioMode(setup.sound);
16268 RedrawSoundButtonGadget(id);
16272 case SOUND_CTRL_ID_SIMPLE:
16273 case SOUND_CTRL_ID_PANEL_SIMPLE:
16274 if (setup.sound_simple)
16275 setup.sound_simple = FALSE;
16276 else if (audio.sound_available)
16278 setup.sound = setup.sound_simple = TRUE;
16280 SetAudioMode(setup.sound);
16283 RedrawSoundButtonGadget(id);
16292 static void HandleGameButtons(struct GadgetInfo *gi)
16294 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16297 void HandleSoundButtonKeys(Key key)
16299 if (key == setup.shortcut.sound_simple)
16300 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16301 else if (key == setup.shortcut.sound_loops)
16302 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16303 else if (key == setup.shortcut.sound_music)
16304 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);