1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize internal run-time variables ------------------------
3200 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3204 for (j = 0; j < ei->num_change_pages; j++)
3206 ei->change_page[j].can_change_or_has_action =
3207 (ei->change_page[j].can_change |
3208 ei->change_page[j].has_action);
3212 // add change events from custom element configuration
3213 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3215 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3217 for (j = 0; j < ei->num_change_pages; j++)
3219 if (!ei->change_page[j].can_change_or_has_action)
3222 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3224 // only add event page for the first page found with this event
3225 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3227 ei->has_change_event[k] = TRUE;
3229 ei->event_page_nr[k] = j;
3230 ei->event_page[k] = &ei->change_page[j];
3236 // ---------- initialize reference elements in change conditions ------------
3238 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3240 int element = EL_CUSTOM_START + i;
3241 struct ElementInfo *ei = &element_info[element];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 int trigger_element = ei->change_page[j].initial_trigger_element;
3247 if (trigger_element >= EL_PREV_CE_8 &&
3248 trigger_element <= EL_NEXT_CE_8)
3249 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3251 ei->change_page[j].trigger_element = trigger_element;
3255 // ---------- initialize run-time trigger player and element ----------------
3257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3261 for (j = 0; j < ei->num_change_pages; j++)
3263 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3264 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3265 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3266 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3267 ei->change_page[j].actual_trigger_ce_value = 0;
3268 ei->change_page[j].actual_trigger_ce_score = 0;
3272 // ---------- initialize trigger events -------------------------------------
3274 // initialize trigger events information
3275 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3276 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3277 trigger_events[i][j] = FALSE;
3279 // add trigger events from element change event properties
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 struct ElementInfo *ei = &element_info[i];
3284 for (j = 0; j < ei->num_change_pages; j++)
3286 if (!ei->change_page[j].can_change_or_has_action)
3289 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3291 int trigger_element = ei->change_page[j].trigger_element;
3293 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3295 if (ei->change_page[j].has_event[k])
3297 if (IS_GROUP_ELEMENT(trigger_element))
3299 struct ElementGroupInfo *group =
3300 element_info[trigger_element].group;
3302 for (l = 0; l < group->num_elements_resolved; l++)
3303 trigger_events[group->element_resolved[l]][k] = TRUE;
3305 else if (trigger_element == EL_ANY_ELEMENT)
3306 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3307 trigger_events[l][k] = TRUE;
3309 trigger_events[trigger_element][k] = TRUE;
3316 // ---------- initialize push delay -----------------------------------------
3318 // initialize push delay values to default
3319 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3321 if (!IS_CUSTOM_ELEMENT(i))
3323 // set default push delay values (corrected since version 3.0.7-1)
3324 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3326 element_info[i].push_delay_fixed = 2;
3327 element_info[i].push_delay_random = 8;
3331 element_info[i].push_delay_fixed = 8;
3332 element_info[i].push_delay_random = 8;
3337 // set push delay value for certain elements from pre-defined list
3338 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3340 int e = push_delay_list[i].element;
3342 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3343 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3346 // set push delay value for Supaplex elements for newer engine versions
3347 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3351 if (IS_SP_ELEMENT(i))
3353 // set SP push delay to just enough to push under a falling zonk
3354 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3356 element_info[i].push_delay_fixed = delay;
3357 element_info[i].push_delay_random = 0;
3362 // ---------- initialize move stepsize --------------------------------------
3364 // initialize move stepsize values to default
3365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (!IS_CUSTOM_ELEMENT(i))
3367 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3369 // set move stepsize value for certain elements from pre-defined list
3370 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3372 int e = move_stepsize_list[i].element;
3374 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3376 // set move stepsize value for certain elements for older engine versions
3377 if (use_old_move_stepsize_for_magic_wall)
3379 if (e == EL_MAGIC_WALL_FILLING ||
3380 e == EL_MAGIC_WALL_EMPTYING ||
3381 e == EL_BD_MAGIC_WALL_FILLING ||
3382 e == EL_BD_MAGIC_WALL_EMPTYING)
3383 element_info[e].move_stepsize *= 2;
3387 // ---------- initialize collect score --------------------------------------
3389 // initialize collect score values for custom elements from initial value
3390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3391 if (IS_CUSTOM_ELEMENT(i))
3392 element_info[i].collect_score = element_info[i].collect_score_initial;
3394 // ---------- initialize collect count --------------------------------------
3396 // initialize collect count values for non-custom elements
3397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3398 if (!IS_CUSTOM_ELEMENT(i))
3399 element_info[i].collect_count_initial = 0;
3401 // add collect count values for all elements from pre-defined list
3402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3403 element_info[collect_count_list[i].element].collect_count_initial =
3404 collect_count_list[i].count;
3406 // ---------- initialize access direction -----------------------------------
3408 // initialize access direction values to default (access from every side)
3409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3410 if (!IS_CUSTOM_ELEMENT(i))
3411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3413 // set access direction value for certain elements from pre-defined list
3414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3415 element_info[access_direction_list[i].element].access_direction =
3416 access_direction_list[i].direction;
3418 // ---------- initialize explosion content ----------------------------------
3419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3421 if (IS_CUSTOM_ELEMENT(i))
3424 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3426 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3428 element_info[i].content.e[x][y] =
3429 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3430 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3431 i == EL_PLAYER_3 ? EL_EMERALD :
3432 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3433 i == EL_MOLE ? EL_EMERALD_RED :
3434 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3435 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3436 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3437 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3438 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3439 i == EL_WALL_EMERALD ? EL_EMERALD :
3440 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3441 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3442 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3443 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3444 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3445 i == EL_WALL_PEARL ? EL_PEARL :
3446 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3451 // ---------- initialize recursion detection --------------------------------
3452 recursion_loop_depth = 0;
3453 recursion_loop_detected = FALSE;
3454 recursion_loop_element = EL_UNDEFINED;
3456 // ---------- initialize graphics engine ------------------------------------
3457 game.scroll_delay_value =
3458 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3459 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3460 !setup.forced_scroll_delay ? 0 :
3461 setup.scroll_delay ? setup.scroll_delay_value : 0);
3462 game.scroll_delay_value =
3463 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3465 // ---------- initialize game engine snapshots ------------------------------
3466 for (i = 0; i < MAX_PLAYERS; i++)
3467 game.snapshot.last_action[i] = 0;
3468 game.snapshot.changed_action = FALSE;
3469 game.snapshot.collected_item = FALSE;
3470 game.snapshot.mode =
3471 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3472 SNAPSHOT_MODE_EVERY_STEP :
3473 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3474 SNAPSHOT_MODE_EVERY_MOVE :
3475 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3476 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3477 game.snapshot.save_snapshot = FALSE;
3479 // ---------- initialize level time for Supaplex engine ---------------------
3480 // Supaplex levels with time limit currently unsupported -- should be added
3481 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3484 // ---------- initialize flags for handling game actions --------------------
3486 // set flags for game actions to default values
3487 game.use_key_actions = TRUE;
3488 game.use_mouse_actions = FALSE;
3490 // when using Mirror Magic game engine, handle mouse events only
3491 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3493 game.use_key_actions = FALSE;
3494 game.use_mouse_actions = TRUE;
3497 // check for custom elements with mouse click events
3498 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3500 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3502 int element = EL_CUSTOM_START + i;
3504 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3505 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3506 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3507 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3508 game.use_mouse_actions = TRUE;
3513 static int get_num_special_action(int element, int action_first,
3516 int num_special_action = 0;
3519 for (i = action_first; i <= action_last; i++)
3521 boolean found = FALSE;
3523 for (j = 0; j < NUM_DIRECTIONS; j++)
3524 if (el_act_dir2img(element, i, j) !=
3525 el_act_dir2img(element, ACTION_DEFAULT, j))
3529 num_special_action++;
3534 return num_special_action;
3538 // ============================================================================
3540 // ----------------------------------------------------------------------------
3541 // initialize and start new game
3542 // ============================================================================
3544 #if DEBUG_INIT_PLAYER
3545 static void DebugPrintPlayerStatus(char *message)
3552 Debug("game:init:player", "%s:", message);
3554 for (i = 0; i < MAX_PLAYERS; i++)
3556 struct PlayerInfo *player = &stored_player[i];
3558 Debug("game:init:player",
3559 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3563 player->connected_locally,
3564 player->connected_network,
3566 (local_player == player ? " (local player)" : ""));
3573 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3574 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3575 int fade_mask = REDRAW_FIELD;
3576 boolean restarting = (game_status == GAME_MODE_PLAYING);
3577 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3578 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3579 int initial_move_dir = MV_DOWN;
3582 // required here to update video display before fading (FIX THIS)
3583 DrawMaskedBorder(REDRAW_DOOR_2);
3585 if (!game.restart_level)
3586 CloseDoor(DOOR_CLOSE_1);
3590 // force fading out global animations displayed during game play
3591 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3595 SetGameStatus(GAME_MODE_PLAYING);
3598 if (level_editor_test_game)
3599 FadeSkipNextFadeOut();
3601 FadeSetEnterScreen();
3604 fade_mask = REDRAW_ALL;
3606 FadeLevelSoundsAndMusic();
3608 ExpireSoundLoops(TRUE);
3614 // force restarting global animations displayed during game play
3615 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3617 SetGameStatus(GAME_MODE_PLAYING);
3620 if (level_editor_test_game)
3621 FadeSkipNextFadeIn();
3623 // needed if different viewport properties defined for playing
3624 ChangeViewportPropertiesIfNeeded();
3628 DrawCompleteVideoDisplay();
3630 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3633 InitGameControlValues();
3637 // initialize tape actions from game when recording tape
3638 tape.use_key_actions = game.use_key_actions;
3639 tape.use_mouse_actions = game.use_mouse_actions;
3641 // initialize visible playfield size when recording tape (for team mode)
3642 tape.scr_fieldx = SCR_FIELDX;
3643 tape.scr_fieldy = SCR_FIELDY;
3646 // don't play tapes over network
3647 network_playing = (network.enabled && !tape.playing);
3649 for (i = 0; i < MAX_PLAYERS; i++)
3651 struct PlayerInfo *player = &stored_player[i];
3653 player->index_nr = i;
3654 player->index_bit = (1 << i);
3655 player->element_nr = EL_PLAYER_1 + i;
3657 player->present = FALSE;
3658 player->active = FALSE;
3659 player->mapped = FALSE;
3661 player->killed = FALSE;
3662 player->reanimated = FALSE;
3663 player->buried = FALSE;
3666 player->effective_action = 0;
3667 player->programmed_action = 0;
3668 player->snap_action = 0;
3670 player->mouse_action.lx = 0;
3671 player->mouse_action.ly = 0;
3672 player->mouse_action.button = 0;
3673 player->mouse_action.button_hint = 0;
3675 player->effective_mouse_action.lx = 0;
3676 player->effective_mouse_action.ly = 0;
3677 player->effective_mouse_action.button = 0;
3678 player->effective_mouse_action.button_hint = 0;
3680 for (j = 0; j < MAX_NUM_KEYS; j++)
3681 player->key[j] = FALSE;
3683 player->num_white_keys = 0;
3685 player->dynabomb_count = 0;
3686 player->dynabomb_size = 1;
3687 player->dynabombs_left = 0;
3688 player->dynabomb_xl = FALSE;
3690 player->MovDir = initial_move_dir;
3693 player->GfxDir = initial_move_dir;
3694 player->GfxAction = ACTION_DEFAULT;
3696 player->StepFrame = 0;
3698 player->initial_element = player->element_nr;
3699 player->artwork_element =
3700 (level.use_artwork_element[i] ? level.artwork_element[i] :
3701 player->element_nr);
3702 player->use_murphy = FALSE;
3704 player->block_last_field = FALSE; // initialized in InitPlayerField()
3705 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3707 player->gravity = level.initial_player_gravity[i];
3709 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3711 player->actual_frame_counter.count = 0;
3712 player->actual_frame_counter.value = 1;
3714 player->step_counter = 0;
3716 player->last_move_dir = initial_move_dir;
3718 player->is_active = FALSE;
3720 player->is_waiting = FALSE;
3721 player->is_moving = FALSE;
3722 player->is_auto_moving = FALSE;
3723 player->is_digging = FALSE;
3724 player->is_snapping = FALSE;
3725 player->is_collecting = FALSE;
3726 player->is_pushing = FALSE;
3727 player->is_switching = FALSE;
3728 player->is_dropping = FALSE;
3729 player->is_dropping_pressed = FALSE;
3731 player->is_bored = FALSE;
3732 player->is_sleeping = FALSE;
3734 player->was_waiting = TRUE;
3735 player->was_moving = FALSE;
3736 player->was_snapping = FALSE;
3737 player->was_dropping = FALSE;
3739 player->force_dropping = FALSE;
3741 player->frame_counter_bored = -1;
3742 player->frame_counter_sleeping = -1;
3744 player->anim_delay_counter = 0;
3745 player->post_delay_counter = 0;
3747 player->dir_waiting = initial_move_dir;
3748 player->action_waiting = ACTION_DEFAULT;
3749 player->last_action_waiting = ACTION_DEFAULT;
3750 player->special_action_bored = ACTION_DEFAULT;
3751 player->special_action_sleeping = ACTION_DEFAULT;
3753 player->switch_x = -1;
3754 player->switch_y = -1;
3756 player->drop_x = -1;
3757 player->drop_y = -1;
3759 player->show_envelope = 0;
3761 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3763 player->push_delay = -1; // initialized when pushing starts
3764 player->push_delay_value = game.initial_push_delay_value;
3766 player->drop_delay = 0;
3767 player->drop_pressed_delay = 0;
3769 player->last_jx = -1;
3770 player->last_jy = -1;
3774 player->shield_normal_time_left = 0;
3775 player->shield_deadly_time_left = 0;
3777 player->last_removed_element = EL_UNDEFINED;
3779 player->inventory_infinite_element = EL_UNDEFINED;
3780 player->inventory_size = 0;
3782 if (level.use_initial_inventory[i])
3784 for (j = 0; j < level.initial_inventory_size[i]; j++)
3786 int element = level.initial_inventory_content[i][j];
3787 int collect_count = element_info[element].collect_count_initial;
3790 if (!IS_CUSTOM_ELEMENT(element))
3793 if (collect_count == 0)
3794 player->inventory_infinite_element = element;
3796 for (k = 0; k < collect_count; k++)
3797 if (player->inventory_size < MAX_INVENTORY_SIZE)
3798 player->inventory_element[player->inventory_size++] = element;
3802 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3803 SnapField(player, 0, 0);
3805 map_player_action[i] = i;
3808 network_player_action_received = FALSE;
3810 // initial null action
3811 if (network_playing)
3812 SendToServer_MovePlayer(MV_NONE);
3817 TimeLeft = level.time;
3820 ScreenMovDir = MV_NONE;
3824 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3826 game.robot_wheel_x = -1;
3827 game.robot_wheel_y = -1;
3832 game.all_players_gone = FALSE;
3834 game.LevelSolved = FALSE;
3835 game.GameOver = FALSE;
3837 game.GamePlayed = !tape.playing;
3839 game.LevelSolved_GameWon = FALSE;
3840 game.LevelSolved_GameEnd = FALSE;
3841 game.LevelSolved_SaveTape = FALSE;
3842 game.LevelSolved_SaveScore = FALSE;
3844 game.LevelSolved_CountingTime = 0;
3845 game.LevelSolved_CountingScore = 0;
3846 game.LevelSolved_CountingHealth = 0;
3848 game.panel.active = TRUE;
3850 game.no_level_time_limit = (level.time == 0);
3851 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3853 game.yamyam_content_nr = 0;
3854 game.robot_wheel_active = FALSE;
3855 game.magic_wall_active = FALSE;
3856 game.magic_wall_time_left = 0;
3857 game.light_time_left = 0;
3858 game.timegate_time_left = 0;
3859 game.switchgate_pos = 0;
3860 game.wind_direction = level.wind_direction_initial;
3862 game.time_final = 0;
3863 game.score_time_final = 0;
3866 game.score_final = 0;
3868 game.health = MAX_HEALTH;
3869 game.health_final = MAX_HEALTH;
3871 game.gems_still_needed = level.gems_needed;
3872 game.sokoban_fields_still_needed = 0;
3873 game.sokoban_objects_still_needed = 0;
3874 game.lights_still_needed = 0;
3875 game.players_still_needed = 0;
3876 game.friends_still_needed = 0;
3878 game.lenses_time_left = 0;
3879 game.magnify_time_left = 0;
3881 game.ball_active = level.ball_active_initial;
3882 game.ball_content_nr = 0;
3884 game.explosions_delayed = TRUE;
3886 game.envelope_active = FALSE;
3888 // special case: set custom artwork setting to initial value
3889 game.use_masked_elements = game.use_masked_elements_initial;
3891 for (i = 0; i < NUM_BELTS; i++)
3893 game.belt_dir[i] = MV_NONE;
3894 game.belt_dir_nr[i] = 3; // not moving, next moving left
3897 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3898 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3900 #if DEBUG_INIT_PLAYER
3901 DebugPrintPlayerStatus("Player status at level initialization");
3904 SCAN_PLAYFIELD(x, y)
3906 Tile[x][y] = Last[x][y] = level.field[x][y];
3907 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3908 ChangeDelay[x][y] = 0;
3909 ChangePage[x][y] = -1;
3910 CustomValue[x][y] = 0; // initialized in InitField()
3911 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3913 WasJustMoving[x][y] = 0;
3914 WasJustFalling[x][y] = 0;
3915 CheckCollision[x][y] = 0;
3916 CheckImpact[x][y] = 0;
3918 Pushed[x][y] = FALSE;
3920 ChangeCount[x][y] = 0;
3921 ChangeEvent[x][y] = -1;
3923 ExplodePhase[x][y] = 0;
3924 ExplodeDelay[x][y] = 0;
3925 ExplodeField[x][y] = EX_TYPE_NONE;
3927 RunnerVisit[x][y] = 0;
3928 PlayerVisit[x][y] = 0;
3931 GfxRandom[x][y] = INIT_GFX_RANDOM();
3932 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3933 GfxElement[x][y] = EL_UNDEFINED;
3934 GfxElementEmpty[x][y] = EL_EMPTY;
3935 GfxAction[x][y] = ACTION_DEFAULT;
3936 GfxDir[x][y] = MV_NONE;
3937 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3940 SCAN_PLAYFIELD(x, y)
3942 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3944 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3947 InitField(x, y, TRUE);
3949 ResetGfxAnimation(x, y);
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 // set number of special actions for bored and sleeping animation
3959 player->num_special_action_bored =
3960 get_num_special_action(player->artwork_element,
3961 ACTION_BORING_1, ACTION_BORING_LAST);
3962 player->num_special_action_sleeping =
3963 get_num_special_action(player->artwork_element,
3964 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3967 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3968 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3970 // initialize type of slippery elements
3971 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3973 if (!IS_CUSTOM_ELEMENT(i))
3975 // default: elements slip down either to the left or right randomly
3976 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3978 // SP style elements prefer to slip down on the left side
3979 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3980 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3982 // BD style elements prefer to slip down on the left side
3983 if (game.emulation == EMU_BOULDERDASH)
3984 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3988 // initialize explosion and ignition delay
3989 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3991 if (!IS_CUSTOM_ELEMENT(i))
3994 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3995 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3996 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3997 int last_phase = (num_phase + 1) * delay;
3998 int half_phase = (num_phase / 2) * delay;
4000 element_info[i].explosion_delay = last_phase - 1;
4001 element_info[i].ignition_delay = half_phase;
4003 if (i == EL_BLACK_ORB)
4004 element_info[i].ignition_delay = 1;
4008 // correct non-moving belts to start moving left
4009 for (i = 0; i < NUM_BELTS; i++)
4010 if (game.belt_dir[i] == MV_NONE)
4011 game.belt_dir_nr[i] = 3; // not moving, next moving left
4013 #if USE_NEW_PLAYER_ASSIGNMENTS
4014 // use preferred player also in local single-player mode
4015 if (!network.enabled && !game.team_mode)
4017 int new_index_nr = setup.network_player_nr;
4019 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 stored_player[i].connected_locally = FALSE;
4024 stored_player[new_index_nr].connected_locally = TRUE;
4028 for (i = 0; i < MAX_PLAYERS; i++)
4030 stored_player[i].connected = FALSE;
4032 // in network game mode, the local player might not be the first player
4033 if (stored_player[i].connected_locally)
4034 local_player = &stored_player[i];
4037 if (!network.enabled)
4038 local_player->connected = TRUE;
4042 for (i = 0; i < MAX_PLAYERS; i++)
4043 stored_player[i].connected = tape.player_participates[i];
4045 else if (network.enabled)
4047 // add team mode players connected over the network (needed for correct
4048 // assignment of player figures from level to locally playing players)
4050 for (i = 0; i < MAX_PLAYERS; i++)
4051 if (stored_player[i].connected_network)
4052 stored_player[i].connected = TRUE;
4054 else if (game.team_mode)
4056 // try to guess locally connected team mode players (needed for correct
4057 // assignment of player figures from level to locally playing players)
4059 for (i = 0; i < MAX_PLAYERS; i++)
4060 if (setup.input[i].use_joystick ||
4061 setup.input[i].key.left != KSYM_UNDEFINED)
4062 stored_player[i].connected = TRUE;
4065 #if DEBUG_INIT_PLAYER
4066 DebugPrintPlayerStatus("Player status after level initialization");
4069 #if DEBUG_INIT_PLAYER
4070 Debug("game:init:player", "Reassigning players ...");
4073 // check if any connected player was not found in playfield
4074 for (i = 0; i < MAX_PLAYERS; i++)
4076 struct PlayerInfo *player = &stored_player[i];
4078 if (player->connected && !player->present)
4080 struct PlayerInfo *field_player = NULL;
4082 #if DEBUG_INIT_PLAYER
4083 Debug("game:init:player",
4084 "- looking for field player for player %d ...", i + 1);
4087 // assign first free player found that is present in the playfield
4089 // first try: look for unmapped playfield player that is not connected
4090 for (j = 0; j < MAX_PLAYERS; j++)
4091 if (field_player == NULL &&
4092 stored_player[j].present &&
4093 !stored_player[j].mapped &&
4094 !stored_player[j].connected)
4095 field_player = &stored_player[j];
4097 // second try: look for *any* unmapped playfield player
4098 for (j = 0; j < MAX_PLAYERS; j++)
4099 if (field_player == NULL &&
4100 stored_player[j].present &&
4101 !stored_player[j].mapped)
4102 field_player = &stored_player[j];
4104 if (field_player != NULL)
4106 int jx = field_player->jx, jy = field_player->jy;
4108 #if DEBUG_INIT_PLAYER
4109 Debug("game:init:player", "- found player %d",
4110 field_player->index_nr + 1);
4113 player->present = FALSE;
4114 player->active = FALSE;
4116 field_player->present = TRUE;
4117 field_player->active = TRUE;
4120 player->initial_element = field_player->initial_element;
4121 player->artwork_element = field_player->artwork_element;
4123 player->block_last_field = field_player->block_last_field;
4124 player->block_delay_adjustment = field_player->block_delay_adjustment;
4127 StorePlayer[jx][jy] = field_player->element_nr;
4129 field_player->jx = field_player->last_jx = jx;
4130 field_player->jy = field_player->last_jy = jy;
4132 if (local_player == player)
4133 local_player = field_player;
4135 map_player_action[field_player->index_nr] = i;
4137 field_player->mapped = TRUE;
4139 #if DEBUG_INIT_PLAYER
4140 Debug("game:init:player", "- map_player_action[%d] == %d",
4141 field_player->index_nr + 1, i + 1);
4146 if (player->connected && player->present)
4147 player->mapped = TRUE;
4150 #if DEBUG_INIT_PLAYER
4151 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4156 // check if any connected player was not found in playfield
4157 for (i = 0; i < MAX_PLAYERS; i++)
4159 struct PlayerInfo *player = &stored_player[i];
4161 if (player->connected && !player->present)
4163 for (j = 0; j < MAX_PLAYERS; j++)
4165 struct PlayerInfo *field_player = &stored_player[j];
4166 int jx = field_player->jx, jy = field_player->jy;
4168 // assign first free player found that is present in the playfield
4169 if (field_player->present && !field_player->connected)
4171 player->present = TRUE;
4172 player->active = TRUE;
4174 field_player->present = FALSE;
4175 field_player->active = FALSE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4183 StorePlayer[jx][jy] = player->element_nr;
4185 player->jx = player->last_jx = jx;
4186 player->jy = player->last_jy = jy;
4196 Debug("game:init:player", "local_player->present == %d",
4197 local_player->present);
4200 // set focus to local player for network games, else to all players
4201 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4202 game.centered_player_nr_next = game.centered_player_nr;
4203 game.set_centered_player = FALSE;
4204 game.set_centered_player_wrap = FALSE;
4206 if (network_playing && tape.recording)
4208 // store client dependent player focus when recording network games
4209 tape.centered_player_nr_next = game.centered_player_nr_next;
4210 tape.set_centered_player = TRUE;
4215 // when playing a tape, eliminate all players who do not participate
4217 #if USE_NEW_PLAYER_ASSIGNMENTS
4219 if (!game.team_mode)
4221 for (i = 0; i < MAX_PLAYERS; i++)
4223 if (stored_player[i].active &&
4224 !tape.player_participates[map_player_action[i]])
4226 struct PlayerInfo *player = &stored_player[i];
4227 int jx = player->jx, jy = player->jy;
4229 #if DEBUG_INIT_PLAYER
4230 Debug("game:init:player", "Removing player %d at (%d, %d)",
4234 player->active = FALSE;
4235 StorePlayer[jx][jy] = 0;
4236 Tile[jx][jy] = EL_EMPTY;
4243 for (i = 0; i < MAX_PLAYERS; i++)
4245 if (stored_player[i].active &&
4246 !tape.player_participates[i])
4248 struct PlayerInfo *player = &stored_player[i];
4249 int jx = player->jx, jy = player->jy;
4251 player->active = FALSE;
4252 StorePlayer[jx][jy] = 0;
4253 Tile[jx][jy] = EL_EMPTY;
4258 else if (!network.enabled && !game.team_mode) // && !tape.playing
4260 // when in single player mode, eliminate all but the local player
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 struct PlayerInfo *player = &stored_player[i];
4266 if (player->active && player != local_player)
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 player->present = FALSE;
4273 StorePlayer[jx][jy] = 0;
4274 Tile[jx][jy] = EL_EMPTY;
4279 for (i = 0; i < MAX_PLAYERS; i++)
4280 if (stored_player[i].active)
4281 game.players_still_needed++;
4283 if (level.solved_by_one_player)
4284 game.players_still_needed = 1;
4286 // when recording the game, store which players take part in the game
4289 #if USE_NEW_PLAYER_ASSIGNMENTS
4290 for (i = 0; i < MAX_PLAYERS; i++)
4291 if (stored_player[i].connected)
4292 tape.player_participates[i] = TRUE;
4294 for (i = 0; i < MAX_PLAYERS; i++)
4295 if (stored_player[i].active)
4296 tape.player_participates[i] = TRUE;
4300 #if DEBUG_INIT_PLAYER
4301 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4304 if (BorderElement == EL_EMPTY)
4307 SBX_Right = lev_fieldx - SCR_FIELDX;
4309 SBY_Lower = lev_fieldy - SCR_FIELDY;
4314 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4316 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4319 if (full_lev_fieldx <= SCR_FIELDX)
4320 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4321 if (full_lev_fieldy <= SCR_FIELDY)
4322 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4324 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4326 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4329 // if local player not found, look for custom element that might create
4330 // the player (make some assumptions about the right custom element)
4331 if (!local_player->present)
4333 int start_x = 0, start_y = 0;
4334 int found_rating = 0;
4335 int found_element = EL_UNDEFINED;
4336 int player_nr = local_player->index_nr;
4338 SCAN_PLAYFIELD(x, y)
4340 int element = Tile[x][y];
4345 if (level.use_start_element[player_nr] &&
4346 level.start_element[player_nr] == element &&
4353 found_element = element;
4356 if (!IS_CUSTOM_ELEMENT(element))
4359 if (CAN_CHANGE(element))
4361 for (i = 0; i < element_info[element].num_change_pages; i++)
4363 // check for player created from custom element as single target
4364 content = element_info[element].change_page[i].target_element;
4365 is_player = IS_PLAYER_ELEMENT(content);
4367 if (is_player && (found_rating < 3 ||
4368 (found_rating == 3 && element < found_element)))
4374 found_element = element;
4379 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4381 // check for player created from custom element as explosion content
4382 content = element_info[element].content.e[xx][yy];
4383 is_player = IS_PLAYER_ELEMENT(content);
4385 if (is_player && (found_rating < 2 ||
4386 (found_rating == 2 && element < found_element)))
4388 start_x = x + xx - 1;
4389 start_y = y + yy - 1;
4392 found_element = element;
4395 if (!CAN_CHANGE(element))
4398 for (i = 0; i < element_info[element].num_change_pages; i++)
4400 // check for player created from custom element as extended target
4402 element_info[element].change_page[i].target_content.e[xx][yy];
4404 is_player = IS_PLAYER_ELEMENT(content);
4406 if (is_player && (found_rating < 1 ||
4407 (found_rating == 1 && element < found_element)))
4409 start_x = x + xx - 1;
4410 start_y = y + yy - 1;
4413 found_element = element;
4419 scroll_x = SCROLL_POSITION_X(start_x);
4420 scroll_y = SCROLL_POSITION_Y(start_y);
4424 scroll_x = SCROLL_POSITION_X(local_player->jx);
4425 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4428 // !!! FIX THIS (START) !!!
4429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4431 InitGameEngine_EM();
4433 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4435 InitGameEngine_SP();
4437 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4439 InitGameEngine_MM();
4443 DrawLevel(REDRAW_FIELD);
4446 // after drawing the level, correct some elements
4447 if (game.timegate_time_left == 0)
4448 CloseAllOpenTimegates();
4451 // blit playfield from scroll buffer to normal back buffer for fading in
4452 BlitScreenToBitmap(backbuffer);
4453 // !!! FIX THIS (END) !!!
4455 DrawMaskedBorder(fade_mask);
4460 // full screen redraw is required at this point in the following cases:
4461 // - special editor door undrawn when game was started from level editor
4462 // - drawing area (playfield) was changed and has to be removed completely
4463 redraw_mask = REDRAW_ALL;
4467 if (!game.restart_level)
4469 // copy default game door content to main double buffer
4471 // !!! CHECK AGAIN !!!
4472 SetPanelBackground();
4473 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4474 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4477 SetPanelBackground();
4478 SetDrawBackgroundMask(REDRAW_DOOR_1);
4480 UpdateAndDisplayGameControlValues();
4482 if (!game.restart_level)
4488 CreateGameButtons();
4493 // copy actual game door content to door double buffer for OpenDoor()
4494 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4496 OpenDoor(DOOR_OPEN_ALL);
4498 KeyboardAutoRepeatOffUnlessAutoplay();
4500 #if DEBUG_INIT_PLAYER
4501 DebugPrintPlayerStatus("Player status (final)");
4510 if (!game.restart_level && !tape.playing)
4512 LevelStats_incPlayed(level_nr);
4514 SaveLevelSetup_SeriesInfo();
4517 game.restart_level = FALSE;
4519 game.request_active = FALSE;
4520 game.request_active_or_moving = FALSE;
4522 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4523 InitGameActions_MM();
4525 SaveEngineSnapshotToListInitial();
4527 if (!game.restart_level)
4529 PlaySound(SND_GAME_STARTING);
4531 if (setup.sound_music)
4535 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4538 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4539 int actual_player_x, int actual_player_y)
4541 // this is used for non-R'n'D game engines to update certain engine values
4543 // needed to determine if sounds are played within the visible screen area
4544 scroll_x = actual_scroll_x;
4545 scroll_y = actual_scroll_y;
4547 // needed to get player position for "follow finger" playing input method
4548 local_player->jx = actual_player_x;
4549 local_player->jy = actual_player_y;
4552 void InitMovDir(int x, int y)
4554 int i, element = Tile[x][y];
4555 static int xy[4][2] =
4562 static int direction[3][4] =
4564 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4565 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4566 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4575 Tile[x][y] = EL_BUG;
4576 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4579 case EL_SPACESHIP_RIGHT:
4580 case EL_SPACESHIP_UP:
4581 case EL_SPACESHIP_LEFT:
4582 case EL_SPACESHIP_DOWN:
4583 Tile[x][y] = EL_SPACESHIP;
4584 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4587 case EL_BD_BUTTERFLY_RIGHT:
4588 case EL_BD_BUTTERFLY_UP:
4589 case EL_BD_BUTTERFLY_LEFT:
4590 case EL_BD_BUTTERFLY_DOWN:
4591 Tile[x][y] = EL_BD_BUTTERFLY;
4592 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4595 case EL_BD_FIREFLY_RIGHT:
4596 case EL_BD_FIREFLY_UP:
4597 case EL_BD_FIREFLY_LEFT:
4598 case EL_BD_FIREFLY_DOWN:
4599 Tile[x][y] = EL_BD_FIREFLY;
4600 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4603 case EL_PACMAN_RIGHT:
4605 case EL_PACMAN_LEFT:
4606 case EL_PACMAN_DOWN:
4607 Tile[x][y] = EL_PACMAN;
4608 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4611 case EL_YAMYAM_LEFT:
4612 case EL_YAMYAM_RIGHT:
4614 case EL_YAMYAM_DOWN:
4615 Tile[x][y] = EL_YAMYAM;
4616 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4619 case EL_SP_SNIKSNAK:
4620 MovDir[x][y] = MV_UP;
4623 case EL_SP_ELECTRON:
4624 MovDir[x][y] = MV_LEFT;
4631 Tile[x][y] = EL_MOLE;
4632 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4635 case EL_SPRING_LEFT:
4636 case EL_SPRING_RIGHT:
4637 Tile[x][y] = EL_SPRING;
4638 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4642 if (IS_CUSTOM_ELEMENT(element))
4644 struct ElementInfo *ei = &element_info[element];
4645 int move_direction_initial = ei->move_direction_initial;
4646 int move_pattern = ei->move_pattern;
4648 if (move_direction_initial == MV_START_PREVIOUS)
4650 if (MovDir[x][y] != MV_NONE)
4653 move_direction_initial = MV_START_AUTOMATIC;
4656 if (move_direction_initial == MV_START_RANDOM)
4657 MovDir[x][y] = 1 << RND(4);
4658 else if (move_direction_initial & MV_ANY_DIRECTION)
4659 MovDir[x][y] = move_direction_initial;
4660 else if (move_pattern == MV_ALL_DIRECTIONS ||
4661 move_pattern == MV_TURNING_LEFT ||
4662 move_pattern == MV_TURNING_RIGHT ||
4663 move_pattern == MV_TURNING_LEFT_RIGHT ||
4664 move_pattern == MV_TURNING_RIGHT_LEFT ||
4665 move_pattern == MV_TURNING_RANDOM)
4666 MovDir[x][y] = 1 << RND(4);
4667 else if (move_pattern == MV_HORIZONTAL)
4668 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4669 else if (move_pattern == MV_VERTICAL)
4670 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4671 else if (move_pattern & MV_ANY_DIRECTION)
4672 MovDir[x][y] = element_info[element].move_pattern;
4673 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4674 move_pattern == MV_ALONG_RIGHT_SIDE)
4676 // use random direction as default start direction
4677 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4678 MovDir[x][y] = 1 << RND(4);
4680 for (i = 0; i < NUM_DIRECTIONS; i++)
4682 int x1 = x + xy[i][0];
4683 int y1 = y + xy[i][1];
4685 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4687 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4688 MovDir[x][y] = direction[0][i];
4690 MovDir[x][y] = direction[1][i];
4699 MovDir[x][y] = 1 << RND(4);
4701 if (element != EL_BUG &&
4702 element != EL_SPACESHIP &&
4703 element != EL_BD_BUTTERFLY &&
4704 element != EL_BD_FIREFLY)
4707 for (i = 0; i < NUM_DIRECTIONS; i++)
4709 int x1 = x + xy[i][0];
4710 int y1 = y + xy[i][1];
4712 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4714 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4716 MovDir[x][y] = direction[0][i];
4719 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4720 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4722 MovDir[x][y] = direction[1][i];
4731 GfxDir[x][y] = MovDir[x][y];
4734 void InitAmoebaNr(int x, int y)
4737 int group_nr = AmoebaNeighbourNr(x, y);
4741 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4743 if (AmoebaCnt[i] == 0)
4751 AmoebaNr[x][y] = group_nr;
4752 AmoebaCnt[group_nr]++;
4753 AmoebaCnt2[group_nr]++;
4756 static void LevelSolved_SetFinalGameValues(void)
4758 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4759 game.score_time_final = (level.use_step_counter ? TimePlayed :
4760 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4762 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4763 game_em.lev->score :
4764 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4768 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4769 MM_HEALTH(game_mm.laser_overload_value) :
4772 game.LevelSolved_CountingTime = game.time_final;
4773 game.LevelSolved_CountingScore = game.score_final;
4774 game.LevelSolved_CountingHealth = game.health_final;
4777 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4779 game.LevelSolved_CountingTime = time;
4780 game.LevelSolved_CountingScore = score;
4781 game.LevelSolved_CountingHealth = health;
4783 game_panel_controls[GAME_PANEL_TIME].value = time;
4784 game_panel_controls[GAME_PANEL_SCORE].value = score;
4785 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4787 DisplayGameControlValues();
4790 static void LevelSolved(void)
4792 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4793 game.players_still_needed > 0)
4796 game.LevelSolved = TRUE;
4797 game.GameOver = TRUE;
4801 // needed here to display correct panel values while player walks into exit
4802 LevelSolved_SetFinalGameValues();
4807 static int time_count_steps;
4808 static int time, time_final;
4809 static float score, score_final; // needed for time score < 10 for 10 seconds
4810 static int health, health_final;
4811 static int game_over_delay_1 = 0;
4812 static int game_over_delay_2 = 0;
4813 static int game_over_delay_3 = 0;
4814 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4815 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4817 if (!game.LevelSolved_GameWon)
4821 // do not start end game actions before the player stops moving (to exit)
4822 if (local_player->active && local_player->MovPos)
4825 // calculate final game values after player finished walking into exit
4826 LevelSolved_SetFinalGameValues();
4828 game.LevelSolved_GameWon = TRUE;
4829 game.LevelSolved_SaveTape = tape.recording;
4830 game.LevelSolved_SaveScore = !tape.playing;
4834 LevelStats_incSolved(level_nr);
4836 SaveLevelSetup_SeriesInfo();
4839 if (tape.auto_play) // tape might already be stopped here
4840 tape.auto_play_level_solved = TRUE;
4844 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4845 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4846 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4848 time = time_final = game.time_final;
4849 score = score_final = game.score_final;
4850 health = health_final = game.health_final;
4852 // update game panel values before (delayed) counting of score (if any)
4853 LevelSolved_DisplayFinalGameValues(time, score, health);
4855 // if level has time score defined, calculate new final game values
4858 int time_final_max = 999;
4859 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4860 int time_frames = 0;
4861 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4862 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4867 time_frames = time_frames_left;
4869 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4871 time_final = time_final_max;
4872 time_frames = time_frames_final_max - time_frames_played;
4875 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4877 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4879 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4882 score_final += health * time_score;
4885 game.score_final = score_final;
4886 game.health_final = health_final;
4889 // if not counting score after game, immediately update game panel values
4890 if (level_editor_test_game || !setup.count_score_after_game)
4893 score = score_final;
4895 LevelSolved_DisplayFinalGameValues(time, score, health);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4900 // check if last player has left the level
4901 if (game.exit_x >= 0 &&
4904 int x = game.exit_x;
4905 int y = game.exit_y;
4906 int element = Tile[x][y];
4908 // close exit door after last player
4909 if ((game.all_players_gone &&
4910 (element == EL_EXIT_OPEN ||
4911 element == EL_SP_EXIT_OPEN ||
4912 element == EL_STEEL_EXIT_OPEN)) ||
4913 element == EL_EM_EXIT_OPEN ||
4914 element == EL_EM_STEEL_EXIT_OPEN)
4918 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4919 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4920 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4921 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4922 EL_EM_STEEL_EXIT_CLOSING);
4924 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4927 // player disappears
4928 DrawLevelField(x, y);
4931 for (i = 0; i < MAX_PLAYERS; i++)
4933 struct PlayerInfo *player = &stored_player[i];
4935 if (player->present)
4937 RemovePlayer(player);
4939 // player disappears
4940 DrawLevelField(player->jx, player->jy);
4945 PlaySound(SND_GAME_WINNING);
4948 if (setup.count_score_after_game)
4950 if (time != time_final)
4952 if (game_over_delay_1 > 0)
4954 game_over_delay_1--;
4959 int time_to_go = ABS(time_final - time);
4960 int time_count_dir = (time < time_final ? +1 : -1);
4962 if (time_to_go < time_count_steps)
4963 time_count_steps = 1;
4965 time += time_count_steps * time_count_dir;
4966 score += time_count_steps * time_score;
4968 // set final score to correct rounding differences after counting score
4969 if (time == time_final)
4970 score = score_final;
4972 LevelSolved_DisplayFinalGameValues(time, score, health);
4974 if (time == time_final)
4975 StopSound(SND_GAME_LEVELTIME_BONUS);
4976 else if (setup.sound_loops)
4977 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4979 PlaySound(SND_GAME_LEVELTIME_BONUS);
4984 if (health != health_final)
4986 if (game_over_delay_2 > 0)
4988 game_over_delay_2--;
4993 int health_count_dir = (health < health_final ? +1 : -1);
4995 health += health_count_dir;
4996 score += time_score;
4998 LevelSolved_DisplayFinalGameValues(time, score, health);
5000 if (health == health_final)
5001 StopSound(SND_GAME_LEVELTIME_BONUS);
5002 else if (setup.sound_loops)
5003 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5005 PlaySound(SND_GAME_LEVELTIME_BONUS);
5011 game.panel.active = FALSE;
5013 if (game_over_delay_3 > 0)
5015 game_over_delay_3--;
5025 // used instead of "level_nr" (needed for network games)
5026 int last_level_nr = levelset.level_nr;
5027 boolean tape_saved = FALSE;
5029 game.LevelSolved_GameEnd = TRUE;
5031 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5033 // make sure that request dialog to save tape does not open door again
5034 if (!global.use_envelope_request)
5035 CloseDoor(DOOR_CLOSE_1);
5038 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5040 // set unique basename for score tape (also saved in high score table)
5041 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5044 // if no tape is to be saved, close both doors simultaneously
5045 CloseDoor(DOOR_CLOSE_ALL);
5047 if (level_editor_test_game || score_info_tape_play)
5049 SetGameStatus(GAME_MODE_MAIN);
5056 if (!game.LevelSolved_SaveScore)
5058 SetGameStatus(GAME_MODE_MAIN);
5065 if (level_nr == leveldir_current->handicap_level)
5067 leveldir_current->handicap_level++;
5069 SaveLevelSetup_SeriesInfo();
5072 // save score and score tape before potentially erasing tape below
5073 NewHighScore(last_level_nr, tape_saved);
5075 if (setup.increment_levels &&
5076 level_nr < leveldir_current->last_level &&
5079 level_nr++; // advance to next level
5080 TapeErase(); // start with empty tape
5082 if (setup.auto_play_next_level)
5084 scores.continue_playing = TRUE;
5085 scores.next_level_nr = level_nr;
5087 LoadLevel(level_nr);
5089 SaveLevelSetup_SeriesInfo();
5093 if (scores.last_added >= 0 && setup.show_scores_after_game)
5095 SetGameStatus(GAME_MODE_SCORES);
5097 DrawHallOfFame(last_level_nr);
5099 else if (scores.continue_playing)
5101 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5105 SetGameStatus(GAME_MODE_MAIN);
5111 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5112 boolean one_score_entry_per_name)
5116 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5119 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5121 struct ScoreEntry *entry = &list->entry[i];
5122 boolean score_is_better = (new_entry->score > entry->score);
5123 boolean score_is_equal = (new_entry->score == entry->score);
5124 boolean time_is_better = (new_entry->time < entry->time);
5125 boolean time_is_equal = (new_entry->time == entry->time);
5126 boolean better_by_score = (score_is_better ||
5127 (score_is_equal && time_is_better));
5128 boolean better_by_time = (time_is_better ||
5129 (time_is_equal && score_is_better));
5130 boolean is_better = (level.rate_time_over_score ? better_by_time :
5132 boolean entry_is_empty = (entry->score == 0 &&
5135 // prevent adding server score entries if also existing in local score file
5136 // (special case: historic score entries have an empty tape basename entry)
5137 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5138 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5140 // add fields from server score entry not stored in local score entry
5141 // (currently, this means setting platform, version and country fields;
5142 // in rare cases, this may also correct an invalid score value, as
5143 // historic scores might have been truncated to 16-bit values locally)
5144 *entry = *new_entry;
5149 if (is_better || entry_is_empty)
5151 // player has made it to the hall of fame
5153 if (i < MAX_SCORE_ENTRIES - 1)
5155 int m = MAX_SCORE_ENTRIES - 1;
5158 if (one_score_entry_per_name)
5160 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5161 if (strEqual(list->entry[l].name, new_entry->name))
5164 if (m == i) // player's new highscore overwrites his old one
5168 for (l = m; l > i; l--)
5169 list->entry[l] = list->entry[l - 1];
5174 *entry = *new_entry;
5178 else if (one_score_entry_per_name &&
5179 strEqual(entry->name, new_entry->name))
5181 // player already in high score list with better score or time
5187 // special case: new score is beyond the last high score list position
5188 return MAX_SCORE_ENTRIES;
5191 void NewHighScore(int level_nr, boolean tape_saved)
5193 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5194 boolean one_per_name = FALSE;
5196 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5197 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5199 new_entry.score = game.score_final;
5200 new_entry.time = game.score_time_final;
5202 LoadScore(level_nr);
5204 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5206 if (scores.last_added >= MAX_SCORE_ENTRIES)
5208 scores.last_added = MAX_SCORE_ENTRIES - 1;
5209 scores.force_last_added = TRUE;
5211 scores.entry[scores.last_added] = new_entry;
5213 // store last added local score entry (before merging server scores)
5214 scores.last_added_local = scores.last_added;
5219 if (scores.last_added < 0)
5222 SaveScore(level_nr);
5224 // store last added local score entry (before merging server scores)
5225 scores.last_added_local = scores.last_added;
5227 if (!game.LevelSolved_SaveTape)
5230 SaveScoreTape(level_nr);
5232 if (setup.ask_for_using_api_server)
5234 setup.use_api_server =
5235 Request("Upload your score and tape to the high score server?", REQ_ASK);
5237 if (!setup.use_api_server)
5238 Request("Not using high score server! Use setup menu to enable again!",
5241 runtime.use_api_server = setup.use_api_server;
5243 // after asking for using API server once, do not ask again
5244 setup.ask_for_using_api_server = FALSE;
5246 SaveSetup_ServerSetup();
5249 SaveServerScore(level_nr, tape_saved);
5252 void MergeServerScore(void)
5254 struct ScoreEntry last_added_entry;
5255 boolean one_per_name = FALSE;
5258 if (scores.last_added >= 0)
5259 last_added_entry = scores.entry[scores.last_added];
5261 for (i = 0; i < server_scores.num_entries; i++)
5263 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5265 if (pos >= 0 && pos <= scores.last_added)
5266 scores.last_added++;
5269 if (scores.last_added >= MAX_SCORE_ENTRIES)
5271 scores.last_added = MAX_SCORE_ENTRIES - 1;
5272 scores.force_last_added = TRUE;
5274 scores.entry[scores.last_added] = last_added_entry;
5278 static int getElementMoveStepsizeExt(int x, int y, int direction)
5280 int element = Tile[x][y];
5281 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5282 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5283 int horiz_move = (dx != 0);
5284 int sign = (horiz_move ? dx : dy);
5285 int step = sign * element_info[element].move_stepsize;
5287 // special values for move stepsize for spring and things on conveyor belt
5290 if (CAN_FALL(element) &&
5291 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5292 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5293 else if (element == EL_SPRING)
5294 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5300 static int getElementMoveStepsize(int x, int y)
5302 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5305 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5307 if (player->GfxAction != action || player->GfxDir != dir)
5309 player->GfxAction = action;
5310 player->GfxDir = dir;
5312 player->StepFrame = 0;
5316 static void ResetGfxFrame(int x, int y)
5318 // profiling showed that "autotest" spends 10~20% of its time in this function
5319 if (DrawingDeactivatedField())
5322 int element = Tile[x][y];
5323 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5325 if (graphic_info[graphic].anim_global_sync)
5326 GfxFrame[x][y] = FrameCounter;
5327 else if (graphic_info[graphic].anim_global_anim_sync)
5328 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5329 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5330 GfxFrame[x][y] = CustomValue[x][y];
5331 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5332 GfxFrame[x][y] = element_info[element].collect_score;
5333 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5334 GfxFrame[x][y] = ChangeDelay[x][y];
5337 static void ResetGfxAnimation(int x, int y)
5339 GfxAction[x][y] = ACTION_DEFAULT;
5340 GfxDir[x][y] = MovDir[x][y];
5343 ResetGfxFrame(x, y);
5346 static void ResetRandomAnimationValue(int x, int y)
5348 GfxRandom[x][y] = INIT_GFX_RANDOM();
5351 static void InitMovingField(int x, int y, int direction)
5353 int element = Tile[x][y];
5354 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5355 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5358 boolean is_moving_before, is_moving_after;
5360 // check if element was/is moving or being moved before/after mode change
5361 is_moving_before = (WasJustMoving[x][y] != 0);
5362 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5364 // reset animation only for moving elements which change direction of moving
5365 // or which just started or stopped moving
5366 // (else CEs with property "can move" / "not moving" are reset each frame)
5367 if (is_moving_before != is_moving_after ||
5368 direction != MovDir[x][y])
5369 ResetGfxAnimation(x, y);
5371 MovDir[x][y] = direction;
5372 GfxDir[x][y] = direction;
5374 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5375 direction == MV_DOWN && CAN_FALL(element) ?
5376 ACTION_FALLING : ACTION_MOVING);
5378 // this is needed for CEs with property "can move" / "not moving"
5380 if (is_moving_after)
5382 if (Tile[newx][newy] == EL_EMPTY)
5383 Tile[newx][newy] = EL_BLOCKED;
5385 MovDir[newx][newy] = MovDir[x][y];
5387 CustomValue[newx][newy] = CustomValue[x][y];
5389 GfxFrame[newx][newy] = GfxFrame[x][y];
5390 GfxRandom[newx][newy] = GfxRandom[x][y];
5391 GfxAction[newx][newy] = GfxAction[x][y];
5392 GfxDir[newx][newy] = GfxDir[x][y];
5396 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5398 int direction = MovDir[x][y];
5399 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5400 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5406 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5408 int oldx = x, oldy = y;
5409 int direction = MovDir[x][y];
5411 if (direction == MV_LEFT)
5413 else if (direction == MV_RIGHT)
5415 else if (direction == MV_UP)
5417 else if (direction == MV_DOWN)
5420 *comes_from_x = oldx;
5421 *comes_from_y = oldy;
5424 static int MovingOrBlocked2Element(int x, int y)
5426 int element = Tile[x][y];
5428 if (element == EL_BLOCKED)
5432 Blocked2Moving(x, y, &oldx, &oldy);
5434 return Tile[oldx][oldy];
5440 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5442 // like MovingOrBlocked2Element(), but if element is moving
5443 // and (x, y) is the field the moving element is just leaving,
5444 // return EL_BLOCKED instead of the element value
5445 int element = Tile[x][y];
5447 if (IS_MOVING(x, y))
5449 if (element == EL_BLOCKED)
5453 Blocked2Moving(x, y, &oldx, &oldy);
5454 return Tile[oldx][oldy];
5463 static void RemoveField(int x, int y)
5465 Tile[x][y] = EL_EMPTY;
5471 CustomValue[x][y] = 0;
5474 ChangeDelay[x][y] = 0;
5475 ChangePage[x][y] = -1;
5476 Pushed[x][y] = FALSE;
5478 GfxElement[x][y] = EL_UNDEFINED;
5479 GfxAction[x][y] = ACTION_DEFAULT;
5480 GfxDir[x][y] = MV_NONE;
5483 static void RemoveMovingField(int x, int y)
5485 int oldx = x, oldy = y, newx = x, newy = y;
5486 int element = Tile[x][y];
5487 int next_element = EL_UNDEFINED;
5489 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5492 if (IS_MOVING(x, y))
5494 Moving2Blocked(x, y, &newx, &newy);
5496 if (Tile[newx][newy] != EL_BLOCKED)
5498 // element is moving, but target field is not free (blocked), but
5499 // already occupied by something different (example: acid pool);
5500 // in this case, only remove the moving field, but not the target
5502 RemoveField(oldx, oldy);
5504 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5506 TEST_DrawLevelField(oldx, oldy);
5511 else if (element == EL_BLOCKED)
5513 Blocked2Moving(x, y, &oldx, &oldy);
5514 if (!IS_MOVING(oldx, oldy))
5518 if (element == EL_BLOCKED &&
5519 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5520 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5521 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5522 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5523 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5524 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5525 next_element = get_next_element(Tile[oldx][oldy]);
5527 RemoveField(oldx, oldy);
5528 RemoveField(newx, newy);
5530 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5532 if (next_element != EL_UNDEFINED)
5533 Tile[oldx][oldy] = next_element;
5535 TEST_DrawLevelField(oldx, oldy);
5536 TEST_DrawLevelField(newx, newy);
5539 void DrawDynamite(int x, int y)
5541 int sx = SCREENX(x), sy = SCREENY(y);
5542 int graphic = el2img(Tile[x][y]);
5545 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5548 if (IS_WALKABLE_INSIDE(Back[x][y]))
5552 DrawLevelElement(x, y, Back[x][y]);
5553 else if (Store[x][y])
5554 DrawLevelElement(x, y, Store[x][y]);
5555 else if (game.use_masked_elements)
5556 DrawLevelElement(x, y, EL_EMPTY);
5558 frame = getGraphicAnimationFrameXY(graphic, x, y);
5560 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5561 DrawGraphicThruMask(sx, sy, graphic, frame);
5563 DrawGraphic(sx, sy, graphic, frame);
5566 static void CheckDynamite(int x, int y)
5568 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5572 if (MovDelay[x][y] != 0)
5575 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5581 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5586 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5588 boolean num_checked_players = 0;
5591 for (i = 0; i < MAX_PLAYERS; i++)
5593 if (stored_player[i].active)
5595 int sx = stored_player[i].jx;
5596 int sy = stored_player[i].jy;
5598 if (num_checked_players == 0)
5605 *sx1 = MIN(*sx1, sx);
5606 *sy1 = MIN(*sy1, sy);
5607 *sx2 = MAX(*sx2, sx);
5608 *sy2 = MAX(*sy2, sy);
5611 num_checked_players++;
5616 static boolean checkIfAllPlayersFitToScreen_RND(void)
5618 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5620 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5622 return (sx2 - sx1 < SCR_FIELDX &&
5623 sy2 - sy1 < SCR_FIELDY);
5626 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5628 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5630 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5632 *sx = (sx1 + sx2) / 2;
5633 *sy = (sy1 + sy2) / 2;
5636 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5637 boolean center_screen, boolean quick_relocation)
5639 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5640 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5641 boolean no_delay = (tape.warp_forward);
5642 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5643 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5644 int new_scroll_x, new_scroll_y;
5646 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5648 // case 1: quick relocation inside visible screen (without scrolling)
5655 if (!level.shifted_relocation || center_screen)
5657 // relocation _with_ centering of screen
5659 new_scroll_x = SCROLL_POSITION_X(x);
5660 new_scroll_y = SCROLL_POSITION_Y(y);
5664 // relocation _without_ centering of screen
5666 int center_scroll_x = SCROLL_POSITION_X(old_x);
5667 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5668 int offset_x = x + (scroll_x - center_scroll_x);
5669 int offset_y = y + (scroll_y - center_scroll_y);
5671 // for new screen position, apply previous offset to center position
5672 new_scroll_x = SCROLL_POSITION_X(offset_x);
5673 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5676 if (quick_relocation)
5678 // case 2: quick relocation (redraw without visible scrolling)
5680 scroll_x = new_scroll_x;
5681 scroll_y = new_scroll_y;
5688 // case 3: visible relocation (with scrolling to new position)
5690 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5692 SetVideoFrameDelay(wait_delay_value);
5694 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5696 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5697 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5699 if (dx == 0 && dy == 0) // no scrolling needed at all
5705 // set values for horizontal/vertical screen scrolling (half tile size)
5706 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5707 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5708 int pos_x = dx * TILEX / 2;
5709 int pos_y = dy * TILEY / 2;
5710 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5711 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5713 ScrollLevel(dx, dy);
5716 // scroll in two steps of half tile size to make things smoother
5717 BlitScreenToBitmapExt_RND(window, fx, fy);
5719 // scroll second step to align at full tile size
5720 BlitScreenToBitmap(window);
5726 SetVideoFrameDelay(frame_delay_value_old);
5729 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5731 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5732 int player_nr = GET_PLAYER_NR(el_player);
5733 struct PlayerInfo *player = &stored_player[player_nr];
5734 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5735 boolean no_delay = (tape.warp_forward);
5736 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5737 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5738 int old_jx = player->jx;
5739 int old_jy = player->jy;
5740 int old_element = Tile[old_jx][old_jy];
5741 int element = Tile[jx][jy];
5742 boolean player_relocated = (old_jx != jx || old_jy != jy);
5744 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5745 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5746 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5747 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5748 int leave_side_horiz = move_dir_horiz;
5749 int leave_side_vert = move_dir_vert;
5750 int enter_side = enter_side_horiz | enter_side_vert;
5751 int leave_side = leave_side_horiz | leave_side_vert;
5753 if (player->buried) // do not reanimate dead player
5756 if (!player_relocated) // no need to relocate the player
5759 if (IS_PLAYER(jx, jy)) // player already placed at new position
5761 RemoveField(jx, jy); // temporarily remove newly placed player
5762 DrawLevelField(jx, jy);
5765 if (player->present)
5767 while (player->MovPos)
5769 ScrollPlayer(player, SCROLL_GO_ON);
5770 ScrollScreen(NULL, SCROLL_GO_ON);
5772 AdvanceFrameAndPlayerCounters(player->index_nr);
5776 BackToFront_WithFrameDelay(wait_delay_value);
5779 DrawPlayer(player); // needed here only to cleanup last field
5780 DrawLevelField(player->jx, player->jy); // remove player graphic
5782 player->is_moving = FALSE;
5785 if (IS_CUSTOM_ELEMENT(old_element))
5786 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5788 player->index_bit, leave_side);
5790 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5792 player->index_bit, leave_side);
5794 Tile[jx][jy] = el_player;
5795 InitPlayerField(jx, jy, el_player, TRUE);
5797 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5798 possible that the relocation target field did not contain a player element,
5799 but a walkable element, to which the new player was relocated -- in this
5800 case, restore that (already initialized!) element on the player field */
5801 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5803 Tile[jx][jy] = element; // restore previously existing element
5806 // only visually relocate centered player
5807 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5808 FALSE, level.instant_relocation);
5810 TestIfPlayerTouchesBadThing(jx, jy);
5811 TestIfPlayerTouchesCustomElement(jx, jy);
5813 if (IS_CUSTOM_ELEMENT(element))
5814 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5815 player->index_bit, enter_side);
5817 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5818 player->index_bit, enter_side);
5820 if (player->is_switching)
5822 /* ensure that relocation while still switching an element does not cause
5823 a new element to be treated as also switched directly after relocation
5824 (this is important for teleporter switches that teleport the player to
5825 a place where another teleporter switch is in the same direction, which
5826 would then incorrectly be treated as immediately switched before the
5827 direction key that caused the switch was released) */
5829 player->switch_x += jx - old_jx;
5830 player->switch_y += jy - old_jy;
5834 static void Explode(int ex, int ey, int phase, int mode)
5840 if (game.explosions_delayed)
5842 ExplodeField[ex][ey] = mode;
5846 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5848 int center_element = Tile[ex][ey];
5849 int artwork_element, explosion_element; // set these values later
5851 // remove things displayed in background while burning dynamite
5852 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5855 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5857 // put moving element to center field (and let it explode there)
5858 center_element = MovingOrBlocked2Element(ex, ey);
5859 RemoveMovingField(ex, ey);
5860 Tile[ex][ey] = center_element;
5863 // now "center_element" is finally determined -- set related values now
5864 artwork_element = center_element; // for custom player artwork
5865 explosion_element = center_element; // for custom player artwork
5867 if (IS_PLAYER(ex, ey))
5869 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5871 artwork_element = stored_player[player_nr].artwork_element;
5873 if (level.use_explosion_element[player_nr])
5875 explosion_element = level.explosion_element[player_nr];
5876 artwork_element = explosion_element;
5880 if (mode == EX_TYPE_NORMAL ||
5881 mode == EX_TYPE_CENTER ||
5882 mode == EX_TYPE_CROSS)
5883 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5885 last_phase = element_info[explosion_element].explosion_delay + 1;
5887 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5889 int xx = x - ex + 1;
5890 int yy = y - ey + 1;
5893 if (!IN_LEV_FIELD(x, y) ||
5894 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5895 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5898 element = Tile[x][y];
5900 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5902 element = MovingOrBlocked2Element(x, y);
5904 if (!IS_EXPLOSION_PROOF(element))
5905 RemoveMovingField(x, y);
5908 // indestructible elements can only explode in center (but not flames)
5909 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5910 mode == EX_TYPE_BORDER)) ||
5911 element == EL_FLAMES)
5914 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5915 behaviour, for example when touching a yamyam that explodes to rocks
5916 with active deadly shield, a rock is created under the player !!! */
5917 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5919 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5920 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5921 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5923 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5926 if (IS_ACTIVE_BOMB(element))
5928 // re-activate things under the bomb like gate or penguin
5929 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5936 // save walkable background elements while explosion on same tile
5937 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5938 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5939 Back[x][y] = element;
5941 // ignite explodable elements reached by other explosion
5942 if (element == EL_EXPLOSION)
5943 element = Store2[x][y];
5945 if (AmoebaNr[x][y] &&
5946 (element == EL_AMOEBA_FULL ||
5947 element == EL_BD_AMOEBA ||
5948 element == EL_AMOEBA_GROWING))
5950 AmoebaCnt[AmoebaNr[x][y]]--;
5951 AmoebaCnt2[AmoebaNr[x][y]]--;
5956 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5958 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5960 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5962 if (PLAYERINFO(ex, ey)->use_murphy)
5963 Store[x][y] = EL_EMPTY;
5966 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5967 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5968 else if (IS_PLAYER_ELEMENT(center_element))
5969 Store[x][y] = EL_EMPTY;
5970 else if (center_element == EL_YAMYAM)
5971 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5972 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5973 Store[x][y] = element_info[center_element].content.e[xx][yy];
5975 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5976 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5977 // otherwise) -- FIX THIS !!!
5978 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5979 Store[x][y] = element_info[element].content.e[1][1];
5981 else if (!CAN_EXPLODE(element))
5982 Store[x][y] = element_info[element].content.e[1][1];
5985 Store[x][y] = EL_EMPTY;
5987 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5988 center_element == EL_AMOEBA_TO_DIAMOND)
5989 Store2[x][y] = element;
5991 Tile[x][y] = EL_EXPLOSION;
5992 GfxElement[x][y] = artwork_element;
5994 ExplodePhase[x][y] = 1;
5995 ExplodeDelay[x][y] = last_phase;
6000 if (center_element == EL_YAMYAM)
6001 game.yamyam_content_nr =
6002 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6014 GfxFrame[x][y] = 0; // restart explosion animation
6016 last_phase = ExplodeDelay[x][y];
6018 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6020 // this can happen if the player leaves an explosion just in time
6021 if (GfxElement[x][y] == EL_UNDEFINED)
6022 GfxElement[x][y] = EL_EMPTY;
6024 border_element = Store2[x][y];
6025 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6026 border_element = StorePlayer[x][y];
6028 if (phase == element_info[border_element].ignition_delay ||
6029 phase == last_phase)
6031 boolean border_explosion = FALSE;
6033 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6034 !PLAYER_EXPLOSION_PROTECTED(x, y))
6036 KillPlayerUnlessExplosionProtected(x, y);
6037 border_explosion = TRUE;
6039 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6041 Tile[x][y] = Store2[x][y];
6044 border_explosion = TRUE;
6046 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6048 AmoebaToDiamond(x, y);
6050 border_explosion = TRUE;
6053 // if an element just explodes due to another explosion (chain-reaction),
6054 // do not immediately end the new explosion when it was the last frame of
6055 // the explosion (as it would be done in the following "if"-statement!)
6056 if (border_explosion && phase == last_phase)
6060 // this can happen if the player was just killed by an explosion
6061 if (GfxElement[x][y] == EL_UNDEFINED)
6062 GfxElement[x][y] = EL_EMPTY;
6064 if (phase == last_phase)
6068 element = Tile[x][y] = Store[x][y];
6069 Store[x][y] = Store2[x][y] = 0;
6070 GfxElement[x][y] = EL_UNDEFINED;
6072 // player can escape from explosions and might therefore be still alive
6073 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6074 element <= EL_PLAYER_IS_EXPLODING_4)
6076 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6077 int explosion_element = EL_PLAYER_1 + player_nr;
6078 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6079 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6081 if (level.use_explosion_element[player_nr])
6082 explosion_element = level.explosion_element[player_nr];
6084 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6085 element_info[explosion_element].content.e[xx][yy]);
6088 // restore probably existing indestructible background element
6089 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6090 element = Tile[x][y] = Back[x][y];
6093 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6094 GfxDir[x][y] = MV_NONE;
6095 ChangeDelay[x][y] = 0;
6096 ChangePage[x][y] = -1;
6098 CustomValue[x][y] = 0;
6100 InitField_WithBug2(x, y, FALSE);
6102 TEST_DrawLevelField(x, y);
6104 TestIfElementTouchesCustomElement(x, y);
6106 if (GFX_CRUMBLED(element))
6107 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6109 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6110 StorePlayer[x][y] = 0;
6112 if (IS_PLAYER_ELEMENT(element))
6113 RelocatePlayer(x, y, element);
6115 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6117 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6118 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6121 TEST_DrawLevelFieldCrumbled(x, y);
6123 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6125 DrawLevelElement(x, y, Back[x][y]);
6126 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6128 else if (IS_WALKABLE_UNDER(Back[x][y]))
6130 DrawLevelGraphic(x, y, graphic, frame);
6131 DrawLevelElementThruMask(x, y, Back[x][y]);
6133 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6134 DrawLevelGraphic(x, y, graphic, frame);
6138 static void DynaExplode(int ex, int ey)
6141 int dynabomb_element = Tile[ex][ey];
6142 int dynabomb_size = 1;
6143 boolean dynabomb_xl = FALSE;
6144 struct PlayerInfo *player;
6145 struct XY *xy = xy_topdown;
6147 if (IS_ACTIVE_BOMB(dynabomb_element))
6149 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6150 dynabomb_size = player->dynabomb_size;
6151 dynabomb_xl = player->dynabomb_xl;
6152 player->dynabombs_left++;
6155 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6157 for (i = 0; i < NUM_DIRECTIONS; i++)
6159 for (j = 1; j <= dynabomb_size; j++)
6161 int x = ex + j * xy[i].x;
6162 int y = ey + j * xy[i].y;
6165 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6168 element = Tile[x][y];
6170 // do not restart explosions of fields with active bombs
6171 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6174 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6176 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6177 !IS_DIGGABLE(element) && !dynabomb_xl)
6183 void Bang(int x, int y)
6185 int element = MovingOrBlocked2Element(x, y);
6186 int explosion_type = EX_TYPE_NORMAL;
6188 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6190 struct PlayerInfo *player = PLAYERINFO(x, y);
6192 element = Tile[x][y] = player->initial_element;
6194 if (level.use_explosion_element[player->index_nr])
6196 int explosion_element = level.explosion_element[player->index_nr];
6198 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6199 explosion_type = EX_TYPE_CROSS;
6200 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6201 explosion_type = EX_TYPE_CENTER;
6209 case EL_BD_BUTTERFLY:
6212 case EL_DARK_YAMYAM:
6216 RaiseScoreElement(element);
6219 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6220 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6221 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6222 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6223 case EL_DYNABOMB_INCREASE_NUMBER:
6224 case EL_DYNABOMB_INCREASE_SIZE:
6225 case EL_DYNABOMB_INCREASE_POWER:
6226 explosion_type = EX_TYPE_DYNA;
6229 case EL_DC_LANDMINE:
6230 explosion_type = EX_TYPE_CENTER;
6235 case EL_LAMP_ACTIVE:
6236 case EL_AMOEBA_TO_DIAMOND:
6237 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6238 explosion_type = EX_TYPE_CENTER;
6242 if (element_info[element].explosion_type == EXPLODES_CROSS)
6243 explosion_type = EX_TYPE_CROSS;
6244 else if (element_info[element].explosion_type == EXPLODES_1X1)
6245 explosion_type = EX_TYPE_CENTER;
6249 if (explosion_type == EX_TYPE_DYNA)
6252 Explode(x, y, EX_PHASE_START, explosion_type);
6254 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6257 static void SplashAcid(int x, int y)
6259 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6260 (!IN_LEV_FIELD(x - 1, y - 2) ||
6261 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6262 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6264 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6265 (!IN_LEV_FIELD(x + 1, y - 2) ||
6266 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6267 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6269 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6272 static void InitBeltMovement(void)
6274 static int belt_base_element[4] =
6276 EL_CONVEYOR_BELT_1_LEFT,
6277 EL_CONVEYOR_BELT_2_LEFT,
6278 EL_CONVEYOR_BELT_3_LEFT,
6279 EL_CONVEYOR_BELT_4_LEFT
6281 static int belt_base_active_element[4] =
6283 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6284 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6285 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6286 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6291 // set frame order for belt animation graphic according to belt direction
6292 for (i = 0; i < NUM_BELTS; i++)
6296 for (j = 0; j < NUM_BELT_PARTS; j++)
6298 int element = belt_base_active_element[belt_nr] + j;
6299 int graphic_1 = el2img(element);
6300 int graphic_2 = el2panelimg(element);
6302 if (game.belt_dir[i] == MV_LEFT)
6304 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6305 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6309 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6310 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6315 SCAN_PLAYFIELD(x, y)
6317 int element = Tile[x][y];
6319 for (i = 0; i < NUM_BELTS; i++)
6321 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6323 int e_belt_nr = getBeltNrFromBeltElement(element);
6326 if (e_belt_nr == belt_nr)
6328 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6330 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6337 static void ToggleBeltSwitch(int x, int y)
6339 static int belt_base_element[4] =
6341 EL_CONVEYOR_BELT_1_LEFT,
6342 EL_CONVEYOR_BELT_2_LEFT,
6343 EL_CONVEYOR_BELT_3_LEFT,
6344 EL_CONVEYOR_BELT_4_LEFT
6346 static int belt_base_active_element[4] =
6348 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6349 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6350 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6351 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6353 static int belt_base_switch_element[4] =
6355 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6356 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6357 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6358 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6360 static int belt_move_dir[4] =
6368 int element = Tile[x][y];
6369 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6370 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6371 int belt_dir = belt_move_dir[belt_dir_nr];
6374 if (!IS_BELT_SWITCH(element))
6377 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6378 game.belt_dir[belt_nr] = belt_dir;
6380 if (belt_dir_nr == 3)
6383 // set frame order for belt animation graphic according to belt direction
6384 for (i = 0; i < NUM_BELT_PARTS; i++)
6386 int element = belt_base_active_element[belt_nr] + i;
6387 int graphic_1 = el2img(element);
6388 int graphic_2 = el2panelimg(element);
6390 if (belt_dir == MV_LEFT)
6392 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6393 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6397 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6398 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6402 SCAN_PLAYFIELD(xx, yy)
6404 int element = Tile[xx][yy];
6406 if (IS_BELT_SWITCH(element))
6408 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6410 if (e_belt_nr == belt_nr)
6412 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6413 TEST_DrawLevelField(xx, yy);
6416 else if (IS_BELT(element) && belt_dir != MV_NONE)
6418 int e_belt_nr = getBeltNrFromBeltElement(element);
6420 if (e_belt_nr == belt_nr)
6422 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6424 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6425 TEST_DrawLevelField(xx, yy);
6428 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6430 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6432 if (e_belt_nr == belt_nr)
6434 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6436 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6437 TEST_DrawLevelField(xx, yy);
6443 static void ToggleSwitchgateSwitch(void)
6447 game.switchgate_pos = !game.switchgate_pos;
6449 SCAN_PLAYFIELD(xx, yy)
6451 int element = Tile[xx][yy];
6453 if (element == EL_SWITCHGATE_SWITCH_UP)
6455 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6456 TEST_DrawLevelField(xx, yy);
6458 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6460 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6461 TEST_DrawLevelField(xx, yy);
6463 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6465 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6466 TEST_DrawLevelField(xx, yy);
6468 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6470 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6471 TEST_DrawLevelField(xx, yy);
6473 else if (element == EL_SWITCHGATE_OPEN ||
6474 element == EL_SWITCHGATE_OPENING)
6476 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6478 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6480 else if (element == EL_SWITCHGATE_CLOSED ||
6481 element == EL_SWITCHGATE_CLOSING)
6483 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6485 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6490 static int getInvisibleActiveFromInvisibleElement(int element)
6492 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6493 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6494 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6498 static int getInvisibleFromInvisibleActiveElement(int element)
6500 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6501 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6502 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6506 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6510 SCAN_PLAYFIELD(x, y)
6512 int element = Tile[x][y];
6514 if (element == EL_LIGHT_SWITCH &&
6515 game.light_time_left > 0)
6517 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6518 TEST_DrawLevelField(x, y);
6520 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6521 game.light_time_left == 0)
6523 Tile[x][y] = EL_LIGHT_SWITCH;
6524 TEST_DrawLevelField(x, y);
6526 else if (element == EL_EMC_DRIPPER &&
6527 game.light_time_left > 0)
6529 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6530 TEST_DrawLevelField(x, y);
6532 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6533 game.light_time_left == 0)
6535 Tile[x][y] = EL_EMC_DRIPPER;
6536 TEST_DrawLevelField(x, y);
6538 else if (element == EL_INVISIBLE_STEELWALL ||
6539 element == EL_INVISIBLE_WALL ||
6540 element == EL_INVISIBLE_SAND)
6542 if (game.light_time_left > 0)
6543 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6545 TEST_DrawLevelField(x, y);
6547 // uncrumble neighbour fields, if needed
6548 if (element == EL_INVISIBLE_SAND)
6549 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6551 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6552 element == EL_INVISIBLE_WALL_ACTIVE ||
6553 element == EL_INVISIBLE_SAND_ACTIVE)
6555 if (game.light_time_left == 0)
6556 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6558 TEST_DrawLevelField(x, y);
6560 // re-crumble neighbour fields, if needed
6561 if (element == EL_INVISIBLE_SAND)
6562 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6567 static void RedrawAllInvisibleElementsForLenses(void)
6571 SCAN_PLAYFIELD(x, y)
6573 int element = Tile[x][y];
6575 if (element == EL_EMC_DRIPPER &&
6576 game.lenses_time_left > 0)
6578 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6579 TEST_DrawLevelField(x, y);
6581 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6582 game.lenses_time_left == 0)
6584 Tile[x][y] = EL_EMC_DRIPPER;
6585 TEST_DrawLevelField(x, y);
6587 else if (element == EL_INVISIBLE_STEELWALL ||
6588 element == EL_INVISIBLE_WALL ||
6589 element == EL_INVISIBLE_SAND)
6591 if (game.lenses_time_left > 0)
6592 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6594 TEST_DrawLevelField(x, y);
6596 // uncrumble neighbour fields, if needed
6597 if (element == EL_INVISIBLE_SAND)
6598 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6600 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6601 element == EL_INVISIBLE_WALL_ACTIVE ||
6602 element == EL_INVISIBLE_SAND_ACTIVE)
6604 if (game.lenses_time_left == 0)
6605 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6607 TEST_DrawLevelField(x, y);
6609 // re-crumble neighbour fields, if needed
6610 if (element == EL_INVISIBLE_SAND)
6611 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6616 static void RedrawAllInvisibleElementsForMagnifier(void)
6620 SCAN_PLAYFIELD(x, y)
6622 int element = Tile[x][y];
6624 if (element == EL_EMC_FAKE_GRASS &&
6625 game.magnify_time_left > 0)
6627 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6628 TEST_DrawLevelField(x, y);
6630 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6631 game.magnify_time_left == 0)
6633 Tile[x][y] = EL_EMC_FAKE_GRASS;
6634 TEST_DrawLevelField(x, y);
6636 else if (IS_GATE_GRAY(element) &&
6637 game.magnify_time_left > 0)
6639 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6640 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6641 IS_EM_GATE_GRAY(element) ?
6642 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6643 IS_EMC_GATE_GRAY(element) ?
6644 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6645 IS_DC_GATE_GRAY(element) ?
6646 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6648 TEST_DrawLevelField(x, y);
6650 else if (IS_GATE_GRAY_ACTIVE(element) &&
6651 game.magnify_time_left == 0)
6653 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6654 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6655 IS_EM_GATE_GRAY_ACTIVE(element) ?
6656 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6657 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6658 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6659 IS_DC_GATE_GRAY_ACTIVE(element) ?
6660 EL_DC_GATE_WHITE_GRAY :
6662 TEST_DrawLevelField(x, y);
6667 static void ToggleLightSwitch(int x, int y)
6669 int element = Tile[x][y];
6671 game.light_time_left =
6672 (element == EL_LIGHT_SWITCH ?
6673 level.time_light * FRAMES_PER_SECOND : 0);
6675 RedrawAllLightSwitchesAndInvisibleElements();
6678 static void ActivateTimegateSwitch(int x, int y)
6682 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6684 SCAN_PLAYFIELD(xx, yy)
6686 int element = Tile[xx][yy];
6688 if (element == EL_TIMEGATE_CLOSED ||
6689 element == EL_TIMEGATE_CLOSING)
6691 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6692 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6696 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6698 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6699 TEST_DrawLevelField(xx, yy);
6705 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6706 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6709 static void Impact(int x, int y)
6711 boolean last_line = (y == lev_fieldy - 1);
6712 boolean object_hit = FALSE;
6713 boolean impact = (last_line || object_hit);
6714 int element = Tile[x][y];
6715 int smashed = EL_STEELWALL;
6717 if (!last_line) // check if element below was hit
6719 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6722 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6723 MovDir[x][y + 1] != MV_DOWN ||
6724 MovPos[x][y + 1] <= TILEY / 2));
6726 // do not smash moving elements that left the smashed field in time
6727 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6728 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6731 #if USE_QUICKSAND_IMPACT_BUGFIX
6732 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6734 RemoveMovingField(x, y + 1);
6735 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6736 Tile[x][y + 2] = EL_ROCK;
6737 TEST_DrawLevelField(x, y + 2);
6742 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6744 RemoveMovingField(x, y + 1);
6745 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6746 Tile[x][y + 2] = EL_ROCK;
6747 TEST_DrawLevelField(x, y + 2);
6754 smashed = MovingOrBlocked2Element(x, y + 1);
6756 impact = (last_line || object_hit);
6759 if (!last_line && smashed == EL_ACID) // element falls into acid
6761 SplashAcid(x, y + 1);
6765 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6766 // only reset graphic animation if graphic really changes after impact
6768 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6770 ResetGfxAnimation(x, y);
6771 TEST_DrawLevelField(x, y);
6774 if (impact && CAN_EXPLODE_IMPACT(element))
6779 else if (impact && element == EL_PEARL &&
6780 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6782 ResetGfxAnimation(x, y);
6784 Tile[x][y] = EL_PEARL_BREAKING;
6785 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6788 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6790 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6795 if (impact && element == EL_AMOEBA_DROP)
6797 if (object_hit && IS_PLAYER(x, y + 1))
6798 KillPlayerUnlessEnemyProtected(x, y + 1);
6799 else if (object_hit && smashed == EL_PENGUIN)
6803 Tile[x][y] = EL_AMOEBA_GROWING;
6804 Store[x][y] = EL_AMOEBA_WET;
6806 ResetRandomAnimationValue(x, y);
6811 if (object_hit) // check which object was hit
6813 if ((CAN_PASS_MAGIC_WALL(element) &&
6814 (smashed == EL_MAGIC_WALL ||
6815 smashed == EL_BD_MAGIC_WALL)) ||
6816 (CAN_PASS_DC_MAGIC_WALL(element) &&
6817 smashed == EL_DC_MAGIC_WALL))
6820 int activated_magic_wall =
6821 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6822 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6823 EL_DC_MAGIC_WALL_ACTIVE);
6825 // activate magic wall / mill
6826 SCAN_PLAYFIELD(xx, yy)
6828 if (Tile[xx][yy] == smashed)
6829 Tile[xx][yy] = activated_magic_wall;
6832 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6833 game.magic_wall_active = TRUE;
6835 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6836 SND_MAGIC_WALL_ACTIVATING :
6837 smashed == EL_BD_MAGIC_WALL ?
6838 SND_BD_MAGIC_WALL_ACTIVATING :
6839 SND_DC_MAGIC_WALL_ACTIVATING));
6842 if (IS_PLAYER(x, y + 1))
6844 if (CAN_SMASH_PLAYER(element))
6846 KillPlayerUnlessEnemyProtected(x, y + 1);
6850 else if (smashed == EL_PENGUIN)
6852 if (CAN_SMASH_PLAYER(element))
6858 else if (element == EL_BD_DIAMOND)
6860 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6866 else if (((element == EL_SP_INFOTRON ||
6867 element == EL_SP_ZONK) &&
6868 (smashed == EL_SP_SNIKSNAK ||
6869 smashed == EL_SP_ELECTRON ||
6870 smashed == EL_SP_DISK_ORANGE)) ||
6871 (element == EL_SP_INFOTRON &&
6872 smashed == EL_SP_DISK_YELLOW))
6877 else if (CAN_SMASH_EVERYTHING(element))
6879 if (IS_CLASSIC_ENEMY(smashed) ||
6880 CAN_EXPLODE_SMASHED(smashed))
6885 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6887 if (smashed == EL_LAMP ||
6888 smashed == EL_LAMP_ACTIVE)
6893 else if (smashed == EL_NUT)
6895 Tile[x][y + 1] = EL_NUT_BREAKING;
6896 PlayLevelSound(x, y, SND_NUT_BREAKING);
6897 RaiseScoreElement(EL_NUT);
6900 else if (smashed == EL_PEARL)
6902 ResetGfxAnimation(x, y);
6904 Tile[x][y + 1] = EL_PEARL_BREAKING;
6905 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6908 else if (smashed == EL_DIAMOND)
6910 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6911 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6914 else if (IS_BELT_SWITCH(smashed))
6916 ToggleBeltSwitch(x, y + 1);
6918 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6919 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6920 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6921 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6923 ToggleSwitchgateSwitch();
6925 else if (smashed == EL_LIGHT_SWITCH ||
6926 smashed == EL_LIGHT_SWITCH_ACTIVE)
6928 ToggleLightSwitch(x, y + 1);
6932 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6934 CheckElementChangeBySide(x, y + 1, smashed, element,
6935 CE_SWITCHED, CH_SIDE_TOP);
6936 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6942 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6947 // play sound of magic wall / mill
6949 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6950 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6951 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6953 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6954 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6955 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6956 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6957 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6958 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6963 // play sound of object that hits the ground
6964 if (last_line || object_hit)
6965 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6968 static void TurnRoundExt(int x, int y)
6980 { 0, 0 }, { 0, 0 }, { 0, 0 },
6985 int left, right, back;
6989 { MV_DOWN, MV_UP, MV_RIGHT },
6990 { MV_UP, MV_DOWN, MV_LEFT },
6992 { MV_LEFT, MV_RIGHT, MV_DOWN },
6996 { MV_RIGHT, MV_LEFT, MV_UP }
6999 int element = Tile[x][y];
7000 int move_pattern = element_info[element].move_pattern;
7002 int old_move_dir = MovDir[x][y];
7003 int left_dir = turn[old_move_dir].left;
7004 int right_dir = turn[old_move_dir].right;
7005 int back_dir = turn[old_move_dir].back;
7007 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7008 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7009 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7010 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7012 int left_x = x + left_dx, left_y = y + left_dy;
7013 int right_x = x + right_dx, right_y = y + right_dy;
7014 int move_x = x + move_dx, move_y = y + move_dy;
7018 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7020 TestIfBadThingTouchesOtherBadThing(x, y);
7022 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7023 MovDir[x][y] = right_dir;
7024 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7025 MovDir[x][y] = left_dir;
7027 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7029 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7032 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7034 TestIfBadThingTouchesOtherBadThing(x, y);
7036 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7037 MovDir[x][y] = left_dir;
7038 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7039 MovDir[x][y] = right_dir;
7041 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7043 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7046 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7048 TestIfBadThingTouchesOtherBadThing(x, y);
7050 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7051 MovDir[x][y] = left_dir;
7052 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7053 MovDir[x][y] = right_dir;
7055 if (MovDir[x][y] != old_move_dir)
7058 else if (element == EL_YAMYAM)
7060 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7061 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7063 if (can_turn_left && can_turn_right)
7064 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7065 else if (can_turn_left)
7066 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7067 else if (can_turn_right)
7068 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7070 MovDir[x][y] = back_dir;
7072 MovDelay[x][y] = 16 + 16 * RND(3);
7074 else if (element == EL_DARK_YAMYAM)
7076 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7078 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7081 if (can_turn_left && can_turn_right)
7082 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7083 else if (can_turn_left)
7084 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7085 else if (can_turn_right)
7086 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7088 MovDir[x][y] = back_dir;
7090 MovDelay[x][y] = 16 + 16 * RND(3);
7092 else if (element == EL_PACMAN)
7094 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7095 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7097 if (can_turn_left && can_turn_right)
7098 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7099 else if (can_turn_left)
7100 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7101 else if (can_turn_right)
7102 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7104 MovDir[x][y] = back_dir;
7106 MovDelay[x][y] = 6 + RND(40);
7108 else if (element == EL_PIG)
7110 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7111 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7112 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7113 boolean should_turn_left, should_turn_right, should_move_on;
7115 int rnd = RND(rnd_value);
7117 should_turn_left = (can_turn_left &&
7119 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7120 y + back_dy + left_dy)));
7121 should_turn_right = (can_turn_right &&
7123 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7124 y + back_dy + right_dy)));
7125 should_move_on = (can_move_on &&
7128 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7129 y + move_dy + left_dy) ||
7130 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7131 y + move_dy + right_dy)));
7133 if (should_turn_left || should_turn_right || should_move_on)
7135 if (should_turn_left && should_turn_right && should_move_on)
7136 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7137 rnd < 2 * rnd_value / 3 ? right_dir :
7139 else if (should_turn_left && should_turn_right)
7140 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7141 else if (should_turn_left && should_move_on)
7142 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7143 else if (should_turn_right && should_move_on)
7144 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7145 else if (should_turn_left)
7146 MovDir[x][y] = left_dir;
7147 else if (should_turn_right)
7148 MovDir[x][y] = right_dir;
7149 else if (should_move_on)
7150 MovDir[x][y] = old_move_dir;
7152 else if (can_move_on && rnd > rnd_value / 8)
7153 MovDir[x][y] = old_move_dir;
7154 else if (can_turn_left && can_turn_right)
7155 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7156 else if (can_turn_left && rnd > rnd_value / 8)
7157 MovDir[x][y] = left_dir;
7158 else if (can_turn_right && rnd > rnd_value/8)
7159 MovDir[x][y] = right_dir;
7161 MovDir[x][y] = back_dir;
7163 xx = x + move_xy[MovDir[x][y]].dx;
7164 yy = y + move_xy[MovDir[x][y]].dy;
7166 if (!IN_LEV_FIELD(xx, yy) ||
7167 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7168 MovDir[x][y] = old_move_dir;
7172 else if (element == EL_DRAGON)
7174 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7175 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7176 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7178 int rnd = RND(rnd_value);
7180 if (can_move_on && rnd > rnd_value / 8)
7181 MovDir[x][y] = old_move_dir;
7182 else if (can_turn_left && can_turn_right)
7183 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7184 else if (can_turn_left && rnd > rnd_value / 8)
7185 MovDir[x][y] = left_dir;
7186 else if (can_turn_right && rnd > rnd_value / 8)
7187 MovDir[x][y] = right_dir;
7189 MovDir[x][y] = back_dir;
7191 xx = x + move_xy[MovDir[x][y]].dx;
7192 yy = y + move_xy[MovDir[x][y]].dy;
7194 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7195 MovDir[x][y] = old_move_dir;
7199 else if (element == EL_MOLE)
7201 boolean can_move_on =
7202 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7203 IS_AMOEBOID(Tile[move_x][move_y]) ||
7204 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7207 boolean can_turn_left =
7208 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7209 IS_AMOEBOID(Tile[left_x][left_y])));
7211 boolean can_turn_right =
7212 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7213 IS_AMOEBOID(Tile[right_x][right_y])));
7215 if (can_turn_left && can_turn_right)
7216 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7217 else if (can_turn_left)
7218 MovDir[x][y] = left_dir;
7220 MovDir[x][y] = right_dir;
7223 if (MovDir[x][y] != old_move_dir)
7226 else if (element == EL_BALLOON)
7228 MovDir[x][y] = game.wind_direction;
7231 else if (element == EL_SPRING)
7233 if (MovDir[x][y] & MV_HORIZONTAL)
7235 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7236 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7238 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7239 ResetGfxAnimation(move_x, move_y);
7240 TEST_DrawLevelField(move_x, move_y);
7242 MovDir[x][y] = back_dir;
7244 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7245 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7246 MovDir[x][y] = MV_NONE;
7251 else if (element == EL_ROBOT ||
7252 element == EL_SATELLITE ||
7253 element == EL_PENGUIN ||
7254 element == EL_EMC_ANDROID)
7256 int attr_x = -1, attr_y = -1;
7258 if (game.all_players_gone)
7260 attr_x = game.exit_x;
7261 attr_y = game.exit_y;
7267 for (i = 0; i < MAX_PLAYERS; i++)
7269 struct PlayerInfo *player = &stored_player[i];
7270 int jx = player->jx, jy = player->jy;
7272 if (!player->active)
7276 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7284 if (element == EL_ROBOT &&
7285 game.robot_wheel_x >= 0 &&
7286 game.robot_wheel_y >= 0 &&
7287 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7288 game.engine_version < VERSION_IDENT(3,1,0,0)))
7290 attr_x = game.robot_wheel_x;
7291 attr_y = game.robot_wheel_y;
7294 if (element == EL_PENGUIN)
7297 struct XY *xy = xy_topdown;
7299 for (i = 0; i < NUM_DIRECTIONS; i++)
7301 int ex = x + xy[i].x;
7302 int ey = y + xy[i].y;
7304 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7305 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7306 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7307 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7316 MovDir[x][y] = MV_NONE;
7318 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7319 else if (attr_x > x)
7320 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7322 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7323 else if (attr_y > y)
7324 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7326 if (element == EL_ROBOT)
7330 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7331 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7332 Moving2Blocked(x, y, &newx, &newy);
7334 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7335 MovDelay[x][y] = 8 + 8 * !RND(3);
7337 MovDelay[x][y] = 16;
7339 else if (element == EL_PENGUIN)
7345 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7347 boolean first_horiz = RND(2);
7348 int new_move_dir = MovDir[x][y];
7351 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7352 Moving2Blocked(x, y, &newx, &newy);
7354 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7358 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7359 Moving2Blocked(x, y, &newx, &newy);
7361 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7364 MovDir[x][y] = old_move_dir;
7368 else if (element == EL_SATELLITE)
7374 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7376 boolean first_horiz = RND(2);
7377 int new_move_dir = MovDir[x][y];
7380 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7381 Moving2Blocked(x, y, &newx, &newy);
7383 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7387 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7388 Moving2Blocked(x, y, &newx, &newy);
7390 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7393 MovDir[x][y] = old_move_dir;
7397 else if (element == EL_EMC_ANDROID)
7399 static int check_pos[16] =
7401 -1, // 0 => (invalid)
7404 -1, // 3 => (invalid)
7406 0, // 5 => MV_LEFT | MV_UP
7407 2, // 6 => MV_RIGHT | MV_UP
7408 -1, // 7 => (invalid)
7410 6, // 9 => MV_LEFT | MV_DOWN
7411 4, // 10 => MV_RIGHT | MV_DOWN
7412 -1, // 11 => (invalid)
7413 -1, // 12 => (invalid)
7414 -1, // 13 => (invalid)
7415 -1, // 14 => (invalid)
7416 -1, // 15 => (invalid)
7424 { -1, -1, MV_LEFT | MV_UP },
7426 { +1, -1, MV_RIGHT | MV_UP },
7427 { +1, 0, MV_RIGHT },
7428 { +1, +1, MV_RIGHT | MV_DOWN },
7430 { -1, +1, MV_LEFT | MV_DOWN },
7433 int start_pos, check_order;
7434 boolean can_clone = FALSE;
7437 // check if there is any free field around current position
7438 for (i = 0; i < 8; i++)
7440 int newx = x + check_xy[i].dx;
7441 int newy = y + check_xy[i].dy;
7443 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7451 if (can_clone) // randomly find an element to clone
7455 start_pos = check_pos[RND(8)];
7456 check_order = (RND(2) ? -1 : +1);
7458 for (i = 0; i < 8; i++)
7460 int pos_raw = start_pos + i * check_order;
7461 int pos = (pos_raw + 8) % 8;
7462 int newx = x + check_xy[pos].dx;
7463 int newy = y + check_xy[pos].dy;
7465 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7467 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7468 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7470 Store[x][y] = Tile[newx][newy];
7479 if (can_clone) // randomly find a direction to move
7483 start_pos = check_pos[RND(8)];
7484 check_order = (RND(2) ? -1 : +1);
7486 for (i = 0; i < 8; i++)
7488 int pos_raw = start_pos + i * check_order;
7489 int pos = (pos_raw + 8) % 8;
7490 int newx = x + check_xy[pos].dx;
7491 int newy = y + check_xy[pos].dy;
7492 int new_move_dir = check_xy[pos].dir;
7494 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7496 MovDir[x][y] = new_move_dir;
7497 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7506 if (can_clone) // cloning and moving successful
7509 // cannot clone -- try to move towards player
7511 start_pos = check_pos[MovDir[x][y] & 0x0f];
7512 check_order = (RND(2) ? -1 : +1);
7514 for (i = 0; i < 3; i++)
7516 // first check start_pos, then previous/next or (next/previous) pos
7517 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7518 int pos = (pos_raw + 8) % 8;
7519 int newx = x + check_xy[pos].dx;
7520 int newy = y + check_xy[pos].dy;
7521 int new_move_dir = check_xy[pos].dir;
7523 if (IS_PLAYER(newx, newy))
7526 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7528 MovDir[x][y] = new_move_dir;
7529 MovDelay[x][y] = level.android_move_time * 8 + 1;
7536 else if (move_pattern == MV_TURNING_LEFT ||
7537 move_pattern == MV_TURNING_RIGHT ||
7538 move_pattern == MV_TURNING_LEFT_RIGHT ||
7539 move_pattern == MV_TURNING_RIGHT_LEFT ||
7540 move_pattern == MV_TURNING_RANDOM ||
7541 move_pattern == MV_ALL_DIRECTIONS)
7543 boolean can_turn_left =
7544 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7545 boolean can_turn_right =
7546 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7548 if (element_info[element].move_stepsize == 0) // "not moving"
7551 if (move_pattern == MV_TURNING_LEFT)
7552 MovDir[x][y] = left_dir;
7553 else if (move_pattern == MV_TURNING_RIGHT)
7554 MovDir[x][y] = right_dir;
7555 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7556 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7557 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7558 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7559 else if (move_pattern == MV_TURNING_RANDOM)
7560 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7561 can_turn_right && !can_turn_left ? right_dir :
7562 RND(2) ? left_dir : right_dir);
7563 else if (can_turn_left && can_turn_right)
7564 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7565 else if (can_turn_left)
7566 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7567 else if (can_turn_right)
7568 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7570 MovDir[x][y] = back_dir;
7572 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7574 else if (move_pattern == MV_HORIZONTAL ||
7575 move_pattern == MV_VERTICAL)
7577 if (move_pattern & old_move_dir)
7578 MovDir[x][y] = back_dir;
7579 else if (move_pattern == MV_HORIZONTAL)
7580 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7581 else if (move_pattern == MV_VERTICAL)
7582 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7584 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7586 else if (move_pattern & MV_ANY_DIRECTION)
7588 MovDir[x][y] = move_pattern;
7589 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7591 else if (move_pattern & MV_WIND_DIRECTION)
7593 MovDir[x][y] = game.wind_direction;
7594 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7596 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7598 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7599 MovDir[x][y] = left_dir;
7600 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7601 MovDir[x][y] = right_dir;
7603 if (MovDir[x][y] != old_move_dir)
7604 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7606 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7608 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7609 MovDir[x][y] = right_dir;
7610 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7611 MovDir[x][y] = left_dir;
7613 if (MovDir[x][y] != old_move_dir)
7614 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7616 else if (move_pattern == MV_TOWARDS_PLAYER ||
7617 move_pattern == MV_AWAY_FROM_PLAYER)
7619 int attr_x = -1, attr_y = -1;
7621 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7623 if (game.all_players_gone)
7625 attr_x = game.exit_x;
7626 attr_y = game.exit_y;
7632 for (i = 0; i < MAX_PLAYERS; i++)
7634 struct PlayerInfo *player = &stored_player[i];
7635 int jx = player->jx, jy = player->jy;
7637 if (!player->active)
7641 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7649 MovDir[x][y] = MV_NONE;
7651 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7652 else if (attr_x > x)
7653 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7655 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7656 else if (attr_y > y)
7657 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7659 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7661 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7663 boolean first_horiz = RND(2);
7664 int new_move_dir = MovDir[x][y];
7666 if (element_info[element].move_stepsize == 0) // "not moving"
7668 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7669 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7675 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7676 Moving2Blocked(x, y, &newx, &newy);
7678 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7682 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7683 Moving2Blocked(x, y, &newx, &newy);
7685 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7688 MovDir[x][y] = old_move_dir;
7691 else if (move_pattern == MV_WHEN_PUSHED ||
7692 move_pattern == MV_WHEN_DROPPED)
7694 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7695 MovDir[x][y] = MV_NONE;
7699 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7701 struct XY *test_xy = xy_topdown;
7702 static int test_dir[4] =
7709 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7710 int move_preference = -1000000; // start with very low preference
7711 int new_move_dir = MV_NONE;
7712 int start_test = RND(4);
7715 for (i = 0; i < NUM_DIRECTIONS; i++)
7717 int j = (start_test + i) % 4;
7718 int move_dir = test_dir[j];
7719 int move_dir_preference;
7721 xx = x + test_xy[j].x;
7722 yy = y + test_xy[j].y;
7724 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7725 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7727 new_move_dir = move_dir;
7732 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7735 move_dir_preference = -1 * RunnerVisit[xx][yy];
7736 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7737 move_dir_preference = PlayerVisit[xx][yy];
7739 if (move_dir_preference > move_preference)
7741 // prefer field that has not been visited for the longest time
7742 move_preference = move_dir_preference;
7743 new_move_dir = move_dir;
7745 else if (move_dir_preference == move_preference &&
7746 move_dir == old_move_dir)
7748 // prefer last direction when all directions are preferred equally
7749 move_preference = move_dir_preference;
7750 new_move_dir = move_dir;
7754 MovDir[x][y] = new_move_dir;
7755 if (old_move_dir != new_move_dir)
7756 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7760 static void TurnRound(int x, int y)
7762 int direction = MovDir[x][y];
7766 GfxDir[x][y] = MovDir[x][y];
7768 if (direction != MovDir[x][y])
7772 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7774 ResetGfxFrame(x, y);
7777 static boolean JustBeingPushed(int x, int y)
7781 for (i = 0; i < MAX_PLAYERS; i++)
7783 struct PlayerInfo *player = &stored_player[i];
7785 if (player->active && player->is_pushing && player->MovPos)
7787 int next_jx = player->jx + (player->jx - player->last_jx);
7788 int next_jy = player->jy + (player->jy - player->last_jy);
7790 if (x == next_jx && y == next_jy)
7798 static void StartMoving(int x, int y)
7800 boolean started_moving = FALSE; // some elements can fall _and_ move
7801 int element = Tile[x][y];
7806 if (MovDelay[x][y] == 0)
7807 GfxAction[x][y] = ACTION_DEFAULT;
7809 if (CAN_FALL(element) && y < lev_fieldy - 1)
7811 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7812 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7813 if (JustBeingPushed(x, y))
7816 if (element == EL_QUICKSAND_FULL)
7818 if (IS_FREE(x, y + 1))
7820 InitMovingField(x, y, MV_DOWN);
7821 started_moving = TRUE;
7823 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7824 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7825 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7826 Store[x][y] = EL_ROCK;
7828 Store[x][y] = EL_ROCK;
7831 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7833 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7835 if (!MovDelay[x][y])
7837 MovDelay[x][y] = TILEY + 1;
7839 ResetGfxAnimation(x, y);
7840 ResetGfxAnimation(x, y + 1);
7845 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7846 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7853 Tile[x][y] = EL_QUICKSAND_EMPTY;
7854 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7855 Store[x][y + 1] = Store[x][y];
7858 PlayLevelSoundAction(x, y, ACTION_FILLING);
7860 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7862 if (!MovDelay[x][y])
7864 MovDelay[x][y] = TILEY + 1;
7866 ResetGfxAnimation(x, y);
7867 ResetGfxAnimation(x, y + 1);
7872 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7873 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7880 Tile[x][y] = EL_QUICKSAND_EMPTY;
7881 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7882 Store[x][y + 1] = Store[x][y];
7885 PlayLevelSoundAction(x, y, ACTION_FILLING);
7888 else if (element == EL_QUICKSAND_FAST_FULL)
7890 if (IS_FREE(x, y + 1))
7892 InitMovingField(x, y, MV_DOWN);
7893 started_moving = TRUE;
7895 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7896 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7897 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7898 Store[x][y] = EL_ROCK;
7900 Store[x][y] = EL_ROCK;
7903 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7905 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7907 if (!MovDelay[x][y])
7909 MovDelay[x][y] = TILEY + 1;
7911 ResetGfxAnimation(x, y);
7912 ResetGfxAnimation(x, y + 1);
7917 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7918 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7925 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7926 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7927 Store[x][y + 1] = Store[x][y];
7930 PlayLevelSoundAction(x, y, ACTION_FILLING);
7932 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7934 if (!MovDelay[x][y])
7936 MovDelay[x][y] = TILEY + 1;
7938 ResetGfxAnimation(x, y);
7939 ResetGfxAnimation(x, y + 1);
7944 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7945 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7952 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7953 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7954 Store[x][y + 1] = Store[x][y];
7957 PlayLevelSoundAction(x, y, ACTION_FILLING);
7960 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7961 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7963 InitMovingField(x, y, MV_DOWN);
7964 started_moving = TRUE;
7966 Tile[x][y] = EL_QUICKSAND_FILLING;
7967 Store[x][y] = element;
7969 PlayLevelSoundAction(x, y, ACTION_FILLING);
7971 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7972 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7974 InitMovingField(x, y, MV_DOWN);
7975 started_moving = TRUE;
7977 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7978 Store[x][y] = element;
7980 PlayLevelSoundAction(x, y, ACTION_FILLING);
7982 else if (element == EL_MAGIC_WALL_FULL)
7984 if (IS_FREE(x, y + 1))
7986 InitMovingField(x, y, MV_DOWN);
7987 started_moving = TRUE;
7989 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7990 Store[x][y] = EL_CHANGED(Store[x][y]);
7992 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7994 if (!MovDelay[x][y])
7995 MovDelay[x][y] = TILEY / 4 + 1;
8004 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8005 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8006 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8010 else if (element == EL_BD_MAGIC_WALL_FULL)
8012 if (IS_FREE(x, y + 1))
8014 InitMovingField(x, y, MV_DOWN);
8015 started_moving = TRUE;
8017 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8018 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8020 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8022 if (!MovDelay[x][y])
8023 MovDelay[x][y] = TILEY / 4 + 1;
8032 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8033 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8034 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8038 else if (element == EL_DC_MAGIC_WALL_FULL)
8040 if (IS_FREE(x, y + 1))
8042 InitMovingField(x, y, MV_DOWN);
8043 started_moving = TRUE;
8045 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8046 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8048 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8050 if (!MovDelay[x][y])
8051 MovDelay[x][y] = TILEY / 4 + 1;
8060 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8061 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8062 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8066 else if ((CAN_PASS_MAGIC_WALL(element) &&
8067 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8068 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8069 (CAN_PASS_DC_MAGIC_WALL(element) &&
8070 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8073 InitMovingField(x, y, MV_DOWN);
8074 started_moving = TRUE;
8077 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8078 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8079 EL_DC_MAGIC_WALL_FILLING);
8080 Store[x][y] = element;
8082 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8084 SplashAcid(x, y + 1);
8086 InitMovingField(x, y, MV_DOWN);
8087 started_moving = TRUE;
8089 Store[x][y] = EL_ACID;
8092 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8093 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8094 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8095 CAN_FALL(element) && WasJustFalling[x][y] &&
8096 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8098 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8099 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8100 (Tile[x][y + 1] == EL_BLOCKED)))
8102 /* this is needed for a special case not covered by calling "Impact()"
8103 from "ContinueMoving()": if an element moves to a tile directly below
8104 another element which was just falling on that tile (which was empty
8105 in the previous frame), the falling element above would just stop
8106 instead of smashing the element below (in previous version, the above
8107 element was just checked for "moving" instead of "falling", resulting
8108 in incorrect smashes caused by horizontal movement of the above
8109 element; also, the case of the player being the element to smash was
8110 simply not covered here... :-/ ) */
8112 CheckCollision[x][y] = 0;
8113 CheckImpact[x][y] = 0;
8117 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8119 if (MovDir[x][y] == MV_NONE)
8121 InitMovingField(x, y, MV_DOWN);
8122 started_moving = TRUE;
8125 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8127 if (WasJustFalling[x][y]) // prevent animation from being restarted
8128 MovDir[x][y] = MV_DOWN;
8130 InitMovingField(x, y, MV_DOWN);
8131 started_moving = TRUE;
8133 else if (element == EL_AMOEBA_DROP)
8135 Tile[x][y] = EL_AMOEBA_GROWING;
8136 Store[x][y] = EL_AMOEBA_WET;
8138 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8139 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8140 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8141 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8143 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8144 (IS_FREE(x - 1, y + 1) ||
8145 Tile[x - 1][y + 1] == EL_ACID));
8146 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8147 (IS_FREE(x + 1, y + 1) ||
8148 Tile[x + 1][y + 1] == EL_ACID));
8149 boolean can_fall_any = (can_fall_left || can_fall_right);
8150 boolean can_fall_both = (can_fall_left && can_fall_right);
8151 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8153 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8155 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8156 can_fall_right = FALSE;
8157 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8158 can_fall_left = FALSE;
8159 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8160 can_fall_right = FALSE;
8161 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8162 can_fall_left = FALSE;
8164 can_fall_any = (can_fall_left || can_fall_right);
8165 can_fall_both = FALSE;
8170 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8171 can_fall_right = FALSE; // slip down on left side
8173 can_fall_left = !(can_fall_right = RND(2));
8175 can_fall_both = FALSE;
8180 // if not determined otherwise, prefer left side for slipping down
8181 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8182 started_moving = TRUE;
8185 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8187 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8188 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8189 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8190 int belt_dir = game.belt_dir[belt_nr];
8192 if ((belt_dir == MV_LEFT && left_is_free) ||
8193 (belt_dir == MV_RIGHT && right_is_free))
8195 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8197 InitMovingField(x, y, belt_dir);
8198 started_moving = TRUE;
8200 Pushed[x][y] = TRUE;
8201 Pushed[nextx][y] = TRUE;
8203 GfxAction[x][y] = ACTION_DEFAULT;
8207 MovDir[x][y] = 0; // if element was moving, stop it
8212 // not "else if" because of elements that can fall and move (EL_SPRING)
8213 if (CAN_MOVE(element) && !started_moving)
8215 int move_pattern = element_info[element].move_pattern;
8218 Moving2Blocked(x, y, &newx, &newy);
8220 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8223 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8224 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8226 WasJustMoving[x][y] = 0;
8227 CheckCollision[x][y] = 0;
8229 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8231 if (Tile[x][y] != element) // element has changed
8235 if (!MovDelay[x][y]) // start new movement phase
8237 // all objects that can change their move direction after each step
8238 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8240 if (element != EL_YAMYAM &&
8241 element != EL_DARK_YAMYAM &&
8242 element != EL_PACMAN &&
8243 !(move_pattern & MV_ANY_DIRECTION) &&
8244 move_pattern != MV_TURNING_LEFT &&
8245 move_pattern != MV_TURNING_RIGHT &&
8246 move_pattern != MV_TURNING_LEFT_RIGHT &&
8247 move_pattern != MV_TURNING_RIGHT_LEFT &&
8248 move_pattern != MV_TURNING_RANDOM)
8252 if (MovDelay[x][y] && (element == EL_BUG ||
8253 element == EL_SPACESHIP ||
8254 element == EL_SP_SNIKSNAK ||
8255 element == EL_SP_ELECTRON ||
8256 element == EL_MOLE))
8257 TEST_DrawLevelField(x, y);
8261 if (MovDelay[x][y]) // wait some time before next movement
8265 if (element == EL_ROBOT ||
8266 element == EL_YAMYAM ||
8267 element == EL_DARK_YAMYAM)
8269 DrawLevelElementAnimationIfNeeded(x, y, element);
8270 PlayLevelSoundAction(x, y, ACTION_WAITING);
8272 else if (element == EL_SP_ELECTRON)
8273 DrawLevelElementAnimationIfNeeded(x, y, element);
8274 else if (element == EL_DRAGON)
8277 int dir = MovDir[x][y];
8278 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8279 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8280 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8281 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8282 dir == MV_UP ? IMG_FLAMES_1_UP :
8283 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8284 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8286 GfxAction[x][y] = ACTION_ATTACKING;
8288 if (IS_PLAYER(x, y))
8289 DrawPlayerField(x, y);
8291 TEST_DrawLevelField(x, y);
8293 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8295 for (i = 1; i <= 3; i++)
8297 int xx = x + i * dx;
8298 int yy = y + i * dy;
8299 int sx = SCREENX(xx);
8300 int sy = SCREENY(yy);
8301 int flame_graphic = graphic + (i - 1);
8303 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8308 int flamed = MovingOrBlocked2Element(xx, yy);
8310 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8313 RemoveMovingField(xx, yy);
8315 ChangeDelay[xx][yy] = 0;
8317 Tile[xx][yy] = EL_FLAMES;
8319 if (IN_SCR_FIELD(sx, sy))
8321 TEST_DrawLevelFieldCrumbled(xx, yy);
8322 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8327 if (Tile[xx][yy] == EL_FLAMES)
8328 Tile[xx][yy] = EL_EMPTY;
8329 TEST_DrawLevelField(xx, yy);
8334 if (MovDelay[x][y]) // element still has to wait some time
8336 PlayLevelSoundAction(x, y, ACTION_WAITING);
8342 // now make next step
8344 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8346 if (DONT_COLLIDE_WITH(element) &&
8347 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8348 !PLAYER_ENEMY_PROTECTED(newx, newy))
8350 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8355 else if (CAN_MOVE_INTO_ACID(element) &&
8356 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8357 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8358 (MovDir[x][y] == MV_DOWN ||
8359 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8361 SplashAcid(newx, newy);
8362 Store[x][y] = EL_ACID;
8364 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8366 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8367 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8368 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8369 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8372 TEST_DrawLevelField(x, y);
8374 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8375 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8376 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8378 game.friends_still_needed--;
8379 if (!game.friends_still_needed &&
8381 game.all_players_gone)
8386 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8388 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8389 TEST_DrawLevelField(newx, newy);
8391 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8393 else if (!IS_FREE(newx, newy))
8395 GfxAction[x][y] = ACTION_WAITING;
8397 if (IS_PLAYER(x, y))
8398 DrawPlayerField(x, y);
8400 TEST_DrawLevelField(x, y);
8405 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8407 if (IS_FOOD_PIG(Tile[newx][newy]))
8409 if (IS_MOVING(newx, newy))
8410 RemoveMovingField(newx, newy);
8413 Tile[newx][newy] = EL_EMPTY;
8414 TEST_DrawLevelField(newx, newy);
8417 PlayLevelSound(x, y, SND_PIG_DIGGING);
8419 else if (!IS_FREE(newx, newy))
8421 if (IS_PLAYER(x, y))
8422 DrawPlayerField(x, y);
8424 TEST_DrawLevelField(x, y);
8429 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8431 if (Store[x][y] != EL_EMPTY)
8433 boolean can_clone = FALSE;
8436 // check if element to clone is still there
8437 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8439 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8447 // cannot clone or target field not free anymore -- do not clone
8448 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8449 Store[x][y] = EL_EMPTY;
8452 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8454 if (IS_MV_DIAGONAL(MovDir[x][y]))
8456 int diagonal_move_dir = MovDir[x][y];
8457 int stored = Store[x][y];
8458 int change_delay = 8;
8461 // android is moving diagonally
8463 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8465 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8466 GfxElement[x][y] = EL_EMC_ANDROID;
8467 GfxAction[x][y] = ACTION_SHRINKING;
8468 GfxDir[x][y] = diagonal_move_dir;
8469 ChangeDelay[x][y] = change_delay;
8471 if (Store[x][y] == EL_EMPTY)
8472 Store[x][y] = GfxElementEmpty[x][y];
8474 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8477 DrawLevelGraphicAnimation(x, y, graphic);
8478 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8480 if (Tile[newx][newy] == EL_ACID)
8482 SplashAcid(newx, newy);
8487 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8489 Store[newx][newy] = EL_EMC_ANDROID;
8490 GfxElement[newx][newy] = EL_EMC_ANDROID;
8491 GfxAction[newx][newy] = ACTION_GROWING;
8492 GfxDir[newx][newy] = diagonal_move_dir;
8493 ChangeDelay[newx][newy] = change_delay;
8495 graphic = el_act_dir2img(GfxElement[newx][newy],
8496 GfxAction[newx][newy], GfxDir[newx][newy]);
8498 DrawLevelGraphicAnimation(newx, newy, graphic);
8499 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8505 Tile[newx][newy] = EL_EMPTY;
8506 TEST_DrawLevelField(newx, newy);
8508 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8511 else if (!IS_FREE(newx, newy))
8516 else if (IS_CUSTOM_ELEMENT(element) &&
8517 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8519 if (!DigFieldByCE(newx, newy, element))
8522 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8524 RunnerVisit[x][y] = FrameCounter;
8525 PlayerVisit[x][y] /= 8; // expire player visit path
8528 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8530 if (!IS_FREE(newx, newy))
8532 if (IS_PLAYER(x, y))
8533 DrawPlayerField(x, y);
8535 TEST_DrawLevelField(x, y);
8541 boolean wanna_flame = !RND(10);
8542 int dx = newx - x, dy = newy - y;
8543 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8544 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8545 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8546 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8547 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8548 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8551 IS_CLASSIC_ENEMY(element1) ||
8552 IS_CLASSIC_ENEMY(element2)) &&
8553 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8554 element1 != EL_FLAMES && element2 != EL_FLAMES)
8556 ResetGfxAnimation(x, y);
8557 GfxAction[x][y] = ACTION_ATTACKING;
8559 if (IS_PLAYER(x, y))
8560 DrawPlayerField(x, y);
8562 TEST_DrawLevelField(x, y);
8564 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8566 MovDelay[x][y] = 50;
8568 Tile[newx][newy] = EL_FLAMES;
8569 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8570 Tile[newx1][newy1] = EL_FLAMES;
8571 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8572 Tile[newx2][newy2] = EL_FLAMES;
8578 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8579 Tile[newx][newy] == EL_DIAMOND)
8581 if (IS_MOVING(newx, newy))
8582 RemoveMovingField(newx, newy);
8585 Tile[newx][newy] = EL_EMPTY;
8586 TEST_DrawLevelField(newx, newy);
8589 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8591 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8592 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8594 if (AmoebaNr[newx][newy])
8596 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8597 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8598 Tile[newx][newy] == EL_BD_AMOEBA)
8599 AmoebaCnt[AmoebaNr[newx][newy]]--;
8602 if (IS_MOVING(newx, newy))
8604 RemoveMovingField(newx, newy);
8608 Tile[newx][newy] = EL_EMPTY;
8609 TEST_DrawLevelField(newx, newy);
8612 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8614 else if ((element == EL_PACMAN || element == EL_MOLE)
8615 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8617 if (AmoebaNr[newx][newy])
8619 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8620 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8621 Tile[newx][newy] == EL_BD_AMOEBA)
8622 AmoebaCnt[AmoebaNr[newx][newy]]--;
8625 if (element == EL_MOLE)
8627 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8628 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8630 ResetGfxAnimation(x, y);
8631 GfxAction[x][y] = ACTION_DIGGING;
8632 TEST_DrawLevelField(x, y);
8634 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8636 return; // wait for shrinking amoeba
8638 else // element == EL_PACMAN
8640 Tile[newx][newy] = EL_EMPTY;
8641 TEST_DrawLevelField(newx, newy);
8642 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8645 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8646 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8647 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8649 // wait for shrinking amoeba to completely disappear
8652 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8654 // object was running against a wall
8658 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8659 DrawLevelElementAnimation(x, y, element);
8661 if (DONT_TOUCH(element))
8662 TestIfBadThingTouchesPlayer(x, y);
8667 InitMovingField(x, y, MovDir[x][y]);
8669 PlayLevelSoundAction(x, y, ACTION_MOVING);
8673 ContinueMoving(x, y);
8676 void ContinueMoving(int x, int y)
8678 int element = Tile[x][y];
8679 struct ElementInfo *ei = &element_info[element];
8680 int direction = MovDir[x][y];
8681 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8682 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8683 int newx = x + dx, newy = y + dy;
8684 int stored = Store[x][y];
8685 int stored_new = Store[newx][newy];
8686 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8687 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8688 boolean last_line = (newy == lev_fieldy - 1);
8689 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8691 if (pushed_by_player) // special case: moving object pushed by player
8693 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8695 else if (use_step_delay) // special case: moving object has step delay
8697 if (!MovDelay[x][y])
8698 MovPos[x][y] += getElementMoveStepsize(x, y);
8703 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8707 TEST_DrawLevelField(x, y);
8709 return; // element is still waiting
8712 else // normal case: generically moving object
8714 MovPos[x][y] += getElementMoveStepsize(x, y);
8717 if (ABS(MovPos[x][y]) < TILEX)
8719 TEST_DrawLevelField(x, y);
8721 return; // element is still moving
8724 // element reached destination field
8726 Tile[x][y] = EL_EMPTY;
8727 Tile[newx][newy] = element;
8728 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8730 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8732 element = Tile[newx][newy] = EL_ACID;
8734 else if (element == EL_MOLE)
8736 Tile[x][y] = EL_SAND;
8738 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8740 else if (element == EL_QUICKSAND_FILLING)
8742 element = Tile[newx][newy] = get_next_element(element);
8743 Store[newx][newy] = Store[x][y];
8745 else if (element == EL_QUICKSAND_EMPTYING)
8747 Tile[x][y] = get_next_element(element);
8748 element = Tile[newx][newy] = Store[x][y];
8750 else if (element == EL_QUICKSAND_FAST_FILLING)
8752 element = Tile[newx][newy] = get_next_element(element);
8753 Store[newx][newy] = Store[x][y];
8755 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8757 Tile[x][y] = get_next_element(element);
8758 element = Tile[newx][newy] = Store[x][y];
8760 else if (element == EL_MAGIC_WALL_FILLING)
8762 element = Tile[newx][newy] = get_next_element(element);
8763 if (!game.magic_wall_active)
8764 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8765 Store[newx][newy] = Store[x][y];
8767 else if (element == EL_MAGIC_WALL_EMPTYING)
8769 Tile[x][y] = get_next_element(element);
8770 if (!game.magic_wall_active)
8771 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8772 element = Tile[newx][newy] = Store[x][y];
8774 InitField(newx, newy, FALSE);
8776 else if (element == EL_BD_MAGIC_WALL_FILLING)
8778 element = Tile[newx][newy] = get_next_element(element);
8779 if (!game.magic_wall_active)
8780 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8781 Store[newx][newy] = Store[x][y];
8783 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8785 Tile[x][y] = get_next_element(element);
8786 if (!game.magic_wall_active)
8787 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8788 element = Tile[newx][newy] = Store[x][y];
8790 InitField(newx, newy, FALSE);
8792 else if (element == EL_DC_MAGIC_WALL_FILLING)
8794 element = Tile[newx][newy] = get_next_element(element);
8795 if (!game.magic_wall_active)
8796 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8797 Store[newx][newy] = Store[x][y];
8799 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8801 Tile[x][y] = get_next_element(element);
8802 if (!game.magic_wall_active)
8803 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8804 element = Tile[newx][newy] = Store[x][y];
8806 InitField(newx, newy, FALSE);
8808 else if (element == EL_AMOEBA_DROPPING)
8810 Tile[x][y] = get_next_element(element);
8811 element = Tile[newx][newy] = Store[x][y];
8813 else if (element == EL_SOKOBAN_OBJECT)
8816 Tile[x][y] = Back[x][y];
8818 if (Back[newx][newy])
8819 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8821 Back[x][y] = Back[newx][newy] = 0;
8824 Store[x][y] = EL_EMPTY;
8829 MovDelay[newx][newy] = 0;
8831 if (CAN_CHANGE_OR_HAS_ACTION(element))
8833 // copy element change control values to new field
8834 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8835 ChangePage[newx][newy] = ChangePage[x][y];
8836 ChangeCount[newx][newy] = ChangeCount[x][y];
8837 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8840 CustomValue[newx][newy] = CustomValue[x][y];
8842 ChangeDelay[x][y] = 0;
8843 ChangePage[x][y] = -1;
8844 ChangeCount[x][y] = 0;
8845 ChangeEvent[x][y] = -1;
8847 CustomValue[x][y] = 0;
8849 // copy animation control values to new field
8850 GfxFrame[newx][newy] = GfxFrame[x][y];
8851 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8852 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8853 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8855 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8857 // some elements can leave other elements behind after moving
8858 if (ei->move_leave_element != EL_EMPTY &&
8859 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8860 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8862 int move_leave_element = ei->move_leave_element;
8864 // this makes it possible to leave the removed element again
8865 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8866 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8868 Tile[x][y] = move_leave_element;
8870 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8871 MovDir[x][y] = direction;
8873 InitField(x, y, FALSE);
8875 if (GFX_CRUMBLED(Tile[x][y]))
8876 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8878 if (IS_PLAYER_ELEMENT(move_leave_element))
8879 RelocatePlayer(x, y, move_leave_element);
8882 // do this after checking for left-behind element
8883 ResetGfxAnimation(x, y); // reset animation values for old field
8885 if (!CAN_MOVE(element) ||
8886 (CAN_FALL(element) && direction == MV_DOWN &&
8887 (element == EL_SPRING ||
8888 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8889 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8890 GfxDir[x][y] = MovDir[newx][newy] = 0;
8892 TEST_DrawLevelField(x, y);
8893 TEST_DrawLevelField(newx, newy);
8895 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8897 // prevent pushed element from moving on in pushed direction
8898 if (pushed_by_player && CAN_MOVE(element) &&
8899 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8900 !(element_info[element].move_pattern & direction))
8901 TurnRound(newx, newy);
8903 // prevent elements on conveyor belt from moving on in last direction
8904 if (pushed_by_conveyor && CAN_FALL(element) &&
8905 direction & MV_HORIZONTAL)
8906 MovDir[newx][newy] = 0;
8908 if (!pushed_by_player)
8910 int nextx = newx + dx, nexty = newy + dy;
8911 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8913 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8915 if (CAN_FALL(element) && direction == MV_DOWN)
8916 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8918 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8919 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8921 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8922 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8925 if (DONT_TOUCH(element)) // object may be nasty to player or others
8927 TestIfBadThingTouchesPlayer(newx, newy);
8928 TestIfBadThingTouchesFriend(newx, newy);
8930 if (!IS_CUSTOM_ELEMENT(element))
8931 TestIfBadThingTouchesOtherBadThing(newx, newy);
8933 else if (element == EL_PENGUIN)
8934 TestIfFriendTouchesBadThing(newx, newy);
8936 if (DONT_GET_HIT_BY(element))
8938 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8941 // give the player one last chance (one more frame) to move away
8942 if (CAN_FALL(element) && direction == MV_DOWN &&
8943 (last_line || (!IS_FREE(x, newy + 1) &&
8944 (!IS_PLAYER(x, newy + 1) ||
8945 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8948 if (pushed_by_player && !game.use_change_when_pushing_bug)
8950 int push_side = MV_DIR_OPPOSITE(direction);
8951 struct PlayerInfo *player = PLAYERINFO(x, y);
8953 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8954 player->index_bit, push_side);
8955 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8956 player->index_bit, push_side);
8959 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8960 MovDelay[newx][newy] = 1;
8962 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8964 TestIfElementTouchesCustomElement(x, y); // empty or new element
8965 TestIfElementHitsCustomElement(newx, newy, direction);
8966 TestIfPlayerTouchesCustomElement(newx, newy);
8967 TestIfElementTouchesCustomElement(newx, newy);
8969 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8970 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8971 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8972 MV_DIR_OPPOSITE(direction));
8975 int AmoebaNeighbourNr(int ax, int ay)
8978 int element = Tile[ax][ay];
8980 struct XY *xy = xy_topdown;
8982 for (i = 0; i < NUM_DIRECTIONS; i++)
8984 int x = ax + xy[i].x;
8985 int y = ay + xy[i].y;
8987 if (!IN_LEV_FIELD(x, y))
8990 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8991 group_nr = AmoebaNr[x][y];
8997 static void AmoebaMerge(int ax, int ay)
8999 int i, x, y, xx, yy;
9000 int new_group_nr = AmoebaNr[ax][ay];
9001 struct XY *xy = xy_topdown;
9003 if (new_group_nr == 0)
9006 for (i = 0; i < NUM_DIRECTIONS; i++)
9011 if (!IN_LEV_FIELD(x, y))
9014 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9015 Tile[x][y] == EL_BD_AMOEBA ||
9016 Tile[x][y] == EL_AMOEBA_DEAD) &&
9017 AmoebaNr[x][y] != new_group_nr)
9019 int old_group_nr = AmoebaNr[x][y];
9021 if (old_group_nr == 0)
9024 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9025 AmoebaCnt[old_group_nr] = 0;
9026 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9027 AmoebaCnt2[old_group_nr] = 0;
9029 SCAN_PLAYFIELD(xx, yy)
9031 if (AmoebaNr[xx][yy] == old_group_nr)
9032 AmoebaNr[xx][yy] = new_group_nr;
9038 void AmoebaToDiamond(int ax, int ay)
9042 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9044 int group_nr = AmoebaNr[ax][ay];
9049 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9050 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9056 SCAN_PLAYFIELD(x, y)
9058 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9061 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9065 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9066 SND_AMOEBA_TURNING_TO_GEM :
9067 SND_AMOEBA_TURNING_TO_ROCK));
9072 struct XY *xy = xy_topdown;
9074 for (i = 0; i < NUM_DIRECTIONS; i++)
9079 if (!IN_LEV_FIELD(x, y))
9082 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9084 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9085 SND_AMOEBA_TURNING_TO_GEM :
9086 SND_AMOEBA_TURNING_TO_ROCK));
9093 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9096 int group_nr = AmoebaNr[ax][ay];
9097 boolean done = FALSE;
9102 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9103 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9109 SCAN_PLAYFIELD(x, y)
9111 if (AmoebaNr[x][y] == group_nr &&
9112 (Tile[x][y] == EL_AMOEBA_DEAD ||
9113 Tile[x][y] == EL_BD_AMOEBA ||
9114 Tile[x][y] == EL_AMOEBA_GROWING))
9117 Tile[x][y] = new_element;
9118 InitField(x, y, FALSE);
9119 TEST_DrawLevelField(x, y);
9125 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9126 SND_BD_AMOEBA_TURNING_TO_ROCK :
9127 SND_BD_AMOEBA_TURNING_TO_GEM));
9130 static void AmoebaGrowing(int x, int y)
9132 static DelayCounter sound_delay = { 0 };
9134 if (!MovDelay[x][y]) // start new growing cycle
9138 if (DelayReached(&sound_delay))
9140 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9141 sound_delay.value = 30;
9145 if (MovDelay[x][y]) // wait some time before growing bigger
9148 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9150 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9151 6 - MovDelay[x][y]);
9153 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9156 if (!MovDelay[x][y])
9158 Tile[x][y] = Store[x][y];
9160 TEST_DrawLevelField(x, y);
9165 static void AmoebaShrinking(int x, int y)
9167 static DelayCounter sound_delay = { 0 };
9169 if (!MovDelay[x][y]) // start new shrinking cycle
9173 if (DelayReached(&sound_delay))
9174 sound_delay.value = 30;
9177 if (MovDelay[x][y]) // wait some time before shrinking
9180 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9182 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9183 6 - MovDelay[x][y]);
9185 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9188 if (!MovDelay[x][y])
9190 Tile[x][y] = EL_EMPTY;
9191 TEST_DrawLevelField(x, y);
9193 // don't let mole enter this field in this cycle;
9194 // (give priority to objects falling to this field from above)
9200 static void AmoebaReproduce(int ax, int ay)
9203 int element = Tile[ax][ay];
9204 int graphic = el2img(element);
9205 int newax = ax, neway = ay;
9206 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9207 struct XY *xy = xy_topdown;
9209 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9211 Tile[ax][ay] = EL_AMOEBA_DEAD;
9212 TEST_DrawLevelField(ax, ay);
9216 if (IS_ANIMATED(graphic))
9217 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9219 if (!MovDelay[ax][ay]) // start making new amoeba field
9220 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9222 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9225 if (MovDelay[ax][ay])
9229 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9232 int x = ax + xy[start].x;
9233 int y = ay + xy[start].y;
9235 if (!IN_LEV_FIELD(x, y))
9238 if (IS_FREE(x, y) ||
9239 CAN_GROW_INTO(Tile[x][y]) ||
9240 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9241 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9247 if (newax == ax && neway == ay)
9250 else // normal or "filled" (BD style) amoeba
9253 boolean waiting_for_player = FALSE;
9255 for (i = 0; i < NUM_DIRECTIONS; i++)
9257 int j = (start + i) % 4;
9258 int x = ax + xy[j].x;
9259 int y = ay + xy[j].y;
9261 if (!IN_LEV_FIELD(x, y))
9264 if (IS_FREE(x, y) ||
9265 CAN_GROW_INTO(Tile[x][y]) ||
9266 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9267 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9273 else if (IS_PLAYER(x, y))
9274 waiting_for_player = TRUE;
9277 if (newax == ax && neway == ay) // amoeba cannot grow
9279 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9281 Tile[ax][ay] = EL_AMOEBA_DEAD;
9282 TEST_DrawLevelField(ax, ay);
9283 AmoebaCnt[AmoebaNr[ax][ay]]--;
9285 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9287 if (element == EL_AMOEBA_FULL)
9288 AmoebaToDiamond(ax, ay);
9289 else if (element == EL_BD_AMOEBA)
9290 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9295 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9297 // amoeba gets larger by growing in some direction
9299 int new_group_nr = AmoebaNr[ax][ay];
9302 if (new_group_nr == 0)
9304 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9306 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9312 AmoebaNr[newax][neway] = new_group_nr;
9313 AmoebaCnt[new_group_nr]++;
9314 AmoebaCnt2[new_group_nr]++;
9316 // if amoeba touches other amoeba(s) after growing, unify them
9317 AmoebaMerge(newax, neway);
9319 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9321 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9327 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9328 (neway == lev_fieldy - 1 && newax != ax))
9330 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9331 Store[newax][neway] = element;
9333 else if (neway == ay || element == EL_EMC_DRIPPER)
9335 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9337 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9341 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9342 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9343 Store[ax][ay] = EL_AMOEBA_DROP;
9344 ContinueMoving(ax, ay);
9348 TEST_DrawLevelField(newax, neway);
9351 static void Life(int ax, int ay)
9355 int element = Tile[ax][ay];
9356 int graphic = el2img(element);
9357 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9359 boolean changed = FALSE;
9361 if (IS_ANIMATED(graphic))
9362 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9367 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9368 MovDelay[ax][ay] = life_time;
9370 if (MovDelay[ax][ay]) // wait some time before next cycle
9373 if (MovDelay[ax][ay])
9377 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9379 int xx = ax+x1, yy = ay+y1;
9380 int old_element = Tile[xx][yy];
9381 int num_neighbours = 0;
9383 if (!IN_LEV_FIELD(xx, yy))
9386 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9388 int x = xx+x2, y = yy+y2;
9390 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9393 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9394 boolean is_neighbour = FALSE;
9396 if (level.use_life_bugs)
9398 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9399 (IS_FREE(x, y) && Stop[x][y]));
9402 (Last[x][y] == element || is_player_cell);
9408 boolean is_free = FALSE;
9410 if (level.use_life_bugs)
9411 is_free = (IS_FREE(xx, yy));
9413 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9415 if (xx == ax && yy == ay) // field in the middle
9417 if (num_neighbours < life_parameter[0] ||
9418 num_neighbours > life_parameter[1])
9420 Tile[xx][yy] = EL_EMPTY;
9421 if (Tile[xx][yy] != old_element)
9422 TEST_DrawLevelField(xx, yy);
9423 Stop[xx][yy] = TRUE;
9427 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9428 { // free border field
9429 if (num_neighbours >= life_parameter[2] &&
9430 num_neighbours <= life_parameter[3])
9432 Tile[xx][yy] = element;
9433 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9434 if (Tile[xx][yy] != old_element)
9435 TEST_DrawLevelField(xx, yy);
9436 Stop[xx][yy] = TRUE;
9443 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9444 SND_GAME_OF_LIFE_GROWING);
9447 static void InitRobotWheel(int x, int y)
9449 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9452 static void RunRobotWheel(int x, int y)
9454 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9457 static void StopRobotWheel(int x, int y)
9459 if (game.robot_wheel_x == x &&
9460 game.robot_wheel_y == y)
9462 game.robot_wheel_x = -1;
9463 game.robot_wheel_y = -1;
9464 game.robot_wheel_active = FALSE;
9468 static void InitTimegateWheel(int x, int y)
9470 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9473 static void RunTimegateWheel(int x, int y)
9475 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9478 static void InitMagicBallDelay(int x, int y)
9480 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9483 static void ActivateMagicBall(int bx, int by)
9487 if (level.ball_random)
9489 int pos_border = RND(8); // select one of the eight border elements
9490 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9491 int xx = pos_content % 3;
9492 int yy = pos_content / 3;
9497 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9498 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9502 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9504 int xx = x - bx + 1;
9505 int yy = y - by + 1;
9507 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9508 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9512 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9515 static void CheckExit(int x, int y)
9517 if (game.gems_still_needed > 0 ||
9518 game.sokoban_fields_still_needed > 0 ||
9519 game.sokoban_objects_still_needed > 0 ||
9520 game.lights_still_needed > 0)
9522 int element = Tile[x][y];
9523 int graphic = el2img(element);
9525 if (IS_ANIMATED(graphic))
9526 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9531 // do not re-open exit door closed after last player
9532 if (game.all_players_gone)
9535 Tile[x][y] = EL_EXIT_OPENING;
9537 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9540 static void CheckExitEM(int x, int y)
9542 if (game.gems_still_needed > 0 ||
9543 game.sokoban_fields_still_needed > 0 ||
9544 game.sokoban_objects_still_needed > 0 ||
9545 game.lights_still_needed > 0)
9547 int element = Tile[x][y];
9548 int graphic = el2img(element);
9550 if (IS_ANIMATED(graphic))
9551 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9556 // do not re-open exit door closed after last player
9557 if (game.all_players_gone)
9560 Tile[x][y] = EL_EM_EXIT_OPENING;
9562 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9565 static void CheckExitSteel(int x, int y)
9567 if (game.gems_still_needed > 0 ||
9568 game.sokoban_fields_still_needed > 0 ||
9569 game.sokoban_objects_still_needed > 0 ||
9570 game.lights_still_needed > 0)
9572 int element = Tile[x][y];
9573 int graphic = el2img(element);
9575 if (IS_ANIMATED(graphic))
9576 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9581 // do not re-open exit door closed after last player
9582 if (game.all_players_gone)
9585 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9587 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9590 static void CheckExitSteelEM(int x, int y)
9592 if (game.gems_still_needed > 0 ||
9593 game.sokoban_fields_still_needed > 0 ||
9594 game.sokoban_objects_still_needed > 0 ||
9595 game.lights_still_needed > 0)
9597 int element = Tile[x][y];
9598 int graphic = el2img(element);
9600 if (IS_ANIMATED(graphic))
9601 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9606 // do not re-open exit door closed after last player
9607 if (game.all_players_gone)
9610 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9612 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9615 static void CheckExitSP(int x, int y)
9617 if (game.gems_still_needed > 0)
9619 int element = Tile[x][y];
9620 int graphic = el2img(element);
9622 if (IS_ANIMATED(graphic))
9623 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9628 // do not re-open exit door closed after last player
9629 if (game.all_players_gone)
9632 Tile[x][y] = EL_SP_EXIT_OPENING;
9634 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9637 static void CloseAllOpenTimegates(void)
9641 SCAN_PLAYFIELD(x, y)
9643 int element = Tile[x][y];
9645 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9647 Tile[x][y] = EL_TIMEGATE_CLOSING;
9649 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9654 static void DrawTwinkleOnField(int x, int y)
9656 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9659 if (Tile[x][y] == EL_BD_DIAMOND)
9662 if (MovDelay[x][y] == 0) // next animation frame
9663 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9665 if (MovDelay[x][y] != 0) // wait some time before next frame
9669 DrawLevelElementAnimation(x, y, Tile[x][y]);
9671 if (MovDelay[x][y] != 0)
9673 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9674 10 - MovDelay[x][y]);
9676 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9681 static void WallGrowing(int x, int y)
9685 if (!MovDelay[x][y]) // next animation frame
9686 MovDelay[x][y] = 3 * delay;
9688 if (MovDelay[x][y]) // wait some time before next frame
9692 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9694 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9695 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9697 DrawLevelGraphic(x, y, graphic, frame);
9700 if (!MovDelay[x][y])
9702 if (MovDir[x][y] == MV_LEFT)
9704 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9705 TEST_DrawLevelField(x - 1, y);
9707 else if (MovDir[x][y] == MV_RIGHT)
9709 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9710 TEST_DrawLevelField(x + 1, y);
9712 else if (MovDir[x][y] == MV_UP)
9714 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9715 TEST_DrawLevelField(x, y - 1);
9719 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9720 TEST_DrawLevelField(x, y + 1);
9723 Tile[x][y] = Store[x][y];
9725 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9726 TEST_DrawLevelField(x, y);
9731 static void CheckWallGrowing(int ax, int ay)
9733 int element = Tile[ax][ay];
9734 int graphic = el2img(element);
9735 boolean free_top = FALSE;
9736 boolean free_bottom = FALSE;
9737 boolean free_left = FALSE;
9738 boolean free_right = FALSE;
9739 boolean stop_top = FALSE;
9740 boolean stop_bottom = FALSE;
9741 boolean stop_left = FALSE;
9742 boolean stop_right = FALSE;
9743 boolean new_wall = FALSE;
9745 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9746 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9747 element == EL_EXPANDABLE_STEELWALL_ANY);
9749 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9750 element == EL_EXPANDABLE_WALL_ANY ||
9751 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9752 element == EL_EXPANDABLE_STEELWALL_ANY);
9754 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9755 element == EL_EXPANDABLE_WALL_ANY ||
9756 element == EL_EXPANDABLE_WALL ||
9757 element == EL_BD_EXPANDABLE_WALL ||
9758 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9759 element == EL_EXPANDABLE_STEELWALL_ANY);
9761 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9762 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9764 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9765 element == EL_EXPANDABLE_WALL ||
9766 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9768 int wall_growing = (is_steelwall ?
9769 EL_EXPANDABLE_STEELWALL_GROWING :
9770 EL_EXPANDABLE_WALL_GROWING);
9772 int gfx_wall_growing_up = (is_steelwall ?
9773 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9774 IMG_EXPANDABLE_WALL_GROWING_UP);
9775 int gfx_wall_growing_down = (is_steelwall ?
9776 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9777 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9778 int gfx_wall_growing_left = (is_steelwall ?
9779 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9780 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9781 int gfx_wall_growing_right = (is_steelwall ?
9782 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9783 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9785 if (IS_ANIMATED(graphic))
9786 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9788 if (!MovDelay[ax][ay]) // start building new wall
9789 MovDelay[ax][ay] = 6;
9791 if (MovDelay[ax][ay]) // wait some time before building new wall
9794 if (MovDelay[ax][ay])
9798 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9800 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9802 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9804 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9811 Tile[ax][ay - 1] = wall_growing;
9812 Store[ax][ay - 1] = element;
9813 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9815 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9816 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9823 Tile[ax][ay + 1] = wall_growing;
9824 Store[ax][ay + 1] = element;
9825 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9827 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9828 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9834 if (grow_horizontal)
9838 Tile[ax - 1][ay] = wall_growing;
9839 Store[ax - 1][ay] = element;
9840 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9842 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9843 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9850 Tile[ax + 1][ay] = wall_growing;
9851 Store[ax + 1][ay] = element;
9852 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9854 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9855 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9861 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9862 TEST_DrawLevelField(ax, ay);
9864 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9866 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9868 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9870 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9873 if (((stop_top && stop_bottom) || stop_horizontal) &&
9874 ((stop_left && stop_right) || stop_vertical))
9875 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9878 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9881 static void CheckForDragon(int x, int y)
9884 boolean dragon_found = FALSE;
9885 struct XY *xy = xy_topdown;
9887 for (i = 0; i < NUM_DIRECTIONS; i++)
9889 for (j = 0; j < 4; j++)
9891 int xx = x + j * xy[i].x;
9892 int yy = y + j * xy[i].y;
9894 if (IN_LEV_FIELD(xx, yy) &&
9895 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9897 if (Tile[xx][yy] == EL_DRAGON)
9898 dragon_found = TRUE;
9907 for (i = 0; i < NUM_DIRECTIONS; i++)
9909 for (j = 0; j < 3; j++)
9911 int xx = x + j * xy[i].x;
9912 int yy = y + j * xy[i].y;
9914 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9916 Tile[xx][yy] = EL_EMPTY;
9917 TEST_DrawLevelField(xx, yy);
9926 static void InitBuggyBase(int x, int y)
9928 int element = Tile[x][y];
9929 int activating_delay = FRAMES_PER_SECOND / 4;
9932 (element == EL_SP_BUGGY_BASE ?
9933 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9934 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9936 element == EL_SP_BUGGY_BASE_ACTIVE ?
9937 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9940 static void WarnBuggyBase(int x, int y)
9943 struct XY *xy = xy_topdown;
9945 for (i = 0; i < NUM_DIRECTIONS; i++)
9947 int xx = x + xy[i].x;
9948 int yy = y + xy[i].y;
9950 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9952 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9959 static void InitTrap(int x, int y)
9961 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9964 static void ActivateTrap(int x, int y)
9966 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9969 static void ChangeActiveTrap(int x, int y)
9971 int graphic = IMG_TRAP_ACTIVE;
9973 // if new animation frame was drawn, correct crumbled sand border
9974 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9975 TEST_DrawLevelFieldCrumbled(x, y);
9978 static int getSpecialActionElement(int element, int number, int base_element)
9980 return (element != EL_EMPTY ? element :
9981 number != -1 ? base_element + number - 1 :
9985 static int getModifiedActionNumber(int value_old, int operator, int operand,
9986 int value_min, int value_max)
9988 int value_new = (operator == CA_MODE_SET ? operand :
9989 operator == CA_MODE_ADD ? value_old + operand :
9990 operator == CA_MODE_SUBTRACT ? value_old - operand :
9991 operator == CA_MODE_MULTIPLY ? value_old * operand :
9992 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9993 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9996 return (value_new < value_min ? value_min :
9997 value_new > value_max ? value_max :
10001 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10003 struct ElementInfo *ei = &element_info[element];
10004 struct ElementChangeInfo *change = &ei->change_page[page];
10005 int target_element = change->target_element;
10006 int action_type = change->action_type;
10007 int action_mode = change->action_mode;
10008 int action_arg = change->action_arg;
10009 int action_element = change->action_element;
10012 if (!change->has_action)
10015 // ---------- determine action paramater values -----------------------------
10017 int level_time_value =
10018 (level.time > 0 ? TimeLeft :
10021 int action_arg_element_raw =
10022 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10023 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10024 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10025 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10026 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10027 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10028 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10030 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10032 int action_arg_direction =
10033 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10034 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10035 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10036 change->actual_trigger_side :
10037 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10038 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10041 int action_arg_number_min =
10042 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10045 int action_arg_number_max =
10046 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10047 action_type == CA_SET_LEVEL_GEMS ? 999 :
10048 action_type == CA_SET_LEVEL_TIME ? 9999 :
10049 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10050 action_type == CA_SET_CE_VALUE ? 9999 :
10051 action_type == CA_SET_CE_SCORE ? 9999 :
10054 int action_arg_number_reset =
10055 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10056 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10057 action_type == CA_SET_LEVEL_TIME ? level.time :
10058 action_type == CA_SET_LEVEL_SCORE ? 0 :
10059 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10060 action_type == CA_SET_CE_SCORE ? 0 :
10063 int action_arg_number =
10064 (action_arg <= CA_ARG_MAX ? action_arg :
10065 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10066 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10067 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10068 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10069 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10070 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10071 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10072 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10073 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10074 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10075 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10076 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10077 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10078 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10079 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10080 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10081 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10082 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10083 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10084 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10085 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10088 int action_arg_number_old =
10089 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10090 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10091 action_type == CA_SET_LEVEL_SCORE ? game.score :
10092 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10093 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10096 int action_arg_number_new =
10097 getModifiedActionNumber(action_arg_number_old,
10098 action_mode, action_arg_number,
10099 action_arg_number_min, action_arg_number_max);
10101 int trigger_player_bits =
10102 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10103 change->actual_trigger_player_bits : change->trigger_player);
10105 int action_arg_player_bits =
10106 (action_arg >= CA_ARG_PLAYER_1 &&
10107 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10108 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10109 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10112 // ---------- execute action -----------------------------------------------
10114 switch (action_type)
10121 // ---------- level actions ----------------------------------------------
10123 case CA_RESTART_LEVEL:
10125 game.restart_level = TRUE;
10130 case CA_SHOW_ENVELOPE:
10132 int element = getSpecialActionElement(action_arg_element,
10133 action_arg_number, EL_ENVELOPE_1);
10135 if (IS_ENVELOPE(element))
10136 local_player->show_envelope = element;
10141 case CA_SET_LEVEL_TIME:
10143 if (level.time > 0) // only modify limited time value
10145 TimeLeft = action_arg_number_new;
10147 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10149 DisplayGameControlValues();
10151 if (!TimeLeft && game.time_limit)
10152 for (i = 0; i < MAX_PLAYERS; i++)
10153 KillPlayer(&stored_player[i]);
10159 case CA_SET_LEVEL_SCORE:
10161 game.score = action_arg_number_new;
10163 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10165 DisplayGameControlValues();
10170 case CA_SET_LEVEL_GEMS:
10172 game.gems_still_needed = action_arg_number_new;
10174 game.snapshot.collected_item = TRUE;
10176 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10178 DisplayGameControlValues();
10183 case CA_SET_LEVEL_WIND:
10185 game.wind_direction = action_arg_direction;
10190 case CA_SET_LEVEL_RANDOM_SEED:
10192 // ensure that setting a new random seed while playing is predictable
10193 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10198 // ---------- player actions ---------------------------------------------
10200 case CA_MOVE_PLAYER:
10201 case CA_MOVE_PLAYER_NEW:
10203 // automatically move to the next field in specified direction
10204 for (i = 0; i < MAX_PLAYERS; i++)
10205 if (trigger_player_bits & (1 << i))
10206 if (action_type == CA_MOVE_PLAYER ||
10207 stored_player[i].MovPos == 0)
10208 stored_player[i].programmed_action = action_arg_direction;
10213 case CA_EXIT_PLAYER:
10215 for (i = 0; i < MAX_PLAYERS; i++)
10216 if (action_arg_player_bits & (1 << i))
10217 ExitPlayer(&stored_player[i]);
10219 if (game.players_still_needed == 0)
10225 case CA_KILL_PLAYER:
10227 for (i = 0; i < MAX_PLAYERS; i++)
10228 if (action_arg_player_bits & (1 << i))
10229 KillPlayer(&stored_player[i]);
10234 case CA_SET_PLAYER_KEYS:
10236 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10237 int element = getSpecialActionElement(action_arg_element,
10238 action_arg_number, EL_KEY_1);
10240 if (IS_KEY(element))
10242 for (i = 0; i < MAX_PLAYERS; i++)
10244 if (trigger_player_bits & (1 << i))
10246 stored_player[i].key[KEY_NR(element)] = key_state;
10248 DrawGameDoorValues();
10256 case CA_SET_PLAYER_SPEED:
10258 for (i = 0; i < MAX_PLAYERS; i++)
10260 if (trigger_player_bits & (1 << i))
10262 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10264 if (action_arg == CA_ARG_SPEED_FASTER &&
10265 stored_player[i].cannot_move)
10267 action_arg_number = STEPSIZE_VERY_SLOW;
10269 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10270 action_arg == CA_ARG_SPEED_FASTER)
10272 action_arg_number = 2;
10273 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10276 else if (action_arg == CA_ARG_NUMBER_RESET)
10278 action_arg_number = level.initial_player_stepsize[i];
10282 getModifiedActionNumber(move_stepsize,
10285 action_arg_number_min,
10286 action_arg_number_max);
10288 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10295 case CA_SET_PLAYER_SHIELD:
10297 for (i = 0; i < MAX_PLAYERS; i++)
10299 if (trigger_player_bits & (1 << i))
10301 if (action_arg == CA_ARG_SHIELD_OFF)
10303 stored_player[i].shield_normal_time_left = 0;
10304 stored_player[i].shield_deadly_time_left = 0;
10306 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10308 stored_player[i].shield_normal_time_left = 999999;
10310 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10312 stored_player[i].shield_normal_time_left = 999999;
10313 stored_player[i].shield_deadly_time_left = 999999;
10321 case CA_SET_PLAYER_GRAVITY:
10323 for (i = 0; i < MAX_PLAYERS; i++)
10325 if (trigger_player_bits & (1 << i))
10327 stored_player[i].gravity =
10328 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10329 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10330 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10331 stored_player[i].gravity);
10338 case CA_SET_PLAYER_ARTWORK:
10340 for (i = 0; i < MAX_PLAYERS; i++)
10342 if (trigger_player_bits & (1 << i))
10344 int artwork_element = action_arg_element;
10346 if (action_arg == CA_ARG_ELEMENT_RESET)
10348 (level.use_artwork_element[i] ? level.artwork_element[i] :
10349 stored_player[i].element_nr);
10351 if (stored_player[i].artwork_element != artwork_element)
10352 stored_player[i].Frame = 0;
10354 stored_player[i].artwork_element = artwork_element;
10356 SetPlayerWaiting(&stored_player[i], FALSE);
10358 // set number of special actions for bored and sleeping animation
10359 stored_player[i].num_special_action_bored =
10360 get_num_special_action(artwork_element,
10361 ACTION_BORING_1, ACTION_BORING_LAST);
10362 stored_player[i].num_special_action_sleeping =
10363 get_num_special_action(artwork_element,
10364 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10371 case CA_SET_PLAYER_INVENTORY:
10373 for (i = 0; i < MAX_PLAYERS; i++)
10375 struct PlayerInfo *player = &stored_player[i];
10378 if (trigger_player_bits & (1 << i))
10380 int inventory_element = action_arg_element;
10382 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10383 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10384 action_arg == CA_ARG_ELEMENT_ACTION)
10386 int element = inventory_element;
10387 int collect_count = element_info[element].collect_count_initial;
10389 if (!IS_CUSTOM_ELEMENT(element))
10392 if (collect_count == 0)
10393 player->inventory_infinite_element = element;
10395 for (k = 0; k < collect_count; k++)
10396 if (player->inventory_size < MAX_INVENTORY_SIZE)
10397 player->inventory_element[player->inventory_size++] =
10400 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10401 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10402 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10404 if (player->inventory_infinite_element != EL_UNDEFINED &&
10405 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10406 action_arg_element_raw))
10407 player->inventory_infinite_element = EL_UNDEFINED;
10409 for (k = 0, j = 0; j < player->inventory_size; j++)
10411 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10412 action_arg_element_raw))
10413 player->inventory_element[k++] = player->inventory_element[j];
10416 player->inventory_size = k;
10418 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10420 if (player->inventory_size > 0)
10422 for (j = 0; j < player->inventory_size - 1; j++)
10423 player->inventory_element[j] = player->inventory_element[j + 1];
10425 player->inventory_size--;
10428 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10430 if (player->inventory_size > 0)
10431 player->inventory_size--;
10433 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10435 player->inventory_infinite_element = EL_UNDEFINED;
10436 player->inventory_size = 0;
10438 else if (action_arg == CA_ARG_INVENTORY_RESET)
10440 player->inventory_infinite_element = EL_UNDEFINED;
10441 player->inventory_size = 0;
10443 if (level.use_initial_inventory[i])
10445 for (j = 0; j < level.initial_inventory_size[i]; j++)
10447 int element = level.initial_inventory_content[i][j];
10448 int collect_count = element_info[element].collect_count_initial;
10450 if (!IS_CUSTOM_ELEMENT(element))
10453 if (collect_count == 0)
10454 player->inventory_infinite_element = element;
10456 for (k = 0; k < collect_count; k++)
10457 if (player->inventory_size < MAX_INVENTORY_SIZE)
10458 player->inventory_element[player->inventory_size++] =
10469 // ---------- CE actions -------------------------------------------------
10471 case CA_SET_CE_VALUE:
10473 int last_ce_value = CustomValue[x][y];
10475 CustomValue[x][y] = action_arg_number_new;
10477 if (CustomValue[x][y] != last_ce_value)
10479 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10480 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10482 if (CustomValue[x][y] == 0)
10484 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10485 ChangeCount[x][y] = 0; // allow at least one more change
10487 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10488 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10495 case CA_SET_CE_SCORE:
10497 int last_ce_score = ei->collect_score;
10499 ei->collect_score = action_arg_number_new;
10501 if (ei->collect_score != last_ce_score)
10503 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10504 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10506 if (ei->collect_score == 0)
10510 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10511 ChangeCount[x][y] = 0; // allow at least one more change
10513 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10514 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10517 This is a very special case that seems to be a mixture between
10518 CheckElementChange() and CheckTriggeredElementChange(): while
10519 the first one only affects single elements that are triggered
10520 directly, the second one affects multiple elements in the playfield
10521 that are triggered indirectly by another element. This is a third
10522 case: Changing the CE score always affects multiple identical CEs,
10523 so every affected CE must be checked, not only the single CE for
10524 which the CE score was changed in the first place (as every instance
10525 of that CE shares the same CE score, and therefore also can change)!
10527 SCAN_PLAYFIELD(xx, yy)
10529 if (Tile[xx][yy] == element)
10530 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10531 CE_SCORE_GETS_ZERO);
10539 case CA_SET_CE_ARTWORK:
10541 int artwork_element = action_arg_element;
10542 boolean reset_frame = FALSE;
10545 if (action_arg == CA_ARG_ELEMENT_RESET)
10546 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10549 if (ei->gfx_element != artwork_element)
10550 reset_frame = TRUE;
10552 ei->gfx_element = artwork_element;
10554 SCAN_PLAYFIELD(xx, yy)
10556 if (Tile[xx][yy] == element)
10560 ResetGfxAnimation(xx, yy);
10561 ResetRandomAnimationValue(xx, yy);
10564 TEST_DrawLevelField(xx, yy);
10571 // ---------- engine actions ---------------------------------------------
10573 case CA_SET_ENGINE_SCAN_MODE:
10575 InitPlayfieldScanMode(action_arg);
10585 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10587 int old_element = Tile[x][y];
10588 int new_element = GetElementFromGroupElement(element);
10589 int previous_move_direction = MovDir[x][y];
10590 int last_ce_value = CustomValue[x][y];
10591 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10592 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10593 boolean add_player_onto_element = (new_element_is_player &&
10594 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10595 IS_WALKABLE(old_element));
10597 if (!add_player_onto_element)
10599 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10600 RemoveMovingField(x, y);
10604 Tile[x][y] = new_element;
10606 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10607 MovDir[x][y] = previous_move_direction;
10609 if (element_info[new_element].use_last_ce_value)
10610 CustomValue[x][y] = last_ce_value;
10612 InitField_WithBug1(x, y, FALSE);
10614 new_element = Tile[x][y]; // element may have changed
10616 ResetGfxAnimation(x, y);
10617 ResetRandomAnimationValue(x, y);
10619 TEST_DrawLevelField(x, y);
10621 if (GFX_CRUMBLED(new_element))
10622 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10625 // check if element under the player changes from accessible to unaccessible
10626 // (needed for special case of dropping element which then changes)
10627 // (must be checked after creating new element for walkable group elements)
10628 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10629 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10636 // "ChangeCount" not set yet to allow "entered by player" change one time
10637 if (new_element_is_player)
10638 RelocatePlayer(x, y, new_element);
10641 ChangeCount[x][y]++; // count number of changes in the same frame
10643 TestIfBadThingTouchesPlayer(x, y);
10644 TestIfPlayerTouchesCustomElement(x, y);
10645 TestIfElementTouchesCustomElement(x, y);
10648 static void CreateField(int x, int y, int element)
10650 CreateFieldExt(x, y, element, FALSE);
10653 static void CreateElementFromChange(int x, int y, int element)
10655 element = GET_VALID_RUNTIME_ELEMENT(element);
10657 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10659 int old_element = Tile[x][y];
10661 // prevent changed element from moving in same engine frame
10662 // unless both old and new element can either fall or move
10663 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10664 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10668 CreateFieldExt(x, y, element, TRUE);
10671 static boolean ChangeElement(int x, int y, int element, int page)
10673 struct ElementInfo *ei = &element_info[element];
10674 struct ElementChangeInfo *change = &ei->change_page[page];
10675 int ce_value = CustomValue[x][y];
10676 int ce_score = ei->collect_score;
10677 int target_element;
10678 int old_element = Tile[x][y];
10680 // always use default change event to prevent running into a loop
10681 if (ChangeEvent[x][y] == -1)
10682 ChangeEvent[x][y] = CE_DELAY;
10684 if (ChangeEvent[x][y] == CE_DELAY)
10686 // reset actual trigger element, trigger player and action element
10687 change->actual_trigger_element = EL_EMPTY;
10688 change->actual_trigger_player = EL_EMPTY;
10689 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10690 change->actual_trigger_side = CH_SIDE_NONE;
10691 change->actual_trigger_ce_value = 0;
10692 change->actual_trigger_ce_score = 0;
10695 // do not change elements more than a specified maximum number of changes
10696 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10699 ChangeCount[x][y]++; // count number of changes in the same frame
10701 if (change->explode)
10708 if (change->use_target_content)
10710 boolean complete_replace = TRUE;
10711 boolean can_replace[3][3];
10714 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10717 boolean is_walkable;
10718 boolean is_diggable;
10719 boolean is_collectible;
10720 boolean is_removable;
10721 boolean is_destructible;
10722 int ex = x + xx - 1;
10723 int ey = y + yy - 1;
10724 int content_element = change->target_content.e[xx][yy];
10727 can_replace[xx][yy] = TRUE;
10729 if (ex == x && ey == y) // do not check changing element itself
10732 if (content_element == EL_EMPTY_SPACE)
10734 can_replace[xx][yy] = FALSE; // do not replace border with space
10739 if (!IN_LEV_FIELD(ex, ey))
10741 can_replace[xx][yy] = FALSE;
10742 complete_replace = FALSE;
10749 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10750 e = MovingOrBlocked2Element(ex, ey);
10752 is_empty = (IS_FREE(ex, ey) ||
10753 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10755 is_walkable = (is_empty || IS_WALKABLE(e));
10756 is_diggable = (is_empty || IS_DIGGABLE(e));
10757 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10758 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10759 is_removable = (is_diggable || is_collectible);
10761 can_replace[xx][yy] =
10762 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10763 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10764 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10765 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10766 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10767 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10768 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10770 if (!can_replace[xx][yy])
10771 complete_replace = FALSE;
10774 if (!change->only_if_complete || complete_replace)
10776 boolean something_has_changed = FALSE;
10778 if (change->only_if_complete && change->use_random_replace &&
10779 RND(100) < change->random_percentage)
10782 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10784 int ex = x + xx - 1;
10785 int ey = y + yy - 1;
10786 int content_element;
10788 if (can_replace[xx][yy] && (!change->use_random_replace ||
10789 RND(100) < change->random_percentage))
10791 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10792 RemoveMovingField(ex, ey);
10794 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10796 content_element = change->target_content.e[xx][yy];
10797 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10798 ce_value, ce_score);
10800 CreateElementFromChange(ex, ey, target_element);
10802 something_has_changed = TRUE;
10804 // for symmetry reasons, freeze newly created border elements
10805 if (ex != x || ey != y)
10806 Stop[ex][ey] = TRUE; // no more moving in this frame
10810 if (something_has_changed)
10812 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10813 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10819 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10820 ce_value, ce_score);
10822 if (element == EL_DIAGONAL_GROWING ||
10823 element == EL_DIAGONAL_SHRINKING)
10825 target_element = Store[x][y];
10827 Store[x][y] = EL_EMPTY;
10830 // special case: element changes to player (and may be kept if walkable)
10831 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10832 CreateElementFromChange(x, y, EL_EMPTY);
10834 CreateElementFromChange(x, y, target_element);
10836 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10837 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10840 // this uses direct change before indirect change
10841 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10846 static void HandleElementChange(int x, int y, int page)
10848 int element = MovingOrBlocked2Element(x, y);
10849 struct ElementInfo *ei = &element_info[element];
10850 struct ElementChangeInfo *change = &ei->change_page[page];
10851 boolean handle_action_before_change = FALSE;
10854 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10855 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10857 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10858 x, y, element, element_info[element].token_name);
10859 Debug("game:playing:HandleElementChange", "This should never happen!");
10863 // this can happen with classic bombs on walkable, changing elements
10864 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10869 if (ChangeDelay[x][y] == 0) // initialize element change
10871 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10873 if (change->can_change)
10875 // !!! not clear why graphic animation should be reset at all here !!!
10876 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10877 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10880 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10882 When using an animation frame delay of 1 (this only happens with
10883 "sp_zonk.moving.left/right" in the classic graphics), the default
10884 (non-moving) animation shows wrong animation frames (while the
10885 moving animation, like "sp_zonk.moving.left/right", is correct,
10886 so this graphical bug never shows up with the classic graphics).
10887 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10888 be drawn instead of the correct frames 0,1,2,3. This is caused by
10889 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10890 an element change: First when the change delay ("ChangeDelay[][]")
10891 counter has reached zero after decrementing, then a second time in
10892 the next frame (after "GfxFrame[][]" was already incremented) when
10893 "ChangeDelay[][]" is reset to the initial delay value again.
10895 This causes frame 0 to be drawn twice, while the last frame won't
10896 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10898 As some animations may already be cleverly designed around this bug
10899 (at least the "Snake Bite" snake tail animation does this), it cannot
10900 simply be fixed here without breaking such existing animations.
10901 Unfortunately, it cannot easily be detected if a graphics set was
10902 designed "before" or "after" the bug was fixed. As a workaround,
10903 a new graphics set option "game.graphics_engine_version" was added
10904 to be able to specify the game's major release version for which the
10905 graphics set was designed, which can then be used to decide if the
10906 bugfix should be used (version 4 and above) or not (version 3 or
10907 below, or if no version was specified at all, as with old sets).
10909 (The wrong/fixed animation frames can be tested with the test level set
10910 "test_gfxframe" and level "000", which contains a specially prepared
10911 custom element at level position (x/y) == (11/9) which uses the zonk
10912 animation mentioned above. Using "game.graphics_engine_version: 4"
10913 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10914 This can also be seen from the debug output for this test element.)
10917 // when a custom element is about to change (for example by change delay),
10918 // do not reset graphic animation when the custom element is moving
10919 if (game.graphics_engine_version < 4 &&
10922 ResetGfxAnimation(x, y);
10923 ResetRandomAnimationValue(x, y);
10926 if (change->pre_change_function)
10927 change->pre_change_function(x, y);
10931 ChangeDelay[x][y]--;
10933 if (ChangeDelay[x][y] != 0) // continue element change
10935 if (change->can_change)
10937 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10939 if (IS_ANIMATED(graphic))
10940 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10942 if (change->change_function)
10943 change->change_function(x, y);
10946 else // finish element change
10948 if (ChangePage[x][y] != -1) // remember page from delayed change
10950 page = ChangePage[x][y];
10951 ChangePage[x][y] = -1;
10953 change = &ei->change_page[page];
10956 if (IS_MOVING(x, y)) // never change a running system ;-)
10958 ChangeDelay[x][y] = 1; // try change after next move step
10959 ChangePage[x][y] = page; // remember page to use for change
10964 // special case: set new level random seed before changing element
10965 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10966 handle_action_before_change = TRUE;
10968 if (change->has_action && handle_action_before_change)
10969 ExecuteCustomElementAction(x, y, element, page);
10971 if (change->can_change)
10973 if (ChangeElement(x, y, element, page))
10975 if (change->post_change_function)
10976 change->post_change_function(x, y);
10980 if (change->has_action && !handle_action_before_change)
10981 ExecuteCustomElementAction(x, y, element, page);
10985 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10986 int trigger_element,
10988 int trigger_player,
10992 boolean change_done_any = FALSE;
10993 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10996 if (!(trigger_events[trigger_element][trigger_event]))
10999 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11001 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11003 int element = EL_CUSTOM_START + i;
11004 boolean change_done = FALSE;
11007 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11008 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11011 for (p = 0; p < element_info[element].num_change_pages; p++)
11013 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11015 if (change->can_change_or_has_action &&
11016 change->has_event[trigger_event] &&
11017 change->trigger_side & trigger_side &&
11018 change->trigger_player & trigger_player &&
11019 change->trigger_page & trigger_page_bits &&
11020 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11022 change->actual_trigger_element = trigger_element;
11023 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11024 change->actual_trigger_player_bits = trigger_player;
11025 change->actual_trigger_side = trigger_side;
11026 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11027 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11029 if ((change->can_change && !change_done) || change->has_action)
11033 SCAN_PLAYFIELD(x, y)
11035 if (Tile[x][y] == element)
11037 if (change->can_change && !change_done)
11039 // if element already changed in this frame, not only prevent
11040 // another element change (checked in ChangeElement()), but
11041 // also prevent additional element actions for this element
11043 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11044 !level.use_action_after_change_bug)
11047 ChangeDelay[x][y] = 1;
11048 ChangeEvent[x][y] = trigger_event;
11050 HandleElementChange(x, y, p);
11052 else if (change->has_action)
11054 // if element already changed in this frame, not only prevent
11055 // another element change (checked in ChangeElement()), but
11056 // also prevent additional element actions for this element
11058 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11059 !level.use_action_after_change_bug)
11062 ExecuteCustomElementAction(x, y, element, p);
11063 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11068 if (change->can_change)
11070 change_done = TRUE;
11071 change_done_any = TRUE;
11078 RECURSION_LOOP_DETECTION_END();
11080 return change_done_any;
11083 static boolean CheckElementChangeExt(int x, int y,
11085 int trigger_element,
11087 int trigger_player,
11090 boolean change_done = FALSE;
11093 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11094 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11097 if (Tile[x][y] == EL_BLOCKED)
11099 Blocked2Moving(x, y, &x, &y);
11100 element = Tile[x][y];
11103 // check if element has already changed or is about to change after moving
11104 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11105 Tile[x][y] != element) ||
11107 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11108 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11109 ChangePage[x][y] != -1)))
11112 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11114 for (p = 0; p < element_info[element].num_change_pages; p++)
11116 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11118 /* check trigger element for all events where the element that is checked
11119 for changing interacts with a directly adjacent element -- this is
11120 different to element changes that affect other elements to change on the
11121 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11122 boolean check_trigger_element =
11123 (trigger_event == CE_NEXT_TO_X ||
11124 trigger_event == CE_TOUCHING_X ||
11125 trigger_event == CE_HITTING_X ||
11126 trigger_event == CE_HIT_BY_X ||
11127 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11129 if (change->can_change_or_has_action &&
11130 change->has_event[trigger_event] &&
11131 change->trigger_side & trigger_side &&
11132 change->trigger_player & trigger_player &&
11133 (!check_trigger_element ||
11134 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11136 change->actual_trigger_element = trigger_element;
11137 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11138 change->actual_trigger_player_bits = trigger_player;
11139 change->actual_trigger_side = trigger_side;
11140 change->actual_trigger_ce_value = CustomValue[x][y];
11141 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11143 // special case: trigger element not at (x,y) position for some events
11144 if (check_trigger_element)
11156 { 0, 0 }, { 0, 0 }, { 0, 0 },
11160 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11161 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11163 change->actual_trigger_ce_value = CustomValue[xx][yy];
11164 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11167 if (change->can_change && !change_done)
11169 ChangeDelay[x][y] = 1;
11170 ChangeEvent[x][y] = trigger_event;
11172 HandleElementChange(x, y, p);
11174 change_done = TRUE;
11176 else if (change->has_action)
11178 ExecuteCustomElementAction(x, y, element, p);
11179 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11184 RECURSION_LOOP_DETECTION_END();
11186 return change_done;
11189 static void PlayPlayerSound(struct PlayerInfo *player)
11191 int jx = player->jx, jy = player->jy;
11192 int sound_element = player->artwork_element;
11193 int last_action = player->last_action_waiting;
11194 int action = player->action_waiting;
11196 if (player->is_waiting)
11198 if (action != last_action)
11199 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11201 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11205 if (action != last_action)
11206 StopSound(element_info[sound_element].sound[last_action]);
11208 if (last_action == ACTION_SLEEPING)
11209 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11213 static void PlayAllPlayersSound(void)
11217 for (i = 0; i < MAX_PLAYERS; i++)
11218 if (stored_player[i].active)
11219 PlayPlayerSound(&stored_player[i]);
11222 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11224 boolean last_waiting = player->is_waiting;
11225 int move_dir = player->MovDir;
11227 player->dir_waiting = move_dir;
11228 player->last_action_waiting = player->action_waiting;
11232 if (!last_waiting) // not waiting -> waiting
11234 player->is_waiting = TRUE;
11236 player->frame_counter_bored =
11238 game.player_boring_delay_fixed +
11239 GetSimpleRandom(game.player_boring_delay_random);
11240 player->frame_counter_sleeping =
11242 game.player_sleeping_delay_fixed +
11243 GetSimpleRandom(game.player_sleeping_delay_random);
11245 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11248 if (game.player_sleeping_delay_fixed +
11249 game.player_sleeping_delay_random > 0 &&
11250 player->anim_delay_counter == 0 &&
11251 player->post_delay_counter == 0 &&
11252 FrameCounter >= player->frame_counter_sleeping)
11253 player->is_sleeping = TRUE;
11254 else if (game.player_boring_delay_fixed +
11255 game.player_boring_delay_random > 0 &&
11256 FrameCounter >= player->frame_counter_bored)
11257 player->is_bored = TRUE;
11259 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11260 player->is_bored ? ACTION_BORING :
11263 if (player->is_sleeping && player->use_murphy)
11265 // special case for sleeping Murphy when leaning against non-free tile
11267 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11268 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11269 !IS_MOVING(player->jx - 1, player->jy)))
11270 move_dir = MV_LEFT;
11271 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11272 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11273 !IS_MOVING(player->jx + 1, player->jy)))
11274 move_dir = MV_RIGHT;
11276 player->is_sleeping = FALSE;
11278 player->dir_waiting = move_dir;
11281 if (player->is_sleeping)
11283 if (player->num_special_action_sleeping > 0)
11285 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11287 int last_special_action = player->special_action_sleeping;
11288 int num_special_action = player->num_special_action_sleeping;
11289 int special_action =
11290 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11291 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11292 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11293 last_special_action + 1 : ACTION_SLEEPING);
11294 int special_graphic =
11295 el_act_dir2img(player->artwork_element, special_action, move_dir);
11297 player->anim_delay_counter =
11298 graphic_info[special_graphic].anim_delay_fixed +
11299 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11300 player->post_delay_counter =
11301 graphic_info[special_graphic].post_delay_fixed +
11302 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11304 player->special_action_sleeping = special_action;
11307 if (player->anim_delay_counter > 0)
11309 player->action_waiting = player->special_action_sleeping;
11310 player->anim_delay_counter--;
11312 else if (player->post_delay_counter > 0)
11314 player->post_delay_counter--;
11318 else if (player->is_bored)
11320 if (player->num_special_action_bored > 0)
11322 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11324 int special_action =
11325 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11326 int special_graphic =
11327 el_act_dir2img(player->artwork_element, special_action, move_dir);
11329 player->anim_delay_counter =
11330 graphic_info[special_graphic].anim_delay_fixed +
11331 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11332 player->post_delay_counter =
11333 graphic_info[special_graphic].post_delay_fixed +
11334 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11336 player->special_action_bored = special_action;
11339 if (player->anim_delay_counter > 0)
11341 player->action_waiting = player->special_action_bored;
11342 player->anim_delay_counter--;
11344 else if (player->post_delay_counter > 0)
11346 player->post_delay_counter--;
11351 else if (last_waiting) // waiting -> not waiting
11353 player->is_waiting = FALSE;
11354 player->is_bored = FALSE;
11355 player->is_sleeping = FALSE;
11357 player->frame_counter_bored = -1;
11358 player->frame_counter_sleeping = -1;
11360 player->anim_delay_counter = 0;
11361 player->post_delay_counter = 0;
11363 player->dir_waiting = player->MovDir;
11364 player->action_waiting = ACTION_DEFAULT;
11366 player->special_action_bored = ACTION_DEFAULT;
11367 player->special_action_sleeping = ACTION_DEFAULT;
11371 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11373 if ((!player->is_moving && player->was_moving) ||
11374 (player->MovPos == 0 && player->was_moving) ||
11375 (player->is_snapping && !player->was_snapping) ||
11376 (player->is_dropping && !player->was_dropping))
11378 if (!CheckSaveEngineSnapshotToList())
11381 player->was_moving = FALSE;
11382 player->was_snapping = TRUE;
11383 player->was_dropping = TRUE;
11387 if (player->is_moving)
11388 player->was_moving = TRUE;
11390 if (!player->is_snapping)
11391 player->was_snapping = FALSE;
11393 if (!player->is_dropping)
11394 player->was_dropping = FALSE;
11397 static struct MouseActionInfo mouse_action_last = { 0 };
11398 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11399 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11402 CheckSaveEngineSnapshotToList();
11404 mouse_action_last = mouse_action;
11407 static void CheckSingleStepMode(struct PlayerInfo *player)
11409 if (tape.single_step && tape.recording && !tape.pausing)
11411 // as it is called "single step mode", just return to pause mode when the
11412 // player stopped moving after one tile (or never starts moving at all)
11413 // (reverse logic needed here in case single step mode used in team mode)
11414 if (player->is_moving ||
11415 player->is_pushing ||
11416 player->is_dropping_pressed ||
11417 player->effective_mouse_action.button)
11418 game.enter_single_step_mode = FALSE;
11421 CheckSaveEngineSnapshot(player);
11424 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11426 int left = player_action & JOY_LEFT;
11427 int right = player_action & JOY_RIGHT;
11428 int up = player_action & JOY_UP;
11429 int down = player_action & JOY_DOWN;
11430 int button1 = player_action & JOY_BUTTON_1;
11431 int button2 = player_action & JOY_BUTTON_2;
11432 int dx = (left ? -1 : right ? 1 : 0);
11433 int dy = (up ? -1 : down ? 1 : 0);
11435 if (!player->active || tape.pausing)
11441 SnapField(player, dx, dy);
11445 DropElement(player);
11447 MovePlayer(player, dx, dy);
11450 CheckSingleStepMode(player);
11452 SetPlayerWaiting(player, FALSE);
11454 return player_action;
11458 // no actions for this player (no input at player's configured device)
11460 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11461 SnapField(player, 0, 0);
11462 CheckGravityMovementWhenNotMoving(player);
11464 if (player->MovPos == 0)
11465 SetPlayerWaiting(player, TRUE);
11467 if (player->MovPos == 0) // needed for tape.playing
11468 player->is_moving = FALSE;
11470 player->is_dropping = FALSE;
11471 player->is_dropping_pressed = FALSE;
11472 player->drop_pressed_delay = 0;
11474 CheckSingleStepMode(player);
11480 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11483 if (!tape.use_mouse_actions)
11486 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11487 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11488 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11491 static void SetTapeActionFromMouseAction(byte *tape_action,
11492 struct MouseActionInfo *mouse_action)
11494 if (!tape.use_mouse_actions)
11497 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11498 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11499 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11502 static void CheckLevelSolved(void)
11504 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11506 if (game_em.level_solved &&
11507 !game_em.game_over) // game won
11511 game_em.game_over = TRUE;
11513 game.all_players_gone = TRUE;
11516 if (game_em.game_over) // game lost
11517 game.all_players_gone = TRUE;
11519 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11521 if (game_sp.level_solved &&
11522 !game_sp.game_over) // game won
11526 game_sp.game_over = TRUE;
11528 game.all_players_gone = TRUE;
11531 if (game_sp.game_over) // game lost
11532 game.all_players_gone = TRUE;
11534 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11536 if (game_mm.level_solved &&
11537 !game_mm.game_over) // game won
11541 game_mm.game_over = TRUE;
11543 game.all_players_gone = TRUE;
11546 if (game_mm.game_over) // game lost
11547 game.all_players_gone = TRUE;
11551 static void CheckLevelTime_StepCounter(void)
11561 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11562 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11564 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11566 DisplayGameControlValues();
11568 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11569 for (i = 0; i < MAX_PLAYERS; i++)
11570 KillPlayer(&stored_player[i]);
11572 else if (game.no_level_time_limit && !game.all_players_gone)
11574 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11576 DisplayGameControlValues();
11580 static void CheckLevelTime(void)
11584 if (TimeFrames >= FRAMES_PER_SECOND)
11589 for (i = 0; i < MAX_PLAYERS; i++)
11591 struct PlayerInfo *player = &stored_player[i];
11593 if (SHIELD_ON(player))
11595 player->shield_normal_time_left--;
11597 if (player->shield_deadly_time_left > 0)
11598 player->shield_deadly_time_left--;
11602 if (!game.LevelSolved && !level.use_step_counter)
11610 if (TimeLeft <= 10 && game.time_limit)
11611 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11613 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11614 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11616 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11618 if (!TimeLeft && game.time_limit)
11620 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11621 game_em.lev->killed_out_of_time = TRUE;
11623 for (i = 0; i < MAX_PLAYERS; i++)
11624 KillPlayer(&stored_player[i]);
11627 else if (game.no_level_time_limit && !game.all_players_gone)
11629 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11632 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11635 if (tape.recording || tape.playing)
11636 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11639 if (tape.recording || tape.playing)
11640 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11642 UpdateAndDisplayGameControlValues();
11645 void AdvanceFrameAndPlayerCounters(int player_nr)
11649 // advance frame counters (global frame counter and time frame counter)
11653 // advance player counters (counters for move delay, move animation etc.)
11654 for (i = 0; i < MAX_PLAYERS; i++)
11656 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11657 int move_delay_value = stored_player[i].move_delay_value;
11658 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11660 if (!advance_player_counters) // not all players may be affected
11663 if (move_frames == 0) // less than one move per game frame
11665 int stepsize = TILEX / move_delay_value;
11666 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11667 int count = (stored_player[i].is_moving ?
11668 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11670 if (count % delay == 0)
11674 stored_player[i].Frame += move_frames;
11676 if (stored_player[i].MovPos != 0)
11677 stored_player[i].StepFrame += move_frames;
11679 if (stored_player[i].move_delay > 0)
11680 stored_player[i].move_delay--;
11682 // due to bugs in previous versions, counter must count up, not down
11683 if (stored_player[i].push_delay != -1)
11684 stored_player[i].push_delay++;
11686 if (stored_player[i].drop_delay > 0)
11687 stored_player[i].drop_delay--;
11689 if (stored_player[i].is_dropping_pressed)
11690 stored_player[i].drop_pressed_delay++;
11694 void AdvanceFrameCounter(void)
11699 void AdvanceGfxFrame(void)
11703 SCAN_PLAYFIELD(x, y)
11709 void StartGameActions(boolean init_network_game, boolean record_tape,
11712 unsigned int new_random_seed = InitRND(random_seed);
11715 TapeStartRecording(new_random_seed);
11717 if (setup.auto_pause_on_start && !tape.pausing)
11718 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11720 if (init_network_game)
11722 SendToServer_LevelFile();
11723 SendToServer_StartPlaying();
11731 static void GameActionsExt(void)
11734 static unsigned int game_frame_delay = 0;
11736 unsigned int game_frame_delay_value;
11737 byte *recorded_player_action;
11738 byte summarized_player_action = 0;
11739 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11742 // detect endless loops, caused by custom element programming
11743 if (recursion_loop_detected && recursion_loop_depth == 0)
11745 char *message = getStringCat3("Internal Error! Element ",
11746 EL_NAME(recursion_loop_element),
11747 " caused endless loop! Quit the game?");
11749 Warn("element '%s' caused endless loop in game engine",
11750 EL_NAME(recursion_loop_element));
11752 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11754 recursion_loop_detected = FALSE; // if game should be continued
11761 if (game.restart_level)
11762 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11764 CheckLevelSolved();
11766 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11769 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11772 if (game_status != GAME_MODE_PLAYING) // status might have changed
11775 game_frame_delay_value =
11776 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11778 if (tape.playing && tape.warp_forward && !tape.pausing)
11779 game_frame_delay_value = 0;
11781 SetVideoFrameDelay(game_frame_delay_value);
11783 // (de)activate virtual buttons depending on current game status
11784 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11786 if (game.all_players_gone) // if no players there to be controlled anymore
11787 SetOverlayActive(FALSE);
11788 else if (!tape.playing) // if game continues after tape stopped playing
11789 SetOverlayActive(TRUE);
11794 // ---------- main game synchronization point ----------
11796 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11798 Debug("game:playing:skip", "skip == %d", skip);
11801 // ---------- main game synchronization point ----------
11803 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11807 if (network_playing && !network_player_action_received)
11809 // try to get network player actions in time
11811 // last chance to get network player actions without main loop delay
11812 HandleNetworking();
11814 // game was quit by network peer
11815 if (game_status != GAME_MODE_PLAYING)
11818 // check if network player actions still missing and game still running
11819 if (!network_player_action_received && !checkGameEnded())
11820 return; // failed to get network player actions in time
11822 // do not yet reset "network_player_action_received" (for tape.pausing)
11828 // at this point we know that we really continue executing the game
11830 network_player_action_received = FALSE;
11832 // when playing tape, read previously recorded player input from tape data
11833 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11835 local_player->effective_mouse_action = local_player->mouse_action;
11837 if (recorded_player_action != NULL)
11838 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11839 recorded_player_action);
11841 // TapePlayAction() may return NULL when toggling to "pause before death"
11845 if (tape.set_centered_player)
11847 game.centered_player_nr_next = tape.centered_player_nr_next;
11848 game.set_centered_player = TRUE;
11851 for (i = 0; i < MAX_PLAYERS; i++)
11853 summarized_player_action |= stored_player[i].action;
11855 if (!network_playing && (game.team_mode || tape.playing))
11856 stored_player[i].effective_action = stored_player[i].action;
11859 if (network_playing && !checkGameEnded())
11860 SendToServer_MovePlayer(summarized_player_action);
11862 // summarize all actions at local players mapped input device position
11863 // (this allows using different input devices in single player mode)
11864 if (!network.enabled && !game.team_mode)
11865 stored_player[map_player_action[local_player->index_nr]].effective_action =
11866 summarized_player_action;
11868 // summarize all actions at centered player in local team mode
11869 if (tape.recording &&
11870 setup.team_mode && !network.enabled &&
11871 setup.input_on_focus &&
11872 game.centered_player_nr != -1)
11874 for (i = 0; i < MAX_PLAYERS; i++)
11875 stored_player[map_player_action[i]].effective_action =
11876 (i == game.centered_player_nr ? summarized_player_action : 0);
11879 if (recorded_player_action != NULL)
11880 for (i = 0; i < MAX_PLAYERS; i++)
11881 stored_player[i].effective_action = recorded_player_action[i];
11883 for (i = 0; i < MAX_PLAYERS; i++)
11885 tape_action[i] = stored_player[i].effective_action;
11887 /* (this may happen in the RND game engine if a player was not present on
11888 the playfield on level start, but appeared later from a custom element */
11889 if (setup.team_mode &&
11892 !tape.player_participates[i])
11893 tape.player_participates[i] = TRUE;
11896 SetTapeActionFromMouseAction(tape_action,
11897 &local_player->effective_mouse_action);
11899 // only record actions from input devices, but not programmed actions
11900 if (tape.recording)
11901 TapeRecordAction(tape_action);
11903 // remember if game was played (especially after tape stopped playing)
11904 if (!tape.playing && summarized_player_action && !checkGameFailed())
11905 game.GamePlayed = TRUE;
11907 #if USE_NEW_PLAYER_ASSIGNMENTS
11908 // !!! also map player actions in single player mode !!!
11909 // if (game.team_mode)
11912 byte mapped_action[MAX_PLAYERS];
11914 #if DEBUG_PLAYER_ACTIONS
11915 for (i = 0; i < MAX_PLAYERS; i++)
11916 DebugContinued("", "%d, ", stored_player[i].effective_action);
11919 for (i = 0; i < MAX_PLAYERS; i++)
11920 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11922 for (i = 0; i < MAX_PLAYERS; i++)
11923 stored_player[i].effective_action = mapped_action[i];
11925 #if DEBUG_PLAYER_ACTIONS
11926 DebugContinued("", "=> ");
11927 for (i = 0; i < MAX_PLAYERS; i++)
11928 DebugContinued("", "%d, ", stored_player[i].effective_action);
11929 DebugContinued("game:playing:player", "\n");
11932 #if DEBUG_PLAYER_ACTIONS
11935 for (i = 0; i < MAX_PLAYERS; i++)
11936 DebugContinued("", "%d, ", stored_player[i].effective_action);
11937 DebugContinued("game:playing:player", "\n");
11942 for (i = 0; i < MAX_PLAYERS; i++)
11944 // allow engine snapshot in case of changed movement attempt
11945 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11946 (stored_player[i].effective_action & KEY_MOTION))
11947 game.snapshot.changed_action = TRUE;
11949 // allow engine snapshot in case of snapping/dropping attempt
11950 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11951 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11952 game.snapshot.changed_action = TRUE;
11954 game.snapshot.last_action[i] = stored_player[i].effective_action;
11957 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11959 GameActions_EM_Main();
11961 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11963 GameActions_SP_Main();
11965 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11967 GameActions_MM_Main();
11971 GameActions_RND_Main();
11974 BlitScreenToBitmap(backbuffer);
11976 CheckLevelSolved();
11979 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11981 if (global.show_frames_per_second)
11983 static unsigned int fps_counter = 0;
11984 static int fps_frames = 0;
11985 unsigned int fps_delay_ms = Counter() - fps_counter;
11989 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11991 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11994 fps_counter = Counter();
11996 // always draw FPS to screen after FPS value was updated
11997 redraw_mask |= REDRAW_FPS;
12000 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12001 if (GetDrawDeactivationMask() == REDRAW_NONE)
12002 redraw_mask |= REDRAW_FPS;
12006 static void GameActions_CheckSaveEngineSnapshot(void)
12008 if (!game.snapshot.save_snapshot)
12011 // clear flag for saving snapshot _before_ saving snapshot
12012 game.snapshot.save_snapshot = FALSE;
12014 SaveEngineSnapshotToList();
12017 void GameActions(void)
12021 GameActions_CheckSaveEngineSnapshot();
12024 void GameActions_EM_Main(void)
12026 byte effective_action[MAX_PLAYERS];
12029 for (i = 0; i < MAX_PLAYERS; i++)
12030 effective_action[i] = stored_player[i].effective_action;
12032 GameActions_EM(effective_action);
12035 void GameActions_SP_Main(void)
12037 byte effective_action[MAX_PLAYERS];
12040 for (i = 0; i < MAX_PLAYERS; i++)
12041 effective_action[i] = stored_player[i].effective_action;
12043 GameActions_SP(effective_action);
12045 for (i = 0; i < MAX_PLAYERS; i++)
12047 if (stored_player[i].force_dropping)
12048 stored_player[i].action |= KEY_BUTTON_DROP;
12050 stored_player[i].force_dropping = FALSE;
12054 void GameActions_MM_Main(void)
12058 GameActions_MM(local_player->effective_mouse_action);
12061 void GameActions_RND_Main(void)
12066 void GameActions_RND(void)
12068 static struct MouseActionInfo mouse_action_last = { 0 };
12069 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12070 int magic_wall_x = 0, magic_wall_y = 0;
12071 int i, x, y, element, graphic, last_gfx_frame;
12073 InitPlayfieldScanModeVars();
12075 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12077 SCAN_PLAYFIELD(x, y)
12079 ChangeCount[x][y] = 0;
12080 ChangeEvent[x][y] = -1;
12084 if (game.set_centered_player)
12086 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12088 // switching to "all players" only possible if all players fit to screen
12089 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12091 game.centered_player_nr_next = game.centered_player_nr;
12092 game.set_centered_player = FALSE;
12095 // do not switch focus to non-existing (or non-active) player
12096 if (game.centered_player_nr_next >= 0 &&
12097 !stored_player[game.centered_player_nr_next].active)
12099 game.centered_player_nr_next = game.centered_player_nr;
12100 game.set_centered_player = FALSE;
12104 if (game.set_centered_player &&
12105 ScreenMovPos == 0) // screen currently aligned at tile position
12109 if (game.centered_player_nr_next == -1)
12111 setScreenCenteredToAllPlayers(&sx, &sy);
12115 sx = stored_player[game.centered_player_nr_next].jx;
12116 sy = stored_player[game.centered_player_nr_next].jy;
12119 game.centered_player_nr = game.centered_player_nr_next;
12120 game.set_centered_player = FALSE;
12122 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12123 DrawGameDoorValues();
12126 // check single step mode (set flag and clear again if any player is active)
12127 game.enter_single_step_mode =
12128 (tape.single_step && tape.recording && !tape.pausing);
12130 for (i = 0; i < MAX_PLAYERS; i++)
12132 int actual_player_action = stored_player[i].effective_action;
12135 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12136 - rnd_equinox_tetrachloride 048
12137 - rnd_equinox_tetrachloride_ii 096
12138 - rnd_emanuel_schmieg 002
12139 - doctor_sloan_ww 001, 020
12141 if (stored_player[i].MovPos == 0)
12142 CheckGravityMovement(&stored_player[i]);
12145 // overwrite programmed action with tape action
12146 if (stored_player[i].programmed_action)
12147 actual_player_action = stored_player[i].programmed_action;
12149 PlayerActions(&stored_player[i], actual_player_action);
12151 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12154 // single step pause mode may already have been toggled by "ScrollPlayer()"
12155 if (game.enter_single_step_mode && !tape.pausing)
12156 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12158 ScrollScreen(NULL, SCROLL_GO_ON);
12160 /* for backwards compatibility, the following code emulates a fixed bug that
12161 occured when pushing elements (causing elements that just made their last
12162 pushing step to already (if possible) make their first falling step in the
12163 same game frame, which is bad); this code is also needed to use the famous
12164 "spring push bug" which is used in older levels and might be wanted to be
12165 used also in newer levels, but in this case the buggy pushing code is only
12166 affecting the "spring" element and no other elements */
12168 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12170 for (i = 0; i < MAX_PLAYERS; i++)
12172 struct PlayerInfo *player = &stored_player[i];
12173 int x = player->jx;
12174 int y = player->jy;
12176 if (player->active && player->is_pushing && player->is_moving &&
12178 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12179 Tile[x][y] == EL_SPRING))
12181 ContinueMoving(x, y);
12183 // continue moving after pushing (this is actually a bug)
12184 if (!IS_MOVING(x, y))
12185 Stop[x][y] = FALSE;
12190 SCAN_PLAYFIELD(x, y)
12192 Last[x][y] = Tile[x][y];
12194 ChangeCount[x][y] = 0;
12195 ChangeEvent[x][y] = -1;
12197 // this must be handled before main playfield loop
12198 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12201 if (MovDelay[x][y] <= 0)
12205 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12208 if (MovDelay[x][y] <= 0)
12210 int element = Store[x][y];
12211 int move_direction = MovDir[x][y];
12212 int player_index_bit = Store2[x][y];
12218 TEST_DrawLevelField(x, y);
12220 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12222 if (IS_ENVELOPE(element))
12223 local_player->show_envelope = element;
12228 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12230 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12232 Debug("game:playing:GameActions_RND", "This should never happen!");
12234 ChangePage[x][y] = -1;
12238 Stop[x][y] = FALSE;
12239 if (WasJustMoving[x][y] > 0)
12240 WasJustMoving[x][y]--;
12241 if (WasJustFalling[x][y] > 0)
12242 WasJustFalling[x][y]--;
12243 if (CheckCollision[x][y] > 0)
12244 CheckCollision[x][y]--;
12245 if (CheckImpact[x][y] > 0)
12246 CheckImpact[x][y]--;
12250 /* reset finished pushing action (not done in ContinueMoving() to allow
12251 continuous pushing animation for elements with zero push delay) */
12252 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12254 ResetGfxAnimation(x, y);
12255 TEST_DrawLevelField(x, y);
12259 if (IS_BLOCKED(x, y))
12263 Blocked2Moving(x, y, &oldx, &oldy);
12264 if (!IS_MOVING(oldx, oldy))
12266 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12267 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12268 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12269 Debug("game:playing:GameActions_RND", "This should never happen!");
12275 if (mouse_action.button)
12277 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12278 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12280 x = mouse_action.lx;
12281 y = mouse_action.ly;
12282 element = Tile[x][y];
12286 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12287 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12291 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12292 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12295 if (level.use_step_counter)
12297 boolean counted_click = FALSE;
12299 // element clicked that can change when clicked/pressed
12300 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12301 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12302 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12303 counted_click = TRUE;
12305 // element clicked that can trigger change when clicked/pressed
12306 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12307 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12308 counted_click = TRUE;
12310 if (new_button && counted_click)
12311 CheckLevelTime_StepCounter();
12315 SCAN_PLAYFIELD(x, y)
12317 element = Tile[x][y];
12318 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12319 last_gfx_frame = GfxFrame[x][y];
12321 if (element == EL_EMPTY)
12322 graphic = el2img(GfxElementEmpty[x][y]);
12324 ResetGfxFrame(x, y);
12326 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12327 DrawLevelGraphicAnimation(x, y, graphic);
12329 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12330 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12331 ResetRandomAnimationValue(x, y);
12333 SetRandomAnimationValue(x, y);
12335 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12337 if (IS_INACTIVE(element))
12339 if (IS_ANIMATED(graphic))
12340 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12345 // this may take place after moving, so 'element' may have changed
12346 if (IS_CHANGING(x, y) &&
12347 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12349 int page = element_info[element].event_page_nr[CE_DELAY];
12351 HandleElementChange(x, y, page);
12353 element = Tile[x][y];
12354 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12357 CheckNextToConditions(x, y);
12359 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12363 element = Tile[x][y];
12364 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12366 if (IS_ANIMATED(graphic) &&
12367 !IS_MOVING(x, y) &&
12369 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12371 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12372 TEST_DrawTwinkleOnField(x, y);
12374 else if (element == EL_ACID)
12377 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12379 else if ((element == EL_EXIT_OPEN ||
12380 element == EL_EM_EXIT_OPEN ||
12381 element == EL_SP_EXIT_OPEN ||
12382 element == EL_STEEL_EXIT_OPEN ||
12383 element == EL_EM_STEEL_EXIT_OPEN ||
12384 element == EL_SP_TERMINAL ||
12385 element == EL_SP_TERMINAL_ACTIVE ||
12386 element == EL_EXTRA_TIME ||
12387 element == EL_SHIELD_NORMAL ||
12388 element == EL_SHIELD_DEADLY) &&
12389 IS_ANIMATED(graphic))
12390 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12391 else if (IS_MOVING(x, y))
12392 ContinueMoving(x, y);
12393 else if (IS_ACTIVE_BOMB(element))
12394 CheckDynamite(x, y);
12395 else if (element == EL_AMOEBA_GROWING)
12396 AmoebaGrowing(x, y);
12397 else if (element == EL_AMOEBA_SHRINKING)
12398 AmoebaShrinking(x, y);
12400 #if !USE_NEW_AMOEBA_CODE
12401 else if (IS_AMOEBALIVE(element))
12402 AmoebaReproduce(x, y);
12405 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12407 else if (element == EL_EXIT_CLOSED)
12409 else if (element == EL_EM_EXIT_CLOSED)
12411 else if (element == EL_STEEL_EXIT_CLOSED)
12412 CheckExitSteel(x, y);
12413 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12414 CheckExitSteelEM(x, y);
12415 else if (element == EL_SP_EXIT_CLOSED)
12417 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12418 element == EL_EXPANDABLE_STEELWALL_GROWING)
12420 else if (element == EL_EXPANDABLE_WALL ||
12421 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12422 element == EL_EXPANDABLE_WALL_VERTICAL ||
12423 element == EL_EXPANDABLE_WALL_ANY ||
12424 element == EL_BD_EXPANDABLE_WALL ||
12425 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12426 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12427 element == EL_EXPANDABLE_STEELWALL_ANY)
12428 CheckWallGrowing(x, y);
12429 else if (element == EL_FLAMES)
12430 CheckForDragon(x, y);
12431 else if (element == EL_EXPLOSION)
12432 ; // drawing of correct explosion animation is handled separately
12433 else if (element == EL_ELEMENT_SNAPPING ||
12434 element == EL_DIAGONAL_SHRINKING ||
12435 element == EL_DIAGONAL_GROWING)
12437 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12439 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12441 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12442 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12444 if (IS_BELT_ACTIVE(element))
12445 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12447 if (game.magic_wall_active)
12449 int jx = local_player->jx, jy = local_player->jy;
12451 // play the element sound at the position nearest to the player
12452 if ((element == EL_MAGIC_WALL_FULL ||
12453 element == EL_MAGIC_WALL_ACTIVE ||
12454 element == EL_MAGIC_WALL_EMPTYING ||
12455 element == EL_BD_MAGIC_WALL_FULL ||
12456 element == EL_BD_MAGIC_WALL_ACTIVE ||
12457 element == EL_BD_MAGIC_WALL_EMPTYING ||
12458 element == EL_DC_MAGIC_WALL_FULL ||
12459 element == EL_DC_MAGIC_WALL_ACTIVE ||
12460 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12461 ABS(x - jx) + ABS(y - jy) <
12462 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12470 #if USE_NEW_AMOEBA_CODE
12471 // new experimental amoeba growth stuff
12472 if (!(FrameCounter % 8))
12474 static unsigned int random = 1684108901;
12476 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12478 x = RND(lev_fieldx);
12479 y = RND(lev_fieldy);
12480 element = Tile[x][y];
12482 if (!IS_PLAYER(x, y) &&
12483 (element == EL_EMPTY ||
12484 CAN_GROW_INTO(element) ||
12485 element == EL_QUICKSAND_EMPTY ||
12486 element == EL_QUICKSAND_FAST_EMPTY ||
12487 element == EL_ACID_SPLASH_LEFT ||
12488 element == EL_ACID_SPLASH_RIGHT))
12490 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12491 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12492 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12493 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12494 Tile[x][y] = EL_AMOEBA_DROP;
12497 random = random * 129 + 1;
12502 game.explosions_delayed = FALSE;
12504 SCAN_PLAYFIELD(x, y)
12506 element = Tile[x][y];
12508 if (ExplodeField[x][y])
12509 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12510 else if (element == EL_EXPLOSION)
12511 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12513 ExplodeField[x][y] = EX_TYPE_NONE;
12516 game.explosions_delayed = TRUE;
12518 if (game.magic_wall_active)
12520 if (!(game.magic_wall_time_left % 4))
12522 int element = Tile[magic_wall_x][magic_wall_y];
12524 if (element == EL_BD_MAGIC_WALL_FULL ||
12525 element == EL_BD_MAGIC_WALL_ACTIVE ||
12526 element == EL_BD_MAGIC_WALL_EMPTYING)
12527 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12528 else if (element == EL_DC_MAGIC_WALL_FULL ||
12529 element == EL_DC_MAGIC_WALL_ACTIVE ||
12530 element == EL_DC_MAGIC_WALL_EMPTYING)
12531 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12533 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12536 if (game.magic_wall_time_left > 0)
12538 game.magic_wall_time_left--;
12540 if (!game.magic_wall_time_left)
12542 SCAN_PLAYFIELD(x, y)
12544 element = Tile[x][y];
12546 if (element == EL_MAGIC_WALL_ACTIVE ||
12547 element == EL_MAGIC_WALL_FULL)
12549 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12550 TEST_DrawLevelField(x, y);
12552 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12553 element == EL_BD_MAGIC_WALL_FULL)
12555 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12556 TEST_DrawLevelField(x, y);
12558 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12559 element == EL_DC_MAGIC_WALL_FULL)
12561 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12562 TEST_DrawLevelField(x, y);
12566 game.magic_wall_active = FALSE;
12571 if (game.light_time_left > 0)
12573 game.light_time_left--;
12575 if (game.light_time_left == 0)
12576 RedrawAllLightSwitchesAndInvisibleElements();
12579 if (game.timegate_time_left > 0)
12581 game.timegate_time_left--;
12583 if (game.timegate_time_left == 0)
12584 CloseAllOpenTimegates();
12587 if (game.lenses_time_left > 0)
12589 game.lenses_time_left--;
12591 if (game.lenses_time_left == 0)
12592 RedrawAllInvisibleElementsForLenses();
12595 if (game.magnify_time_left > 0)
12597 game.magnify_time_left--;
12599 if (game.magnify_time_left == 0)
12600 RedrawAllInvisibleElementsForMagnifier();
12603 for (i = 0; i < MAX_PLAYERS; i++)
12605 struct PlayerInfo *player = &stored_player[i];
12607 if (SHIELD_ON(player))
12609 if (player->shield_deadly_time_left)
12610 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12611 else if (player->shield_normal_time_left)
12612 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12616 #if USE_DELAYED_GFX_REDRAW
12617 SCAN_PLAYFIELD(x, y)
12619 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12621 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12622 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12624 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12625 DrawLevelField(x, y);
12627 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12628 DrawLevelFieldCrumbled(x, y);
12630 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12631 DrawLevelFieldCrumbledNeighbours(x, y);
12633 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12634 DrawTwinkleOnField(x, y);
12637 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12642 PlayAllPlayersSound();
12644 for (i = 0; i < MAX_PLAYERS; i++)
12646 struct PlayerInfo *player = &stored_player[i];
12648 if (player->show_envelope != 0 && (!player->active ||
12649 player->MovPos == 0))
12651 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12653 player->show_envelope = 0;
12657 // use random number generator in every frame to make it less predictable
12658 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12661 mouse_action_last = mouse_action;
12664 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12666 int min_x = x, min_y = y, max_x = x, max_y = y;
12667 int scr_fieldx = getScreenFieldSizeX();
12668 int scr_fieldy = getScreenFieldSizeY();
12671 for (i = 0; i < MAX_PLAYERS; i++)
12673 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12675 if (!stored_player[i].active || &stored_player[i] == player)
12678 min_x = MIN(min_x, jx);
12679 min_y = MIN(min_y, jy);
12680 max_x = MAX(max_x, jx);
12681 max_y = MAX(max_y, jy);
12684 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12687 static boolean AllPlayersInVisibleScreen(void)
12691 for (i = 0; i < MAX_PLAYERS; i++)
12693 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12695 if (!stored_player[i].active)
12698 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12705 void ScrollLevel(int dx, int dy)
12707 int scroll_offset = 2 * TILEX_VAR;
12710 BlitBitmap(drawto_field, drawto_field,
12711 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12712 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12713 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12714 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12715 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12716 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12720 x = (dx == 1 ? BX1 : BX2);
12721 for (y = BY1; y <= BY2; y++)
12722 DrawScreenField(x, y);
12727 y = (dy == 1 ? BY1 : BY2);
12728 for (x = BX1; x <= BX2; x++)
12729 DrawScreenField(x, y);
12732 redraw_mask |= REDRAW_FIELD;
12735 static boolean canFallDown(struct PlayerInfo *player)
12737 int jx = player->jx, jy = player->jy;
12739 return (IN_LEV_FIELD(jx, jy + 1) &&
12740 (IS_FREE(jx, jy + 1) ||
12741 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12742 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12743 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12746 static boolean canPassField(int x, int y, int move_dir)
12748 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12749 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12750 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12751 int nextx = x + dx;
12752 int nexty = y + dy;
12753 int element = Tile[x][y];
12755 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12756 !CAN_MOVE(element) &&
12757 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12758 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12759 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12762 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12764 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12765 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12766 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12770 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12771 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12772 (IS_DIGGABLE(Tile[newx][newy]) ||
12773 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12774 canPassField(newx, newy, move_dir)));
12777 static void CheckGravityMovement(struct PlayerInfo *player)
12779 if (player->gravity && !player->programmed_action)
12781 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12782 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12783 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12784 int jx = player->jx, jy = player->jy;
12785 boolean player_is_moving_to_valid_field =
12786 (!player_is_snapping &&
12787 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12788 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12789 boolean player_can_fall_down = canFallDown(player);
12791 if (player_can_fall_down &&
12792 !player_is_moving_to_valid_field)
12793 player->programmed_action = MV_DOWN;
12797 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12799 return CheckGravityMovement(player);
12801 if (player->gravity && !player->programmed_action)
12803 int jx = player->jx, jy = player->jy;
12804 boolean field_under_player_is_free =
12805 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12806 boolean player_is_standing_on_valid_field =
12807 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12808 (IS_WALKABLE(Tile[jx][jy]) &&
12809 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12811 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12812 player->programmed_action = MV_DOWN;
12817 MovePlayerOneStep()
12818 -----------------------------------------------------------------------------
12819 dx, dy: direction (non-diagonal) to try to move the player to
12820 real_dx, real_dy: direction as read from input device (can be diagonal)
12823 boolean MovePlayerOneStep(struct PlayerInfo *player,
12824 int dx, int dy, int real_dx, int real_dy)
12826 int jx = player->jx, jy = player->jy;
12827 int new_jx = jx + dx, new_jy = jy + dy;
12829 boolean player_can_move = !player->cannot_move;
12831 if (!player->active || (!dx && !dy))
12832 return MP_NO_ACTION;
12834 player->MovDir = (dx < 0 ? MV_LEFT :
12835 dx > 0 ? MV_RIGHT :
12837 dy > 0 ? MV_DOWN : MV_NONE);
12839 if (!IN_LEV_FIELD(new_jx, new_jy))
12840 return MP_NO_ACTION;
12842 if (!player_can_move)
12844 if (player->MovPos == 0)
12846 player->is_moving = FALSE;
12847 player->is_digging = FALSE;
12848 player->is_collecting = FALSE;
12849 player->is_snapping = FALSE;
12850 player->is_pushing = FALSE;
12854 if (!network.enabled && game.centered_player_nr == -1 &&
12855 !AllPlayersInSight(player, new_jx, new_jy))
12856 return MP_NO_ACTION;
12858 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12859 if (can_move != MP_MOVING)
12862 // check if DigField() has caused relocation of the player
12863 if (player->jx != jx || player->jy != jy)
12864 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12866 StorePlayer[jx][jy] = 0;
12867 player->last_jx = jx;
12868 player->last_jy = jy;
12869 player->jx = new_jx;
12870 player->jy = new_jy;
12871 StorePlayer[new_jx][new_jy] = player->element_nr;
12873 if (player->move_delay_value_next != -1)
12875 player->move_delay_value = player->move_delay_value_next;
12876 player->move_delay_value_next = -1;
12880 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12882 player->step_counter++;
12884 PlayerVisit[jx][jy] = FrameCounter;
12886 player->is_moving = TRUE;
12889 // should better be called in MovePlayer(), but this breaks some tapes
12890 ScrollPlayer(player, SCROLL_INIT);
12896 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12898 int jx = player->jx, jy = player->jy;
12899 int old_jx = jx, old_jy = jy;
12900 int moved = MP_NO_ACTION;
12902 if (!player->active)
12907 if (player->MovPos == 0)
12909 player->is_moving = FALSE;
12910 player->is_digging = FALSE;
12911 player->is_collecting = FALSE;
12912 player->is_snapping = FALSE;
12913 player->is_pushing = FALSE;
12919 if (player->move_delay > 0)
12922 player->move_delay = -1; // set to "uninitialized" value
12924 // store if player is automatically moved to next field
12925 player->is_auto_moving = (player->programmed_action != MV_NONE);
12927 // remove the last programmed player action
12928 player->programmed_action = 0;
12930 if (player->MovPos)
12932 // should only happen if pre-1.2 tape recordings are played
12933 // this is only for backward compatibility
12935 int original_move_delay_value = player->move_delay_value;
12938 Debug("game:playing:MovePlayer",
12939 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12943 // scroll remaining steps with finest movement resolution
12944 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12946 while (player->MovPos)
12948 ScrollPlayer(player, SCROLL_GO_ON);
12949 ScrollScreen(NULL, SCROLL_GO_ON);
12951 AdvanceFrameAndPlayerCounters(player->index_nr);
12954 BackToFront_WithFrameDelay(0);
12957 player->move_delay_value = original_move_delay_value;
12960 player->is_active = FALSE;
12962 if (player->last_move_dir & MV_HORIZONTAL)
12964 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12965 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12969 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12970 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12973 if (!moved && !player->is_active)
12975 player->is_moving = FALSE;
12976 player->is_digging = FALSE;
12977 player->is_collecting = FALSE;
12978 player->is_snapping = FALSE;
12979 player->is_pushing = FALSE;
12985 if (moved & MP_MOVING && !ScreenMovPos &&
12986 (player->index_nr == game.centered_player_nr ||
12987 game.centered_player_nr == -1))
12989 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12991 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12993 // actual player has left the screen -- scroll in that direction
12994 if (jx != old_jx) // player has moved horizontally
12995 scroll_x += (jx - old_jx);
12996 else // player has moved vertically
12997 scroll_y += (jy - old_jy);
13001 int offset_raw = game.scroll_delay_value;
13003 if (jx != old_jx) // player has moved horizontally
13005 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13006 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13007 int new_scroll_x = jx - MIDPOSX + offset_x;
13009 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13010 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13011 scroll_x = new_scroll_x;
13013 // don't scroll over playfield boundaries
13014 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13016 // don't scroll more than one field at a time
13017 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13019 // don't scroll against the player's moving direction
13020 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13021 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13022 scroll_x = old_scroll_x;
13024 else // player has moved vertically
13026 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13027 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13028 int new_scroll_y = jy - MIDPOSY + offset_y;
13030 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13031 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13032 scroll_y = new_scroll_y;
13034 // don't scroll over playfield boundaries
13035 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13037 // don't scroll more than one field at a time
13038 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13040 // don't scroll against the player's moving direction
13041 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13042 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13043 scroll_y = old_scroll_y;
13047 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13049 if (!network.enabled && game.centered_player_nr == -1 &&
13050 !AllPlayersInVisibleScreen())
13052 scroll_x = old_scroll_x;
13053 scroll_y = old_scroll_y;
13057 ScrollScreen(player, SCROLL_INIT);
13058 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13063 player->StepFrame = 0;
13065 if (moved & MP_MOVING)
13067 if (old_jx != jx && old_jy == jy)
13068 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13069 else if (old_jx == jx && old_jy != jy)
13070 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13072 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13074 player->last_move_dir = player->MovDir;
13075 player->is_moving = TRUE;
13076 player->is_snapping = FALSE;
13077 player->is_switching = FALSE;
13078 player->is_dropping = FALSE;
13079 player->is_dropping_pressed = FALSE;
13080 player->drop_pressed_delay = 0;
13083 // should better be called here than above, but this breaks some tapes
13084 ScrollPlayer(player, SCROLL_INIT);
13089 CheckGravityMovementWhenNotMoving(player);
13091 player->is_moving = FALSE;
13093 /* at this point, the player is allowed to move, but cannot move right now
13094 (e.g. because of something blocking the way) -- ensure that the player
13095 is also allowed to move in the next frame (in old versions before 3.1.1,
13096 the player was forced to wait again for eight frames before next try) */
13098 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13099 player->move_delay = 0; // allow direct movement in the next frame
13102 if (player->move_delay == -1) // not yet initialized by DigField()
13103 player->move_delay = player->move_delay_value;
13105 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13107 TestIfPlayerTouchesBadThing(jx, jy);
13108 TestIfPlayerTouchesCustomElement(jx, jy);
13111 if (!player->active)
13112 RemovePlayer(player);
13117 void ScrollPlayer(struct PlayerInfo *player, int mode)
13119 int jx = player->jx, jy = player->jy;
13120 int last_jx = player->last_jx, last_jy = player->last_jy;
13121 int move_stepsize = TILEX / player->move_delay_value;
13123 if (!player->active)
13126 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13129 if (mode == SCROLL_INIT)
13131 player->actual_frame_counter.count = FrameCounter;
13132 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13134 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13135 Tile[last_jx][last_jy] == EL_EMPTY)
13137 int last_field_block_delay = 0; // start with no blocking at all
13138 int block_delay_adjustment = player->block_delay_adjustment;
13140 // if player blocks last field, add delay for exactly one move
13141 if (player->block_last_field)
13143 last_field_block_delay += player->move_delay_value;
13145 // when blocking enabled, prevent moving up despite gravity
13146 if (player->gravity && player->MovDir == MV_UP)
13147 block_delay_adjustment = -1;
13150 // add block delay adjustment (also possible when not blocking)
13151 last_field_block_delay += block_delay_adjustment;
13153 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13154 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13157 if (player->MovPos != 0) // player has not yet reached destination
13160 else if (!FrameReached(&player->actual_frame_counter))
13163 if (player->MovPos != 0)
13165 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13166 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13168 // before DrawPlayer() to draw correct player graphic for this case
13169 if (player->MovPos == 0)
13170 CheckGravityMovement(player);
13173 if (player->MovPos == 0) // player reached destination field
13175 if (player->move_delay_reset_counter > 0)
13177 player->move_delay_reset_counter--;
13179 if (player->move_delay_reset_counter == 0)
13181 // continue with normal speed after quickly moving through gate
13182 HALVE_PLAYER_SPEED(player);
13184 // be able to make the next move without delay
13185 player->move_delay = 0;
13189 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13190 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13191 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13192 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13193 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13194 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13195 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13196 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13198 ExitPlayer(player);
13200 if (game.players_still_needed == 0 &&
13201 (game.friends_still_needed == 0 ||
13202 IS_SP_ELEMENT(Tile[jx][jy])))
13206 player->last_jx = jx;
13207 player->last_jy = jy;
13209 // this breaks one level: "machine", level 000
13211 int move_direction = player->MovDir;
13212 int enter_side = MV_DIR_OPPOSITE(move_direction);
13213 int leave_side = move_direction;
13214 int old_jx = last_jx;
13215 int old_jy = last_jy;
13216 int old_element = Tile[old_jx][old_jy];
13217 int new_element = Tile[jx][jy];
13219 if (IS_CUSTOM_ELEMENT(old_element))
13220 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13222 player->index_bit, leave_side);
13224 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13225 CE_PLAYER_LEAVES_X,
13226 player->index_bit, leave_side);
13228 if (IS_CUSTOM_ELEMENT(new_element))
13229 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13230 player->index_bit, enter_side);
13232 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13233 CE_PLAYER_ENTERS_X,
13234 player->index_bit, enter_side);
13236 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13237 CE_MOVE_OF_X, move_direction);
13240 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13242 TestIfPlayerTouchesBadThing(jx, jy);
13243 TestIfPlayerTouchesCustomElement(jx, jy);
13245 /* needed because pushed element has not yet reached its destination,
13246 so it would trigger a change event at its previous field location */
13247 if (!player->is_pushing)
13248 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13250 if (level.finish_dig_collect &&
13251 (player->is_digging || player->is_collecting))
13253 int last_element = player->last_removed_element;
13254 int move_direction = player->MovDir;
13255 int enter_side = MV_DIR_OPPOSITE(move_direction);
13256 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13257 CE_PLAYER_COLLECTS_X);
13259 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13260 player->index_bit, enter_side);
13262 player->last_removed_element = EL_UNDEFINED;
13265 if (!player->active)
13266 RemovePlayer(player);
13269 if (level.use_step_counter)
13270 CheckLevelTime_StepCounter();
13272 if (tape.single_step && tape.recording && !tape.pausing &&
13273 !player->programmed_action)
13274 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13276 if (!player->programmed_action)
13277 CheckSaveEngineSnapshot(player);
13281 void ScrollScreen(struct PlayerInfo *player, int mode)
13283 static DelayCounter screen_frame_counter = { 0 };
13285 if (mode == SCROLL_INIT)
13287 // set scrolling step size according to actual player's moving speed
13288 ScrollStepSize = TILEX / player->move_delay_value;
13290 screen_frame_counter.count = FrameCounter;
13291 screen_frame_counter.value = 1;
13293 ScreenMovDir = player->MovDir;
13294 ScreenMovPos = player->MovPos;
13295 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13298 else if (!FrameReached(&screen_frame_counter))
13303 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13304 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13305 redraw_mask |= REDRAW_FIELD;
13308 ScreenMovDir = MV_NONE;
13311 void CheckNextToConditions(int x, int y)
13313 int element = Tile[x][y];
13315 if (IS_PLAYER(x, y))
13316 TestIfPlayerNextToCustomElement(x, y);
13318 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13319 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13320 TestIfElementNextToCustomElement(x, y);
13323 void TestIfPlayerNextToCustomElement(int x, int y)
13325 struct XY *xy = xy_topdown;
13326 static int trigger_sides[4][2] =
13328 // center side border side
13329 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13330 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13331 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13332 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13336 if (!IS_PLAYER(x, y))
13339 struct PlayerInfo *player = PLAYERINFO(x, y);
13341 if (player->is_moving)
13344 for (i = 0; i < NUM_DIRECTIONS; i++)
13346 int xx = x + xy[i].x;
13347 int yy = y + xy[i].y;
13348 int border_side = trigger_sides[i][1];
13349 int border_element;
13351 if (!IN_LEV_FIELD(xx, yy))
13354 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13355 continue; // center and border element not connected
13357 border_element = Tile[xx][yy];
13359 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13360 player->index_bit, border_side);
13361 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13362 CE_PLAYER_NEXT_TO_X,
13363 player->index_bit, border_side);
13365 /* use player element that is initially defined in the level playfield,
13366 not the player element that corresponds to the runtime player number
13367 (example: a level that contains EL_PLAYER_3 as the only player would
13368 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13370 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13371 CE_NEXT_TO_X, border_side);
13375 void TestIfPlayerTouchesCustomElement(int x, int y)
13377 struct XY *xy = xy_topdown;
13378 static int trigger_sides[4][2] =
13380 // center side border side
13381 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13382 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13383 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13384 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13386 static int touch_dir[4] =
13388 MV_LEFT | MV_RIGHT,
13393 int center_element = Tile[x][y]; // should always be non-moving!
13396 for (i = 0; i < NUM_DIRECTIONS; i++)
13398 int xx = x + xy[i].x;
13399 int yy = y + xy[i].y;
13400 int center_side = trigger_sides[i][0];
13401 int border_side = trigger_sides[i][1];
13402 int border_element;
13404 if (!IN_LEV_FIELD(xx, yy))
13407 if (IS_PLAYER(x, y)) // player found at center element
13409 struct PlayerInfo *player = PLAYERINFO(x, y);
13411 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13412 border_element = Tile[xx][yy]; // may be moving!
13413 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13414 border_element = Tile[xx][yy];
13415 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13416 border_element = MovingOrBlocked2Element(xx, yy);
13418 continue; // center and border element do not touch
13420 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13421 player->index_bit, border_side);
13422 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13423 CE_PLAYER_TOUCHES_X,
13424 player->index_bit, border_side);
13427 /* use player element that is initially defined in the level playfield,
13428 not the player element that corresponds to the runtime player number
13429 (example: a level that contains EL_PLAYER_3 as the only player would
13430 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13431 int player_element = PLAYERINFO(x, y)->initial_element;
13433 CheckElementChangeBySide(xx, yy, border_element, player_element,
13434 CE_TOUCHING_X, border_side);
13437 else if (IS_PLAYER(xx, yy)) // player found at border element
13439 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13441 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13443 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13444 continue; // center and border element do not touch
13447 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13448 player->index_bit, center_side);
13449 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13450 CE_PLAYER_TOUCHES_X,
13451 player->index_bit, center_side);
13454 /* use player element that is initially defined in the level playfield,
13455 not the player element that corresponds to the runtime player number
13456 (example: a level that contains EL_PLAYER_3 as the only player would
13457 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13458 int player_element = PLAYERINFO(xx, yy)->initial_element;
13460 CheckElementChangeBySide(x, y, center_element, player_element,
13461 CE_TOUCHING_X, center_side);
13469 void TestIfElementNextToCustomElement(int x, int y)
13471 struct XY *xy = xy_topdown;
13472 static int trigger_sides[4][2] =
13474 // center side border side
13475 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13476 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13477 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13478 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13480 int center_element = Tile[x][y]; // should always be non-moving!
13483 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13486 for (i = 0; i < NUM_DIRECTIONS; i++)
13488 int xx = x + xy[i].x;
13489 int yy = y + xy[i].y;
13490 int border_side = trigger_sides[i][1];
13491 int border_element;
13493 if (!IN_LEV_FIELD(xx, yy))
13496 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13497 continue; // center and border element not connected
13499 border_element = Tile[xx][yy];
13501 // check for change of center element (but change it only once)
13502 if (CheckElementChangeBySide(x, y, center_element, border_element,
13503 CE_NEXT_TO_X, border_side))
13508 void TestIfElementTouchesCustomElement(int x, int y)
13510 struct XY *xy = xy_topdown;
13511 static int trigger_sides[4][2] =
13513 // center side border side
13514 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13515 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13516 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13517 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13519 static int touch_dir[4] =
13521 MV_LEFT | MV_RIGHT,
13526 boolean change_center_element = FALSE;
13527 int center_element = Tile[x][y]; // should always be non-moving!
13528 int border_element_old[NUM_DIRECTIONS];
13531 for (i = 0; i < NUM_DIRECTIONS; i++)
13533 int xx = x + xy[i].x;
13534 int yy = y + xy[i].y;
13535 int border_element;
13537 border_element_old[i] = -1;
13539 if (!IN_LEV_FIELD(xx, yy))
13542 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13543 border_element = Tile[xx][yy]; // may be moving!
13544 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13545 border_element = Tile[xx][yy];
13546 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13547 border_element = MovingOrBlocked2Element(xx, yy);
13549 continue; // center and border element do not touch
13551 border_element_old[i] = border_element;
13554 for (i = 0; i < NUM_DIRECTIONS; i++)
13556 int xx = x + xy[i].x;
13557 int yy = y + xy[i].y;
13558 int center_side = trigger_sides[i][0];
13559 int border_element = border_element_old[i];
13561 if (border_element == -1)
13564 // check for change of border element
13565 CheckElementChangeBySide(xx, yy, border_element, center_element,
13566 CE_TOUCHING_X, center_side);
13568 // (center element cannot be player, so we dont have to check this here)
13571 for (i = 0; i < NUM_DIRECTIONS; i++)
13573 int xx = x + xy[i].x;
13574 int yy = y + xy[i].y;
13575 int border_side = trigger_sides[i][1];
13576 int border_element = border_element_old[i];
13578 if (border_element == -1)
13581 // check for change of center element (but change it only once)
13582 if (!change_center_element)
13583 change_center_element =
13584 CheckElementChangeBySide(x, y, center_element, border_element,
13585 CE_TOUCHING_X, border_side);
13587 if (IS_PLAYER(xx, yy))
13589 /* use player element that is initially defined in the level playfield,
13590 not the player element that corresponds to the runtime player number
13591 (example: a level that contains EL_PLAYER_3 as the only player would
13592 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13593 int player_element = PLAYERINFO(xx, yy)->initial_element;
13595 CheckElementChangeBySide(x, y, center_element, player_element,
13596 CE_TOUCHING_X, border_side);
13601 void TestIfElementHitsCustomElement(int x, int y, int direction)
13603 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13604 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13605 int hitx = x + dx, hity = y + dy;
13606 int hitting_element = Tile[x][y];
13607 int touched_element;
13609 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13612 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13613 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13615 if (IN_LEV_FIELD(hitx, hity))
13617 int opposite_direction = MV_DIR_OPPOSITE(direction);
13618 int hitting_side = direction;
13619 int touched_side = opposite_direction;
13620 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13621 MovDir[hitx][hity] != direction ||
13622 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13628 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13629 CE_HITTING_X, touched_side);
13631 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13632 CE_HIT_BY_X, hitting_side);
13634 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13635 CE_HIT_BY_SOMETHING, opposite_direction);
13637 if (IS_PLAYER(hitx, hity))
13639 /* use player element that is initially defined in the level playfield,
13640 not the player element that corresponds to the runtime player number
13641 (example: a level that contains EL_PLAYER_3 as the only player would
13642 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13643 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13645 CheckElementChangeBySide(x, y, hitting_element, player_element,
13646 CE_HITTING_X, touched_side);
13651 // "hitting something" is also true when hitting the playfield border
13652 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13653 CE_HITTING_SOMETHING, direction);
13656 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13658 int i, kill_x = -1, kill_y = -1;
13660 int bad_element = -1;
13661 struct XY *test_xy = xy_topdown;
13662 static int test_dir[4] =
13670 for (i = 0; i < NUM_DIRECTIONS; i++)
13672 int test_x, test_y, test_move_dir, test_element;
13674 test_x = good_x + test_xy[i].x;
13675 test_y = good_y + test_xy[i].y;
13677 if (!IN_LEV_FIELD(test_x, test_y))
13681 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13683 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13685 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13686 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13688 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13689 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13693 bad_element = test_element;
13699 if (kill_x != -1 || kill_y != -1)
13701 if (IS_PLAYER(good_x, good_y))
13703 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13705 if (player->shield_deadly_time_left > 0 &&
13706 !IS_INDESTRUCTIBLE(bad_element))
13707 Bang(kill_x, kill_y);
13708 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13709 KillPlayer(player);
13712 Bang(good_x, good_y);
13716 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13718 int i, kill_x = -1, kill_y = -1;
13719 int bad_element = Tile[bad_x][bad_y];
13720 struct XY *test_xy = xy_topdown;
13721 static int touch_dir[4] =
13723 MV_LEFT | MV_RIGHT,
13728 static int test_dir[4] =
13736 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13739 for (i = 0; i < NUM_DIRECTIONS; i++)
13741 int test_x, test_y, test_move_dir, test_element;
13743 test_x = bad_x + test_xy[i].x;
13744 test_y = bad_y + test_xy[i].y;
13746 if (!IN_LEV_FIELD(test_x, test_y))
13750 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13752 test_element = Tile[test_x][test_y];
13754 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13755 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13757 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13758 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13760 // good thing is player or penguin that does not move away
13761 if (IS_PLAYER(test_x, test_y))
13763 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13765 if (bad_element == EL_ROBOT && player->is_moving)
13766 continue; // robot does not kill player if he is moving
13768 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13770 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13771 continue; // center and border element do not touch
13779 else if (test_element == EL_PENGUIN)
13789 if (kill_x != -1 || kill_y != -1)
13791 if (IS_PLAYER(kill_x, kill_y))
13793 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13795 if (player->shield_deadly_time_left > 0 &&
13796 !IS_INDESTRUCTIBLE(bad_element))
13797 Bang(bad_x, bad_y);
13798 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13799 KillPlayer(player);
13802 Bang(kill_x, kill_y);
13806 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13808 int bad_element = Tile[bad_x][bad_y];
13809 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13810 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13811 int test_x = bad_x + dx, test_y = bad_y + dy;
13812 int test_move_dir, test_element;
13813 int kill_x = -1, kill_y = -1;
13815 if (!IN_LEV_FIELD(test_x, test_y))
13819 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13821 test_element = Tile[test_x][test_y];
13823 if (test_move_dir != bad_move_dir)
13825 // good thing can be player or penguin that does not move away
13826 if (IS_PLAYER(test_x, test_y))
13828 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13830 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13831 player as being hit when he is moving towards the bad thing, because
13832 the "get hit by" condition would be lost after the player stops) */
13833 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13834 return; // player moves away from bad thing
13839 else if (test_element == EL_PENGUIN)
13846 if (kill_x != -1 || kill_y != -1)
13848 if (IS_PLAYER(kill_x, kill_y))
13850 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13852 if (player->shield_deadly_time_left > 0 &&
13853 !IS_INDESTRUCTIBLE(bad_element))
13854 Bang(bad_x, bad_y);
13855 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13856 KillPlayer(player);
13859 Bang(kill_x, kill_y);
13863 void TestIfPlayerTouchesBadThing(int x, int y)
13865 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13868 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13870 TestIfGoodThingHitsBadThing(x, y, move_dir);
13873 void TestIfBadThingTouchesPlayer(int x, int y)
13875 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13878 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13880 TestIfBadThingHitsGoodThing(x, y, move_dir);
13883 void TestIfFriendTouchesBadThing(int x, int y)
13885 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13888 void TestIfBadThingTouchesFriend(int x, int y)
13890 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13893 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13895 int i, kill_x = bad_x, kill_y = bad_y;
13896 struct XY *xy = xy_topdown;
13898 for (i = 0; i < NUM_DIRECTIONS; i++)
13902 x = bad_x + xy[i].x;
13903 y = bad_y + xy[i].y;
13904 if (!IN_LEV_FIELD(x, y))
13907 element = Tile[x][y];
13908 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13909 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13917 if (kill_x != bad_x || kill_y != bad_y)
13918 Bang(bad_x, bad_y);
13921 void KillPlayer(struct PlayerInfo *player)
13923 int jx = player->jx, jy = player->jy;
13925 if (!player->active)
13929 Debug("game:playing:KillPlayer",
13930 "0: killed == %d, active == %d, reanimated == %d",
13931 player->killed, player->active, player->reanimated);
13934 /* the following code was introduced to prevent an infinite loop when calling
13936 -> CheckTriggeredElementChangeExt()
13937 -> ExecuteCustomElementAction()
13939 -> (infinitely repeating the above sequence of function calls)
13940 which occurs when killing the player while having a CE with the setting
13941 "kill player X when explosion of <player X>"; the solution using a new
13942 field "player->killed" was chosen for backwards compatibility, although
13943 clever use of the fields "player->active" etc. would probably also work */
13945 if (player->killed)
13949 player->killed = TRUE;
13951 // remove accessible field at the player's position
13952 RemoveField(jx, jy);
13954 // deactivate shield (else Bang()/Explode() would not work right)
13955 player->shield_normal_time_left = 0;
13956 player->shield_deadly_time_left = 0;
13959 Debug("game:playing:KillPlayer",
13960 "1: killed == %d, active == %d, reanimated == %d",
13961 player->killed, player->active, player->reanimated);
13967 Debug("game:playing:KillPlayer",
13968 "2: killed == %d, active == %d, reanimated == %d",
13969 player->killed, player->active, player->reanimated);
13972 if (player->reanimated) // killed player may have been reanimated
13973 player->killed = player->reanimated = FALSE;
13975 BuryPlayer(player);
13978 static void KillPlayerUnlessEnemyProtected(int x, int y)
13980 if (!PLAYER_ENEMY_PROTECTED(x, y))
13981 KillPlayer(PLAYERINFO(x, y));
13984 static void KillPlayerUnlessExplosionProtected(int x, int y)
13986 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13987 KillPlayer(PLAYERINFO(x, y));
13990 void BuryPlayer(struct PlayerInfo *player)
13992 int jx = player->jx, jy = player->jy;
13994 if (!player->active)
13997 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13999 RemovePlayer(player);
14001 player->buried = TRUE;
14003 if (game.all_players_gone)
14004 game.GameOver = TRUE;
14007 void RemovePlayer(struct PlayerInfo *player)
14009 int jx = player->jx, jy = player->jy;
14010 int i, found = FALSE;
14012 player->present = FALSE;
14013 player->active = FALSE;
14015 // required for some CE actions (even if the player is not active anymore)
14016 player->MovPos = 0;
14018 if (!ExplodeField[jx][jy])
14019 StorePlayer[jx][jy] = 0;
14021 if (player->is_moving)
14022 TEST_DrawLevelField(player->last_jx, player->last_jy);
14024 for (i = 0; i < MAX_PLAYERS; i++)
14025 if (stored_player[i].active)
14030 game.all_players_gone = TRUE;
14031 game.GameOver = TRUE;
14034 game.exit_x = game.robot_wheel_x = jx;
14035 game.exit_y = game.robot_wheel_y = jy;
14038 void ExitPlayer(struct PlayerInfo *player)
14040 DrawPlayer(player); // needed here only to cleanup last field
14041 RemovePlayer(player);
14043 if (game.players_still_needed > 0)
14044 game.players_still_needed--;
14047 static void SetFieldForSnapping(int x, int y, int element, int direction,
14048 int player_index_bit)
14050 struct ElementInfo *ei = &element_info[element];
14051 int direction_bit = MV_DIR_TO_BIT(direction);
14052 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14053 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14054 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14056 Tile[x][y] = EL_ELEMENT_SNAPPING;
14057 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14058 MovDir[x][y] = direction;
14059 Store[x][y] = element;
14060 Store2[x][y] = player_index_bit;
14062 ResetGfxAnimation(x, y);
14064 GfxElement[x][y] = element;
14065 GfxAction[x][y] = action;
14066 GfxDir[x][y] = direction;
14067 GfxFrame[x][y] = -1;
14070 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14071 int player_index_bit)
14073 TestIfElementTouchesCustomElement(x, y); // for empty space
14075 if (level.finish_dig_collect)
14077 int dig_side = MV_DIR_OPPOSITE(direction);
14078 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14079 CE_PLAYER_COLLECTS_X);
14081 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14082 player_index_bit, dig_side);
14083 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14084 player_index_bit, dig_side);
14089 =============================================================================
14090 checkDiagonalPushing()
14091 -----------------------------------------------------------------------------
14092 check if diagonal input device direction results in pushing of object
14093 (by checking if the alternative direction is walkable, diggable, ...)
14094 =============================================================================
14097 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14098 int x, int y, int real_dx, int real_dy)
14100 int jx, jy, dx, dy, xx, yy;
14102 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14105 // diagonal direction: check alternative direction
14110 xx = jx + (dx == 0 ? real_dx : 0);
14111 yy = jy + (dy == 0 ? real_dy : 0);
14113 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14117 =============================================================================
14119 -----------------------------------------------------------------------------
14120 x, y: field next to player (non-diagonal) to try to dig to
14121 real_dx, real_dy: direction as read from input device (can be diagonal)
14122 =============================================================================
14125 static int DigField(struct PlayerInfo *player,
14126 int oldx, int oldy, int x, int y,
14127 int real_dx, int real_dy, int mode)
14129 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14130 boolean player_was_pushing = player->is_pushing;
14131 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14132 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14133 int jx = oldx, jy = oldy;
14134 int dx = x - jx, dy = y - jy;
14135 int nextx = x + dx, nexty = y + dy;
14136 int move_direction = (dx == -1 ? MV_LEFT :
14137 dx == +1 ? MV_RIGHT :
14139 dy == +1 ? MV_DOWN : MV_NONE);
14140 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14141 int dig_side = MV_DIR_OPPOSITE(move_direction);
14142 int old_element = Tile[jx][jy];
14143 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14146 if (is_player) // function can also be called by EL_PENGUIN
14148 if (player->MovPos == 0)
14150 player->is_digging = FALSE;
14151 player->is_collecting = FALSE;
14154 if (player->MovPos == 0) // last pushing move finished
14155 player->is_pushing = FALSE;
14157 if (mode == DF_NO_PUSH) // player just stopped pushing
14159 player->is_switching = FALSE;
14160 player->push_delay = -1;
14162 return MP_NO_ACTION;
14165 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14166 old_element = Back[jx][jy];
14168 // in case of element dropped at player position, check background
14169 else if (Back[jx][jy] != EL_EMPTY &&
14170 game.engine_version >= VERSION_IDENT(2,2,0,0))
14171 old_element = Back[jx][jy];
14173 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14174 return MP_NO_ACTION; // field has no opening in this direction
14176 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14177 return MP_NO_ACTION; // field has no opening in this direction
14179 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14183 Tile[jx][jy] = player->artwork_element;
14184 InitMovingField(jx, jy, MV_DOWN);
14185 Store[jx][jy] = EL_ACID;
14186 ContinueMoving(jx, jy);
14187 BuryPlayer(player);
14189 return MP_DONT_RUN_INTO;
14192 if (player_can_move && DONT_RUN_INTO(element))
14194 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14196 return MP_DONT_RUN_INTO;
14199 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14200 return MP_NO_ACTION;
14202 collect_count = element_info[element].collect_count_initial;
14204 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14205 return MP_NO_ACTION;
14207 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14208 player_can_move = player_can_move_or_snap;
14210 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14211 game.engine_version >= VERSION_IDENT(2,2,0,0))
14213 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14214 player->index_bit, dig_side);
14215 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14216 player->index_bit, dig_side);
14218 if (element == EL_DC_LANDMINE)
14221 if (Tile[x][y] != element) // field changed by snapping
14224 return MP_NO_ACTION;
14227 if (player->gravity && is_player && !player->is_auto_moving &&
14228 canFallDown(player) && move_direction != MV_DOWN &&
14229 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14230 return MP_NO_ACTION; // player cannot walk here due to gravity
14232 if (player_can_move &&
14233 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14235 int sound_element = SND_ELEMENT(element);
14236 int sound_action = ACTION_WALKING;
14238 if (IS_RND_GATE(element))
14240 if (!player->key[RND_GATE_NR(element)])
14241 return MP_NO_ACTION;
14243 else if (IS_RND_GATE_GRAY(element))
14245 if (!player->key[RND_GATE_GRAY_NR(element)])
14246 return MP_NO_ACTION;
14248 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14250 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14251 return MP_NO_ACTION;
14253 else if (element == EL_EXIT_OPEN ||
14254 element == EL_EM_EXIT_OPEN ||
14255 element == EL_EM_EXIT_OPENING ||
14256 element == EL_STEEL_EXIT_OPEN ||
14257 element == EL_EM_STEEL_EXIT_OPEN ||
14258 element == EL_EM_STEEL_EXIT_OPENING ||
14259 element == EL_SP_EXIT_OPEN ||
14260 element == EL_SP_EXIT_OPENING)
14262 sound_action = ACTION_PASSING; // player is passing exit
14264 else if (element == EL_EMPTY)
14266 sound_action = ACTION_MOVING; // nothing to walk on
14269 // play sound from background or player, whatever is available
14270 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14271 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14273 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14275 else if (player_can_move &&
14276 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14278 if (!ACCESS_FROM(element, opposite_direction))
14279 return MP_NO_ACTION; // field not accessible from this direction
14281 if (CAN_MOVE(element)) // only fixed elements can be passed!
14282 return MP_NO_ACTION;
14284 if (IS_EM_GATE(element))
14286 if (!player->key[EM_GATE_NR(element)])
14287 return MP_NO_ACTION;
14289 else if (IS_EM_GATE_GRAY(element))
14291 if (!player->key[EM_GATE_GRAY_NR(element)])
14292 return MP_NO_ACTION;
14294 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14296 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14297 return MP_NO_ACTION;
14299 else if (IS_EMC_GATE(element))
14301 if (!player->key[EMC_GATE_NR(element)])
14302 return MP_NO_ACTION;
14304 else if (IS_EMC_GATE_GRAY(element))
14306 if (!player->key[EMC_GATE_GRAY_NR(element)])
14307 return MP_NO_ACTION;
14309 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14311 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14312 return MP_NO_ACTION;
14314 else if (element == EL_DC_GATE_WHITE ||
14315 element == EL_DC_GATE_WHITE_GRAY ||
14316 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14318 if (player->num_white_keys == 0)
14319 return MP_NO_ACTION;
14321 player->num_white_keys--;
14323 else if (IS_SP_PORT(element))
14325 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14326 element == EL_SP_GRAVITY_PORT_RIGHT ||
14327 element == EL_SP_GRAVITY_PORT_UP ||
14328 element == EL_SP_GRAVITY_PORT_DOWN)
14329 player->gravity = !player->gravity;
14330 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14331 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14332 element == EL_SP_GRAVITY_ON_PORT_UP ||
14333 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14334 player->gravity = TRUE;
14335 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14336 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14337 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14338 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14339 player->gravity = FALSE;
14342 // automatically move to the next field with double speed
14343 player->programmed_action = move_direction;
14345 if (player->move_delay_reset_counter == 0)
14347 player->move_delay_reset_counter = 2; // two double speed steps
14349 DOUBLE_PLAYER_SPEED(player);
14352 PlayLevelSoundAction(x, y, ACTION_PASSING);
14354 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14358 if (mode != DF_SNAP)
14360 GfxElement[x][y] = GFX_ELEMENT(element);
14361 player->is_digging = TRUE;
14364 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14366 // use old behaviour for old levels (digging)
14367 if (!level.finish_dig_collect)
14369 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14370 player->index_bit, dig_side);
14372 // if digging triggered player relocation, finish digging tile
14373 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14374 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14377 if (mode == DF_SNAP)
14379 if (level.block_snap_field)
14380 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14382 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14384 // use old behaviour for old levels (snapping)
14385 if (!level.finish_dig_collect)
14386 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14387 player->index_bit, dig_side);
14390 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14394 if (is_player && mode != DF_SNAP)
14396 GfxElement[x][y] = element;
14397 player->is_collecting = TRUE;
14400 if (element == EL_SPEED_PILL)
14402 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14404 else if (element == EL_EXTRA_TIME && level.time > 0)
14406 TimeLeft += level.extra_time;
14408 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14410 DisplayGameControlValues();
14412 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14414 int shield_time = (element == EL_SHIELD_DEADLY ?
14415 level.shield_deadly_time :
14416 level.shield_normal_time);
14418 player->shield_normal_time_left += shield_time;
14419 if (element == EL_SHIELD_DEADLY)
14420 player->shield_deadly_time_left += shield_time;
14422 else if (element == EL_DYNAMITE ||
14423 element == EL_EM_DYNAMITE ||
14424 element == EL_SP_DISK_RED)
14426 if (player->inventory_size < MAX_INVENTORY_SIZE)
14427 player->inventory_element[player->inventory_size++] = element;
14429 DrawGameDoorValues();
14431 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14433 player->dynabomb_count++;
14434 player->dynabombs_left++;
14436 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14438 player->dynabomb_size++;
14440 else if (element == EL_DYNABOMB_INCREASE_POWER)
14442 player->dynabomb_xl = TRUE;
14444 else if (IS_KEY(element))
14446 player->key[KEY_NR(element)] = TRUE;
14448 DrawGameDoorValues();
14450 else if (element == EL_DC_KEY_WHITE)
14452 player->num_white_keys++;
14454 // display white keys?
14455 // DrawGameDoorValues();
14457 else if (IS_ENVELOPE(element))
14459 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14461 if (!wait_for_snapping)
14462 player->show_envelope = element;
14464 else if (element == EL_EMC_LENSES)
14466 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14468 RedrawAllInvisibleElementsForLenses();
14470 else if (element == EL_EMC_MAGNIFIER)
14472 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14474 RedrawAllInvisibleElementsForMagnifier();
14476 else if (IS_DROPPABLE(element) ||
14477 IS_THROWABLE(element)) // can be collected and dropped
14481 if (collect_count == 0)
14482 player->inventory_infinite_element = element;
14484 for (i = 0; i < collect_count; i++)
14485 if (player->inventory_size < MAX_INVENTORY_SIZE)
14486 player->inventory_element[player->inventory_size++] = element;
14488 DrawGameDoorValues();
14490 else if (collect_count > 0)
14492 game.gems_still_needed -= collect_count;
14493 if (game.gems_still_needed < 0)
14494 game.gems_still_needed = 0;
14496 game.snapshot.collected_item = TRUE;
14498 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14500 DisplayGameControlValues();
14503 RaiseScoreElement(element);
14504 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14506 // use old behaviour for old levels (collecting)
14507 if (!level.finish_dig_collect && is_player)
14509 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14510 player->index_bit, dig_side);
14512 // if collecting triggered player relocation, finish collecting tile
14513 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14514 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14517 if (mode == DF_SNAP)
14519 if (level.block_snap_field)
14520 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14522 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14524 // use old behaviour for old levels (snapping)
14525 if (!level.finish_dig_collect)
14526 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14527 player->index_bit, dig_side);
14530 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14532 if (mode == DF_SNAP && element != EL_BD_ROCK)
14533 return MP_NO_ACTION;
14535 if (CAN_FALL(element) && dy)
14536 return MP_NO_ACTION;
14538 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14539 !(element == EL_SPRING && level.use_spring_bug))
14540 return MP_NO_ACTION;
14542 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14543 ((move_direction & MV_VERTICAL &&
14544 ((element_info[element].move_pattern & MV_LEFT &&
14545 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14546 (element_info[element].move_pattern & MV_RIGHT &&
14547 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14548 (move_direction & MV_HORIZONTAL &&
14549 ((element_info[element].move_pattern & MV_UP &&
14550 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14551 (element_info[element].move_pattern & MV_DOWN &&
14552 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14553 return MP_NO_ACTION;
14555 // do not push elements already moving away faster than player
14556 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14557 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14558 return MP_NO_ACTION;
14560 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14562 if (player->push_delay_value == -1 || !player_was_pushing)
14563 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14565 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14567 if (player->push_delay_value == -1)
14568 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14570 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14572 if (!player->is_pushing)
14573 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14576 player->is_pushing = TRUE;
14577 player->is_active = TRUE;
14579 if (!(IN_LEV_FIELD(nextx, nexty) &&
14580 (IS_FREE(nextx, nexty) ||
14581 (IS_SB_ELEMENT(element) &&
14582 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14583 (IS_CUSTOM_ELEMENT(element) &&
14584 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14585 return MP_NO_ACTION;
14587 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14588 return MP_NO_ACTION;
14590 if (player->push_delay == -1) // new pushing; restart delay
14591 player->push_delay = 0;
14593 if (player->push_delay < player->push_delay_value &&
14594 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14595 element != EL_SPRING && element != EL_BALLOON)
14597 // make sure that there is no move delay before next try to push
14598 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14599 player->move_delay = 0;
14601 return MP_NO_ACTION;
14604 if (IS_CUSTOM_ELEMENT(element) &&
14605 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14607 if (!DigFieldByCE(nextx, nexty, element))
14608 return MP_NO_ACTION;
14611 if (IS_SB_ELEMENT(element))
14613 boolean sokoban_task_solved = FALSE;
14615 if (element == EL_SOKOBAN_FIELD_FULL)
14617 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14619 IncrementSokobanFieldsNeeded();
14620 IncrementSokobanObjectsNeeded();
14623 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14625 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14627 DecrementSokobanFieldsNeeded();
14628 DecrementSokobanObjectsNeeded();
14630 // sokoban object was pushed from empty field to sokoban field
14631 if (Back[x][y] == EL_EMPTY)
14632 sokoban_task_solved = TRUE;
14635 Tile[x][y] = EL_SOKOBAN_OBJECT;
14637 if (Back[x][y] == Back[nextx][nexty])
14638 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14639 else if (Back[x][y] != 0)
14640 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14643 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14646 if (sokoban_task_solved &&
14647 game.sokoban_fields_still_needed == 0 &&
14648 game.sokoban_objects_still_needed == 0 &&
14649 level.auto_exit_sokoban)
14651 game.players_still_needed = 0;
14655 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14659 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14661 InitMovingField(x, y, move_direction);
14662 GfxAction[x][y] = ACTION_PUSHING;
14664 if (mode == DF_SNAP)
14665 ContinueMoving(x, y);
14667 MovPos[x][y] = (dx != 0 ? dx : dy);
14669 Pushed[x][y] = TRUE;
14670 Pushed[nextx][nexty] = TRUE;
14672 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14673 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14675 player->push_delay_value = -1; // get new value later
14677 // check for element change _after_ element has been pushed
14678 if (game.use_change_when_pushing_bug)
14680 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14681 player->index_bit, dig_side);
14682 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14683 player->index_bit, dig_side);
14686 else if (IS_SWITCHABLE(element))
14688 if (PLAYER_SWITCHING(player, x, y))
14690 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14691 player->index_bit, dig_side);
14696 player->is_switching = TRUE;
14697 player->switch_x = x;
14698 player->switch_y = y;
14700 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14702 if (element == EL_ROBOT_WHEEL)
14704 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14706 game.robot_wheel_x = x;
14707 game.robot_wheel_y = y;
14708 game.robot_wheel_active = TRUE;
14710 TEST_DrawLevelField(x, y);
14712 else if (element == EL_SP_TERMINAL)
14716 SCAN_PLAYFIELD(xx, yy)
14718 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14722 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14724 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14726 ResetGfxAnimation(xx, yy);
14727 TEST_DrawLevelField(xx, yy);
14731 else if (IS_BELT_SWITCH(element))
14733 ToggleBeltSwitch(x, y);
14735 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14736 element == EL_SWITCHGATE_SWITCH_DOWN ||
14737 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14738 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14740 ToggleSwitchgateSwitch();
14742 else if (element == EL_LIGHT_SWITCH ||
14743 element == EL_LIGHT_SWITCH_ACTIVE)
14745 ToggleLightSwitch(x, y);
14747 else if (element == EL_TIMEGATE_SWITCH ||
14748 element == EL_DC_TIMEGATE_SWITCH)
14750 ActivateTimegateSwitch(x, y);
14752 else if (element == EL_BALLOON_SWITCH_LEFT ||
14753 element == EL_BALLOON_SWITCH_RIGHT ||
14754 element == EL_BALLOON_SWITCH_UP ||
14755 element == EL_BALLOON_SWITCH_DOWN ||
14756 element == EL_BALLOON_SWITCH_NONE ||
14757 element == EL_BALLOON_SWITCH_ANY)
14759 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14760 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14761 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14762 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14763 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14766 else if (element == EL_LAMP)
14768 Tile[x][y] = EL_LAMP_ACTIVE;
14769 game.lights_still_needed--;
14771 ResetGfxAnimation(x, y);
14772 TEST_DrawLevelField(x, y);
14774 else if (element == EL_TIME_ORB_FULL)
14776 Tile[x][y] = EL_TIME_ORB_EMPTY;
14778 if (level.time > 0 || level.use_time_orb_bug)
14780 TimeLeft += level.time_orb_time;
14781 game.no_level_time_limit = FALSE;
14783 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14785 DisplayGameControlValues();
14788 ResetGfxAnimation(x, y);
14789 TEST_DrawLevelField(x, y);
14791 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14792 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14796 game.ball_active = !game.ball_active;
14798 SCAN_PLAYFIELD(xx, yy)
14800 int e = Tile[xx][yy];
14802 if (game.ball_active)
14804 if (e == EL_EMC_MAGIC_BALL)
14805 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14806 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14807 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14811 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14812 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14813 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14814 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14819 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14820 player->index_bit, dig_side);
14822 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14823 player->index_bit, dig_side);
14825 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14826 player->index_bit, dig_side);
14832 if (!PLAYER_SWITCHING(player, x, y))
14834 player->is_switching = TRUE;
14835 player->switch_x = x;
14836 player->switch_y = y;
14838 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14839 player->index_bit, dig_side);
14840 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14841 player->index_bit, dig_side);
14843 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14844 player->index_bit, dig_side);
14845 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14846 player->index_bit, dig_side);
14849 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14850 player->index_bit, dig_side);
14851 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14852 player->index_bit, dig_side);
14854 return MP_NO_ACTION;
14857 player->push_delay = -1;
14859 if (is_player) // function can also be called by EL_PENGUIN
14861 if (Tile[x][y] != element) // really digged/collected something
14863 player->is_collecting = !player->is_digging;
14864 player->is_active = TRUE;
14866 player->last_removed_element = element;
14873 static boolean DigFieldByCE(int x, int y, int digging_element)
14875 int element = Tile[x][y];
14877 if (!IS_FREE(x, y))
14879 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14880 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14883 // no element can dig solid indestructible elements
14884 if (IS_INDESTRUCTIBLE(element) &&
14885 !IS_DIGGABLE(element) &&
14886 !IS_COLLECTIBLE(element))
14889 if (AmoebaNr[x][y] &&
14890 (element == EL_AMOEBA_FULL ||
14891 element == EL_BD_AMOEBA ||
14892 element == EL_AMOEBA_GROWING))
14894 AmoebaCnt[AmoebaNr[x][y]]--;
14895 AmoebaCnt2[AmoebaNr[x][y]]--;
14898 if (IS_MOVING(x, y))
14899 RemoveMovingField(x, y);
14903 TEST_DrawLevelField(x, y);
14906 // if digged element was about to explode, prevent the explosion
14907 ExplodeField[x][y] = EX_TYPE_NONE;
14909 PlayLevelSoundAction(x, y, action);
14912 Store[x][y] = EL_EMPTY;
14914 // this makes it possible to leave the removed element again
14915 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14916 Store[x][y] = element;
14921 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14923 int jx = player->jx, jy = player->jy;
14924 int x = jx + dx, y = jy + dy;
14925 int snap_direction = (dx == -1 ? MV_LEFT :
14926 dx == +1 ? MV_RIGHT :
14928 dy == +1 ? MV_DOWN : MV_NONE);
14929 boolean can_continue_snapping = (level.continuous_snapping &&
14930 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14932 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14935 if (!player->active || !IN_LEV_FIELD(x, y))
14943 if (player->MovPos == 0)
14944 player->is_pushing = FALSE;
14946 player->is_snapping = FALSE;
14948 if (player->MovPos == 0)
14950 player->is_moving = FALSE;
14951 player->is_digging = FALSE;
14952 player->is_collecting = FALSE;
14958 // prevent snapping with already pressed snap key when not allowed
14959 if (player->is_snapping && !can_continue_snapping)
14962 player->MovDir = snap_direction;
14964 if (player->MovPos == 0)
14966 player->is_moving = FALSE;
14967 player->is_digging = FALSE;
14968 player->is_collecting = FALSE;
14971 player->is_dropping = FALSE;
14972 player->is_dropping_pressed = FALSE;
14973 player->drop_pressed_delay = 0;
14975 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14978 player->is_snapping = TRUE;
14979 player->is_active = TRUE;
14981 if (player->MovPos == 0)
14983 player->is_moving = FALSE;
14984 player->is_digging = FALSE;
14985 player->is_collecting = FALSE;
14988 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14989 TEST_DrawLevelField(player->last_jx, player->last_jy);
14991 TEST_DrawLevelField(x, y);
14996 static boolean DropElement(struct PlayerInfo *player)
14998 int old_element, new_element;
14999 int dropx = player->jx, dropy = player->jy;
15000 int drop_direction = player->MovDir;
15001 int drop_side = drop_direction;
15002 int drop_element = get_next_dropped_element(player);
15004 /* do not drop an element on top of another element; when holding drop key
15005 pressed without moving, dropped element must move away before the next
15006 element can be dropped (this is especially important if the next element
15007 is dynamite, which can be placed on background for historical reasons) */
15008 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15011 if (IS_THROWABLE(drop_element))
15013 dropx += GET_DX_FROM_DIR(drop_direction);
15014 dropy += GET_DY_FROM_DIR(drop_direction);
15016 if (!IN_LEV_FIELD(dropx, dropy))
15020 old_element = Tile[dropx][dropy]; // old element at dropping position
15021 new_element = drop_element; // default: no change when dropping
15023 // check if player is active, not moving and ready to drop
15024 if (!player->active || player->MovPos || player->drop_delay > 0)
15027 // check if player has anything that can be dropped
15028 if (new_element == EL_UNDEFINED)
15031 // only set if player has anything that can be dropped
15032 player->is_dropping_pressed = TRUE;
15034 // check if drop key was pressed long enough for EM style dynamite
15035 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15038 // check if anything can be dropped at the current position
15039 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15042 // collected custom elements can only be dropped on empty fields
15043 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15046 if (old_element != EL_EMPTY)
15047 Back[dropx][dropy] = old_element; // store old element on this field
15049 ResetGfxAnimation(dropx, dropy);
15050 ResetRandomAnimationValue(dropx, dropy);
15052 if (player->inventory_size > 0 ||
15053 player->inventory_infinite_element != EL_UNDEFINED)
15055 if (player->inventory_size > 0)
15057 player->inventory_size--;
15059 DrawGameDoorValues();
15061 if (new_element == EL_DYNAMITE)
15062 new_element = EL_DYNAMITE_ACTIVE;
15063 else if (new_element == EL_EM_DYNAMITE)
15064 new_element = EL_EM_DYNAMITE_ACTIVE;
15065 else if (new_element == EL_SP_DISK_RED)
15066 new_element = EL_SP_DISK_RED_ACTIVE;
15069 Tile[dropx][dropy] = new_element;
15071 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15072 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15073 el2img(Tile[dropx][dropy]), 0);
15075 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15077 // needed if previous element just changed to "empty" in the last frame
15078 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15080 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15081 player->index_bit, drop_side);
15082 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15084 player->index_bit, drop_side);
15086 TestIfElementTouchesCustomElement(dropx, dropy);
15088 else // player is dropping a dyna bomb
15090 player->dynabombs_left--;
15092 Tile[dropx][dropy] = new_element;
15094 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15095 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15096 el2img(Tile[dropx][dropy]), 0);
15098 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15101 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15102 InitField_WithBug1(dropx, dropy, FALSE);
15104 new_element = Tile[dropx][dropy]; // element might have changed
15106 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15107 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15109 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15110 MovDir[dropx][dropy] = drop_direction;
15112 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15114 // do not cause impact style collision by dropping elements that can fall
15115 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15118 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15119 player->is_dropping = TRUE;
15121 player->drop_pressed_delay = 0;
15122 player->is_dropping_pressed = FALSE;
15124 player->drop_x = dropx;
15125 player->drop_y = dropy;
15130 // ----------------------------------------------------------------------------
15131 // game sound playing functions
15132 // ----------------------------------------------------------------------------
15134 static int *loop_sound_frame = NULL;
15135 static int *loop_sound_volume = NULL;
15137 void InitPlayLevelSound(void)
15139 int num_sounds = getSoundListSize();
15141 checked_free(loop_sound_frame);
15142 checked_free(loop_sound_volume);
15144 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15145 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15148 static void PlayLevelSound(int x, int y, int nr)
15150 int sx = SCREENX(x), sy = SCREENY(y);
15151 int volume, stereo_position;
15152 int max_distance = 8;
15153 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15155 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15156 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15159 if (!IN_LEV_FIELD(x, y) ||
15160 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15161 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15164 volume = SOUND_MAX_VOLUME;
15166 if (!IN_SCR_FIELD(sx, sy))
15168 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15169 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15171 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15174 stereo_position = (SOUND_MAX_LEFT +
15175 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15176 (SCR_FIELDX + 2 * max_distance));
15178 if (IS_LOOP_SOUND(nr))
15180 /* This assures that quieter loop sounds do not overwrite louder ones,
15181 while restarting sound volume comparison with each new game frame. */
15183 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15186 loop_sound_volume[nr] = volume;
15187 loop_sound_frame[nr] = FrameCounter;
15190 PlaySoundExt(nr, volume, stereo_position, type);
15193 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15195 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15196 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15197 y < LEVELY(BY1) ? LEVELY(BY1) :
15198 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15202 static void PlayLevelSoundAction(int x, int y, int action)
15204 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15207 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15209 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15211 if (sound_effect != SND_UNDEFINED)
15212 PlayLevelSound(x, y, sound_effect);
15215 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15218 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15220 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15221 PlayLevelSound(x, y, sound_effect);
15224 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15226 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15228 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15229 PlayLevelSound(x, y, sound_effect);
15232 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15234 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15236 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15237 StopSound(sound_effect);
15240 static int getLevelMusicNr(void)
15242 if (levelset.music[level_nr] != MUS_UNDEFINED)
15243 return levelset.music[level_nr]; // from config file
15245 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15248 static void FadeLevelSounds(void)
15253 static void FadeLevelMusic(void)
15255 int music_nr = getLevelMusicNr();
15256 char *curr_music = getCurrentlyPlayingMusicFilename();
15257 char *next_music = getMusicInfoEntryFilename(music_nr);
15259 if (!strEqual(curr_music, next_music))
15263 void FadeLevelSoundsAndMusic(void)
15269 static void PlayLevelMusic(void)
15271 int music_nr = getLevelMusicNr();
15272 char *curr_music = getCurrentlyPlayingMusicFilename();
15273 char *next_music = getMusicInfoEntryFilename(music_nr);
15275 if (!strEqual(curr_music, next_music))
15276 PlayMusicLoop(music_nr);
15279 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15281 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15283 int x = xx - offset;
15284 int y = yy - offset;
15289 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15293 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15297 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15301 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15305 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15309 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15313 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15316 case SOUND_android_clone:
15317 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15320 case SOUND_android_move:
15321 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15325 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15329 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15336 case SOUND_eater_eat:
15337 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15341 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15344 case SOUND_collect:
15345 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15348 case SOUND_diamond:
15349 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15353 // !!! CHECK THIS !!!
15355 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15357 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15361 case SOUND_wonderfall:
15362 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15366 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15370 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15374 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15378 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15382 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15386 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15390 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15394 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15397 case SOUND_exit_open:
15398 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15401 case SOUND_exit_leave:
15402 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15405 case SOUND_dynamite:
15406 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15422 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15426 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15430 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15439 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15441 int element = map_element_SP_to_RND(element_sp);
15442 int action = map_action_SP_to_RND(action_sp);
15443 int offset = (setup.sp_show_border_elements ? 0 : 1);
15444 int x = xx - offset;
15445 int y = yy - offset;
15447 PlayLevelSoundElementAction(x, y, element, action);
15450 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15452 int element = map_element_MM_to_RND(element_mm);
15453 int action = map_action_MM_to_RND(action_mm);
15455 int x = xx - offset;
15456 int y = yy - offset;
15458 if (!IS_MM_ELEMENT(element))
15459 element = EL_MM_DEFAULT;
15461 PlayLevelSoundElementAction(x, y, element, action);
15464 void PlaySound_MM(int sound_mm)
15466 int sound = map_sound_MM_to_RND(sound_mm);
15468 if (sound == SND_UNDEFINED)
15474 void PlaySoundLoop_MM(int sound_mm)
15476 int sound = map_sound_MM_to_RND(sound_mm);
15478 if (sound == SND_UNDEFINED)
15481 PlaySoundLoop(sound);
15484 void StopSound_MM(int sound_mm)
15486 int sound = map_sound_MM_to_RND(sound_mm);
15488 if (sound == SND_UNDEFINED)
15494 void RaiseScore(int value)
15496 game.score += value;
15498 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15500 DisplayGameControlValues();
15503 void RaiseScoreElement(int element)
15508 case EL_BD_DIAMOND:
15509 case EL_EMERALD_YELLOW:
15510 case EL_EMERALD_RED:
15511 case EL_EMERALD_PURPLE:
15512 case EL_SP_INFOTRON:
15513 RaiseScore(level.score[SC_EMERALD]);
15516 RaiseScore(level.score[SC_DIAMOND]);
15519 RaiseScore(level.score[SC_CRYSTAL]);
15522 RaiseScore(level.score[SC_PEARL]);
15525 case EL_BD_BUTTERFLY:
15526 case EL_SP_ELECTRON:
15527 RaiseScore(level.score[SC_BUG]);
15530 case EL_BD_FIREFLY:
15531 case EL_SP_SNIKSNAK:
15532 RaiseScore(level.score[SC_SPACESHIP]);
15535 case EL_DARK_YAMYAM:
15536 RaiseScore(level.score[SC_YAMYAM]);
15539 RaiseScore(level.score[SC_ROBOT]);
15542 RaiseScore(level.score[SC_PACMAN]);
15545 RaiseScore(level.score[SC_NUT]);
15548 case EL_EM_DYNAMITE:
15549 case EL_SP_DISK_RED:
15550 case EL_DYNABOMB_INCREASE_NUMBER:
15551 case EL_DYNABOMB_INCREASE_SIZE:
15552 case EL_DYNABOMB_INCREASE_POWER:
15553 RaiseScore(level.score[SC_DYNAMITE]);
15555 case EL_SHIELD_NORMAL:
15556 case EL_SHIELD_DEADLY:
15557 RaiseScore(level.score[SC_SHIELD]);
15559 case EL_EXTRA_TIME:
15560 RaiseScore(level.extra_time_score);
15574 case EL_DC_KEY_WHITE:
15575 RaiseScore(level.score[SC_KEY]);
15578 RaiseScore(element_info[element].collect_score);
15583 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15585 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15589 // prevent short reactivation of overlay buttons while closing door
15590 SetOverlayActive(FALSE);
15591 UnmapGameButtons();
15593 // door may still be open due to skipped or envelope style request
15594 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15597 if (network.enabled)
15598 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15602 FadeSkipNextFadeIn();
15604 SetGameStatus(GAME_MODE_MAIN);
15609 else // continue playing the game
15611 if (tape.playing && tape.deactivate_display)
15612 TapeDeactivateDisplayOff(TRUE);
15614 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15616 if (tape.playing && tape.deactivate_display)
15617 TapeDeactivateDisplayOn();
15621 void RequestQuitGame(boolean escape_key_pressed)
15623 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15624 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15625 level_editor_test_game);
15626 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15627 quick_quit || score_info_tape_play);
15629 RequestQuitGameExt(skip_request, quick_quit,
15630 "Do you really want to quit the game?");
15633 static char *getRestartGameMessage(void)
15635 boolean play_again = hasStartedNetworkGame();
15636 static char message[MAX_OUTPUT_LINESIZE];
15637 char *game_over_text = "Game over!";
15638 char *play_again_text = " Play it again?";
15640 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15641 game_mm.game_over_message != NULL)
15642 game_over_text = game_mm.game_over_message;
15644 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15645 (play_again ? play_again_text : ""));
15650 static void RequestRestartGame(void)
15652 char *message = getRestartGameMessage();
15653 boolean has_started_game = hasStartedNetworkGame();
15654 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15655 int door_state = DOOR_CLOSE_1;
15657 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15659 CloseDoor(door_state);
15661 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15665 // if game was invoked from level editor, also close tape recorder door
15666 if (level_editor_test_game)
15667 door_state = DOOR_CLOSE_ALL;
15669 CloseDoor(door_state);
15671 SetGameStatus(GAME_MODE_MAIN);
15677 boolean CheckRestartGame(void)
15679 static int game_over_delay = 0;
15680 int game_over_delay_value = 50;
15681 boolean game_over = checkGameFailed();
15685 game_over_delay = game_over_delay_value;
15690 if (game_over_delay > 0)
15692 if (game_over_delay == game_over_delay_value / 2)
15693 PlaySound(SND_GAME_LOSING);
15700 // do not handle game over if request dialog is already active
15701 if (game.request_active)
15704 // do not ask to play again if game was never actually played
15705 if (!game.GamePlayed)
15708 // do not ask to play again if this was disabled in setup menu
15709 if (!setup.ask_on_game_over)
15712 RequestRestartGame();
15717 boolean checkGameSolved(void)
15719 // set for all game engines if level was solved
15720 return game.LevelSolved_GameEnd;
15723 boolean checkGameFailed(void)
15725 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15726 return (game_em.game_over && !game_em.level_solved);
15727 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15728 return (game_sp.game_over && !game_sp.level_solved);
15729 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15730 return (game_mm.game_over && !game_mm.level_solved);
15731 else // GAME_ENGINE_TYPE_RND
15732 return (game.GameOver && !game.LevelSolved);
15735 boolean checkGameEnded(void)
15737 return (checkGameSolved() || checkGameFailed());
15741 // ----------------------------------------------------------------------------
15742 // random generator functions
15743 // ----------------------------------------------------------------------------
15745 unsigned int InitEngineRandom_RND(int seed)
15747 game.num_random_calls = 0;
15749 return InitEngineRandom(seed);
15752 unsigned int RND(int max)
15756 game.num_random_calls++;
15758 return GetEngineRandom(max);
15765 // ----------------------------------------------------------------------------
15766 // game engine snapshot handling functions
15767 // ----------------------------------------------------------------------------
15769 struct EngineSnapshotInfo
15771 // runtime values for custom element collect score
15772 int collect_score[NUM_CUSTOM_ELEMENTS];
15774 // runtime values for group element choice position
15775 int choice_pos[NUM_GROUP_ELEMENTS];
15777 // runtime values for belt position animations
15778 int belt_graphic[4][NUM_BELT_PARTS];
15779 int belt_anim_mode[4][NUM_BELT_PARTS];
15782 static struct EngineSnapshotInfo engine_snapshot_rnd;
15783 static char *snapshot_level_identifier = NULL;
15784 static int snapshot_level_nr = -1;
15786 static void SaveEngineSnapshotValues_RND(void)
15788 static int belt_base_active_element[4] =
15790 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15791 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15792 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15793 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15797 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15799 int element = EL_CUSTOM_START + i;
15801 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15804 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15806 int element = EL_GROUP_START + i;
15808 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15811 for (i = 0; i < 4; i++)
15813 for (j = 0; j < NUM_BELT_PARTS; j++)
15815 int element = belt_base_active_element[i] + j;
15816 int graphic = el2img(element);
15817 int anim_mode = graphic_info[graphic].anim_mode;
15819 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15820 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15825 static void LoadEngineSnapshotValues_RND(void)
15827 unsigned int num_random_calls = game.num_random_calls;
15830 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15832 int element = EL_CUSTOM_START + i;
15834 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15837 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15839 int element = EL_GROUP_START + i;
15841 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15844 for (i = 0; i < 4; i++)
15846 for (j = 0; j < NUM_BELT_PARTS; j++)
15848 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15849 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15851 graphic_info[graphic].anim_mode = anim_mode;
15855 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15857 InitRND(tape.random_seed);
15858 for (i = 0; i < num_random_calls; i++)
15862 if (game.num_random_calls != num_random_calls)
15864 Error("number of random calls out of sync");
15865 Error("number of random calls should be %d", num_random_calls);
15866 Error("number of random calls is %d", game.num_random_calls);
15868 Fail("this should not happen -- please debug");
15872 void FreeEngineSnapshotSingle(void)
15874 FreeSnapshotSingle();
15876 setString(&snapshot_level_identifier, NULL);
15877 snapshot_level_nr = -1;
15880 void FreeEngineSnapshotList(void)
15882 FreeSnapshotList();
15885 static ListNode *SaveEngineSnapshotBuffers(void)
15887 ListNode *buffers = NULL;
15889 // copy some special values to a structure better suited for the snapshot
15891 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15892 SaveEngineSnapshotValues_RND();
15893 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15894 SaveEngineSnapshotValues_EM();
15895 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15896 SaveEngineSnapshotValues_SP(&buffers);
15897 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15898 SaveEngineSnapshotValues_MM();
15900 // save values stored in special snapshot structure
15902 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15903 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15904 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15905 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15906 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15907 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15908 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15911 // save further RND engine values
15913 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15914 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15915 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15917 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15918 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15920 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15921 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15924 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15925 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15927 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15930 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15949 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15952 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15956 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15959 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15966 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15972 ListNode *node = engine_snapshot_list_rnd;
15975 while (node != NULL)
15977 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15982 Debug("game:playing:SaveEngineSnapshotBuffers",
15983 "size of engine snapshot: %d bytes", num_bytes);
15989 void SaveEngineSnapshotSingle(void)
15991 ListNode *buffers = SaveEngineSnapshotBuffers();
15993 // finally save all snapshot buffers to single snapshot
15994 SaveSnapshotSingle(buffers);
15996 // save level identification information
15997 setString(&snapshot_level_identifier, leveldir_current->identifier);
15998 snapshot_level_nr = level_nr;
16001 boolean CheckSaveEngineSnapshotToList(void)
16003 boolean save_snapshot =
16004 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16005 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16006 game.snapshot.changed_action) ||
16007 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16008 game.snapshot.collected_item));
16010 game.snapshot.changed_action = FALSE;
16011 game.snapshot.collected_item = FALSE;
16012 game.snapshot.save_snapshot = save_snapshot;
16014 return save_snapshot;
16017 void SaveEngineSnapshotToList(void)
16019 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16023 ListNode *buffers = SaveEngineSnapshotBuffers();
16025 // finally save all snapshot buffers to snapshot list
16026 SaveSnapshotToList(buffers);
16029 void SaveEngineSnapshotToListInitial(void)
16031 FreeEngineSnapshotList();
16033 SaveEngineSnapshotToList();
16036 static void LoadEngineSnapshotValues(void)
16038 // restore special values from snapshot structure
16040 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16041 LoadEngineSnapshotValues_RND();
16042 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16043 LoadEngineSnapshotValues_EM();
16044 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16045 LoadEngineSnapshotValues_SP();
16046 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16047 LoadEngineSnapshotValues_MM();
16050 void LoadEngineSnapshotSingle(void)
16052 LoadSnapshotSingle();
16054 LoadEngineSnapshotValues();
16057 static void LoadEngineSnapshot_Undo(int steps)
16059 LoadSnapshotFromList_Older(steps);
16061 LoadEngineSnapshotValues();
16064 static void LoadEngineSnapshot_Redo(int steps)
16066 LoadSnapshotFromList_Newer(steps);
16068 LoadEngineSnapshotValues();
16071 boolean CheckEngineSnapshotSingle(void)
16073 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16074 snapshot_level_nr == level_nr);
16077 boolean CheckEngineSnapshotList(void)
16079 return CheckSnapshotList();
16083 // ---------- new game button stuff -------------------------------------------
16090 boolean *setup_value;
16091 boolean allowed_on_tape;
16092 boolean is_touch_button;
16094 } gamebutton_info[NUM_GAME_BUTTONS] =
16097 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16098 GAME_CTRL_ID_STOP, NULL,
16099 TRUE, FALSE, "stop game"
16102 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16103 GAME_CTRL_ID_PAUSE, NULL,
16104 TRUE, FALSE, "pause game"
16107 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16108 GAME_CTRL_ID_PLAY, NULL,
16109 TRUE, FALSE, "play game"
16112 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16113 GAME_CTRL_ID_UNDO, NULL,
16114 TRUE, FALSE, "undo step"
16117 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16118 GAME_CTRL_ID_REDO, NULL,
16119 TRUE, FALSE, "redo step"
16122 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16123 GAME_CTRL_ID_SAVE, NULL,
16124 TRUE, FALSE, "save game"
16127 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16128 GAME_CTRL_ID_PAUSE2, NULL,
16129 TRUE, FALSE, "pause game"
16132 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16133 GAME_CTRL_ID_LOAD, NULL,
16134 TRUE, FALSE, "load game"
16137 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16138 GAME_CTRL_ID_PANEL_STOP, NULL,
16139 FALSE, FALSE, "stop game"
16142 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16143 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16144 FALSE, FALSE, "pause game"
16147 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16148 GAME_CTRL_ID_PANEL_PLAY, NULL,
16149 FALSE, FALSE, "play game"
16152 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16153 GAME_CTRL_ID_TOUCH_STOP, NULL,
16154 FALSE, TRUE, "stop game"
16157 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16158 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16159 FALSE, TRUE, "pause game"
16162 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16163 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16164 TRUE, FALSE, "background music on/off"
16167 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16168 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16169 TRUE, FALSE, "sound loops on/off"
16172 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16173 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16174 TRUE, FALSE, "normal sounds on/off"
16177 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16178 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16179 FALSE, FALSE, "background music on/off"
16182 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16183 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16184 FALSE, FALSE, "sound loops on/off"
16187 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16188 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16189 FALSE, FALSE, "normal sounds on/off"
16193 void CreateGameButtons(void)
16197 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16199 int graphic = gamebutton_info[i].graphic;
16200 struct GraphicInfo *gfx = &graphic_info[graphic];
16201 struct XY *pos = gamebutton_info[i].pos;
16202 struct GadgetInfo *gi;
16205 unsigned int event_mask;
16206 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16207 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16208 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16209 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16210 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16211 int gd_x = gfx->src_x;
16212 int gd_y = gfx->src_y;
16213 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16214 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16215 int gd_xa = gfx->src_x + gfx->active_xoffset;
16216 int gd_ya = gfx->src_y + gfx->active_yoffset;
16217 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16218 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16219 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16220 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16223 // do not use touch buttons if overlay touch buttons are disabled
16224 if (is_touch_button && !setup.touch.overlay_buttons)
16227 if (gfx->bitmap == NULL)
16229 game_gadget[id] = NULL;
16234 if (id == GAME_CTRL_ID_STOP ||
16235 id == GAME_CTRL_ID_PANEL_STOP ||
16236 id == GAME_CTRL_ID_TOUCH_STOP ||
16237 id == GAME_CTRL_ID_PLAY ||
16238 id == GAME_CTRL_ID_PANEL_PLAY ||
16239 id == GAME_CTRL_ID_SAVE ||
16240 id == GAME_CTRL_ID_LOAD)
16242 button_type = GD_TYPE_NORMAL_BUTTON;
16244 event_mask = GD_EVENT_RELEASED;
16246 else if (id == GAME_CTRL_ID_UNDO ||
16247 id == GAME_CTRL_ID_REDO)
16249 button_type = GD_TYPE_NORMAL_BUTTON;
16251 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16255 button_type = GD_TYPE_CHECK_BUTTON;
16256 checked = (gamebutton_info[i].setup_value != NULL ?
16257 *gamebutton_info[i].setup_value : FALSE);
16258 event_mask = GD_EVENT_PRESSED;
16261 gi = CreateGadget(GDI_CUSTOM_ID, id,
16262 GDI_IMAGE_ID, graphic,
16263 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16266 GDI_WIDTH, gfx->width,
16267 GDI_HEIGHT, gfx->height,
16268 GDI_TYPE, button_type,
16269 GDI_STATE, GD_BUTTON_UNPRESSED,
16270 GDI_CHECKED, checked,
16271 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16272 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16273 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16274 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16275 GDI_DIRECT_DRAW, FALSE,
16276 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16277 GDI_EVENT_MASK, event_mask,
16278 GDI_CALLBACK_ACTION, HandleGameButtons,
16282 Fail("cannot create gadget");
16284 game_gadget[id] = gi;
16288 void FreeGameButtons(void)
16292 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16293 FreeGadget(game_gadget[i]);
16296 static void UnmapGameButtonsAtSamePosition(int id)
16300 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16302 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16303 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16304 UnmapGadget(game_gadget[i]);
16307 static void UnmapGameButtonsAtSamePosition_All(void)
16309 if (setup.show_load_save_buttons)
16311 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16312 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16313 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16315 else if (setup.show_undo_redo_buttons)
16317 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16318 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16319 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16323 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16324 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16325 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16328 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16329 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16333 void MapLoadSaveButtons(void)
16335 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16336 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16338 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16339 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16342 void MapUndoRedoButtons(void)
16344 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16345 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16347 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16348 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16351 void ModifyPauseButtons(void)
16355 GAME_CTRL_ID_PAUSE,
16356 GAME_CTRL_ID_PAUSE2,
16357 GAME_CTRL_ID_PANEL_PAUSE,
16358 GAME_CTRL_ID_TOUCH_PAUSE,
16363 for (i = 0; ids[i] > -1; i++)
16364 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16367 static void MapGameButtonsExt(boolean on_tape)
16371 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16373 if ((i == GAME_CTRL_ID_UNDO ||
16374 i == GAME_CTRL_ID_REDO) &&
16375 game_status != GAME_MODE_PLAYING)
16378 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16379 MapGadget(game_gadget[i]);
16382 UnmapGameButtonsAtSamePosition_All();
16384 RedrawGameButtons();
16387 static void UnmapGameButtonsExt(boolean on_tape)
16391 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16392 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16393 UnmapGadget(game_gadget[i]);
16396 static void RedrawGameButtonsExt(boolean on_tape)
16400 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16401 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16402 RedrawGadget(game_gadget[i]);
16405 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16410 gi->checked = state;
16413 static void RedrawSoundButtonGadget(int id)
16415 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16416 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16417 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16418 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16419 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16420 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16423 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16424 RedrawGadget(game_gadget[id2]);
16427 void MapGameButtons(void)
16429 MapGameButtonsExt(FALSE);
16432 void UnmapGameButtons(void)
16434 UnmapGameButtonsExt(FALSE);
16437 void RedrawGameButtons(void)
16439 RedrawGameButtonsExt(FALSE);
16442 void MapGameButtonsOnTape(void)
16444 MapGameButtonsExt(TRUE);
16447 void UnmapGameButtonsOnTape(void)
16449 UnmapGameButtonsExt(TRUE);
16452 void RedrawGameButtonsOnTape(void)
16454 RedrawGameButtonsExt(TRUE);
16457 static void GameUndoRedoExt(void)
16459 ClearPlayerAction();
16461 tape.pausing = TRUE;
16464 UpdateAndDisplayGameControlValues();
16466 DrawCompleteVideoDisplay();
16467 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16468 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16469 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16471 ModifyPauseButtons();
16476 static void GameUndo(int steps)
16478 if (!CheckEngineSnapshotList())
16481 int tape_property_bits = tape.property_bits;
16483 LoadEngineSnapshot_Undo(steps);
16485 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16490 static void GameRedo(int steps)
16492 if (!CheckEngineSnapshotList())
16495 int tape_property_bits = tape.property_bits;
16497 LoadEngineSnapshot_Redo(steps);
16499 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16504 static void HandleGameButtonsExt(int id, int button)
16506 static boolean game_undo_executed = FALSE;
16507 int steps = BUTTON_STEPSIZE(button);
16508 boolean handle_game_buttons =
16509 (game_status == GAME_MODE_PLAYING ||
16510 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16512 if (!handle_game_buttons)
16517 case GAME_CTRL_ID_STOP:
16518 case GAME_CTRL_ID_PANEL_STOP:
16519 case GAME_CTRL_ID_TOUCH_STOP:
16524 case GAME_CTRL_ID_PAUSE:
16525 case GAME_CTRL_ID_PAUSE2:
16526 case GAME_CTRL_ID_PANEL_PAUSE:
16527 case GAME_CTRL_ID_TOUCH_PAUSE:
16528 if (network.enabled && game_status == GAME_MODE_PLAYING)
16531 SendToServer_ContinuePlaying();
16533 SendToServer_PausePlaying();
16536 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16538 game_undo_executed = FALSE;
16542 case GAME_CTRL_ID_PLAY:
16543 case GAME_CTRL_ID_PANEL_PLAY:
16544 if (game_status == GAME_MODE_MAIN)
16546 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16548 else if (tape.pausing)
16550 if (network.enabled)
16551 SendToServer_ContinuePlaying();
16553 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16557 case GAME_CTRL_ID_UNDO:
16558 // Important: When using "save snapshot when collecting an item" mode,
16559 // load last (current) snapshot for first "undo" after pressing "pause"
16560 // (else the last-but-one snapshot would be loaded, because the snapshot
16561 // pointer already points to the last snapshot when pressing "pause",
16562 // which is fine for "every step/move" mode, but not for "every collect")
16563 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16564 !game_undo_executed)
16567 game_undo_executed = TRUE;
16572 case GAME_CTRL_ID_REDO:
16576 case GAME_CTRL_ID_SAVE:
16580 case GAME_CTRL_ID_LOAD:
16584 case SOUND_CTRL_ID_MUSIC:
16585 case SOUND_CTRL_ID_PANEL_MUSIC:
16586 if (setup.sound_music)
16588 setup.sound_music = FALSE;
16592 else if (audio.music_available)
16594 setup.sound = setup.sound_music = TRUE;
16596 SetAudioMode(setup.sound);
16598 if (game_status == GAME_MODE_PLAYING)
16602 RedrawSoundButtonGadget(id);
16606 case SOUND_CTRL_ID_LOOPS:
16607 case SOUND_CTRL_ID_PANEL_LOOPS:
16608 if (setup.sound_loops)
16609 setup.sound_loops = FALSE;
16610 else if (audio.loops_available)
16612 setup.sound = setup.sound_loops = TRUE;
16614 SetAudioMode(setup.sound);
16617 RedrawSoundButtonGadget(id);
16621 case SOUND_CTRL_ID_SIMPLE:
16622 case SOUND_CTRL_ID_PANEL_SIMPLE:
16623 if (setup.sound_simple)
16624 setup.sound_simple = FALSE;
16625 else if (audio.sound_available)
16627 setup.sound = setup.sound_simple = TRUE;
16629 SetAudioMode(setup.sound);
16632 RedrawSoundButtonGadget(id);
16641 static void HandleGameButtons(struct GadgetInfo *gi)
16643 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16646 void HandleSoundButtonKeys(Key key)
16648 if (key == setup.shortcut.sound_simple)
16649 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16650 else if (key == setup.shortcut.sound_loops)
16651 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16652 else if (key == setup.shortcut.sound_music)
16653 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);