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);
5433 return Tile[oldx][oldy];
5439 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5441 // like MovingOrBlocked2Element(), but if element is moving
5442 // and (x,y) is the field the moving element is just leaving,
5443 // return EL_BLOCKED instead of the element value
5444 int element = Tile[x][y];
5446 if (IS_MOVING(x, y))
5448 if (element == EL_BLOCKED)
5452 Blocked2Moving(x, y, &oldx, &oldy);
5453 return Tile[oldx][oldy];
5462 static void RemoveField(int x, int y)
5464 Tile[x][y] = EL_EMPTY;
5470 CustomValue[x][y] = 0;
5473 ChangeDelay[x][y] = 0;
5474 ChangePage[x][y] = -1;
5475 Pushed[x][y] = FALSE;
5477 GfxElement[x][y] = EL_UNDEFINED;
5478 GfxAction[x][y] = ACTION_DEFAULT;
5479 GfxDir[x][y] = MV_NONE;
5482 static void RemoveMovingField(int x, int y)
5484 int oldx = x, oldy = y, newx = x, newy = y;
5485 int element = Tile[x][y];
5486 int next_element = EL_UNDEFINED;
5488 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5491 if (IS_MOVING(x, y))
5493 Moving2Blocked(x, y, &newx, &newy);
5495 if (Tile[newx][newy] != EL_BLOCKED)
5497 // element is moving, but target field is not free (blocked), but
5498 // already occupied by something different (example: acid pool);
5499 // in this case, only remove the moving field, but not the target
5501 RemoveField(oldx, oldy);
5503 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5505 TEST_DrawLevelField(oldx, oldy);
5510 else if (element == EL_BLOCKED)
5512 Blocked2Moving(x, y, &oldx, &oldy);
5513 if (!IS_MOVING(oldx, oldy))
5517 if (element == EL_BLOCKED &&
5518 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5519 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5520 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5521 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5522 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5523 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5524 next_element = get_next_element(Tile[oldx][oldy]);
5526 RemoveField(oldx, oldy);
5527 RemoveField(newx, newy);
5529 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5531 if (next_element != EL_UNDEFINED)
5532 Tile[oldx][oldy] = next_element;
5534 TEST_DrawLevelField(oldx, oldy);
5535 TEST_DrawLevelField(newx, newy);
5538 void DrawDynamite(int x, int y)
5540 int sx = SCREENX(x), sy = SCREENY(y);
5541 int graphic = el2img(Tile[x][y]);
5544 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5547 if (IS_WALKABLE_INSIDE(Back[x][y]))
5551 DrawLevelElement(x, y, Back[x][y]);
5552 else if (Store[x][y])
5553 DrawLevelElement(x, y, Store[x][y]);
5554 else if (game.use_masked_elements)
5555 DrawLevelElement(x, y, EL_EMPTY);
5557 frame = getGraphicAnimationFrameXY(graphic, x, y);
5559 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5560 DrawGraphicThruMask(sx, sy, graphic, frame);
5562 DrawGraphic(sx, sy, graphic, frame);
5565 static void CheckDynamite(int x, int y)
5567 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5571 if (MovDelay[x][y] != 0)
5574 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5580 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5585 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5587 boolean num_checked_players = 0;
5590 for (i = 0; i < MAX_PLAYERS; i++)
5592 if (stored_player[i].active)
5594 int sx = stored_player[i].jx;
5595 int sy = stored_player[i].jy;
5597 if (num_checked_players == 0)
5604 *sx1 = MIN(*sx1, sx);
5605 *sy1 = MIN(*sy1, sy);
5606 *sx2 = MAX(*sx2, sx);
5607 *sy2 = MAX(*sy2, sy);
5610 num_checked_players++;
5615 static boolean checkIfAllPlayersFitToScreen_RND(void)
5617 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5619 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5621 return (sx2 - sx1 < SCR_FIELDX &&
5622 sy2 - sy1 < SCR_FIELDY);
5625 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5627 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5629 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5631 *sx = (sx1 + sx2) / 2;
5632 *sy = (sy1 + sy2) / 2;
5635 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5636 boolean center_screen, boolean quick_relocation)
5638 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5639 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5640 boolean no_delay = (tape.warp_forward);
5641 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5642 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5643 int new_scroll_x, new_scroll_y;
5645 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5647 // case 1: quick relocation inside visible screen (without scrolling)
5654 if (!level.shifted_relocation || center_screen)
5656 // relocation _with_ centering of screen
5658 new_scroll_x = SCROLL_POSITION_X(x);
5659 new_scroll_y = SCROLL_POSITION_Y(y);
5663 // relocation _without_ centering of screen
5665 int center_scroll_x = SCROLL_POSITION_X(old_x);
5666 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5667 int offset_x = x + (scroll_x - center_scroll_x);
5668 int offset_y = y + (scroll_y - center_scroll_y);
5670 // for new screen position, apply previous offset to center position
5671 new_scroll_x = SCROLL_POSITION_X(offset_x);
5672 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5675 if (quick_relocation)
5677 // case 2: quick relocation (redraw without visible scrolling)
5679 scroll_x = new_scroll_x;
5680 scroll_y = new_scroll_y;
5687 // case 3: visible relocation (with scrolling to new position)
5689 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5691 SetVideoFrameDelay(wait_delay_value);
5693 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5695 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5696 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5698 if (dx == 0 && dy == 0) // no scrolling needed at all
5704 // set values for horizontal/vertical screen scrolling (half tile size)
5705 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5706 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5707 int pos_x = dx * TILEX / 2;
5708 int pos_y = dy * TILEY / 2;
5709 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5710 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5712 ScrollLevel(dx, dy);
5715 // scroll in two steps of half tile size to make things smoother
5716 BlitScreenToBitmapExt_RND(window, fx, fy);
5718 // scroll second step to align at full tile size
5719 BlitScreenToBitmap(window);
5725 SetVideoFrameDelay(frame_delay_value_old);
5728 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5730 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5731 int player_nr = GET_PLAYER_NR(el_player);
5732 struct PlayerInfo *player = &stored_player[player_nr];
5733 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5734 boolean no_delay = (tape.warp_forward);
5735 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5736 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5737 int old_jx = player->jx;
5738 int old_jy = player->jy;
5739 int old_element = Tile[old_jx][old_jy];
5740 int element = Tile[jx][jy];
5741 boolean player_relocated = (old_jx != jx || old_jy != jy);
5743 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5744 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5745 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5746 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5747 int leave_side_horiz = move_dir_horiz;
5748 int leave_side_vert = move_dir_vert;
5749 int enter_side = enter_side_horiz | enter_side_vert;
5750 int leave_side = leave_side_horiz | leave_side_vert;
5752 if (player->buried) // do not reanimate dead player
5755 if (!player_relocated) // no need to relocate the player
5758 if (IS_PLAYER(jx, jy)) // player already placed at new position
5760 RemoveField(jx, jy); // temporarily remove newly placed player
5761 DrawLevelField(jx, jy);
5764 if (player->present)
5766 while (player->MovPos)
5768 ScrollPlayer(player, SCROLL_GO_ON);
5769 ScrollScreen(NULL, SCROLL_GO_ON);
5771 AdvanceFrameAndPlayerCounters(player->index_nr);
5775 BackToFront_WithFrameDelay(wait_delay_value);
5778 DrawPlayer(player); // needed here only to cleanup last field
5779 DrawLevelField(player->jx, player->jy); // remove player graphic
5781 player->is_moving = FALSE;
5784 if (IS_CUSTOM_ELEMENT(old_element))
5785 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5787 player->index_bit, leave_side);
5789 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5791 player->index_bit, leave_side);
5793 Tile[jx][jy] = el_player;
5794 InitPlayerField(jx, jy, el_player, TRUE);
5796 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5797 possible that the relocation target field did not contain a player element,
5798 but a walkable element, to which the new player was relocated -- in this
5799 case, restore that (already initialized!) element on the player field */
5800 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5802 Tile[jx][jy] = element; // restore previously existing element
5805 // only visually relocate centered player
5806 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5807 FALSE, level.instant_relocation);
5809 TestIfPlayerTouchesBadThing(jx, jy);
5810 TestIfPlayerTouchesCustomElement(jx, jy);
5812 if (IS_CUSTOM_ELEMENT(element))
5813 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5814 player->index_bit, enter_side);
5816 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5817 player->index_bit, enter_side);
5819 if (player->is_switching)
5821 /* ensure that relocation while still switching an element does not cause
5822 a new element to be treated as also switched directly after relocation
5823 (this is important for teleporter switches that teleport the player to
5824 a place where another teleporter switch is in the same direction, which
5825 would then incorrectly be treated as immediately switched before the
5826 direction key that caused the switch was released) */
5828 player->switch_x += jx - old_jx;
5829 player->switch_y += jy - old_jy;
5833 static void Explode(int ex, int ey, int phase, int mode)
5839 if (game.explosions_delayed)
5841 ExplodeField[ex][ey] = mode;
5845 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5847 int center_element = Tile[ex][ey];
5848 int artwork_element, explosion_element; // set these values later
5850 // remove things displayed in background while burning dynamite
5851 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5854 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5856 // put moving element to center field (and let it explode there)
5857 center_element = MovingOrBlocked2Element(ex, ey);
5858 RemoveMovingField(ex, ey);
5859 Tile[ex][ey] = center_element;
5862 // now "center_element" is finally determined -- set related values now
5863 artwork_element = center_element; // for custom player artwork
5864 explosion_element = center_element; // for custom player artwork
5866 if (IS_PLAYER(ex, ey))
5868 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5870 artwork_element = stored_player[player_nr].artwork_element;
5872 if (level.use_explosion_element[player_nr])
5874 explosion_element = level.explosion_element[player_nr];
5875 artwork_element = explosion_element;
5879 if (mode == EX_TYPE_NORMAL ||
5880 mode == EX_TYPE_CENTER ||
5881 mode == EX_TYPE_CROSS)
5882 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5884 last_phase = element_info[explosion_element].explosion_delay + 1;
5886 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5888 int xx = x - ex + 1;
5889 int yy = y - ey + 1;
5892 if (!IN_LEV_FIELD(x, y) ||
5893 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5894 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5897 element = Tile[x][y];
5899 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5901 element = MovingOrBlocked2Element(x, y);
5903 if (!IS_EXPLOSION_PROOF(element))
5904 RemoveMovingField(x, y);
5907 // indestructible elements can only explode in center (but not flames)
5908 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5909 mode == EX_TYPE_BORDER)) ||
5910 element == EL_FLAMES)
5913 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5914 behaviour, for example when touching a yamyam that explodes to rocks
5915 with active deadly shield, a rock is created under the player !!! */
5916 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5918 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5919 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5920 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5922 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5925 if (IS_ACTIVE_BOMB(element))
5927 // re-activate things under the bomb like gate or penguin
5928 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5935 // save walkable background elements while explosion on same tile
5936 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5937 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5938 Back[x][y] = element;
5940 // ignite explodable elements reached by other explosion
5941 if (element == EL_EXPLOSION)
5942 element = Store2[x][y];
5944 if (AmoebaNr[x][y] &&
5945 (element == EL_AMOEBA_FULL ||
5946 element == EL_BD_AMOEBA ||
5947 element == EL_AMOEBA_GROWING))
5949 AmoebaCnt[AmoebaNr[x][y]]--;
5950 AmoebaCnt2[AmoebaNr[x][y]]--;
5955 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5957 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5959 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5961 if (PLAYERINFO(ex, ey)->use_murphy)
5962 Store[x][y] = EL_EMPTY;
5965 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5966 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5967 else if (IS_PLAYER_ELEMENT(center_element))
5968 Store[x][y] = EL_EMPTY;
5969 else if (center_element == EL_YAMYAM)
5970 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5971 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5972 Store[x][y] = element_info[center_element].content.e[xx][yy];
5974 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5975 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5976 // otherwise) -- FIX THIS !!!
5977 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5978 Store[x][y] = element_info[element].content.e[1][1];
5980 else if (!CAN_EXPLODE(element))
5981 Store[x][y] = element_info[element].content.e[1][1];
5984 Store[x][y] = EL_EMPTY;
5986 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5987 center_element == EL_AMOEBA_TO_DIAMOND)
5988 Store2[x][y] = element;
5990 Tile[x][y] = EL_EXPLOSION;
5991 GfxElement[x][y] = artwork_element;
5993 ExplodePhase[x][y] = 1;
5994 ExplodeDelay[x][y] = last_phase;
5999 if (center_element == EL_YAMYAM)
6000 game.yamyam_content_nr =
6001 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6013 GfxFrame[x][y] = 0; // restart explosion animation
6015 last_phase = ExplodeDelay[x][y];
6017 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6019 // this can happen if the player leaves an explosion just in time
6020 if (GfxElement[x][y] == EL_UNDEFINED)
6021 GfxElement[x][y] = EL_EMPTY;
6023 border_element = Store2[x][y];
6024 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6025 border_element = StorePlayer[x][y];
6027 if (phase == element_info[border_element].ignition_delay ||
6028 phase == last_phase)
6030 boolean border_explosion = FALSE;
6032 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6033 !PLAYER_EXPLOSION_PROTECTED(x, y))
6035 KillPlayerUnlessExplosionProtected(x, y);
6036 border_explosion = TRUE;
6038 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6040 Tile[x][y] = Store2[x][y];
6043 border_explosion = TRUE;
6045 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6047 AmoebaToDiamond(x, y);
6049 border_explosion = TRUE;
6052 // if an element just explodes due to another explosion (chain-reaction),
6053 // do not immediately end the new explosion when it was the last frame of
6054 // the explosion (as it would be done in the following "if"-statement!)
6055 if (border_explosion && phase == last_phase)
6059 // this can happen if the player was just killed by an explosion
6060 if (GfxElement[x][y] == EL_UNDEFINED)
6061 GfxElement[x][y] = EL_EMPTY;
6063 if (phase == last_phase)
6067 element = Tile[x][y] = Store[x][y];
6068 Store[x][y] = Store2[x][y] = 0;
6069 GfxElement[x][y] = EL_UNDEFINED;
6071 // player can escape from explosions and might therefore be still alive
6072 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6073 element <= EL_PLAYER_IS_EXPLODING_4)
6075 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6076 int explosion_element = EL_PLAYER_1 + player_nr;
6077 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6078 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6080 if (level.use_explosion_element[player_nr])
6081 explosion_element = level.explosion_element[player_nr];
6083 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6084 element_info[explosion_element].content.e[xx][yy]);
6087 // restore probably existing indestructible background element
6088 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6089 element = Tile[x][y] = Back[x][y];
6092 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6093 GfxDir[x][y] = MV_NONE;
6094 ChangeDelay[x][y] = 0;
6095 ChangePage[x][y] = -1;
6097 CustomValue[x][y] = 0;
6099 InitField_WithBug2(x, y, FALSE);
6101 TEST_DrawLevelField(x, y);
6103 TestIfElementTouchesCustomElement(x, y);
6105 if (GFX_CRUMBLED(element))
6106 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6108 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6109 StorePlayer[x][y] = 0;
6111 if (IS_PLAYER_ELEMENT(element))
6112 RelocatePlayer(x, y, element);
6114 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6116 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6117 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6120 TEST_DrawLevelFieldCrumbled(x, y);
6122 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6124 DrawLevelElement(x, y, Back[x][y]);
6125 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6127 else if (IS_WALKABLE_UNDER(Back[x][y]))
6129 DrawLevelGraphic(x, y, graphic, frame);
6130 DrawLevelElementThruMask(x, y, Back[x][y]);
6132 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6133 DrawLevelGraphic(x, y, graphic, frame);
6137 static void DynaExplode(int ex, int ey)
6140 int dynabomb_element = Tile[ex][ey];
6141 int dynabomb_size = 1;
6142 boolean dynabomb_xl = FALSE;
6143 struct PlayerInfo *player;
6144 struct XY *xy = xy_topdown;
6146 if (IS_ACTIVE_BOMB(dynabomb_element))
6148 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6149 dynabomb_size = player->dynabomb_size;
6150 dynabomb_xl = player->dynabomb_xl;
6151 player->dynabombs_left++;
6154 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6156 for (i = 0; i < NUM_DIRECTIONS; i++)
6158 for (j = 1; j <= dynabomb_size; j++)
6160 int x = ex + j * xy[i].x;
6161 int y = ey + j * xy[i].y;
6164 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6167 element = Tile[x][y];
6169 // do not restart explosions of fields with active bombs
6170 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6173 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6175 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6176 !IS_DIGGABLE(element) && !dynabomb_xl)
6182 void Bang(int x, int y)
6184 int element = MovingOrBlocked2Element(x, y);
6185 int explosion_type = EX_TYPE_NORMAL;
6187 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6189 struct PlayerInfo *player = PLAYERINFO(x, y);
6191 element = Tile[x][y] = player->initial_element;
6193 if (level.use_explosion_element[player->index_nr])
6195 int explosion_element = level.explosion_element[player->index_nr];
6197 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6198 explosion_type = EX_TYPE_CROSS;
6199 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6200 explosion_type = EX_TYPE_CENTER;
6208 case EL_BD_BUTTERFLY:
6211 case EL_DARK_YAMYAM:
6215 RaiseScoreElement(element);
6218 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6219 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6220 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6221 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6222 case EL_DYNABOMB_INCREASE_NUMBER:
6223 case EL_DYNABOMB_INCREASE_SIZE:
6224 case EL_DYNABOMB_INCREASE_POWER:
6225 explosion_type = EX_TYPE_DYNA;
6228 case EL_DC_LANDMINE:
6229 explosion_type = EX_TYPE_CENTER;
6234 case EL_LAMP_ACTIVE:
6235 case EL_AMOEBA_TO_DIAMOND:
6236 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6237 explosion_type = EX_TYPE_CENTER;
6241 if (element_info[element].explosion_type == EXPLODES_CROSS)
6242 explosion_type = EX_TYPE_CROSS;
6243 else if (element_info[element].explosion_type == EXPLODES_1X1)
6244 explosion_type = EX_TYPE_CENTER;
6248 if (explosion_type == EX_TYPE_DYNA)
6251 Explode(x, y, EX_PHASE_START, explosion_type);
6253 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6256 static void SplashAcid(int x, int y)
6258 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6259 (!IN_LEV_FIELD(x - 1, y - 2) ||
6260 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6261 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6263 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6264 (!IN_LEV_FIELD(x + 1, y - 2) ||
6265 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6266 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6268 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6271 static void InitBeltMovement(void)
6273 static int belt_base_element[4] =
6275 EL_CONVEYOR_BELT_1_LEFT,
6276 EL_CONVEYOR_BELT_2_LEFT,
6277 EL_CONVEYOR_BELT_3_LEFT,
6278 EL_CONVEYOR_BELT_4_LEFT
6280 static int belt_base_active_element[4] =
6282 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6283 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6284 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6285 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6290 // set frame order for belt animation graphic according to belt direction
6291 for (i = 0; i < NUM_BELTS; i++)
6295 for (j = 0; j < NUM_BELT_PARTS; j++)
6297 int element = belt_base_active_element[belt_nr] + j;
6298 int graphic_1 = el2img(element);
6299 int graphic_2 = el2panelimg(element);
6301 if (game.belt_dir[i] == MV_LEFT)
6303 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6304 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6308 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6309 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6314 SCAN_PLAYFIELD(x, y)
6316 int element = Tile[x][y];
6318 for (i = 0; i < NUM_BELTS; i++)
6320 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6322 int e_belt_nr = getBeltNrFromBeltElement(element);
6325 if (e_belt_nr == belt_nr)
6327 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6329 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6336 static void ToggleBeltSwitch(int x, int y)
6338 static int belt_base_element[4] =
6340 EL_CONVEYOR_BELT_1_LEFT,
6341 EL_CONVEYOR_BELT_2_LEFT,
6342 EL_CONVEYOR_BELT_3_LEFT,
6343 EL_CONVEYOR_BELT_4_LEFT
6345 static int belt_base_active_element[4] =
6347 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6348 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6349 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6350 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6352 static int belt_base_switch_element[4] =
6354 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6355 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6356 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6357 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6359 static int belt_move_dir[4] =
6367 int element = Tile[x][y];
6368 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6369 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6370 int belt_dir = belt_move_dir[belt_dir_nr];
6373 if (!IS_BELT_SWITCH(element))
6376 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6377 game.belt_dir[belt_nr] = belt_dir;
6379 if (belt_dir_nr == 3)
6382 // set frame order for belt animation graphic according to belt direction
6383 for (i = 0; i < NUM_BELT_PARTS; i++)
6385 int element = belt_base_active_element[belt_nr] + i;
6386 int graphic_1 = el2img(element);
6387 int graphic_2 = el2panelimg(element);
6389 if (belt_dir == MV_LEFT)
6391 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6392 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6396 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6397 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6401 SCAN_PLAYFIELD(xx, yy)
6403 int element = Tile[xx][yy];
6405 if (IS_BELT_SWITCH(element))
6407 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6409 if (e_belt_nr == belt_nr)
6411 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6412 TEST_DrawLevelField(xx, yy);
6415 else if (IS_BELT(element) && belt_dir != MV_NONE)
6417 int e_belt_nr = getBeltNrFromBeltElement(element);
6419 if (e_belt_nr == belt_nr)
6421 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6423 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6424 TEST_DrawLevelField(xx, yy);
6427 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6429 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6431 if (e_belt_nr == belt_nr)
6433 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6435 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6436 TEST_DrawLevelField(xx, yy);
6442 static void ToggleSwitchgateSwitch(void)
6446 game.switchgate_pos = !game.switchgate_pos;
6448 SCAN_PLAYFIELD(xx, yy)
6450 int element = Tile[xx][yy];
6452 if (element == EL_SWITCHGATE_SWITCH_UP)
6454 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6455 TEST_DrawLevelField(xx, yy);
6457 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6459 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6460 TEST_DrawLevelField(xx, yy);
6462 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6464 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6465 TEST_DrawLevelField(xx, yy);
6467 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6469 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6470 TEST_DrawLevelField(xx, yy);
6472 else if (element == EL_SWITCHGATE_OPEN ||
6473 element == EL_SWITCHGATE_OPENING)
6475 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6477 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6479 else if (element == EL_SWITCHGATE_CLOSED ||
6480 element == EL_SWITCHGATE_CLOSING)
6482 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6484 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6489 static int getInvisibleActiveFromInvisibleElement(int element)
6491 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6492 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6493 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6497 static int getInvisibleFromInvisibleActiveElement(int element)
6499 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6500 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6501 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6505 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6509 SCAN_PLAYFIELD(x, y)
6511 int element = Tile[x][y];
6513 if (element == EL_LIGHT_SWITCH &&
6514 game.light_time_left > 0)
6516 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6517 TEST_DrawLevelField(x, y);
6519 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6520 game.light_time_left == 0)
6522 Tile[x][y] = EL_LIGHT_SWITCH;
6523 TEST_DrawLevelField(x, y);
6525 else if (element == EL_EMC_DRIPPER &&
6526 game.light_time_left > 0)
6528 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6529 TEST_DrawLevelField(x, y);
6531 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6532 game.light_time_left == 0)
6534 Tile[x][y] = EL_EMC_DRIPPER;
6535 TEST_DrawLevelField(x, y);
6537 else if (element == EL_INVISIBLE_STEELWALL ||
6538 element == EL_INVISIBLE_WALL ||
6539 element == EL_INVISIBLE_SAND)
6541 if (game.light_time_left > 0)
6542 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6544 TEST_DrawLevelField(x, y);
6546 // uncrumble neighbour fields, if needed
6547 if (element == EL_INVISIBLE_SAND)
6548 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6550 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6551 element == EL_INVISIBLE_WALL_ACTIVE ||
6552 element == EL_INVISIBLE_SAND_ACTIVE)
6554 if (game.light_time_left == 0)
6555 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6557 TEST_DrawLevelField(x, y);
6559 // re-crumble neighbour fields, if needed
6560 if (element == EL_INVISIBLE_SAND)
6561 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6566 static void RedrawAllInvisibleElementsForLenses(void)
6570 SCAN_PLAYFIELD(x, y)
6572 int element = Tile[x][y];
6574 if (element == EL_EMC_DRIPPER &&
6575 game.lenses_time_left > 0)
6577 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6578 TEST_DrawLevelField(x, y);
6580 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6581 game.lenses_time_left == 0)
6583 Tile[x][y] = EL_EMC_DRIPPER;
6584 TEST_DrawLevelField(x, y);
6586 else if (element == EL_INVISIBLE_STEELWALL ||
6587 element == EL_INVISIBLE_WALL ||
6588 element == EL_INVISIBLE_SAND)
6590 if (game.lenses_time_left > 0)
6591 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6593 TEST_DrawLevelField(x, y);
6595 // uncrumble neighbour fields, if needed
6596 if (element == EL_INVISIBLE_SAND)
6597 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6599 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6600 element == EL_INVISIBLE_WALL_ACTIVE ||
6601 element == EL_INVISIBLE_SAND_ACTIVE)
6603 if (game.lenses_time_left == 0)
6604 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6606 TEST_DrawLevelField(x, y);
6608 // re-crumble neighbour fields, if needed
6609 if (element == EL_INVISIBLE_SAND)
6610 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6615 static void RedrawAllInvisibleElementsForMagnifier(void)
6619 SCAN_PLAYFIELD(x, y)
6621 int element = Tile[x][y];
6623 if (element == EL_EMC_FAKE_GRASS &&
6624 game.magnify_time_left > 0)
6626 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6627 TEST_DrawLevelField(x, y);
6629 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6630 game.magnify_time_left == 0)
6632 Tile[x][y] = EL_EMC_FAKE_GRASS;
6633 TEST_DrawLevelField(x, y);
6635 else if (IS_GATE_GRAY(element) &&
6636 game.magnify_time_left > 0)
6638 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6639 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6640 IS_EM_GATE_GRAY(element) ?
6641 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6642 IS_EMC_GATE_GRAY(element) ?
6643 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6644 IS_DC_GATE_GRAY(element) ?
6645 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6647 TEST_DrawLevelField(x, y);
6649 else if (IS_GATE_GRAY_ACTIVE(element) &&
6650 game.magnify_time_left == 0)
6652 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6653 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6654 IS_EM_GATE_GRAY_ACTIVE(element) ?
6655 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6656 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6657 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6658 IS_DC_GATE_GRAY_ACTIVE(element) ?
6659 EL_DC_GATE_WHITE_GRAY :
6661 TEST_DrawLevelField(x, y);
6666 static void ToggleLightSwitch(int x, int y)
6668 int element = Tile[x][y];
6670 game.light_time_left =
6671 (element == EL_LIGHT_SWITCH ?
6672 level.time_light * FRAMES_PER_SECOND : 0);
6674 RedrawAllLightSwitchesAndInvisibleElements();
6677 static void ActivateTimegateSwitch(int x, int y)
6681 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6683 SCAN_PLAYFIELD(xx, yy)
6685 int element = Tile[xx][yy];
6687 if (element == EL_TIMEGATE_CLOSED ||
6688 element == EL_TIMEGATE_CLOSING)
6690 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6691 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6695 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6697 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6698 TEST_DrawLevelField(xx, yy);
6704 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6705 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6708 static void Impact(int x, int y)
6710 boolean last_line = (y == lev_fieldy - 1);
6711 boolean object_hit = FALSE;
6712 boolean impact = (last_line || object_hit);
6713 int element = Tile[x][y];
6714 int smashed = EL_STEELWALL;
6716 if (!last_line) // check if element below was hit
6718 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6721 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6722 MovDir[x][y + 1] != MV_DOWN ||
6723 MovPos[x][y + 1] <= TILEY / 2));
6725 // do not smash moving elements that left the smashed field in time
6726 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6727 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6730 #if USE_QUICKSAND_IMPACT_BUGFIX
6731 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6733 RemoveMovingField(x, y + 1);
6734 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6735 Tile[x][y + 2] = EL_ROCK;
6736 TEST_DrawLevelField(x, y + 2);
6741 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6743 RemoveMovingField(x, y + 1);
6744 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6745 Tile[x][y + 2] = EL_ROCK;
6746 TEST_DrawLevelField(x, y + 2);
6753 smashed = MovingOrBlocked2Element(x, y + 1);
6755 impact = (last_line || object_hit);
6758 if (!last_line && smashed == EL_ACID) // element falls into acid
6760 SplashAcid(x, y + 1);
6764 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6765 // only reset graphic animation if graphic really changes after impact
6767 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6769 ResetGfxAnimation(x, y);
6770 TEST_DrawLevelField(x, y);
6773 if (impact && CAN_EXPLODE_IMPACT(element))
6778 else if (impact && element == EL_PEARL &&
6779 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6781 ResetGfxAnimation(x, y);
6783 Tile[x][y] = EL_PEARL_BREAKING;
6784 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6787 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6789 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6794 if (impact && element == EL_AMOEBA_DROP)
6796 if (object_hit && IS_PLAYER(x, y + 1))
6797 KillPlayerUnlessEnemyProtected(x, y + 1);
6798 else if (object_hit && smashed == EL_PENGUIN)
6802 Tile[x][y] = EL_AMOEBA_GROWING;
6803 Store[x][y] = EL_AMOEBA_WET;
6805 ResetRandomAnimationValue(x, y);
6810 if (object_hit) // check which object was hit
6812 if ((CAN_PASS_MAGIC_WALL(element) &&
6813 (smashed == EL_MAGIC_WALL ||
6814 smashed == EL_BD_MAGIC_WALL)) ||
6815 (CAN_PASS_DC_MAGIC_WALL(element) &&
6816 smashed == EL_DC_MAGIC_WALL))
6819 int activated_magic_wall =
6820 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6821 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6822 EL_DC_MAGIC_WALL_ACTIVE);
6824 // activate magic wall / mill
6825 SCAN_PLAYFIELD(xx, yy)
6827 if (Tile[xx][yy] == smashed)
6828 Tile[xx][yy] = activated_magic_wall;
6831 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6832 game.magic_wall_active = TRUE;
6834 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6835 SND_MAGIC_WALL_ACTIVATING :
6836 smashed == EL_BD_MAGIC_WALL ?
6837 SND_BD_MAGIC_WALL_ACTIVATING :
6838 SND_DC_MAGIC_WALL_ACTIVATING));
6841 if (IS_PLAYER(x, y + 1))
6843 if (CAN_SMASH_PLAYER(element))
6845 KillPlayerUnlessEnemyProtected(x, y + 1);
6849 else if (smashed == EL_PENGUIN)
6851 if (CAN_SMASH_PLAYER(element))
6857 else if (element == EL_BD_DIAMOND)
6859 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6865 else if (((element == EL_SP_INFOTRON ||
6866 element == EL_SP_ZONK) &&
6867 (smashed == EL_SP_SNIKSNAK ||
6868 smashed == EL_SP_ELECTRON ||
6869 smashed == EL_SP_DISK_ORANGE)) ||
6870 (element == EL_SP_INFOTRON &&
6871 smashed == EL_SP_DISK_YELLOW))
6876 else if (CAN_SMASH_EVERYTHING(element))
6878 if (IS_CLASSIC_ENEMY(smashed) ||
6879 CAN_EXPLODE_SMASHED(smashed))
6884 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6886 if (smashed == EL_LAMP ||
6887 smashed == EL_LAMP_ACTIVE)
6892 else if (smashed == EL_NUT)
6894 Tile[x][y + 1] = EL_NUT_BREAKING;
6895 PlayLevelSound(x, y, SND_NUT_BREAKING);
6896 RaiseScoreElement(EL_NUT);
6899 else if (smashed == EL_PEARL)
6901 ResetGfxAnimation(x, y);
6903 Tile[x][y + 1] = EL_PEARL_BREAKING;
6904 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6907 else if (smashed == EL_DIAMOND)
6909 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6910 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6913 else if (IS_BELT_SWITCH(smashed))
6915 ToggleBeltSwitch(x, y + 1);
6917 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6918 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6919 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6920 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6922 ToggleSwitchgateSwitch();
6924 else if (smashed == EL_LIGHT_SWITCH ||
6925 smashed == EL_LIGHT_SWITCH_ACTIVE)
6927 ToggleLightSwitch(x, y + 1);
6931 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6933 CheckElementChangeBySide(x, y + 1, smashed, element,
6934 CE_SWITCHED, CH_SIDE_TOP);
6935 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6941 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6946 // play sound of magic wall / mill
6948 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6949 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6950 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6952 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6953 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6954 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6955 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6956 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6957 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6962 // play sound of object that hits the ground
6963 if (last_line || object_hit)
6964 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6967 static void TurnRoundExt(int x, int y)
6979 { 0, 0 }, { 0, 0 }, { 0, 0 },
6984 int left, right, back;
6988 { MV_DOWN, MV_UP, MV_RIGHT },
6989 { MV_UP, MV_DOWN, MV_LEFT },
6991 { MV_LEFT, MV_RIGHT, MV_DOWN },
6995 { MV_RIGHT, MV_LEFT, MV_UP }
6998 int element = Tile[x][y];
6999 int move_pattern = element_info[element].move_pattern;
7001 int old_move_dir = MovDir[x][y];
7002 int left_dir = turn[old_move_dir].left;
7003 int right_dir = turn[old_move_dir].right;
7004 int back_dir = turn[old_move_dir].back;
7006 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7007 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7008 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7009 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7011 int left_x = x + left_dx, left_y = y + left_dy;
7012 int right_x = x + right_dx, right_y = y + right_dy;
7013 int move_x = x + move_dx, move_y = y + move_dy;
7017 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7019 TestIfBadThingTouchesOtherBadThing(x, y);
7021 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7022 MovDir[x][y] = right_dir;
7023 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7024 MovDir[x][y] = left_dir;
7026 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7028 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7031 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7033 TestIfBadThingTouchesOtherBadThing(x, y);
7035 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7036 MovDir[x][y] = left_dir;
7037 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7038 MovDir[x][y] = right_dir;
7040 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7042 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7045 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7047 TestIfBadThingTouchesOtherBadThing(x, y);
7049 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7050 MovDir[x][y] = left_dir;
7051 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7052 MovDir[x][y] = right_dir;
7054 if (MovDir[x][y] != old_move_dir)
7057 else if (element == EL_YAMYAM)
7059 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7060 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7062 if (can_turn_left && can_turn_right)
7063 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7064 else if (can_turn_left)
7065 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7066 else if (can_turn_right)
7067 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7069 MovDir[x][y] = back_dir;
7071 MovDelay[x][y] = 16 + 16 * RND(3);
7073 else if (element == EL_DARK_YAMYAM)
7075 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7077 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7080 if (can_turn_left && can_turn_right)
7081 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7082 else if (can_turn_left)
7083 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7084 else if (can_turn_right)
7085 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7087 MovDir[x][y] = back_dir;
7089 MovDelay[x][y] = 16 + 16 * RND(3);
7091 else if (element == EL_PACMAN)
7093 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7094 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7096 if (can_turn_left && can_turn_right)
7097 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7098 else if (can_turn_left)
7099 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7100 else if (can_turn_right)
7101 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7103 MovDir[x][y] = back_dir;
7105 MovDelay[x][y] = 6 + RND(40);
7107 else if (element == EL_PIG)
7109 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7110 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7111 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7112 boolean should_turn_left, should_turn_right, should_move_on;
7114 int rnd = RND(rnd_value);
7116 should_turn_left = (can_turn_left &&
7118 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7119 y + back_dy + left_dy)));
7120 should_turn_right = (can_turn_right &&
7122 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7123 y + back_dy + right_dy)));
7124 should_move_on = (can_move_on &&
7127 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7128 y + move_dy + left_dy) ||
7129 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7130 y + move_dy + right_dy)));
7132 if (should_turn_left || should_turn_right || should_move_on)
7134 if (should_turn_left && should_turn_right && should_move_on)
7135 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7136 rnd < 2 * rnd_value / 3 ? right_dir :
7138 else if (should_turn_left && should_turn_right)
7139 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7140 else if (should_turn_left && should_move_on)
7141 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7142 else if (should_turn_right && should_move_on)
7143 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7144 else if (should_turn_left)
7145 MovDir[x][y] = left_dir;
7146 else if (should_turn_right)
7147 MovDir[x][y] = right_dir;
7148 else if (should_move_on)
7149 MovDir[x][y] = old_move_dir;
7151 else if (can_move_on && rnd > rnd_value / 8)
7152 MovDir[x][y] = old_move_dir;
7153 else if (can_turn_left && can_turn_right)
7154 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7155 else if (can_turn_left && rnd > rnd_value / 8)
7156 MovDir[x][y] = left_dir;
7157 else if (can_turn_right && rnd > rnd_value/8)
7158 MovDir[x][y] = right_dir;
7160 MovDir[x][y] = back_dir;
7162 xx = x + move_xy[MovDir[x][y]].dx;
7163 yy = y + move_xy[MovDir[x][y]].dy;
7165 if (!IN_LEV_FIELD(xx, yy) ||
7166 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7167 MovDir[x][y] = old_move_dir;
7171 else if (element == EL_DRAGON)
7173 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7174 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7175 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7177 int rnd = RND(rnd_value);
7179 if (can_move_on && rnd > rnd_value / 8)
7180 MovDir[x][y] = old_move_dir;
7181 else if (can_turn_left && can_turn_right)
7182 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7183 else if (can_turn_left && rnd > rnd_value / 8)
7184 MovDir[x][y] = left_dir;
7185 else if (can_turn_right && rnd > rnd_value / 8)
7186 MovDir[x][y] = right_dir;
7188 MovDir[x][y] = back_dir;
7190 xx = x + move_xy[MovDir[x][y]].dx;
7191 yy = y + move_xy[MovDir[x][y]].dy;
7193 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7194 MovDir[x][y] = old_move_dir;
7198 else if (element == EL_MOLE)
7200 boolean can_move_on =
7201 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7202 IS_AMOEBOID(Tile[move_x][move_y]) ||
7203 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7206 boolean can_turn_left =
7207 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7208 IS_AMOEBOID(Tile[left_x][left_y])));
7210 boolean can_turn_right =
7211 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7212 IS_AMOEBOID(Tile[right_x][right_y])));
7214 if (can_turn_left && can_turn_right)
7215 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7216 else if (can_turn_left)
7217 MovDir[x][y] = left_dir;
7219 MovDir[x][y] = right_dir;
7222 if (MovDir[x][y] != old_move_dir)
7225 else if (element == EL_BALLOON)
7227 MovDir[x][y] = game.wind_direction;
7230 else if (element == EL_SPRING)
7232 if (MovDir[x][y] & MV_HORIZONTAL)
7234 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7235 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7237 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7238 ResetGfxAnimation(move_x, move_y);
7239 TEST_DrawLevelField(move_x, move_y);
7241 MovDir[x][y] = back_dir;
7243 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7244 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7245 MovDir[x][y] = MV_NONE;
7250 else if (element == EL_ROBOT ||
7251 element == EL_SATELLITE ||
7252 element == EL_PENGUIN ||
7253 element == EL_EMC_ANDROID)
7255 int attr_x = -1, attr_y = -1;
7257 if (game.all_players_gone)
7259 attr_x = game.exit_x;
7260 attr_y = game.exit_y;
7266 for (i = 0; i < MAX_PLAYERS; i++)
7268 struct PlayerInfo *player = &stored_player[i];
7269 int jx = player->jx, jy = player->jy;
7271 if (!player->active)
7275 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7283 if (element == EL_ROBOT &&
7284 game.robot_wheel_x >= 0 &&
7285 game.robot_wheel_y >= 0 &&
7286 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7287 game.engine_version < VERSION_IDENT(3,1,0,0)))
7289 attr_x = game.robot_wheel_x;
7290 attr_y = game.robot_wheel_y;
7293 if (element == EL_PENGUIN)
7296 struct XY *xy = xy_topdown;
7298 for (i = 0; i < NUM_DIRECTIONS; i++)
7300 int ex = x + xy[i].x;
7301 int ey = y + xy[i].y;
7303 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7304 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7305 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7306 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7315 MovDir[x][y] = MV_NONE;
7317 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7318 else if (attr_x > x)
7319 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7321 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7322 else if (attr_y > y)
7323 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7325 if (element == EL_ROBOT)
7329 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7330 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7331 Moving2Blocked(x, y, &newx, &newy);
7333 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7334 MovDelay[x][y] = 8 + 8 * !RND(3);
7336 MovDelay[x][y] = 16;
7338 else if (element == EL_PENGUIN)
7344 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7346 boolean first_horiz = RND(2);
7347 int new_move_dir = MovDir[x][y];
7350 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7351 Moving2Blocked(x, y, &newx, &newy);
7353 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7357 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7358 Moving2Blocked(x, y, &newx, &newy);
7360 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7363 MovDir[x][y] = old_move_dir;
7367 else if (element == EL_SATELLITE)
7373 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7375 boolean first_horiz = RND(2);
7376 int new_move_dir = MovDir[x][y];
7379 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7380 Moving2Blocked(x, y, &newx, &newy);
7382 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7386 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7387 Moving2Blocked(x, y, &newx, &newy);
7389 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7392 MovDir[x][y] = old_move_dir;
7396 else if (element == EL_EMC_ANDROID)
7398 static int check_pos[16] =
7400 -1, // 0 => (invalid)
7403 -1, // 3 => (invalid)
7405 0, // 5 => MV_LEFT | MV_UP
7406 2, // 6 => MV_RIGHT | MV_UP
7407 -1, // 7 => (invalid)
7409 6, // 9 => MV_LEFT | MV_DOWN
7410 4, // 10 => MV_RIGHT | MV_DOWN
7411 -1, // 11 => (invalid)
7412 -1, // 12 => (invalid)
7413 -1, // 13 => (invalid)
7414 -1, // 14 => (invalid)
7415 -1, // 15 => (invalid)
7423 { -1, -1, MV_LEFT | MV_UP },
7425 { +1, -1, MV_RIGHT | MV_UP },
7426 { +1, 0, MV_RIGHT },
7427 { +1, +1, MV_RIGHT | MV_DOWN },
7429 { -1, +1, MV_LEFT | MV_DOWN },
7432 int start_pos, check_order;
7433 boolean can_clone = FALSE;
7436 // check if there is any free field around current position
7437 for (i = 0; i < 8; i++)
7439 int newx = x + check_xy[i].dx;
7440 int newy = y + check_xy[i].dy;
7442 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7450 if (can_clone) // randomly find an element to clone
7454 start_pos = check_pos[RND(8)];
7455 check_order = (RND(2) ? -1 : +1);
7457 for (i = 0; i < 8; i++)
7459 int pos_raw = start_pos + i * check_order;
7460 int pos = (pos_raw + 8) % 8;
7461 int newx = x + check_xy[pos].dx;
7462 int newy = y + check_xy[pos].dy;
7464 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7466 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7467 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7469 Store[x][y] = Tile[newx][newy];
7478 if (can_clone) // randomly find a direction to move
7482 start_pos = check_pos[RND(8)];
7483 check_order = (RND(2) ? -1 : +1);
7485 for (i = 0; i < 8; i++)
7487 int pos_raw = start_pos + i * check_order;
7488 int pos = (pos_raw + 8) % 8;
7489 int newx = x + check_xy[pos].dx;
7490 int newy = y + check_xy[pos].dy;
7491 int new_move_dir = check_xy[pos].dir;
7493 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7495 MovDir[x][y] = new_move_dir;
7496 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7505 if (can_clone) // cloning and moving successful
7508 // cannot clone -- try to move towards player
7510 start_pos = check_pos[MovDir[x][y] & 0x0f];
7511 check_order = (RND(2) ? -1 : +1);
7513 for (i = 0; i < 3; i++)
7515 // first check start_pos, then previous/next or (next/previous) pos
7516 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7517 int pos = (pos_raw + 8) % 8;
7518 int newx = x + check_xy[pos].dx;
7519 int newy = y + check_xy[pos].dy;
7520 int new_move_dir = check_xy[pos].dir;
7522 if (IS_PLAYER(newx, newy))
7525 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7527 MovDir[x][y] = new_move_dir;
7528 MovDelay[x][y] = level.android_move_time * 8 + 1;
7535 else if (move_pattern == MV_TURNING_LEFT ||
7536 move_pattern == MV_TURNING_RIGHT ||
7537 move_pattern == MV_TURNING_LEFT_RIGHT ||
7538 move_pattern == MV_TURNING_RIGHT_LEFT ||
7539 move_pattern == MV_TURNING_RANDOM ||
7540 move_pattern == MV_ALL_DIRECTIONS)
7542 boolean can_turn_left =
7543 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7544 boolean can_turn_right =
7545 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7547 if (element_info[element].move_stepsize == 0) // "not moving"
7550 if (move_pattern == MV_TURNING_LEFT)
7551 MovDir[x][y] = left_dir;
7552 else if (move_pattern == MV_TURNING_RIGHT)
7553 MovDir[x][y] = right_dir;
7554 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7555 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7556 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7557 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7558 else if (move_pattern == MV_TURNING_RANDOM)
7559 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7560 can_turn_right && !can_turn_left ? right_dir :
7561 RND(2) ? left_dir : right_dir);
7562 else if (can_turn_left && can_turn_right)
7563 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7564 else if (can_turn_left)
7565 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7566 else if (can_turn_right)
7567 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7569 MovDir[x][y] = back_dir;
7571 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7573 else if (move_pattern == MV_HORIZONTAL ||
7574 move_pattern == MV_VERTICAL)
7576 if (move_pattern & old_move_dir)
7577 MovDir[x][y] = back_dir;
7578 else if (move_pattern == MV_HORIZONTAL)
7579 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7580 else if (move_pattern == MV_VERTICAL)
7581 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7583 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7585 else if (move_pattern & MV_ANY_DIRECTION)
7587 MovDir[x][y] = move_pattern;
7588 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7590 else if (move_pattern & MV_WIND_DIRECTION)
7592 MovDir[x][y] = game.wind_direction;
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7597 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7598 MovDir[x][y] = left_dir;
7599 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7600 MovDir[x][y] = right_dir;
7602 if (MovDir[x][y] != old_move_dir)
7603 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7605 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7607 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7608 MovDir[x][y] = right_dir;
7609 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7610 MovDir[x][y] = left_dir;
7612 if (MovDir[x][y] != old_move_dir)
7613 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7615 else if (move_pattern == MV_TOWARDS_PLAYER ||
7616 move_pattern == MV_AWAY_FROM_PLAYER)
7618 int attr_x = -1, attr_y = -1;
7620 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7622 if (game.all_players_gone)
7624 attr_x = game.exit_x;
7625 attr_y = game.exit_y;
7631 for (i = 0; i < MAX_PLAYERS; i++)
7633 struct PlayerInfo *player = &stored_player[i];
7634 int jx = player->jx, jy = player->jy;
7636 if (!player->active)
7640 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7648 MovDir[x][y] = MV_NONE;
7650 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7651 else if (attr_x > x)
7652 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7654 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7655 else if (attr_y > y)
7656 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7658 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7660 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7662 boolean first_horiz = RND(2);
7663 int new_move_dir = MovDir[x][y];
7665 if (element_info[element].move_stepsize == 0) // "not moving"
7667 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7668 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7674 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7675 Moving2Blocked(x, y, &newx, &newy);
7677 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7681 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7682 Moving2Blocked(x, y, &newx, &newy);
7684 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7687 MovDir[x][y] = old_move_dir;
7690 else if (move_pattern == MV_WHEN_PUSHED ||
7691 move_pattern == MV_WHEN_DROPPED)
7693 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7694 MovDir[x][y] = MV_NONE;
7698 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7700 struct XY *test_xy = xy_topdown;
7701 static int test_dir[4] =
7708 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7709 int move_preference = -1000000; // start with very low preference
7710 int new_move_dir = MV_NONE;
7711 int start_test = RND(4);
7714 for (i = 0; i < NUM_DIRECTIONS; i++)
7716 int j = (start_test + i) % 4;
7717 int move_dir = test_dir[j];
7718 int move_dir_preference;
7720 xx = x + test_xy[j].x;
7721 yy = y + test_xy[j].y;
7723 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7724 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7726 new_move_dir = move_dir;
7731 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7734 move_dir_preference = -1 * RunnerVisit[xx][yy];
7735 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7736 move_dir_preference = PlayerVisit[xx][yy];
7738 if (move_dir_preference > move_preference)
7740 // prefer field that has not been visited for the longest time
7741 move_preference = move_dir_preference;
7742 new_move_dir = move_dir;
7744 else if (move_dir_preference == move_preference &&
7745 move_dir == old_move_dir)
7747 // prefer last direction when all directions are preferred equally
7748 move_preference = move_dir_preference;
7749 new_move_dir = move_dir;
7753 MovDir[x][y] = new_move_dir;
7754 if (old_move_dir != new_move_dir)
7755 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7759 static void TurnRound(int x, int y)
7761 int direction = MovDir[x][y];
7765 GfxDir[x][y] = MovDir[x][y];
7767 if (direction != MovDir[x][y])
7771 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7773 ResetGfxFrame(x, y);
7776 static boolean JustBeingPushed(int x, int y)
7780 for (i = 0; i < MAX_PLAYERS; i++)
7782 struct PlayerInfo *player = &stored_player[i];
7784 if (player->active && player->is_pushing && player->MovPos)
7786 int next_jx = player->jx + (player->jx - player->last_jx);
7787 int next_jy = player->jy + (player->jy - player->last_jy);
7789 if (x == next_jx && y == next_jy)
7797 static void StartMoving(int x, int y)
7799 boolean started_moving = FALSE; // some elements can fall _and_ move
7800 int element = Tile[x][y];
7805 if (MovDelay[x][y] == 0)
7806 GfxAction[x][y] = ACTION_DEFAULT;
7808 if (CAN_FALL(element) && y < lev_fieldy - 1)
7810 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7811 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7812 if (JustBeingPushed(x, y))
7815 if (element == EL_QUICKSAND_FULL)
7817 if (IS_FREE(x, y + 1))
7819 InitMovingField(x, y, MV_DOWN);
7820 started_moving = TRUE;
7822 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7823 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7824 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7825 Store[x][y] = EL_ROCK;
7827 Store[x][y] = EL_ROCK;
7830 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7832 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7834 if (!MovDelay[x][y])
7836 MovDelay[x][y] = TILEY + 1;
7838 ResetGfxAnimation(x, y);
7839 ResetGfxAnimation(x, y + 1);
7844 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7845 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7852 Tile[x][y] = EL_QUICKSAND_EMPTY;
7853 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7854 Store[x][y + 1] = Store[x][y];
7857 PlayLevelSoundAction(x, y, ACTION_FILLING);
7859 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7861 if (!MovDelay[x][y])
7863 MovDelay[x][y] = TILEY + 1;
7865 ResetGfxAnimation(x, y);
7866 ResetGfxAnimation(x, y + 1);
7871 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7872 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7879 Tile[x][y] = EL_QUICKSAND_EMPTY;
7880 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7881 Store[x][y + 1] = Store[x][y];
7884 PlayLevelSoundAction(x, y, ACTION_FILLING);
7887 else if (element == EL_QUICKSAND_FAST_FULL)
7889 if (IS_FREE(x, y + 1))
7891 InitMovingField(x, y, MV_DOWN);
7892 started_moving = TRUE;
7894 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7895 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7896 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7897 Store[x][y] = EL_ROCK;
7899 Store[x][y] = EL_ROCK;
7902 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7904 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7906 if (!MovDelay[x][y])
7908 MovDelay[x][y] = TILEY + 1;
7910 ResetGfxAnimation(x, y);
7911 ResetGfxAnimation(x, y + 1);
7916 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7917 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7924 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7925 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7926 Store[x][y + 1] = Store[x][y];
7929 PlayLevelSoundAction(x, y, ACTION_FILLING);
7931 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7933 if (!MovDelay[x][y])
7935 MovDelay[x][y] = TILEY + 1;
7937 ResetGfxAnimation(x, y);
7938 ResetGfxAnimation(x, y + 1);
7943 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7944 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7951 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7952 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7953 Store[x][y + 1] = Store[x][y];
7956 PlayLevelSoundAction(x, y, ACTION_FILLING);
7959 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7960 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7962 InitMovingField(x, y, MV_DOWN);
7963 started_moving = TRUE;
7965 Tile[x][y] = EL_QUICKSAND_FILLING;
7966 Store[x][y] = element;
7968 PlayLevelSoundAction(x, y, ACTION_FILLING);
7970 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7971 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7973 InitMovingField(x, y, MV_DOWN);
7974 started_moving = TRUE;
7976 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7977 Store[x][y] = element;
7979 PlayLevelSoundAction(x, y, ACTION_FILLING);
7981 else if (element == EL_MAGIC_WALL_FULL)
7983 if (IS_FREE(x, y + 1))
7985 InitMovingField(x, y, MV_DOWN);
7986 started_moving = TRUE;
7988 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7989 Store[x][y] = EL_CHANGED(Store[x][y]);
7991 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7993 if (!MovDelay[x][y])
7994 MovDelay[x][y] = TILEY / 4 + 1;
8003 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8004 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8005 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8009 else if (element == EL_BD_MAGIC_WALL_FULL)
8011 if (IS_FREE(x, y + 1))
8013 InitMovingField(x, y, MV_DOWN);
8014 started_moving = TRUE;
8016 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8017 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8019 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8021 if (!MovDelay[x][y])
8022 MovDelay[x][y] = TILEY / 4 + 1;
8031 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8032 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8033 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8037 else if (element == EL_DC_MAGIC_WALL_FULL)
8039 if (IS_FREE(x, y + 1))
8041 InitMovingField(x, y, MV_DOWN);
8042 started_moving = TRUE;
8044 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8045 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8047 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8049 if (!MovDelay[x][y])
8050 MovDelay[x][y] = TILEY / 4 + 1;
8059 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8060 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8061 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8065 else if ((CAN_PASS_MAGIC_WALL(element) &&
8066 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8067 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8068 (CAN_PASS_DC_MAGIC_WALL(element) &&
8069 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8072 InitMovingField(x, y, MV_DOWN);
8073 started_moving = TRUE;
8076 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8077 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8078 EL_DC_MAGIC_WALL_FILLING);
8079 Store[x][y] = element;
8081 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8083 SplashAcid(x, y + 1);
8085 InitMovingField(x, y, MV_DOWN);
8086 started_moving = TRUE;
8088 Store[x][y] = EL_ACID;
8091 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8092 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8093 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8094 CAN_FALL(element) && WasJustFalling[x][y] &&
8095 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8097 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8098 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8099 (Tile[x][y + 1] == EL_BLOCKED)))
8101 /* this is needed for a special case not covered by calling "Impact()"
8102 from "ContinueMoving()": if an element moves to a tile directly below
8103 another element which was just falling on that tile (which was empty
8104 in the previous frame), the falling element above would just stop
8105 instead of smashing the element below (in previous version, the above
8106 element was just checked for "moving" instead of "falling", resulting
8107 in incorrect smashes caused by horizontal movement of the above
8108 element; also, the case of the player being the element to smash was
8109 simply not covered here... :-/ ) */
8111 CheckCollision[x][y] = 0;
8112 CheckImpact[x][y] = 0;
8116 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8118 if (MovDir[x][y] == MV_NONE)
8120 InitMovingField(x, y, MV_DOWN);
8121 started_moving = TRUE;
8124 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8126 if (WasJustFalling[x][y]) // prevent animation from being restarted
8127 MovDir[x][y] = MV_DOWN;
8129 InitMovingField(x, y, MV_DOWN);
8130 started_moving = TRUE;
8132 else if (element == EL_AMOEBA_DROP)
8134 Tile[x][y] = EL_AMOEBA_GROWING;
8135 Store[x][y] = EL_AMOEBA_WET;
8137 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8138 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8139 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8140 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8142 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8143 (IS_FREE(x - 1, y + 1) ||
8144 Tile[x - 1][y + 1] == EL_ACID));
8145 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8146 (IS_FREE(x + 1, y + 1) ||
8147 Tile[x + 1][y + 1] == EL_ACID));
8148 boolean can_fall_any = (can_fall_left || can_fall_right);
8149 boolean can_fall_both = (can_fall_left && can_fall_right);
8150 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8152 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8154 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8155 can_fall_right = FALSE;
8156 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8157 can_fall_left = FALSE;
8158 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8159 can_fall_right = FALSE;
8160 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8161 can_fall_left = FALSE;
8163 can_fall_any = (can_fall_left || can_fall_right);
8164 can_fall_both = FALSE;
8169 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8170 can_fall_right = FALSE; // slip down on left side
8172 can_fall_left = !(can_fall_right = RND(2));
8174 can_fall_both = FALSE;
8179 // if not determined otherwise, prefer left side for slipping down
8180 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8181 started_moving = TRUE;
8184 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8186 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8187 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8188 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8189 int belt_dir = game.belt_dir[belt_nr];
8191 if ((belt_dir == MV_LEFT && left_is_free) ||
8192 (belt_dir == MV_RIGHT && right_is_free))
8194 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8196 InitMovingField(x, y, belt_dir);
8197 started_moving = TRUE;
8199 Pushed[x][y] = TRUE;
8200 Pushed[nextx][y] = TRUE;
8202 GfxAction[x][y] = ACTION_DEFAULT;
8206 MovDir[x][y] = 0; // if element was moving, stop it
8211 // not "else if" because of elements that can fall and move (EL_SPRING)
8212 if (CAN_MOVE(element) && !started_moving)
8214 int move_pattern = element_info[element].move_pattern;
8217 Moving2Blocked(x, y, &newx, &newy);
8219 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8222 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8223 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8225 WasJustMoving[x][y] = 0;
8226 CheckCollision[x][y] = 0;
8228 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8230 if (Tile[x][y] != element) // element has changed
8234 if (!MovDelay[x][y]) // start new movement phase
8236 // all objects that can change their move direction after each step
8237 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8239 if (element != EL_YAMYAM &&
8240 element != EL_DARK_YAMYAM &&
8241 element != EL_PACMAN &&
8242 !(move_pattern & MV_ANY_DIRECTION) &&
8243 move_pattern != MV_TURNING_LEFT &&
8244 move_pattern != MV_TURNING_RIGHT &&
8245 move_pattern != MV_TURNING_LEFT_RIGHT &&
8246 move_pattern != MV_TURNING_RIGHT_LEFT &&
8247 move_pattern != MV_TURNING_RANDOM)
8251 if (MovDelay[x][y] && (element == EL_BUG ||
8252 element == EL_SPACESHIP ||
8253 element == EL_SP_SNIKSNAK ||
8254 element == EL_SP_ELECTRON ||
8255 element == EL_MOLE))
8256 TEST_DrawLevelField(x, y);
8260 if (MovDelay[x][y]) // wait some time before next movement
8264 if (element == EL_ROBOT ||
8265 element == EL_YAMYAM ||
8266 element == EL_DARK_YAMYAM)
8268 DrawLevelElementAnimationIfNeeded(x, y, element);
8269 PlayLevelSoundAction(x, y, ACTION_WAITING);
8271 else if (element == EL_SP_ELECTRON)
8272 DrawLevelElementAnimationIfNeeded(x, y, element);
8273 else if (element == EL_DRAGON)
8276 int dir = MovDir[x][y];
8277 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8278 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8279 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8280 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8281 dir == MV_UP ? IMG_FLAMES_1_UP :
8282 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8283 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8285 GfxAction[x][y] = ACTION_ATTACKING;
8287 if (IS_PLAYER(x, y))
8288 DrawPlayerField(x, y);
8290 TEST_DrawLevelField(x, y);
8292 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8294 for (i = 1; i <= 3; i++)
8296 int xx = x + i * dx;
8297 int yy = y + i * dy;
8298 int sx = SCREENX(xx);
8299 int sy = SCREENY(yy);
8300 int flame_graphic = graphic + (i - 1);
8302 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8307 int flamed = MovingOrBlocked2Element(xx, yy);
8309 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8312 RemoveMovingField(xx, yy);
8314 ChangeDelay[xx][yy] = 0;
8316 Tile[xx][yy] = EL_FLAMES;
8318 if (IN_SCR_FIELD(sx, sy))
8320 TEST_DrawLevelFieldCrumbled(xx, yy);
8321 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8326 if (Tile[xx][yy] == EL_FLAMES)
8327 Tile[xx][yy] = EL_EMPTY;
8328 TEST_DrawLevelField(xx, yy);
8333 if (MovDelay[x][y]) // element still has to wait some time
8335 PlayLevelSoundAction(x, y, ACTION_WAITING);
8341 // now make next step
8343 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8345 if (DONT_COLLIDE_WITH(element) &&
8346 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8347 !PLAYER_ENEMY_PROTECTED(newx, newy))
8349 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8354 else if (CAN_MOVE_INTO_ACID(element) &&
8355 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8356 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8357 (MovDir[x][y] == MV_DOWN ||
8358 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8360 SplashAcid(newx, newy);
8361 Store[x][y] = EL_ACID;
8363 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8365 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8366 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8367 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8368 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8371 TEST_DrawLevelField(x, y);
8373 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8374 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8375 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8377 game.friends_still_needed--;
8378 if (!game.friends_still_needed &&
8380 game.all_players_gone)
8385 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8387 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8388 TEST_DrawLevelField(newx, newy);
8390 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8392 else if (!IS_FREE(newx, newy))
8394 GfxAction[x][y] = ACTION_WAITING;
8396 if (IS_PLAYER(x, y))
8397 DrawPlayerField(x, y);
8399 TEST_DrawLevelField(x, y);
8404 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8406 if (IS_FOOD_PIG(Tile[newx][newy]))
8408 if (IS_MOVING(newx, newy))
8409 RemoveMovingField(newx, newy);
8412 Tile[newx][newy] = EL_EMPTY;
8413 TEST_DrawLevelField(newx, newy);
8416 PlayLevelSound(x, y, SND_PIG_DIGGING);
8418 else if (!IS_FREE(newx, newy))
8420 if (IS_PLAYER(x, y))
8421 DrawPlayerField(x, y);
8423 TEST_DrawLevelField(x, y);
8428 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8430 if (Store[x][y] != EL_EMPTY)
8432 boolean can_clone = FALSE;
8435 // check if element to clone is still there
8436 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8438 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8446 // cannot clone or target field not free anymore -- do not clone
8447 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8448 Store[x][y] = EL_EMPTY;
8451 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8453 if (IS_MV_DIAGONAL(MovDir[x][y]))
8455 int diagonal_move_dir = MovDir[x][y];
8456 int stored = Store[x][y];
8457 int change_delay = 8;
8460 // android is moving diagonally
8462 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8464 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8465 GfxElement[x][y] = EL_EMC_ANDROID;
8466 GfxAction[x][y] = ACTION_SHRINKING;
8467 GfxDir[x][y] = diagonal_move_dir;
8468 ChangeDelay[x][y] = change_delay;
8470 if (Store[x][y] == EL_EMPTY)
8471 Store[x][y] = GfxElementEmpty[x][y];
8473 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8476 DrawLevelGraphicAnimation(x, y, graphic);
8477 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8479 if (Tile[newx][newy] == EL_ACID)
8481 SplashAcid(newx, newy);
8486 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8488 Store[newx][newy] = EL_EMC_ANDROID;
8489 GfxElement[newx][newy] = EL_EMC_ANDROID;
8490 GfxAction[newx][newy] = ACTION_GROWING;
8491 GfxDir[newx][newy] = diagonal_move_dir;
8492 ChangeDelay[newx][newy] = change_delay;
8494 graphic = el_act_dir2img(GfxElement[newx][newy],
8495 GfxAction[newx][newy], GfxDir[newx][newy]);
8497 DrawLevelGraphicAnimation(newx, newy, graphic);
8498 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8504 Tile[newx][newy] = EL_EMPTY;
8505 TEST_DrawLevelField(newx, newy);
8507 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8510 else if (!IS_FREE(newx, newy))
8515 else if (IS_CUSTOM_ELEMENT(element) &&
8516 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8518 if (!DigFieldByCE(newx, newy, element))
8521 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8523 RunnerVisit[x][y] = FrameCounter;
8524 PlayerVisit[x][y] /= 8; // expire player visit path
8527 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8529 if (!IS_FREE(newx, newy))
8531 if (IS_PLAYER(x, y))
8532 DrawPlayerField(x, y);
8534 TEST_DrawLevelField(x, y);
8540 boolean wanna_flame = !RND(10);
8541 int dx = newx - x, dy = newy - y;
8542 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8543 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8544 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8545 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8546 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8547 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8550 IS_CLASSIC_ENEMY(element1) ||
8551 IS_CLASSIC_ENEMY(element2)) &&
8552 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8553 element1 != EL_FLAMES && element2 != EL_FLAMES)
8555 ResetGfxAnimation(x, y);
8556 GfxAction[x][y] = ACTION_ATTACKING;
8558 if (IS_PLAYER(x, y))
8559 DrawPlayerField(x, y);
8561 TEST_DrawLevelField(x, y);
8563 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8565 MovDelay[x][y] = 50;
8567 Tile[newx][newy] = EL_FLAMES;
8568 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8569 Tile[newx1][newy1] = EL_FLAMES;
8570 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8571 Tile[newx2][newy2] = EL_FLAMES;
8577 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8578 Tile[newx][newy] == EL_DIAMOND)
8580 if (IS_MOVING(newx, newy))
8581 RemoveMovingField(newx, newy);
8584 Tile[newx][newy] = EL_EMPTY;
8585 TEST_DrawLevelField(newx, newy);
8588 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8590 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8591 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8593 if (AmoebaNr[newx][newy])
8595 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8596 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8597 Tile[newx][newy] == EL_BD_AMOEBA)
8598 AmoebaCnt[AmoebaNr[newx][newy]]--;
8601 if (IS_MOVING(newx, newy))
8603 RemoveMovingField(newx, newy);
8607 Tile[newx][newy] = EL_EMPTY;
8608 TEST_DrawLevelField(newx, newy);
8611 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8613 else if ((element == EL_PACMAN || element == EL_MOLE)
8614 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8616 if (AmoebaNr[newx][newy])
8618 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8619 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8620 Tile[newx][newy] == EL_BD_AMOEBA)
8621 AmoebaCnt[AmoebaNr[newx][newy]]--;
8624 if (element == EL_MOLE)
8626 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8627 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8629 ResetGfxAnimation(x, y);
8630 GfxAction[x][y] = ACTION_DIGGING;
8631 TEST_DrawLevelField(x, y);
8633 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8635 return; // wait for shrinking amoeba
8637 else // element == EL_PACMAN
8639 Tile[newx][newy] = EL_EMPTY;
8640 TEST_DrawLevelField(newx, newy);
8641 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8644 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8645 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8646 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8648 // wait for shrinking amoeba to completely disappear
8651 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8653 // object was running against a wall
8657 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8658 DrawLevelElementAnimation(x, y, element);
8660 if (DONT_TOUCH(element))
8661 TestIfBadThingTouchesPlayer(x, y);
8666 InitMovingField(x, y, MovDir[x][y]);
8668 PlayLevelSoundAction(x, y, ACTION_MOVING);
8672 ContinueMoving(x, y);
8675 void ContinueMoving(int x, int y)
8677 int element = Tile[x][y];
8678 struct ElementInfo *ei = &element_info[element];
8679 int direction = MovDir[x][y];
8680 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8681 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8682 int newx = x + dx, newy = y + dy;
8683 int stored = Store[x][y];
8684 int stored_new = Store[newx][newy];
8685 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8686 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8687 boolean last_line = (newy == lev_fieldy - 1);
8688 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8690 if (pushed_by_player) // special case: moving object pushed by player
8692 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8694 else if (use_step_delay) // special case: moving object has step delay
8696 if (!MovDelay[x][y])
8697 MovPos[x][y] += getElementMoveStepsize(x, y);
8702 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8706 TEST_DrawLevelField(x, y);
8708 return; // element is still waiting
8711 else // normal case: generically moving object
8713 MovPos[x][y] += getElementMoveStepsize(x, y);
8716 if (ABS(MovPos[x][y]) < TILEX)
8718 TEST_DrawLevelField(x, y);
8720 return; // element is still moving
8723 // element reached destination field
8725 Tile[x][y] = EL_EMPTY;
8726 Tile[newx][newy] = element;
8727 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8729 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8731 element = Tile[newx][newy] = EL_ACID;
8733 else if (element == EL_MOLE)
8735 Tile[x][y] = EL_SAND;
8737 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8739 else if (element == EL_QUICKSAND_FILLING)
8741 element = Tile[newx][newy] = get_next_element(element);
8742 Store[newx][newy] = Store[x][y];
8744 else if (element == EL_QUICKSAND_EMPTYING)
8746 Tile[x][y] = get_next_element(element);
8747 element = Tile[newx][newy] = Store[x][y];
8749 else if (element == EL_QUICKSAND_FAST_FILLING)
8751 element = Tile[newx][newy] = get_next_element(element);
8752 Store[newx][newy] = Store[x][y];
8754 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8756 Tile[x][y] = get_next_element(element);
8757 element = Tile[newx][newy] = Store[x][y];
8759 else if (element == EL_MAGIC_WALL_FILLING)
8761 element = Tile[newx][newy] = get_next_element(element);
8762 if (!game.magic_wall_active)
8763 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8764 Store[newx][newy] = Store[x][y];
8766 else if (element == EL_MAGIC_WALL_EMPTYING)
8768 Tile[x][y] = get_next_element(element);
8769 if (!game.magic_wall_active)
8770 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8771 element = Tile[newx][newy] = Store[x][y];
8773 InitField(newx, newy, FALSE);
8775 else if (element == EL_BD_MAGIC_WALL_FILLING)
8777 element = Tile[newx][newy] = get_next_element(element);
8778 if (!game.magic_wall_active)
8779 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8780 Store[newx][newy] = Store[x][y];
8782 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8784 Tile[x][y] = get_next_element(element);
8785 if (!game.magic_wall_active)
8786 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8787 element = Tile[newx][newy] = Store[x][y];
8789 InitField(newx, newy, FALSE);
8791 else if (element == EL_DC_MAGIC_WALL_FILLING)
8793 element = Tile[newx][newy] = get_next_element(element);
8794 if (!game.magic_wall_active)
8795 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8796 Store[newx][newy] = Store[x][y];
8798 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8800 Tile[x][y] = get_next_element(element);
8801 if (!game.magic_wall_active)
8802 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8803 element = Tile[newx][newy] = Store[x][y];
8805 InitField(newx, newy, FALSE);
8807 else if (element == EL_AMOEBA_DROPPING)
8809 Tile[x][y] = get_next_element(element);
8810 element = Tile[newx][newy] = Store[x][y];
8812 else if (element == EL_SOKOBAN_OBJECT)
8815 Tile[x][y] = Back[x][y];
8817 if (Back[newx][newy])
8818 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8820 Back[x][y] = Back[newx][newy] = 0;
8823 Store[x][y] = EL_EMPTY;
8828 MovDelay[newx][newy] = 0;
8830 if (CAN_CHANGE_OR_HAS_ACTION(element))
8832 // copy element change control values to new field
8833 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8834 ChangePage[newx][newy] = ChangePage[x][y];
8835 ChangeCount[newx][newy] = ChangeCount[x][y];
8836 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8839 CustomValue[newx][newy] = CustomValue[x][y];
8841 ChangeDelay[x][y] = 0;
8842 ChangePage[x][y] = -1;
8843 ChangeCount[x][y] = 0;
8844 ChangeEvent[x][y] = -1;
8846 CustomValue[x][y] = 0;
8848 // copy animation control values to new field
8849 GfxFrame[newx][newy] = GfxFrame[x][y];
8850 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8851 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8852 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8854 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8856 // some elements can leave other elements behind after moving
8857 if (ei->move_leave_element != EL_EMPTY &&
8858 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8859 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8861 int move_leave_element = ei->move_leave_element;
8863 // this makes it possible to leave the removed element again
8864 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8865 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8867 Tile[x][y] = move_leave_element;
8869 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8870 MovDir[x][y] = direction;
8872 InitField(x, y, FALSE);
8874 if (GFX_CRUMBLED(Tile[x][y]))
8875 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8877 if (IS_PLAYER_ELEMENT(move_leave_element))
8878 RelocatePlayer(x, y, move_leave_element);
8881 // do this after checking for left-behind element
8882 ResetGfxAnimation(x, y); // reset animation values for old field
8884 if (!CAN_MOVE(element) ||
8885 (CAN_FALL(element) && direction == MV_DOWN &&
8886 (element == EL_SPRING ||
8887 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8888 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8889 GfxDir[x][y] = MovDir[newx][newy] = 0;
8891 TEST_DrawLevelField(x, y);
8892 TEST_DrawLevelField(newx, newy);
8894 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8896 // prevent pushed element from moving on in pushed direction
8897 if (pushed_by_player && CAN_MOVE(element) &&
8898 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8899 !(element_info[element].move_pattern & direction))
8900 TurnRound(newx, newy);
8902 // prevent elements on conveyor belt from moving on in last direction
8903 if (pushed_by_conveyor && CAN_FALL(element) &&
8904 direction & MV_HORIZONTAL)
8905 MovDir[newx][newy] = 0;
8907 if (!pushed_by_player)
8909 int nextx = newx + dx, nexty = newy + dy;
8910 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8912 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8914 if (CAN_FALL(element) && direction == MV_DOWN)
8915 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8917 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8918 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8920 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8921 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8924 if (DONT_TOUCH(element)) // object may be nasty to player or others
8926 TestIfBadThingTouchesPlayer(newx, newy);
8927 TestIfBadThingTouchesFriend(newx, newy);
8929 if (!IS_CUSTOM_ELEMENT(element))
8930 TestIfBadThingTouchesOtherBadThing(newx, newy);
8932 else if (element == EL_PENGUIN)
8933 TestIfFriendTouchesBadThing(newx, newy);
8935 if (DONT_GET_HIT_BY(element))
8937 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8940 // give the player one last chance (one more frame) to move away
8941 if (CAN_FALL(element) && direction == MV_DOWN &&
8942 (last_line || (!IS_FREE(x, newy + 1) &&
8943 (!IS_PLAYER(x, newy + 1) ||
8944 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8947 if (pushed_by_player && !game.use_change_when_pushing_bug)
8949 int push_side = MV_DIR_OPPOSITE(direction);
8950 struct PlayerInfo *player = PLAYERINFO(x, y);
8952 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8953 player->index_bit, push_side);
8954 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8955 player->index_bit, push_side);
8958 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8959 MovDelay[newx][newy] = 1;
8961 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8963 TestIfElementTouchesCustomElement(x, y); // empty or new element
8964 TestIfElementHitsCustomElement(newx, newy, direction);
8965 TestIfPlayerTouchesCustomElement(newx, newy);
8966 TestIfElementTouchesCustomElement(newx, newy);
8968 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8969 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8970 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8971 MV_DIR_OPPOSITE(direction));
8974 int AmoebaNeighbourNr(int ax, int ay)
8977 int element = Tile[ax][ay];
8979 struct XY *xy = xy_topdown;
8981 for (i = 0; i < NUM_DIRECTIONS; i++)
8983 int x = ax + xy[i].x;
8984 int y = ay + xy[i].y;
8986 if (!IN_LEV_FIELD(x, y))
8989 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8990 group_nr = AmoebaNr[x][y];
8996 static void AmoebaMerge(int ax, int ay)
8998 int i, x, y, xx, yy;
8999 int new_group_nr = AmoebaNr[ax][ay];
9000 struct XY *xy = xy_topdown;
9002 if (new_group_nr == 0)
9005 for (i = 0; i < NUM_DIRECTIONS; i++)
9010 if (!IN_LEV_FIELD(x, y))
9013 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9014 Tile[x][y] == EL_BD_AMOEBA ||
9015 Tile[x][y] == EL_AMOEBA_DEAD) &&
9016 AmoebaNr[x][y] != new_group_nr)
9018 int old_group_nr = AmoebaNr[x][y];
9020 if (old_group_nr == 0)
9023 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9024 AmoebaCnt[old_group_nr] = 0;
9025 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9026 AmoebaCnt2[old_group_nr] = 0;
9028 SCAN_PLAYFIELD(xx, yy)
9030 if (AmoebaNr[xx][yy] == old_group_nr)
9031 AmoebaNr[xx][yy] = new_group_nr;
9037 void AmoebaToDiamond(int ax, int ay)
9041 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9043 int group_nr = AmoebaNr[ax][ay];
9048 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9049 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9055 SCAN_PLAYFIELD(x, y)
9057 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9060 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9064 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9065 SND_AMOEBA_TURNING_TO_GEM :
9066 SND_AMOEBA_TURNING_TO_ROCK));
9071 struct XY *xy = xy_topdown;
9073 for (i = 0; i < NUM_DIRECTIONS; i++)
9078 if (!IN_LEV_FIELD(x, y))
9081 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9083 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9084 SND_AMOEBA_TURNING_TO_GEM :
9085 SND_AMOEBA_TURNING_TO_ROCK));
9092 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9095 int group_nr = AmoebaNr[ax][ay];
9096 boolean done = FALSE;
9101 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9102 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9108 SCAN_PLAYFIELD(x, y)
9110 if (AmoebaNr[x][y] == group_nr &&
9111 (Tile[x][y] == EL_AMOEBA_DEAD ||
9112 Tile[x][y] == EL_BD_AMOEBA ||
9113 Tile[x][y] == EL_AMOEBA_GROWING))
9116 Tile[x][y] = new_element;
9117 InitField(x, y, FALSE);
9118 TEST_DrawLevelField(x, y);
9124 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9125 SND_BD_AMOEBA_TURNING_TO_ROCK :
9126 SND_BD_AMOEBA_TURNING_TO_GEM));
9129 static void AmoebaGrowing(int x, int y)
9131 static DelayCounter sound_delay = { 0 };
9133 if (!MovDelay[x][y]) // start new growing cycle
9137 if (DelayReached(&sound_delay))
9139 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9140 sound_delay.value = 30;
9144 if (MovDelay[x][y]) // wait some time before growing bigger
9147 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9149 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9150 6 - MovDelay[x][y]);
9152 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9155 if (!MovDelay[x][y])
9157 Tile[x][y] = Store[x][y];
9159 TEST_DrawLevelField(x, y);
9164 static void AmoebaShrinking(int x, int y)
9166 static DelayCounter sound_delay = { 0 };
9168 if (!MovDelay[x][y]) // start new shrinking cycle
9172 if (DelayReached(&sound_delay))
9173 sound_delay.value = 30;
9176 if (MovDelay[x][y]) // wait some time before shrinking
9179 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9181 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9182 6 - MovDelay[x][y]);
9184 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9187 if (!MovDelay[x][y])
9189 Tile[x][y] = EL_EMPTY;
9190 TEST_DrawLevelField(x, y);
9192 // don't let mole enter this field in this cycle;
9193 // (give priority to objects falling to this field from above)
9199 static void AmoebaReproduce(int ax, int ay)
9202 int element = Tile[ax][ay];
9203 int graphic = el2img(element);
9204 int newax = ax, neway = ay;
9205 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9206 struct XY *xy = xy_topdown;
9208 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9210 Tile[ax][ay] = EL_AMOEBA_DEAD;
9211 TEST_DrawLevelField(ax, ay);
9215 if (IS_ANIMATED(graphic))
9216 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9218 if (!MovDelay[ax][ay]) // start making new amoeba field
9219 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9221 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9224 if (MovDelay[ax][ay])
9228 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9231 int x = ax + xy[start].x;
9232 int y = ay + xy[start].y;
9234 if (!IN_LEV_FIELD(x, y))
9237 if (IS_FREE(x, y) ||
9238 CAN_GROW_INTO(Tile[x][y]) ||
9239 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9240 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9246 if (newax == ax && neway == ay)
9249 else // normal or "filled" (BD style) amoeba
9252 boolean waiting_for_player = FALSE;
9254 for (i = 0; i < NUM_DIRECTIONS; i++)
9256 int j = (start + i) % 4;
9257 int x = ax + xy[j].x;
9258 int y = ay + xy[j].y;
9260 if (!IN_LEV_FIELD(x, y))
9263 if (IS_FREE(x, y) ||
9264 CAN_GROW_INTO(Tile[x][y]) ||
9265 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9266 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9272 else if (IS_PLAYER(x, y))
9273 waiting_for_player = TRUE;
9276 if (newax == ax && neway == ay) // amoeba cannot grow
9278 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9280 Tile[ax][ay] = EL_AMOEBA_DEAD;
9281 TEST_DrawLevelField(ax, ay);
9282 AmoebaCnt[AmoebaNr[ax][ay]]--;
9284 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9286 if (element == EL_AMOEBA_FULL)
9287 AmoebaToDiamond(ax, ay);
9288 else if (element == EL_BD_AMOEBA)
9289 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9294 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9296 // amoeba gets larger by growing in some direction
9298 int new_group_nr = AmoebaNr[ax][ay];
9301 if (new_group_nr == 0)
9303 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9305 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9311 AmoebaNr[newax][neway] = new_group_nr;
9312 AmoebaCnt[new_group_nr]++;
9313 AmoebaCnt2[new_group_nr]++;
9315 // if amoeba touches other amoeba(s) after growing, unify them
9316 AmoebaMerge(newax, neway);
9318 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9320 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9326 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9327 (neway == lev_fieldy - 1 && newax != ax))
9329 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9330 Store[newax][neway] = element;
9332 else if (neway == ay || element == EL_EMC_DRIPPER)
9334 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9336 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9340 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9341 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9342 Store[ax][ay] = EL_AMOEBA_DROP;
9343 ContinueMoving(ax, ay);
9347 TEST_DrawLevelField(newax, neway);
9350 static void Life(int ax, int ay)
9354 int element = Tile[ax][ay];
9355 int graphic = el2img(element);
9356 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9358 boolean changed = FALSE;
9360 if (IS_ANIMATED(graphic))
9361 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9366 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9367 MovDelay[ax][ay] = life_time;
9369 if (MovDelay[ax][ay]) // wait some time before next cycle
9372 if (MovDelay[ax][ay])
9376 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9378 int xx = ax+x1, yy = ay+y1;
9379 int old_element = Tile[xx][yy];
9380 int num_neighbours = 0;
9382 if (!IN_LEV_FIELD(xx, yy))
9385 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9387 int x = xx+x2, y = yy+y2;
9389 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9392 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9393 boolean is_neighbour = FALSE;
9395 if (level.use_life_bugs)
9397 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9398 (IS_FREE(x, y) && Stop[x][y]));
9401 (Last[x][y] == element || is_player_cell);
9407 boolean is_free = FALSE;
9409 if (level.use_life_bugs)
9410 is_free = (IS_FREE(xx, yy));
9412 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9414 if (xx == ax && yy == ay) // field in the middle
9416 if (num_neighbours < life_parameter[0] ||
9417 num_neighbours > life_parameter[1])
9419 Tile[xx][yy] = EL_EMPTY;
9420 if (Tile[xx][yy] != old_element)
9421 TEST_DrawLevelField(xx, yy);
9422 Stop[xx][yy] = TRUE;
9426 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9427 { // free border field
9428 if (num_neighbours >= life_parameter[2] &&
9429 num_neighbours <= life_parameter[3])
9431 Tile[xx][yy] = element;
9432 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9433 if (Tile[xx][yy] != old_element)
9434 TEST_DrawLevelField(xx, yy);
9435 Stop[xx][yy] = TRUE;
9442 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9443 SND_GAME_OF_LIFE_GROWING);
9446 static void InitRobotWheel(int x, int y)
9448 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9451 static void RunRobotWheel(int x, int y)
9453 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9456 static void StopRobotWheel(int x, int y)
9458 if (game.robot_wheel_x == x &&
9459 game.robot_wheel_y == y)
9461 game.robot_wheel_x = -1;
9462 game.robot_wheel_y = -1;
9463 game.robot_wheel_active = FALSE;
9467 static void InitTimegateWheel(int x, int y)
9469 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9472 static void RunTimegateWheel(int x, int y)
9474 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9477 static void InitMagicBallDelay(int x, int y)
9479 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9482 static void ActivateMagicBall(int bx, int by)
9486 if (level.ball_random)
9488 int pos_border = RND(8); // select one of the eight border elements
9489 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9490 int xx = pos_content % 3;
9491 int yy = pos_content / 3;
9496 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9497 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9501 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9503 int xx = x - bx + 1;
9504 int yy = y - by + 1;
9506 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9507 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9511 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9514 static void CheckExit(int x, int y)
9516 if (game.gems_still_needed > 0 ||
9517 game.sokoban_fields_still_needed > 0 ||
9518 game.sokoban_objects_still_needed > 0 ||
9519 game.lights_still_needed > 0)
9521 int element = Tile[x][y];
9522 int graphic = el2img(element);
9524 if (IS_ANIMATED(graphic))
9525 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9530 // do not re-open exit door closed after last player
9531 if (game.all_players_gone)
9534 Tile[x][y] = EL_EXIT_OPENING;
9536 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9539 static void CheckExitEM(int x, int y)
9541 if (game.gems_still_needed > 0 ||
9542 game.sokoban_fields_still_needed > 0 ||
9543 game.sokoban_objects_still_needed > 0 ||
9544 game.lights_still_needed > 0)
9546 int element = Tile[x][y];
9547 int graphic = el2img(element);
9549 if (IS_ANIMATED(graphic))
9550 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9555 // do not re-open exit door closed after last player
9556 if (game.all_players_gone)
9559 Tile[x][y] = EL_EM_EXIT_OPENING;
9561 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9564 static void CheckExitSteel(int x, int y)
9566 if (game.gems_still_needed > 0 ||
9567 game.sokoban_fields_still_needed > 0 ||
9568 game.sokoban_objects_still_needed > 0 ||
9569 game.lights_still_needed > 0)
9571 int element = Tile[x][y];
9572 int graphic = el2img(element);
9574 if (IS_ANIMATED(graphic))
9575 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9580 // do not re-open exit door closed after last player
9581 if (game.all_players_gone)
9584 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9586 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9589 static void CheckExitSteelEM(int x, int y)
9591 if (game.gems_still_needed > 0 ||
9592 game.sokoban_fields_still_needed > 0 ||
9593 game.sokoban_objects_still_needed > 0 ||
9594 game.lights_still_needed > 0)
9596 int element = Tile[x][y];
9597 int graphic = el2img(element);
9599 if (IS_ANIMATED(graphic))
9600 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9605 // do not re-open exit door closed after last player
9606 if (game.all_players_gone)
9609 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9611 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9614 static void CheckExitSP(int x, int y)
9616 if (game.gems_still_needed > 0)
9618 int element = Tile[x][y];
9619 int graphic = el2img(element);
9621 if (IS_ANIMATED(graphic))
9622 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9627 // do not re-open exit door closed after last player
9628 if (game.all_players_gone)
9631 Tile[x][y] = EL_SP_EXIT_OPENING;
9633 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9636 static void CloseAllOpenTimegates(void)
9640 SCAN_PLAYFIELD(x, y)
9642 int element = Tile[x][y];
9644 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9646 Tile[x][y] = EL_TIMEGATE_CLOSING;
9648 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9653 static void DrawTwinkleOnField(int x, int y)
9655 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9658 if (Tile[x][y] == EL_BD_DIAMOND)
9661 if (MovDelay[x][y] == 0) // next animation frame
9662 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9664 if (MovDelay[x][y] != 0) // wait some time before next frame
9668 DrawLevelElementAnimation(x, y, Tile[x][y]);
9670 if (MovDelay[x][y] != 0)
9672 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9673 10 - MovDelay[x][y]);
9675 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9680 static void WallGrowing(int x, int y)
9684 if (!MovDelay[x][y]) // next animation frame
9685 MovDelay[x][y] = 3 * delay;
9687 if (MovDelay[x][y]) // wait some time before next frame
9691 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9693 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9694 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9696 DrawLevelGraphic(x, y, graphic, frame);
9699 if (!MovDelay[x][y])
9701 if (MovDir[x][y] == MV_LEFT)
9703 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9704 TEST_DrawLevelField(x - 1, y);
9706 else if (MovDir[x][y] == MV_RIGHT)
9708 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9709 TEST_DrawLevelField(x + 1, y);
9711 else if (MovDir[x][y] == MV_UP)
9713 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9714 TEST_DrawLevelField(x, y - 1);
9718 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9719 TEST_DrawLevelField(x, y + 1);
9722 Tile[x][y] = Store[x][y];
9724 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9725 TEST_DrawLevelField(x, y);
9730 static void CheckWallGrowing(int ax, int ay)
9732 int element = Tile[ax][ay];
9733 int graphic = el2img(element);
9734 boolean free_top = FALSE;
9735 boolean free_bottom = FALSE;
9736 boolean free_left = FALSE;
9737 boolean free_right = FALSE;
9738 boolean stop_top = FALSE;
9739 boolean stop_bottom = FALSE;
9740 boolean stop_left = FALSE;
9741 boolean stop_right = FALSE;
9742 boolean new_wall = FALSE;
9744 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9745 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9746 element == EL_EXPANDABLE_STEELWALL_ANY);
9748 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9749 element == EL_EXPANDABLE_WALL_ANY ||
9750 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9751 element == EL_EXPANDABLE_STEELWALL_ANY);
9753 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9754 element == EL_EXPANDABLE_WALL_ANY ||
9755 element == EL_EXPANDABLE_WALL ||
9756 element == EL_BD_EXPANDABLE_WALL ||
9757 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9758 element == EL_EXPANDABLE_STEELWALL_ANY);
9760 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9761 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9763 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9764 element == EL_EXPANDABLE_WALL ||
9765 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9767 int wall_growing = (is_steelwall ?
9768 EL_EXPANDABLE_STEELWALL_GROWING :
9769 EL_EXPANDABLE_WALL_GROWING);
9771 int gfx_wall_growing_up = (is_steelwall ?
9772 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9773 IMG_EXPANDABLE_WALL_GROWING_UP);
9774 int gfx_wall_growing_down = (is_steelwall ?
9775 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9776 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9777 int gfx_wall_growing_left = (is_steelwall ?
9778 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9779 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9780 int gfx_wall_growing_right = (is_steelwall ?
9781 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9782 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9784 if (IS_ANIMATED(graphic))
9785 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9787 if (!MovDelay[ax][ay]) // start building new wall
9788 MovDelay[ax][ay] = 6;
9790 if (MovDelay[ax][ay]) // wait some time before building new wall
9793 if (MovDelay[ax][ay])
9797 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9799 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9801 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9803 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9810 Tile[ax][ay - 1] = wall_growing;
9811 Store[ax][ay - 1] = element;
9812 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9814 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9815 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9822 Tile[ax][ay + 1] = wall_growing;
9823 Store[ax][ay + 1] = element;
9824 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9826 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9827 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9833 if (grow_horizontal)
9837 Tile[ax - 1][ay] = wall_growing;
9838 Store[ax - 1][ay] = element;
9839 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9841 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9842 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9849 Tile[ax + 1][ay] = wall_growing;
9850 Store[ax + 1][ay] = element;
9851 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9853 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9854 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9860 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9861 TEST_DrawLevelField(ax, ay);
9863 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9865 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9867 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9869 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9872 if (((stop_top && stop_bottom) || stop_horizontal) &&
9873 ((stop_left && stop_right) || stop_vertical))
9874 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9877 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9880 static void CheckForDragon(int x, int y)
9883 boolean dragon_found = FALSE;
9884 struct XY *xy = xy_topdown;
9886 for (i = 0; i < NUM_DIRECTIONS; i++)
9888 for (j = 0; j < 4; j++)
9890 int xx = x + j * xy[i].x;
9891 int yy = y + j * xy[i].y;
9893 if (IN_LEV_FIELD(xx, yy) &&
9894 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9896 if (Tile[xx][yy] == EL_DRAGON)
9897 dragon_found = TRUE;
9906 for (i = 0; i < NUM_DIRECTIONS; i++)
9908 for (j = 0; j < 3; j++)
9910 int xx = x + j * xy[i].x;
9911 int yy = y + j * xy[i].y;
9913 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9915 Tile[xx][yy] = EL_EMPTY;
9916 TEST_DrawLevelField(xx, yy);
9925 static void InitBuggyBase(int x, int y)
9927 int element = Tile[x][y];
9928 int activating_delay = FRAMES_PER_SECOND / 4;
9931 (element == EL_SP_BUGGY_BASE ?
9932 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9933 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9935 element == EL_SP_BUGGY_BASE_ACTIVE ?
9936 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9939 static void WarnBuggyBase(int x, int y)
9942 struct XY *xy = xy_topdown;
9944 for (i = 0; i < NUM_DIRECTIONS; i++)
9946 int xx = x + xy[i].x;
9947 int yy = y + xy[i].y;
9949 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9951 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9958 static void InitTrap(int x, int y)
9960 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9963 static void ActivateTrap(int x, int y)
9965 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9968 static void ChangeActiveTrap(int x, int y)
9970 int graphic = IMG_TRAP_ACTIVE;
9972 // if new animation frame was drawn, correct crumbled sand border
9973 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9974 TEST_DrawLevelFieldCrumbled(x, y);
9977 static int getSpecialActionElement(int element, int number, int base_element)
9979 return (element != EL_EMPTY ? element :
9980 number != -1 ? base_element + number - 1 :
9984 static int getModifiedActionNumber(int value_old, int operator, int operand,
9985 int value_min, int value_max)
9987 int value_new = (operator == CA_MODE_SET ? operand :
9988 operator == CA_MODE_ADD ? value_old + operand :
9989 operator == CA_MODE_SUBTRACT ? value_old - operand :
9990 operator == CA_MODE_MULTIPLY ? value_old * operand :
9991 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9992 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9995 return (value_new < value_min ? value_min :
9996 value_new > value_max ? value_max :
10000 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10002 struct ElementInfo *ei = &element_info[element];
10003 struct ElementChangeInfo *change = &ei->change_page[page];
10004 int target_element = change->target_element;
10005 int action_type = change->action_type;
10006 int action_mode = change->action_mode;
10007 int action_arg = change->action_arg;
10008 int action_element = change->action_element;
10011 if (!change->has_action)
10014 // ---------- determine action paramater values -----------------------------
10016 int level_time_value =
10017 (level.time > 0 ? TimeLeft :
10020 int action_arg_element_raw =
10021 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10022 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10023 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10024 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10025 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10026 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10027 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10029 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10031 int action_arg_direction =
10032 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10033 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10034 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10035 change->actual_trigger_side :
10036 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10037 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10040 int action_arg_number_min =
10041 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10044 int action_arg_number_max =
10045 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10046 action_type == CA_SET_LEVEL_GEMS ? 999 :
10047 action_type == CA_SET_LEVEL_TIME ? 9999 :
10048 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10049 action_type == CA_SET_CE_VALUE ? 9999 :
10050 action_type == CA_SET_CE_SCORE ? 9999 :
10053 int action_arg_number_reset =
10054 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10055 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10056 action_type == CA_SET_LEVEL_TIME ? level.time :
10057 action_type == CA_SET_LEVEL_SCORE ? 0 :
10058 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10059 action_type == CA_SET_CE_SCORE ? 0 :
10062 int action_arg_number =
10063 (action_arg <= CA_ARG_MAX ? action_arg :
10064 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10065 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10066 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10067 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10068 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10069 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10070 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10071 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10072 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10073 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10074 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10075 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10076 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10077 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10078 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10079 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10080 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10081 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10082 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10083 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10084 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10087 int action_arg_number_old =
10088 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10089 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10090 action_type == CA_SET_LEVEL_SCORE ? game.score :
10091 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10092 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10095 int action_arg_number_new =
10096 getModifiedActionNumber(action_arg_number_old,
10097 action_mode, action_arg_number,
10098 action_arg_number_min, action_arg_number_max);
10100 int trigger_player_bits =
10101 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10102 change->actual_trigger_player_bits : change->trigger_player);
10104 int action_arg_player_bits =
10105 (action_arg >= CA_ARG_PLAYER_1 &&
10106 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10107 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10108 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10111 // ---------- execute action -----------------------------------------------
10113 switch (action_type)
10120 // ---------- level actions ----------------------------------------------
10122 case CA_RESTART_LEVEL:
10124 game.restart_level = TRUE;
10129 case CA_SHOW_ENVELOPE:
10131 int element = getSpecialActionElement(action_arg_element,
10132 action_arg_number, EL_ENVELOPE_1);
10134 if (IS_ENVELOPE(element))
10135 local_player->show_envelope = element;
10140 case CA_SET_LEVEL_TIME:
10142 if (level.time > 0) // only modify limited time value
10144 TimeLeft = action_arg_number_new;
10146 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10148 DisplayGameControlValues();
10150 if (!TimeLeft && game.time_limit)
10151 for (i = 0; i < MAX_PLAYERS; i++)
10152 KillPlayer(&stored_player[i]);
10158 case CA_SET_LEVEL_SCORE:
10160 game.score = action_arg_number_new;
10162 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10164 DisplayGameControlValues();
10169 case CA_SET_LEVEL_GEMS:
10171 game.gems_still_needed = action_arg_number_new;
10173 game.snapshot.collected_item = TRUE;
10175 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10177 DisplayGameControlValues();
10182 case CA_SET_LEVEL_WIND:
10184 game.wind_direction = action_arg_direction;
10189 case CA_SET_LEVEL_RANDOM_SEED:
10191 // ensure that setting a new random seed while playing is predictable
10192 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10197 // ---------- player actions ---------------------------------------------
10199 case CA_MOVE_PLAYER:
10200 case CA_MOVE_PLAYER_NEW:
10202 // automatically move to the next field in specified direction
10203 for (i = 0; i < MAX_PLAYERS; i++)
10204 if (trigger_player_bits & (1 << i))
10205 if (action_type == CA_MOVE_PLAYER ||
10206 stored_player[i].MovPos == 0)
10207 stored_player[i].programmed_action = action_arg_direction;
10212 case CA_EXIT_PLAYER:
10214 for (i = 0; i < MAX_PLAYERS; i++)
10215 if (action_arg_player_bits & (1 << i))
10216 ExitPlayer(&stored_player[i]);
10218 if (game.players_still_needed == 0)
10224 case CA_KILL_PLAYER:
10226 for (i = 0; i < MAX_PLAYERS; i++)
10227 if (action_arg_player_bits & (1 << i))
10228 KillPlayer(&stored_player[i]);
10233 case CA_SET_PLAYER_KEYS:
10235 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10236 int element = getSpecialActionElement(action_arg_element,
10237 action_arg_number, EL_KEY_1);
10239 if (IS_KEY(element))
10241 for (i = 0; i < MAX_PLAYERS; i++)
10243 if (trigger_player_bits & (1 << i))
10245 stored_player[i].key[KEY_NR(element)] = key_state;
10247 DrawGameDoorValues();
10255 case CA_SET_PLAYER_SPEED:
10257 for (i = 0; i < MAX_PLAYERS; i++)
10259 if (trigger_player_bits & (1 << i))
10261 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10263 if (action_arg == CA_ARG_SPEED_FASTER &&
10264 stored_player[i].cannot_move)
10266 action_arg_number = STEPSIZE_VERY_SLOW;
10268 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10269 action_arg == CA_ARG_SPEED_FASTER)
10271 action_arg_number = 2;
10272 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10275 else if (action_arg == CA_ARG_NUMBER_RESET)
10277 action_arg_number = level.initial_player_stepsize[i];
10281 getModifiedActionNumber(move_stepsize,
10284 action_arg_number_min,
10285 action_arg_number_max);
10287 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10294 case CA_SET_PLAYER_SHIELD:
10296 for (i = 0; i < MAX_PLAYERS; i++)
10298 if (trigger_player_bits & (1 << i))
10300 if (action_arg == CA_ARG_SHIELD_OFF)
10302 stored_player[i].shield_normal_time_left = 0;
10303 stored_player[i].shield_deadly_time_left = 0;
10305 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10307 stored_player[i].shield_normal_time_left = 999999;
10309 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10311 stored_player[i].shield_normal_time_left = 999999;
10312 stored_player[i].shield_deadly_time_left = 999999;
10320 case CA_SET_PLAYER_GRAVITY:
10322 for (i = 0; i < MAX_PLAYERS; i++)
10324 if (trigger_player_bits & (1 << i))
10326 stored_player[i].gravity =
10327 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10328 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10329 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10330 stored_player[i].gravity);
10337 case CA_SET_PLAYER_ARTWORK:
10339 for (i = 0; i < MAX_PLAYERS; i++)
10341 if (trigger_player_bits & (1 << i))
10343 int artwork_element = action_arg_element;
10345 if (action_arg == CA_ARG_ELEMENT_RESET)
10347 (level.use_artwork_element[i] ? level.artwork_element[i] :
10348 stored_player[i].element_nr);
10350 if (stored_player[i].artwork_element != artwork_element)
10351 stored_player[i].Frame = 0;
10353 stored_player[i].artwork_element = artwork_element;
10355 SetPlayerWaiting(&stored_player[i], FALSE);
10357 // set number of special actions for bored and sleeping animation
10358 stored_player[i].num_special_action_bored =
10359 get_num_special_action(artwork_element,
10360 ACTION_BORING_1, ACTION_BORING_LAST);
10361 stored_player[i].num_special_action_sleeping =
10362 get_num_special_action(artwork_element,
10363 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10370 case CA_SET_PLAYER_INVENTORY:
10372 for (i = 0; i < MAX_PLAYERS; i++)
10374 struct PlayerInfo *player = &stored_player[i];
10377 if (trigger_player_bits & (1 << i))
10379 int inventory_element = action_arg_element;
10381 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10382 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10383 action_arg == CA_ARG_ELEMENT_ACTION)
10385 int element = inventory_element;
10386 int collect_count = element_info[element].collect_count_initial;
10388 if (!IS_CUSTOM_ELEMENT(element))
10391 if (collect_count == 0)
10392 player->inventory_infinite_element = element;
10394 for (k = 0; k < collect_count; k++)
10395 if (player->inventory_size < MAX_INVENTORY_SIZE)
10396 player->inventory_element[player->inventory_size++] =
10399 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10400 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10401 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10403 if (player->inventory_infinite_element != EL_UNDEFINED &&
10404 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10405 action_arg_element_raw))
10406 player->inventory_infinite_element = EL_UNDEFINED;
10408 for (k = 0, j = 0; j < player->inventory_size; j++)
10410 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10411 action_arg_element_raw))
10412 player->inventory_element[k++] = player->inventory_element[j];
10415 player->inventory_size = k;
10417 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10419 if (player->inventory_size > 0)
10421 for (j = 0; j < player->inventory_size - 1; j++)
10422 player->inventory_element[j] = player->inventory_element[j + 1];
10424 player->inventory_size--;
10427 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10429 if (player->inventory_size > 0)
10430 player->inventory_size--;
10432 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10434 player->inventory_infinite_element = EL_UNDEFINED;
10435 player->inventory_size = 0;
10437 else if (action_arg == CA_ARG_INVENTORY_RESET)
10439 player->inventory_infinite_element = EL_UNDEFINED;
10440 player->inventory_size = 0;
10442 if (level.use_initial_inventory[i])
10444 for (j = 0; j < level.initial_inventory_size[i]; j++)
10446 int element = level.initial_inventory_content[i][j];
10447 int collect_count = element_info[element].collect_count_initial;
10449 if (!IS_CUSTOM_ELEMENT(element))
10452 if (collect_count == 0)
10453 player->inventory_infinite_element = element;
10455 for (k = 0; k < collect_count; k++)
10456 if (player->inventory_size < MAX_INVENTORY_SIZE)
10457 player->inventory_element[player->inventory_size++] =
10468 // ---------- CE actions -------------------------------------------------
10470 case CA_SET_CE_VALUE:
10472 int last_ce_value = CustomValue[x][y];
10474 CustomValue[x][y] = action_arg_number_new;
10476 if (CustomValue[x][y] != last_ce_value)
10478 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10479 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10481 if (CustomValue[x][y] == 0)
10483 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10484 ChangeCount[x][y] = 0; // allow at least one more change
10486 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10487 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10494 case CA_SET_CE_SCORE:
10496 int last_ce_score = ei->collect_score;
10498 ei->collect_score = action_arg_number_new;
10500 if (ei->collect_score != last_ce_score)
10502 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10503 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10505 if (ei->collect_score == 0)
10509 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10510 ChangeCount[x][y] = 0; // allow at least one more change
10512 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10513 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10516 This is a very special case that seems to be a mixture between
10517 CheckElementChange() and CheckTriggeredElementChange(): while
10518 the first one only affects single elements that are triggered
10519 directly, the second one affects multiple elements in the playfield
10520 that are triggered indirectly by another element. This is a third
10521 case: Changing the CE score always affects multiple identical CEs,
10522 so every affected CE must be checked, not only the single CE for
10523 which the CE score was changed in the first place (as every instance
10524 of that CE shares the same CE score, and therefore also can change)!
10526 SCAN_PLAYFIELD(xx, yy)
10528 if (Tile[xx][yy] == element)
10529 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10530 CE_SCORE_GETS_ZERO);
10538 case CA_SET_CE_ARTWORK:
10540 int artwork_element = action_arg_element;
10541 boolean reset_frame = FALSE;
10544 if (action_arg == CA_ARG_ELEMENT_RESET)
10545 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10548 if (ei->gfx_element != artwork_element)
10549 reset_frame = TRUE;
10551 ei->gfx_element = artwork_element;
10553 SCAN_PLAYFIELD(xx, yy)
10555 if (Tile[xx][yy] == element)
10559 ResetGfxAnimation(xx, yy);
10560 ResetRandomAnimationValue(xx, yy);
10563 TEST_DrawLevelField(xx, yy);
10570 // ---------- engine actions ---------------------------------------------
10572 case CA_SET_ENGINE_SCAN_MODE:
10574 InitPlayfieldScanMode(action_arg);
10584 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10586 int old_element = Tile[x][y];
10587 int new_element = GetElementFromGroupElement(element);
10588 int previous_move_direction = MovDir[x][y];
10589 int last_ce_value = CustomValue[x][y];
10590 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10591 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10592 boolean add_player_onto_element = (new_element_is_player &&
10593 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10594 IS_WALKABLE(old_element));
10596 if (!add_player_onto_element)
10598 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10599 RemoveMovingField(x, y);
10603 Tile[x][y] = new_element;
10605 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10606 MovDir[x][y] = previous_move_direction;
10608 if (element_info[new_element].use_last_ce_value)
10609 CustomValue[x][y] = last_ce_value;
10611 InitField_WithBug1(x, y, FALSE);
10613 new_element = Tile[x][y]; // element may have changed
10615 ResetGfxAnimation(x, y);
10616 ResetRandomAnimationValue(x, y);
10618 TEST_DrawLevelField(x, y);
10620 if (GFX_CRUMBLED(new_element))
10621 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10624 // check if element under the player changes from accessible to unaccessible
10625 // (needed for special case of dropping element which then changes)
10626 // (must be checked after creating new element for walkable group elements)
10627 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10628 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10635 // "ChangeCount" not set yet to allow "entered by player" change one time
10636 if (new_element_is_player)
10637 RelocatePlayer(x, y, new_element);
10640 ChangeCount[x][y]++; // count number of changes in the same frame
10642 TestIfBadThingTouchesPlayer(x, y);
10643 TestIfPlayerTouchesCustomElement(x, y);
10644 TestIfElementTouchesCustomElement(x, y);
10647 static void CreateField(int x, int y, int element)
10649 CreateFieldExt(x, y, element, FALSE);
10652 static void CreateElementFromChange(int x, int y, int element)
10654 element = GET_VALID_RUNTIME_ELEMENT(element);
10656 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10658 int old_element = Tile[x][y];
10660 // prevent changed element from moving in same engine frame
10661 // unless both old and new element can either fall or move
10662 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10663 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10667 CreateFieldExt(x, y, element, TRUE);
10670 static boolean ChangeElement(int x, int y, int element, int page)
10672 struct ElementInfo *ei = &element_info[element];
10673 struct ElementChangeInfo *change = &ei->change_page[page];
10674 int ce_value = CustomValue[x][y];
10675 int ce_score = ei->collect_score;
10676 int target_element;
10677 int old_element = Tile[x][y];
10679 // always use default change event to prevent running into a loop
10680 if (ChangeEvent[x][y] == -1)
10681 ChangeEvent[x][y] = CE_DELAY;
10683 if (ChangeEvent[x][y] == CE_DELAY)
10685 // reset actual trigger element, trigger player and action element
10686 change->actual_trigger_element = EL_EMPTY;
10687 change->actual_trigger_player = EL_EMPTY;
10688 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10689 change->actual_trigger_side = CH_SIDE_NONE;
10690 change->actual_trigger_ce_value = 0;
10691 change->actual_trigger_ce_score = 0;
10694 // do not change elements more than a specified maximum number of changes
10695 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10698 ChangeCount[x][y]++; // count number of changes in the same frame
10700 if (change->explode)
10707 if (change->use_target_content)
10709 boolean complete_replace = TRUE;
10710 boolean can_replace[3][3];
10713 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10716 boolean is_walkable;
10717 boolean is_diggable;
10718 boolean is_collectible;
10719 boolean is_removable;
10720 boolean is_destructible;
10721 int ex = x + xx - 1;
10722 int ey = y + yy - 1;
10723 int content_element = change->target_content.e[xx][yy];
10726 can_replace[xx][yy] = TRUE;
10728 if (ex == x && ey == y) // do not check changing element itself
10731 if (content_element == EL_EMPTY_SPACE)
10733 can_replace[xx][yy] = FALSE; // do not replace border with space
10738 if (!IN_LEV_FIELD(ex, ey))
10740 can_replace[xx][yy] = FALSE;
10741 complete_replace = FALSE;
10748 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10749 e = MovingOrBlocked2Element(ex, ey);
10751 is_empty = (IS_FREE(ex, ey) ||
10752 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10754 is_walkable = (is_empty || IS_WALKABLE(e));
10755 is_diggable = (is_empty || IS_DIGGABLE(e));
10756 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10757 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10758 is_removable = (is_diggable || is_collectible);
10760 can_replace[xx][yy] =
10761 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10762 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10763 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10764 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10765 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10766 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10767 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10769 if (!can_replace[xx][yy])
10770 complete_replace = FALSE;
10773 if (!change->only_if_complete || complete_replace)
10775 boolean something_has_changed = FALSE;
10777 if (change->only_if_complete && change->use_random_replace &&
10778 RND(100) < change->random_percentage)
10781 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10783 int ex = x + xx - 1;
10784 int ey = y + yy - 1;
10785 int content_element;
10787 if (can_replace[xx][yy] && (!change->use_random_replace ||
10788 RND(100) < change->random_percentage))
10790 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10791 RemoveMovingField(ex, ey);
10793 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10795 content_element = change->target_content.e[xx][yy];
10796 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10797 ce_value, ce_score);
10799 CreateElementFromChange(ex, ey, target_element);
10801 something_has_changed = TRUE;
10803 // for symmetry reasons, freeze newly created border elements
10804 if (ex != x || ey != y)
10805 Stop[ex][ey] = TRUE; // no more moving in this frame
10809 if (something_has_changed)
10811 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10812 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10818 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10819 ce_value, ce_score);
10821 if (element == EL_DIAGONAL_GROWING ||
10822 element == EL_DIAGONAL_SHRINKING)
10824 target_element = Store[x][y];
10826 Store[x][y] = EL_EMPTY;
10829 // special case: element changes to player (and may be kept if walkable)
10830 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10831 CreateElementFromChange(x, y, EL_EMPTY);
10833 CreateElementFromChange(x, y, target_element);
10835 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10836 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10839 // this uses direct change before indirect change
10840 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10845 static void HandleElementChange(int x, int y, int page)
10847 int element = MovingOrBlocked2Element(x, y);
10848 struct ElementInfo *ei = &element_info[element];
10849 struct ElementChangeInfo *change = &ei->change_page[page];
10850 boolean handle_action_before_change = FALSE;
10853 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10854 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10856 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10857 x, y, element, element_info[element].token_name);
10858 Debug("game:playing:HandleElementChange", "This should never happen!");
10862 // this can happen with classic bombs on walkable, changing elements
10863 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10868 if (ChangeDelay[x][y] == 0) // initialize element change
10870 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10872 if (change->can_change)
10874 // !!! not clear why graphic animation should be reset at all here !!!
10875 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10876 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10879 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10881 When using an animation frame delay of 1 (this only happens with
10882 "sp_zonk.moving.left/right" in the classic graphics), the default
10883 (non-moving) animation shows wrong animation frames (while the
10884 moving animation, like "sp_zonk.moving.left/right", is correct,
10885 so this graphical bug never shows up with the classic graphics).
10886 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10887 be drawn instead of the correct frames 0,1,2,3. This is caused by
10888 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10889 an element change: First when the change delay ("ChangeDelay[][]")
10890 counter has reached zero after decrementing, then a second time in
10891 the next frame (after "GfxFrame[][]" was already incremented) when
10892 "ChangeDelay[][]" is reset to the initial delay value again.
10894 This causes frame 0 to be drawn twice, while the last frame won't
10895 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10897 As some animations may already be cleverly designed around this bug
10898 (at least the "Snake Bite" snake tail animation does this), it cannot
10899 simply be fixed here without breaking such existing animations.
10900 Unfortunately, it cannot easily be detected if a graphics set was
10901 designed "before" or "after" the bug was fixed. As a workaround,
10902 a new graphics set option "game.graphics_engine_version" was added
10903 to be able to specify the game's major release version for which the
10904 graphics set was designed, which can then be used to decide if the
10905 bugfix should be used (version 4 and above) or not (version 3 or
10906 below, or if no version was specified at all, as with old sets).
10908 (The wrong/fixed animation frames can be tested with the test level set
10909 "test_gfxframe" and level "000", which contains a specially prepared
10910 custom element at level position (x/y) == (11/9) which uses the zonk
10911 animation mentioned above. Using "game.graphics_engine_version: 4"
10912 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10913 This can also be seen from the debug output for this test element.)
10916 // when a custom element is about to change (for example by change delay),
10917 // do not reset graphic animation when the custom element is moving
10918 if (game.graphics_engine_version < 4 &&
10921 ResetGfxAnimation(x, y);
10922 ResetRandomAnimationValue(x, y);
10925 if (change->pre_change_function)
10926 change->pre_change_function(x, y);
10930 ChangeDelay[x][y]--;
10932 if (ChangeDelay[x][y] != 0) // continue element change
10934 if (change->can_change)
10936 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10938 if (IS_ANIMATED(graphic))
10939 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10941 if (change->change_function)
10942 change->change_function(x, y);
10945 else // finish element change
10947 if (ChangePage[x][y] != -1) // remember page from delayed change
10949 page = ChangePage[x][y];
10950 ChangePage[x][y] = -1;
10952 change = &ei->change_page[page];
10955 if (IS_MOVING(x, y)) // never change a running system ;-)
10957 ChangeDelay[x][y] = 1; // try change after next move step
10958 ChangePage[x][y] = page; // remember page to use for change
10963 // special case: set new level random seed before changing element
10964 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10965 handle_action_before_change = TRUE;
10967 if (change->has_action && handle_action_before_change)
10968 ExecuteCustomElementAction(x, y, element, page);
10970 if (change->can_change)
10972 if (ChangeElement(x, y, element, page))
10974 if (change->post_change_function)
10975 change->post_change_function(x, y);
10979 if (change->has_action && !handle_action_before_change)
10980 ExecuteCustomElementAction(x, y, element, page);
10984 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10985 int trigger_element,
10987 int trigger_player,
10991 boolean change_done_any = FALSE;
10992 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10995 if (!(trigger_events[trigger_element][trigger_event]))
10998 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11000 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11002 int element = EL_CUSTOM_START + i;
11003 boolean change_done = FALSE;
11006 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11007 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11010 for (p = 0; p < element_info[element].num_change_pages; p++)
11012 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11014 if (change->can_change_or_has_action &&
11015 change->has_event[trigger_event] &&
11016 change->trigger_side & trigger_side &&
11017 change->trigger_player & trigger_player &&
11018 change->trigger_page & trigger_page_bits &&
11019 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11021 change->actual_trigger_element = trigger_element;
11022 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11023 change->actual_trigger_player_bits = trigger_player;
11024 change->actual_trigger_side = trigger_side;
11025 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11026 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11028 if ((change->can_change && !change_done) || change->has_action)
11032 SCAN_PLAYFIELD(x, y)
11034 if (Tile[x][y] == element)
11036 if (change->can_change && !change_done)
11038 // if element already changed in this frame, not only prevent
11039 // another element change (checked in ChangeElement()), but
11040 // also prevent additional element actions for this element
11042 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11043 !level.use_action_after_change_bug)
11046 ChangeDelay[x][y] = 1;
11047 ChangeEvent[x][y] = trigger_event;
11049 HandleElementChange(x, y, p);
11051 else if (change->has_action)
11053 // if element already changed in this frame, not only prevent
11054 // another element change (checked in ChangeElement()), but
11055 // also prevent additional element actions for this element
11057 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11058 !level.use_action_after_change_bug)
11061 ExecuteCustomElementAction(x, y, element, p);
11062 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11067 if (change->can_change)
11069 change_done = TRUE;
11070 change_done_any = TRUE;
11077 RECURSION_LOOP_DETECTION_END();
11079 return change_done_any;
11082 static boolean CheckElementChangeExt(int x, int y,
11084 int trigger_element,
11086 int trigger_player,
11089 boolean change_done = FALSE;
11092 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11093 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11096 if (Tile[x][y] == EL_BLOCKED)
11098 Blocked2Moving(x, y, &x, &y);
11099 element = Tile[x][y];
11102 // check if element has already changed or is about to change after moving
11103 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11104 Tile[x][y] != element) ||
11106 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11107 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11108 ChangePage[x][y] != -1)))
11111 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11113 for (p = 0; p < element_info[element].num_change_pages; p++)
11115 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11117 /* check trigger element for all events where the element that is checked
11118 for changing interacts with a directly adjacent element -- this is
11119 different to element changes that affect other elements to change on the
11120 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11121 boolean check_trigger_element =
11122 (trigger_event == CE_NEXT_TO_X ||
11123 trigger_event == CE_TOUCHING_X ||
11124 trigger_event == CE_HITTING_X ||
11125 trigger_event == CE_HIT_BY_X ||
11126 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11128 if (change->can_change_or_has_action &&
11129 change->has_event[trigger_event] &&
11130 change->trigger_side & trigger_side &&
11131 change->trigger_player & trigger_player &&
11132 (!check_trigger_element ||
11133 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11135 change->actual_trigger_element = trigger_element;
11136 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11137 change->actual_trigger_player_bits = trigger_player;
11138 change->actual_trigger_side = trigger_side;
11139 change->actual_trigger_ce_value = CustomValue[x][y];
11140 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11142 // special case: trigger element not at (x,y) position for some events
11143 if (check_trigger_element)
11155 { 0, 0 }, { 0, 0 }, { 0, 0 },
11159 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11160 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11162 change->actual_trigger_ce_value = CustomValue[xx][yy];
11163 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11166 if (change->can_change && !change_done)
11168 ChangeDelay[x][y] = 1;
11169 ChangeEvent[x][y] = trigger_event;
11171 HandleElementChange(x, y, p);
11173 change_done = TRUE;
11175 else if (change->has_action)
11177 ExecuteCustomElementAction(x, y, element, p);
11178 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11183 RECURSION_LOOP_DETECTION_END();
11185 return change_done;
11188 static void PlayPlayerSound(struct PlayerInfo *player)
11190 int jx = player->jx, jy = player->jy;
11191 int sound_element = player->artwork_element;
11192 int last_action = player->last_action_waiting;
11193 int action = player->action_waiting;
11195 if (player->is_waiting)
11197 if (action != last_action)
11198 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11200 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11204 if (action != last_action)
11205 StopSound(element_info[sound_element].sound[last_action]);
11207 if (last_action == ACTION_SLEEPING)
11208 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11212 static void PlayAllPlayersSound(void)
11216 for (i = 0; i < MAX_PLAYERS; i++)
11217 if (stored_player[i].active)
11218 PlayPlayerSound(&stored_player[i]);
11221 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11223 boolean last_waiting = player->is_waiting;
11224 int move_dir = player->MovDir;
11226 player->dir_waiting = move_dir;
11227 player->last_action_waiting = player->action_waiting;
11231 if (!last_waiting) // not waiting -> waiting
11233 player->is_waiting = TRUE;
11235 player->frame_counter_bored =
11237 game.player_boring_delay_fixed +
11238 GetSimpleRandom(game.player_boring_delay_random);
11239 player->frame_counter_sleeping =
11241 game.player_sleeping_delay_fixed +
11242 GetSimpleRandom(game.player_sleeping_delay_random);
11244 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11247 if (game.player_sleeping_delay_fixed +
11248 game.player_sleeping_delay_random > 0 &&
11249 player->anim_delay_counter == 0 &&
11250 player->post_delay_counter == 0 &&
11251 FrameCounter >= player->frame_counter_sleeping)
11252 player->is_sleeping = TRUE;
11253 else if (game.player_boring_delay_fixed +
11254 game.player_boring_delay_random > 0 &&
11255 FrameCounter >= player->frame_counter_bored)
11256 player->is_bored = TRUE;
11258 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11259 player->is_bored ? ACTION_BORING :
11262 if (player->is_sleeping && player->use_murphy)
11264 // special case for sleeping Murphy when leaning against non-free tile
11266 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11267 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11268 !IS_MOVING(player->jx - 1, player->jy)))
11269 move_dir = MV_LEFT;
11270 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11271 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11272 !IS_MOVING(player->jx + 1, player->jy)))
11273 move_dir = MV_RIGHT;
11275 player->is_sleeping = FALSE;
11277 player->dir_waiting = move_dir;
11280 if (player->is_sleeping)
11282 if (player->num_special_action_sleeping > 0)
11284 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11286 int last_special_action = player->special_action_sleeping;
11287 int num_special_action = player->num_special_action_sleeping;
11288 int special_action =
11289 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11290 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11291 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11292 last_special_action + 1 : ACTION_SLEEPING);
11293 int special_graphic =
11294 el_act_dir2img(player->artwork_element, special_action, move_dir);
11296 player->anim_delay_counter =
11297 graphic_info[special_graphic].anim_delay_fixed +
11298 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11299 player->post_delay_counter =
11300 graphic_info[special_graphic].post_delay_fixed +
11301 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11303 player->special_action_sleeping = special_action;
11306 if (player->anim_delay_counter > 0)
11308 player->action_waiting = player->special_action_sleeping;
11309 player->anim_delay_counter--;
11311 else if (player->post_delay_counter > 0)
11313 player->post_delay_counter--;
11317 else if (player->is_bored)
11319 if (player->num_special_action_bored > 0)
11321 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11323 int special_action =
11324 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11325 int special_graphic =
11326 el_act_dir2img(player->artwork_element, special_action, move_dir);
11328 player->anim_delay_counter =
11329 graphic_info[special_graphic].anim_delay_fixed +
11330 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11331 player->post_delay_counter =
11332 graphic_info[special_graphic].post_delay_fixed +
11333 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11335 player->special_action_bored = special_action;
11338 if (player->anim_delay_counter > 0)
11340 player->action_waiting = player->special_action_bored;
11341 player->anim_delay_counter--;
11343 else if (player->post_delay_counter > 0)
11345 player->post_delay_counter--;
11350 else if (last_waiting) // waiting -> not waiting
11352 player->is_waiting = FALSE;
11353 player->is_bored = FALSE;
11354 player->is_sleeping = FALSE;
11356 player->frame_counter_bored = -1;
11357 player->frame_counter_sleeping = -1;
11359 player->anim_delay_counter = 0;
11360 player->post_delay_counter = 0;
11362 player->dir_waiting = player->MovDir;
11363 player->action_waiting = ACTION_DEFAULT;
11365 player->special_action_bored = ACTION_DEFAULT;
11366 player->special_action_sleeping = ACTION_DEFAULT;
11370 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11372 if ((!player->is_moving && player->was_moving) ||
11373 (player->MovPos == 0 && player->was_moving) ||
11374 (player->is_snapping && !player->was_snapping) ||
11375 (player->is_dropping && !player->was_dropping))
11377 if (!CheckSaveEngineSnapshotToList())
11380 player->was_moving = FALSE;
11381 player->was_snapping = TRUE;
11382 player->was_dropping = TRUE;
11386 if (player->is_moving)
11387 player->was_moving = TRUE;
11389 if (!player->is_snapping)
11390 player->was_snapping = FALSE;
11392 if (!player->is_dropping)
11393 player->was_dropping = FALSE;
11396 static struct MouseActionInfo mouse_action_last = { 0 };
11397 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11398 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11401 CheckSaveEngineSnapshotToList();
11403 mouse_action_last = mouse_action;
11406 static void CheckSingleStepMode(struct PlayerInfo *player)
11408 if (tape.single_step && tape.recording && !tape.pausing)
11410 // as it is called "single step mode", just return to pause mode when the
11411 // player stopped moving after one tile (or never starts moving at all)
11412 // (reverse logic needed here in case single step mode used in team mode)
11413 if (player->is_moving ||
11414 player->is_pushing ||
11415 player->is_dropping_pressed ||
11416 player->effective_mouse_action.button)
11417 game.enter_single_step_mode = FALSE;
11420 CheckSaveEngineSnapshot(player);
11423 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11425 int left = player_action & JOY_LEFT;
11426 int right = player_action & JOY_RIGHT;
11427 int up = player_action & JOY_UP;
11428 int down = player_action & JOY_DOWN;
11429 int button1 = player_action & JOY_BUTTON_1;
11430 int button2 = player_action & JOY_BUTTON_2;
11431 int dx = (left ? -1 : right ? 1 : 0);
11432 int dy = (up ? -1 : down ? 1 : 0);
11434 if (!player->active || tape.pausing)
11440 SnapField(player, dx, dy);
11444 DropElement(player);
11446 MovePlayer(player, dx, dy);
11449 CheckSingleStepMode(player);
11451 SetPlayerWaiting(player, FALSE);
11453 return player_action;
11457 // no actions for this player (no input at player's configured device)
11459 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11460 SnapField(player, 0, 0);
11461 CheckGravityMovementWhenNotMoving(player);
11463 if (player->MovPos == 0)
11464 SetPlayerWaiting(player, TRUE);
11466 if (player->MovPos == 0) // needed for tape.playing
11467 player->is_moving = FALSE;
11469 player->is_dropping = FALSE;
11470 player->is_dropping_pressed = FALSE;
11471 player->drop_pressed_delay = 0;
11473 CheckSingleStepMode(player);
11479 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11482 if (!tape.use_mouse_actions)
11485 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11486 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11487 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11490 static void SetTapeActionFromMouseAction(byte *tape_action,
11491 struct MouseActionInfo *mouse_action)
11493 if (!tape.use_mouse_actions)
11496 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11497 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11498 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11501 static void CheckLevelSolved(void)
11503 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11505 if (game_em.level_solved &&
11506 !game_em.game_over) // game won
11510 game_em.game_over = TRUE;
11512 game.all_players_gone = TRUE;
11515 if (game_em.game_over) // game lost
11516 game.all_players_gone = TRUE;
11518 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11520 if (game_sp.level_solved &&
11521 !game_sp.game_over) // game won
11525 game_sp.game_over = TRUE;
11527 game.all_players_gone = TRUE;
11530 if (game_sp.game_over) // game lost
11531 game.all_players_gone = TRUE;
11533 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11535 if (game_mm.level_solved &&
11536 !game_mm.game_over) // game won
11540 game_mm.game_over = TRUE;
11542 game.all_players_gone = TRUE;
11545 if (game_mm.game_over) // game lost
11546 game.all_players_gone = TRUE;
11550 static void CheckLevelTime_StepCounter(void)
11560 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11561 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11563 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11565 DisplayGameControlValues();
11567 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11568 for (i = 0; i < MAX_PLAYERS; i++)
11569 KillPlayer(&stored_player[i]);
11571 else if (game.no_level_time_limit && !game.all_players_gone)
11573 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11575 DisplayGameControlValues();
11579 static void CheckLevelTime(void)
11583 if (TimeFrames >= FRAMES_PER_SECOND)
11588 for (i = 0; i < MAX_PLAYERS; i++)
11590 struct PlayerInfo *player = &stored_player[i];
11592 if (SHIELD_ON(player))
11594 player->shield_normal_time_left--;
11596 if (player->shield_deadly_time_left > 0)
11597 player->shield_deadly_time_left--;
11601 if (!game.LevelSolved && !level.use_step_counter)
11609 if (TimeLeft <= 10 && game.time_limit)
11610 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11612 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11613 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11615 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11617 if (!TimeLeft && game.time_limit)
11619 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11620 game_em.lev->killed_out_of_time = TRUE;
11622 for (i = 0; i < MAX_PLAYERS; i++)
11623 KillPlayer(&stored_player[i]);
11626 else if (game.no_level_time_limit && !game.all_players_gone)
11628 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11631 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11634 if (tape.recording || tape.playing)
11635 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11638 if (tape.recording || tape.playing)
11639 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11641 UpdateAndDisplayGameControlValues();
11644 void AdvanceFrameAndPlayerCounters(int player_nr)
11648 // advance frame counters (global frame counter and time frame counter)
11652 // advance player counters (counters for move delay, move animation etc.)
11653 for (i = 0; i < MAX_PLAYERS; i++)
11655 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11656 int move_delay_value = stored_player[i].move_delay_value;
11657 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11659 if (!advance_player_counters) // not all players may be affected
11662 if (move_frames == 0) // less than one move per game frame
11664 int stepsize = TILEX / move_delay_value;
11665 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11666 int count = (stored_player[i].is_moving ?
11667 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11669 if (count % delay == 0)
11673 stored_player[i].Frame += move_frames;
11675 if (stored_player[i].MovPos != 0)
11676 stored_player[i].StepFrame += move_frames;
11678 if (stored_player[i].move_delay > 0)
11679 stored_player[i].move_delay--;
11681 // due to bugs in previous versions, counter must count up, not down
11682 if (stored_player[i].push_delay != -1)
11683 stored_player[i].push_delay++;
11685 if (stored_player[i].drop_delay > 0)
11686 stored_player[i].drop_delay--;
11688 if (stored_player[i].is_dropping_pressed)
11689 stored_player[i].drop_pressed_delay++;
11693 void AdvanceFrameCounter(void)
11698 void AdvanceGfxFrame(void)
11702 SCAN_PLAYFIELD(x, y)
11708 void StartGameActions(boolean init_network_game, boolean record_tape,
11711 unsigned int new_random_seed = InitRND(random_seed);
11714 TapeStartRecording(new_random_seed);
11716 if (setup.auto_pause_on_start && !tape.pausing)
11717 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11719 if (init_network_game)
11721 SendToServer_LevelFile();
11722 SendToServer_StartPlaying();
11730 static void GameActionsExt(void)
11733 static unsigned int game_frame_delay = 0;
11735 unsigned int game_frame_delay_value;
11736 byte *recorded_player_action;
11737 byte summarized_player_action = 0;
11738 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11741 // detect endless loops, caused by custom element programming
11742 if (recursion_loop_detected && recursion_loop_depth == 0)
11744 char *message = getStringCat3("Internal Error! Element ",
11745 EL_NAME(recursion_loop_element),
11746 " caused endless loop! Quit the game?");
11748 Warn("element '%s' caused endless loop in game engine",
11749 EL_NAME(recursion_loop_element));
11751 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11753 recursion_loop_detected = FALSE; // if game should be continued
11760 if (game.restart_level)
11761 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11763 CheckLevelSolved();
11765 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11768 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11771 if (game_status != GAME_MODE_PLAYING) // status might have changed
11774 game_frame_delay_value =
11775 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11777 if (tape.playing && tape.warp_forward && !tape.pausing)
11778 game_frame_delay_value = 0;
11780 SetVideoFrameDelay(game_frame_delay_value);
11782 // (de)activate virtual buttons depending on current game status
11783 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11785 if (game.all_players_gone) // if no players there to be controlled anymore
11786 SetOverlayActive(FALSE);
11787 else if (!tape.playing) // if game continues after tape stopped playing
11788 SetOverlayActive(TRUE);
11793 // ---------- main game synchronization point ----------
11795 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11797 Debug("game:playing:skip", "skip == %d", skip);
11800 // ---------- main game synchronization point ----------
11802 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11806 if (network_playing && !network_player_action_received)
11808 // try to get network player actions in time
11810 // last chance to get network player actions without main loop delay
11811 HandleNetworking();
11813 // game was quit by network peer
11814 if (game_status != GAME_MODE_PLAYING)
11817 // check if network player actions still missing and game still running
11818 if (!network_player_action_received && !checkGameEnded())
11819 return; // failed to get network player actions in time
11821 // do not yet reset "network_player_action_received" (for tape.pausing)
11827 // at this point we know that we really continue executing the game
11829 network_player_action_received = FALSE;
11831 // when playing tape, read previously recorded player input from tape data
11832 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11834 local_player->effective_mouse_action = local_player->mouse_action;
11836 if (recorded_player_action != NULL)
11837 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11838 recorded_player_action);
11840 // TapePlayAction() may return NULL when toggling to "pause before death"
11844 if (tape.set_centered_player)
11846 game.centered_player_nr_next = tape.centered_player_nr_next;
11847 game.set_centered_player = TRUE;
11850 for (i = 0; i < MAX_PLAYERS; i++)
11852 summarized_player_action |= stored_player[i].action;
11854 if (!network_playing && (game.team_mode || tape.playing))
11855 stored_player[i].effective_action = stored_player[i].action;
11858 if (network_playing && !checkGameEnded())
11859 SendToServer_MovePlayer(summarized_player_action);
11861 // summarize all actions at local players mapped input device position
11862 // (this allows using different input devices in single player mode)
11863 if (!network.enabled && !game.team_mode)
11864 stored_player[map_player_action[local_player->index_nr]].effective_action =
11865 summarized_player_action;
11867 // summarize all actions at centered player in local team mode
11868 if (tape.recording &&
11869 setup.team_mode && !network.enabled &&
11870 setup.input_on_focus &&
11871 game.centered_player_nr != -1)
11873 for (i = 0; i < MAX_PLAYERS; i++)
11874 stored_player[map_player_action[i]].effective_action =
11875 (i == game.centered_player_nr ? summarized_player_action : 0);
11878 if (recorded_player_action != NULL)
11879 for (i = 0; i < MAX_PLAYERS; i++)
11880 stored_player[i].effective_action = recorded_player_action[i];
11882 for (i = 0; i < MAX_PLAYERS; i++)
11884 tape_action[i] = stored_player[i].effective_action;
11886 /* (this may happen in the RND game engine if a player was not present on
11887 the playfield on level start, but appeared later from a custom element */
11888 if (setup.team_mode &&
11891 !tape.player_participates[i])
11892 tape.player_participates[i] = TRUE;
11895 SetTapeActionFromMouseAction(tape_action,
11896 &local_player->effective_mouse_action);
11898 // only record actions from input devices, but not programmed actions
11899 if (tape.recording)
11900 TapeRecordAction(tape_action);
11902 // remember if game was played (especially after tape stopped playing)
11903 if (!tape.playing && summarized_player_action && !checkGameFailed())
11904 game.GamePlayed = TRUE;
11906 #if USE_NEW_PLAYER_ASSIGNMENTS
11907 // !!! also map player actions in single player mode !!!
11908 // if (game.team_mode)
11911 byte mapped_action[MAX_PLAYERS];
11913 #if DEBUG_PLAYER_ACTIONS
11914 for (i = 0; i < MAX_PLAYERS; i++)
11915 DebugContinued("", "%d, ", stored_player[i].effective_action);
11918 for (i = 0; i < MAX_PLAYERS; i++)
11919 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11921 for (i = 0; i < MAX_PLAYERS; i++)
11922 stored_player[i].effective_action = mapped_action[i];
11924 #if DEBUG_PLAYER_ACTIONS
11925 DebugContinued("", "=> ");
11926 for (i = 0; i < MAX_PLAYERS; i++)
11927 DebugContinued("", "%d, ", stored_player[i].effective_action);
11928 DebugContinued("game:playing:player", "\n");
11931 #if DEBUG_PLAYER_ACTIONS
11934 for (i = 0; i < MAX_PLAYERS; i++)
11935 DebugContinued("", "%d, ", stored_player[i].effective_action);
11936 DebugContinued("game:playing:player", "\n");
11941 for (i = 0; i < MAX_PLAYERS; i++)
11943 // allow engine snapshot in case of changed movement attempt
11944 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11945 (stored_player[i].effective_action & KEY_MOTION))
11946 game.snapshot.changed_action = TRUE;
11948 // allow engine snapshot in case of snapping/dropping attempt
11949 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11950 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11951 game.snapshot.changed_action = TRUE;
11953 game.snapshot.last_action[i] = stored_player[i].effective_action;
11956 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11958 GameActions_EM_Main();
11960 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11962 GameActions_SP_Main();
11964 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11966 GameActions_MM_Main();
11970 GameActions_RND_Main();
11973 BlitScreenToBitmap(backbuffer);
11975 CheckLevelSolved();
11978 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11980 if (global.show_frames_per_second)
11982 static unsigned int fps_counter = 0;
11983 static int fps_frames = 0;
11984 unsigned int fps_delay_ms = Counter() - fps_counter;
11988 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11990 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11993 fps_counter = Counter();
11995 // always draw FPS to screen after FPS value was updated
11996 redraw_mask |= REDRAW_FPS;
11999 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12000 if (GetDrawDeactivationMask() == REDRAW_NONE)
12001 redraw_mask |= REDRAW_FPS;
12005 static void GameActions_CheckSaveEngineSnapshot(void)
12007 if (!game.snapshot.save_snapshot)
12010 // clear flag for saving snapshot _before_ saving snapshot
12011 game.snapshot.save_snapshot = FALSE;
12013 SaveEngineSnapshotToList();
12016 void GameActions(void)
12020 GameActions_CheckSaveEngineSnapshot();
12023 void GameActions_EM_Main(void)
12025 byte effective_action[MAX_PLAYERS];
12028 for (i = 0; i < MAX_PLAYERS; i++)
12029 effective_action[i] = stored_player[i].effective_action;
12031 GameActions_EM(effective_action);
12034 void GameActions_SP_Main(void)
12036 byte effective_action[MAX_PLAYERS];
12039 for (i = 0; i < MAX_PLAYERS; i++)
12040 effective_action[i] = stored_player[i].effective_action;
12042 GameActions_SP(effective_action);
12044 for (i = 0; i < MAX_PLAYERS; i++)
12046 if (stored_player[i].force_dropping)
12047 stored_player[i].action |= KEY_BUTTON_DROP;
12049 stored_player[i].force_dropping = FALSE;
12053 void GameActions_MM_Main(void)
12057 GameActions_MM(local_player->effective_mouse_action);
12060 void GameActions_RND_Main(void)
12065 void GameActions_RND(void)
12067 static struct MouseActionInfo mouse_action_last = { 0 };
12068 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12069 int magic_wall_x = 0, magic_wall_y = 0;
12070 int i, x, y, element, graphic, last_gfx_frame;
12072 InitPlayfieldScanModeVars();
12074 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12076 SCAN_PLAYFIELD(x, y)
12078 ChangeCount[x][y] = 0;
12079 ChangeEvent[x][y] = -1;
12083 if (game.set_centered_player)
12085 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12087 // switching to "all players" only possible if all players fit to screen
12088 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12090 game.centered_player_nr_next = game.centered_player_nr;
12091 game.set_centered_player = FALSE;
12094 // do not switch focus to non-existing (or non-active) player
12095 if (game.centered_player_nr_next >= 0 &&
12096 !stored_player[game.centered_player_nr_next].active)
12098 game.centered_player_nr_next = game.centered_player_nr;
12099 game.set_centered_player = FALSE;
12103 if (game.set_centered_player &&
12104 ScreenMovPos == 0) // screen currently aligned at tile position
12108 if (game.centered_player_nr_next == -1)
12110 setScreenCenteredToAllPlayers(&sx, &sy);
12114 sx = stored_player[game.centered_player_nr_next].jx;
12115 sy = stored_player[game.centered_player_nr_next].jy;
12118 game.centered_player_nr = game.centered_player_nr_next;
12119 game.set_centered_player = FALSE;
12121 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12122 DrawGameDoorValues();
12125 // check single step mode (set flag and clear again if any player is active)
12126 game.enter_single_step_mode =
12127 (tape.single_step && tape.recording && !tape.pausing);
12129 for (i = 0; i < MAX_PLAYERS; i++)
12131 int actual_player_action = stored_player[i].effective_action;
12134 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12135 - rnd_equinox_tetrachloride 048
12136 - rnd_equinox_tetrachloride_ii 096
12137 - rnd_emanuel_schmieg 002
12138 - doctor_sloan_ww 001, 020
12140 if (stored_player[i].MovPos == 0)
12141 CheckGravityMovement(&stored_player[i]);
12144 // overwrite programmed action with tape action
12145 if (stored_player[i].programmed_action)
12146 actual_player_action = stored_player[i].programmed_action;
12148 PlayerActions(&stored_player[i], actual_player_action);
12150 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12153 // single step pause mode may already have been toggled by "ScrollPlayer()"
12154 if (game.enter_single_step_mode && !tape.pausing)
12155 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12157 ScrollScreen(NULL, SCROLL_GO_ON);
12159 /* for backwards compatibility, the following code emulates a fixed bug that
12160 occured when pushing elements (causing elements that just made their last
12161 pushing step to already (if possible) make their first falling step in the
12162 same game frame, which is bad); this code is also needed to use the famous
12163 "spring push bug" which is used in older levels and might be wanted to be
12164 used also in newer levels, but in this case the buggy pushing code is only
12165 affecting the "spring" element and no other elements */
12167 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12169 for (i = 0; i < MAX_PLAYERS; i++)
12171 struct PlayerInfo *player = &stored_player[i];
12172 int x = player->jx;
12173 int y = player->jy;
12175 if (player->active && player->is_pushing && player->is_moving &&
12177 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12178 Tile[x][y] == EL_SPRING))
12180 ContinueMoving(x, y);
12182 // continue moving after pushing (this is actually a bug)
12183 if (!IS_MOVING(x, y))
12184 Stop[x][y] = FALSE;
12189 SCAN_PLAYFIELD(x, y)
12191 Last[x][y] = Tile[x][y];
12193 ChangeCount[x][y] = 0;
12194 ChangeEvent[x][y] = -1;
12196 // this must be handled before main playfield loop
12197 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12200 if (MovDelay[x][y] <= 0)
12204 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12207 if (MovDelay[x][y] <= 0)
12209 int element = Store[x][y];
12210 int move_direction = MovDir[x][y];
12211 int player_index_bit = Store2[x][y];
12217 TEST_DrawLevelField(x, y);
12219 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12221 if (IS_ENVELOPE(element))
12222 local_player->show_envelope = element;
12227 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12229 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12231 Debug("game:playing:GameActions_RND", "This should never happen!");
12233 ChangePage[x][y] = -1;
12237 Stop[x][y] = FALSE;
12238 if (WasJustMoving[x][y] > 0)
12239 WasJustMoving[x][y]--;
12240 if (WasJustFalling[x][y] > 0)
12241 WasJustFalling[x][y]--;
12242 if (CheckCollision[x][y] > 0)
12243 CheckCollision[x][y]--;
12244 if (CheckImpact[x][y] > 0)
12245 CheckImpact[x][y]--;
12249 /* reset finished pushing action (not done in ContinueMoving() to allow
12250 continuous pushing animation for elements with zero push delay) */
12251 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12253 ResetGfxAnimation(x, y);
12254 TEST_DrawLevelField(x, y);
12258 if (IS_BLOCKED(x, y))
12262 Blocked2Moving(x, y, &oldx, &oldy);
12263 if (!IS_MOVING(oldx, oldy))
12265 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12266 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12267 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12268 Debug("game:playing:GameActions_RND", "This should never happen!");
12274 if (mouse_action.button)
12276 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12277 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12279 x = mouse_action.lx;
12280 y = mouse_action.ly;
12281 element = Tile[x][y];
12285 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12286 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12290 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12291 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12294 if (level.use_step_counter)
12296 boolean counted_click = FALSE;
12298 // element clicked that can change when clicked/pressed
12299 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12300 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12301 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12302 counted_click = TRUE;
12304 // element clicked that can trigger change when clicked/pressed
12305 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12306 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12307 counted_click = TRUE;
12309 if (new_button && counted_click)
12310 CheckLevelTime_StepCounter();
12314 SCAN_PLAYFIELD(x, y)
12316 element = Tile[x][y];
12317 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12318 last_gfx_frame = GfxFrame[x][y];
12320 if (element == EL_EMPTY)
12321 graphic = el2img(GfxElementEmpty[x][y]);
12323 ResetGfxFrame(x, y);
12325 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12326 DrawLevelGraphicAnimation(x, y, graphic);
12328 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12329 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12330 ResetRandomAnimationValue(x, y);
12332 SetRandomAnimationValue(x, y);
12334 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12336 if (IS_INACTIVE(element))
12338 if (IS_ANIMATED(graphic))
12339 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12344 // this may take place after moving, so 'element' may have changed
12345 if (IS_CHANGING(x, y) &&
12346 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12348 int page = element_info[element].event_page_nr[CE_DELAY];
12350 HandleElementChange(x, y, page);
12352 element = Tile[x][y];
12353 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12356 CheckNextToConditions(x, y);
12358 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12362 element = Tile[x][y];
12363 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12365 if (IS_ANIMATED(graphic) &&
12366 !IS_MOVING(x, y) &&
12368 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12370 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12371 TEST_DrawTwinkleOnField(x, y);
12373 else if (element == EL_ACID)
12376 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12378 else if ((element == EL_EXIT_OPEN ||
12379 element == EL_EM_EXIT_OPEN ||
12380 element == EL_SP_EXIT_OPEN ||
12381 element == EL_STEEL_EXIT_OPEN ||
12382 element == EL_EM_STEEL_EXIT_OPEN ||
12383 element == EL_SP_TERMINAL ||
12384 element == EL_SP_TERMINAL_ACTIVE ||
12385 element == EL_EXTRA_TIME ||
12386 element == EL_SHIELD_NORMAL ||
12387 element == EL_SHIELD_DEADLY) &&
12388 IS_ANIMATED(graphic))
12389 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12390 else if (IS_MOVING(x, y))
12391 ContinueMoving(x, y);
12392 else if (IS_ACTIVE_BOMB(element))
12393 CheckDynamite(x, y);
12394 else if (element == EL_AMOEBA_GROWING)
12395 AmoebaGrowing(x, y);
12396 else if (element == EL_AMOEBA_SHRINKING)
12397 AmoebaShrinking(x, y);
12399 #if !USE_NEW_AMOEBA_CODE
12400 else if (IS_AMOEBALIVE(element))
12401 AmoebaReproduce(x, y);
12404 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12406 else if (element == EL_EXIT_CLOSED)
12408 else if (element == EL_EM_EXIT_CLOSED)
12410 else if (element == EL_STEEL_EXIT_CLOSED)
12411 CheckExitSteel(x, y);
12412 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12413 CheckExitSteelEM(x, y);
12414 else if (element == EL_SP_EXIT_CLOSED)
12416 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12417 element == EL_EXPANDABLE_STEELWALL_GROWING)
12419 else if (element == EL_EXPANDABLE_WALL ||
12420 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12421 element == EL_EXPANDABLE_WALL_VERTICAL ||
12422 element == EL_EXPANDABLE_WALL_ANY ||
12423 element == EL_BD_EXPANDABLE_WALL ||
12424 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12425 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12426 element == EL_EXPANDABLE_STEELWALL_ANY)
12427 CheckWallGrowing(x, y);
12428 else if (element == EL_FLAMES)
12429 CheckForDragon(x, y);
12430 else if (element == EL_EXPLOSION)
12431 ; // drawing of correct explosion animation is handled separately
12432 else if (element == EL_ELEMENT_SNAPPING ||
12433 element == EL_DIAGONAL_SHRINKING ||
12434 element == EL_DIAGONAL_GROWING)
12436 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12438 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12440 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12441 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12443 if (IS_BELT_ACTIVE(element))
12444 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12446 if (game.magic_wall_active)
12448 int jx = local_player->jx, jy = local_player->jy;
12450 // play the element sound at the position nearest to the player
12451 if ((element == EL_MAGIC_WALL_FULL ||
12452 element == EL_MAGIC_WALL_ACTIVE ||
12453 element == EL_MAGIC_WALL_EMPTYING ||
12454 element == EL_BD_MAGIC_WALL_FULL ||
12455 element == EL_BD_MAGIC_WALL_ACTIVE ||
12456 element == EL_BD_MAGIC_WALL_EMPTYING ||
12457 element == EL_DC_MAGIC_WALL_FULL ||
12458 element == EL_DC_MAGIC_WALL_ACTIVE ||
12459 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12460 ABS(x - jx) + ABS(y - jy) <
12461 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12469 #if USE_NEW_AMOEBA_CODE
12470 // new experimental amoeba growth stuff
12471 if (!(FrameCounter % 8))
12473 static unsigned int random = 1684108901;
12475 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12477 x = RND(lev_fieldx);
12478 y = RND(lev_fieldy);
12479 element = Tile[x][y];
12481 if (!IS_PLAYER(x,y) &&
12482 (element == EL_EMPTY ||
12483 CAN_GROW_INTO(element) ||
12484 element == EL_QUICKSAND_EMPTY ||
12485 element == EL_QUICKSAND_FAST_EMPTY ||
12486 element == EL_ACID_SPLASH_LEFT ||
12487 element == EL_ACID_SPLASH_RIGHT))
12489 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12490 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12491 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12492 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12493 Tile[x][y] = EL_AMOEBA_DROP;
12496 random = random * 129 + 1;
12501 game.explosions_delayed = FALSE;
12503 SCAN_PLAYFIELD(x, y)
12505 element = Tile[x][y];
12507 if (ExplodeField[x][y])
12508 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12509 else if (element == EL_EXPLOSION)
12510 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12512 ExplodeField[x][y] = EX_TYPE_NONE;
12515 game.explosions_delayed = TRUE;
12517 if (game.magic_wall_active)
12519 if (!(game.magic_wall_time_left % 4))
12521 int element = Tile[magic_wall_x][magic_wall_y];
12523 if (element == EL_BD_MAGIC_WALL_FULL ||
12524 element == EL_BD_MAGIC_WALL_ACTIVE ||
12525 element == EL_BD_MAGIC_WALL_EMPTYING)
12526 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12527 else if (element == EL_DC_MAGIC_WALL_FULL ||
12528 element == EL_DC_MAGIC_WALL_ACTIVE ||
12529 element == EL_DC_MAGIC_WALL_EMPTYING)
12530 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12532 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12535 if (game.magic_wall_time_left > 0)
12537 game.magic_wall_time_left--;
12539 if (!game.magic_wall_time_left)
12541 SCAN_PLAYFIELD(x, y)
12543 element = Tile[x][y];
12545 if (element == EL_MAGIC_WALL_ACTIVE ||
12546 element == EL_MAGIC_WALL_FULL)
12548 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12549 TEST_DrawLevelField(x, y);
12551 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12552 element == EL_BD_MAGIC_WALL_FULL)
12554 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12555 TEST_DrawLevelField(x, y);
12557 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12558 element == EL_DC_MAGIC_WALL_FULL)
12560 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12561 TEST_DrawLevelField(x, y);
12565 game.magic_wall_active = FALSE;
12570 if (game.light_time_left > 0)
12572 game.light_time_left--;
12574 if (game.light_time_left == 0)
12575 RedrawAllLightSwitchesAndInvisibleElements();
12578 if (game.timegate_time_left > 0)
12580 game.timegate_time_left--;
12582 if (game.timegate_time_left == 0)
12583 CloseAllOpenTimegates();
12586 if (game.lenses_time_left > 0)
12588 game.lenses_time_left--;
12590 if (game.lenses_time_left == 0)
12591 RedrawAllInvisibleElementsForLenses();
12594 if (game.magnify_time_left > 0)
12596 game.magnify_time_left--;
12598 if (game.magnify_time_left == 0)
12599 RedrawAllInvisibleElementsForMagnifier();
12602 for (i = 0; i < MAX_PLAYERS; i++)
12604 struct PlayerInfo *player = &stored_player[i];
12606 if (SHIELD_ON(player))
12608 if (player->shield_deadly_time_left)
12609 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12610 else if (player->shield_normal_time_left)
12611 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12615 #if USE_DELAYED_GFX_REDRAW
12616 SCAN_PLAYFIELD(x, y)
12618 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12620 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12621 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12623 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12624 DrawLevelField(x, y);
12626 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12627 DrawLevelFieldCrumbled(x, y);
12629 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12630 DrawLevelFieldCrumbledNeighbours(x, y);
12632 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12633 DrawTwinkleOnField(x, y);
12636 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12641 PlayAllPlayersSound();
12643 for (i = 0; i < MAX_PLAYERS; i++)
12645 struct PlayerInfo *player = &stored_player[i];
12647 if (player->show_envelope != 0 && (!player->active ||
12648 player->MovPos == 0))
12650 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12652 player->show_envelope = 0;
12656 // use random number generator in every frame to make it less predictable
12657 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12660 mouse_action_last = mouse_action;
12663 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12665 int min_x = x, min_y = y, max_x = x, max_y = y;
12666 int scr_fieldx = getScreenFieldSizeX();
12667 int scr_fieldy = getScreenFieldSizeY();
12670 for (i = 0; i < MAX_PLAYERS; i++)
12672 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12674 if (!stored_player[i].active || &stored_player[i] == player)
12677 min_x = MIN(min_x, jx);
12678 min_y = MIN(min_y, jy);
12679 max_x = MAX(max_x, jx);
12680 max_y = MAX(max_y, jy);
12683 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12686 static boolean AllPlayersInVisibleScreen(void)
12690 for (i = 0; i < MAX_PLAYERS; i++)
12692 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12694 if (!stored_player[i].active)
12697 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12704 void ScrollLevel(int dx, int dy)
12706 int scroll_offset = 2 * TILEX_VAR;
12709 BlitBitmap(drawto_field, drawto_field,
12710 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12711 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12712 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12713 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12714 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12715 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12719 x = (dx == 1 ? BX1 : BX2);
12720 for (y = BY1; y <= BY2; y++)
12721 DrawScreenField(x, y);
12726 y = (dy == 1 ? BY1 : BY2);
12727 for (x = BX1; x <= BX2; x++)
12728 DrawScreenField(x, y);
12731 redraw_mask |= REDRAW_FIELD;
12734 static boolean canFallDown(struct PlayerInfo *player)
12736 int jx = player->jx, jy = player->jy;
12738 return (IN_LEV_FIELD(jx, jy + 1) &&
12739 (IS_FREE(jx, jy + 1) ||
12740 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12741 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12742 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12745 static boolean canPassField(int x, int y, int move_dir)
12747 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12748 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12749 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12750 int nextx = x + dx;
12751 int nexty = y + dy;
12752 int element = Tile[x][y];
12754 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12755 !CAN_MOVE(element) &&
12756 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12757 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12758 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12761 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12763 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12764 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12765 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12769 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12770 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12771 (IS_DIGGABLE(Tile[newx][newy]) ||
12772 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12773 canPassField(newx, newy, move_dir)));
12776 static void CheckGravityMovement(struct PlayerInfo *player)
12778 if (player->gravity && !player->programmed_action)
12780 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12781 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12782 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12783 int jx = player->jx, jy = player->jy;
12784 boolean player_is_moving_to_valid_field =
12785 (!player_is_snapping &&
12786 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12787 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12788 boolean player_can_fall_down = canFallDown(player);
12790 if (player_can_fall_down &&
12791 !player_is_moving_to_valid_field)
12792 player->programmed_action = MV_DOWN;
12796 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12798 return CheckGravityMovement(player);
12800 if (player->gravity && !player->programmed_action)
12802 int jx = player->jx, jy = player->jy;
12803 boolean field_under_player_is_free =
12804 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12805 boolean player_is_standing_on_valid_field =
12806 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12807 (IS_WALKABLE(Tile[jx][jy]) &&
12808 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12810 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12811 player->programmed_action = MV_DOWN;
12816 MovePlayerOneStep()
12817 -----------------------------------------------------------------------------
12818 dx, dy: direction (non-diagonal) to try to move the player to
12819 real_dx, real_dy: direction as read from input device (can be diagonal)
12822 boolean MovePlayerOneStep(struct PlayerInfo *player,
12823 int dx, int dy, int real_dx, int real_dy)
12825 int jx = player->jx, jy = player->jy;
12826 int new_jx = jx + dx, new_jy = jy + dy;
12828 boolean player_can_move = !player->cannot_move;
12830 if (!player->active || (!dx && !dy))
12831 return MP_NO_ACTION;
12833 player->MovDir = (dx < 0 ? MV_LEFT :
12834 dx > 0 ? MV_RIGHT :
12836 dy > 0 ? MV_DOWN : MV_NONE);
12838 if (!IN_LEV_FIELD(new_jx, new_jy))
12839 return MP_NO_ACTION;
12841 if (!player_can_move)
12843 if (player->MovPos == 0)
12845 player->is_moving = FALSE;
12846 player->is_digging = FALSE;
12847 player->is_collecting = FALSE;
12848 player->is_snapping = FALSE;
12849 player->is_pushing = FALSE;
12853 if (!network.enabled && game.centered_player_nr == -1 &&
12854 !AllPlayersInSight(player, new_jx, new_jy))
12855 return MP_NO_ACTION;
12857 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12858 if (can_move != MP_MOVING)
12861 // check if DigField() has caused relocation of the player
12862 if (player->jx != jx || player->jy != jy)
12863 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12865 StorePlayer[jx][jy] = 0;
12866 player->last_jx = jx;
12867 player->last_jy = jy;
12868 player->jx = new_jx;
12869 player->jy = new_jy;
12870 StorePlayer[new_jx][new_jy] = player->element_nr;
12872 if (player->move_delay_value_next != -1)
12874 player->move_delay_value = player->move_delay_value_next;
12875 player->move_delay_value_next = -1;
12879 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12881 player->step_counter++;
12883 PlayerVisit[jx][jy] = FrameCounter;
12885 player->is_moving = TRUE;
12888 // should better be called in MovePlayer(), but this breaks some tapes
12889 ScrollPlayer(player, SCROLL_INIT);
12895 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12897 int jx = player->jx, jy = player->jy;
12898 int old_jx = jx, old_jy = jy;
12899 int moved = MP_NO_ACTION;
12901 if (!player->active)
12906 if (player->MovPos == 0)
12908 player->is_moving = FALSE;
12909 player->is_digging = FALSE;
12910 player->is_collecting = FALSE;
12911 player->is_snapping = FALSE;
12912 player->is_pushing = FALSE;
12918 if (player->move_delay > 0)
12921 player->move_delay = -1; // set to "uninitialized" value
12923 // store if player is automatically moved to next field
12924 player->is_auto_moving = (player->programmed_action != MV_NONE);
12926 // remove the last programmed player action
12927 player->programmed_action = 0;
12929 if (player->MovPos)
12931 // should only happen if pre-1.2 tape recordings are played
12932 // this is only for backward compatibility
12934 int original_move_delay_value = player->move_delay_value;
12937 Debug("game:playing:MovePlayer",
12938 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12942 // scroll remaining steps with finest movement resolution
12943 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12945 while (player->MovPos)
12947 ScrollPlayer(player, SCROLL_GO_ON);
12948 ScrollScreen(NULL, SCROLL_GO_ON);
12950 AdvanceFrameAndPlayerCounters(player->index_nr);
12953 BackToFront_WithFrameDelay(0);
12956 player->move_delay_value = original_move_delay_value;
12959 player->is_active = FALSE;
12961 if (player->last_move_dir & MV_HORIZONTAL)
12963 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12964 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12968 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12969 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12972 if (!moved && !player->is_active)
12974 player->is_moving = FALSE;
12975 player->is_digging = FALSE;
12976 player->is_collecting = FALSE;
12977 player->is_snapping = FALSE;
12978 player->is_pushing = FALSE;
12984 if (moved & MP_MOVING && !ScreenMovPos &&
12985 (player->index_nr == game.centered_player_nr ||
12986 game.centered_player_nr == -1))
12988 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12990 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12992 // actual player has left the screen -- scroll in that direction
12993 if (jx != old_jx) // player has moved horizontally
12994 scroll_x += (jx - old_jx);
12995 else // player has moved vertically
12996 scroll_y += (jy - old_jy);
13000 int offset_raw = game.scroll_delay_value;
13002 if (jx != old_jx) // player has moved horizontally
13004 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13005 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13006 int new_scroll_x = jx - MIDPOSX + offset_x;
13008 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13009 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13010 scroll_x = new_scroll_x;
13012 // don't scroll over playfield boundaries
13013 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13015 // don't scroll more than one field at a time
13016 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13018 // don't scroll against the player's moving direction
13019 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13020 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13021 scroll_x = old_scroll_x;
13023 else // player has moved vertically
13025 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13026 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13027 int new_scroll_y = jy - MIDPOSY + offset_y;
13029 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13030 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13031 scroll_y = new_scroll_y;
13033 // don't scroll over playfield boundaries
13034 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13036 // don't scroll more than one field at a time
13037 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13039 // don't scroll against the player's moving direction
13040 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13041 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13042 scroll_y = old_scroll_y;
13046 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13048 if (!network.enabled && game.centered_player_nr == -1 &&
13049 !AllPlayersInVisibleScreen())
13051 scroll_x = old_scroll_x;
13052 scroll_y = old_scroll_y;
13056 ScrollScreen(player, SCROLL_INIT);
13057 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13062 player->StepFrame = 0;
13064 if (moved & MP_MOVING)
13066 if (old_jx != jx && old_jy == jy)
13067 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13068 else if (old_jx == jx && old_jy != jy)
13069 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13071 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13073 player->last_move_dir = player->MovDir;
13074 player->is_moving = TRUE;
13075 player->is_snapping = FALSE;
13076 player->is_switching = FALSE;
13077 player->is_dropping = FALSE;
13078 player->is_dropping_pressed = FALSE;
13079 player->drop_pressed_delay = 0;
13082 // should better be called here than above, but this breaks some tapes
13083 ScrollPlayer(player, SCROLL_INIT);
13088 CheckGravityMovementWhenNotMoving(player);
13090 player->is_moving = FALSE;
13092 /* at this point, the player is allowed to move, but cannot move right now
13093 (e.g. because of something blocking the way) -- ensure that the player
13094 is also allowed to move in the next frame (in old versions before 3.1.1,
13095 the player was forced to wait again for eight frames before next try) */
13097 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13098 player->move_delay = 0; // allow direct movement in the next frame
13101 if (player->move_delay == -1) // not yet initialized by DigField()
13102 player->move_delay = player->move_delay_value;
13104 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13106 TestIfPlayerTouchesBadThing(jx, jy);
13107 TestIfPlayerTouchesCustomElement(jx, jy);
13110 if (!player->active)
13111 RemovePlayer(player);
13116 void ScrollPlayer(struct PlayerInfo *player, int mode)
13118 int jx = player->jx, jy = player->jy;
13119 int last_jx = player->last_jx, last_jy = player->last_jy;
13120 int move_stepsize = TILEX / player->move_delay_value;
13122 if (!player->active)
13125 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13128 if (mode == SCROLL_INIT)
13130 player->actual_frame_counter.count = FrameCounter;
13131 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13133 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13134 Tile[last_jx][last_jy] == EL_EMPTY)
13136 int last_field_block_delay = 0; // start with no blocking at all
13137 int block_delay_adjustment = player->block_delay_adjustment;
13139 // if player blocks last field, add delay for exactly one move
13140 if (player->block_last_field)
13142 last_field_block_delay += player->move_delay_value;
13144 // when blocking enabled, prevent moving up despite gravity
13145 if (player->gravity && player->MovDir == MV_UP)
13146 block_delay_adjustment = -1;
13149 // add block delay adjustment (also possible when not blocking)
13150 last_field_block_delay += block_delay_adjustment;
13152 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13153 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13156 if (player->MovPos != 0) // player has not yet reached destination
13159 else if (!FrameReached(&player->actual_frame_counter))
13162 if (player->MovPos != 0)
13164 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13165 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13167 // before DrawPlayer() to draw correct player graphic for this case
13168 if (player->MovPos == 0)
13169 CheckGravityMovement(player);
13172 if (player->MovPos == 0) // player reached destination field
13174 if (player->move_delay_reset_counter > 0)
13176 player->move_delay_reset_counter--;
13178 if (player->move_delay_reset_counter == 0)
13180 // continue with normal speed after quickly moving through gate
13181 HALVE_PLAYER_SPEED(player);
13183 // be able to make the next move without delay
13184 player->move_delay = 0;
13188 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13189 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13190 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13191 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13192 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13193 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13194 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13195 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13197 ExitPlayer(player);
13199 if (game.players_still_needed == 0 &&
13200 (game.friends_still_needed == 0 ||
13201 IS_SP_ELEMENT(Tile[jx][jy])))
13205 player->last_jx = jx;
13206 player->last_jy = jy;
13208 // this breaks one level: "machine", level 000
13210 int move_direction = player->MovDir;
13211 int enter_side = MV_DIR_OPPOSITE(move_direction);
13212 int leave_side = move_direction;
13213 int old_jx = last_jx;
13214 int old_jy = last_jy;
13215 int old_element = Tile[old_jx][old_jy];
13216 int new_element = Tile[jx][jy];
13218 if (IS_CUSTOM_ELEMENT(old_element))
13219 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13221 player->index_bit, leave_side);
13223 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13224 CE_PLAYER_LEAVES_X,
13225 player->index_bit, leave_side);
13227 if (IS_CUSTOM_ELEMENT(new_element))
13228 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13229 player->index_bit, enter_side);
13231 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13232 CE_PLAYER_ENTERS_X,
13233 player->index_bit, enter_side);
13235 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13236 CE_MOVE_OF_X, move_direction);
13239 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13241 TestIfPlayerTouchesBadThing(jx, jy);
13242 TestIfPlayerTouchesCustomElement(jx, jy);
13244 /* needed because pushed element has not yet reached its destination,
13245 so it would trigger a change event at its previous field location */
13246 if (!player->is_pushing)
13247 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13249 if (level.finish_dig_collect &&
13250 (player->is_digging || player->is_collecting))
13252 int last_element = player->last_removed_element;
13253 int move_direction = player->MovDir;
13254 int enter_side = MV_DIR_OPPOSITE(move_direction);
13255 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13256 CE_PLAYER_COLLECTS_X);
13258 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13259 player->index_bit, enter_side);
13261 player->last_removed_element = EL_UNDEFINED;
13264 if (!player->active)
13265 RemovePlayer(player);
13268 if (level.use_step_counter)
13269 CheckLevelTime_StepCounter();
13271 if (tape.single_step && tape.recording && !tape.pausing &&
13272 !player->programmed_action)
13273 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13275 if (!player->programmed_action)
13276 CheckSaveEngineSnapshot(player);
13280 void ScrollScreen(struct PlayerInfo *player, int mode)
13282 static DelayCounter screen_frame_counter = { 0 };
13284 if (mode == SCROLL_INIT)
13286 // set scrolling step size according to actual player's moving speed
13287 ScrollStepSize = TILEX / player->move_delay_value;
13289 screen_frame_counter.count = FrameCounter;
13290 screen_frame_counter.value = 1;
13292 ScreenMovDir = player->MovDir;
13293 ScreenMovPos = player->MovPos;
13294 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13297 else if (!FrameReached(&screen_frame_counter))
13302 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13303 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13304 redraw_mask |= REDRAW_FIELD;
13307 ScreenMovDir = MV_NONE;
13310 void CheckNextToConditions(int x, int y)
13312 int element = Tile[x][y];
13314 if (IS_PLAYER(x, y))
13315 TestIfPlayerNextToCustomElement(x, y);
13317 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13318 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13319 TestIfElementNextToCustomElement(x, y);
13322 void TestIfPlayerNextToCustomElement(int x, int y)
13324 struct XY *xy = xy_topdown;
13325 static int trigger_sides[4][2] =
13327 // center side border side
13328 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13329 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13330 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13331 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13335 if (!IS_PLAYER(x, y))
13338 struct PlayerInfo *player = PLAYERINFO(x, y);
13340 if (player->is_moving)
13343 for (i = 0; i < NUM_DIRECTIONS; i++)
13345 int xx = x + xy[i].x;
13346 int yy = y + xy[i].y;
13347 int border_side = trigger_sides[i][1];
13348 int border_element;
13350 if (!IN_LEV_FIELD(xx, yy))
13353 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13354 continue; // center and border element not connected
13356 border_element = Tile[xx][yy];
13358 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13359 player->index_bit, border_side);
13360 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13361 CE_PLAYER_NEXT_TO_X,
13362 player->index_bit, border_side);
13364 /* use player element that is initially defined in the level playfield,
13365 not the player element that corresponds to the runtime player number
13366 (example: a level that contains EL_PLAYER_3 as the only player would
13367 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13369 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13370 CE_NEXT_TO_X, border_side);
13374 void TestIfPlayerTouchesCustomElement(int x, int y)
13376 struct XY *xy = xy_topdown;
13377 static int trigger_sides[4][2] =
13379 // center side border side
13380 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13381 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13382 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13383 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13385 static int touch_dir[4] =
13387 MV_LEFT | MV_RIGHT,
13392 int center_element = Tile[x][y]; // should always be non-moving!
13395 for (i = 0; i < NUM_DIRECTIONS; i++)
13397 int xx = x + xy[i].x;
13398 int yy = y + xy[i].y;
13399 int center_side = trigger_sides[i][0];
13400 int border_side = trigger_sides[i][1];
13401 int border_element;
13403 if (!IN_LEV_FIELD(xx, yy))
13406 if (IS_PLAYER(x, y)) // player found at center element
13408 struct PlayerInfo *player = PLAYERINFO(x, y);
13410 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13411 border_element = Tile[xx][yy]; // may be moving!
13412 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13413 border_element = Tile[xx][yy];
13414 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13415 border_element = MovingOrBlocked2Element(xx, yy);
13417 continue; // center and border element do not touch
13419 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13420 player->index_bit, border_side);
13421 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13422 CE_PLAYER_TOUCHES_X,
13423 player->index_bit, border_side);
13426 /* use player element that is initially defined in the level playfield,
13427 not the player element that corresponds to the runtime player number
13428 (example: a level that contains EL_PLAYER_3 as the only player would
13429 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13430 int player_element = PLAYERINFO(x, y)->initial_element;
13432 CheckElementChangeBySide(xx, yy, border_element, player_element,
13433 CE_TOUCHING_X, border_side);
13436 else if (IS_PLAYER(xx, yy)) // player found at border element
13438 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13440 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13442 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13443 continue; // center and border element do not touch
13446 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13447 player->index_bit, center_side);
13448 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13449 CE_PLAYER_TOUCHES_X,
13450 player->index_bit, center_side);
13453 /* use player element that is initially defined in the level playfield,
13454 not the player element that corresponds to the runtime player number
13455 (example: a level that contains EL_PLAYER_3 as the only player would
13456 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13457 int player_element = PLAYERINFO(xx, yy)->initial_element;
13459 CheckElementChangeBySide(x, y, center_element, player_element,
13460 CE_TOUCHING_X, center_side);
13468 void TestIfElementNextToCustomElement(int x, int y)
13470 struct XY *xy = xy_topdown;
13471 static int trigger_sides[4][2] =
13473 // center side border side
13474 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13475 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13476 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13477 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13479 int center_element = Tile[x][y]; // should always be non-moving!
13482 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13485 for (i = 0; i < NUM_DIRECTIONS; i++)
13487 int xx = x + xy[i].x;
13488 int yy = y + xy[i].y;
13489 int border_side = trigger_sides[i][1];
13490 int border_element;
13492 if (!IN_LEV_FIELD(xx, yy))
13495 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13496 continue; // center and border element not connected
13498 border_element = Tile[xx][yy];
13500 // check for change of center element (but change it only once)
13501 if (CheckElementChangeBySide(x, y, center_element, border_element,
13502 CE_NEXT_TO_X, border_side))
13507 void TestIfElementTouchesCustomElement(int x, int y)
13509 struct XY *xy = xy_topdown;
13510 static int trigger_sides[4][2] =
13512 // center side border side
13513 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13514 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13515 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13516 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13518 static int touch_dir[4] =
13520 MV_LEFT | MV_RIGHT,
13525 boolean change_center_element = FALSE;
13526 int center_element = Tile[x][y]; // should always be non-moving!
13527 int border_element_old[NUM_DIRECTIONS];
13530 for (i = 0; i < NUM_DIRECTIONS; i++)
13532 int xx = x + xy[i].x;
13533 int yy = y + xy[i].y;
13534 int border_element;
13536 border_element_old[i] = -1;
13538 if (!IN_LEV_FIELD(xx, yy))
13541 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13542 border_element = Tile[xx][yy]; // may be moving!
13543 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13544 border_element = Tile[xx][yy];
13545 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13546 border_element = MovingOrBlocked2Element(xx, yy);
13548 continue; // center and border element do not touch
13550 border_element_old[i] = border_element;
13553 for (i = 0; i < NUM_DIRECTIONS; i++)
13555 int xx = x + xy[i].x;
13556 int yy = y + xy[i].y;
13557 int center_side = trigger_sides[i][0];
13558 int border_element = border_element_old[i];
13560 if (border_element == -1)
13563 // check for change of border element
13564 CheckElementChangeBySide(xx, yy, border_element, center_element,
13565 CE_TOUCHING_X, center_side);
13567 // (center element cannot be player, so we dont have to check this here)
13570 for (i = 0; i < NUM_DIRECTIONS; i++)
13572 int xx = x + xy[i].x;
13573 int yy = y + xy[i].y;
13574 int border_side = trigger_sides[i][1];
13575 int border_element = border_element_old[i];
13577 if (border_element == -1)
13580 // check for change of center element (but change it only once)
13581 if (!change_center_element)
13582 change_center_element =
13583 CheckElementChangeBySide(x, y, center_element, border_element,
13584 CE_TOUCHING_X, border_side);
13586 if (IS_PLAYER(xx, yy))
13588 /* use player element that is initially defined in the level playfield,
13589 not the player element that corresponds to the runtime player number
13590 (example: a level that contains EL_PLAYER_3 as the only player would
13591 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13592 int player_element = PLAYERINFO(xx, yy)->initial_element;
13594 CheckElementChangeBySide(x, y, center_element, player_element,
13595 CE_TOUCHING_X, border_side);
13600 void TestIfElementHitsCustomElement(int x, int y, int direction)
13602 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13603 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13604 int hitx = x + dx, hity = y + dy;
13605 int hitting_element = Tile[x][y];
13606 int touched_element;
13608 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13611 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13612 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13614 if (IN_LEV_FIELD(hitx, hity))
13616 int opposite_direction = MV_DIR_OPPOSITE(direction);
13617 int hitting_side = direction;
13618 int touched_side = opposite_direction;
13619 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13620 MovDir[hitx][hity] != direction ||
13621 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13627 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13628 CE_HITTING_X, touched_side);
13630 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13631 CE_HIT_BY_X, hitting_side);
13633 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13634 CE_HIT_BY_SOMETHING, opposite_direction);
13636 if (IS_PLAYER(hitx, hity))
13638 /* use player element that is initially defined in the level playfield,
13639 not the player element that corresponds to the runtime player number
13640 (example: a level that contains EL_PLAYER_3 as the only player would
13641 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13642 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13644 CheckElementChangeBySide(x, y, hitting_element, player_element,
13645 CE_HITTING_X, touched_side);
13650 // "hitting something" is also true when hitting the playfield border
13651 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13652 CE_HITTING_SOMETHING, direction);
13655 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13657 int i, kill_x = -1, kill_y = -1;
13659 int bad_element = -1;
13660 struct XY *test_xy = xy_topdown;
13661 static int test_dir[4] =
13669 for (i = 0; i < NUM_DIRECTIONS; i++)
13671 int test_x, test_y, test_move_dir, test_element;
13673 test_x = good_x + test_xy[i].x;
13674 test_y = good_y + test_xy[i].y;
13676 if (!IN_LEV_FIELD(test_x, test_y))
13680 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13682 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13684 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13685 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13687 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13688 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13692 bad_element = test_element;
13698 if (kill_x != -1 || kill_y != -1)
13700 if (IS_PLAYER(good_x, good_y))
13702 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13704 if (player->shield_deadly_time_left > 0 &&
13705 !IS_INDESTRUCTIBLE(bad_element))
13706 Bang(kill_x, kill_y);
13707 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13708 KillPlayer(player);
13711 Bang(good_x, good_y);
13715 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13717 int i, kill_x = -1, kill_y = -1;
13718 int bad_element = Tile[bad_x][bad_y];
13719 struct XY *test_xy = xy_topdown;
13720 static int touch_dir[4] =
13722 MV_LEFT | MV_RIGHT,
13727 static int test_dir[4] =
13735 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13738 for (i = 0; i < NUM_DIRECTIONS; i++)
13740 int test_x, test_y, test_move_dir, test_element;
13742 test_x = bad_x + test_xy[i].x;
13743 test_y = bad_y + test_xy[i].y;
13745 if (!IN_LEV_FIELD(test_x, test_y))
13749 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13751 test_element = Tile[test_x][test_y];
13753 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13754 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13756 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13757 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13759 // good thing is player or penguin that does not move away
13760 if (IS_PLAYER(test_x, test_y))
13762 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13764 if (bad_element == EL_ROBOT && player->is_moving)
13765 continue; // robot does not kill player if he is moving
13767 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13769 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13770 continue; // center and border element do not touch
13778 else if (test_element == EL_PENGUIN)
13788 if (kill_x != -1 || kill_y != -1)
13790 if (IS_PLAYER(kill_x, kill_y))
13792 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13794 if (player->shield_deadly_time_left > 0 &&
13795 !IS_INDESTRUCTIBLE(bad_element))
13796 Bang(bad_x, bad_y);
13797 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13798 KillPlayer(player);
13801 Bang(kill_x, kill_y);
13805 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13807 int bad_element = Tile[bad_x][bad_y];
13808 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13809 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13810 int test_x = bad_x + dx, test_y = bad_y + dy;
13811 int test_move_dir, test_element;
13812 int kill_x = -1, kill_y = -1;
13814 if (!IN_LEV_FIELD(test_x, test_y))
13818 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13820 test_element = Tile[test_x][test_y];
13822 if (test_move_dir != bad_move_dir)
13824 // good thing can be player or penguin that does not move away
13825 if (IS_PLAYER(test_x, test_y))
13827 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13829 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13830 player as being hit when he is moving towards the bad thing, because
13831 the "get hit by" condition would be lost after the player stops) */
13832 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13833 return; // player moves away from bad thing
13838 else if (test_element == EL_PENGUIN)
13845 if (kill_x != -1 || kill_y != -1)
13847 if (IS_PLAYER(kill_x, kill_y))
13849 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13851 if (player->shield_deadly_time_left > 0 &&
13852 !IS_INDESTRUCTIBLE(bad_element))
13853 Bang(bad_x, bad_y);
13854 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13855 KillPlayer(player);
13858 Bang(kill_x, kill_y);
13862 void TestIfPlayerTouchesBadThing(int x, int y)
13864 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13867 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13869 TestIfGoodThingHitsBadThing(x, y, move_dir);
13872 void TestIfBadThingTouchesPlayer(int x, int y)
13874 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13877 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13879 TestIfBadThingHitsGoodThing(x, y, move_dir);
13882 void TestIfFriendTouchesBadThing(int x, int y)
13884 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13887 void TestIfBadThingTouchesFriend(int x, int y)
13889 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13892 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13894 int i, kill_x = bad_x, kill_y = bad_y;
13895 struct XY *xy = xy_topdown;
13897 for (i = 0; i < NUM_DIRECTIONS; i++)
13901 x = bad_x + xy[i].x;
13902 y = bad_y + xy[i].y;
13903 if (!IN_LEV_FIELD(x, y))
13906 element = Tile[x][y];
13907 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13908 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13916 if (kill_x != bad_x || kill_y != bad_y)
13917 Bang(bad_x, bad_y);
13920 void KillPlayer(struct PlayerInfo *player)
13922 int jx = player->jx, jy = player->jy;
13924 if (!player->active)
13928 Debug("game:playing:KillPlayer",
13929 "0: killed == %d, active == %d, reanimated == %d",
13930 player->killed, player->active, player->reanimated);
13933 /* the following code was introduced to prevent an infinite loop when calling
13935 -> CheckTriggeredElementChangeExt()
13936 -> ExecuteCustomElementAction()
13938 -> (infinitely repeating the above sequence of function calls)
13939 which occurs when killing the player while having a CE with the setting
13940 "kill player X when explosion of <player X>"; the solution using a new
13941 field "player->killed" was chosen for backwards compatibility, although
13942 clever use of the fields "player->active" etc. would probably also work */
13944 if (player->killed)
13948 player->killed = TRUE;
13950 // remove accessible field at the player's position
13951 RemoveField(jx, jy);
13953 // deactivate shield (else Bang()/Explode() would not work right)
13954 player->shield_normal_time_left = 0;
13955 player->shield_deadly_time_left = 0;
13958 Debug("game:playing:KillPlayer",
13959 "1: killed == %d, active == %d, reanimated == %d",
13960 player->killed, player->active, player->reanimated);
13966 Debug("game:playing:KillPlayer",
13967 "2: killed == %d, active == %d, reanimated == %d",
13968 player->killed, player->active, player->reanimated);
13971 if (player->reanimated) // killed player may have been reanimated
13972 player->killed = player->reanimated = FALSE;
13974 BuryPlayer(player);
13977 static void KillPlayerUnlessEnemyProtected(int x, int y)
13979 if (!PLAYER_ENEMY_PROTECTED(x, y))
13980 KillPlayer(PLAYERINFO(x, y));
13983 static void KillPlayerUnlessExplosionProtected(int x, int y)
13985 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13986 KillPlayer(PLAYERINFO(x, y));
13989 void BuryPlayer(struct PlayerInfo *player)
13991 int jx = player->jx, jy = player->jy;
13993 if (!player->active)
13996 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13998 RemovePlayer(player);
14000 player->buried = TRUE;
14002 if (game.all_players_gone)
14003 game.GameOver = TRUE;
14006 void RemovePlayer(struct PlayerInfo *player)
14008 int jx = player->jx, jy = player->jy;
14009 int i, found = FALSE;
14011 player->present = FALSE;
14012 player->active = FALSE;
14014 // required for some CE actions (even if the player is not active anymore)
14015 player->MovPos = 0;
14017 if (!ExplodeField[jx][jy])
14018 StorePlayer[jx][jy] = 0;
14020 if (player->is_moving)
14021 TEST_DrawLevelField(player->last_jx, player->last_jy);
14023 for (i = 0; i < MAX_PLAYERS; i++)
14024 if (stored_player[i].active)
14029 game.all_players_gone = TRUE;
14030 game.GameOver = TRUE;
14033 game.exit_x = game.robot_wheel_x = jx;
14034 game.exit_y = game.robot_wheel_y = jy;
14037 void ExitPlayer(struct PlayerInfo *player)
14039 DrawPlayer(player); // needed here only to cleanup last field
14040 RemovePlayer(player);
14042 if (game.players_still_needed > 0)
14043 game.players_still_needed--;
14046 static void SetFieldForSnapping(int x, int y, int element, int direction,
14047 int player_index_bit)
14049 struct ElementInfo *ei = &element_info[element];
14050 int direction_bit = MV_DIR_TO_BIT(direction);
14051 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14052 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14053 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14055 Tile[x][y] = EL_ELEMENT_SNAPPING;
14056 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14057 MovDir[x][y] = direction;
14058 Store[x][y] = element;
14059 Store2[x][y] = player_index_bit;
14061 ResetGfxAnimation(x, y);
14063 GfxElement[x][y] = element;
14064 GfxAction[x][y] = action;
14065 GfxDir[x][y] = direction;
14066 GfxFrame[x][y] = -1;
14069 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14070 int player_index_bit)
14072 TestIfElementTouchesCustomElement(x, y); // for empty space
14074 if (level.finish_dig_collect)
14076 int dig_side = MV_DIR_OPPOSITE(direction);
14077 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14078 CE_PLAYER_COLLECTS_X);
14080 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14081 player_index_bit, dig_side);
14082 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14083 player_index_bit, dig_side);
14088 =============================================================================
14089 checkDiagonalPushing()
14090 -----------------------------------------------------------------------------
14091 check if diagonal input device direction results in pushing of object
14092 (by checking if the alternative direction is walkable, diggable, ...)
14093 =============================================================================
14096 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14097 int x, int y, int real_dx, int real_dy)
14099 int jx, jy, dx, dy, xx, yy;
14101 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14104 // diagonal direction: check alternative direction
14109 xx = jx + (dx == 0 ? real_dx : 0);
14110 yy = jy + (dy == 0 ? real_dy : 0);
14112 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14116 =============================================================================
14118 -----------------------------------------------------------------------------
14119 x, y: field next to player (non-diagonal) to try to dig to
14120 real_dx, real_dy: direction as read from input device (can be diagonal)
14121 =============================================================================
14124 static int DigField(struct PlayerInfo *player,
14125 int oldx, int oldy, int x, int y,
14126 int real_dx, int real_dy, int mode)
14128 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14129 boolean player_was_pushing = player->is_pushing;
14130 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14131 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14132 int jx = oldx, jy = oldy;
14133 int dx = x - jx, dy = y - jy;
14134 int nextx = x + dx, nexty = y + dy;
14135 int move_direction = (dx == -1 ? MV_LEFT :
14136 dx == +1 ? MV_RIGHT :
14138 dy == +1 ? MV_DOWN : MV_NONE);
14139 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14140 int dig_side = MV_DIR_OPPOSITE(move_direction);
14141 int old_element = Tile[jx][jy];
14142 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14145 if (is_player) // function can also be called by EL_PENGUIN
14147 if (player->MovPos == 0)
14149 player->is_digging = FALSE;
14150 player->is_collecting = FALSE;
14153 if (player->MovPos == 0) // last pushing move finished
14154 player->is_pushing = FALSE;
14156 if (mode == DF_NO_PUSH) // player just stopped pushing
14158 player->is_switching = FALSE;
14159 player->push_delay = -1;
14161 return MP_NO_ACTION;
14164 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14165 old_element = Back[jx][jy];
14167 // in case of element dropped at player position, check background
14168 else if (Back[jx][jy] != EL_EMPTY &&
14169 game.engine_version >= VERSION_IDENT(2,2,0,0))
14170 old_element = Back[jx][jy];
14172 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14173 return MP_NO_ACTION; // field has no opening in this direction
14175 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14176 return MP_NO_ACTION; // field has no opening in this direction
14178 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14182 Tile[jx][jy] = player->artwork_element;
14183 InitMovingField(jx, jy, MV_DOWN);
14184 Store[jx][jy] = EL_ACID;
14185 ContinueMoving(jx, jy);
14186 BuryPlayer(player);
14188 return MP_DONT_RUN_INTO;
14191 if (player_can_move && DONT_RUN_INTO(element))
14193 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14195 return MP_DONT_RUN_INTO;
14198 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14199 return MP_NO_ACTION;
14201 collect_count = element_info[element].collect_count_initial;
14203 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14204 return MP_NO_ACTION;
14206 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14207 player_can_move = player_can_move_or_snap;
14209 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14210 game.engine_version >= VERSION_IDENT(2,2,0,0))
14212 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14213 player->index_bit, dig_side);
14214 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14215 player->index_bit, dig_side);
14217 if (element == EL_DC_LANDMINE)
14220 if (Tile[x][y] != element) // field changed by snapping
14223 return MP_NO_ACTION;
14226 if (player->gravity && is_player && !player->is_auto_moving &&
14227 canFallDown(player) && move_direction != MV_DOWN &&
14228 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14229 return MP_NO_ACTION; // player cannot walk here due to gravity
14231 if (player_can_move &&
14232 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14234 int sound_element = SND_ELEMENT(element);
14235 int sound_action = ACTION_WALKING;
14237 if (IS_RND_GATE(element))
14239 if (!player->key[RND_GATE_NR(element)])
14240 return MP_NO_ACTION;
14242 else if (IS_RND_GATE_GRAY(element))
14244 if (!player->key[RND_GATE_GRAY_NR(element)])
14245 return MP_NO_ACTION;
14247 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14249 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14250 return MP_NO_ACTION;
14252 else if (element == EL_EXIT_OPEN ||
14253 element == EL_EM_EXIT_OPEN ||
14254 element == EL_EM_EXIT_OPENING ||
14255 element == EL_STEEL_EXIT_OPEN ||
14256 element == EL_EM_STEEL_EXIT_OPEN ||
14257 element == EL_EM_STEEL_EXIT_OPENING ||
14258 element == EL_SP_EXIT_OPEN ||
14259 element == EL_SP_EXIT_OPENING)
14261 sound_action = ACTION_PASSING; // player is passing exit
14263 else if (element == EL_EMPTY)
14265 sound_action = ACTION_MOVING; // nothing to walk on
14268 // play sound from background or player, whatever is available
14269 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14270 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14272 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14274 else if (player_can_move &&
14275 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14277 if (!ACCESS_FROM(element, opposite_direction))
14278 return MP_NO_ACTION; // field not accessible from this direction
14280 if (CAN_MOVE(element)) // only fixed elements can be passed!
14281 return MP_NO_ACTION;
14283 if (IS_EM_GATE(element))
14285 if (!player->key[EM_GATE_NR(element)])
14286 return MP_NO_ACTION;
14288 else if (IS_EM_GATE_GRAY(element))
14290 if (!player->key[EM_GATE_GRAY_NR(element)])
14291 return MP_NO_ACTION;
14293 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14295 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14296 return MP_NO_ACTION;
14298 else if (IS_EMC_GATE(element))
14300 if (!player->key[EMC_GATE_NR(element)])
14301 return MP_NO_ACTION;
14303 else if (IS_EMC_GATE_GRAY(element))
14305 if (!player->key[EMC_GATE_GRAY_NR(element)])
14306 return MP_NO_ACTION;
14308 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14310 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14311 return MP_NO_ACTION;
14313 else if (element == EL_DC_GATE_WHITE ||
14314 element == EL_DC_GATE_WHITE_GRAY ||
14315 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14317 if (player->num_white_keys == 0)
14318 return MP_NO_ACTION;
14320 player->num_white_keys--;
14322 else if (IS_SP_PORT(element))
14324 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14325 element == EL_SP_GRAVITY_PORT_RIGHT ||
14326 element == EL_SP_GRAVITY_PORT_UP ||
14327 element == EL_SP_GRAVITY_PORT_DOWN)
14328 player->gravity = !player->gravity;
14329 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14330 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14331 element == EL_SP_GRAVITY_ON_PORT_UP ||
14332 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14333 player->gravity = TRUE;
14334 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14335 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14336 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14337 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14338 player->gravity = FALSE;
14341 // automatically move to the next field with double speed
14342 player->programmed_action = move_direction;
14344 if (player->move_delay_reset_counter == 0)
14346 player->move_delay_reset_counter = 2; // two double speed steps
14348 DOUBLE_PLAYER_SPEED(player);
14351 PlayLevelSoundAction(x, y, ACTION_PASSING);
14353 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14357 if (mode != DF_SNAP)
14359 GfxElement[x][y] = GFX_ELEMENT(element);
14360 player->is_digging = TRUE;
14363 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14365 // use old behaviour for old levels (digging)
14366 if (!level.finish_dig_collect)
14368 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14369 player->index_bit, dig_side);
14371 // if digging triggered player relocation, finish digging tile
14372 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14373 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14376 if (mode == DF_SNAP)
14378 if (level.block_snap_field)
14379 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14381 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14383 // use old behaviour for old levels (snapping)
14384 if (!level.finish_dig_collect)
14385 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14386 player->index_bit, dig_side);
14389 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14393 if (is_player && mode != DF_SNAP)
14395 GfxElement[x][y] = element;
14396 player->is_collecting = TRUE;
14399 if (element == EL_SPEED_PILL)
14401 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14403 else if (element == EL_EXTRA_TIME && level.time > 0)
14405 TimeLeft += level.extra_time;
14407 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14409 DisplayGameControlValues();
14411 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14413 int shield_time = (element == EL_SHIELD_DEADLY ?
14414 level.shield_deadly_time :
14415 level.shield_normal_time);
14417 player->shield_normal_time_left += shield_time;
14418 if (element == EL_SHIELD_DEADLY)
14419 player->shield_deadly_time_left += shield_time;
14421 else if (element == EL_DYNAMITE ||
14422 element == EL_EM_DYNAMITE ||
14423 element == EL_SP_DISK_RED)
14425 if (player->inventory_size < MAX_INVENTORY_SIZE)
14426 player->inventory_element[player->inventory_size++] = element;
14428 DrawGameDoorValues();
14430 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14432 player->dynabomb_count++;
14433 player->dynabombs_left++;
14435 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14437 player->dynabomb_size++;
14439 else if (element == EL_DYNABOMB_INCREASE_POWER)
14441 player->dynabomb_xl = TRUE;
14443 else if (IS_KEY(element))
14445 player->key[KEY_NR(element)] = TRUE;
14447 DrawGameDoorValues();
14449 else if (element == EL_DC_KEY_WHITE)
14451 player->num_white_keys++;
14453 // display white keys?
14454 // DrawGameDoorValues();
14456 else if (IS_ENVELOPE(element))
14458 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14460 if (!wait_for_snapping)
14461 player->show_envelope = element;
14463 else if (element == EL_EMC_LENSES)
14465 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14467 RedrawAllInvisibleElementsForLenses();
14469 else if (element == EL_EMC_MAGNIFIER)
14471 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14473 RedrawAllInvisibleElementsForMagnifier();
14475 else if (IS_DROPPABLE(element) ||
14476 IS_THROWABLE(element)) // can be collected and dropped
14480 if (collect_count == 0)
14481 player->inventory_infinite_element = element;
14483 for (i = 0; i < collect_count; i++)
14484 if (player->inventory_size < MAX_INVENTORY_SIZE)
14485 player->inventory_element[player->inventory_size++] = element;
14487 DrawGameDoorValues();
14489 else if (collect_count > 0)
14491 game.gems_still_needed -= collect_count;
14492 if (game.gems_still_needed < 0)
14493 game.gems_still_needed = 0;
14495 game.snapshot.collected_item = TRUE;
14497 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14499 DisplayGameControlValues();
14502 RaiseScoreElement(element);
14503 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14505 // use old behaviour for old levels (collecting)
14506 if (!level.finish_dig_collect && is_player)
14508 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14509 player->index_bit, dig_side);
14511 // if collecting triggered player relocation, finish collecting tile
14512 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14513 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14516 if (mode == DF_SNAP)
14518 if (level.block_snap_field)
14519 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14521 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14523 // use old behaviour for old levels (snapping)
14524 if (!level.finish_dig_collect)
14525 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14526 player->index_bit, dig_side);
14529 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14531 if (mode == DF_SNAP && element != EL_BD_ROCK)
14532 return MP_NO_ACTION;
14534 if (CAN_FALL(element) && dy)
14535 return MP_NO_ACTION;
14537 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14538 !(element == EL_SPRING && level.use_spring_bug))
14539 return MP_NO_ACTION;
14541 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14542 ((move_direction & MV_VERTICAL &&
14543 ((element_info[element].move_pattern & MV_LEFT &&
14544 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14545 (element_info[element].move_pattern & MV_RIGHT &&
14546 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14547 (move_direction & MV_HORIZONTAL &&
14548 ((element_info[element].move_pattern & MV_UP &&
14549 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14550 (element_info[element].move_pattern & MV_DOWN &&
14551 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14552 return MP_NO_ACTION;
14554 // do not push elements already moving away faster than player
14555 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14556 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14557 return MP_NO_ACTION;
14559 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14561 if (player->push_delay_value == -1 || !player_was_pushing)
14562 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14564 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14566 if (player->push_delay_value == -1)
14567 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14569 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14571 if (!player->is_pushing)
14572 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14575 player->is_pushing = TRUE;
14576 player->is_active = TRUE;
14578 if (!(IN_LEV_FIELD(nextx, nexty) &&
14579 (IS_FREE(nextx, nexty) ||
14580 (IS_SB_ELEMENT(element) &&
14581 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14582 (IS_CUSTOM_ELEMENT(element) &&
14583 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14584 return MP_NO_ACTION;
14586 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14587 return MP_NO_ACTION;
14589 if (player->push_delay == -1) // new pushing; restart delay
14590 player->push_delay = 0;
14592 if (player->push_delay < player->push_delay_value &&
14593 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14594 element != EL_SPRING && element != EL_BALLOON)
14596 // make sure that there is no move delay before next try to push
14597 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14598 player->move_delay = 0;
14600 return MP_NO_ACTION;
14603 if (IS_CUSTOM_ELEMENT(element) &&
14604 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14606 if (!DigFieldByCE(nextx, nexty, element))
14607 return MP_NO_ACTION;
14610 if (IS_SB_ELEMENT(element))
14612 boolean sokoban_task_solved = FALSE;
14614 if (element == EL_SOKOBAN_FIELD_FULL)
14616 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14618 IncrementSokobanFieldsNeeded();
14619 IncrementSokobanObjectsNeeded();
14622 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14624 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14626 DecrementSokobanFieldsNeeded();
14627 DecrementSokobanObjectsNeeded();
14629 // sokoban object was pushed from empty field to sokoban field
14630 if (Back[x][y] == EL_EMPTY)
14631 sokoban_task_solved = TRUE;
14634 Tile[x][y] = EL_SOKOBAN_OBJECT;
14636 if (Back[x][y] == Back[nextx][nexty])
14637 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14638 else if (Back[x][y] != 0)
14639 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14642 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14645 if (sokoban_task_solved &&
14646 game.sokoban_fields_still_needed == 0 &&
14647 game.sokoban_objects_still_needed == 0 &&
14648 level.auto_exit_sokoban)
14650 game.players_still_needed = 0;
14654 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14658 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14660 InitMovingField(x, y, move_direction);
14661 GfxAction[x][y] = ACTION_PUSHING;
14663 if (mode == DF_SNAP)
14664 ContinueMoving(x, y);
14666 MovPos[x][y] = (dx != 0 ? dx : dy);
14668 Pushed[x][y] = TRUE;
14669 Pushed[nextx][nexty] = TRUE;
14671 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14672 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14674 player->push_delay_value = -1; // get new value later
14676 // check for element change _after_ element has been pushed
14677 if (game.use_change_when_pushing_bug)
14679 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14680 player->index_bit, dig_side);
14681 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14682 player->index_bit, dig_side);
14685 else if (IS_SWITCHABLE(element))
14687 if (PLAYER_SWITCHING(player, x, y))
14689 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14690 player->index_bit, dig_side);
14695 player->is_switching = TRUE;
14696 player->switch_x = x;
14697 player->switch_y = y;
14699 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14701 if (element == EL_ROBOT_WHEEL)
14703 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14705 game.robot_wheel_x = x;
14706 game.robot_wheel_y = y;
14707 game.robot_wheel_active = TRUE;
14709 TEST_DrawLevelField(x, y);
14711 else if (element == EL_SP_TERMINAL)
14715 SCAN_PLAYFIELD(xx, yy)
14717 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14721 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14723 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14725 ResetGfxAnimation(xx, yy);
14726 TEST_DrawLevelField(xx, yy);
14730 else if (IS_BELT_SWITCH(element))
14732 ToggleBeltSwitch(x, y);
14734 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14735 element == EL_SWITCHGATE_SWITCH_DOWN ||
14736 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14737 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14739 ToggleSwitchgateSwitch();
14741 else if (element == EL_LIGHT_SWITCH ||
14742 element == EL_LIGHT_SWITCH_ACTIVE)
14744 ToggleLightSwitch(x, y);
14746 else if (element == EL_TIMEGATE_SWITCH ||
14747 element == EL_DC_TIMEGATE_SWITCH)
14749 ActivateTimegateSwitch(x, y);
14751 else if (element == EL_BALLOON_SWITCH_LEFT ||
14752 element == EL_BALLOON_SWITCH_RIGHT ||
14753 element == EL_BALLOON_SWITCH_UP ||
14754 element == EL_BALLOON_SWITCH_DOWN ||
14755 element == EL_BALLOON_SWITCH_NONE ||
14756 element == EL_BALLOON_SWITCH_ANY)
14758 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14759 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14760 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14761 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14762 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14765 else if (element == EL_LAMP)
14767 Tile[x][y] = EL_LAMP_ACTIVE;
14768 game.lights_still_needed--;
14770 ResetGfxAnimation(x, y);
14771 TEST_DrawLevelField(x, y);
14773 else if (element == EL_TIME_ORB_FULL)
14775 Tile[x][y] = EL_TIME_ORB_EMPTY;
14777 if (level.time > 0 || level.use_time_orb_bug)
14779 TimeLeft += level.time_orb_time;
14780 game.no_level_time_limit = FALSE;
14782 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14784 DisplayGameControlValues();
14787 ResetGfxAnimation(x, y);
14788 TEST_DrawLevelField(x, y);
14790 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14791 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14795 game.ball_active = !game.ball_active;
14797 SCAN_PLAYFIELD(xx, yy)
14799 int e = Tile[xx][yy];
14801 if (game.ball_active)
14803 if (e == EL_EMC_MAGIC_BALL)
14804 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14805 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14806 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14810 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14811 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14812 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14813 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14818 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14819 player->index_bit, dig_side);
14821 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14822 player->index_bit, dig_side);
14824 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14825 player->index_bit, dig_side);
14831 if (!PLAYER_SWITCHING(player, x, y))
14833 player->is_switching = TRUE;
14834 player->switch_x = x;
14835 player->switch_y = y;
14837 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14838 player->index_bit, dig_side);
14839 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14840 player->index_bit, dig_side);
14842 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14843 player->index_bit, dig_side);
14844 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14845 player->index_bit, dig_side);
14848 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14849 player->index_bit, dig_side);
14850 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14851 player->index_bit, dig_side);
14853 return MP_NO_ACTION;
14856 player->push_delay = -1;
14858 if (is_player) // function can also be called by EL_PENGUIN
14860 if (Tile[x][y] != element) // really digged/collected something
14862 player->is_collecting = !player->is_digging;
14863 player->is_active = TRUE;
14865 player->last_removed_element = element;
14872 static boolean DigFieldByCE(int x, int y, int digging_element)
14874 int element = Tile[x][y];
14876 if (!IS_FREE(x, y))
14878 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14879 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14882 // no element can dig solid indestructible elements
14883 if (IS_INDESTRUCTIBLE(element) &&
14884 !IS_DIGGABLE(element) &&
14885 !IS_COLLECTIBLE(element))
14888 if (AmoebaNr[x][y] &&
14889 (element == EL_AMOEBA_FULL ||
14890 element == EL_BD_AMOEBA ||
14891 element == EL_AMOEBA_GROWING))
14893 AmoebaCnt[AmoebaNr[x][y]]--;
14894 AmoebaCnt2[AmoebaNr[x][y]]--;
14897 if (IS_MOVING(x, y))
14898 RemoveMovingField(x, y);
14902 TEST_DrawLevelField(x, y);
14905 // if digged element was about to explode, prevent the explosion
14906 ExplodeField[x][y] = EX_TYPE_NONE;
14908 PlayLevelSoundAction(x, y, action);
14911 Store[x][y] = EL_EMPTY;
14913 // this makes it possible to leave the removed element again
14914 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14915 Store[x][y] = element;
14920 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14922 int jx = player->jx, jy = player->jy;
14923 int x = jx + dx, y = jy + dy;
14924 int snap_direction = (dx == -1 ? MV_LEFT :
14925 dx == +1 ? MV_RIGHT :
14927 dy == +1 ? MV_DOWN : MV_NONE);
14928 boolean can_continue_snapping = (level.continuous_snapping &&
14929 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14931 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14934 if (!player->active || !IN_LEV_FIELD(x, y))
14942 if (player->MovPos == 0)
14943 player->is_pushing = FALSE;
14945 player->is_snapping = FALSE;
14947 if (player->MovPos == 0)
14949 player->is_moving = FALSE;
14950 player->is_digging = FALSE;
14951 player->is_collecting = FALSE;
14957 // prevent snapping with already pressed snap key when not allowed
14958 if (player->is_snapping && !can_continue_snapping)
14961 player->MovDir = snap_direction;
14963 if (player->MovPos == 0)
14965 player->is_moving = FALSE;
14966 player->is_digging = FALSE;
14967 player->is_collecting = FALSE;
14970 player->is_dropping = FALSE;
14971 player->is_dropping_pressed = FALSE;
14972 player->drop_pressed_delay = 0;
14974 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14977 player->is_snapping = TRUE;
14978 player->is_active = TRUE;
14980 if (player->MovPos == 0)
14982 player->is_moving = FALSE;
14983 player->is_digging = FALSE;
14984 player->is_collecting = FALSE;
14987 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14988 TEST_DrawLevelField(player->last_jx, player->last_jy);
14990 TEST_DrawLevelField(x, y);
14995 static boolean DropElement(struct PlayerInfo *player)
14997 int old_element, new_element;
14998 int dropx = player->jx, dropy = player->jy;
14999 int drop_direction = player->MovDir;
15000 int drop_side = drop_direction;
15001 int drop_element = get_next_dropped_element(player);
15003 /* do not drop an element on top of another element; when holding drop key
15004 pressed without moving, dropped element must move away before the next
15005 element can be dropped (this is especially important if the next element
15006 is dynamite, which can be placed on background for historical reasons) */
15007 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15010 if (IS_THROWABLE(drop_element))
15012 dropx += GET_DX_FROM_DIR(drop_direction);
15013 dropy += GET_DY_FROM_DIR(drop_direction);
15015 if (!IN_LEV_FIELD(dropx, dropy))
15019 old_element = Tile[dropx][dropy]; // old element at dropping position
15020 new_element = drop_element; // default: no change when dropping
15022 // check if player is active, not moving and ready to drop
15023 if (!player->active || player->MovPos || player->drop_delay > 0)
15026 // check if player has anything that can be dropped
15027 if (new_element == EL_UNDEFINED)
15030 // only set if player has anything that can be dropped
15031 player->is_dropping_pressed = TRUE;
15033 // check if drop key was pressed long enough for EM style dynamite
15034 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15037 // check if anything can be dropped at the current position
15038 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15041 // collected custom elements can only be dropped on empty fields
15042 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15045 if (old_element != EL_EMPTY)
15046 Back[dropx][dropy] = old_element; // store old element on this field
15048 ResetGfxAnimation(dropx, dropy);
15049 ResetRandomAnimationValue(dropx, dropy);
15051 if (player->inventory_size > 0 ||
15052 player->inventory_infinite_element != EL_UNDEFINED)
15054 if (player->inventory_size > 0)
15056 player->inventory_size--;
15058 DrawGameDoorValues();
15060 if (new_element == EL_DYNAMITE)
15061 new_element = EL_DYNAMITE_ACTIVE;
15062 else if (new_element == EL_EM_DYNAMITE)
15063 new_element = EL_EM_DYNAMITE_ACTIVE;
15064 else if (new_element == EL_SP_DISK_RED)
15065 new_element = EL_SP_DISK_RED_ACTIVE;
15068 Tile[dropx][dropy] = new_element;
15070 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15071 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15072 el2img(Tile[dropx][dropy]), 0);
15074 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15076 // needed if previous element just changed to "empty" in the last frame
15077 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15079 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15080 player->index_bit, drop_side);
15081 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15083 player->index_bit, drop_side);
15085 TestIfElementTouchesCustomElement(dropx, dropy);
15087 else // player is dropping a dyna bomb
15089 player->dynabombs_left--;
15091 Tile[dropx][dropy] = new_element;
15093 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15094 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15095 el2img(Tile[dropx][dropy]), 0);
15097 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15100 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15101 InitField_WithBug1(dropx, dropy, FALSE);
15103 new_element = Tile[dropx][dropy]; // element might have changed
15105 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15106 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15108 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15109 MovDir[dropx][dropy] = drop_direction;
15111 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15113 // do not cause impact style collision by dropping elements that can fall
15114 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15117 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15118 player->is_dropping = TRUE;
15120 player->drop_pressed_delay = 0;
15121 player->is_dropping_pressed = FALSE;
15123 player->drop_x = dropx;
15124 player->drop_y = dropy;
15129 // ----------------------------------------------------------------------------
15130 // game sound playing functions
15131 // ----------------------------------------------------------------------------
15133 static int *loop_sound_frame = NULL;
15134 static int *loop_sound_volume = NULL;
15136 void InitPlayLevelSound(void)
15138 int num_sounds = getSoundListSize();
15140 checked_free(loop_sound_frame);
15141 checked_free(loop_sound_volume);
15143 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15144 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15147 static void PlayLevelSound(int x, int y, int nr)
15149 int sx = SCREENX(x), sy = SCREENY(y);
15150 int volume, stereo_position;
15151 int max_distance = 8;
15152 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15154 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15155 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15158 if (!IN_LEV_FIELD(x, y) ||
15159 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15160 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15163 volume = SOUND_MAX_VOLUME;
15165 if (!IN_SCR_FIELD(sx, sy))
15167 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15168 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15170 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15173 stereo_position = (SOUND_MAX_LEFT +
15174 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15175 (SCR_FIELDX + 2 * max_distance));
15177 if (IS_LOOP_SOUND(nr))
15179 /* This assures that quieter loop sounds do not overwrite louder ones,
15180 while restarting sound volume comparison with each new game frame. */
15182 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15185 loop_sound_volume[nr] = volume;
15186 loop_sound_frame[nr] = FrameCounter;
15189 PlaySoundExt(nr, volume, stereo_position, type);
15192 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15194 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15195 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15196 y < LEVELY(BY1) ? LEVELY(BY1) :
15197 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15201 static void PlayLevelSoundAction(int x, int y, int action)
15203 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15206 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15208 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15210 if (sound_effect != SND_UNDEFINED)
15211 PlayLevelSound(x, y, sound_effect);
15214 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15217 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15219 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15220 PlayLevelSound(x, y, sound_effect);
15223 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15225 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15227 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15228 PlayLevelSound(x, y, sound_effect);
15231 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15233 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15235 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15236 StopSound(sound_effect);
15239 static int getLevelMusicNr(void)
15241 if (levelset.music[level_nr] != MUS_UNDEFINED)
15242 return levelset.music[level_nr]; // from config file
15244 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15247 static void FadeLevelSounds(void)
15252 static void FadeLevelMusic(void)
15254 int music_nr = getLevelMusicNr();
15255 char *curr_music = getCurrentlyPlayingMusicFilename();
15256 char *next_music = getMusicInfoEntryFilename(music_nr);
15258 if (!strEqual(curr_music, next_music))
15262 void FadeLevelSoundsAndMusic(void)
15268 static void PlayLevelMusic(void)
15270 int music_nr = getLevelMusicNr();
15271 char *curr_music = getCurrentlyPlayingMusicFilename();
15272 char *next_music = getMusicInfoEntryFilename(music_nr);
15274 if (!strEqual(curr_music, next_music))
15275 PlayMusicLoop(music_nr);
15278 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15280 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15282 int x = xx - offset;
15283 int y = yy - offset;
15288 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15292 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15296 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15300 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15304 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15308 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15312 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15315 case SOUND_android_clone:
15316 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15319 case SOUND_android_move:
15320 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15324 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15328 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15332 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15335 case SOUND_eater_eat:
15336 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15340 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15343 case SOUND_collect:
15344 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15347 case SOUND_diamond:
15348 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15352 // !!! CHECK THIS !!!
15354 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15356 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15360 case SOUND_wonderfall:
15361 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15365 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15369 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15373 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15385 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15393 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15396 case SOUND_exit_open:
15397 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15400 case SOUND_exit_leave:
15401 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15404 case SOUND_dynamite:
15405 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15409 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15413 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15417 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15421 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15425 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15429 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15433 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15438 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15440 int element = map_element_SP_to_RND(element_sp);
15441 int action = map_action_SP_to_RND(action_sp);
15442 int offset = (setup.sp_show_border_elements ? 0 : 1);
15443 int x = xx - offset;
15444 int y = yy - offset;
15446 PlayLevelSoundElementAction(x, y, element, action);
15449 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15451 int element = map_element_MM_to_RND(element_mm);
15452 int action = map_action_MM_to_RND(action_mm);
15454 int x = xx - offset;
15455 int y = yy - offset;
15457 if (!IS_MM_ELEMENT(element))
15458 element = EL_MM_DEFAULT;
15460 PlayLevelSoundElementAction(x, y, element, action);
15463 void PlaySound_MM(int sound_mm)
15465 int sound = map_sound_MM_to_RND(sound_mm);
15467 if (sound == SND_UNDEFINED)
15473 void PlaySoundLoop_MM(int sound_mm)
15475 int sound = map_sound_MM_to_RND(sound_mm);
15477 if (sound == SND_UNDEFINED)
15480 PlaySoundLoop(sound);
15483 void StopSound_MM(int sound_mm)
15485 int sound = map_sound_MM_to_RND(sound_mm);
15487 if (sound == SND_UNDEFINED)
15493 void RaiseScore(int value)
15495 game.score += value;
15497 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15499 DisplayGameControlValues();
15502 void RaiseScoreElement(int element)
15507 case EL_BD_DIAMOND:
15508 case EL_EMERALD_YELLOW:
15509 case EL_EMERALD_RED:
15510 case EL_EMERALD_PURPLE:
15511 case EL_SP_INFOTRON:
15512 RaiseScore(level.score[SC_EMERALD]);
15515 RaiseScore(level.score[SC_DIAMOND]);
15518 RaiseScore(level.score[SC_CRYSTAL]);
15521 RaiseScore(level.score[SC_PEARL]);
15524 case EL_BD_BUTTERFLY:
15525 case EL_SP_ELECTRON:
15526 RaiseScore(level.score[SC_BUG]);
15529 case EL_BD_FIREFLY:
15530 case EL_SP_SNIKSNAK:
15531 RaiseScore(level.score[SC_SPACESHIP]);
15534 case EL_DARK_YAMYAM:
15535 RaiseScore(level.score[SC_YAMYAM]);
15538 RaiseScore(level.score[SC_ROBOT]);
15541 RaiseScore(level.score[SC_PACMAN]);
15544 RaiseScore(level.score[SC_NUT]);
15547 case EL_EM_DYNAMITE:
15548 case EL_SP_DISK_RED:
15549 case EL_DYNABOMB_INCREASE_NUMBER:
15550 case EL_DYNABOMB_INCREASE_SIZE:
15551 case EL_DYNABOMB_INCREASE_POWER:
15552 RaiseScore(level.score[SC_DYNAMITE]);
15554 case EL_SHIELD_NORMAL:
15555 case EL_SHIELD_DEADLY:
15556 RaiseScore(level.score[SC_SHIELD]);
15558 case EL_EXTRA_TIME:
15559 RaiseScore(level.extra_time_score);
15573 case EL_DC_KEY_WHITE:
15574 RaiseScore(level.score[SC_KEY]);
15577 RaiseScore(element_info[element].collect_score);
15582 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15584 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15588 // prevent short reactivation of overlay buttons while closing door
15589 SetOverlayActive(FALSE);
15590 UnmapGameButtons();
15592 // door may still be open due to skipped or envelope style request
15593 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15596 if (network.enabled)
15597 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15601 FadeSkipNextFadeIn();
15603 SetGameStatus(GAME_MODE_MAIN);
15608 else // continue playing the game
15610 if (tape.playing && tape.deactivate_display)
15611 TapeDeactivateDisplayOff(TRUE);
15613 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15615 if (tape.playing && tape.deactivate_display)
15616 TapeDeactivateDisplayOn();
15620 void RequestQuitGame(boolean escape_key_pressed)
15622 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15623 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15624 level_editor_test_game);
15625 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15626 quick_quit || score_info_tape_play);
15628 RequestQuitGameExt(skip_request, quick_quit,
15629 "Do you really want to quit the game?");
15632 static char *getRestartGameMessage(void)
15634 boolean play_again = hasStartedNetworkGame();
15635 static char message[MAX_OUTPUT_LINESIZE];
15636 char *game_over_text = "Game over!";
15637 char *play_again_text = " Play it again?";
15639 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15640 game_mm.game_over_message != NULL)
15641 game_over_text = game_mm.game_over_message;
15643 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15644 (play_again ? play_again_text : ""));
15649 static void RequestRestartGame(void)
15651 char *message = getRestartGameMessage();
15652 boolean has_started_game = hasStartedNetworkGame();
15653 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15654 int door_state = DOOR_CLOSE_1;
15656 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15658 CloseDoor(door_state);
15660 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15664 // if game was invoked from level editor, also close tape recorder door
15665 if (level_editor_test_game)
15666 door_state = DOOR_CLOSE_ALL;
15668 CloseDoor(door_state);
15670 SetGameStatus(GAME_MODE_MAIN);
15676 boolean CheckRestartGame(void)
15678 static int game_over_delay = 0;
15679 int game_over_delay_value = 50;
15680 boolean game_over = checkGameFailed();
15684 game_over_delay = game_over_delay_value;
15689 if (game_over_delay > 0)
15691 if (game_over_delay == game_over_delay_value / 2)
15692 PlaySound(SND_GAME_LOSING);
15699 // do not handle game over if request dialog is already active
15700 if (game.request_active)
15703 // do not ask to play again if game was never actually played
15704 if (!game.GamePlayed)
15707 // do not ask to play again if this was disabled in setup menu
15708 if (!setup.ask_on_game_over)
15711 RequestRestartGame();
15716 boolean checkGameSolved(void)
15718 // set for all game engines if level was solved
15719 return game.LevelSolved_GameEnd;
15722 boolean checkGameFailed(void)
15724 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15725 return (game_em.game_over && !game_em.level_solved);
15726 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15727 return (game_sp.game_over && !game_sp.level_solved);
15728 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15729 return (game_mm.game_over && !game_mm.level_solved);
15730 else // GAME_ENGINE_TYPE_RND
15731 return (game.GameOver && !game.LevelSolved);
15734 boolean checkGameEnded(void)
15736 return (checkGameSolved() || checkGameFailed());
15740 // ----------------------------------------------------------------------------
15741 // random generator functions
15742 // ----------------------------------------------------------------------------
15744 unsigned int InitEngineRandom_RND(int seed)
15746 game.num_random_calls = 0;
15748 return InitEngineRandom(seed);
15751 unsigned int RND(int max)
15755 game.num_random_calls++;
15757 return GetEngineRandom(max);
15764 // ----------------------------------------------------------------------------
15765 // game engine snapshot handling functions
15766 // ----------------------------------------------------------------------------
15768 struct EngineSnapshotInfo
15770 // runtime values for custom element collect score
15771 int collect_score[NUM_CUSTOM_ELEMENTS];
15773 // runtime values for group element choice position
15774 int choice_pos[NUM_GROUP_ELEMENTS];
15776 // runtime values for belt position animations
15777 int belt_graphic[4][NUM_BELT_PARTS];
15778 int belt_anim_mode[4][NUM_BELT_PARTS];
15781 static struct EngineSnapshotInfo engine_snapshot_rnd;
15782 static char *snapshot_level_identifier = NULL;
15783 static int snapshot_level_nr = -1;
15785 static void SaveEngineSnapshotValues_RND(void)
15787 static int belt_base_active_element[4] =
15789 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15790 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15791 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15792 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15796 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15798 int element = EL_CUSTOM_START + i;
15800 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15803 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15805 int element = EL_GROUP_START + i;
15807 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15810 for (i = 0; i < 4; i++)
15812 for (j = 0; j < NUM_BELT_PARTS; j++)
15814 int element = belt_base_active_element[i] + j;
15815 int graphic = el2img(element);
15816 int anim_mode = graphic_info[graphic].anim_mode;
15818 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15819 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15824 static void LoadEngineSnapshotValues_RND(void)
15826 unsigned int num_random_calls = game.num_random_calls;
15829 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15831 int element = EL_CUSTOM_START + i;
15833 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15836 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15838 int element = EL_GROUP_START + i;
15840 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15843 for (i = 0; i < 4; i++)
15845 for (j = 0; j < NUM_BELT_PARTS; j++)
15847 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15848 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15850 graphic_info[graphic].anim_mode = anim_mode;
15854 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15856 InitRND(tape.random_seed);
15857 for (i = 0; i < num_random_calls; i++)
15861 if (game.num_random_calls != num_random_calls)
15863 Error("number of random calls out of sync");
15864 Error("number of random calls should be %d", num_random_calls);
15865 Error("number of random calls is %d", game.num_random_calls);
15867 Fail("this should not happen -- please debug");
15871 void FreeEngineSnapshotSingle(void)
15873 FreeSnapshotSingle();
15875 setString(&snapshot_level_identifier, NULL);
15876 snapshot_level_nr = -1;
15879 void FreeEngineSnapshotList(void)
15881 FreeSnapshotList();
15884 static ListNode *SaveEngineSnapshotBuffers(void)
15886 ListNode *buffers = NULL;
15888 // copy some special values to a structure better suited for the snapshot
15890 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15891 SaveEngineSnapshotValues_RND();
15892 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15893 SaveEngineSnapshotValues_EM();
15894 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15895 SaveEngineSnapshotValues_SP(&buffers);
15896 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15897 SaveEngineSnapshotValues_MM();
15899 // save values stored in special snapshot structure
15901 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15902 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15903 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15904 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15905 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15906 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15907 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15908 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15910 // save further RND engine values
15912 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15913 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15914 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15916 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15917 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15918 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15919 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15920 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15922 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15923 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15924 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15926 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15928 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15929 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15931 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15932 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15933 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15934 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15935 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15936 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15937 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15938 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15939 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15940 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15941 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15942 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15943 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15944 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15945 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15946 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15947 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15948 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15950 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15954 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15958 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15960 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15964 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15971 ListNode *node = engine_snapshot_list_rnd;
15974 while (node != NULL)
15976 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15981 Debug("game:playing:SaveEngineSnapshotBuffers",
15982 "size of engine snapshot: %d bytes", num_bytes);
15988 void SaveEngineSnapshotSingle(void)
15990 ListNode *buffers = SaveEngineSnapshotBuffers();
15992 // finally save all snapshot buffers to single snapshot
15993 SaveSnapshotSingle(buffers);
15995 // save level identification information
15996 setString(&snapshot_level_identifier, leveldir_current->identifier);
15997 snapshot_level_nr = level_nr;
16000 boolean CheckSaveEngineSnapshotToList(void)
16002 boolean save_snapshot =
16003 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16004 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16005 game.snapshot.changed_action) ||
16006 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16007 game.snapshot.collected_item));
16009 game.snapshot.changed_action = FALSE;
16010 game.snapshot.collected_item = FALSE;
16011 game.snapshot.save_snapshot = save_snapshot;
16013 return save_snapshot;
16016 void SaveEngineSnapshotToList(void)
16018 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16022 ListNode *buffers = SaveEngineSnapshotBuffers();
16024 // finally save all snapshot buffers to snapshot list
16025 SaveSnapshotToList(buffers);
16028 void SaveEngineSnapshotToListInitial(void)
16030 FreeEngineSnapshotList();
16032 SaveEngineSnapshotToList();
16035 static void LoadEngineSnapshotValues(void)
16037 // restore special values from snapshot structure
16039 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16040 LoadEngineSnapshotValues_RND();
16041 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16042 LoadEngineSnapshotValues_EM();
16043 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16044 LoadEngineSnapshotValues_SP();
16045 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16046 LoadEngineSnapshotValues_MM();
16049 void LoadEngineSnapshotSingle(void)
16051 LoadSnapshotSingle();
16053 LoadEngineSnapshotValues();
16056 static void LoadEngineSnapshot_Undo(int steps)
16058 LoadSnapshotFromList_Older(steps);
16060 LoadEngineSnapshotValues();
16063 static void LoadEngineSnapshot_Redo(int steps)
16065 LoadSnapshotFromList_Newer(steps);
16067 LoadEngineSnapshotValues();
16070 boolean CheckEngineSnapshotSingle(void)
16072 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16073 snapshot_level_nr == level_nr);
16076 boolean CheckEngineSnapshotList(void)
16078 return CheckSnapshotList();
16082 // ---------- new game button stuff -------------------------------------------
16089 boolean *setup_value;
16090 boolean allowed_on_tape;
16091 boolean is_touch_button;
16093 } gamebutton_info[NUM_GAME_BUTTONS] =
16096 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16097 GAME_CTRL_ID_STOP, NULL,
16098 TRUE, FALSE, "stop game"
16101 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16102 GAME_CTRL_ID_PAUSE, NULL,
16103 TRUE, FALSE, "pause game"
16106 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16107 GAME_CTRL_ID_PLAY, NULL,
16108 TRUE, FALSE, "play game"
16111 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16112 GAME_CTRL_ID_UNDO, NULL,
16113 TRUE, FALSE, "undo step"
16116 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16117 GAME_CTRL_ID_REDO, NULL,
16118 TRUE, FALSE, "redo step"
16121 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16122 GAME_CTRL_ID_SAVE, NULL,
16123 TRUE, FALSE, "save game"
16126 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16127 GAME_CTRL_ID_PAUSE2, NULL,
16128 TRUE, FALSE, "pause game"
16131 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16132 GAME_CTRL_ID_LOAD, NULL,
16133 TRUE, FALSE, "load game"
16136 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16137 GAME_CTRL_ID_PANEL_STOP, NULL,
16138 FALSE, FALSE, "stop game"
16141 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16142 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16143 FALSE, FALSE, "pause game"
16146 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16147 GAME_CTRL_ID_PANEL_PLAY, NULL,
16148 FALSE, FALSE, "play game"
16151 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16152 GAME_CTRL_ID_TOUCH_STOP, NULL,
16153 FALSE, TRUE, "stop game"
16156 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16157 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16158 FALSE, TRUE, "pause game"
16161 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16162 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16163 TRUE, FALSE, "background music on/off"
16166 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16167 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16168 TRUE, FALSE, "sound loops on/off"
16171 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16172 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16173 TRUE, FALSE, "normal sounds on/off"
16176 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16177 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16178 FALSE, FALSE, "background music on/off"
16181 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16182 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16183 FALSE, FALSE, "sound loops on/off"
16186 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16187 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16188 FALSE, FALSE, "normal sounds on/off"
16192 void CreateGameButtons(void)
16196 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16198 int graphic = gamebutton_info[i].graphic;
16199 struct GraphicInfo *gfx = &graphic_info[graphic];
16200 struct XY *pos = gamebutton_info[i].pos;
16201 struct GadgetInfo *gi;
16204 unsigned int event_mask;
16205 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16206 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16207 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16208 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16209 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16210 int gd_x = gfx->src_x;
16211 int gd_y = gfx->src_y;
16212 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16213 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16214 int gd_xa = gfx->src_x + gfx->active_xoffset;
16215 int gd_ya = gfx->src_y + gfx->active_yoffset;
16216 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16217 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16218 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16219 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16222 // do not use touch buttons if overlay touch buttons are disabled
16223 if (is_touch_button && !setup.touch.overlay_buttons)
16226 if (gfx->bitmap == NULL)
16228 game_gadget[id] = NULL;
16233 if (id == GAME_CTRL_ID_STOP ||
16234 id == GAME_CTRL_ID_PANEL_STOP ||
16235 id == GAME_CTRL_ID_TOUCH_STOP ||
16236 id == GAME_CTRL_ID_PLAY ||
16237 id == GAME_CTRL_ID_PANEL_PLAY ||
16238 id == GAME_CTRL_ID_SAVE ||
16239 id == GAME_CTRL_ID_LOAD)
16241 button_type = GD_TYPE_NORMAL_BUTTON;
16243 event_mask = GD_EVENT_RELEASED;
16245 else if (id == GAME_CTRL_ID_UNDO ||
16246 id == GAME_CTRL_ID_REDO)
16248 button_type = GD_TYPE_NORMAL_BUTTON;
16250 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16254 button_type = GD_TYPE_CHECK_BUTTON;
16255 checked = (gamebutton_info[i].setup_value != NULL ?
16256 *gamebutton_info[i].setup_value : FALSE);
16257 event_mask = GD_EVENT_PRESSED;
16260 gi = CreateGadget(GDI_CUSTOM_ID, id,
16261 GDI_IMAGE_ID, graphic,
16262 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16265 GDI_WIDTH, gfx->width,
16266 GDI_HEIGHT, gfx->height,
16267 GDI_TYPE, button_type,
16268 GDI_STATE, GD_BUTTON_UNPRESSED,
16269 GDI_CHECKED, checked,
16270 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16271 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16272 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16273 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16274 GDI_DIRECT_DRAW, FALSE,
16275 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16276 GDI_EVENT_MASK, event_mask,
16277 GDI_CALLBACK_ACTION, HandleGameButtons,
16281 Fail("cannot create gadget");
16283 game_gadget[id] = gi;
16287 void FreeGameButtons(void)
16291 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16292 FreeGadget(game_gadget[i]);
16295 static void UnmapGameButtonsAtSamePosition(int id)
16299 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16301 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16302 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16303 UnmapGadget(game_gadget[i]);
16306 static void UnmapGameButtonsAtSamePosition_All(void)
16308 if (setup.show_load_save_buttons)
16310 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16311 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16312 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16314 else if (setup.show_undo_redo_buttons)
16316 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16317 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16318 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16322 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16323 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16324 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16326 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16327 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16328 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16332 void MapLoadSaveButtons(void)
16334 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16335 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16337 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16338 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16341 void MapUndoRedoButtons(void)
16343 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16344 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16346 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16347 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16350 void ModifyPauseButtons(void)
16354 GAME_CTRL_ID_PAUSE,
16355 GAME_CTRL_ID_PAUSE2,
16356 GAME_CTRL_ID_PANEL_PAUSE,
16357 GAME_CTRL_ID_TOUCH_PAUSE,
16362 for (i = 0; ids[i] > -1; i++)
16363 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16366 static void MapGameButtonsExt(boolean on_tape)
16370 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16372 if ((i == GAME_CTRL_ID_UNDO ||
16373 i == GAME_CTRL_ID_REDO) &&
16374 game_status != GAME_MODE_PLAYING)
16377 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16378 MapGadget(game_gadget[i]);
16381 UnmapGameButtonsAtSamePosition_All();
16383 RedrawGameButtons();
16386 static void UnmapGameButtonsExt(boolean on_tape)
16390 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16391 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16392 UnmapGadget(game_gadget[i]);
16395 static void RedrawGameButtonsExt(boolean on_tape)
16399 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16400 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16401 RedrawGadget(game_gadget[i]);
16404 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16409 gi->checked = state;
16412 static void RedrawSoundButtonGadget(int id)
16414 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16415 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16416 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16417 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16418 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16419 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16422 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16423 RedrawGadget(game_gadget[id2]);
16426 void MapGameButtons(void)
16428 MapGameButtonsExt(FALSE);
16431 void UnmapGameButtons(void)
16433 UnmapGameButtonsExt(FALSE);
16436 void RedrawGameButtons(void)
16438 RedrawGameButtonsExt(FALSE);
16441 void MapGameButtonsOnTape(void)
16443 MapGameButtonsExt(TRUE);
16446 void UnmapGameButtonsOnTape(void)
16448 UnmapGameButtonsExt(TRUE);
16451 void RedrawGameButtonsOnTape(void)
16453 RedrawGameButtonsExt(TRUE);
16456 static void GameUndoRedoExt(void)
16458 ClearPlayerAction();
16460 tape.pausing = TRUE;
16463 UpdateAndDisplayGameControlValues();
16465 DrawCompleteVideoDisplay();
16466 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16467 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16468 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16470 ModifyPauseButtons();
16475 static void GameUndo(int steps)
16477 if (!CheckEngineSnapshotList())
16480 int tape_property_bits = tape.property_bits;
16482 LoadEngineSnapshot_Undo(steps);
16484 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16489 static void GameRedo(int steps)
16491 if (!CheckEngineSnapshotList())
16494 int tape_property_bits = tape.property_bits;
16496 LoadEngineSnapshot_Redo(steps);
16498 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16503 static void HandleGameButtonsExt(int id, int button)
16505 static boolean game_undo_executed = FALSE;
16506 int steps = BUTTON_STEPSIZE(button);
16507 boolean handle_game_buttons =
16508 (game_status == GAME_MODE_PLAYING ||
16509 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16511 if (!handle_game_buttons)
16516 case GAME_CTRL_ID_STOP:
16517 case GAME_CTRL_ID_PANEL_STOP:
16518 case GAME_CTRL_ID_TOUCH_STOP:
16523 case GAME_CTRL_ID_PAUSE:
16524 case GAME_CTRL_ID_PAUSE2:
16525 case GAME_CTRL_ID_PANEL_PAUSE:
16526 case GAME_CTRL_ID_TOUCH_PAUSE:
16527 if (network.enabled && game_status == GAME_MODE_PLAYING)
16530 SendToServer_ContinuePlaying();
16532 SendToServer_PausePlaying();
16535 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16537 game_undo_executed = FALSE;
16541 case GAME_CTRL_ID_PLAY:
16542 case GAME_CTRL_ID_PANEL_PLAY:
16543 if (game_status == GAME_MODE_MAIN)
16545 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16547 else if (tape.pausing)
16549 if (network.enabled)
16550 SendToServer_ContinuePlaying();
16552 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16556 case GAME_CTRL_ID_UNDO:
16557 // Important: When using "save snapshot when collecting an item" mode,
16558 // load last (current) snapshot for first "undo" after pressing "pause"
16559 // (else the last-but-one snapshot would be loaded, because the snapshot
16560 // pointer already points to the last snapshot when pressing "pause",
16561 // which is fine for "every step/move" mode, but not for "every collect")
16562 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16563 !game_undo_executed)
16566 game_undo_executed = TRUE;
16571 case GAME_CTRL_ID_REDO:
16575 case GAME_CTRL_ID_SAVE:
16579 case GAME_CTRL_ID_LOAD:
16583 case SOUND_CTRL_ID_MUSIC:
16584 case SOUND_CTRL_ID_PANEL_MUSIC:
16585 if (setup.sound_music)
16587 setup.sound_music = FALSE;
16591 else if (audio.music_available)
16593 setup.sound = setup.sound_music = TRUE;
16595 SetAudioMode(setup.sound);
16597 if (game_status == GAME_MODE_PLAYING)
16601 RedrawSoundButtonGadget(id);
16605 case SOUND_CTRL_ID_LOOPS:
16606 case SOUND_CTRL_ID_PANEL_LOOPS:
16607 if (setup.sound_loops)
16608 setup.sound_loops = FALSE;
16609 else if (audio.loops_available)
16611 setup.sound = setup.sound_loops = TRUE;
16613 SetAudioMode(setup.sound);
16616 RedrawSoundButtonGadget(id);
16620 case SOUND_CTRL_ID_SIMPLE:
16621 case SOUND_CTRL_ID_PANEL_SIMPLE:
16622 if (setup.sound_simple)
16623 setup.sound_simple = FALSE;
16624 else if (audio.sound_available)
16626 setup.sound = setup.sound_simple = TRUE;
16628 SetAudioMode(setup.sound);
16631 RedrawSoundButtonGadget(id);
16640 static void HandleGameButtons(struct GadgetInfo *gi)
16642 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16645 void HandleSoundButtonKeys(Key key)
16647 if (key == setup.shortcut.sound_simple)
16648 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16649 else if (key == setup.shortcut.sound_loops)
16650 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16651 else if (key == setup.shortcut.sound_music)
16652 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);