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_GEMS_NEEDED 2
93 #define GAME_PANEL_GEMS_COLLECTED 3
94 #define GAME_PANEL_GEMS_SCORE 4
95 #define GAME_PANEL_INVENTORY_COUNT 5
96 #define GAME_PANEL_INVENTORY_FIRST_1 6
97 #define GAME_PANEL_INVENTORY_FIRST_2 7
98 #define GAME_PANEL_INVENTORY_FIRST_3 8
99 #define GAME_PANEL_INVENTORY_FIRST_4 9
100 #define GAME_PANEL_INVENTORY_FIRST_5 10
101 #define GAME_PANEL_INVENTORY_FIRST_6 11
102 #define GAME_PANEL_INVENTORY_FIRST_7 12
103 #define GAME_PANEL_INVENTORY_FIRST_8 13
104 #define GAME_PANEL_INVENTORY_LAST_1 14
105 #define GAME_PANEL_INVENTORY_LAST_2 15
106 #define GAME_PANEL_INVENTORY_LAST_3 16
107 #define GAME_PANEL_INVENTORY_LAST_4 17
108 #define GAME_PANEL_INVENTORY_LAST_5 18
109 #define GAME_PANEL_INVENTORY_LAST_6 19
110 #define GAME_PANEL_INVENTORY_LAST_7 20
111 #define GAME_PANEL_INVENTORY_LAST_8 21
112 #define GAME_PANEL_KEY_1 22
113 #define GAME_PANEL_KEY_2 23
114 #define GAME_PANEL_KEY_3 24
115 #define GAME_PANEL_KEY_4 25
116 #define GAME_PANEL_KEY_5 26
117 #define GAME_PANEL_KEY_6 27
118 #define GAME_PANEL_KEY_7 28
119 #define GAME_PANEL_KEY_8 29
120 #define GAME_PANEL_KEY_WHITE 30
121 #define GAME_PANEL_KEY_WHITE_COUNT 31
122 #define GAME_PANEL_SCORE 32
123 #define GAME_PANEL_HIGHSCORE 33
124 #define GAME_PANEL_TIME 34
125 #define GAME_PANEL_TIME_HH 35
126 #define GAME_PANEL_TIME_MM 36
127 #define GAME_PANEL_TIME_SS 37
128 #define GAME_PANEL_TIME_ANIM 38
129 #define GAME_PANEL_HEALTH 39
130 #define GAME_PANEL_HEALTH_ANIM 40
131 #define GAME_PANEL_FRAME 41
132 #define GAME_PANEL_SHIELD_NORMAL 42
133 #define GAME_PANEL_SHIELD_NORMAL_TIME 43
134 #define GAME_PANEL_SHIELD_DEADLY 44
135 #define GAME_PANEL_SHIELD_DEADLY_TIME 45
136 #define GAME_PANEL_EXIT 46
137 #define GAME_PANEL_EMC_MAGIC_BALL 47
138 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 48
139 #define GAME_PANEL_LIGHT_SWITCH 49
140 #define GAME_PANEL_LIGHT_SWITCH_TIME 50
141 #define GAME_PANEL_TIMEGATE_SWITCH 51
142 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 52
143 #define GAME_PANEL_SWITCHGATE_SWITCH 53
144 #define GAME_PANEL_EMC_LENSES 54
145 #define GAME_PANEL_EMC_LENSES_TIME 55
146 #define GAME_PANEL_EMC_MAGNIFIER 56
147 #define GAME_PANEL_EMC_MAGNIFIER_TIME 57
148 #define GAME_PANEL_BALLOON_SWITCH 58
149 #define GAME_PANEL_DYNABOMB_NUMBER 59
150 #define GAME_PANEL_DYNABOMB_SIZE 60
151 #define GAME_PANEL_DYNABOMB_POWER 61
152 #define GAME_PANEL_PENGUINS 62
153 #define GAME_PANEL_SOKOBAN_OBJECTS 63
154 #define GAME_PANEL_SOKOBAN_FIELDS 64
155 #define GAME_PANEL_ROBOT_WHEEL 65
156 #define GAME_PANEL_CONVEYOR_BELT_1 66
157 #define GAME_PANEL_CONVEYOR_BELT_2 67
158 #define GAME_PANEL_CONVEYOR_BELT_3 68
159 #define GAME_PANEL_CONVEYOR_BELT_4 69
160 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 70
161 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 71
162 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 72
163 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 73
164 #define GAME_PANEL_MAGIC_WALL 74
165 #define GAME_PANEL_MAGIC_WALL_TIME 75
166 #define GAME_PANEL_GRAVITY_STATE 76
167 #define GAME_PANEL_GRAPHIC_1 77
168 #define GAME_PANEL_GRAPHIC_2 78
169 #define GAME_PANEL_GRAPHIC_3 79
170 #define GAME_PANEL_GRAPHIC_4 80
171 #define GAME_PANEL_GRAPHIC_5 81
172 #define GAME_PANEL_GRAPHIC_6 82
173 #define GAME_PANEL_GRAPHIC_7 83
174 #define GAME_PANEL_GRAPHIC_8 84
175 #define GAME_PANEL_ELEMENT_1 85
176 #define GAME_PANEL_ELEMENT_2 86
177 #define GAME_PANEL_ELEMENT_3 87
178 #define GAME_PANEL_ELEMENT_4 88
179 #define GAME_PANEL_ELEMENT_5 89
180 #define GAME_PANEL_ELEMENT_6 90
181 #define GAME_PANEL_ELEMENT_7 91
182 #define GAME_PANEL_ELEMENT_8 92
183 #define GAME_PANEL_ELEMENT_COUNT_1 93
184 #define GAME_PANEL_ELEMENT_COUNT_2 94
185 #define GAME_PANEL_ELEMENT_COUNT_3 95
186 #define GAME_PANEL_ELEMENT_COUNT_4 96
187 #define GAME_PANEL_ELEMENT_COUNT_5 97
188 #define GAME_PANEL_ELEMENT_COUNT_6 98
189 #define GAME_PANEL_ELEMENT_COUNT_7 99
190 #define GAME_PANEL_ELEMENT_COUNT_8 100
191 #define GAME_PANEL_CE_SCORE_1 101
192 #define GAME_PANEL_CE_SCORE_2 102
193 #define GAME_PANEL_CE_SCORE_3 103
194 #define GAME_PANEL_CE_SCORE_4 104
195 #define GAME_PANEL_CE_SCORE_5 105
196 #define GAME_PANEL_CE_SCORE_6 106
197 #define GAME_PANEL_CE_SCORE_7 107
198 #define GAME_PANEL_CE_SCORE_8 108
199 #define GAME_PANEL_CE_SCORE_1_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_2_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_3_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_4_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_5_ELEMENT 113
204 #define GAME_PANEL_CE_SCORE_6_ELEMENT 114
205 #define GAME_PANEL_CE_SCORE_7_ELEMENT 115
206 #define GAME_PANEL_CE_SCORE_8_ELEMENT 116
207 #define GAME_PANEL_PLAYER_NAME 117
208 #define GAME_PANEL_LEVEL_NAME 118
209 #define GAME_PANEL_LEVEL_AUTHOR 119
211 #define NUM_GAME_PANEL_CONTROLS 120
213 struct GamePanelOrderInfo
219 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
221 struct GamePanelControlInfo
225 struct TextPosInfo *pos;
228 int graphic, graphic_active;
230 int value, last_value;
231 int frame, last_frame;
236 static struct GamePanelControlInfo game_panel_controls[] =
239 GAME_PANEL_LEVEL_NUMBER,
240 &game.panel.level_number,
249 GAME_PANEL_GEMS_NEEDED,
250 &game.panel.gems_needed,
254 GAME_PANEL_GEMS_COLLECTED,
255 &game.panel.gems_collected,
259 GAME_PANEL_GEMS_SCORE,
260 &game.panel.gems_score,
264 GAME_PANEL_INVENTORY_COUNT,
265 &game.panel.inventory_count,
269 GAME_PANEL_INVENTORY_FIRST_1,
270 &game.panel.inventory_first[0],
274 GAME_PANEL_INVENTORY_FIRST_2,
275 &game.panel.inventory_first[1],
279 GAME_PANEL_INVENTORY_FIRST_3,
280 &game.panel.inventory_first[2],
284 GAME_PANEL_INVENTORY_FIRST_4,
285 &game.panel.inventory_first[3],
289 GAME_PANEL_INVENTORY_FIRST_5,
290 &game.panel.inventory_first[4],
294 GAME_PANEL_INVENTORY_FIRST_6,
295 &game.panel.inventory_first[5],
299 GAME_PANEL_INVENTORY_FIRST_7,
300 &game.panel.inventory_first[6],
304 GAME_PANEL_INVENTORY_FIRST_8,
305 &game.panel.inventory_first[7],
309 GAME_PANEL_INVENTORY_LAST_1,
310 &game.panel.inventory_last[0],
314 GAME_PANEL_INVENTORY_LAST_2,
315 &game.panel.inventory_last[1],
319 GAME_PANEL_INVENTORY_LAST_3,
320 &game.panel.inventory_last[2],
324 GAME_PANEL_INVENTORY_LAST_4,
325 &game.panel.inventory_last[3],
329 GAME_PANEL_INVENTORY_LAST_5,
330 &game.panel.inventory_last[4],
334 GAME_PANEL_INVENTORY_LAST_6,
335 &game.panel.inventory_last[5],
339 GAME_PANEL_INVENTORY_LAST_7,
340 &game.panel.inventory_last[6],
344 GAME_PANEL_INVENTORY_LAST_8,
345 &game.panel.inventory_last[7],
389 GAME_PANEL_KEY_WHITE,
390 &game.panel.key_white,
394 GAME_PANEL_KEY_WHITE_COUNT,
395 &game.panel.key_white_count,
404 GAME_PANEL_HIGHSCORE,
405 &game.panel.highscore,
429 GAME_PANEL_TIME_ANIM,
430 &game.panel.time_anim,
433 IMG_GFX_GAME_PANEL_TIME_ANIM,
434 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
442 GAME_PANEL_HEALTH_ANIM,
443 &game.panel.health_anim,
446 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
447 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
455 GAME_PANEL_SHIELD_NORMAL,
456 &game.panel.shield_normal,
460 GAME_PANEL_SHIELD_NORMAL_TIME,
461 &game.panel.shield_normal_time,
465 GAME_PANEL_SHIELD_DEADLY,
466 &game.panel.shield_deadly,
470 GAME_PANEL_SHIELD_DEADLY_TIME,
471 &game.panel.shield_deadly_time,
480 GAME_PANEL_EMC_MAGIC_BALL,
481 &game.panel.emc_magic_ball,
485 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
486 &game.panel.emc_magic_ball_switch,
490 GAME_PANEL_LIGHT_SWITCH,
491 &game.panel.light_switch,
495 GAME_PANEL_LIGHT_SWITCH_TIME,
496 &game.panel.light_switch_time,
500 GAME_PANEL_TIMEGATE_SWITCH,
501 &game.panel.timegate_switch,
505 GAME_PANEL_TIMEGATE_SWITCH_TIME,
506 &game.panel.timegate_switch_time,
510 GAME_PANEL_SWITCHGATE_SWITCH,
511 &game.panel.switchgate_switch,
515 GAME_PANEL_EMC_LENSES,
516 &game.panel.emc_lenses,
520 GAME_PANEL_EMC_LENSES_TIME,
521 &game.panel.emc_lenses_time,
525 GAME_PANEL_EMC_MAGNIFIER,
526 &game.panel.emc_magnifier,
530 GAME_PANEL_EMC_MAGNIFIER_TIME,
531 &game.panel.emc_magnifier_time,
535 GAME_PANEL_BALLOON_SWITCH,
536 &game.panel.balloon_switch,
540 GAME_PANEL_DYNABOMB_NUMBER,
541 &game.panel.dynabomb_number,
545 GAME_PANEL_DYNABOMB_SIZE,
546 &game.panel.dynabomb_size,
550 GAME_PANEL_DYNABOMB_POWER,
551 &game.panel.dynabomb_power,
556 &game.panel.penguins,
560 GAME_PANEL_SOKOBAN_OBJECTS,
561 &game.panel.sokoban_objects,
565 GAME_PANEL_SOKOBAN_FIELDS,
566 &game.panel.sokoban_fields,
570 GAME_PANEL_ROBOT_WHEEL,
571 &game.panel.robot_wheel,
575 GAME_PANEL_CONVEYOR_BELT_1,
576 &game.panel.conveyor_belt[0],
580 GAME_PANEL_CONVEYOR_BELT_2,
581 &game.panel.conveyor_belt[1],
585 GAME_PANEL_CONVEYOR_BELT_3,
586 &game.panel.conveyor_belt[2],
590 GAME_PANEL_CONVEYOR_BELT_4,
591 &game.panel.conveyor_belt[3],
595 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
596 &game.panel.conveyor_belt_switch[0],
600 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
601 &game.panel.conveyor_belt_switch[1],
605 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
606 &game.panel.conveyor_belt_switch[2],
610 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
611 &game.panel.conveyor_belt_switch[3],
615 GAME_PANEL_MAGIC_WALL,
616 &game.panel.magic_wall,
620 GAME_PANEL_MAGIC_WALL_TIME,
621 &game.panel.magic_wall_time,
625 GAME_PANEL_GRAVITY_STATE,
626 &game.panel.gravity_state,
630 GAME_PANEL_GRAPHIC_1,
631 &game.panel.graphic[0],
635 GAME_PANEL_GRAPHIC_2,
636 &game.panel.graphic[1],
640 GAME_PANEL_GRAPHIC_3,
641 &game.panel.graphic[2],
645 GAME_PANEL_GRAPHIC_4,
646 &game.panel.graphic[3],
650 GAME_PANEL_GRAPHIC_5,
651 &game.panel.graphic[4],
655 GAME_PANEL_GRAPHIC_6,
656 &game.panel.graphic[5],
660 GAME_PANEL_GRAPHIC_7,
661 &game.panel.graphic[6],
665 GAME_PANEL_GRAPHIC_8,
666 &game.panel.graphic[7],
670 GAME_PANEL_ELEMENT_1,
671 &game.panel.element[0],
675 GAME_PANEL_ELEMENT_2,
676 &game.panel.element[1],
680 GAME_PANEL_ELEMENT_3,
681 &game.panel.element[2],
685 GAME_PANEL_ELEMENT_4,
686 &game.panel.element[3],
690 GAME_PANEL_ELEMENT_5,
691 &game.panel.element[4],
695 GAME_PANEL_ELEMENT_6,
696 &game.panel.element[5],
700 GAME_PANEL_ELEMENT_7,
701 &game.panel.element[6],
705 GAME_PANEL_ELEMENT_8,
706 &game.panel.element[7],
710 GAME_PANEL_ELEMENT_COUNT_1,
711 &game.panel.element_count[0],
715 GAME_PANEL_ELEMENT_COUNT_2,
716 &game.panel.element_count[1],
720 GAME_PANEL_ELEMENT_COUNT_3,
721 &game.panel.element_count[2],
725 GAME_PANEL_ELEMENT_COUNT_4,
726 &game.panel.element_count[3],
730 GAME_PANEL_ELEMENT_COUNT_5,
731 &game.panel.element_count[4],
735 GAME_PANEL_ELEMENT_COUNT_6,
736 &game.panel.element_count[5],
740 GAME_PANEL_ELEMENT_COUNT_7,
741 &game.panel.element_count[6],
745 GAME_PANEL_ELEMENT_COUNT_8,
746 &game.panel.element_count[7],
750 GAME_PANEL_CE_SCORE_1,
751 &game.panel.ce_score[0],
755 GAME_PANEL_CE_SCORE_2,
756 &game.panel.ce_score[1],
760 GAME_PANEL_CE_SCORE_3,
761 &game.panel.ce_score[2],
765 GAME_PANEL_CE_SCORE_4,
766 &game.panel.ce_score[3],
770 GAME_PANEL_CE_SCORE_5,
771 &game.panel.ce_score[4],
775 GAME_PANEL_CE_SCORE_6,
776 &game.panel.ce_score[5],
780 GAME_PANEL_CE_SCORE_7,
781 &game.panel.ce_score[6],
785 GAME_PANEL_CE_SCORE_8,
786 &game.panel.ce_score[7],
790 GAME_PANEL_CE_SCORE_1_ELEMENT,
791 &game.panel.ce_score_element[0],
795 GAME_PANEL_CE_SCORE_2_ELEMENT,
796 &game.panel.ce_score_element[1],
800 GAME_PANEL_CE_SCORE_3_ELEMENT,
801 &game.panel.ce_score_element[2],
805 GAME_PANEL_CE_SCORE_4_ELEMENT,
806 &game.panel.ce_score_element[3],
810 GAME_PANEL_CE_SCORE_5_ELEMENT,
811 &game.panel.ce_score_element[4],
815 GAME_PANEL_CE_SCORE_6_ELEMENT,
816 &game.panel.ce_score_element[5],
820 GAME_PANEL_CE_SCORE_7_ELEMENT,
821 &game.panel.ce_score_element[6],
825 GAME_PANEL_CE_SCORE_8_ELEMENT,
826 &game.panel.ce_score_element[7],
830 GAME_PANEL_PLAYER_NAME,
831 &game.panel.player_name,
835 GAME_PANEL_LEVEL_NAME,
836 &game.panel.level_name,
840 GAME_PANEL_LEVEL_AUTHOR,
841 &game.panel.level_author,
852 // values for delayed check of falling and moving elements and for collision
853 #define CHECK_DELAY_MOVING 3
854 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
855 #define CHECK_DELAY_COLLISION 2
856 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
858 // values for initial player move delay (initial delay counter value)
859 #define INITIAL_MOVE_DELAY_OFF -1
860 #define INITIAL_MOVE_DELAY_ON 0
862 // values for player movement speed (which is in fact a delay value)
863 #define MOVE_DELAY_MIN_SPEED 32
864 #define MOVE_DELAY_NORMAL_SPEED 8
865 #define MOVE_DELAY_HIGH_SPEED 4
866 #define MOVE_DELAY_MAX_SPEED 1
868 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
869 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
871 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
872 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
874 // values for scroll positions
875 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
876 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
878 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
879 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
882 // values for other actions
883 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
884 #define MOVE_STEPSIZE_MIN (1)
885 #define MOVE_STEPSIZE_MAX (TILEX)
887 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
888 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
890 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
892 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
893 RND(element_info[e].push_delay_random))
894 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
895 RND(element_info[e].drop_delay_random))
896 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
897 RND(element_info[e].move_delay_random))
898 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
899 (element_info[e].move_delay_random))
900 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
901 RND(element_info[e].step_delay_random))
902 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
903 (element_info[e].step_delay_random))
904 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
905 RND(element_info[e].ce_value_random_initial))
906 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
907 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
908 RND((c)->delay_random * (c)->delay_frames))
909 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
910 RND((c)->delay_random))
913 #define GET_VALID_RUNTIME_ELEMENT(e) \
914 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
916 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
917 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
918 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
919 (be) + (e) - EL_SELF)
921 #define GET_PLAYER_FROM_BITS(p) \
922 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
924 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
925 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
926 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
927 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
928 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
929 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
930 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
931 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
932 RESOLVED_REFERENCE_ELEMENT(be, e) : \
935 #define CAN_GROW_INTO(e) \
936 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
938 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
939 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
942 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
943 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
944 (CAN_MOVE_INTO_ACID(e) && \
945 Tile[x][y] == EL_ACID) || \
948 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
949 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
950 (CAN_MOVE_INTO_ACID(e) && \
951 Tile[x][y] == EL_ACID) || \
954 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
955 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
957 (CAN_MOVE_INTO_ACID(e) && \
958 Tile[x][y] == EL_ACID) || \
959 (DONT_COLLIDE_WITH(e) && \
961 !PLAYER_ENEMY_PROTECTED(x, y))))
963 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
966 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
969 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
972 #define ANDROID_CAN_CLONE_FIELD(x, y) \
973 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
974 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
976 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
977 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
979 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
982 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
985 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
988 #define PIG_CAN_ENTER_FIELD(e, x, y) \
989 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
991 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
992 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
993 Tile[x][y] == EL_EM_EXIT_OPEN || \
994 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
995 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
996 IS_FOOD_PENGUIN(Tile[x][y])))
997 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1000 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1003 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1006 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1007 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
1008 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1010 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1012 #define CE_ENTER_FIELD_COND(e, x, y) \
1013 (!IS_PLAYER(x, y) && \
1014 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
1016 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1017 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1019 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1020 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1022 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1023 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1024 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1025 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1027 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1029 // game button identifiers
1030 #define GAME_CTRL_ID_STOP 0
1031 #define GAME_CTRL_ID_PAUSE 1
1032 #define GAME_CTRL_ID_PLAY 2
1033 #define GAME_CTRL_ID_UNDO 3
1034 #define GAME_CTRL_ID_REDO 4
1035 #define GAME_CTRL_ID_SAVE 5
1036 #define GAME_CTRL_ID_PAUSE2 6
1037 #define GAME_CTRL_ID_LOAD 7
1038 #define GAME_CTRL_ID_RESTART 8
1039 #define GAME_CTRL_ID_PANEL_STOP 9
1040 #define GAME_CTRL_ID_PANEL_PAUSE 10
1041 #define GAME_CTRL_ID_PANEL_PLAY 11
1042 #define GAME_CTRL_ID_PANEL_RESTART 12
1043 #define GAME_CTRL_ID_TOUCH_STOP 13
1044 #define GAME_CTRL_ID_TOUCH_PAUSE 14
1045 #define GAME_CTRL_ID_TOUCH_RESTART 15
1046 #define SOUND_CTRL_ID_MUSIC 16
1047 #define SOUND_CTRL_ID_LOOPS 17
1048 #define SOUND_CTRL_ID_SIMPLE 18
1049 #define SOUND_CTRL_ID_PANEL_MUSIC 19
1050 #define SOUND_CTRL_ID_PANEL_LOOPS 20
1051 #define SOUND_CTRL_ID_PANEL_SIMPLE 21
1053 #define NUM_GAME_BUTTONS 22
1056 // forward declaration for internal use
1058 static void CreateField(int, int, int);
1060 static void ResetGfxAnimation(int, int);
1062 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1063 static void AdvanceFrameAndPlayerCounters(int);
1065 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1066 static boolean MovePlayer(struct PlayerInfo *, int, int);
1067 static void ScrollPlayer(struct PlayerInfo *, int);
1068 static void ScrollScreen(struct PlayerInfo *, int);
1070 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1071 static boolean DigFieldByCE(int, int, int);
1072 static boolean SnapField(struct PlayerInfo *, int, int);
1073 static boolean DropElement(struct PlayerInfo *);
1075 static void InitBeltMovement(void);
1076 static void CloseAllOpenTimegates(void);
1077 static void CheckGravityMovement(struct PlayerInfo *);
1078 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1079 static void KillPlayerUnlessEnemyProtected(int, int);
1080 static void KillPlayerUnlessExplosionProtected(int, int);
1082 static void CheckNextToConditions(int, int);
1083 static void TestIfPlayerNextToCustomElement(int, int);
1084 static void TestIfPlayerTouchesCustomElement(int, int);
1085 static void TestIfElementNextToCustomElement(int, int);
1086 static void TestIfElementTouchesCustomElement(int, int);
1087 static void TestIfElementHitsCustomElement(int, int, int);
1089 static void HandleElementChange(int, int, int);
1090 static void ExecuteCustomElementAction(int, int, int, int);
1091 static boolean ChangeElement(int, int, int, int);
1093 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1094 #define CheckTriggeredElementChange(x, y, e, ev) \
1095 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1096 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1097 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1098 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1099 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1100 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1101 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1102 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1103 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1105 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1106 #define CheckElementChange(x, y, e, te, ev) \
1107 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1108 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1109 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1110 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1111 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1112 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1113 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1115 static void PlayLevelSound(int, int, int);
1116 static void PlayLevelSoundNearest(int, int, int);
1117 static void PlayLevelSoundAction(int, int, int);
1118 static void PlayLevelSoundElementAction(int, int, int, int);
1119 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1120 static void PlayLevelSoundActionIfLoop(int, int, int);
1121 static void StopLevelSoundActionIfLoop(int, int, int);
1122 static void PlayLevelMusic(void);
1123 static void FadeLevelSoundsAndMusic(void);
1125 static void HandleGameButtons(struct GadgetInfo *);
1127 int AmoebaNeighbourNr(int, int);
1128 void AmoebaToDiamond(int, int);
1129 void ContinueMoving(int, int);
1130 void Bang(int, int);
1131 void InitMovDir(int, int);
1132 void InitAmoebaNr(int, int);
1133 void NewHighScore(int, boolean);
1135 void TestIfGoodThingHitsBadThing(int, int, int);
1136 void TestIfBadThingHitsGoodThing(int, int, int);
1137 void TestIfPlayerTouchesBadThing(int, int);
1138 void TestIfPlayerRunsIntoBadThing(int, int, int);
1139 void TestIfBadThingTouchesPlayer(int, int);
1140 void TestIfBadThingRunsIntoPlayer(int, int, int);
1141 void TestIfFriendTouchesBadThing(int, int);
1142 void TestIfBadThingTouchesFriend(int, int);
1143 void TestIfBadThingTouchesOtherBadThing(int, int);
1144 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1146 void KillPlayer(struct PlayerInfo *);
1147 void BuryPlayer(struct PlayerInfo *);
1148 void RemovePlayer(struct PlayerInfo *);
1149 void ExitPlayer(struct PlayerInfo *);
1151 static int getInvisibleActiveFromInvisibleElement(int);
1152 static int getInvisibleFromInvisibleActiveElement(int);
1154 static void TestFieldAfterSnapping(int, int, int, int, int);
1156 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1158 // for detection of endless loops, caused by custom element programming
1159 // (using maximal playfield width x 10 is just a rough approximation)
1160 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1162 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1164 if (recursion_loop_detected) \
1167 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1169 recursion_loop_detected = TRUE; \
1170 recursion_loop_element = (e); \
1173 recursion_loop_depth++; \
1176 #define RECURSION_LOOP_DETECTION_END() \
1178 recursion_loop_depth--; \
1181 static int recursion_loop_depth;
1182 static boolean recursion_loop_detected;
1183 static boolean recursion_loop_element;
1185 static int map_player_action[MAX_PLAYERS];
1188 // ----------------------------------------------------------------------------
1189 // definition of elements that automatically change to other elements after
1190 // a specified time, eventually calling a function when changing
1191 // ----------------------------------------------------------------------------
1193 // forward declaration for changer functions
1194 static void InitBuggyBase(int, int);
1195 static void WarnBuggyBase(int, int);
1197 static void InitTrap(int, int);
1198 static void ActivateTrap(int, int);
1199 static void ChangeActiveTrap(int, int);
1201 static void InitRobotWheel(int, int);
1202 static void RunRobotWheel(int, int);
1203 static void StopRobotWheel(int, int);
1205 static void InitTimegateWheel(int, int);
1206 static void RunTimegateWheel(int, int);
1208 static void InitMagicBallDelay(int, int);
1209 static void ActivateMagicBall(int, int);
1211 struct ChangingElementInfo
1216 void (*pre_change_function)(int x, int y);
1217 void (*change_function)(int x, int y);
1218 void (*post_change_function)(int x, int y);
1221 static struct ChangingElementInfo change_delay_list[] =
1256 EL_STEEL_EXIT_OPENING,
1264 EL_STEEL_EXIT_CLOSING,
1265 EL_STEEL_EXIT_CLOSED,
1288 EL_EM_STEEL_EXIT_OPENING,
1289 EL_EM_STEEL_EXIT_OPEN,
1296 EL_EM_STEEL_EXIT_CLOSING,
1320 EL_SWITCHGATE_OPENING,
1328 EL_SWITCHGATE_CLOSING,
1329 EL_SWITCHGATE_CLOSED,
1336 EL_TIMEGATE_OPENING,
1344 EL_TIMEGATE_CLOSING,
1353 EL_ACID_SPLASH_LEFT,
1361 EL_ACID_SPLASH_RIGHT,
1370 EL_SP_BUGGY_BASE_ACTIVATING,
1377 EL_SP_BUGGY_BASE_ACTIVATING,
1378 EL_SP_BUGGY_BASE_ACTIVE,
1385 EL_SP_BUGGY_BASE_ACTIVE,
1409 EL_ROBOT_WHEEL_ACTIVE,
1417 EL_TIMEGATE_SWITCH_ACTIVE,
1425 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1426 EL_DC_TIMEGATE_SWITCH,
1433 EL_EMC_MAGIC_BALL_ACTIVE,
1434 EL_EMC_MAGIC_BALL_ACTIVE,
1441 EL_EMC_SPRING_BUMPER_ACTIVE,
1442 EL_EMC_SPRING_BUMPER,
1449 EL_DIAGONAL_SHRINKING,
1457 EL_DIAGONAL_GROWING,
1478 int push_delay_fixed, push_delay_random;
1482 { EL_SPRING, 0, 0 },
1483 { EL_BALLOON, 0, 0 },
1485 { EL_SOKOBAN_OBJECT, 2, 0 },
1486 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1487 { EL_SATELLITE, 2, 0 },
1488 { EL_SP_DISK_YELLOW, 2, 0 },
1490 { EL_UNDEFINED, 0, 0 },
1498 move_stepsize_list[] =
1500 { EL_AMOEBA_DROP, 2 },
1501 { EL_AMOEBA_DROPPING, 2 },
1502 { EL_QUICKSAND_FILLING, 1 },
1503 { EL_QUICKSAND_EMPTYING, 1 },
1504 { EL_QUICKSAND_FAST_FILLING, 2 },
1505 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1506 { EL_MAGIC_WALL_FILLING, 2 },
1507 { EL_MAGIC_WALL_EMPTYING, 2 },
1508 { EL_BD_MAGIC_WALL_FILLING, 2 },
1509 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1510 { EL_DC_MAGIC_WALL_FILLING, 2 },
1511 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1513 { EL_UNDEFINED, 0 },
1521 collect_count_list[] =
1524 { EL_BD_DIAMOND, 1 },
1525 { EL_EMERALD_YELLOW, 1 },
1526 { EL_EMERALD_RED, 1 },
1527 { EL_EMERALD_PURPLE, 1 },
1529 { EL_SP_INFOTRON, 1 },
1533 { EL_UNDEFINED, 0 },
1541 access_direction_list[] =
1543 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1544 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1545 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1546 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1547 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1548 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1549 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1550 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1551 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1552 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1553 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1555 { EL_SP_PORT_LEFT, MV_RIGHT },
1556 { EL_SP_PORT_RIGHT, MV_LEFT },
1557 { EL_SP_PORT_UP, MV_DOWN },
1558 { EL_SP_PORT_DOWN, MV_UP },
1559 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1560 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1561 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1562 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1563 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1564 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1565 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1566 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1567 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1568 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1569 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1570 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1571 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1572 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1573 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1575 { EL_UNDEFINED, MV_NONE }
1578 static struct XY xy_topdown[] =
1586 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1588 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1589 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1590 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1591 IS_JUST_CHANGING(x, y))
1593 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1595 // static variables for playfield scan mode (scanning forward or backward)
1596 static int playfield_scan_start_x = 0;
1597 static int playfield_scan_start_y = 0;
1598 static int playfield_scan_delta_x = 1;
1599 static int playfield_scan_delta_y = 1;
1601 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1602 (y) >= 0 && (y) <= lev_fieldy - 1; \
1603 (y) += playfield_scan_delta_y) \
1604 for ((x) = playfield_scan_start_x; \
1605 (x) >= 0 && (x) <= lev_fieldx - 1; \
1606 (x) += playfield_scan_delta_x)
1609 void DEBUG_SetMaximumDynamite(void)
1613 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1614 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1615 local_player->inventory_element[local_player->inventory_size++] =
1620 static void InitPlayfieldScanModeVars(void)
1622 if (game.use_reverse_scan_direction)
1624 playfield_scan_start_x = lev_fieldx - 1;
1625 playfield_scan_start_y = lev_fieldy - 1;
1627 playfield_scan_delta_x = -1;
1628 playfield_scan_delta_y = -1;
1632 playfield_scan_start_x = 0;
1633 playfield_scan_start_y = 0;
1635 playfield_scan_delta_x = 1;
1636 playfield_scan_delta_y = 1;
1640 static void InitPlayfieldScanMode(int mode)
1642 game.use_reverse_scan_direction =
1643 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1645 InitPlayfieldScanModeVars();
1648 static int get_move_delay_from_stepsize(int move_stepsize)
1651 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1653 // make sure that stepsize value is always a power of 2
1654 move_stepsize = (1 << log_2(move_stepsize));
1656 return TILEX / move_stepsize;
1659 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1662 int player_nr = player->index_nr;
1663 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1664 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1666 // do no immediately change move delay -- the player might just be moving
1667 player->move_delay_value_next = move_delay;
1669 // information if player can move must be set separately
1670 player->cannot_move = cannot_move;
1674 player->move_delay = game.initial_move_delay[player_nr];
1675 player->move_delay_value = game.initial_move_delay_value[player_nr];
1677 player->move_delay_value_next = -1;
1679 player->move_delay_reset_counter = 0;
1683 void GetPlayerConfig(void)
1685 GameFrameDelay = setup.game_frame_delay;
1687 if (!audio.sound_available)
1688 setup.sound_simple = FALSE;
1690 if (!audio.loops_available)
1691 setup.sound_loops = FALSE;
1693 if (!audio.music_available)
1694 setup.sound_music = FALSE;
1696 if (!video.fullscreen_available)
1697 setup.fullscreen = FALSE;
1699 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1701 SetAudioMode(setup.sound);
1704 int GetElementFromGroupElement(int element)
1706 if (IS_GROUP_ELEMENT(element))
1708 struct ElementGroupInfo *group = element_info[element].group;
1709 int last_anim_random_frame = gfx.anim_random_frame;
1712 if (group->choice_mode == ANIM_RANDOM)
1713 gfx.anim_random_frame = RND(group->num_elements_resolved);
1715 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1716 group->choice_mode, 0,
1719 if (group->choice_mode == ANIM_RANDOM)
1720 gfx.anim_random_frame = last_anim_random_frame;
1722 group->choice_pos++;
1724 element = group->element_resolved[element_pos];
1730 static void IncrementSokobanFieldsNeeded(void)
1732 if (level.sb_fields_needed)
1733 game.sokoban_fields_still_needed++;
1736 static void IncrementSokobanObjectsNeeded(void)
1738 if (level.sb_objects_needed)
1739 game.sokoban_objects_still_needed++;
1742 static void DecrementSokobanFieldsNeeded(void)
1744 if (game.sokoban_fields_still_needed > 0)
1745 game.sokoban_fields_still_needed--;
1748 static void DecrementSokobanObjectsNeeded(void)
1750 if (game.sokoban_objects_still_needed > 0)
1751 game.sokoban_objects_still_needed--;
1754 static void InitPlayerField(int x, int y, int element, boolean init_game)
1756 if (element == EL_SP_MURPHY)
1760 if (stored_player[0].present)
1762 Tile[x][y] = EL_SP_MURPHY_CLONE;
1768 stored_player[0].initial_element = element;
1769 stored_player[0].use_murphy = TRUE;
1771 if (!level.use_artwork_element[0])
1772 stored_player[0].artwork_element = EL_SP_MURPHY;
1775 Tile[x][y] = EL_PLAYER_1;
1781 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1782 int jx = player->jx, jy = player->jy;
1784 player->present = TRUE;
1786 player->block_last_field = (element == EL_SP_MURPHY ?
1787 level.sp_block_last_field :
1788 level.block_last_field);
1790 // ---------- initialize player's last field block delay ------------------
1792 // always start with reliable default value (no adjustment needed)
1793 player->block_delay_adjustment = 0;
1795 // special case 1: in Supaplex, Murphy blocks last field one more frame
1796 if (player->block_last_field && element == EL_SP_MURPHY)
1797 player->block_delay_adjustment = 1;
1799 // special case 2: in game engines before 3.1.1, blocking was different
1800 if (game.use_block_last_field_bug)
1801 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1803 if (!network.enabled || player->connected_network)
1805 player->active = TRUE;
1807 // remove potentially duplicate players
1808 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1809 StorePlayer[jx][jy] = 0;
1811 StorePlayer[x][y] = Tile[x][y];
1813 #if DEBUG_INIT_PLAYER
1814 Debug("game:init:player", "- player element %d activated",
1815 player->element_nr);
1816 Debug("game:init:player", " (local player is %d and currently %s)",
1817 local_player->element_nr,
1818 local_player->active ? "active" : "not active");
1822 Tile[x][y] = EL_EMPTY;
1824 player->jx = player->last_jx = x;
1825 player->jy = player->last_jy = y;
1828 // always check if player was just killed and should be reanimated
1830 int player_nr = GET_PLAYER_NR(element);
1831 struct PlayerInfo *player = &stored_player[player_nr];
1833 if (player->active && player->killed)
1834 player->reanimated = TRUE; // if player was just killed, reanimate him
1838 static void InitFieldForEngine_RND(int x, int y)
1840 int element = Tile[x][y];
1842 // convert BD engine elements to corresponding R'n'D engine elements
1843 element = (element == EL_BD_EMPTY ? EL_EMPTY :
1844 element == EL_BD_INBOX ? EL_PLAYER_1 :
1845 element == EL_BD_SAND ? EL_SAND :
1846 element == EL_BD_STEELWALL ? EL_STEELWALL :
1847 element == EL_BD_EXIT_CLOSED ? EL_EXIT_CLOSED :
1848 element == EL_BD_EXIT_OPEN ? EL_EXIT_OPEN :
1851 Tile[x][y] = element;
1854 static void InitFieldForEngine(int x, int y)
1856 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
1857 InitFieldForEngine_RND(x, y);
1860 static void InitField(int x, int y, boolean init_game)
1862 int element = Tile[x][y];
1871 InitPlayerField(x, y, element, init_game);
1874 case EL_SOKOBAN_FIELD_PLAYER:
1875 element = Tile[x][y] = EL_PLAYER_1;
1876 InitField(x, y, init_game);
1878 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1879 InitField(x, y, init_game);
1882 case EL_SOKOBAN_FIELD_EMPTY:
1883 IncrementSokobanFieldsNeeded();
1886 case EL_SOKOBAN_OBJECT:
1887 IncrementSokobanObjectsNeeded();
1891 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1892 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1893 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1894 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1895 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1896 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1897 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1898 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1899 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1900 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1909 case EL_SPACESHIP_RIGHT:
1910 case EL_SPACESHIP_UP:
1911 case EL_SPACESHIP_LEFT:
1912 case EL_SPACESHIP_DOWN:
1913 case EL_BD_BUTTERFLY:
1914 case EL_BD_BUTTERFLY_RIGHT:
1915 case EL_BD_BUTTERFLY_UP:
1916 case EL_BD_BUTTERFLY_LEFT:
1917 case EL_BD_BUTTERFLY_DOWN:
1919 case EL_BD_FIREFLY_RIGHT:
1920 case EL_BD_FIREFLY_UP:
1921 case EL_BD_FIREFLY_LEFT:
1922 case EL_BD_FIREFLY_DOWN:
1923 case EL_PACMAN_RIGHT:
1925 case EL_PACMAN_LEFT:
1926 case EL_PACMAN_DOWN:
1928 case EL_YAMYAM_LEFT:
1929 case EL_YAMYAM_RIGHT:
1931 case EL_YAMYAM_DOWN:
1932 case EL_DARK_YAMYAM:
1935 case EL_SP_SNIKSNAK:
1936 case EL_SP_ELECTRON:
1942 case EL_SPRING_LEFT:
1943 case EL_SPRING_RIGHT:
1947 case EL_AMOEBA_FULL:
1952 case EL_AMOEBA_DROP:
1953 if (y == lev_fieldy - 1)
1955 Tile[x][y] = EL_AMOEBA_GROWING;
1956 Store[x][y] = EL_AMOEBA_WET;
1960 case EL_DYNAMITE_ACTIVE:
1961 case EL_SP_DISK_RED_ACTIVE:
1962 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1963 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1964 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1965 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1966 MovDelay[x][y] = 96;
1969 case EL_EM_DYNAMITE_ACTIVE:
1970 MovDelay[x][y] = 32;
1974 game.lights_still_needed++;
1978 game.friends_still_needed++;
1983 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1986 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1987 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1988 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1989 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1990 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1991 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1992 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1993 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1994 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1995 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1996 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1997 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
2000 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
2001 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
2002 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
2004 if (game.belt_dir_nr[belt_nr] == 3) // initial value
2006 game.belt_dir[belt_nr] = belt_dir;
2007 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2009 else // more than one switch -- set it like the first switch
2011 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
2016 case EL_LIGHT_SWITCH_ACTIVE:
2018 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
2021 case EL_INVISIBLE_STEELWALL:
2022 case EL_INVISIBLE_WALL:
2023 case EL_INVISIBLE_SAND:
2024 if (game.light_time_left > 0 ||
2025 game.lenses_time_left > 0)
2026 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
2029 case EL_EMC_MAGIC_BALL:
2030 if (game.ball_active)
2031 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
2034 case EL_EMC_MAGIC_BALL_SWITCH:
2035 if (game.ball_active)
2036 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
2039 case EL_TRIGGER_PLAYER:
2040 case EL_TRIGGER_ELEMENT:
2041 case EL_TRIGGER_CE_VALUE:
2042 case EL_TRIGGER_CE_SCORE:
2044 case EL_ANY_ELEMENT:
2045 case EL_CURRENT_CE_VALUE:
2046 case EL_CURRENT_CE_SCORE:
2063 // reference elements should not be used on the playfield
2064 Tile[x][y] = EL_EMPTY;
2068 if (IS_CUSTOM_ELEMENT(element))
2070 if (CAN_MOVE(element))
2073 if (!element_info[element].use_last_ce_value || init_game)
2074 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2076 else if (IS_GROUP_ELEMENT(element))
2078 Tile[x][y] = GetElementFromGroupElement(element);
2080 InitField(x, y, init_game);
2082 else if (IS_EMPTY_ELEMENT(element))
2084 GfxElementEmpty[x][y] = element;
2085 Tile[x][y] = EL_EMPTY;
2087 if (element_info[element].use_gfx_element)
2088 game.use_masked_elements = TRUE;
2095 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2098 static void InitField_WithBug1(int x, int y, boolean init_game)
2100 InitField(x, y, init_game);
2102 // not needed to call InitMovDir() -- already done by InitField()!
2103 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2104 CAN_MOVE(Tile[x][y]))
2108 static void InitField_WithBug2(int x, int y, boolean init_game)
2110 int old_element = Tile[x][y];
2112 InitField(x, y, init_game);
2114 // not needed to call InitMovDir() -- already done by InitField()!
2115 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2116 CAN_MOVE(old_element) &&
2117 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2120 /* this case is in fact a combination of not less than three bugs:
2121 first, it calls InitMovDir() for elements that can move, although this is
2122 already done by InitField(); then, it checks the element that was at this
2123 field _before_ the call to InitField() (which can change it); lastly, it
2124 was not called for "mole with direction" elements, which were treated as
2125 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2129 static int get_key_element_from_nr(int key_nr)
2131 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2132 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2133 EL_EM_KEY_1 : EL_KEY_1);
2135 return key_base_element + key_nr;
2138 static int get_next_dropped_element(struct PlayerInfo *player)
2140 return (player->inventory_size > 0 ?
2141 player->inventory_element[player->inventory_size - 1] :
2142 player->inventory_infinite_element != EL_UNDEFINED ?
2143 player->inventory_infinite_element :
2144 player->dynabombs_left > 0 ?
2145 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2149 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2151 // pos >= 0: get element from bottom of the stack;
2152 // pos < 0: get element from top of the stack
2156 int min_inventory_size = -pos;
2157 int inventory_pos = player->inventory_size - min_inventory_size;
2158 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2160 return (player->inventory_size >= min_inventory_size ?
2161 player->inventory_element[inventory_pos] :
2162 player->inventory_infinite_element != EL_UNDEFINED ?
2163 player->inventory_infinite_element :
2164 player->dynabombs_left >= min_dynabombs_left ?
2165 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2170 int min_dynabombs_left = pos + 1;
2171 int min_inventory_size = pos + 1 - player->dynabombs_left;
2172 int inventory_pos = pos - player->dynabombs_left;
2174 return (player->inventory_infinite_element != EL_UNDEFINED ?
2175 player->inventory_infinite_element :
2176 player->dynabombs_left >= min_dynabombs_left ?
2177 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2178 player->inventory_size >= min_inventory_size ?
2179 player->inventory_element[inventory_pos] :
2184 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2186 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2187 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2190 if (gpo1->sort_priority != gpo2->sort_priority)
2191 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2193 compare_result = gpo1->nr - gpo2->nr;
2195 return compare_result;
2198 int getPlayerInventorySize(int player_nr)
2200 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2201 return game_em.ply[player_nr]->dynamite;
2202 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2203 return game_sp.red_disk_count;
2205 return stored_player[player_nr].inventory_size;
2208 static void InitGameControlValues(void)
2212 for (i = 0; game_panel_controls[i].nr != -1; i++)
2214 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2215 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2216 struct TextPosInfo *pos = gpc->pos;
2218 int type = gpc->type;
2222 Error("'game_panel_controls' structure corrupted at %d", i);
2224 Fail("this should not happen -- please debug");
2227 // force update of game controls after initialization
2228 gpc->value = gpc->last_value = -1;
2229 gpc->frame = gpc->last_frame = -1;
2230 gpc->gfx_frame = -1;
2232 // determine panel value width for later calculation of alignment
2233 if (type == TYPE_INTEGER || type == TYPE_STRING)
2235 pos->width = pos->size * getFontWidth(pos->font);
2236 pos->height = getFontHeight(pos->font);
2238 else if (type == TYPE_ELEMENT)
2240 pos->width = pos->size;
2241 pos->height = pos->size;
2244 // fill structure for game panel draw order
2246 gpo->sort_priority = pos->sort_priority;
2249 // sort game panel controls according to sort_priority and control number
2250 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2251 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2254 static void UpdatePlayfieldElementCount(void)
2256 boolean use_element_count = FALSE;
2259 // first check if it is needed at all to calculate playfield element count
2260 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2261 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2262 use_element_count = TRUE;
2264 if (!use_element_count)
2267 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2268 element_info[i].element_count = 0;
2270 SCAN_PLAYFIELD(x, y)
2272 element_info[Tile[x][y]].element_count++;
2275 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2276 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2277 if (IS_IN_GROUP(j, i))
2278 element_info[EL_GROUP_START + i].element_count +=
2279 element_info[j].element_count;
2282 static void UpdateGameControlValues(void)
2285 int time = (game.LevelSolved ?
2286 game.LevelSolved_CountingTime :
2287 level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2288 game_bd.time_played :
2289 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2291 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2292 game_sp.time_played :
2293 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2294 game_mm.energy_left :
2295 game.no_level_time_limit ? TimePlayed : TimeLeft);
2296 int score = (game.LevelSolved ?
2297 game.LevelSolved_CountingScore :
2298 level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2300 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2301 game_em.lev->score :
2302 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2304 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2307 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2308 game_bd.gems_still_needed :
2309 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2310 game_em.lev->gems_needed :
2311 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2312 game_sp.infotrons_still_needed :
2313 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2314 game_mm.kettles_still_needed :
2315 game.gems_still_needed);
2316 int gems_needed = level.gems_needed;
2317 int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2318 game_bd.game->cave->diamonds_collected :
2319 gems_needed - gems);
2320 int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2321 game_bd.game->cave->diamond_value :
2322 level.score[SC_EMERALD]);
2323 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
2324 game_bd.gems_still_needed > 0 :
2325 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2326 game_em.lev->gems_needed > 0 :
2327 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2328 game_sp.infotrons_still_needed > 0 :
2329 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2330 game_mm.kettles_still_needed > 0 ||
2331 game_mm.lights_still_needed > 0 :
2332 game.gems_still_needed > 0 ||
2333 game.sokoban_fields_still_needed > 0 ||
2334 game.sokoban_objects_still_needed > 0 ||
2335 game.lights_still_needed > 0);
2336 int health = (game.LevelSolved ?
2337 game.LevelSolved_CountingHealth :
2338 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2339 MM_HEALTH(game_mm.laser_overload_value) :
2341 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2343 UpdatePlayfieldElementCount();
2345 // update game panel control values
2347 // used instead of "level_nr" (for network games)
2348 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2349 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2350 game_panel_controls[GAME_PANEL_GEMS_NEEDED].value = gems_needed;
2351 game_panel_controls[GAME_PANEL_GEMS_COLLECTED].value = gems_collected;
2352 game_panel_controls[GAME_PANEL_GEMS_SCORE].value = gems_score;
2354 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2355 for (i = 0; i < MAX_NUM_KEYS; i++)
2356 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2357 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2358 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2360 if (game.centered_player_nr == -1)
2362 for (i = 0; i < MAX_PLAYERS; i++)
2364 // only one player in Supaplex game engine
2365 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2368 for (k = 0; k < MAX_NUM_KEYS; k++)
2370 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2372 if (game_em.ply[i]->keys & (1 << k))
2373 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2374 get_key_element_from_nr(k);
2376 else if (stored_player[i].key[k])
2377 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2378 get_key_element_from_nr(k);
2381 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2382 getPlayerInventorySize(i);
2384 if (stored_player[i].num_white_keys > 0)
2385 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2388 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2389 stored_player[i].num_white_keys;
2394 int player_nr = game.centered_player_nr;
2396 for (k = 0; k < MAX_NUM_KEYS; k++)
2398 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2400 if (game_em.ply[player_nr]->keys & (1 << k))
2401 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2402 get_key_element_from_nr(k);
2404 else if (stored_player[player_nr].key[k])
2405 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2406 get_key_element_from_nr(k);
2409 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2410 getPlayerInventorySize(player_nr);
2412 if (stored_player[player_nr].num_white_keys > 0)
2413 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2415 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2416 stored_player[player_nr].num_white_keys;
2419 // re-arrange keys on game panel, if needed or if defined by style settings
2420 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2422 int nr = GAME_PANEL_KEY_1 + i;
2423 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2424 struct TextPosInfo *pos = gpc->pos;
2426 // skip check if key is not in the player's inventory
2427 if (gpc->value == EL_EMPTY)
2430 // check if keys should be arranged on panel from left to right
2431 if (pos->style == STYLE_LEFTMOST_POSITION)
2433 // check previous key positions (left from current key)
2434 for (k = 0; k < i; k++)
2436 int nr_new = GAME_PANEL_KEY_1 + k;
2438 if (game_panel_controls[nr_new].value == EL_EMPTY)
2440 game_panel_controls[nr_new].value = gpc->value;
2441 gpc->value = EL_EMPTY;
2448 // check if "undefined" keys can be placed at some other position
2449 if (pos->x == -1 && pos->y == -1)
2451 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2453 // 1st try: display key at the same position as normal or EM keys
2454 if (game_panel_controls[nr_new].value == EL_EMPTY)
2456 game_panel_controls[nr_new].value = gpc->value;
2460 // 2nd try: display key at the next free position in the key panel
2461 for (k = 0; k < STD_NUM_KEYS; k++)
2463 nr_new = GAME_PANEL_KEY_1 + k;
2465 if (game_panel_controls[nr_new].value == EL_EMPTY)
2467 game_panel_controls[nr_new].value = gpc->value;
2476 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2478 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2479 get_inventory_element_from_pos(local_player, i);
2480 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2481 get_inventory_element_from_pos(local_player, -i - 1);
2484 game_panel_controls[GAME_PANEL_SCORE].value = score;
2485 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2487 game_panel_controls[GAME_PANEL_TIME].value = time;
2489 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2490 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2491 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2493 if (level.time == 0)
2494 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2496 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2498 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2499 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2501 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2503 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2504 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2506 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2507 local_player->shield_normal_time_left;
2508 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2509 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2511 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2512 local_player->shield_deadly_time_left;
2514 game_panel_controls[GAME_PANEL_EXIT].value =
2515 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2517 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2518 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2519 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2520 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2521 EL_EMC_MAGIC_BALL_SWITCH);
2523 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2524 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2525 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2526 game.light_time_left;
2528 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2529 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2530 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2531 game.timegate_time_left;
2533 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2534 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2536 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2537 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2538 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2539 game.lenses_time_left;
2541 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2542 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2543 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2544 game.magnify_time_left;
2546 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2547 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2548 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2549 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2550 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2551 EL_BALLOON_SWITCH_NONE);
2553 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2554 local_player->dynabomb_count;
2555 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2556 local_player->dynabomb_size;
2557 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2558 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2560 game_panel_controls[GAME_PANEL_PENGUINS].value =
2561 game.friends_still_needed;
2563 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2564 game.sokoban_objects_still_needed;
2565 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2566 game.sokoban_fields_still_needed;
2568 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2569 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2571 for (i = 0; i < NUM_BELTS; i++)
2573 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2574 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2575 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2576 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2577 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2580 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2581 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2582 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2583 game.magic_wall_time_left;
2585 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2586 local_player->gravity;
2588 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2589 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2591 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2592 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2593 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2594 game.panel.element[i].id : EL_UNDEFINED);
2596 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2597 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2598 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2599 element_info[game.panel.element_count[i].id].element_count : 0);
2601 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2602 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2603 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2604 element_info[game.panel.ce_score[i].id].collect_score : 0);
2606 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2607 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2608 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2609 element_info[game.panel.ce_score_element[i].id].collect_score :
2612 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2613 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2614 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2616 // update game panel control frames
2618 for (i = 0; game_panel_controls[i].nr != -1; i++)
2620 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2622 if (gpc->type == TYPE_ELEMENT)
2624 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2626 int last_anim_random_frame = gfx.anim_random_frame;
2627 int element = gpc->value;
2628 int graphic = el2panelimg(element);
2629 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2631 graphic_info[graphic].anim_global_anim_sync ?
2632 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2634 if (gpc->value != gpc->last_value)
2637 gpc->gfx_random = init_gfx_random;
2643 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2644 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2645 gpc->gfx_random = init_gfx_random;
2648 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2649 gfx.anim_random_frame = gpc->gfx_random;
2651 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2652 gpc->gfx_frame = element_info[element].collect_score;
2654 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2656 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2657 gfx.anim_random_frame = last_anim_random_frame;
2660 else if (gpc->type == TYPE_GRAPHIC)
2662 if (gpc->graphic != IMG_UNDEFINED)
2664 int last_anim_random_frame = gfx.anim_random_frame;
2665 int graphic = gpc->graphic;
2666 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2668 graphic_info[graphic].anim_global_anim_sync ?
2669 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2671 if (gpc->value != gpc->last_value)
2674 gpc->gfx_random = init_gfx_random;
2680 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2681 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2682 gpc->gfx_random = init_gfx_random;
2685 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2686 gfx.anim_random_frame = gpc->gfx_random;
2688 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2690 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2691 gfx.anim_random_frame = last_anim_random_frame;
2697 static void DisplayGameControlValues(void)
2699 boolean redraw_panel = FALSE;
2702 for (i = 0; game_panel_controls[i].nr != -1; i++)
2704 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2706 if (PANEL_DEACTIVATED(gpc->pos))
2709 if (gpc->value == gpc->last_value &&
2710 gpc->frame == gpc->last_frame)
2713 redraw_panel = TRUE;
2719 // copy default game door content to main double buffer
2721 // !!! CHECK AGAIN !!!
2722 SetPanelBackground();
2723 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2724 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2726 // redraw game control buttons
2727 RedrawGameButtons();
2729 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2731 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2733 int nr = game_panel_order[i].nr;
2734 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2735 struct TextPosInfo *pos = gpc->pos;
2736 int type = gpc->type;
2737 int value = gpc->value;
2738 int frame = gpc->frame;
2739 int size = pos->size;
2740 int font = pos->font;
2741 boolean draw_masked = pos->draw_masked;
2742 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2744 if (PANEL_DEACTIVATED(pos))
2747 if (pos->class == get_hash_from_string("extra_panel_items") &&
2748 !setup.prefer_extra_panel_items)
2751 gpc->last_value = value;
2752 gpc->last_frame = frame;
2754 if (type == TYPE_INTEGER)
2756 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2757 nr == GAME_PANEL_INVENTORY_COUNT ||
2758 nr == GAME_PANEL_SCORE ||
2759 nr == GAME_PANEL_HIGHSCORE ||
2760 nr == GAME_PANEL_TIME)
2762 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2764 if (use_dynamic_size) // use dynamic number of digits
2766 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2767 nr == GAME_PANEL_INVENTORY_COUNT ||
2768 nr == GAME_PANEL_TIME ? 1000 : 100000);
2769 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2770 nr == GAME_PANEL_INVENTORY_COUNT ||
2771 nr == GAME_PANEL_TIME ? 1 : 2);
2772 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2773 nr == GAME_PANEL_INVENTORY_COUNT ||
2774 nr == GAME_PANEL_TIME ? 3 : 5);
2775 int size2 = size1 + size_add;
2776 int font1 = pos->font;
2777 int font2 = pos->font_alt;
2779 size = (value < value_change ? size1 : size2);
2780 font = (value < value_change ? font1 : font2);
2784 // correct text size if "digits" is zero or less
2786 size = strlen(int2str(value, size));
2788 // dynamically correct text alignment
2789 pos->width = size * getFontWidth(font);
2791 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2792 int2str(value, size), font, mask_mode);
2794 else if (type == TYPE_ELEMENT)
2796 int element, graphic;
2800 int dst_x = PANEL_XPOS(pos);
2801 int dst_y = PANEL_YPOS(pos);
2803 if (value != EL_UNDEFINED && value != EL_EMPTY)
2806 graphic = el2panelimg(value);
2809 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2810 element, EL_NAME(element), size);
2813 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2816 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2819 width = graphic_info[graphic].width * size / TILESIZE;
2820 height = graphic_info[graphic].height * size / TILESIZE;
2823 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2826 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2830 else if (type == TYPE_GRAPHIC)
2832 int graphic = gpc->graphic;
2833 int graphic_active = gpc->graphic_active;
2837 int dst_x = PANEL_XPOS(pos);
2838 int dst_y = PANEL_YPOS(pos);
2839 boolean skip = (pos->class == get_hash_from_string("mm_engine_only") &&
2840 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2842 if (graphic != IMG_UNDEFINED && !skip)
2844 if (pos->style == STYLE_REVERSE)
2845 value = 100 - value;
2847 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2849 if (pos->direction & MV_HORIZONTAL)
2851 width = graphic_info[graphic_active].width * value / 100;
2852 height = graphic_info[graphic_active].height;
2854 if (pos->direction == MV_LEFT)
2856 src_x += graphic_info[graphic_active].width - width;
2857 dst_x += graphic_info[graphic_active].width - width;
2862 width = graphic_info[graphic_active].width;
2863 height = graphic_info[graphic_active].height * value / 100;
2865 if (pos->direction == MV_UP)
2867 src_y += graphic_info[graphic_active].height - height;
2868 dst_y += graphic_info[graphic_active].height - height;
2873 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2876 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2879 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2881 if (pos->direction & MV_HORIZONTAL)
2883 if (pos->direction == MV_RIGHT)
2890 dst_x = PANEL_XPOS(pos);
2893 width = graphic_info[graphic].width - width;
2897 if (pos->direction == MV_DOWN)
2904 dst_y = PANEL_YPOS(pos);
2907 height = graphic_info[graphic].height - height;
2911 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2914 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2918 else if (type == TYPE_STRING)
2920 boolean active = (value != 0);
2921 char *state_normal = "off";
2922 char *state_active = "on";
2923 char *state = (active ? state_active : state_normal);
2924 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2925 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2926 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2927 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2929 if (nr == GAME_PANEL_GRAVITY_STATE)
2931 int font1 = pos->font; // (used for normal state)
2932 int font2 = pos->font_alt; // (used for active state)
2934 font = (active ? font2 : font1);
2943 // don't truncate output if "chars" is zero or less
2946 // dynamically correct text alignment
2947 pos->width = size * getFontWidth(font);
2950 s_cut = getStringCopyN(s, size);
2952 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2953 s_cut, font, mask_mode);
2959 redraw_mask |= REDRAW_DOOR_1;
2962 SetGameStatus(GAME_MODE_PLAYING);
2965 void UpdateAndDisplayGameControlValues(void)
2967 if (tape.deactivate_display)
2970 UpdateGameControlValues();
2971 DisplayGameControlValues();
2974 void UpdateGameDoorValues(void)
2976 UpdateGameControlValues();
2979 void DrawGameDoorValues(void)
2981 DisplayGameControlValues();
2985 // ============================================================================
2987 // ----------------------------------------------------------------------------
2988 // initialize game engine due to level / tape version number
2989 // ============================================================================
2991 static void InitGameEngine(void)
2993 int i, j, k, l, x, y;
2995 // set game engine from tape file when re-playing, else from level file
2996 game.engine_version = (tape.playing ? tape.engine_version :
2997 level.game_version);
2999 // set single or multi-player game mode (needed for re-playing tapes)
3000 game.team_mode = setup.team_mode;
3004 int num_players = 0;
3006 for (i = 0; i < MAX_PLAYERS; i++)
3007 if (tape.player_participates[i])
3010 // multi-player tapes contain input data for more than one player
3011 game.team_mode = (num_players > 1);
3015 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
3016 level.game_version);
3017 Debug("game:init:level", " tape.file_version == %06d",
3019 Debug("game:init:level", " tape.game_version == %06d",
3021 Debug("game:init:level", " tape.engine_version == %06d",
3022 tape.engine_version);
3023 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
3024 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
3027 // --------------------------------------------------------------------------
3028 // set flags for bugs and changes according to active game engine version
3029 // --------------------------------------------------------------------------
3033 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
3035 Bug was introduced in version:
3038 Bug was fixed in version:
3042 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
3043 but the property "can fall" was missing, which caused some levels to be
3044 unsolvable. This was fixed in version 4.2.0.0.
3046 Affected levels/tapes:
3047 An example for a tape that was fixed by this bugfix is tape 029 from the
3048 level set "rnd_sam_bateman".
3049 The wrong behaviour will still be used for all levels or tapes that were
3050 created/recorded with it. An example for this is tape 023 from the level
3051 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
3054 boolean use_amoeba_dropping_cannot_fall_bug =
3055 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
3056 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
3058 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3059 tape.game_version < VERSION_IDENT(4,2,0,0)));
3062 Summary of bugfix/change:
3063 Fixed move speed of elements entering or leaving magic wall.
3065 Fixed/changed in version:
3069 Before 2.0.1, move speed of elements entering or leaving magic wall was
3070 twice as fast as it is now.
3071 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3073 Affected levels/tapes:
3074 The first condition is generally needed for all levels/tapes before version
3075 2.0.1, which might use the old behaviour before it was changed; known tapes
3076 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3077 The second condition is an exception from the above case and is needed for
3078 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3079 above, but before it was known that this change would break tapes like the
3080 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3081 although the engine version while recording maybe was before 2.0.1. There
3082 are a lot of tapes that are affected by this exception, like tape 006 from
3083 the level set "rnd_conor_mancone".
3086 boolean use_old_move_stepsize_for_magic_wall =
3087 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3089 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3090 tape.game_version < VERSION_IDENT(4,2,0,0)));
3093 Summary of bugfix/change:
3094 Fixed handling for custom elements that change when pushed by the player.
3096 Fixed/changed in version:
3100 Before 3.1.0, custom elements that "change when pushing" changed directly
3101 after the player started pushing them (until then handled in "DigField()").
3102 Since 3.1.0, these custom elements are not changed until the "pushing"
3103 move of the element is finished (now handled in "ContinueMoving()").
3105 Affected levels/tapes:
3106 The first condition is generally needed for all levels/tapes before version
3107 3.1.0, which might use the old behaviour before it was changed; known tapes
3108 that are affected are some tapes from the level set "Walpurgis Gardens" by
3110 The second condition is an exception from the above case and is needed for
3111 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3112 above (including some development versions of 3.1.0), but before it was
3113 known that this change would break tapes like the above and was fixed in
3114 3.1.1, so that the changed behaviour was active although the engine version
3115 while recording maybe was before 3.1.0. There is at least one tape that is
3116 affected by this exception, which is the tape for the one-level set "Bug
3117 Machine" by Juergen Bonhagen.
3120 game.use_change_when_pushing_bug =
3121 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3123 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3124 tape.game_version < VERSION_IDENT(3,1,1,0)));
3127 Summary of bugfix/change:
3128 Fixed handling for blocking the field the player leaves when moving.
3130 Fixed/changed in version:
3134 Before 3.1.1, when "block last field when moving" was enabled, the field
3135 the player is leaving when moving was blocked for the time of the move,
3136 and was directly unblocked afterwards. This resulted in the last field
3137 being blocked for exactly one less than the number of frames of one player
3138 move. Additionally, even when blocking was disabled, the last field was
3139 blocked for exactly one frame.
3140 Since 3.1.1, due to changes in player movement handling, the last field
3141 is not blocked at all when blocking is disabled. When blocking is enabled,
3142 the last field is blocked for exactly the number of frames of one player
3143 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3144 last field is blocked for exactly one more than the number of frames of
3147 Affected levels/tapes:
3148 (!!! yet to be determined -- probably many !!!)
3151 game.use_block_last_field_bug =
3152 (game.engine_version < VERSION_IDENT(3,1,1,0));
3154 /* various special flags and settings for native Emerald Mine game engine */
3156 game_em.use_single_button =
3157 (game.engine_version > VERSION_IDENT(4,0,0,2));
3159 game_em.use_push_delay =
3160 (game.engine_version > VERSION_IDENT(4,3,7,1));
3162 game_em.use_snap_key_bug =
3163 (game.engine_version < VERSION_IDENT(4,0,1,0));
3165 game_em.use_random_bug =
3166 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3168 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3170 game_em.use_old_explosions = use_old_em_engine;
3171 game_em.use_old_android = use_old_em_engine;
3172 game_em.use_old_push_elements = use_old_em_engine;
3173 game_em.use_old_push_into_acid = use_old_em_engine;
3175 game_em.use_wrap_around = !use_old_em_engine;
3177 // --------------------------------------------------------------------------
3179 // set maximal allowed number of custom element changes per game frame
3180 game.max_num_changes_per_frame = 1;
3182 // default scan direction: scan playfield from top/left to bottom/right
3183 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3185 // dynamically adjust element properties according to game engine version
3186 InitElementPropertiesEngine(game.engine_version);
3188 // ---------- initialize special element properties -------------------------
3190 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3191 if (use_amoeba_dropping_cannot_fall_bug)
3192 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3194 // ---------- initialize player's initial move delay ------------------------
3196 // dynamically adjust player properties according to level information
3197 for (i = 0; i < MAX_PLAYERS; i++)
3198 game.initial_move_delay_value[i] =
3199 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3201 // dynamically adjust player properties according to game engine version
3202 for (i = 0; i < MAX_PLAYERS; i++)
3203 game.initial_move_delay[i] =
3204 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3205 game.initial_move_delay_value[i] : 0);
3207 // ---------- initialize player's initial push delay ------------------------
3209 // dynamically adjust player properties according to game engine version
3210 game.initial_push_delay_value =
3211 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3213 // ---------- initialize changing elements ----------------------------------
3215 // initialize changing elements information
3216 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3218 struct ElementInfo *ei = &element_info[i];
3220 // this pointer might have been changed in the level editor
3221 ei->change = &ei->change_page[0];
3223 if (!IS_CUSTOM_ELEMENT(i))
3225 ei->change->target_element = EL_EMPTY_SPACE;
3226 ei->change->delay_fixed = 0;
3227 ei->change->delay_random = 0;
3228 ei->change->delay_frames = 1;
3231 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3233 ei->has_change_event[j] = FALSE;
3235 ei->event_page_nr[j] = 0;
3236 ei->event_page[j] = &ei->change_page[0];
3240 // add changing elements from pre-defined list
3241 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3243 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3244 struct ElementInfo *ei = &element_info[ch_delay->element];
3246 ei->change->target_element = ch_delay->target_element;
3247 ei->change->delay_fixed = ch_delay->change_delay;
3249 ei->change->pre_change_function = ch_delay->pre_change_function;
3250 ei->change->change_function = ch_delay->change_function;
3251 ei->change->post_change_function = ch_delay->post_change_function;
3253 ei->change->can_change = TRUE;
3254 ei->change->can_change_or_has_action = TRUE;
3256 ei->has_change_event[CE_DELAY] = TRUE;
3258 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3259 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3262 // ---------- initialize if element can trigger global animations -----------
3264 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3266 struct ElementInfo *ei = &element_info[i];
3268 ei->has_anim_event = FALSE;
3271 InitGlobalAnimEventsForCustomElements();
3273 // ---------- initialize internal run-time variables ------------------------
3275 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3277 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3279 for (j = 0; j < ei->num_change_pages; j++)
3281 ei->change_page[j].can_change_or_has_action =
3282 (ei->change_page[j].can_change |
3283 ei->change_page[j].has_action);
3287 // add change events from custom element configuration
3288 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3290 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3292 for (j = 0; j < ei->num_change_pages; j++)
3294 if (!ei->change_page[j].can_change_or_has_action)
3297 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3299 // only add event page for the first page found with this event
3300 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3302 ei->has_change_event[k] = TRUE;
3304 ei->event_page_nr[k] = j;
3305 ei->event_page[k] = &ei->change_page[j];
3311 // ---------- initialize reference elements in change conditions ------------
3313 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3315 int element = EL_CUSTOM_START + i;
3316 struct ElementInfo *ei = &element_info[element];
3318 for (j = 0; j < ei->num_change_pages; j++)
3320 int trigger_element = ei->change_page[j].initial_trigger_element;
3322 if (trigger_element >= EL_PREV_CE_8 &&
3323 trigger_element <= EL_NEXT_CE_8)
3324 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3326 ei->change_page[j].trigger_element = trigger_element;
3330 // ---------- initialize run-time trigger player and element ----------------
3332 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3334 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3336 for (j = 0; j < ei->num_change_pages; j++)
3338 struct ElementChangeInfo *change = &ei->change_page[j];
3340 change->actual_trigger_element = EL_EMPTY;
3341 change->actual_trigger_player = EL_EMPTY;
3342 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3343 change->actual_trigger_side = CH_SIDE_NONE;
3344 change->actual_trigger_ce_value = 0;
3345 change->actual_trigger_ce_score = 0;
3346 change->actual_trigger_x = -1;
3347 change->actual_trigger_y = -1;
3351 // ---------- initialize trigger events -------------------------------------
3353 // initialize trigger events information
3354 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3355 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3356 trigger_events[i][j] = FALSE;
3358 // add trigger events from element change event properties
3359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3361 struct ElementInfo *ei = &element_info[i];
3363 for (j = 0; j < ei->num_change_pages; j++)
3365 struct ElementChangeInfo *change = &ei->change_page[j];
3367 if (!change->can_change_or_has_action)
3370 if (change->has_event[CE_BY_OTHER_ACTION])
3372 int trigger_element = change->trigger_element;
3374 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3376 if (change->has_event[k])
3378 if (IS_GROUP_ELEMENT(trigger_element))
3380 struct ElementGroupInfo *group =
3381 element_info[trigger_element].group;
3383 for (l = 0; l < group->num_elements_resolved; l++)
3384 trigger_events[group->element_resolved[l]][k] = TRUE;
3386 else if (trigger_element == EL_ANY_ELEMENT)
3387 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3388 trigger_events[l][k] = TRUE;
3390 trigger_events[trigger_element][k] = TRUE;
3397 // ---------- initialize push delay -----------------------------------------
3399 // initialize push delay values to default
3400 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3402 if (!IS_CUSTOM_ELEMENT(i))
3404 // set default push delay values (corrected since version 3.0.7-1)
3405 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3407 element_info[i].push_delay_fixed = 2;
3408 element_info[i].push_delay_random = 8;
3412 element_info[i].push_delay_fixed = 8;
3413 element_info[i].push_delay_random = 8;
3418 // set push delay value for certain elements from pre-defined list
3419 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3421 int e = push_delay_list[i].element;
3423 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3424 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3427 // set push delay value for Supaplex elements for newer engine versions
3428 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3430 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3432 if (IS_SP_ELEMENT(i))
3434 // set SP push delay to just enough to push under a falling zonk
3435 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3437 element_info[i].push_delay_fixed = delay;
3438 element_info[i].push_delay_random = 0;
3443 // ---------- initialize move stepsize --------------------------------------
3445 // initialize move stepsize values to default
3446 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3447 if (!IS_CUSTOM_ELEMENT(i))
3448 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3450 // set move stepsize value for certain elements from pre-defined list
3451 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3453 int e = move_stepsize_list[i].element;
3455 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3457 // set move stepsize value for certain elements for older engine versions
3458 if (use_old_move_stepsize_for_magic_wall)
3460 if (e == EL_MAGIC_WALL_FILLING ||
3461 e == EL_MAGIC_WALL_EMPTYING ||
3462 e == EL_BD_MAGIC_WALL_FILLING ||
3463 e == EL_BD_MAGIC_WALL_EMPTYING)
3464 element_info[e].move_stepsize *= 2;
3468 // ---------- initialize collect score --------------------------------------
3470 // initialize collect score values for custom elements from initial value
3471 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3472 if (IS_CUSTOM_ELEMENT(i))
3473 element_info[i].collect_score = element_info[i].collect_score_initial;
3475 // ---------- initialize collect count --------------------------------------
3477 // initialize collect count values for non-custom elements
3478 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3479 if (!IS_CUSTOM_ELEMENT(i))
3480 element_info[i].collect_count_initial = 0;
3482 // add collect count values for all elements from pre-defined list
3483 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3484 element_info[collect_count_list[i].element].collect_count_initial =
3485 collect_count_list[i].count;
3487 // ---------- initialize access direction -----------------------------------
3489 // initialize access direction values to default (access from every side)
3490 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3491 if (!IS_CUSTOM_ELEMENT(i))
3492 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3494 // set access direction value for certain elements from pre-defined list
3495 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3496 element_info[access_direction_list[i].element].access_direction =
3497 access_direction_list[i].direction;
3499 // ---------- initialize explosion content ----------------------------------
3500 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3502 if (IS_CUSTOM_ELEMENT(i))
3505 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3507 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3509 element_info[i].content.e[x][y] =
3510 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3511 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3512 i == EL_PLAYER_3 ? EL_EMERALD :
3513 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3514 i == EL_MOLE ? EL_EMERALD_RED :
3515 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3516 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3517 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3518 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3519 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3520 i == EL_WALL_EMERALD ? EL_EMERALD :
3521 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3522 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3523 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3524 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3525 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3526 i == EL_WALL_PEARL ? EL_PEARL :
3527 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3532 // ---------- initialize recursion detection --------------------------------
3533 recursion_loop_depth = 0;
3534 recursion_loop_detected = FALSE;
3535 recursion_loop_element = EL_UNDEFINED;
3537 // ---------- initialize graphics engine ------------------------------------
3538 game.scroll_delay_value =
3539 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3540 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3541 !setup.forced_scroll_delay ? 0 :
3542 setup.scroll_delay ? setup.scroll_delay_value : 0);
3543 if (game.forced_scroll_delay_value == -1)
3544 game.scroll_delay_value =
3545 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3547 // ---------- initialize game engine snapshots ------------------------------
3548 for (i = 0; i < MAX_PLAYERS; i++)
3549 game.snapshot.last_action[i] = 0;
3550 game.snapshot.changed_action = FALSE;
3551 game.snapshot.collected_item = FALSE;
3552 game.snapshot.mode =
3553 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3554 SNAPSHOT_MODE_EVERY_STEP :
3555 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3556 SNAPSHOT_MODE_EVERY_MOVE :
3557 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3558 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3559 game.snapshot.save_snapshot = FALSE;
3561 // ---------- initialize level time for Supaplex engine ---------------------
3562 // Supaplex levels with time limit currently unsupported -- should be added
3563 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3566 // ---------- initialize flags for handling game actions --------------------
3568 // set flags for game actions to default values
3569 game.use_key_actions = TRUE;
3570 game.use_mouse_actions = FALSE;
3572 // when using Mirror Magic game engine, handle mouse events only
3573 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3575 game.use_key_actions = FALSE;
3576 game.use_mouse_actions = TRUE;
3579 // check for custom elements with mouse click events
3580 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3582 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3584 int element = EL_CUSTOM_START + i;
3586 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3587 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3588 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3589 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3590 game.use_mouse_actions = TRUE;
3595 static int get_num_special_action(int element, int action_first,
3598 int num_special_action = 0;
3601 for (i = action_first; i <= action_last; i++)
3603 boolean found = FALSE;
3605 for (j = 0; j < NUM_DIRECTIONS; j++)
3606 if (el_act_dir2img(element, i, j) !=
3607 el_act_dir2img(element, ACTION_DEFAULT, j))
3611 num_special_action++;
3616 return num_special_action;
3620 // ============================================================================
3622 // ----------------------------------------------------------------------------
3623 // initialize and start new game
3624 // ============================================================================
3626 #if DEBUG_INIT_PLAYER
3627 static void DebugPrintPlayerStatus(char *message)
3634 Debug("game:init:player", "%s:", message);
3636 for (i = 0; i < MAX_PLAYERS; i++)
3638 struct PlayerInfo *player = &stored_player[i];
3640 Debug("game:init:player",
3641 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3645 player->connected_locally,
3646 player->connected_network,
3648 (local_player == player ? " (local player)" : ""));
3655 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3656 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3657 int fade_mask = REDRAW_FIELD;
3658 boolean restarting = (game_status == GAME_MODE_PLAYING);
3659 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3660 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3661 int initial_move_dir = MV_DOWN;
3664 // required here to update video display before fading (FIX THIS)
3665 DrawMaskedBorder(REDRAW_DOOR_2);
3667 if (!game.restart_level)
3668 CloseDoor(DOOR_CLOSE_1);
3672 // force fading out global animations displayed during game play
3673 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3677 SetGameStatus(GAME_MODE_PLAYING);
3680 if (level_editor_test_game)
3681 FadeSkipNextFadeOut();
3683 FadeSetEnterScreen();
3686 fade_mask = REDRAW_ALL;
3688 FadeLevelSoundsAndMusic();
3690 ExpireSoundLoops(TRUE);
3696 // force restarting global animations displayed during game play
3697 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3699 // this is required for "transforming" fade modes like cross-fading
3700 // (else global animations will be stopped, but not restarted here)
3701 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3703 SetGameStatus(GAME_MODE_PLAYING);
3706 if (level_editor_test_game)
3707 FadeSkipNextFadeIn();
3709 // needed if different viewport properties defined for playing
3710 ChangeViewportPropertiesIfNeeded();
3714 DrawCompleteVideoDisplay();
3716 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3719 InitGameControlValues();
3723 // initialize tape actions from game when recording tape
3724 tape.use_key_actions = game.use_key_actions;
3725 tape.use_mouse_actions = game.use_mouse_actions;
3727 // initialize visible playfield size when recording tape (for team mode)
3728 tape.scr_fieldx = SCR_FIELDX;
3729 tape.scr_fieldy = SCR_FIELDY;
3732 // don't play tapes over network
3733 network_playing = (network.enabled && !tape.playing);
3735 for (i = 0; i < MAX_PLAYERS; i++)
3737 struct PlayerInfo *player = &stored_player[i];
3739 player->index_nr = i;
3740 player->index_bit = (1 << i);
3741 player->element_nr = EL_PLAYER_1 + i;
3743 player->present = FALSE;
3744 player->active = FALSE;
3745 player->mapped = FALSE;
3747 player->killed = FALSE;
3748 player->reanimated = FALSE;
3749 player->buried = FALSE;
3752 player->effective_action = 0;
3753 player->programmed_action = 0;
3754 player->snap_action = 0;
3756 player->mouse_action.lx = 0;
3757 player->mouse_action.ly = 0;
3758 player->mouse_action.button = 0;
3759 player->mouse_action.button_hint = 0;
3761 player->effective_mouse_action.lx = 0;
3762 player->effective_mouse_action.ly = 0;
3763 player->effective_mouse_action.button = 0;
3764 player->effective_mouse_action.button_hint = 0;
3766 for (j = 0; j < MAX_NUM_KEYS; j++)
3767 player->key[j] = FALSE;
3769 player->num_white_keys = 0;
3771 player->dynabomb_count = 0;
3772 player->dynabomb_size = 1;
3773 player->dynabombs_left = 0;
3774 player->dynabomb_xl = FALSE;
3776 player->MovDir = initial_move_dir;
3779 player->GfxDir = initial_move_dir;
3780 player->GfxAction = ACTION_DEFAULT;
3782 player->StepFrame = 0;
3784 player->initial_element = player->element_nr;
3785 player->artwork_element =
3786 (level.use_artwork_element[i] ? level.artwork_element[i] :
3787 player->element_nr);
3788 player->use_murphy = FALSE;
3790 player->block_last_field = FALSE; // initialized in InitPlayerField()
3791 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3793 player->gravity = level.initial_player_gravity[i];
3795 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3797 player->actual_frame_counter.count = 0;
3798 player->actual_frame_counter.value = 1;
3800 player->step_counter = 0;
3802 player->last_move_dir = initial_move_dir;
3804 player->is_active = FALSE;
3806 player->is_waiting = FALSE;
3807 player->is_moving = FALSE;
3808 player->is_auto_moving = FALSE;
3809 player->is_digging = FALSE;
3810 player->is_snapping = FALSE;
3811 player->is_collecting = FALSE;
3812 player->is_pushing = FALSE;
3813 player->is_switching = FALSE;
3814 player->is_dropping = FALSE;
3815 player->is_dropping_pressed = FALSE;
3817 player->is_bored = FALSE;
3818 player->is_sleeping = FALSE;
3820 player->was_waiting = TRUE;
3821 player->was_moving = FALSE;
3822 player->was_snapping = FALSE;
3823 player->was_dropping = FALSE;
3825 player->force_dropping = FALSE;
3827 player->frame_counter_bored = -1;
3828 player->frame_counter_sleeping = -1;
3830 player->anim_delay_counter = 0;
3831 player->post_delay_counter = 0;
3833 player->dir_waiting = initial_move_dir;
3834 player->action_waiting = ACTION_DEFAULT;
3835 player->last_action_waiting = ACTION_DEFAULT;
3836 player->special_action_bored = ACTION_DEFAULT;
3837 player->special_action_sleeping = ACTION_DEFAULT;
3839 player->switch_x = -1;
3840 player->switch_y = -1;
3842 player->drop_x = -1;
3843 player->drop_y = -1;
3845 player->show_envelope = 0;
3847 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3849 player->push_delay = -1; // initialized when pushing starts
3850 player->push_delay_value = game.initial_push_delay_value;
3852 player->drop_delay = 0;
3853 player->drop_pressed_delay = 0;
3855 player->last_jx = -1;
3856 player->last_jy = -1;
3860 player->shield_normal_time_left = 0;
3861 player->shield_deadly_time_left = 0;
3863 player->last_removed_element = EL_UNDEFINED;
3865 player->inventory_infinite_element = EL_UNDEFINED;
3866 player->inventory_size = 0;
3868 if (level.use_initial_inventory[i])
3870 for (j = 0; j < level.initial_inventory_size[i]; j++)
3872 int element = level.initial_inventory_content[i][j];
3873 int collect_count = element_info[element].collect_count_initial;
3876 if (!IS_CUSTOM_ELEMENT(element))
3879 if (collect_count == 0)
3880 player->inventory_infinite_element = element;
3882 for (k = 0; k < collect_count; k++)
3883 if (player->inventory_size < MAX_INVENTORY_SIZE)
3884 player->inventory_element[player->inventory_size++] = element;
3888 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3889 SnapField(player, 0, 0);
3891 map_player_action[i] = i;
3894 network_player_action_received = FALSE;
3896 // initial null action
3897 if (network_playing)
3898 SendToServer_MovePlayer(MV_NONE);
3903 TimeLeft = level.time;
3908 ScreenMovDir = MV_NONE;
3912 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3914 game.robot_wheel_x = -1;
3915 game.robot_wheel_y = -1;
3920 game.all_players_gone = FALSE;
3922 game.LevelSolved = FALSE;
3923 game.GameOver = FALSE;
3925 game.GamePlayed = !tape.playing;
3927 game.LevelSolved_GameWon = FALSE;
3928 game.LevelSolved_GameEnd = FALSE;
3929 game.LevelSolved_SaveTape = FALSE;
3930 game.LevelSolved_SaveScore = FALSE;
3932 game.LevelSolved_CountingTime = 0;
3933 game.LevelSolved_CountingScore = 0;
3934 game.LevelSolved_CountingHealth = 0;
3936 game.RestartGameRequested = FALSE;
3938 game.panel.active = TRUE;
3940 game.no_level_time_limit = (level.time == 0);
3941 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3943 game.yamyam_content_nr = 0;
3944 game.robot_wheel_active = FALSE;
3945 game.magic_wall_active = FALSE;
3946 game.magic_wall_time_left = 0;
3947 game.light_time_left = 0;
3948 game.timegate_time_left = 0;
3949 game.switchgate_pos = 0;
3950 game.wind_direction = level.wind_direction_initial;
3952 game.time_final = 0;
3953 game.score_time_final = 0;
3956 game.score_final = 0;
3958 game.health = MAX_HEALTH;
3959 game.health_final = MAX_HEALTH;
3961 game.gems_still_needed = level.gems_needed;
3962 game.sokoban_fields_still_needed = 0;
3963 game.sokoban_objects_still_needed = 0;
3964 game.lights_still_needed = 0;
3965 game.players_still_needed = 0;
3966 game.friends_still_needed = 0;
3968 game.lenses_time_left = 0;
3969 game.magnify_time_left = 0;
3971 game.ball_active = level.ball_active_initial;
3972 game.ball_content_nr = 0;
3974 game.explosions_delayed = TRUE;
3976 game.envelope_active = FALSE;
3978 // special case: set custom artwork setting to initial value
3979 game.use_masked_elements = game.use_masked_elements_initial;
3981 for (i = 0; i < NUM_BELTS; i++)
3983 game.belt_dir[i] = MV_NONE;
3984 game.belt_dir_nr[i] = 3; // not moving, next moving left
3987 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3988 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3990 #if DEBUG_INIT_PLAYER
3991 DebugPrintPlayerStatus("Player status at level initialization");
3994 SCAN_PLAYFIELD(x, y)
3996 Tile[x][y] = Last[x][y] = level.field[x][y];
3997 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3998 ChangeDelay[x][y] = 0;
3999 ChangePage[x][y] = -1;
4000 CustomValue[x][y] = 0; // initialized in InitField()
4001 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
4003 WasJustMoving[x][y] = 0;
4004 WasJustFalling[x][y] = 0;
4005 CheckCollision[x][y] = 0;
4006 CheckImpact[x][y] = 0;
4008 Pushed[x][y] = FALSE;
4010 ChangeCount[x][y] = 0;
4011 ChangeEvent[x][y] = -1;
4013 ExplodePhase[x][y] = 0;
4014 ExplodeDelay[x][y] = 0;
4015 ExplodeField[x][y] = EX_TYPE_NONE;
4017 RunnerVisit[x][y] = 0;
4018 PlayerVisit[x][y] = 0;
4021 GfxRandom[x][y] = INIT_GFX_RANDOM();
4022 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
4023 GfxElement[x][y] = EL_UNDEFINED;
4024 GfxElementEmpty[x][y] = EL_EMPTY;
4025 GfxAction[x][y] = ACTION_DEFAULT;
4026 GfxDir[x][y] = MV_NONE;
4027 GfxRedraw[x][y] = GFX_REDRAW_NONE;
4030 SCAN_PLAYFIELD(x, y)
4032 InitFieldForEngine(x, y);
4034 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
4036 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
4039 InitField(x, y, TRUE);
4041 ResetGfxAnimation(x, y);
4046 // required if level does not contain any "empty space" element
4047 if (element_info[EL_EMPTY].use_gfx_element)
4048 game.use_masked_elements = TRUE;
4050 for (i = 0; i < MAX_PLAYERS; i++)
4052 struct PlayerInfo *player = &stored_player[i];
4054 // set number of special actions for bored and sleeping animation
4055 player->num_special_action_bored =
4056 get_num_special_action(player->artwork_element,
4057 ACTION_BORING_1, ACTION_BORING_LAST);
4058 player->num_special_action_sleeping =
4059 get_num_special_action(player->artwork_element,
4060 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
4063 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
4064 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4066 // initialize type of slippery elements
4067 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4069 if (!IS_CUSTOM_ELEMENT(i))
4071 // default: elements slip down either to the left or right randomly
4072 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4074 // SP style elements prefer to slip down on the left side
4075 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4076 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4078 // BD style elements prefer to slip down on the left side
4079 if (game.emulation == EMU_BOULDERDASH)
4080 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4084 // initialize explosion and ignition delay
4085 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4087 if (!IS_CUSTOM_ELEMENT(i))
4090 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4091 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4092 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4093 int last_phase = (num_phase + 1) * delay;
4094 int half_phase = (num_phase / 2) * delay;
4096 element_info[i].explosion_delay = last_phase - 1;
4097 element_info[i].ignition_delay = half_phase;
4099 if (i == EL_BLACK_ORB)
4100 element_info[i].ignition_delay = 1;
4104 // correct non-moving belts to start moving left
4105 for (i = 0; i < NUM_BELTS; i++)
4106 if (game.belt_dir[i] == MV_NONE)
4107 game.belt_dir_nr[i] = 3; // not moving, next moving left
4109 #if USE_NEW_PLAYER_ASSIGNMENTS
4110 // use preferred player also in local single-player mode
4111 if (!network.enabled && !game.team_mode)
4113 int new_index_nr = setup.network_player_nr;
4115 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4117 for (i = 0; i < MAX_PLAYERS; i++)
4118 stored_player[i].connected_locally = FALSE;
4120 stored_player[new_index_nr].connected_locally = TRUE;
4124 for (i = 0; i < MAX_PLAYERS; i++)
4126 stored_player[i].connected = FALSE;
4128 // in network game mode, the local player might not be the first player
4129 if (stored_player[i].connected_locally)
4130 local_player = &stored_player[i];
4133 if (!network.enabled)
4134 local_player->connected = TRUE;
4138 for (i = 0; i < MAX_PLAYERS; i++)
4139 stored_player[i].connected = tape.player_participates[i];
4141 else if (network.enabled)
4143 // add team mode players connected over the network (needed for correct
4144 // assignment of player figures from level to locally playing players)
4146 for (i = 0; i < MAX_PLAYERS; i++)
4147 if (stored_player[i].connected_network)
4148 stored_player[i].connected = TRUE;
4150 else if (game.team_mode)
4152 // try to guess locally connected team mode players (needed for correct
4153 // assignment of player figures from level to locally playing players)
4155 for (i = 0; i < MAX_PLAYERS; i++)
4156 if (setup.input[i].use_joystick ||
4157 setup.input[i].key.left != KSYM_UNDEFINED)
4158 stored_player[i].connected = TRUE;
4161 #if DEBUG_INIT_PLAYER
4162 DebugPrintPlayerStatus("Player status after level initialization");
4165 #if DEBUG_INIT_PLAYER
4166 Debug("game:init:player", "Reassigning players ...");
4169 // check if any connected player was not found in playfield
4170 for (i = 0; i < MAX_PLAYERS; i++)
4172 struct PlayerInfo *player = &stored_player[i];
4174 if (player->connected && !player->present)
4176 struct PlayerInfo *field_player = NULL;
4178 #if DEBUG_INIT_PLAYER
4179 Debug("game:init:player",
4180 "- looking for field player for player %d ...", i + 1);
4183 // assign first free player found that is present in the playfield
4185 // first try: look for unmapped playfield player that is not connected
4186 for (j = 0; j < MAX_PLAYERS; j++)
4187 if (field_player == NULL &&
4188 stored_player[j].present &&
4189 !stored_player[j].mapped &&
4190 !stored_player[j].connected)
4191 field_player = &stored_player[j];
4193 // second try: look for *any* unmapped playfield player
4194 for (j = 0; j < MAX_PLAYERS; j++)
4195 if (field_player == NULL &&
4196 stored_player[j].present &&
4197 !stored_player[j].mapped)
4198 field_player = &stored_player[j];
4200 if (field_player != NULL)
4202 int jx = field_player->jx, jy = field_player->jy;
4204 #if DEBUG_INIT_PLAYER
4205 Debug("game:init:player", "- found player %d",
4206 field_player->index_nr + 1);
4209 player->present = FALSE;
4210 player->active = FALSE;
4212 field_player->present = TRUE;
4213 field_player->active = TRUE;
4216 player->initial_element = field_player->initial_element;
4217 player->artwork_element = field_player->artwork_element;
4219 player->block_last_field = field_player->block_last_field;
4220 player->block_delay_adjustment = field_player->block_delay_adjustment;
4223 StorePlayer[jx][jy] = field_player->element_nr;
4225 field_player->jx = field_player->last_jx = jx;
4226 field_player->jy = field_player->last_jy = jy;
4228 if (local_player == player)
4229 local_player = field_player;
4231 map_player_action[field_player->index_nr] = i;
4233 field_player->mapped = TRUE;
4235 #if DEBUG_INIT_PLAYER
4236 Debug("game:init:player", "- map_player_action[%d] == %d",
4237 field_player->index_nr + 1, i + 1);
4242 if (player->connected && player->present)
4243 player->mapped = TRUE;
4246 #if DEBUG_INIT_PLAYER
4247 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4252 // check if any connected player was not found in playfield
4253 for (i = 0; i < MAX_PLAYERS; i++)
4255 struct PlayerInfo *player = &stored_player[i];
4257 if (player->connected && !player->present)
4259 for (j = 0; j < MAX_PLAYERS; j++)
4261 struct PlayerInfo *field_player = &stored_player[j];
4262 int jx = field_player->jx, jy = field_player->jy;
4264 // assign first free player found that is present in the playfield
4265 if (field_player->present && !field_player->connected)
4267 player->present = TRUE;
4268 player->active = TRUE;
4270 field_player->present = FALSE;
4271 field_player->active = FALSE;
4273 player->initial_element = field_player->initial_element;
4274 player->artwork_element = field_player->artwork_element;
4276 player->block_last_field = field_player->block_last_field;
4277 player->block_delay_adjustment = field_player->block_delay_adjustment;
4279 StorePlayer[jx][jy] = player->element_nr;
4281 player->jx = player->last_jx = jx;
4282 player->jy = player->last_jy = jy;
4292 Debug("game:init:player", "local_player->present == %d",
4293 local_player->present);
4296 // set focus to local player for network games, else to all players
4297 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4298 game.centered_player_nr_next = game.centered_player_nr;
4299 game.set_centered_player = FALSE;
4300 game.set_centered_player_wrap = FALSE;
4302 if (network_playing && tape.recording)
4304 // store client dependent player focus when recording network games
4305 tape.centered_player_nr_next = game.centered_player_nr_next;
4306 tape.set_centered_player = TRUE;
4311 // when playing a tape, eliminate all players who do not participate
4313 #if USE_NEW_PLAYER_ASSIGNMENTS
4315 if (!game.team_mode)
4317 for (i = 0; i < MAX_PLAYERS; i++)
4319 if (stored_player[i].active &&
4320 !tape.player_participates[map_player_action[i]])
4322 struct PlayerInfo *player = &stored_player[i];
4323 int jx = player->jx, jy = player->jy;
4325 #if DEBUG_INIT_PLAYER
4326 Debug("game:init:player", "Removing player %d at (%d, %d)",
4330 player->active = FALSE;
4331 StorePlayer[jx][jy] = 0;
4332 Tile[jx][jy] = EL_EMPTY;
4339 for (i = 0; i < MAX_PLAYERS; i++)
4341 if (stored_player[i].active &&
4342 !tape.player_participates[i])
4344 struct PlayerInfo *player = &stored_player[i];
4345 int jx = player->jx, jy = player->jy;
4347 player->active = FALSE;
4348 StorePlayer[jx][jy] = 0;
4349 Tile[jx][jy] = EL_EMPTY;
4354 else if (!network.enabled && !game.team_mode) // && !tape.playing
4356 // when in single player mode, eliminate all but the local player
4358 for (i = 0; i < MAX_PLAYERS; i++)
4360 struct PlayerInfo *player = &stored_player[i];
4362 if (player->active && player != local_player)
4364 int jx = player->jx, jy = player->jy;
4366 player->active = FALSE;
4367 player->present = FALSE;
4369 StorePlayer[jx][jy] = 0;
4370 Tile[jx][jy] = EL_EMPTY;
4375 for (i = 0; i < MAX_PLAYERS; i++)
4376 if (stored_player[i].active)
4377 game.players_still_needed++;
4379 if (level.solved_by_one_player)
4380 game.players_still_needed = 1;
4382 // when recording the game, store which players take part in the game
4385 #if USE_NEW_PLAYER_ASSIGNMENTS
4386 for (i = 0; i < MAX_PLAYERS; i++)
4387 if (stored_player[i].connected)
4388 tape.player_participates[i] = TRUE;
4390 for (i = 0; i < MAX_PLAYERS; i++)
4391 if (stored_player[i].active)
4392 tape.player_participates[i] = TRUE;
4396 #if DEBUG_INIT_PLAYER
4397 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4400 if (BorderElement == EL_EMPTY)
4403 SBX_Right = lev_fieldx - SCR_FIELDX;
4405 SBY_Lower = lev_fieldy - SCR_FIELDY;
4410 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4412 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4415 if (full_lev_fieldx <= SCR_FIELDX)
4416 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4417 if (full_lev_fieldy <= SCR_FIELDY)
4418 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4420 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4422 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4425 // if local player not found, look for custom element that might create
4426 // the player (make some assumptions about the right custom element)
4427 if (!local_player->present)
4429 int start_x = 0, start_y = 0;
4430 int found_rating = 0;
4431 int found_element = EL_UNDEFINED;
4432 int player_nr = local_player->index_nr;
4434 SCAN_PLAYFIELD(x, y)
4436 int element = Tile[x][y];
4441 if (level.use_start_element[player_nr] &&
4442 level.start_element[player_nr] == element &&
4449 found_element = element;
4452 if (!IS_CUSTOM_ELEMENT(element))
4455 if (CAN_CHANGE(element))
4457 for (i = 0; i < element_info[element].num_change_pages; i++)
4459 // check for player created from custom element as single target
4460 content = element_info[element].change_page[i].target_element;
4461 is_player = IS_PLAYER_ELEMENT(content);
4463 if (is_player && (found_rating < 3 ||
4464 (found_rating == 3 && element < found_element)))
4470 found_element = element;
4475 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4477 // check for player created from custom element as explosion content
4478 content = element_info[element].content.e[xx][yy];
4479 is_player = IS_PLAYER_ELEMENT(content);
4481 if (is_player && (found_rating < 2 ||
4482 (found_rating == 2 && element < found_element)))
4484 start_x = x + xx - 1;
4485 start_y = y + yy - 1;
4488 found_element = element;
4491 if (!CAN_CHANGE(element))
4494 for (i = 0; i < element_info[element].num_change_pages; i++)
4496 // check for player created from custom element as extended target
4498 element_info[element].change_page[i].target_content.e[xx][yy];
4500 is_player = IS_PLAYER_ELEMENT(content);
4502 if (is_player && (found_rating < 1 ||
4503 (found_rating == 1 && element < found_element)))
4505 start_x = x + xx - 1;
4506 start_y = y + yy - 1;
4509 found_element = element;
4515 scroll_x = SCROLL_POSITION_X(start_x);
4516 scroll_y = SCROLL_POSITION_Y(start_y);
4520 scroll_x = SCROLL_POSITION_X(local_player->jx);
4521 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4524 if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
4525 scroll_x = game.forced_scroll_x;
4526 if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
4527 scroll_y = game.forced_scroll_y;
4529 // !!! FIX THIS (START) !!!
4530 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
4532 InitGameEngine_BD();
4534 else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4536 InitGameEngine_EM();
4538 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4540 InitGameEngine_SP();
4542 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4544 InitGameEngine_MM();
4548 DrawLevel(REDRAW_FIELD);
4551 // after drawing the level, correct some elements
4552 if (game.timegate_time_left == 0)
4553 CloseAllOpenTimegates();
4556 // blit playfield from scroll buffer to normal back buffer for fading in
4557 BlitScreenToBitmap(backbuffer);
4558 // !!! FIX THIS (END) !!!
4560 DrawMaskedBorder(fade_mask);
4565 // full screen redraw is required at this point in the following cases:
4566 // - special editor door undrawn when game was started from level editor
4567 // - drawing area (playfield) was changed and has to be removed completely
4568 redraw_mask = REDRAW_ALL;
4572 if (!game.restart_level)
4574 // copy default game door content to main double buffer
4576 // !!! CHECK AGAIN !!!
4577 SetPanelBackground();
4578 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4579 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4582 SetPanelBackground();
4583 SetDrawBackgroundMask(REDRAW_DOOR_1);
4585 UpdateAndDisplayGameControlValues();
4587 if (!game.restart_level)
4593 CreateGameButtons();
4598 // copy actual game door content to door double buffer for OpenDoor()
4599 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4601 OpenDoor(DOOR_OPEN_ALL);
4603 KeyboardAutoRepeatOffUnlessAutoplay();
4605 #if DEBUG_INIT_PLAYER
4606 DebugPrintPlayerStatus("Player status (final)");
4615 if (!game.restart_level && !tape.playing)
4617 LevelStats_incPlayed(level_nr);
4619 SaveLevelSetup_SeriesInfo();
4622 game.restart_level = FALSE;
4623 game.request_active = FALSE;
4625 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4626 InitGameActions_MM();
4628 SaveEngineSnapshotToListInitial();
4630 if (!game.restart_level)
4632 PlaySound(SND_GAME_STARTING);
4634 if (setup.sound_music)
4638 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4641 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4642 int actual_player_x, int actual_player_y)
4644 // this is used for non-R'n'D game engines to update certain engine values
4646 // needed to determine if sounds are played within the visible screen area
4647 scroll_x = actual_scroll_x;
4648 scroll_y = actual_scroll_y;
4650 // needed to get player position for "follow finger" playing input method
4651 local_player->jx = actual_player_x;
4652 local_player->jy = actual_player_y;
4655 void InitMovDir(int x, int y)
4657 int i, element = Tile[x][y];
4658 static int xy[4][2] =
4665 static int direction[3][4] =
4667 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4668 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4669 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4678 Tile[x][y] = EL_BUG;
4679 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4682 case EL_SPACESHIP_RIGHT:
4683 case EL_SPACESHIP_UP:
4684 case EL_SPACESHIP_LEFT:
4685 case EL_SPACESHIP_DOWN:
4686 Tile[x][y] = EL_SPACESHIP;
4687 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4690 case EL_BD_BUTTERFLY_RIGHT:
4691 case EL_BD_BUTTERFLY_UP:
4692 case EL_BD_BUTTERFLY_LEFT:
4693 case EL_BD_BUTTERFLY_DOWN:
4694 Tile[x][y] = EL_BD_BUTTERFLY;
4695 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4698 case EL_BD_FIREFLY_RIGHT:
4699 case EL_BD_FIREFLY_UP:
4700 case EL_BD_FIREFLY_LEFT:
4701 case EL_BD_FIREFLY_DOWN:
4702 Tile[x][y] = EL_BD_FIREFLY;
4703 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4706 case EL_PACMAN_RIGHT:
4708 case EL_PACMAN_LEFT:
4709 case EL_PACMAN_DOWN:
4710 Tile[x][y] = EL_PACMAN;
4711 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4714 case EL_YAMYAM_LEFT:
4715 case EL_YAMYAM_RIGHT:
4717 case EL_YAMYAM_DOWN:
4718 Tile[x][y] = EL_YAMYAM;
4719 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4722 case EL_SP_SNIKSNAK:
4723 MovDir[x][y] = MV_UP;
4726 case EL_SP_ELECTRON:
4727 MovDir[x][y] = MV_LEFT;
4734 Tile[x][y] = EL_MOLE;
4735 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4738 case EL_SPRING_LEFT:
4739 case EL_SPRING_RIGHT:
4740 Tile[x][y] = EL_SPRING;
4741 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4745 if (IS_CUSTOM_ELEMENT(element))
4747 struct ElementInfo *ei = &element_info[element];
4748 int move_direction_initial = ei->move_direction_initial;
4749 int move_pattern = ei->move_pattern;
4751 if (move_direction_initial == MV_START_PREVIOUS)
4753 if (MovDir[x][y] != MV_NONE)
4756 move_direction_initial = MV_START_AUTOMATIC;
4759 if (move_direction_initial == MV_START_RANDOM)
4760 MovDir[x][y] = 1 << RND(4);
4761 else if (move_direction_initial & MV_ANY_DIRECTION)
4762 MovDir[x][y] = move_direction_initial;
4763 else if (move_pattern == MV_ALL_DIRECTIONS ||
4764 move_pattern == MV_TURNING_LEFT ||
4765 move_pattern == MV_TURNING_RIGHT ||
4766 move_pattern == MV_TURNING_LEFT_RIGHT ||
4767 move_pattern == MV_TURNING_RIGHT_LEFT ||
4768 move_pattern == MV_TURNING_RANDOM)
4769 MovDir[x][y] = 1 << RND(4);
4770 else if (move_pattern == MV_HORIZONTAL)
4771 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4772 else if (move_pattern == MV_VERTICAL)
4773 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4774 else if (move_pattern & MV_ANY_DIRECTION)
4775 MovDir[x][y] = element_info[element].move_pattern;
4776 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4777 move_pattern == MV_ALONG_RIGHT_SIDE)
4779 // use random direction as default start direction
4780 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4781 MovDir[x][y] = 1 << RND(4);
4783 for (i = 0; i < NUM_DIRECTIONS; i++)
4785 int x1 = x + xy[i][0];
4786 int y1 = y + xy[i][1];
4788 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4790 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4791 MovDir[x][y] = direction[0][i];
4793 MovDir[x][y] = direction[1][i];
4802 MovDir[x][y] = 1 << RND(4);
4804 if (element != EL_BUG &&
4805 element != EL_SPACESHIP &&
4806 element != EL_BD_BUTTERFLY &&
4807 element != EL_BD_FIREFLY)
4810 for (i = 0; i < NUM_DIRECTIONS; i++)
4812 int x1 = x + xy[i][0];
4813 int y1 = y + xy[i][1];
4815 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4817 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4819 MovDir[x][y] = direction[0][i];
4822 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4823 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4825 MovDir[x][y] = direction[1][i];
4834 GfxDir[x][y] = MovDir[x][y];
4837 void InitAmoebaNr(int x, int y)
4840 int group_nr = AmoebaNeighbourNr(x, y);
4844 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4846 if (AmoebaCnt[i] == 0)
4854 AmoebaNr[x][y] = group_nr;
4855 AmoebaCnt[group_nr]++;
4856 AmoebaCnt2[group_nr]++;
4859 static void LevelSolved_SetFinalGameValues(void)
4861 game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_played :
4862 game.no_level_time_limit ? TimePlayed : TimeLeft);
4863 game.score_time_final = (level.use_step_counter ? TimePlayed :
4864 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4866 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
4867 level.game_engine_type == GAME_ENGINE_TYPE_EM ? game_em.lev->score :
4868 level.game_engine_type == GAME_ENGINE_TYPE_MM ? game_mm.score :
4871 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4872 MM_HEALTH(game_mm.laser_overload_value) :
4875 game.LevelSolved_CountingTime = game.time_final;
4876 game.LevelSolved_CountingScore = game.score_final;
4877 game.LevelSolved_CountingHealth = game.health_final;
4880 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4882 game.LevelSolved_CountingTime = time;
4883 game.LevelSolved_CountingScore = score;
4884 game.LevelSolved_CountingHealth = health;
4886 game_panel_controls[GAME_PANEL_TIME].value = time;
4887 game_panel_controls[GAME_PANEL_SCORE].value = score;
4888 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4890 DisplayGameControlValues();
4893 static void LevelSolved(void)
4895 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4896 game.players_still_needed > 0)
4899 game.LevelSolved = TRUE;
4900 game.GameOver = TRUE;
4904 // needed here to display correct panel values while player walks into exit
4905 LevelSolved_SetFinalGameValues();
4910 static int time_count_steps;
4911 static int time, time_final;
4912 static float score, score_final; // needed for time score < 10 for 10 seconds
4913 static int health, health_final;
4914 static int game_over_delay_1 = 0;
4915 static int game_over_delay_2 = 0;
4916 static int game_over_delay_3 = 0;
4917 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4918 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4920 if (!game.LevelSolved_GameWon)
4924 // do not start end game actions before the player stops moving (to exit)
4925 if (local_player->active && local_player->MovPos)
4928 // calculate final game values after player finished walking into exit
4929 LevelSolved_SetFinalGameValues();
4931 game.LevelSolved_GameWon = TRUE;
4932 game.LevelSolved_SaveTape = tape.recording;
4933 game.LevelSolved_SaveScore = !tape.playing;
4937 LevelStats_incSolved(level_nr);
4939 SaveLevelSetup_SeriesInfo();
4942 if (tape.auto_play) // tape might already be stopped here
4943 tape.auto_play_level_solved = TRUE;
4947 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4948 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4949 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4951 time = time_final = game.time_final;
4952 score = score_final = game.score_final;
4953 health = health_final = game.health_final;
4955 // update game panel values before (delayed) counting of score (if any)
4956 LevelSolved_DisplayFinalGameValues(time, score, health);
4958 // if level has time score defined, calculate new final game values
4961 int time_final_max = 999;
4962 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4963 int time_frames = 0;
4964 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4965 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4970 time_frames = time_frames_left;
4972 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4974 time_final = time_final_max;
4975 time_frames = time_frames_final_max - time_frames_played;
4978 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4980 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4982 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
4984 // keep previous values (final values already processed here)
4986 score_final = score;
4988 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4991 score_final += health * time_score;
4994 game.score_final = score_final;
4995 game.health_final = health_final;
4998 // if not counting score after game, immediately update game panel values
4999 if (level_editor_test_game || !setup.count_score_after_game ||
5000 level.game_engine_type == GAME_ENGINE_TYPE_BD)
5003 score = score_final;
5005 LevelSolved_DisplayFinalGameValues(time, score, health);
5008 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
5010 // check if last player has left the level
5011 if (game.exit_x >= 0 &&
5014 int x = game.exit_x;
5015 int y = game.exit_y;
5016 int element = Tile[x][y];
5018 // close exit door after last player
5019 if ((game.all_players_gone &&
5020 (element == EL_EXIT_OPEN ||
5021 element == EL_SP_EXIT_OPEN ||
5022 element == EL_STEEL_EXIT_OPEN)) ||
5023 element == EL_EM_EXIT_OPEN ||
5024 element == EL_EM_STEEL_EXIT_OPEN)
5028 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
5029 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
5030 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
5031 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
5032 EL_EM_STEEL_EXIT_CLOSING);
5034 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
5037 // player disappears
5038 DrawLevelField(x, y);
5041 for (i = 0; i < MAX_PLAYERS; i++)
5043 struct PlayerInfo *player = &stored_player[i];
5045 if (player->present)
5047 RemovePlayer(player);
5049 // player disappears
5050 DrawLevelField(player->jx, player->jy);
5055 PlaySound(SND_GAME_WINNING);
5058 if (setup.count_score_after_game)
5060 if (time != time_final)
5062 if (game_over_delay_1 > 0)
5064 game_over_delay_1--;
5069 int time_to_go = ABS(time_final - time);
5070 int time_count_dir = (time < time_final ? +1 : -1);
5072 if (time_to_go < time_count_steps)
5073 time_count_steps = 1;
5075 time += time_count_steps * time_count_dir;
5076 score += time_count_steps * time_score;
5078 // set final score to correct rounding differences after counting score
5079 if (time == time_final)
5080 score = score_final;
5082 LevelSolved_DisplayFinalGameValues(time, score, health);
5084 if (time == time_final)
5085 StopSound(SND_GAME_LEVELTIME_BONUS);
5086 else if (setup.sound_loops)
5087 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5089 PlaySound(SND_GAME_LEVELTIME_BONUS);
5094 if (health != health_final)
5096 if (game_over_delay_2 > 0)
5098 game_over_delay_2--;
5103 int health_count_dir = (health < health_final ? +1 : -1);
5105 health += health_count_dir;
5106 score += time_score;
5108 LevelSolved_DisplayFinalGameValues(time, score, health);
5110 if (health == health_final)
5111 StopSound(SND_GAME_LEVELTIME_BONUS);
5112 else if (setup.sound_loops)
5113 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5115 PlaySound(SND_GAME_LEVELTIME_BONUS);
5121 game.panel.active = FALSE;
5123 if (game_over_delay_3 > 0)
5125 game_over_delay_3--;
5135 // used instead of "level_nr" (needed for network games)
5136 int last_level_nr = levelset.level_nr;
5137 boolean tape_saved = FALSE;
5139 game.LevelSolved_GameEnd = TRUE;
5141 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5143 // make sure that request dialog to save tape does not open door again
5144 if (!global.use_envelope_request)
5145 CloseDoor(DOOR_CLOSE_1);
5148 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5150 // set unique basename for score tape (also saved in high score table)
5151 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5154 // if no tape is to be saved, close both doors simultaneously
5155 CloseDoor(DOOR_CLOSE_ALL);
5157 if (level_editor_test_game || score_info_tape_play)
5159 SetGameStatus(GAME_MODE_MAIN);
5166 if (!game.LevelSolved_SaveScore)
5168 SetGameStatus(GAME_MODE_MAIN);
5175 if (level_nr == leveldir_current->handicap_level)
5177 leveldir_current->handicap_level++;
5179 SaveLevelSetup_SeriesInfo();
5182 // save score and score tape before potentially erasing tape below
5183 NewHighScore(last_level_nr, tape_saved);
5185 if (setup.increment_levels &&
5186 level_nr < leveldir_current->last_level &&
5189 level_nr++; // advance to next level
5190 TapeErase(); // start with empty tape
5192 if (setup.auto_play_next_level)
5194 scores.continue_playing = TRUE;
5195 scores.next_level_nr = level_nr;
5197 LoadLevel(level_nr);
5199 SaveLevelSetup_SeriesInfo();
5203 if (scores.last_added >= 0 && setup.show_scores_after_game)
5205 SetGameStatus(GAME_MODE_SCORES);
5207 DrawHallOfFame(last_level_nr);
5209 else if (scores.continue_playing)
5211 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5215 SetGameStatus(GAME_MODE_MAIN);
5221 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5222 boolean one_score_entry_per_name)
5226 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5229 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5231 struct ScoreEntry *entry = &list->entry[i];
5232 boolean score_is_better = (new_entry->score > entry->score);
5233 boolean score_is_equal = (new_entry->score == entry->score);
5234 boolean time_is_better = (new_entry->time < entry->time);
5235 boolean time_is_equal = (new_entry->time == entry->time);
5236 boolean better_by_score = (score_is_better ||
5237 (score_is_equal && time_is_better));
5238 boolean better_by_time = (time_is_better ||
5239 (time_is_equal && score_is_better));
5240 boolean is_better = (level.rate_time_over_score ? better_by_time :
5242 boolean entry_is_empty = (entry->score == 0 &&
5245 // prevent adding server score entries if also existing in local score file
5246 // (special case: historic score entries have an empty tape basename entry)
5247 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5248 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5250 // add fields from server score entry not stored in local score entry
5251 // (currently, this means setting platform, version and country fields;
5252 // in rare cases, this may also correct an invalid score value, as
5253 // historic scores might have been truncated to 16-bit values locally)
5254 *entry = *new_entry;
5259 if (is_better || entry_is_empty)
5261 // player has made it to the hall of fame
5263 if (i < MAX_SCORE_ENTRIES - 1)
5265 int m = MAX_SCORE_ENTRIES - 1;
5268 if (one_score_entry_per_name)
5270 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5271 if (strEqual(list->entry[l].name, new_entry->name))
5274 if (m == i) // player's new highscore overwrites his old one
5278 for (l = m; l > i; l--)
5279 list->entry[l] = list->entry[l - 1];
5284 *entry = *new_entry;
5288 else if (one_score_entry_per_name &&
5289 strEqual(entry->name, new_entry->name))
5291 // player already in high score list with better score or time
5297 // special case: new score is beyond the last high score list position
5298 return MAX_SCORE_ENTRIES;
5301 void NewHighScore(int level_nr, boolean tape_saved)
5303 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5304 boolean one_per_name = FALSE;
5306 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5307 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5309 new_entry.score = game.score_final;
5310 new_entry.time = game.score_time_final;
5312 LoadScore(level_nr);
5314 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5316 if (scores.last_added >= MAX_SCORE_ENTRIES)
5318 scores.last_added = MAX_SCORE_ENTRIES - 1;
5319 scores.force_last_added = TRUE;
5321 scores.entry[scores.last_added] = new_entry;
5323 // store last added local score entry (before merging server scores)
5324 scores.last_added_local = scores.last_added;
5329 if (scores.last_added < 0)
5332 SaveScore(level_nr);
5334 // store last added local score entry (before merging server scores)
5335 scores.last_added_local = scores.last_added;
5337 if (!game.LevelSolved_SaveTape)
5340 SaveScoreTape(level_nr);
5342 if (setup.ask_for_using_api_server)
5344 setup.use_api_server =
5345 Request("Upload your score and tape to the high score server?", REQ_ASK);
5347 if (!setup.use_api_server)
5348 Request("Not using high score server! Use setup menu to enable again!",
5351 runtime.use_api_server = setup.use_api_server;
5353 // after asking for using API server once, do not ask again
5354 setup.ask_for_using_api_server = FALSE;
5356 SaveSetup_ServerSetup();
5359 SaveServerScore(level_nr, tape_saved);
5362 void MergeServerScore(void)
5364 struct ScoreEntry last_added_entry;
5365 boolean one_per_name = FALSE;
5368 if (scores.last_added >= 0)
5369 last_added_entry = scores.entry[scores.last_added];
5371 for (i = 0; i < server_scores.num_entries; i++)
5373 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5375 if (pos >= 0 && pos <= scores.last_added)
5376 scores.last_added++;
5379 if (scores.last_added >= MAX_SCORE_ENTRIES)
5381 scores.last_added = MAX_SCORE_ENTRIES - 1;
5382 scores.force_last_added = TRUE;
5384 scores.entry[scores.last_added] = last_added_entry;
5388 static int getElementMoveStepsizeExt(int x, int y, int direction)
5390 int element = Tile[x][y];
5391 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5392 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5393 int horiz_move = (dx != 0);
5394 int sign = (horiz_move ? dx : dy);
5395 int step = sign * element_info[element].move_stepsize;
5397 // special values for move stepsize for spring and things on conveyor belt
5400 if (CAN_FALL(element) &&
5401 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5402 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5403 else if (element == EL_SPRING)
5404 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5410 static int getElementMoveStepsize(int x, int y)
5412 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5415 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5417 if (player->GfxAction != action || player->GfxDir != dir)
5419 player->GfxAction = action;
5420 player->GfxDir = dir;
5422 player->StepFrame = 0;
5426 static void ResetGfxFrame(int x, int y)
5428 // profiling showed that "autotest" spends 10~20% of its time in this function
5429 if (DrawingDeactivatedField())
5432 int element = Tile[x][y];
5433 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5435 if (graphic_info[graphic].anim_global_sync)
5436 GfxFrame[x][y] = FrameCounter;
5437 else if (graphic_info[graphic].anim_global_anim_sync)
5438 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5439 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5440 GfxFrame[x][y] = CustomValue[x][y];
5441 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5442 GfxFrame[x][y] = element_info[element].collect_score;
5443 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5444 GfxFrame[x][y] = ChangeDelay[x][y];
5447 static void ResetGfxAnimation(int x, int y)
5449 GfxAction[x][y] = ACTION_DEFAULT;
5450 GfxDir[x][y] = MovDir[x][y];
5453 ResetGfxFrame(x, y);
5456 static void ResetRandomAnimationValue(int x, int y)
5458 GfxRandom[x][y] = INIT_GFX_RANDOM();
5461 static void InitMovingField(int x, int y, int direction)
5463 int element = Tile[x][y];
5464 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5465 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5468 boolean is_moving_before, is_moving_after;
5470 // check if element was/is moving or being moved before/after mode change
5471 is_moving_before = (WasJustMoving[x][y] != 0);
5472 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5474 // reset animation only for moving elements which change direction of moving
5475 // or which just started or stopped moving
5476 // (else CEs with property "can move" / "not moving" are reset each frame)
5477 if (is_moving_before != is_moving_after ||
5478 direction != MovDir[x][y])
5479 ResetGfxAnimation(x, y);
5481 MovDir[x][y] = direction;
5482 GfxDir[x][y] = direction;
5484 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5485 direction == MV_DOWN && CAN_FALL(element) ?
5486 ACTION_FALLING : ACTION_MOVING);
5488 // this is needed for CEs with property "can move" / "not moving"
5490 if (is_moving_after)
5492 if (Tile[newx][newy] == EL_EMPTY)
5493 Tile[newx][newy] = EL_BLOCKED;
5495 MovDir[newx][newy] = MovDir[x][y];
5497 CustomValue[newx][newy] = CustomValue[x][y];
5499 GfxFrame[newx][newy] = GfxFrame[x][y];
5500 GfxRandom[newx][newy] = GfxRandom[x][y];
5501 GfxAction[newx][newy] = GfxAction[x][y];
5502 GfxDir[newx][newy] = GfxDir[x][y];
5506 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5508 int direction = MovDir[x][y];
5509 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5510 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5516 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5518 int direction = MovDir[x][y];
5519 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5520 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5522 *comes_from_x = oldx;
5523 *comes_from_y = oldy;
5526 static int MovingOrBlocked2Element(int x, int y)
5528 int element = Tile[x][y];
5530 if (element == EL_BLOCKED)
5534 Blocked2Moving(x, y, &oldx, &oldy);
5536 return Tile[oldx][oldy];
5542 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5544 // like MovingOrBlocked2Element(), but if element is moving
5545 // and (x, y) is the field the moving element is just leaving,
5546 // return EL_BLOCKED instead of the element value
5547 int element = Tile[x][y];
5549 if (IS_MOVING(x, y))
5551 if (element == EL_BLOCKED)
5555 Blocked2Moving(x, y, &oldx, &oldy);
5556 return Tile[oldx][oldy];
5565 static void RemoveField(int x, int y)
5567 Tile[x][y] = EL_EMPTY;
5573 CustomValue[x][y] = 0;
5576 ChangeDelay[x][y] = 0;
5577 ChangePage[x][y] = -1;
5578 Pushed[x][y] = FALSE;
5580 GfxElement[x][y] = EL_UNDEFINED;
5581 GfxAction[x][y] = ACTION_DEFAULT;
5582 GfxDir[x][y] = MV_NONE;
5585 static void RemoveMovingField(int x, int y)
5587 int oldx = x, oldy = y, newx = x, newy = y;
5588 int element = Tile[x][y];
5589 int next_element = EL_UNDEFINED;
5591 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5594 if (IS_MOVING(x, y))
5596 Moving2Blocked(x, y, &newx, &newy);
5598 if (Tile[newx][newy] != EL_BLOCKED)
5600 // element is moving, but target field is not free (blocked), but
5601 // already occupied by something different (example: acid pool);
5602 // in this case, only remove the moving field, but not the target
5604 RemoveField(oldx, oldy);
5606 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5608 TEST_DrawLevelField(oldx, oldy);
5613 else if (element == EL_BLOCKED)
5615 Blocked2Moving(x, y, &oldx, &oldy);
5616 if (!IS_MOVING(oldx, oldy))
5620 if (element == EL_BLOCKED &&
5621 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5622 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5623 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5624 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5625 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5626 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5627 next_element = get_next_element(Tile[oldx][oldy]);
5629 RemoveField(oldx, oldy);
5630 RemoveField(newx, newy);
5632 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5634 if (next_element != EL_UNDEFINED)
5635 Tile[oldx][oldy] = next_element;
5637 TEST_DrawLevelField(oldx, oldy);
5638 TEST_DrawLevelField(newx, newy);
5641 void DrawDynamite(int x, int y)
5643 int sx = SCREENX(x), sy = SCREENY(y);
5644 int graphic = el2img(Tile[x][y]);
5647 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5650 if (IS_WALKABLE_INSIDE(Back[x][y]))
5654 DrawLevelElement(x, y, Back[x][y]);
5655 else if (Store[x][y])
5656 DrawLevelElement(x, y, Store[x][y]);
5657 else if (game.use_masked_elements)
5658 DrawLevelElement(x, y, EL_EMPTY);
5660 frame = getGraphicAnimationFrameXY(graphic, x, y);
5662 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5663 DrawGraphicThruMask(sx, sy, graphic, frame);
5665 DrawGraphic(sx, sy, graphic, frame);
5668 static void CheckDynamite(int x, int y)
5670 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5674 if (MovDelay[x][y] != 0)
5677 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5683 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5688 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5690 boolean num_checked_players = 0;
5693 for (i = 0; i < MAX_PLAYERS; i++)
5695 if (stored_player[i].active)
5697 int sx = stored_player[i].jx;
5698 int sy = stored_player[i].jy;
5700 if (num_checked_players == 0)
5707 *sx1 = MIN(*sx1, sx);
5708 *sy1 = MIN(*sy1, sy);
5709 *sx2 = MAX(*sx2, sx);
5710 *sy2 = MAX(*sy2, sy);
5713 num_checked_players++;
5718 static boolean checkIfAllPlayersFitToScreen_RND(void)
5720 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5722 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5724 return (sx2 - sx1 < SCR_FIELDX &&
5725 sy2 - sy1 < SCR_FIELDY);
5728 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5730 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5732 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5734 *sx = (sx1 + sx2) / 2;
5735 *sy = (sy1 + sy2) / 2;
5738 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5739 boolean center_screen, boolean quick_relocation)
5741 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5742 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5743 boolean no_delay = (tape.warp_forward);
5744 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5745 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5746 int new_scroll_x, new_scroll_y;
5748 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5750 // case 1: quick relocation inside visible screen (without scrolling)
5757 if (!level.shifted_relocation || center_screen)
5759 // relocation _with_ centering of screen
5761 new_scroll_x = SCROLL_POSITION_X(x);
5762 new_scroll_y = SCROLL_POSITION_Y(y);
5766 // relocation _without_ centering of screen
5768 // apply distance between old and new player position to scroll position
5769 int shifted_scroll_x = scroll_x + (x - old_x);
5770 int shifted_scroll_y = scroll_y + (y - old_y);
5772 // make sure that shifted scroll position does not scroll beyond screen
5773 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5774 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5776 // special case for teleporting from one end of the playfield to the other
5777 // (this kludge prevents the destination area to be shifted by half a tile
5778 // against the source destination for even screen width or screen height;
5779 // probably most useful when used with high "game.forced_scroll_delay_value"
5780 // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
5781 if (quick_relocation)
5783 if (EVEN(SCR_FIELDX))
5785 // relocate (teleport) between left and right border (half or full)
5786 if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
5787 new_scroll_x = SBX_Right;
5788 else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
5789 new_scroll_x = SBX_Right - 1;
5790 else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
5791 new_scroll_x = SBX_Left;
5792 else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
5793 new_scroll_x = SBX_Left + 1;
5796 if (EVEN(SCR_FIELDY))
5798 // relocate (teleport) between top and bottom border (half or full)
5799 if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
5800 new_scroll_y = SBY_Lower;
5801 else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
5802 new_scroll_y = SBY_Lower - 1;
5803 else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
5804 new_scroll_y = SBY_Upper;
5805 else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
5806 new_scroll_y = SBY_Upper + 1;
5811 if (quick_relocation)
5813 // case 2: quick relocation (redraw without visible scrolling)
5815 scroll_x = new_scroll_x;
5816 scroll_y = new_scroll_y;
5823 // case 3: visible relocation (with scrolling to new position)
5825 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5827 SetVideoFrameDelay(wait_delay_value);
5829 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5831 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5832 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5834 if (dx == 0 && dy == 0) // no scrolling needed at all
5840 // set values for horizontal/vertical screen scrolling (half tile size)
5841 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5842 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5843 int pos_x = dx * TILEX / 2;
5844 int pos_y = dy * TILEY / 2;
5845 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5846 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5848 ScrollLevel(dx, dy);
5851 // scroll in two steps of half tile size to make things smoother
5852 BlitScreenToBitmapExt_RND(window, fx, fy);
5854 // scroll second step to align at full tile size
5855 BlitScreenToBitmap(window);
5861 SetVideoFrameDelay(frame_delay_value_old);
5864 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5866 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5867 int player_nr = GET_PLAYER_NR(el_player);
5868 struct PlayerInfo *player = &stored_player[player_nr];
5869 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5870 boolean no_delay = (tape.warp_forward);
5871 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5872 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5873 int old_jx = player->jx;
5874 int old_jy = player->jy;
5875 int old_element = Tile[old_jx][old_jy];
5876 int element = Tile[jx][jy];
5877 boolean player_relocated = (old_jx != jx || old_jy != jy);
5879 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5880 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5881 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5882 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5883 int leave_side_horiz = move_dir_horiz;
5884 int leave_side_vert = move_dir_vert;
5885 int enter_side = enter_side_horiz | enter_side_vert;
5886 int leave_side = leave_side_horiz | leave_side_vert;
5888 if (player->buried) // do not reanimate dead player
5891 if (!player_relocated) // no need to relocate the player
5894 if (IS_PLAYER(jx, jy)) // player already placed at new position
5896 RemoveField(jx, jy); // temporarily remove newly placed player
5897 DrawLevelField(jx, jy);
5900 if (player->present)
5902 while (player->MovPos)
5904 ScrollPlayer(player, SCROLL_GO_ON);
5905 ScrollScreen(NULL, SCROLL_GO_ON);
5907 AdvanceFrameAndPlayerCounters(player->index_nr);
5911 BackToFront_WithFrameDelay(wait_delay_value);
5914 DrawPlayer(player); // needed here only to cleanup last field
5915 DrawLevelField(player->jx, player->jy); // remove player graphic
5917 player->is_moving = FALSE;
5920 if (IS_CUSTOM_ELEMENT(old_element))
5921 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5923 player->index_bit, leave_side);
5925 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5927 player->index_bit, leave_side);
5929 Tile[jx][jy] = el_player;
5930 InitPlayerField(jx, jy, el_player, TRUE);
5932 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5933 possible that the relocation target field did not contain a player element,
5934 but a walkable element, to which the new player was relocated -- in this
5935 case, restore that (already initialized!) element on the player field */
5936 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5938 Tile[jx][jy] = element; // restore previously existing element
5941 // only visually relocate centered player
5942 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5943 FALSE, level.instant_relocation);
5945 TestIfPlayerTouchesBadThing(jx, jy);
5946 TestIfPlayerTouchesCustomElement(jx, jy);
5948 if (IS_CUSTOM_ELEMENT(element))
5949 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5950 player->index_bit, enter_side);
5952 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5953 player->index_bit, enter_side);
5955 if (player->is_switching)
5957 /* ensure that relocation while still switching an element does not cause
5958 a new element to be treated as also switched directly after relocation
5959 (this is important for teleporter switches that teleport the player to
5960 a place where another teleporter switch is in the same direction, which
5961 would then incorrectly be treated as immediately switched before the
5962 direction key that caused the switch was released) */
5964 player->switch_x += jx - old_jx;
5965 player->switch_y += jy - old_jy;
5969 static void Explode(int ex, int ey, int phase, int mode)
5975 if (game.explosions_delayed)
5977 ExplodeField[ex][ey] = mode;
5981 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5983 int center_element = Tile[ex][ey];
5984 int ce_value = CustomValue[ex][ey];
5985 int ce_score = element_info[center_element].collect_score;
5986 int artwork_element, explosion_element; // set these values later
5988 // remove things displayed in background while burning dynamite
5989 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5992 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5994 // put moving element to center field (and let it explode there)
5995 center_element = MovingOrBlocked2Element(ex, ey);
5996 RemoveMovingField(ex, ey);
5997 Tile[ex][ey] = center_element;
6000 // now "center_element" is finally determined -- set related values now
6001 artwork_element = center_element; // for custom player artwork
6002 explosion_element = center_element; // for custom player artwork
6004 if (IS_PLAYER(ex, ey))
6006 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
6008 artwork_element = stored_player[player_nr].artwork_element;
6010 if (level.use_explosion_element[player_nr])
6012 explosion_element = level.explosion_element[player_nr];
6013 artwork_element = explosion_element;
6017 if (mode == EX_TYPE_NORMAL ||
6018 mode == EX_TYPE_CENTER ||
6019 mode == EX_TYPE_CROSS)
6020 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
6022 last_phase = element_info[explosion_element].explosion_delay + 1;
6024 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
6026 int xx = x - ex + 1;
6027 int yy = y - ey + 1;
6030 if (!IN_LEV_FIELD(x, y) ||
6031 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
6032 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
6035 element = Tile[x][y];
6037 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6039 element = MovingOrBlocked2Element(x, y);
6041 if (!IS_EXPLOSION_PROOF(element))
6042 RemoveMovingField(x, y);
6045 // indestructible elements can only explode in center (but not flames)
6046 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
6047 mode == EX_TYPE_BORDER)) ||
6048 element == EL_FLAMES)
6051 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
6052 behaviour, for example when touching a yamyam that explodes to rocks
6053 with active deadly shield, a rock is created under the player !!! */
6054 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
6056 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
6057 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
6058 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
6060 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
6063 if (IS_ACTIVE_BOMB(element))
6065 // re-activate things under the bomb like gate or penguin
6066 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
6073 // save walkable background elements while explosion on same tile
6074 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
6075 (x != ex || y != ey || mode == EX_TYPE_BORDER))
6076 Back[x][y] = element;
6078 // ignite explodable elements reached by other explosion
6079 if (element == EL_EXPLOSION)
6080 element = Store2[x][y];
6082 if (AmoebaNr[x][y] &&
6083 (element == EL_AMOEBA_FULL ||
6084 element == EL_BD_AMOEBA ||
6085 element == EL_AMOEBA_GROWING))
6087 AmoebaCnt[AmoebaNr[x][y]]--;
6088 AmoebaCnt2[AmoebaNr[x][y]]--;
6093 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6095 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6097 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6099 if (PLAYERINFO(ex, ey)->use_murphy)
6100 Store[x][y] = EL_EMPTY;
6103 // !!! check this case -- currently needed for rnd_rado_negundo_v,
6104 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
6105 else if (IS_PLAYER_ELEMENT(center_element))
6106 Store[x][y] = EL_EMPTY;
6107 else if (center_element == EL_YAMYAM)
6108 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6109 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6110 Store[x][y] = element_info[center_element].content.e[xx][yy];
6112 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6113 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6114 // otherwise) -- FIX THIS !!!
6115 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6116 Store[x][y] = element_info[element].content.e[1][1];
6118 else if (!CAN_EXPLODE(element))
6119 Store[x][y] = element_info[element].content.e[1][1];
6122 Store[x][y] = EL_EMPTY;
6124 if (IS_CUSTOM_ELEMENT(center_element))
6125 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6126 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6127 Store[x][y] >= EL_PREV_CE_8 &&
6128 Store[x][y] <= EL_NEXT_CE_8 ?
6129 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6132 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6133 center_element == EL_AMOEBA_TO_DIAMOND)
6134 Store2[x][y] = element;
6136 Tile[x][y] = EL_EXPLOSION;
6137 GfxElement[x][y] = artwork_element;
6139 ExplodePhase[x][y] = 1;
6140 ExplodeDelay[x][y] = last_phase;
6145 if (center_element == EL_YAMYAM)
6146 game.yamyam_content_nr =
6147 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6159 GfxFrame[x][y] = 0; // restart explosion animation
6161 last_phase = ExplodeDelay[x][y];
6163 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6165 // this can happen if the player leaves an explosion just in time
6166 if (GfxElement[x][y] == EL_UNDEFINED)
6167 GfxElement[x][y] = EL_EMPTY;
6169 border_element = Store2[x][y];
6170 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6171 border_element = StorePlayer[x][y];
6173 if (phase == element_info[border_element].ignition_delay ||
6174 phase == last_phase)
6176 boolean border_explosion = FALSE;
6178 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6179 !PLAYER_EXPLOSION_PROTECTED(x, y))
6181 KillPlayerUnlessExplosionProtected(x, y);
6182 border_explosion = TRUE;
6184 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6186 Tile[x][y] = Store2[x][y];
6189 border_explosion = TRUE;
6191 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6193 AmoebaToDiamond(x, y);
6195 border_explosion = TRUE;
6198 // if an element just explodes due to another explosion (chain-reaction),
6199 // do not immediately end the new explosion when it was the last frame of
6200 // the explosion (as it would be done in the following "if"-statement!)
6201 if (border_explosion && phase == last_phase)
6205 // this can happen if the player was just killed by an explosion
6206 if (GfxElement[x][y] == EL_UNDEFINED)
6207 GfxElement[x][y] = EL_EMPTY;
6209 if (phase == last_phase)
6213 element = Tile[x][y] = Store[x][y];
6214 Store[x][y] = Store2[x][y] = 0;
6215 GfxElement[x][y] = EL_UNDEFINED;
6217 // player can escape from explosions and might therefore be still alive
6218 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6219 element <= EL_PLAYER_IS_EXPLODING_4)
6221 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6222 int explosion_element = EL_PLAYER_1 + player_nr;
6223 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6224 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6226 if (level.use_explosion_element[player_nr])
6227 explosion_element = level.explosion_element[player_nr];
6229 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6230 element_info[explosion_element].content.e[xx][yy]);
6233 // restore probably existing indestructible background element
6234 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6235 element = Tile[x][y] = Back[x][y];
6238 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6239 GfxDir[x][y] = MV_NONE;
6240 ChangeDelay[x][y] = 0;
6241 ChangePage[x][y] = -1;
6243 CustomValue[x][y] = 0;
6245 InitField_WithBug2(x, y, FALSE);
6247 TEST_DrawLevelField(x, y);
6249 TestIfElementTouchesCustomElement(x, y);
6251 if (GFX_CRUMBLED(element))
6252 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6254 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6255 StorePlayer[x][y] = 0;
6257 if (IS_PLAYER_ELEMENT(element))
6258 RelocatePlayer(x, y, element);
6260 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6262 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6263 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6266 TEST_DrawLevelFieldCrumbled(x, y);
6268 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6270 DrawLevelElement(x, y, Back[x][y]);
6271 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6273 else if (IS_WALKABLE_UNDER(Back[x][y]))
6275 DrawLevelGraphic(x, y, graphic, frame);
6276 DrawLevelElementThruMask(x, y, Back[x][y]);
6278 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6279 DrawLevelGraphic(x, y, graphic, frame);
6283 static void DynaExplode(int ex, int ey)
6286 int dynabomb_element = Tile[ex][ey];
6287 int dynabomb_size = 1;
6288 boolean dynabomb_xl = FALSE;
6289 struct PlayerInfo *player;
6290 struct XY *xy = xy_topdown;
6292 if (IS_ACTIVE_BOMB(dynabomb_element))
6294 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6295 dynabomb_size = player->dynabomb_size;
6296 dynabomb_xl = player->dynabomb_xl;
6297 player->dynabombs_left++;
6300 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6302 for (i = 0; i < NUM_DIRECTIONS; i++)
6304 for (j = 1; j <= dynabomb_size; j++)
6306 int x = ex + j * xy[i].x;
6307 int y = ey + j * xy[i].y;
6310 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6313 element = Tile[x][y];
6315 // do not restart explosions of fields with active bombs
6316 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6319 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6321 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6322 !IS_DIGGABLE(element) && !dynabomb_xl)
6328 void Bang(int x, int y)
6330 int element = MovingOrBlocked2Element(x, y);
6331 int explosion_type = EX_TYPE_NORMAL;
6333 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6335 struct PlayerInfo *player = PLAYERINFO(x, y);
6337 element = Tile[x][y] = player->initial_element;
6339 if (level.use_explosion_element[player->index_nr])
6341 int explosion_element = level.explosion_element[player->index_nr];
6343 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6344 explosion_type = EX_TYPE_CROSS;
6345 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6346 explosion_type = EX_TYPE_CENTER;
6354 case EL_BD_BUTTERFLY:
6357 case EL_DARK_YAMYAM:
6361 RaiseScoreElement(element);
6364 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6365 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6366 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6367 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6368 case EL_DYNABOMB_INCREASE_NUMBER:
6369 case EL_DYNABOMB_INCREASE_SIZE:
6370 case EL_DYNABOMB_INCREASE_POWER:
6371 explosion_type = EX_TYPE_DYNA;
6374 case EL_DC_LANDMINE:
6375 explosion_type = EX_TYPE_CENTER;
6380 case EL_LAMP_ACTIVE:
6381 case EL_AMOEBA_TO_DIAMOND:
6382 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6383 explosion_type = EX_TYPE_CENTER;
6387 if (element_info[element].explosion_type == EXPLODES_CROSS)
6388 explosion_type = EX_TYPE_CROSS;
6389 else if (element_info[element].explosion_type == EXPLODES_1X1)
6390 explosion_type = EX_TYPE_CENTER;
6394 if (explosion_type == EX_TYPE_DYNA)
6397 Explode(x, y, EX_PHASE_START, explosion_type);
6399 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6402 static void SplashAcid(int x, int y)
6404 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6405 (!IN_LEV_FIELD(x - 1, y - 2) ||
6406 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6407 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6409 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6410 (!IN_LEV_FIELD(x + 1, y - 2) ||
6411 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6412 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6414 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6417 static void InitBeltMovement(void)
6419 static int belt_base_element[4] =
6421 EL_CONVEYOR_BELT_1_LEFT,
6422 EL_CONVEYOR_BELT_2_LEFT,
6423 EL_CONVEYOR_BELT_3_LEFT,
6424 EL_CONVEYOR_BELT_4_LEFT
6426 static int belt_base_active_element[4] =
6428 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6429 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6430 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6431 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6436 // set frame order for belt animation graphic according to belt direction
6437 for (i = 0; i < NUM_BELTS; i++)
6441 for (j = 0; j < NUM_BELT_PARTS; j++)
6443 int element = belt_base_active_element[belt_nr] + j;
6444 int graphic_1 = el2img(element);
6445 int graphic_2 = el2panelimg(element);
6447 if (game.belt_dir[i] == MV_LEFT)
6449 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6450 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6454 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6455 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6460 SCAN_PLAYFIELD(x, y)
6462 int element = Tile[x][y];
6464 for (i = 0; i < NUM_BELTS; i++)
6466 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6468 int e_belt_nr = getBeltNrFromBeltElement(element);
6471 if (e_belt_nr == belt_nr)
6473 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6475 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6482 static void ToggleBeltSwitch(int x, int y)
6484 static int belt_base_element[4] =
6486 EL_CONVEYOR_BELT_1_LEFT,
6487 EL_CONVEYOR_BELT_2_LEFT,
6488 EL_CONVEYOR_BELT_3_LEFT,
6489 EL_CONVEYOR_BELT_4_LEFT
6491 static int belt_base_active_element[4] =
6493 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6494 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6495 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6496 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6498 static int belt_base_switch_element[4] =
6500 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6501 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6502 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6503 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6505 static int belt_move_dir[4] =
6513 int element = Tile[x][y];
6514 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6515 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6516 int belt_dir = belt_move_dir[belt_dir_nr];
6519 if (!IS_BELT_SWITCH(element))
6522 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6523 game.belt_dir[belt_nr] = belt_dir;
6525 if (belt_dir_nr == 3)
6528 // set frame order for belt animation graphic according to belt direction
6529 for (i = 0; i < NUM_BELT_PARTS; i++)
6531 int element = belt_base_active_element[belt_nr] + i;
6532 int graphic_1 = el2img(element);
6533 int graphic_2 = el2panelimg(element);
6535 if (belt_dir == MV_LEFT)
6537 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6538 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6542 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6543 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6547 SCAN_PLAYFIELD(xx, yy)
6549 int element = Tile[xx][yy];
6551 if (IS_BELT_SWITCH(element))
6553 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6555 if (e_belt_nr == belt_nr)
6557 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6558 TEST_DrawLevelField(xx, yy);
6561 else if (IS_BELT(element) && belt_dir != MV_NONE)
6563 int e_belt_nr = getBeltNrFromBeltElement(element);
6565 if (e_belt_nr == belt_nr)
6567 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6569 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6570 TEST_DrawLevelField(xx, yy);
6573 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6575 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6577 if (e_belt_nr == belt_nr)
6579 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6581 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6582 TEST_DrawLevelField(xx, yy);
6588 static void ToggleSwitchgateSwitch(void)
6592 game.switchgate_pos = !game.switchgate_pos;
6594 SCAN_PLAYFIELD(xx, yy)
6596 int element = Tile[xx][yy];
6598 if (element == EL_SWITCHGATE_SWITCH_UP)
6600 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6601 TEST_DrawLevelField(xx, yy);
6603 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6605 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6606 TEST_DrawLevelField(xx, yy);
6608 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6610 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6611 TEST_DrawLevelField(xx, yy);
6613 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6615 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6616 TEST_DrawLevelField(xx, yy);
6618 else if (element == EL_SWITCHGATE_OPEN ||
6619 element == EL_SWITCHGATE_OPENING)
6621 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6623 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6625 else if (element == EL_SWITCHGATE_CLOSED ||
6626 element == EL_SWITCHGATE_CLOSING)
6628 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6630 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6635 static int getInvisibleActiveFromInvisibleElement(int element)
6637 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6638 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6639 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6643 static int getInvisibleFromInvisibleActiveElement(int element)
6645 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6646 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6647 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6651 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6655 SCAN_PLAYFIELD(x, y)
6657 int element = Tile[x][y];
6659 if (element == EL_LIGHT_SWITCH &&
6660 game.light_time_left > 0)
6662 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6663 TEST_DrawLevelField(x, y);
6665 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6666 game.light_time_left == 0)
6668 Tile[x][y] = EL_LIGHT_SWITCH;
6669 TEST_DrawLevelField(x, y);
6671 else if (element == EL_EMC_DRIPPER &&
6672 game.light_time_left > 0)
6674 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6675 TEST_DrawLevelField(x, y);
6677 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6678 game.light_time_left == 0)
6680 Tile[x][y] = EL_EMC_DRIPPER;
6681 TEST_DrawLevelField(x, y);
6683 else if (element == EL_INVISIBLE_STEELWALL ||
6684 element == EL_INVISIBLE_WALL ||
6685 element == EL_INVISIBLE_SAND)
6687 if (game.light_time_left > 0)
6688 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6690 TEST_DrawLevelField(x, y);
6692 // uncrumble neighbour fields, if needed
6693 if (element == EL_INVISIBLE_SAND)
6694 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6696 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6697 element == EL_INVISIBLE_WALL_ACTIVE ||
6698 element == EL_INVISIBLE_SAND_ACTIVE)
6700 if (game.light_time_left == 0)
6701 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6703 TEST_DrawLevelField(x, y);
6705 // re-crumble neighbour fields, if needed
6706 if (element == EL_INVISIBLE_SAND)
6707 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6712 static void RedrawAllInvisibleElementsForLenses(void)
6716 SCAN_PLAYFIELD(x, y)
6718 int element = Tile[x][y];
6720 if (element == EL_EMC_DRIPPER &&
6721 game.lenses_time_left > 0)
6723 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6724 TEST_DrawLevelField(x, y);
6726 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6727 game.lenses_time_left == 0)
6729 Tile[x][y] = EL_EMC_DRIPPER;
6730 TEST_DrawLevelField(x, y);
6732 else if (element == EL_INVISIBLE_STEELWALL ||
6733 element == EL_INVISIBLE_WALL ||
6734 element == EL_INVISIBLE_SAND)
6736 if (game.lenses_time_left > 0)
6737 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6739 TEST_DrawLevelField(x, y);
6741 // uncrumble neighbour fields, if needed
6742 if (element == EL_INVISIBLE_SAND)
6743 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6745 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6746 element == EL_INVISIBLE_WALL_ACTIVE ||
6747 element == EL_INVISIBLE_SAND_ACTIVE)
6749 if (game.lenses_time_left == 0)
6750 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6752 TEST_DrawLevelField(x, y);
6754 // re-crumble neighbour fields, if needed
6755 if (element == EL_INVISIBLE_SAND)
6756 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6761 static void RedrawAllInvisibleElementsForMagnifier(void)
6765 SCAN_PLAYFIELD(x, y)
6767 int element = Tile[x][y];
6769 if (element == EL_EMC_FAKE_GRASS &&
6770 game.magnify_time_left > 0)
6772 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6773 TEST_DrawLevelField(x, y);
6775 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6776 game.magnify_time_left == 0)
6778 Tile[x][y] = EL_EMC_FAKE_GRASS;
6779 TEST_DrawLevelField(x, y);
6781 else if (IS_GATE_GRAY(element) &&
6782 game.magnify_time_left > 0)
6784 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6785 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6786 IS_EM_GATE_GRAY(element) ?
6787 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6788 IS_EMC_GATE_GRAY(element) ?
6789 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6790 IS_DC_GATE_GRAY(element) ?
6791 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6793 TEST_DrawLevelField(x, y);
6795 else if (IS_GATE_GRAY_ACTIVE(element) &&
6796 game.magnify_time_left == 0)
6798 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6799 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6800 IS_EM_GATE_GRAY_ACTIVE(element) ?
6801 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6802 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6803 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6804 IS_DC_GATE_GRAY_ACTIVE(element) ?
6805 EL_DC_GATE_WHITE_GRAY :
6807 TEST_DrawLevelField(x, y);
6812 static void ToggleLightSwitch(int x, int y)
6814 int element = Tile[x][y];
6816 game.light_time_left =
6817 (element == EL_LIGHT_SWITCH ?
6818 level.time_light * FRAMES_PER_SECOND : 0);
6820 RedrawAllLightSwitchesAndInvisibleElements();
6823 static void ActivateTimegateSwitch(int x, int y)
6827 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6829 SCAN_PLAYFIELD(xx, yy)
6831 int element = Tile[xx][yy];
6833 if (element == EL_TIMEGATE_CLOSED ||
6834 element == EL_TIMEGATE_CLOSING)
6836 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6837 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6841 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6843 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6844 TEST_DrawLevelField(xx, yy);
6850 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6851 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6854 static void Impact(int x, int y)
6856 boolean last_line = (y == lev_fieldy - 1);
6857 boolean object_hit = FALSE;
6858 boolean impact = (last_line || object_hit);
6859 int element = Tile[x][y];
6860 int smashed = EL_STEELWALL;
6862 if (!last_line) // check if element below was hit
6864 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6867 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6868 MovDir[x][y + 1] != MV_DOWN ||
6869 MovPos[x][y + 1] <= TILEY / 2));
6871 // do not smash moving elements that left the smashed field in time
6872 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6873 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6876 #if USE_QUICKSAND_IMPACT_BUGFIX
6877 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6879 RemoveMovingField(x, y + 1);
6880 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6881 Tile[x][y + 2] = EL_ROCK;
6882 TEST_DrawLevelField(x, y + 2);
6887 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6889 RemoveMovingField(x, y + 1);
6890 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6891 Tile[x][y + 2] = EL_ROCK;
6892 TEST_DrawLevelField(x, y + 2);
6899 smashed = MovingOrBlocked2Element(x, y + 1);
6901 impact = (last_line || object_hit);
6904 if (!last_line && smashed == EL_ACID) // element falls into acid
6906 SplashAcid(x, y + 1);
6910 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6911 // only reset graphic animation if graphic really changes after impact
6913 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6915 ResetGfxAnimation(x, y);
6916 TEST_DrawLevelField(x, y);
6919 if (impact && CAN_EXPLODE_IMPACT(element))
6924 else if (impact && element == EL_PEARL &&
6925 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6927 ResetGfxAnimation(x, y);
6929 Tile[x][y] = EL_PEARL_BREAKING;
6930 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6933 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6935 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6940 if (impact && element == EL_AMOEBA_DROP)
6942 if (object_hit && IS_PLAYER(x, y + 1))
6943 KillPlayerUnlessEnemyProtected(x, y + 1);
6944 else if (object_hit && smashed == EL_PENGUIN)
6948 Tile[x][y] = EL_AMOEBA_GROWING;
6949 Store[x][y] = EL_AMOEBA_WET;
6951 ResetRandomAnimationValue(x, y);
6956 if (object_hit) // check which object was hit
6958 if ((CAN_PASS_MAGIC_WALL(element) &&
6959 (smashed == EL_MAGIC_WALL ||
6960 smashed == EL_BD_MAGIC_WALL)) ||
6961 (CAN_PASS_DC_MAGIC_WALL(element) &&
6962 smashed == EL_DC_MAGIC_WALL))
6965 int activated_magic_wall =
6966 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6967 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6968 EL_DC_MAGIC_WALL_ACTIVE);
6970 // activate magic wall / mill
6971 SCAN_PLAYFIELD(xx, yy)
6973 if (Tile[xx][yy] == smashed)
6974 Tile[xx][yy] = activated_magic_wall;
6977 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6978 game.magic_wall_active = TRUE;
6980 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6981 SND_MAGIC_WALL_ACTIVATING :
6982 smashed == EL_BD_MAGIC_WALL ?
6983 SND_BD_MAGIC_WALL_ACTIVATING :
6984 SND_DC_MAGIC_WALL_ACTIVATING));
6987 if (IS_PLAYER(x, y + 1))
6989 if (CAN_SMASH_PLAYER(element))
6991 KillPlayerUnlessEnemyProtected(x, y + 1);
6995 else if (smashed == EL_PENGUIN)
6997 if (CAN_SMASH_PLAYER(element))
7003 else if (element == EL_BD_DIAMOND)
7005 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
7011 else if (((element == EL_SP_INFOTRON ||
7012 element == EL_SP_ZONK) &&
7013 (smashed == EL_SP_SNIKSNAK ||
7014 smashed == EL_SP_ELECTRON ||
7015 smashed == EL_SP_DISK_ORANGE)) ||
7016 (element == EL_SP_INFOTRON &&
7017 smashed == EL_SP_DISK_YELLOW))
7022 else if (CAN_SMASH_EVERYTHING(element))
7024 if (IS_CLASSIC_ENEMY(smashed) ||
7025 CAN_EXPLODE_SMASHED(smashed))
7030 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
7032 if (smashed == EL_LAMP ||
7033 smashed == EL_LAMP_ACTIVE)
7038 else if (smashed == EL_NUT)
7040 Tile[x][y + 1] = EL_NUT_BREAKING;
7041 PlayLevelSound(x, y, SND_NUT_BREAKING);
7042 RaiseScoreElement(EL_NUT);
7045 else if (smashed == EL_PEARL)
7047 ResetGfxAnimation(x, y);
7049 Tile[x][y + 1] = EL_PEARL_BREAKING;
7050 PlayLevelSound(x, y, SND_PEARL_BREAKING);
7053 else if (smashed == EL_DIAMOND)
7055 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
7056 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7059 else if (IS_BELT_SWITCH(smashed))
7061 ToggleBeltSwitch(x, y + 1);
7063 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7064 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7065 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7066 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7068 ToggleSwitchgateSwitch();
7070 else if (smashed == EL_LIGHT_SWITCH ||
7071 smashed == EL_LIGHT_SWITCH_ACTIVE)
7073 ToggleLightSwitch(x, y + 1);
7077 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7079 CheckElementChangeBySide(x, y + 1, smashed, element,
7080 CE_SWITCHED, CH_SIDE_TOP);
7081 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7087 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7092 // play sound of magic wall / mill
7094 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7095 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7096 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7098 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7099 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7100 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7101 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7102 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7103 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7108 // play sound of object that hits the ground
7109 if (last_line || object_hit)
7110 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7113 static void TurnRoundExt(int x, int y)
7125 { 0, 0 }, { 0, 0 }, { 0, 0 },
7130 int left, right, back;
7134 { MV_DOWN, MV_UP, MV_RIGHT },
7135 { MV_UP, MV_DOWN, MV_LEFT },
7137 { MV_LEFT, MV_RIGHT, MV_DOWN },
7141 { MV_RIGHT, MV_LEFT, MV_UP }
7144 int element = Tile[x][y];
7145 int move_pattern = element_info[element].move_pattern;
7147 int old_move_dir = MovDir[x][y];
7148 int left_dir = turn[old_move_dir].left;
7149 int right_dir = turn[old_move_dir].right;
7150 int back_dir = turn[old_move_dir].back;
7152 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7153 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7154 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7155 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7157 int left_x = x + left_dx, left_y = y + left_dy;
7158 int right_x = x + right_dx, right_y = y + right_dy;
7159 int move_x = x + move_dx, move_y = y + move_dy;
7163 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7165 TestIfBadThingTouchesOtherBadThing(x, y);
7167 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7168 MovDir[x][y] = right_dir;
7169 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7170 MovDir[x][y] = left_dir;
7172 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7174 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7177 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7179 TestIfBadThingTouchesOtherBadThing(x, y);
7181 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7182 MovDir[x][y] = left_dir;
7183 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7184 MovDir[x][y] = right_dir;
7186 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7188 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7191 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7193 TestIfBadThingTouchesOtherBadThing(x, y);
7195 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7196 MovDir[x][y] = left_dir;
7197 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7198 MovDir[x][y] = right_dir;
7200 if (MovDir[x][y] != old_move_dir)
7203 else if (element == EL_YAMYAM)
7205 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7206 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7208 if (can_turn_left && can_turn_right)
7209 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7210 else if (can_turn_left)
7211 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7212 else if (can_turn_right)
7213 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7215 MovDir[x][y] = back_dir;
7217 MovDelay[x][y] = 16 + 16 * RND(3);
7219 else if (element == EL_DARK_YAMYAM)
7221 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7223 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7226 if (can_turn_left && can_turn_right)
7227 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7228 else if (can_turn_left)
7229 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7230 else if (can_turn_right)
7231 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7233 MovDir[x][y] = back_dir;
7235 MovDelay[x][y] = 16 + 16 * RND(3);
7237 else if (element == EL_PACMAN)
7239 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7240 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7242 if (can_turn_left && can_turn_right)
7243 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7244 else if (can_turn_left)
7245 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7246 else if (can_turn_right)
7247 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7249 MovDir[x][y] = back_dir;
7251 MovDelay[x][y] = 6 + RND(40);
7253 else if (element == EL_PIG)
7255 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7256 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7257 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7258 boolean should_turn_left, should_turn_right, should_move_on;
7260 int rnd = RND(rnd_value);
7262 should_turn_left = (can_turn_left &&
7264 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7265 y + back_dy + left_dy)));
7266 should_turn_right = (can_turn_right &&
7268 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7269 y + back_dy + right_dy)));
7270 should_move_on = (can_move_on &&
7273 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7274 y + move_dy + left_dy) ||
7275 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7276 y + move_dy + right_dy)));
7278 if (should_turn_left || should_turn_right || should_move_on)
7280 if (should_turn_left && should_turn_right && should_move_on)
7281 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7282 rnd < 2 * rnd_value / 3 ? right_dir :
7284 else if (should_turn_left && should_turn_right)
7285 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7286 else if (should_turn_left && should_move_on)
7287 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7288 else if (should_turn_right && should_move_on)
7289 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7290 else if (should_turn_left)
7291 MovDir[x][y] = left_dir;
7292 else if (should_turn_right)
7293 MovDir[x][y] = right_dir;
7294 else if (should_move_on)
7295 MovDir[x][y] = old_move_dir;
7297 else if (can_move_on && rnd > rnd_value / 8)
7298 MovDir[x][y] = old_move_dir;
7299 else if (can_turn_left && can_turn_right)
7300 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7301 else if (can_turn_left && rnd > rnd_value / 8)
7302 MovDir[x][y] = left_dir;
7303 else if (can_turn_right && rnd > rnd_value/8)
7304 MovDir[x][y] = right_dir;
7306 MovDir[x][y] = back_dir;
7308 xx = x + move_xy[MovDir[x][y]].dx;
7309 yy = y + move_xy[MovDir[x][y]].dy;
7311 if (!IN_LEV_FIELD(xx, yy) ||
7312 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7313 MovDir[x][y] = old_move_dir;
7317 else if (element == EL_DRAGON)
7319 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7320 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7321 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7323 int rnd = RND(rnd_value);
7325 if (can_move_on && rnd > rnd_value / 8)
7326 MovDir[x][y] = old_move_dir;
7327 else if (can_turn_left && can_turn_right)
7328 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7329 else if (can_turn_left && rnd > rnd_value / 8)
7330 MovDir[x][y] = left_dir;
7331 else if (can_turn_right && rnd > rnd_value / 8)
7332 MovDir[x][y] = right_dir;
7334 MovDir[x][y] = back_dir;
7336 xx = x + move_xy[MovDir[x][y]].dx;
7337 yy = y + move_xy[MovDir[x][y]].dy;
7339 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7340 MovDir[x][y] = old_move_dir;
7344 else if (element == EL_MOLE)
7346 boolean can_move_on =
7347 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7348 IS_AMOEBOID(Tile[move_x][move_y]) ||
7349 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7352 boolean can_turn_left =
7353 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7354 IS_AMOEBOID(Tile[left_x][left_y])));
7356 boolean can_turn_right =
7357 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7358 IS_AMOEBOID(Tile[right_x][right_y])));
7360 if (can_turn_left && can_turn_right)
7361 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7362 else if (can_turn_left)
7363 MovDir[x][y] = left_dir;
7365 MovDir[x][y] = right_dir;
7368 if (MovDir[x][y] != old_move_dir)
7371 else if (element == EL_BALLOON)
7373 MovDir[x][y] = game.wind_direction;
7376 else if (element == EL_SPRING)
7378 if (MovDir[x][y] & MV_HORIZONTAL)
7380 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7381 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7383 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7384 ResetGfxAnimation(move_x, move_y);
7385 TEST_DrawLevelField(move_x, move_y);
7387 MovDir[x][y] = back_dir;
7389 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7390 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7391 MovDir[x][y] = MV_NONE;
7396 else if (element == EL_ROBOT ||
7397 element == EL_SATELLITE ||
7398 element == EL_PENGUIN ||
7399 element == EL_EMC_ANDROID)
7401 int attr_x = -1, attr_y = -1;
7403 if (game.all_players_gone)
7405 attr_x = game.exit_x;
7406 attr_y = game.exit_y;
7412 for (i = 0; i < MAX_PLAYERS; i++)
7414 struct PlayerInfo *player = &stored_player[i];
7415 int jx = player->jx, jy = player->jy;
7417 if (!player->active)
7421 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7429 if (element == EL_ROBOT &&
7430 game.robot_wheel_x >= 0 &&
7431 game.robot_wheel_y >= 0 &&
7432 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7433 game.engine_version < VERSION_IDENT(3,1,0,0)))
7435 attr_x = game.robot_wheel_x;
7436 attr_y = game.robot_wheel_y;
7439 if (element == EL_PENGUIN)
7442 struct XY *xy = xy_topdown;
7444 for (i = 0; i < NUM_DIRECTIONS; i++)
7446 int ex = x + xy[i].x;
7447 int ey = y + xy[i].y;
7449 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7450 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7451 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7452 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7461 MovDir[x][y] = MV_NONE;
7463 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7464 else if (attr_x > x)
7465 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7467 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7468 else if (attr_y > y)
7469 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7471 if (element == EL_ROBOT)
7475 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7476 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7477 Moving2Blocked(x, y, &newx, &newy);
7479 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7480 MovDelay[x][y] = 8 + 8 * !RND(3);
7482 MovDelay[x][y] = 16;
7484 else if (element == EL_PENGUIN)
7490 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7492 boolean first_horiz = RND(2);
7493 int new_move_dir = MovDir[x][y];
7496 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7497 Moving2Blocked(x, y, &newx, &newy);
7499 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7503 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7504 Moving2Blocked(x, y, &newx, &newy);
7506 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7509 MovDir[x][y] = old_move_dir;
7513 else if (element == EL_SATELLITE)
7519 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7521 boolean first_horiz = RND(2);
7522 int new_move_dir = MovDir[x][y];
7525 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7526 Moving2Blocked(x, y, &newx, &newy);
7528 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7532 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7533 Moving2Blocked(x, y, &newx, &newy);
7535 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7538 MovDir[x][y] = old_move_dir;
7542 else if (element == EL_EMC_ANDROID)
7544 static int check_pos[16] =
7546 -1, // 0 => (invalid)
7549 -1, // 3 => (invalid)
7551 0, // 5 => MV_LEFT | MV_UP
7552 2, // 6 => MV_RIGHT | MV_UP
7553 -1, // 7 => (invalid)
7555 6, // 9 => MV_LEFT | MV_DOWN
7556 4, // 10 => MV_RIGHT | MV_DOWN
7557 -1, // 11 => (invalid)
7558 -1, // 12 => (invalid)
7559 -1, // 13 => (invalid)
7560 -1, // 14 => (invalid)
7561 -1, // 15 => (invalid)
7569 { -1, -1, MV_LEFT | MV_UP },
7571 { +1, -1, MV_RIGHT | MV_UP },
7572 { +1, 0, MV_RIGHT },
7573 { +1, +1, MV_RIGHT | MV_DOWN },
7575 { -1, +1, MV_LEFT | MV_DOWN },
7578 int start_pos, check_order;
7579 boolean can_clone = FALSE;
7582 // check if there is any free field around current position
7583 for (i = 0; i < 8; i++)
7585 int newx = x + check_xy[i].dx;
7586 int newy = y + check_xy[i].dy;
7588 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7596 if (can_clone) // randomly find an element to clone
7600 start_pos = check_pos[RND(8)];
7601 check_order = (RND(2) ? -1 : +1);
7603 for (i = 0; i < 8; i++)
7605 int pos_raw = start_pos + i * check_order;
7606 int pos = (pos_raw + 8) % 8;
7607 int newx = x + check_xy[pos].dx;
7608 int newy = y + check_xy[pos].dy;
7610 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7612 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7613 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7615 Store[x][y] = Tile[newx][newy];
7624 if (can_clone) // randomly find a direction to move
7628 start_pos = check_pos[RND(8)];
7629 check_order = (RND(2) ? -1 : +1);
7631 for (i = 0; i < 8; i++)
7633 int pos_raw = start_pos + i * check_order;
7634 int pos = (pos_raw + 8) % 8;
7635 int newx = x + check_xy[pos].dx;
7636 int newy = y + check_xy[pos].dy;
7637 int new_move_dir = check_xy[pos].dir;
7639 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7641 MovDir[x][y] = new_move_dir;
7642 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7651 if (can_clone) // cloning and moving successful
7654 // cannot clone -- try to move towards player
7656 start_pos = check_pos[MovDir[x][y] & 0x0f];
7657 check_order = (RND(2) ? -1 : +1);
7659 for (i = 0; i < 3; i++)
7661 // first check start_pos, then previous/next or (next/previous) pos
7662 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7663 int pos = (pos_raw + 8) % 8;
7664 int newx = x + check_xy[pos].dx;
7665 int newy = y + check_xy[pos].dy;
7666 int new_move_dir = check_xy[pos].dir;
7668 if (IS_PLAYER(newx, newy))
7671 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7673 MovDir[x][y] = new_move_dir;
7674 MovDelay[x][y] = level.android_move_time * 8 + 1;
7681 else if (move_pattern == MV_TURNING_LEFT ||
7682 move_pattern == MV_TURNING_RIGHT ||
7683 move_pattern == MV_TURNING_LEFT_RIGHT ||
7684 move_pattern == MV_TURNING_RIGHT_LEFT ||
7685 move_pattern == MV_TURNING_RANDOM ||
7686 move_pattern == MV_ALL_DIRECTIONS)
7688 boolean can_turn_left =
7689 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7690 boolean can_turn_right =
7691 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7693 if (element_info[element].move_stepsize == 0) // "not moving"
7696 if (move_pattern == MV_TURNING_LEFT)
7697 MovDir[x][y] = left_dir;
7698 else if (move_pattern == MV_TURNING_RIGHT)
7699 MovDir[x][y] = right_dir;
7700 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7701 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7702 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7703 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7704 else if (move_pattern == MV_TURNING_RANDOM)
7705 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7706 can_turn_right && !can_turn_left ? right_dir :
7707 RND(2) ? left_dir : right_dir);
7708 else if (can_turn_left && can_turn_right)
7709 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7710 else if (can_turn_left)
7711 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7712 else if (can_turn_right)
7713 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7715 MovDir[x][y] = back_dir;
7717 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7719 else if (move_pattern == MV_HORIZONTAL ||
7720 move_pattern == MV_VERTICAL)
7722 if (move_pattern & old_move_dir)
7723 MovDir[x][y] = back_dir;
7724 else if (move_pattern == MV_HORIZONTAL)
7725 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7726 else if (move_pattern == MV_VERTICAL)
7727 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7729 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7731 else if (move_pattern & MV_ANY_DIRECTION)
7733 MovDir[x][y] = move_pattern;
7734 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7736 else if (move_pattern & MV_WIND_DIRECTION)
7738 MovDir[x][y] = game.wind_direction;
7739 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7741 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7743 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7744 MovDir[x][y] = left_dir;
7745 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7746 MovDir[x][y] = right_dir;
7748 if (MovDir[x][y] != old_move_dir)
7749 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7751 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7753 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7754 MovDir[x][y] = right_dir;
7755 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7756 MovDir[x][y] = left_dir;
7758 if (MovDir[x][y] != old_move_dir)
7759 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7761 else if (move_pattern == MV_TOWARDS_PLAYER ||
7762 move_pattern == MV_AWAY_FROM_PLAYER)
7764 int attr_x = -1, attr_y = -1;
7766 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7768 if (game.all_players_gone)
7770 attr_x = game.exit_x;
7771 attr_y = game.exit_y;
7777 for (i = 0; i < MAX_PLAYERS; i++)
7779 struct PlayerInfo *player = &stored_player[i];
7780 int jx = player->jx, jy = player->jy;
7782 if (!player->active)
7786 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7794 MovDir[x][y] = MV_NONE;
7796 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7797 else if (attr_x > x)
7798 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7800 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7801 else if (attr_y > y)
7802 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7804 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7806 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7808 boolean first_horiz = RND(2);
7809 int new_move_dir = MovDir[x][y];
7811 if (element_info[element].move_stepsize == 0) // "not moving"
7813 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7814 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7820 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7821 Moving2Blocked(x, y, &newx, &newy);
7823 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7827 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7828 Moving2Blocked(x, y, &newx, &newy);
7830 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7833 MovDir[x][y] = old_move_dir;
7836 else if (move_pattern == MV_WHEN_PUSHED ||
7837 move_pattern == MV_WHEN_DROPPED)
7839 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7840 MovDir[x][y] = MV_NONE;
7844 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7846 struct XY *test_xy = xy_topdown;
7847 static int test_dir[4] =
7854 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7855 int move_preference = -1000000; // start with very low preference
7856 int new_move_dir = MV_NONE;
7857 int start_test = RND(4);
7860 for (i = 0; i < NUM_DIRECTIONS; i++)
7862 int j = (start_test + i) % 4;
7863 int move_dir = test_dir[j];
7864 int move_dir_preference;
7866 xx = x + test_xy[j].x;
7867 yy = y + test_xy[j].y;
7869 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7870 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7872 new_move_dir = move_dir;
7877 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7880 move_dir_preference = -1 * RunnerVisit[xx][yy];
7881 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7882 move_dir_preference = PlayerVisit[xx][yy];
7884 if (move_dir_preference > move_preference)
7886 // prefer field that has not been visited for the longest time
7887 move_preference = move_dir_preference;
7888 new_move_dir = move_dir;
7890 else if (move_dir_preference == move_preference &&
7891 move_dir == old_move_dir)
7893 // prefer last direction when all directions are preferred equally
7894 move_preference = move_dir_preference;
7895 new_move_dir = move_dir;
7899 MovDir[x][y] = new_move_dir;
7900 if (old_move_dir != new_move_dir)
7901 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7905 static void TurnRound(int x, int y)
7907 int direction = MovDir[x][y];
7911 GfxDir[x][y] = MovDir[x][y];
7913 if (direction != MovDir[x][y])
7917 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7919 ResetGfxFrame(x, y);
7922 static boolean JustBeingPushed(int x, int y)
7926 for (i = 0; i < MAX_PLAYERS; i++)
7928 struct PlayerInfo *player = &stored_player[i];
7930 if (player->active && player->is_pushing && player->MovPos)
7932 int next_jx = player->jx + (player->jx - player->last_jx);
7933 int next_jy = player->jy + (player->jy - player->last_jy);
7935 if (x == next_jx && y == next_jy)
7943 static void StartMoving(int x, int y)
7945 boolean started_moving = FALSE; // some elements can fall _and_ move
7946 int element = Tile[x][y];
7951 if (MovDelay[x][y] == 0)
7952 GfxAction[x][y] = ACTION_DEFAULT;
7954 if (CAN_FALL(element) && y < lev_fieldy - 1)
7956 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7957 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7958 if (JustBeingPushed(x, y))
7961 if (element == EL_QUICKSAND_FULL)
7963 if (IS_FREE(x, y + 1))
7965 InitMovingField(x, y, MV_DOWN);
7966 started_moving = TRUE;
7968 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7969 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7970 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7971 Store[x][y] = EL_ROCK;
7973 Store[x][y] = EL_ROCK;
7976 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7978 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7980 if (!MovDelay[x][y])
7982 MovDelay[x][y] = TILEY + 1;
7984 ResetGfxAnimation(x, y);
7985 ResetGfxAnimation(x, y + 1);
7990 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7991 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7998 Tile[x][y] = EL_QUICKSAND_EMPTY;
7999 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8000 Store[x][y + 1] = Store[x][y];
8003 PlayLevelSoundAction(x, y, ACTION_FILLING);
8005 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8007 if (!MovDelay[x][y])
8009 MovDelay[x][y] = TILEY + 1;
8011 ResetGfxAnimation(x, y);
8012 ResetGfxAnimation(x, y + 1);
8017 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8018 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8025 Tile[x][y] = EL_QUICKSAND_EMPTY;
8026 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8027 Store[x][y + 1] = Store[x][y];
8030 PlayLevelSoundAction(x, y, ACTION_FILLING);
8033 else if (element == EL_QUICKSAND_FAST_FULL)
8035 if (IS_FREE(x, y + 1))
8037 InitMovingField(x, y, MV_DOWN);
8038 started_moving = TRUE;
8040 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8041 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8042 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8043 Store[x][y] = EL_ROCK;
8045 Store[x][y] = EL_ROCK;
8048 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8050 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8052 if (!MovDelay[x][y])
8054 MovDelay[x][y] = TILEY + 1;
8056 ResetGfxAnimation(x, y);
8057 ResetGfxAnimation(x, y + 1);
8062 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8063 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8070 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8071 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8072 Store[x][y + 1] = Store[x][y];
8075 PlayLevelSoundAction(x, y, ACTION_FILLING);
8077 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8079 if (!MovDelay[x][y])
8081 MovDelay[x][y] = TILEY + 1;
8083 ResetGfxAnimation(x, y);
8084 ResetGfxAnimation(x, y + 1);
8089 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8090 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8097 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8098 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8099 Store[x][y + 1] = Store[x][y];
8102 PlayLevelSoundAction(x, y, ACTION_FILLING);
8105 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8106 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8108 InitMovingField(x, y, MV_DOWN);
8109 started_moving = TRUE;
8111 Tile[x][y] = EL_QUICKSAND_FILLING;
8112 Store[x][y] = element;
8114 PlayLevelSoundAction(x, y, ACTION_FILLING);
8116 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8117 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8119 InitMovingField(x, y, MV_DOWN);
8120 started_moving = TRUE;
8122 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
8123 Store[x][y] = element;
8125 PlayLevelSoundAction(x, y, ACTION_FILLING);
8127 else if (element == EL_MAGIC_WALL_FULL)
8129 if (IS_FREE(x, y + 1))
8131 InitMovingField(x, y, MV_DOWN);
8132 started_moving = TRUE;
8134 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8135 Store[x][y] = EL_CHANGED(Store[x][y]);
8137 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8139 if (!MovDelay[x][y])
8140 MovDelay[x][y] = TILEY / 4 + 1;
8149 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8150 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8151 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8155 else if (element == EL_BD_MAGIC_WALL_FULL)
8157 if (IS_FREE(x, y + 1))
8159 InitMovingField(x, y, MV_DOWN);
8160 started_moving = TRUE;
8162 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8163 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8165 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8167 if (!MovDelay[x][y])
8168 MovDelay[x][y] = TILEY / 4 + 1;
8177 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8178 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8179 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8183 else if (element == EL_DC_MAGIC_WALL_FULL)
8185 if (IS_FREE(x, y + 1))
8187 InitMovingField(x, y, MV_DOWN);
8188 started_moving = TRUE;
8190 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8191 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8193 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8195 if (!MovDelay[x][y])
8196 MovDelay[x][y] = TILEY / 4 + 1;
8205 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8206 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8207 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8211 else if ((CAN_PASS_MAGIC_WALL(element) &&
8212 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8213 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8214 (CAN_PASS_DC_MAGIC_WALL(element) &&
8215 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8218 InitMovingField(x, y, MV_DOWN);
8219 started_moving = TRUE;
8222 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8223 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8224 EL_DC_MAGIC_WALL_FILLING);
8225 Store[x][y] = element;
8227 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8229 SplashAcid(x, y + 1);
8231 InitMovingField(x, y, MV_DOWN);
8232 started_moving = TRUE;
8234 Store[x][y] = EL_ACID;
8237 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8238 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8239 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8240 CAN_FALL(element) && WasJustFalling[x][y] &&
8241 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8243 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8244 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8245 (Tile[x][y + 1] == EL_BLOCKED)))
8247 /* this is needed for a special case not covered by calling "Impact()"
8248 from "ContinueMoving()": if an element moves to a tile directly below
8249 another element which was just falling on that tile (which was empty
8250 in the previous frame), the falling element above would just stop
8251 instead of smashing the element below (in previous version, the above
8252 element was just checked for "moving" instead of "falling", resulting
8253 in incorrect smashes caused by horizontal movement of the above
8254 element; also, the case of the player being the element to smash was
8255 simply not covered here... :-/ ) */
8257 CheckCollision[x][y] = 0;
8258 CheckImpact[x][y] = 0;
8262 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8264 if (MovDir[x][y] == MV_NONE)
8266 InitMovingField(x, y, MV_DOWN);
8267 started_moving = TRUE;
8270 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8272 if (WasJustFalling[x][y]) // prevent animation from being restarted
8273 MovDir[x][y] = MV_DOWN;
8275 InitMovingField(x, y, MV_DOWN);
8276 started_moving = TRUE;
8278 else if (element == EL_AMOEBA_DROP)
8280 Tile[x][y] = EL_AMOEBA_GROWING;
8281 Store[x][y] = EL_AMOEBA_WET;
8283 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8284 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8285 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8286 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8288 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8289 (IS_FREE(x - 1, y + 1) ||
8290 Tile[x - 1][y + 1] == EL_ACID));
8291 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8292 (IS_FREE(x + 1, y + 1) ||
8293 Tile[x + 1][y + 1] == EL_ACID));
8294 boolean can_fall_any = (can_fall_left || can_fall_right);
8295 boolean can_fall_both = (can_fall_left && can_fall_right);
8296 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8298 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8300 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8301 can_fall_right = FALSE;
8302 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8303 can_fall_left = FALSE;
8304 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8305 can_fall_right = FALSE;
8306 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8307 can_fall_left = FALSE;
8309 can_fall_any = (can_fall_left || can_fall_right);
8310 can_fall_both = FALSE;
8315 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8316 can_fall_right = FALSE; // slip down on left side
8318 can_fall_left = !(can_fall_right = RND(2));
8320 can_fall_both = FALSE;
8325 // if not determined otherwise, prefer left side for slipping down
8326 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8327 started_moving = TRUE;
8330 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8332 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8333 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8334 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8335 int belt_dir = game.belt_dir[belt_nr];
8337 if ((belt_dir == MV_LEFT && left_is_free) ||
8338 (belt_dir == MV_RIGHT && right_is_free))
8340 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8342 InitMovingField(x, y, belt_dir);
8343 started_moving = TRUE;
8345 Pushed[x][y] = TRUE;
8346 Pushed[nextx][y] = TRUE;
8348 GfxAction[x][y] = ACTION_DEFAULT;
8352 MovDir[x][y] = 0; // if element was moving, stop it
8357 // not "else if" because of elements that can fall and move (EL_SPRING)
8358 if (CAN_MOVE(element) && !started_moving)
8360 int move_pattern = element_info[element].move_pattern;
8363 Moving2Blocked(x, y, &newx, &newy);
8365 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8368 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8369 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8371 WasJustMoving[x][y] = 0;
8372 CheckCollision[x][y] = 0;
8374 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8376 if (Tile[x][y] != element) // element has changed
8380 if (!MovDelay[x][y]) // start new movement phase
8382 // all objects that can change their move direction after each step
8383 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8385 if (element != EL_YAMYAM &&
8386 element != EL_DARK_YAMYAM &&
8387 element != EL_PACMAN &&
8388 !(move_pattern & MV_ANY_DIRECTION) &&
8389 move_pattern != MV_TURNING_LEFT &&
8390 move_pattern != MV_TURNING_RIGHT &&
8391 move_pattern != MV_TURNING_LEFT_RIGHT &&
8392 move_pattern != MV_TURNING_RIGHT_LEFT &&
8393 move_pattern != MV_TURNING_RANDOM)
8397 if (MovDelay[x][y] && (element == EL_BUG ||
8398 element == EL_SPACESHIP ||
8399 element == EL_SP_SNIKSNAK ||
8400 element == EL_SP_ELECTRON ||
8401 element == EL_MOLE))
8402 TEST_DrawLevelField(x, y);
8406 if (MovDelay[x][y]) // wait some time before next movement
8410 if (element == EL_ROBOT ||
8411 element == EL_YAMYAM ||
8412 element == EL_DARK_YAMYAM)
8414 DrawLevelElementAnimationIfNeeded(x, y, element);
8415 PlayLevelSoundAction(x, y, ACTION_WAITING);
8417 else if (element == EL_SP_ELECTRON)
8418 DrawLevelElementAnimationIfNeeded(x, y, element);
8419 else if (element == EL_DRAGON)
8422 int dir = MovDir[x][y];
8423 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8424 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8425 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8426 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8427 dir == MV_UP ? IMG_FLAMES_1_UP :
8428 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8429 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8431 GfxAction[x][y] = ACTION_ATTACKING;
8433 if (IS_PLAYER(x, y))
8434 DrawPlayerField(x, y);
8436 TEST_DrawLevelField(x, y);
8438 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8440 for (i = 1; i <= 3; i++)
8442 int xx = x + i * dx;
8443 int yy = y + i * dy;
8444 int sx = SCREENX(xx);
8445 int sy = SCREENY(yy);
8446 int flame_graphic = graphic + (i - 1);
8448 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8453 int flamed = MovingOrBlocked2Element(xx, yy);
8455 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8458 RemoveMovingField(xx, yy);
8460 ChangeDelay[xx][yy] = 0;
8462 Tile[xx][yy] = EL_FLAMES;
8464 if (IN_SCR_FIELD(sx, sy))
8466 TEST_DrawLevelFieldCrumbled(xx, yy);
8467 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8472 if (Tile[xx][yy] == EL_FLAMES)
8473 Tile[xx][yy] = EL_EMPTY;
8474 TEST_DrawLevelField(xx, yy);
8479 if (MovDelay[x][y]) // element still has to wait some time
8481 PlayLevelSoundAction(x, y, ACTION_WAITING);
8487 // now make next step
8489 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8491 if (DONT_COLLIDE_WITH(element) &&
8492 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8493 !PLAYER_ENEMY_PROTECTED(newx, newy))
8495 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8500 else if (CAN_MOVE_INTO_ACID(element) &&
8501 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8502 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8503 (MovDir[x][y] == MV_DOWN ||
8504 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8506 SplashAcid(newx, newy);
8507 Store[x][y] = EL_ACID;
8509 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8511 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8512 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8513 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8514 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8517 TEST_DrawLevelField(x, y);
8519 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8520 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8521 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8523 game.friends_still_needed--;
8524 if (!game.friends_still_needed &&
8526 game.all_players_gone)
8531 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8533 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8534 TEST_DrawLevelField(newx, newy);
8536 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8538 else if (!IS_FREE(newx, newy))
8540 GfxAction[x][y] = ACTION_WAITING;
8542 if (IS_PLAYER(x, y))
8543 DrawPlayerField(x, y);
8545 TEST_DrawLevelField(x, y);
8550 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8552 if (IS_FOOD_PIG(Tile[newx][newy]))
8554 if (IS_MOVING(newx, newy))
8555 RemoveMovingField(newx, newy);
8558 Tile[newx][newy] = EL_EMPTY;
8559 TEST_DrawLevelField(newx, newy);
8562 PlayLevelSound(x, y, SND_PIG_DIGGING);
8564 else if (!IS_FREE(newx, newy))
8566 if (IS_PLAYER(x, y))
8567 DrawPlayerField(x, y);
8569 TEST_DrawLevelField(x, y);
8574 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8576 if (Store[x][y] != EL_EMPTY)
8578 boolean can_clone = FALSE;
8581 // check if element to clone is still there
8582 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8584 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8592 // cannot clone or target field not free anymore -- do not clone
8593 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8594 Store[x][y] = EL_EMPTY;
8597 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8599 if (IS_MV_DIAGONAL(MovDir[x][y]))
8601 int diagonal_move_dir = MovDir[x][y];
8602 int stored = Store[x][y];
8603 int change_delay = 8;
8606 // android is moving diagonally
8608 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8610 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8611 GfxElement[x][y] = EL_EMC_ANDROID;
8612 GfxAction[x][y] = ACTION_SHRINKING;
8613 GfxDir[x][y] = diagonal_move_dir;
8614 ChangeDelay[x][y] = change_delay;
8616 if (Store[x][y] == EL_EMPTY)
8617 Store[x][y] = GfxElementEmpty[x][y];
8619 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8622 DrawLevelGraphicAnimation(x, y, graphic);
8623 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8625 if (Tile[newx][newy] == EL_ACID)
8627 SplashAcid(newx, newy);
8632 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8634 Store[newx][newy] = EL_EMC_ANDROID;
8635 GfxElement[newx][newy] = EL_EMC_ANDROID;
8636 GfxAction[newx][newy] = ACTION_GROWING;
8637 GfxDir[newx][newy] = diagonal_move_dir;
8638 ChangeDelay[newx][newy] = change_delay;
8640 graphic = el_act_dir2img(GfxElement[newx][newy],
8641 GfxAction[newx][newy], GfxDir[newx][newy]);
8643 DrawLevelGraphicAnimation(newx, newy, graphic);
8644 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8650 Tile[newx][newy] = EL_EMPTY;
8651 TEST_DrawLevelField(newx, newy);
8653 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8656 else if (!IS_FREE(newx, newy))
8661 else if (IS_CUSTOM_ELEMENT(element) &&
8662 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8664 if (!DigFieldByCE(newx, newy, element))
8667 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8669 RunnerVisit[x][y] = FrameCounter;
8670 PlayerVisit[x][y] /= 8; // expire player visit path
8673 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8675 if (!IS_FREE(newx, newy))
8677 if (IS_PLAYER(x, y))
8678 DrawPlayerField(x, y);
8680 TEST_DrawLevelField(x, y);
8686 boolean wanna_flame = !RND(10);
8687 int dx = newx - x, dy = newy - y;
8688 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8689 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8690 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8691 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8692 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8693 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8696 IS_CLASSIC_ENEMY(element1) ||
8697 IS_CLASSIC_ENEMY(element2)) &&
8698 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8699 element1 != EL_FLAMES && element2 != EL_FLAMES)
8701 ResetGfxAnimation(x, y);
8702 GfxAction[x][y] = ACTION_ATTACKING;
8704 if (IS_PLAYER(x, y))
8705 DrawPlayerField(x, y);
8707 TEST_DrawLevelField(x, y);
8709 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8711 MovDelay[x][y] = 50;
8713 Tile[newx][newy] = EL_FLAMES;
8714 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8715 Tile[newx1][newy1] = EL_FLAMES;
8716 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8717 Tile[newx2][newy2] = EL_FLAMES;
8723 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8724 Tile[newx][newy] == EL_DIAMOND)
8726 if (IS_MOVING(newx, newy))
8727 RemoveMovingField(newx, newy);
8730 Tile[newx][newy] = EL_EMPTY;
8731 TEST_DrawLevelField(newx, newy);
8734 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8736 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8737 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8739 if (AmoebaNr[newx][newy])
8741 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8742 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8743 Tile[newx][newy] == EL_BD_AMOEBA)
8744 AmoebaCnt[AmoebaNr[newx][newy]]--;
8747 if (IS_MOVING(newx, newy))
8749 RemoveMovingField(newx, newy);
8753 Tile[newx][newy] = EL_EMPTY;
8754 TEST_DrawLevelField(newx, newy);
8757 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8759 else if ((element == EL_PACMAN || element == EL_MOLE)
8760 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8762 if (AmoebaNr[newx][newy])
8764 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8765 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8766 Tile[newx][newy] == EL_BD_AMOEBA)
8767 AmoebaCnt[AmoebaNr[newx][newy]]--;
8770 if (element == EL_MOLE)
8772 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8773 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8775 ResetGfxAnimation(x, y);
8776 GfxAction[x][y] = ACTION_DIGGING;
8777 TEST_DrawLevelField(x, y);
8779 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8781 return; // wait for shrinking amoeba
8783 else // element == EL_PACMAN
8785 Tile[newx][newy] = EL_EMPTY;
8786 TEST_DrawLevelField(newx, newy);
8787 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8790 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8791 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8792 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8794 // wait for shrinking amoeba to completely disappear
8797 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8799 // object was running against a wall
8803 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8804 DrawLevelElementAnimation(x, y, element);
8806 if (DONT_TOUCH(element))
8807 TestIfBadThingTouchesPlayer(x, y);
8812 InitMovingField(x, y, MovDir[x][y]);
8814 PlayLevelSoundAction(x, y, ACTION_MOVING);
8818 ContinueMoving(x, y);
8821 void ContinueMoving(int x, int y)
8823 int element = Tile[x][y];
8824 struct ElementInfo *ei = &element_info[element];
8825 int direction = MovDir[x][y];
8826 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8827 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8828 int newx = x + dx, newy = y + dy;
8829 int stored = Store[x][y];
8830 int stored_new = Store[newx][newy];
8831 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8832 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8833 boolean last_line = (newy == lev_fieldy - 1);
8834 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8836 if (pushed_by_player) // special case: moving object pushed by player
8838 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8840 else if (use_step_delay) // special case: moving object has step delay
8842 if (!MovDelay[x][y])
8843 MovPos[x][y] += getElementMoveStepsize(x, y);
8848 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8852 TEST_DrawLevelField(x, y);
8854 return; // element is still waiting
8857 else // normal case: generically moving object
8859 MovPos[x][y] += getElementMoveStepsize(x, y);
8862 if (ABS(MovPos[x][y]) < TILEX)
8864 TEST_DrawLevelField(x, y);
8866 return; // element is still moving
8869 // element reached destination field
8871 Tile[x][y] = EL_EMPTY;
8872 Tile[newx][newy] = element;
8873 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8875 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8877 element = Tile[newx][newy] = EL_ACID;
8879 else if (element == EL_MOLE)
8881 Tile[x][y] = EL_SAND;
8883 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8885 else if (element == EL_QUICKSAND_FILLING)
8887 element = Tile[newx][newy] = get_next_element(element);
8888 Store[newx][newy] = Store[x][y];
8890 else if (element == EL_QUICKSAND_EMPTYING)
8892 Tile[x][y] = get_next_element(element);
8893 element = Tile[newx][newy] = Store[x][y];
8895 else if (element == EL_QUICKSAND_FAST_FILLING)
8897 element = Tile[newx][newy] = get_next_element(element);
8898 Store[newx][newy] = Store[x][y];
8900 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8902 Tile[x][y] = get_next_element(element);
8903 element = Tile[newx][newy] = Store[x][y];
8905 else if (element == EL_MAGIC_WALL_FILLING)
8907 element = Tile[newx][newy] = get_next_element(element);
8908 if (!game.magic_wall_active)
8909 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8910 Store[newx][newy] = Store[x][y];
8912 else if (element == EL_MAGIC_WALL_EMPTYING)
8914 Tile[x][y] = get_next_element(element);
8915 if (!game.magic_wall_active)
8916 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8917 element = Tile[newx][newy] = Store[x][y];
8919 InitField(newx, newy, FALSE);
8921 else if (element == EL_BD_MAGIC_WALL_FILLING)
8923 element = Tile[newx][newy] = get_next_element(element);
8924 if (!game.magic_wall_active)
8925 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8926 Store[newx][newy] = Store[x][y];
8928 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8930 Tile[x][y] = get_next_element(element);
8931 if (!game.magic_wall_active)
8932 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8933 element = Tile[newx][newy] = Store[x][y];
8935 InitField(newx, newy, FALSE);
8937 else if (element == EL_DC_MAGIC_WALL_FILLING)
8939 element = Tile[newx][newy] = get_next_element(element);
8940 if (!game.magic_wall_active)
8941 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8942 Store[newx][newy] = Store[x][y];
8944 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8946 Tile[x][y] = get_next_element(element);
8947 if (!game.magic_wall_active)
8948 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8949 element = Tile[newx][newy] = Store[x][y];
8951 InitField(newx, newy, FALSE);
8953 else if (element == EL_AMOEBA_DROPPING)
8955 Tile[x][y] = get_next_element(element);
8956 element = Tile[newx][newy] = Store[x][y];
8958 else if (element == EL_SOKOBAN_OBJECT)
8961 Tile[x][y] = Back[x][y];
8963 if (Back[newx][newy])
8964 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8966 Back[x][y] = Back[newx][newy] = 0;
8969 Store[x][y] = EL_EMPTY;
8974 MovDelay[newx][newy] = 0;
8976 if (CAN_CHANGE_OR_HAS_ACTION(element))
8978 // copy element change control values to new field
8979 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8980 ChangePage[newx][newy] = ChangePage[x][y];
8981 ChangeCount[newx][newy] = ChangeCount[x][y];
8982 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8985 CustomValue[newx][newy] = CustomValue[x][y];
8987 ChangeDelay[x][y] = 0;
8988 ChangePage[x][y] = -1;
8989 ChangeCount[x][y] = 0;
8990 ChangeEvent[x][y] = -1;
8992 CustomValue[x][y] = 0;
8994 // copy animation control values to new field
8995 GfxFrame[newx][newy] = GfxFrame[x][y];
8996 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8997 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8998 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
9000 Pushed[x][y] = Pushed[newx][newy] = FALSE;
9002 // some elements can leave other elements behind after moving
9003 if (ei->move_leave_element != EL_EMPTY &&
9004 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9005 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9007 int move_leave_element = ei->move_leave_element;
9009 // this makes it possible to leave the removed element again
9010 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9011 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9013 Tile[x][y] = move_leave_element;
9015 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
9016 MovDir[x][y] = direction;
9018 InitField(x, y, FALSE);
9020 if (GFX_CRUMBLED(Tile[x][y]))
9021 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9023 if (IS_PLAYER_ELEMENT(move_leave_element))
9024 RelocatePlayer(x, y, move_leave_element);
9027 // do this after checking for left-behind element
9028 ResetGfxAnimation(x, y); // reset animation values for old field
9030 if (!CAN_MOVE(element) ||
9031 (CAN_FALL(element) && direction == MV_DOWN &&
9032 (element == EL_SPRING ||
9033 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9034 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9035 GfxDir[x][y] = MovDir[newx][newy] = 0;
9037 TEST_DrawLevelField(x, y);
9038 TEST_DrawLevelField(newx, newy);
9040 Stop[newx][newy] = TRUE; // ignore this element until the next frame
9042 // prevent pushed element from moving on in pushed direction
9043 if (pushed_by_player && CAN_MOVE(element) &&
9044 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9045 !(element_info[element].move_pattern & direction))
9046 TurnRound(newx, newy);
9048 // prevent elements on conveyor belt from moving on in last direction
9049 if (pushed_by_conveyor && CAN_FALL(element) &&
9050 direction & MV_HORIZONTAL)
9051 MovDir[newx][newy] = 0;
9053 if (!pushed_by_player)
9055 int nextx = newx + dx, nexty = newy + dy;
9056 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9058 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9060 if (CAN_FALL(element) && direction == MV_DOWN)
9061 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9063 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9064 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9066 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9067 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9070 if (DONT_TOUCH(element)) // object may be nasty to player or others
9072 TestIfBadThingTouchesPlayer(newx, newy);
9073 TestIfBadThingTouchesFriend(newx, newy);
9075 if (!IS_CUSTOM_ELEMENT(element))
9076 TestIfBadThingTouchesOtherBadThing(newx, newy);
9078 else if (element == EL_PENGUIN)
9079 TestIfFriendTouchesBadThing(newx, newy);
9081 if (DONT_GET_HIT_BY(element))
9083 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9086 // give the player one last chance (one more frame) to move away
9087 if (CAN_FALL(element) && direction == MV_DOWN &&
9088 (last_line || (!IS_FREE(x, newy + 1) &&
9089 (!IS_PLAYER(x, newy + 1) ||
9090 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9093 if (pushed_by_player && !game.use_change_when_pushing_bug)
9095 int push_side = MV_DIR_OPPOSITE(direction);
9096 struct PlayerInfo *player = PLAYERINFO(x, y);
9098 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9099 player->index_bit, push_side);
9100 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
9101 player->index_bit, push_side);
9104 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
9105 MovDelay[newx][newy] = 1;
9107 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9109 TestIfElementTouchesCustomElement(x, y); // empty or new element
9110 TestIfElementHitsCustomElement(newx, newy, direction);
9111 TestIfPlayerTouchesCustomElement(newx, newy);
9112 TestIfElementTouchesCustomElement(newx, newy);
9114 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9115 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9116 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9117 MV_DIR_OPPOSITE(direction));
9120 int AmoebaNeighbourNr(int ax, int ay)
9123 int element = Tile[ax][ay];
9125 struct XY *xy = xy_topdown;
9127 for (i = 0; i < NUM_DIRECTIONS; i++)
9129 int x = ax + xy[i].x;
9130 int y = ay + xy[i].y;
9132 if (!IN_LEV_FIELD(x, y))
9135 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9136 group_nr = AmoebaNr[x][y];
9142 static void AmoebaMerge(int ax, int ay)
9144 int i, x, y, xx, yy;
9145 int new_group_nr = AmoebaNr[ax][ay];
9146 struct XY *xy = xy_topdown;
9148 if (new_group_nr == 0)
9151 for (i = 0; i < NUM_DIRECTIONS; i++)
9156 if (!IN_LEV_FIELD(x, y))
9159 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9160 Tile[x][y] == EL_BD_AMOEBA ||
9161 Tile[x][y] == EL_AMOEBA_DEAD) &&
9162 AmoebaNr[x][y] != new_group_nr)
9164 int old_group_nr = AmoebaNr[x][y];
9166 if (old_group_nr == 0)
9169 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9170 AmoebaCnt[old_group_nr] = 0;
9171 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9172 AmoebaCnt2[old_group_nr] = 0;
9174 SCAN_PLAYFIELD(xx, yy)
9176 if (AmoebaNr[xx][yy] == old_group_nr)
9177 AmoebaNr[xx][yy] = new_group_nr;
9183 void AmoebaToDiamond(int ax, int ay)
9187 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9189 int group_nr = AmoebaNr[ax][ay];
9194 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9195 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9201 SCAN_PLAYFIELD(x, y)
9203 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9206 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9210 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9211 SND_AMOEBA_TURNING_TO_GEM :
9212 SND_AMOEBA_TURNING_TO_ROCK));
9217 struct XY *xy = xy_topdown;
9219 for (i = 0; i < NUM_DIRECTIONS; i++)
9224 if (!IN_LEV_FIELD(x, y))
9227 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9229 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9230 SND_AMOEBA_TURNING_TO_GEM :
9231 SND_AMOEBA_TURNING_TO_ROCK));
9238 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9241 int group_nr = AmoebaNr[ax][ay];
9242 boolean done = FALSE;
9247 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9248 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9254 SCAN_PLAYFIELD(x, y)
9256 if (AmoebaNr[x][y] == group_nr &&
9257 (Tile[x][y] == EL_AMOEBA_DEAD ||
9258 Tile[x][y] == EL_BD_AMOEBA ||
9259 Tile[x][y] == EL_AMOEBA_GROWING))
9262 Tile[x][y] = new_element;
9263 InitField(x, y, FALSE);
9264 TEST_DrawLevelField(x, y);
9270 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9271 SND_BD_AMOEBA_TURNING_TO_ROCK :
9272 SND_BD_AMOEBA_TURNING_TO_GEM));
9275 static void AmoebaGrowing(int x, int y)
9277 static DelayCounter sound_delay = { 0 };
9279 if (!MovDelay[x][y]) // start new growing cycle
9283 if (DelayReached(&sound_delay))
9285 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9286 sound_delay.value = 30;
9290 if (MovDelay[x][y]) // wait some time before growing bigger
9293 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9295 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9296 6 - MovDelay[x][y]);
9298 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9301 if (!MovDelay[x][y])
9303 Tile[x][y] = Store[x][y];
9305 TEST_DrawLevelField(x, y);
9310 static void AmoebaShrinking(int x, int y)
9312 static DelayCounter sound_delay = { 0 };
9314 if (!MovDelay[x][y]) // start new shrinking cycle
9318 if (DelayReached(&sound_delay))
9319 sound_delay.value = 30;
9322 if (MovDelay[x][y]) // wait some time before shrinking
9325 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9327 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9328 6 - MovDelay[x][y]);
9330 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9333 if (!MovDelay[x][y])
9335 Tile[x][y] = EL_EMPTY;
9336 TEST_DrawLevelField(x, y);
9338 // don't let mole enter this field in this cycle;
9339 // (give priority to objects falling to this field from above)
9345 static void AmoebaReproduce(int ax, int ay)
9348 int element = Tile[ax][ay];
9349 int graphic = el2img(element);
9350 int newax = ax, neway = ay;
9351 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9352 struct XY *xy = xy_topdown;
9354 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9356 Tile[ax][ay] = EL_AMOEBA_DEAD;
9357 TEST_DrawLevelField(ax, ay);
9361 if (IS_ANIMATED(graphic))
9362 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9364 if (!MovDelay[ax][ay]) // start making new amoeba field
9365 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9367 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9370 if (MovDelay[ax][ay])
9374 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9377 int x = ax + xy[start].x;
9378 int y = ay + xy[start].y;
9380 if (!IN_LEV_FIELD(x, y))
9383 if (IS_FREE(x, y) ||
9384 CAN_GROW_INTO(Tile[x][y]) ||
9385 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9386 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9392 if (newax == ax && neway == ay)
9395 else // normal or "filled" (BD style) amoeba
9398 boolean waiting_for_player = FALSE;
9400 for (i = 0; i < NUM_DIRECTIONS; i++)
9402 int j = (start + i) % 4;
9403 int x = ax + xy[j].x;
9404 int y = ay + xy[j].y;
9406 if (!IN_LEV_FIELD(x, y))
9409 if (IS_FREE(x, y) ||
9410 CAN_GROW_INTO(Tile[x][y]) ||
9411 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9412 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9418 else if (IS_PLAYER(x, y))
9419 waiting_for_player = TRUE;
9422 if (newax == ax && neway == ay) // amoeba cannot grow
9424 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9426 Tile[ax][ay] = EL_AMOEBA_DEAD;
9427 TEST_DrawLevelField(ax, ay);
9428 AmoebaCnt[AmoebaNr[ax][ay]]--;
9430 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9432 if (element == EL_AMOEBA_FULL)
9433 AmoebaToDiamond(ax, ay);
9434 else if (element == EL_BD_AMOEBA)
9435 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9440 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9442 // amoeba gets larger by growing in some direction
9444 int new_group_nr = AmoebaNr[ax][ay];
9447 if (new_group_nr == 0)
9449 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9451 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9457 AmoebaNr[newax][neway] = new_group_nr;
9458 AmoebaCnt[new_group_nr]++;
9459 AmoebaCnt2[new_group_nr]++;
9461 // if amoeba touches other amoeba(s) after growing, unify them
9462 AmoebaMerge(newax, neway);
9464 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9466 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9472 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9473 (neway == lev_fieldy - 1 && newax != ax))
9475 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9476 Store[newax][neway] = element;
9478 else if (neway == ay || element == EL_EMC_DRIPPER)
9480 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9482 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9486 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9487 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9488 Store[ax][ay] = EL_AMOEBA_DROP;
9489 ContinueMoving(ax, ay);
9493 TEST_DrawLevelField(newax, neway);
9496 static void Life(int ax, int ay)
9500 int element = Tile[ax][ay];
9501 int graphic = el2img(element);
9502 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9504 boolean changed = FALSE;
9506 if (IS_ANIMATED(graphic))
9507 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9512 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9513 MovDelay[ax][ay] = life_time;
9515 if (MovDelay[ax][ay]) // wait some time before next cycle
9518 if (MovDelay[ax][ay])
9522 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9524 int xx = ax + x1, yy = ay + y1;
9525 int old_element = Tile[xx][yy];
9526 int num_neighbours = 0;
9528 if (!IN_LEV_FIELD(xx, yy))
9531 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9533 int x = xx + x2, y = yy + y2;
9535 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9538 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9539 boolean is_neighbour = FALSE;
9541 if (level.use_life_bugs)
9543 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9544 (IS_FREE(x, y) && Stop[x][y]));
9547 (Last[x][y] == element || is_player_cell);
9553 boolean is_free = FALSE;
9555 if (level.use_life_bugs)
9556 is_free = (IS_FREE(xx, yy));
9558 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9560 if (xx == ax && yy == ay) // field in the middle
9562 if (num_neighbours < life_parameter[0] ||
9563 num_neighbours > life_parameter[1])
9565 Tile[xx][yy] = EL_EMPTY;
9566 if (Tile[xx][yy] != old_element)
9567 TEST_DrawLevelField(xx, yy);
9568 Stop[xx][yy] = TRUE;
9572 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9573 { // free border field
9574 if (num_neighbours >= life_parameter[2] &&
9575 num_neighbours <= life_parameter[3])
9577 Tile[xx][yy] = element;
9578 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9579 if (Tile[xx][yy] != old_element)
9580 TEST_DrawLevelField(xx, yy);
9581 Stop[xx][yy] = TRUE;
9588 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9589 SND_GAME_OF_LIFE_GROWING);
9592 static void InitRobotWheel(int x, int y)
9594 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9597 static void RunRobotWheel(int x, int y)
9599 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9602 static void StopRobotWheel(int x, int y)
9604 if (game.robot_wheel_x == x &&
9605 game.robot_wheel_y == y)
9607 game.robot_wheel_x = -1;
9608 game.robot_wheel_y = -1;
9609 game.robot_wheel_active = FALSE;
9613 static void InitTimegateWheel(int x, int y)
9615 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9618 static void RunTimegateWheel(int x, int y)
9620 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9623 static void InitMagicBallDelay(int x, int y)
9625 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9628 static void ActivateMagicBall(int bx, int by)
9632 if (level.ball_random)
9634 int pos_border = RND(8); // select one of the eight border elements
9635 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9636 int xx = pos_content % 3;
9637 int yy = pos_content / 3;
9642 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9643 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9647 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9649 int xx = x - bx + 1;
9650 int yy = y - by + 1;
9652 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9653 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9657 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9660 static void CheckExit(int x, int y)
9662 if (game.gems_still_needed > 0 ||
9663 game.sokoban_fields_still_needed > 0 ||
9664 game.sokoban_objects_still_needed > 0 ||
9665 game.lights_still_needed > 0)
9667 int element = Tile[x][y];
9668 int graphic = el2img(element);
9670 if (IS_ANIMATED(graphic))
9671 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9676 // do not re-open exit door closed after last player
9677 if (game.all_players_gone)
9680 Tile[x][y] = EL_EXIT_OPENING;
9682 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9685 static void CheckExitEM(int x, int y)
9687 if (game.gems_still_needed > 0 ||
9688 game.sokoban_fields_still_needed > 0 ||
9689 game.sokoban_objects_still_needed > 0 ||
9690 game.lights_still_needed > 0)
9692 int element = Tile[x][y];
9693 int graphic = el2img(element);
9695 if (IS_ANIMATED(graphic))
9696 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9701 // do not re-open exit door closed after last player
9702 if (game.all_players_gone)
9705 Tile[x][y] = EL_EM_EXIT_OPENING;
9707 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9710 static void CheckExitSteel(int x, int y)
9712 if (game.gems_still_needed > 0 ||
9713 game.sokoban_fields_still_needed > 0 ||
9714 game.sokoban_objects_still_needed > 0 ||
9715 game.lights_still_needed > 0)
9717 int element = Tile[x][y];
9718 int graphic = el2img(element);
9720 if (IS_ANIMATED(graphic))
9721 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9726 // do not re-open exit door closed after last player
9727 if (game.all_players_gone)
9730 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9732 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9735 static void CheckExitSteelEM(int x, int y)
9737 if (game.gems_still_needed > 0 ||
9738 game.sokoban_fields_still_needed > 0 ||
9739 game.sokoban_objects_still_needed > 0 ||
9740 game.lights_still_needed > 0)
9742 int element = Tile[x][y];
9743 int graphic = el2img(element);
9745 if (IS_ANIMATED(graphic))
9746 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9751 // do not re-open exit door closed after last player
9752 if (game.all_players_gone)
9755 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9757 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9760 static void CheckExitSP(int x, int y)
9762 if (game.gems_still_needed > 0)
9764 int element = Tile[x][y];
9765 int graphic = el2img(element);
9767 if (IS_ANIMATED(graphic))
9768 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9773 // do not re-open exit door closed after last player
9774 if (game.all_players_gone)
9777 Tile[x][y] = EL_SP_EXIT_OPENING;
9779 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9782 static void CloseAllOpenTimegates(void)
9786 SCAN_PLAYFIELD(x, y)
9788 int element = Tile[x][y];
9790 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9792 Tile[x][y] = EL_TIMEGATE_CLOSING;
9794 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9799 static void DrawTwinkleOnField(int x, int y)
9801 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9804 if (Tile[x][y] == EL_BD_DIAMOND)
9807 if (MovDelay[x][y] == 0) // next animation frame
9808 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9810 if (MovDelay[x][y] != 0) // wait some time before next frame
9814 DrawLevelElementAnimation(x, y, Tile[x][y]);
9816 if (MovDelay[x][y] != 0)
9818 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9819 10 - MovDelay[x][y]);
9821 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9826 static void WallGrowing(int x, int y)
9830 if (!MovDelay[x][y]) // next animation frame
9831 MovDelay[x][y] = 3 * delay;
9833 if (MovDelay[x][y]) // wait some time before next frame
9837 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9839 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9840 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9842 DrawLevelGraphic(x, y, graphic, frame);
9845 if (!MovDelay[x][y])
9847 if (MovDir[x][y] == MV_LEFT)
9849 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9850 TEST_DrawLevelField(x - 1, y);
9852 else if (MovDir[x][y] == MV_RIGHT)
9854 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9855 TEST_DrawLevelField(x + 1, y);
9857 else if (MovDir[x][y] == MV_UP)
9859 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9860 TEST_DrawLevelField(x, y - 1);
9864 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9865 TEST_DrawLevelField(x, y + 1);
9868 Tile[x][y] = Store[x][y];
9870 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9871 TEST_DrawLevelField(x, y);
9876 static void CheckWallGrowing(int ax, int ay)
9878 int element = Tile[ax][ay];
9879 int graphic = el2img(element);
9880 boolean free_top = FALSE;
9881 boolean free_bottom = FALSE;
9882 boolean free_left = FALSE;
9883 boolean free_right = FALSE;
9884 boolean stop_top = FALSE;
9885 boolean stop_bottom = FALSE;
9886 boolean stop_left = FALSE;
9887 boolean stop_right = FALSE;
9888 boolean new_wall = FALSE;
9890 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9891 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9892 element == EL_EXPANDABLE_STEELWALL_ANY);
9894 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9895 element == EL_EXPANDABLE_WALL_ANY ||
9896 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9897 element == EL_EXPANDABLE_STEELWALL_ANY);
9899 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9900 element == EL_EXPANDABLE_WALL_ANY ||
9901 element == EL_EXPANDABLE_WALL ||
9902 element == EL_BD_EXPANDABLE_WALL ||
9903 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9904 element == EL_EXPANDABLE_STEELWALL_ANY);
9906 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9907 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9909 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9910 element == EL_EXPANDABLE_WALL ||
9911 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9913 int wall_growing = (is_steelwall ?
9914 EL_EXPANDABLE_STEELWALL_GROWING :
9915 EL_EXPANDABLE_WALL_GROWING);
9917 int gfx_wall_growing_up = (is_steelwall ?
9918 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9919 IMG_EXPANDABLE_WALL_GROWING_UP);
9920 int gfx_wall_growing_down = (is_steelwall ?
9921 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9922 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9923 int gfx_wall_growing_left = (is_steelwall ?
9924 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9925 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9926 int gfx_wall_growing_right = (is_steelwall ?
9927 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9928 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9930 if (IS_ANIMATED(graphic))
9931 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9933 if (!MovDelay[ax][ay]) // start building new wall
9934 MovDelay[ax][ay] = 6;
9936 if (MovDelay[ax][ay]) // wait some time before building new wall
9939 if (MovDelay[ax][ay])
9943 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9945 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9947 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9949 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9956 Tile[ax][ay - 1] = wall_growing;
9957 Store[ax][ay - 1] = element;
9958 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9960 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9961 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9968 Tile[ax][ay + 1] = wall_growing;
9969 Store[ax][ay + 1] = element;
9970 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9972 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9973 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9979 if (grow_horizontal)
9983 Tile[ax - 1][ay] = wall_growing;
9984 Store[ax - 1][ay] = element;
9985 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9987 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9988 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9995 Tile[ax + 1][ay] = wall_growing;
9996 Store[ax + 1][ay] = element;
9997 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9999 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
10000 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
10006 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
10007 TEST_DrawLevelField(ax, ay);
10009 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
10011 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
10012 stop_bottom = TRUE;
10013 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
10015 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
10018 if (((stop_top && stop_bottom) || stop_horizontal) &&
10019 ((stop_left && stop_right) || stop_vertical))
10020 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
10023 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10026 static void CheckForDragon(int x, int y)
10029 boolean dragon_found = FALSE;
10030 struct XY *xy = xy_topdown;
10032 for (i = 0; i < NUM_DIRECTIONS; i++)
10034 for (j = 0; j < 4; j++)
10036 int xx = x + j * xy[i].x;
10037 int yy = y + j * xy[i].y;
10039 if (IN_LEV_FIELD(xx, yy) &&
10040 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
10042 if (Tile[xx][yy] == EL_DRAGON)
10043 dragon_found = TRUE;
10052 for (i = 0; i < NUM_DIRECTIONS; i++)
10054 for (j = 0; j < 3; j++)
10056 int xx = x + j * xy[i].x;
10057 int yy = y + j * xy[i].y;
10059 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
10061 Tile[xx][yy] = EL_EMPTY;
10062 TEST_DrawLevelField(xx, yy);
10071 static void InitBuggyBase(int x, int y)
10073 int element = Tile[x][y];
10074 int activating_delay = FRAMES_PER_SECOND / 4;
10076 ChangeDelay[x][y] =
10077 (element == EL_SP_BUGGY_BASE ?
10078 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10079 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10081 element == EL_SP_BUGGY_BASE_ACTIVE ?
10082 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10085 static void WarnBuggyBase(int x, int y)
10088 struct XY *xy = xy_topdown;
10090 for (i = 0; i < NUM_DIRECTIONS; i++)
10092 int xx = x + xy[i].x;
10093 int yy = y + xy[i].y;
10095 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10097 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10104 static void InitTrap(int x, int y)
10106 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10109 static void ActivateTrap(int x, int y)
10111 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10114 static void ChangeActiveTrap(int x, int y)
10116 int graphic = IMG_TRAP_ACTIVE;
10118 // if new animation frame was drawn, correct crumbled sand border
10119 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10120 TEST_DrawLevelFieldCrumbled(x, y);
10123 static int getSpecialActionElement(int element, int number, int base_element)
10125 return (element != EL_EMPTY ? element :
10126 number != -1 ? base_element + number - 1 :
10130 static int getModifiedActionNumber(int value_old, int operator, int operand,
10131 int value_min, int value_max)
10133 int value_new = (operator == CA_MODE_SET ? operand :
10134 operator == CA_MODE_ADD ? value_old + operand :
10135 operator == CA_MODE_SUBTRACT ? value_old - operand :
10136 operator == CA_MODE_MULTIPLY ? value_old * operand :
10137 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10138 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10141 return (value_new < value_min ? value_min :
10142 value_new > value_max ? value_max :
10146 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10148 struct ElementInfo *ei = &element_info[element];
10149 struct ElementChangeInfo *change = &ei->change_page[page];
10150 int target_element = change->target_element;
10151 int action_type = change->action_type;
10152 int action_mode = change->action_mode;
10153 int action_arg = change->action_arg;
10154 int action_element = change->action_element;
10157 if (!change->has_action)
10160 // ---------- determine action paramater values -----------------------------
10162 int level_time_value =
10163 (level.time > 0 ? TimeLeft :
10166 int action_arg_element_raw =
10167 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10168 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10169 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10170 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10171 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10172 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10173 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10175 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10177 int action_arg_direction =
10178 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10179 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10180 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10181 change->actual_trigger_side :
10182 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10183 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10186 int action_arg_number_min =
10187 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10190 int action_arg_number_max =
10191 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10192 action_type == CA_SET_LEVEL_GEMS ? 999 :
10193 action_type == CA_SET_LEVEL_TIME ? 9999 :
10194 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10195 action_type == CA_SET_CE_VALUE ? 9999 :
10196 action_type == CA_SET_CE_SCORE ? 9999 :
10199 int action_arg_number_reset =
10200 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10201 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10202 action_type == CA_SET_LEVEL_TIME ? level.time :
10203 action_type == CA_SET_LEVEL_SCORE ? 0 :
10204 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10205 action_type == CA_SET_CE_SCORE ? 0 :
10208 int action_arg_number =
10209 (action_arg <= CA_ARG_MAX ? action_arg :
10210 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10211 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10212 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10213 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10214 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10215 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10216 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10217 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10218 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10219 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10220 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10221 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10222 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10223 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10224 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10225 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10226 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10227 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10228 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10229 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10230 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10233 int action_arg_number_old =
10234 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10235 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10236 action_type == CA_SET_LEVEL_SCORE ? game.score :
10237 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10238 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10241 int action_arg_number_new =
10242 getModifiedActionNumber(action_arg_number_old,
10243 action_mode, action_arg_number,
10244 action_arg_number_min, action_arg_number_max);
10246 int trigger_player_bits =
10247 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10248 change->actual_trigger_player_bits : change->trigger_player);
10250 int action_arg_player_bits =
10251 (action_arg >= CA_ARG_PLAYER_1 &&
10252 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10253 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10254 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10257 // ---------- execute action -----------------------------------------------
10259 switch (action_type)
10266 // ---------- level actions ----------------------------------------------
10268 case CA_RESTART_LEVEL:
10270 game.restart_level = TRUE;
10275 case CA_SHOW_ENVELOPE:
10277 int element = getSpecialActionElement(action_arg_element,
10278 action_arg_number, EL_ENVELOPE_1);
10280 if (IS_ENVELOPE(element))
10281 local_player->show_envelope = element;
10286 case CA_SET_LEVEL_TIME:
10288 if (level.time > 0) // only modify limited time value
10290 TimeLeft = action_arg_number_new;
10292 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10294 DisplayGameControlValues();
10296 if (!TimeLeft && game.time_limit)
10297 for (i = 0; i < MAX_PLAYERS; i++)
10298 KillPlayer(&stored_player[i]);
10304 case CA_SET_LEVEL_SCORE:
10306 game.score = action_arg_number_new;
10308 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10310 DisplayGameControlValues();
10315 case CA_SET_LEVEL_GEMS:
10317 game.gems_still_needed = action_arg_number_new;
10319 game.snapshot.collected_item = TRUE;
10321 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10323 DisplayGameControlValues();
10328 case CA_SET_LEVEL_WIND:
10330 game.wind_direction = action_arg_direction;
10335 case CA_SET_LEVEL_RANDOM_SEED:
10337 // ensure that setting a new random seed while playing is predictable
10338 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10343 // ---------- player actions ---------------------------------------------
10345 case CA_MOVE_PLAYER:
10346 case CA_MOVE_PLAYER_NEW:
10348 // automatically move to the next field in specified direction
10349 for (i = 0; i < MAX_PLAYERS; i++)
10350 if (trigger_player_bits & (1 << i))
10351 if (action_type == CA_MOVE_PLAYER ||
10352 stored_player[i].MovPos == 0)
10353 stored_player[i].programmed_action = action_arg_direction;
10358 case CA_EXIT_PLAYER:
10360 for (i = 0; i < MAX_PLAYERS; i++)
10361 if (action_arg_player_bits & (1 << i))
10362 ExitPlayer(&stored_player[i]);
10364 if (game.players_still_needed == 0)
10370 case CA_KILL_PLAYER:
10372 for (i = 0; i < MAX_PLAYERS; i++)
10373 if (action_arg_player_bits & (1 << i))
10374 KillPlayer(&stored_player[i]);
10379 case CA_SET_PLAYER_KEYS:
10381 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10382 int element = getSpecialActionElement(action_arg_element,
10383 action_arg_number, EL_KEY_1);
10385 if (IS_KEY(element))
10387 for (i = 0; i < MAX_PLAYERS; i++)
10389 if (trigger_player_bits & (1 << i))
10391 stored_player[i].key[KEY_NR(element)] = key_state;
10393 DrawGameDoorValues();
10401 case CA_SET_PLAYER_SPEED:
10403 for (i = 0; i < MAX_PLAYERS; i++)
10405 if (trigger_player_bits & (1 << i))
10407 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10409 if (action_arg == CA_ARG_SPEED_FASTER &&
10410 stored_player[i].cannot_move)
10412 action_arg_number = STEPSIZE_VERY_SLOW;
10414 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10415 action_arg == CA_ARG_SPEED_FASTER)
10417 action_arg_number = 2;
10418 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10421 else if (action_arg == CA_ARG_NUMBER_RESET)
10423 action_arg_number = level.initial_player_stepsize[i];
10427 getModifiedActionNumber(move_stepsize,
10430 action_arg_number_min,
10431 action_arg_number_max);
10433 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10440 case CA_SET_PLAYER_SHIELD:
10442 for (i = 0; i < MAX_PLAYERS; i++)
10444 if (trigger_player_bits & (1 << i))
10446 if (action_arg == CA_ARG_SHIELD_OFF)
10448 stored_player[i].shield_normal_time_left = 0;
10449 stored_player[i].shield_deadly_time_left = 0;
10451 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10453 stored_player[i].shield_normal_time_left = 999999;
10455 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10457 stored_player[i].shield_normal_time_left = 999999;
10458 stored_player[i].shield_deadly_time_left = 999999;
10466 case CA_SET_PLAYER_GRAVITY:
10468 for (i = 0; i < MAX_PLAYERS; i++)
10470 if (trigger_player_bits & (1 << i))
10472 stored_player[i].gravity =
10473 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10474 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10475 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10476 stored_player[i].gravity);
10483 case CA_SET_PLAYER_ARTWORK:
10485 for (i = 0; i < MAX_PLAYERS; i++)
10487 if (trigger_player_bits & (1 << i))
10489 int artwork_element = action_arg_element;
10491 if (action_arg == CA_ARG_ELEMENT_RESET)
10493 (level.use_artwork_element[i] ? level.artwork_element[i] :
10494 stored_player[i].element_nr);
10496 if (stored_player[i].artwork_element != artwork_element)
10497 stored_player[i].Frame = 0;
10499 stored_player[i].artwork_element = artwork_element;
10501 SetPlayerWaiting(&stored_player[i], FALSE);
10503 // set number of special actions for bored and sleeping animation
10504 stored_player[i].num_special_action_bored =
10505 get_num_special_action(artwork_element,
10506 ACTION_BORING_1, ACTION_BORING_LAST);
10507 stored_player[i].num_special_action_sleeping =
10508 get_num_special_action(artwork_element,
10509 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10516 case CA_SET_PLAYER_INVENTORY:
10518 for (i = 0; i < MAX_PLAYERS; i++)
10520 struct PlayerInfo *player = &stored_player[i];
10523 if (trigger_player_bits & (1 << i))
10525 int inventory_element = action_arg_element;
10527 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10528 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10529 action_arg == CA_ARG_ELEMENT_ACTION)
10531 int element = inventory_element;
10532 int collect_count = element_info[element].collect_count_initial;
10534 if (!IS_CUSTOM_ELEMENT(element))
10537 if (collect_count == 0)
10538 player->inventory_infinite_element = element;
10540 for (k = 0; k < collect_count; k++)
10541 if (player->inventory_size < MAX_INVENTORY_SIZE)
10542 player->inventory_element[player->inventory_size++] =
10545 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10546 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10547 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10549 if (player->inventory_infinite_element != EL_UNDEFINED &&
10550 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10551 action_arg_element_raw))
10552 player->inventory_infinite_element = EL_UNDEFINED;
10554 for (k = 0, j = 0; j < player->inventory_size; j++)
10556 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10557 action_arg_element_raw))
10558 player->inventory_element[k++] = player->inventory_element[j];
10561 player->inventory_size = k;
10563 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10565 if (player->inventory_size > 0)
10567 for (j = 0; j < player->inventory_size - 1; j++)
10568 player->inventory_element[j] = player->inventory_element[j + 1];
10570 player->inventory_size--;
10573 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10575 if (player->inventory_size > 0)
10576 player->inventory_size--;
10578 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10580 player->inventory_infinite_element = EL_UNDEFINED;
10581 player->inventory_size = 0;
10583 else if (action_arg == CA_ARG_INVENTORY_RESET)
10585 player->inventory_infinite_element = EL_UNDEFINED;
10586 player->inventory_size = 0;
10588 if (level.use_initial_inventory[i])
10590 for (j = 0; j < level.initial_inventory_size[i]; j++)
10592 int element = level.initial_inventory_content[i][j];
10593 int collect_count = element_info[element].collect_count_initial;
10595 if (!IS_CUSTOM_ELEMENT(element))
10598 if (collect_count == 0)
10599 player->inventory_infinite_element = element;
10601 for (k = 0; k < collect_count; k++)
10602 if (player->inventory_size < MAX_INVENTORY_SIZE)
10603 player->inventory_element[player->inventory_size++] =
10614 // ---------- CE actions -------------------------------------------------
10616 case CA_SET_CE_VALUE:
10618 int last_ce_value = CustomValue[x][y];
10620 CustomValue[x][y] = action_arg_number_new;
10622 if (CustomValue[x][y] != last_ce_value)
10624 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10625 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10627 if (CustomValue[x][y] == 0)
10629 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10630 ChangeCount[x][y] = 0; // allow at least one more change
10632 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10633 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10640 case CA_SET_CE_SCORE:
10642 int last_ce_score = ei->collect_score;
10644 ei->collect_score = action_arg_number_new;
10646 if (ei->collect_score != last_ce_score)
10648 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10649 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10651 if (ei->collect_score == 0)
10655 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10656 ChangeCount[x][y] = 0; // allow at least one more change
10658 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10659 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10662 This is a very special case that seems to be a mixture between
10663 CheckElementChange() and CheckTriggeredElementChange(): while
10664 the first one only affects single elements that are triggered
10665 directly, the second one affects multiple elements in the playfield
10666 that are triggered indirectly by another element. This is a third
10667 case: Changing the CE score always affects multiple identical CEs,
10668 so every affected CE must be checked, not only the single CE for
10669 which the CE score was changed in the first place (as every instance
10670 of that CE shares the same CE score, and therefore also can change)!
10672 SCAN_PLAYFIELD(xx, yy)
10674 if (Tile[xx][yy] == element)
10675 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10676 CE_SCORE_GETS_ZERO);
10684 case CA_SET_CE_ARTWORK:
10686 int artwork_element = action_arg_element;
10687 boolean reset_frame = FALSE;
10690 if (action_arg == CA_ARG_ELEMENT_RESET)
10691 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10694 if (ei->gfx_element != artwork_element)
10695 reset_frame = TRUE;
10697 ei->gfx_element = artwork_element;
10699 SCAN_PLAYFIELD(xx, yy)
10701 if (Tile[xx][yy] == element)
10705 ResetGfxAnimation(xx, yy);
10706 ResetRandomAnimationValue(xx, yy);
10709 TEST_DrawLevelField(xx, yy);
10716 // ---------- engine actions ---------------------------------------------
10718 case CA_SET_ENGINE_SCAN_MODE:
10720 InitPlayfieldScanMode(action_arg);
10730 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10732 int old_element = Tile[x][y];
10733 int new_element = GetElementFromGroupElement(element);
10734 int previous_move_direction = MovDir[x][y];
10735 int last_ce_value = CustomValue[x][y];
10736 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10737 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10738 boolean add_player_onto_element = (new_element_is_player &&
10739 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10740 IS_WALKABLE(old_element));
10742 if (!add_player_onto_element)
10744 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10745 RemoveMovingField(x, y);
10749 Tile[x][y] = new_element;
10751 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10752 MovDir[x][y] = previous_move_direction;
10754 if (element_info[new_element].use_last_ce_value)
10755 CustomValue[x][y] = last_ce_value;
10757 InitField_WithBug1(x, y, FALSE);
10759 new_element = Tile[x][y]; // element may have changed
10761 ResetGfxAnimation(x, y);
10762 ResetRandomAnimationValue(x, y);
10764 TEST_DrawLevelField(x, y);
10766 if (GFX_CRUMBLED(new_element))
10767 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10769 if (old_element == EL_EXPLOSION)
10771 Store[x][y] = Store2[x][y] = 0;
10773 // check if new element replaces an exploding player, requiring cleanup
10774 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10775 StorePlayer[x][y] = 0;
10778 // check if element under the player changes from accessible to unaccessible
10779 // (needed for special case of dropping element which then changes)
10780 // (must be checked after creating new element for walkable group elements)
10781 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10782 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10784 KillPlayer(PLAYERINFO(x, y));
10790 // "ChangeCount" not set yet to allow "entered by player" change one time
10791 if (new_element_is_player)
10792 RelocatePlayer(x, y, new_element);
10795 ChangeCount[x][y]++; // count number of changes in the same frame
10797 TestIfBadThingTouchesPlayer(x, y);
10798 TestIfPlayerTouchesCustomElement(x, y);
10799 TestIfElementTouchesCustomElement(x, y);
10802 static void CreateField(int x, int y, int element)
10804 CreateFieldExt(x, y, element, FALSE);
10807 static void CreateElementFromChange(int x, int y, int element)
10809 element = GET_VALID_RUNTIME_ELEMENT(element);
10811 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10813 int old_element = Tile[x][y];
10815 // prevent changed element from moving in same engine frame
10816 // unless both old and new element can either fall or move
10817 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10818 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10822 CreateFieldExt(x, y, element, TRUE);
10825 static boolean ChangeElement(int x, int y, int element, int page)
10827 struct ElementInfo *ei = &element_info[element];
10828 struct ElementChangeInfo *change = &ei->change_page[page];
10829 int ce_value = CustomValue[x][y];
10830 int ce_score = ei->collect_score;
10831 int target_element;
10832 int old_element = Tile[x][y];
10834 // always use default change event to prevent running into a loop
10835 if (ChangeEvent[x][y] == -1)
10836 ChangeEvent[x][y] = CE_DELAY;
10838 if (ChangeEvent[x][y] == CE_DELAY)
10840 // reset actual trigger element, trigger player and action element
10841 change->actual_trigger_element = EL_EMPTY;
10842 change->actual_trigger_player = EL_EMPTY;
10843 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10844 change->actual_trigger_side = CH_SIDE_NONE;
10845 change->actual_trigger_ce_value = 0;
10846 change->actual_trigger_ce_score = 0;
10847 change->actual_trigger_x = -1;
10848 change->actual_trigger_y = -1;
10851 // do not change elements more than a specified maximum number of changes
10852 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10855 ChangeCount[x][y]++; // count number of changes in the same frame
10857 if (ei->has_anim_event)
10858 HandleGlobalAnimEventByElementChange(element, page, x, y,
10859 change->actual_trigger_x,
10860 change->actual_trigger_y);
10862 if (change->explode)
10869 if (change->use_target_content)
10871 boolean complete_replace = TRUE;
10872 boolean can_replace[3][3];
10875 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10878 boolean is_walkable;
10879 boolean is_diggable;
10880 boolean is_collectible;
10881 boolean is_removable;
10882 boolean is_destructible;
10883 int ex = x + xx - 1;
10884 int ey = y + yy - 1;
10885 int content_element = change->target_content.e[xx][yy];
10888 can_replace[xx][yy] = TRUE;
10890 if (ex == x && ey == y) // do not check changing element itself
10893 if (content_element == EL_EMPTY_SPACE)
10895 can_replace[xx][yy] = FALSE; // do not replace border with space
10900 if (!IN_LEV_FIELD(ex, ey))
10902 can_replace[xx][yy] = FALSE;
10903 complete_replace = FALSE;
10910 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10911 e = MovingOrBlocked2Element(ex, ey);
10913 is_empty = (IS_FREE(ex, ey) ||
10914 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10916 is_walkable = (is_empty || IS_WALKABLE(e));
10917 is_diggable = (is_empty || IS_DIGGABLE(e));
10918 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10919 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10920 is_removable = (is_diggable || is_collectible);
10922 can_replace[xx][yy] =
10923 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10924 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10925 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10926 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10927 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10928 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10929 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10931 if (!can_replace[xx][yy])
10932 complete_replace = FALSE;
10935 if (!change->only_if_complete || complete_replace)
10937 boolean something_has_changed = FALSE;
10939 if (change->only_if_complete && change->use_random_replace &&
10940 RND(100) < change->random_percentage)
10943 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10945 int ex = x + xx - 1;
10946 int ey = y + yy - 1;
10947 int content_element;
10949 if (can_replace[xx][yy] && (!change->use_random_replace ||
10950 RND(100) < change->random_percentage))
10952 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10953 RemoveMovingField(ex, ey);
10955 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10957 content_element = change->target_content.e[xx][yy];
10958 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10959 ce_value, ce_score);
10961 CreateElementFromChange(ex, ey, target_element);
10963 something_has_changed = TRUE;
10965 // for symmetry reasons, freeze newly created border elements
10966 if (ex != x || ey != y)
10967 Stop[ex][ey] = TRUE; // no more moving in this frame
10971 if (something_has_changed)
10973 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10974 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10980 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10981 ce_value, ce_score);
10983 if (element == EL_DIAGONAL_GROWING ||
10984 element == EL_DIAGONAL_SHRINKING)
10986 target_element = Store[x][y];
10988 Store[x][y] = EL_EMPTY;
10991 // special case: element changes to player (and may be kept if walkable)
10992 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10993 CreateElementFromChange(x, y, EL_EMPTY);
10995 CreateElementFromChange(x, y, target_element);
10997 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10998 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11001 // this uses direct change before indirect change
11002 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11007 static void HandleElementChange(int x, int y, int page)
11009 int element = MovingOrBlocked2Element(x, y);
11010 struct ElementInfo *ei = &element_info[element];
11011 struct ElementChangeInfo *change = &ei->change_page[page];
11012 boolean handle_action_before_change = FALSE;
11015 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11016 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11018 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
11019 x, y, element, element_info[element].token_name);
11020 Debug("game:playing:HandleElementChange", "This should never happen!");
11024 // this can happen with classic bombs on walkable, changing elements
11025 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11030 if (ChangeDelay[x][y] == 0) // initialize element change
11032 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11034 if (change->can_change)
11036 // !!! not clear why graphic animation should be reset at all here !!!
11037 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
11038 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
11041 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
11043 When using an animation frame delay of 1 (this only happens with
11044 "sp_zonk.moving.left/right" in the classic graphics), the default
11045 (non-moving) animation shows wrong animation frames (while the
11046 moving animation, like "sp_zonk.moving.left/right", is correct,
11047 so this graphical bug never shows up with the classic graphics).
11048 For an animation with 4 frames, this causes wrong frames 0,0,1,2
11049 be drawn instead of the correct frames 0,1,2,3. This is caused by
11050 "GfxFrame[][]" being reset *twice* (in two successive frames) after
11051 an element change: First when the change delay ("ChangeDelay[][]")
11052 counter has reached zero after decrementing, then a second time in
11053 the next frame (after "GfxFrame[][]" was already incremented) when
11054 "ChangeDelay[][]" is reset to the initial delay value again.
11056 This causes frame 0 to be drawn twice, while the last frame won't
11057 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
11059 As some animations may already be cleverly designed around this bug
11060 (at least the "Snake Bite" snake tail animation does this), it cannot
11061 simply be fixed here without breaking such existing animations.
11062 Unfortunately, it cannot easily be detected if a graphics set was
11063 designed "before" or "after" the bug was fixed. As a workaround,
11064 a new graphics set option "game.graphics_engine_version" was added
11065 to be able to specify the game's major release version for which the
11066 graphics set was designed, which can then be used to decide if the
11067 bugfix should be used (version 4 and above) or not (version 3 or
11068 below, or if no version was specified at all, as with old sets).
11070 (The wrong/fixed animation frames can be tested with the test level set
11071 "test_gfxframe" and level "000", which contains a specially prepared
11072 custom element at level position (x/y) == (11/9) which uses the zonk
11073 animation mentioned above. Using "game.graphics_engine_version: 4"
11074 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
11075 This can also be seen from the debug output for this test element.)
11078 // when a custom element is about to change (for example by change delay),
11079 // do not reset graphic animation when the custom element is moving
11080 if (game.graphics_engine_version < 4 &&
11083 ResetGfxAnimation(x, y);
11084 ResetRandomAnimationValue(x, y);
11087 if (change->pre_change_function)
11088 change->pre_change_function(x, y);
11092 ChangeDelay[x][y]--;
11094 if (ChangeDelay[x][y] != 0) // continue element change
11096 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11098 // also needed if CE can not change, but has CE delay with CE action
11099 if (IS_ANIMATED(graphic))
11100 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11102 if (change->can_change)
11104 if (change->change_function)
11105 change->change_function(x, y);
11108 else // finish element change
11110 if (ChangePage[x][y] != -1) // remember page from delayed change
11112 page = ChangePage[x][y];
11113 ChangePage[x][y] = -1;
11115 change = &ei->change_page[page];
11118 if (IS_MOVING(x, y)) // never change a running system ;-)
11120 ChangeDelay[x][y] = 1; // try change after next move step
11121 ChangePage[x][y] = page; // remember page to use for change
11126 // special case: set new level random seed before changing element
11127 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11128 handle_action_before_change = TRUE;
11130 if (change->has_action && handle_action_before_change)
11131 ExecuteCustomElementAction(x, y, element, page);
11133 if (change->can_change)
11135 if (ChangeElement(x, y, element, page))
11137 if (change->post_change_function)
11138 change->post_change_function(x, y);
11142 if (change->has_action && !handle_action_before_change)
11143 ExecuteCustomElementAction(x, y, element, page);
11147 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11148 int trigger_element,
11150 int trigger_player,
11154 boolean change_done_any = FALSE;
11155 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11158 if (!(trigger_events[trigger_element][trigger_event]))
11161 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11163 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11165 int element = EL_CUSTOM_START + i;
11166 boolean change_done = FALSE;
11169 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11170 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11173 for (p = 0; p < element_info[element].num_change_pages; p++)
11175 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11177 if (change->can_change_or_has_action &&
11178 change->has_event[trigger_event] &&
11179 change->trigger_side & trigger_side &&
11180 change->trigger_player & trigger_player &&
11181 change->trigger_page & trigger_page_bits &&
11182 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11184 change->actual_trigger_element = trigger_element;
11185 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11186 change->actual_trigger_player_bits = trigger_player;
11187 change->actual_trigger_side = trigger_side;
11188 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11189 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11190 change->actual_trigger_x = trigger_x;
11191 change->actual_trigger_y = trigger_y;
11193 if ((change->can_change && !change_done) || change->has_action)
11197 SCAN_PLAYFIELD(x, y)
11199 if (Tile[x][y] == element)
11201 if (change->can_change && !change_done)
11203 // if element already changed in this frame, not only prevent
11204 // another element change (checked in ChangeElement()), but
11205 // also prevent additional element actions for this element
11207 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11208 !level.use_action_after_change_bug)
11211 ChangeDelay[x][y] = 1;
11212 ChangeEvent[x][y] = trigger_event;
11214 HandleElementChange(x, y, p);
11216 else if (change->has_action)
11218 // if element already changed in this frame, not only prevent
11219 // another element change (checked in ChangeElement()), but
11220 // also prevent additional element actions for this element
11222 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11223 !level.use_action_after_change_bug)
11226 ExecuteCustomElementAction(x, y, element, p);
11227 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11232 if (change->can_change)
11234 change_done = TRUE;
11235 change_done_any = TRUE;
11242 RECURSION_LOOP_DETECTION_END();
11244 return change_done_any;
11247 static boolean CheckElementChangeExt(int x, int y,
11249 int trigger_element,
11251 int trigger_player,
11254 boolean change_done = FALSE;
11257 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11258 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11261 if (Tile[x][y] == EL_BLOCKED)
11263 Blocked2Moving(x, y, &x, &y);
11264 element = Tile[x][y];
11267 // check if element has already changed or is about to change after moving
11268 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11269 Tile[x][y] != element) ||
11271 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11272 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11273 ChangePage[x][y] != -1)))
11276 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11278 for (p = 0; p < element_info[element].num_change_pages; p++)
11280 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11282 /* check trigger element for all events where the element that is checked
11283 for changing interacts with a directly adjacent element -- this is
11284 different to element changes that affect other elements to change on the
11285 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11286 boolean check_trigger_element =
11287 (trigger_event == CE_NEXT_TO_X ||
11288 trigger_event == CE_TOUCHING_X ||
11289 trigger_event == CE_HITTING_X ||
11290 trigger_event == CE_HIT_BY_X ||
11291 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11293 if (change->can_change_or_has_action &&
11294 change->has_event[trigger_event] &&
11295 change->trigger_side & trigger_side &&
11296 change->trigger_player & trigger_player &&
11297 (!check_trigger_element ||
11298 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11300 change->actual_trigger_element = trigger_element;
11301 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11302 change->actual_trigger_player_bits = trigger_player;
11303 change->actual_trigger_side = trigger_side;
11304 change->actual_trigger_ce_value = CustomValue[x][y];
11305 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11306 change->actual_trigger_x = x;
11307 change->actual_trigger_y = y;
11309 // special case: trigger element not at (x,y) position for some events
11310 if (check_trigger_element)
11322 { 0, 0 }, { 0, 0 }, { 0, 0 },
11326 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11327 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11329 change->actual_trigger_ce_value = CustomValue[xx][yy];
11330 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11331 change->actual_trigger_x = xx;
11332 change->actual_trigger_y = yy;
11335 if (change->can_change && !change_done)
11337 ChangeDelay[x][y] = 1;
11338 ChangeEvent[x][y] = trigger_event;
11340 HandleElementChange(x, y, p);
11342 change_done = TRUE;
11344 else if (change->has_action)
11346 ExecuteCustomElementAction(x, y, element, p);
11347 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11352 RECURSION_LOOP_DETECTION_END();
11354 return change_done;
11357 static void PlayPlayerSound(struct PlayerInfo *player)
11359 int jx = player->jx, jy = player->jy;
11360 int sound_element = player->artwork_element;
11361 int last_action = player->last_action_waiting;
11362 int action = player->action_waiting;
11364 if (player->is_waiting)
11366 if (action != last_action)
11367 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11369 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11373 if (action != last_action)
11374 StopSound(element_info[sound_element].sound[last_action]);
11376 if (last_action == ACTION_SLEEPING)
11377 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11381 static void PlayAllPlayersSound(void)
11385 for (i = 0; i < MAX_PLAYERS; i++)
11386 if (stored_player[i].active)
11387 PlayPlayerSound(&stored_player[i]);
11390 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11392 boolean last_waiting = player->is_waiting;
11393 int move_dir = player->MovDir;
11395 player->dir_waiting = move_dir;
11396 player->last_action_waiting = player->action_waiting;
11400 if (!last_waiting) // not waiting -> waiting
11402 player->is_waiting = TRUE;
11404 player->frame_counter_bored =
11406 game.player_boring_delay_fixed +
11407 GetSimpleRandom(game.player_boring_delay_random);
11408 player->frame_counter_sleeping =
11410 game.player_sleeping_delay_fixed +
11411 GetSimpleRandom(game.player_sleeping_delay_random);
11413 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11416 if (game.player_sleeping_delay_fixed +
11417 game.player_sleeping_delay_random > 0 &&
11418 player->anim_delay_counter == 0 &&
11419 player->post_delay_counter == 0 &&
11420 FrameCounter >= player->frame_counter_sleeping)
11421 player->is_sleeping = TRUE;
11422 else if (game.player_boring_delay_fixed +
11423 game.player_boring_delay_random > 0 &&
11424 FrameCounter >= player->frame_counter_bored)
11425 player->is_bored = TRUE;
11427 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11428 player->is_bored ? ACTION_BORING :
11431 if (player->is_sleeping && player->use_murphy)
11433 // special case for sleeping Murphy when leaning against non-free tile
11435 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11436 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11437 !IS_MOVING(player->jx - 1, player->jy)))
11438 move_dir = MV_LEFT;
11439 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11440 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11441 !IS_MOVING(player->jx + 1, player->jy)))
11442 move_dir = MV_RIGHT;
11444 player->is_sleeping = FALSE;
11446 player->dir_waiting = move_dir;
11449 if (player->is_sleeping)
11451 if (player->num_special_action_sleeping > 0)
11453 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11455 int last_special_action = player->special_action_sleeping;
11456 int num_special_action = player->num_special_action_sleeping;
11457 int special_action =
11458 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11459 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11460 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11461 last_special_action + 1 : ACTION_SLEEPING);
11462 int special_graphic =
11463 el_act_dir2img(player->artwork_element, special_action, move_dir);
11465 player->anim_delay_counter =
11466 graphic_info[special_graphic].anim_delay_fixed +
11467 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11468 player->post_delay_counter =
11469 graphic_info[special_graphic].post_delay_fixed +
11470 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11472 player->special_action_sleeping = special_action;
11475 if (player->anim_delay_counter > 0)
11477 player->action_waiting = player->special_action_sleeping;
11478 player->anim_delay_counter--;
11480 else if (player->post_delay_counter > 0)
11482 player->post_delay_counter--;
11486 else if (player->is_bored)
11488 if (player->num_special_action_bored > 0)
11490 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11492 int special_action =
11493 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11494 int special_graphic =
11495 el_act_dir2img(player->artwork_element, special_action, move_dir);
11497 player->anim_delay_counter =
11498 graphic_info[special_graphic].anim_delay_fixed +
11499 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11500 player->post_delay_counter =
11501 graphic_info[special_graphic].post_delay_fixed +
11502 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11504 player->special_action_bored = special_action;
11507 if (player->anim_delay_counter > 0)
11509 player->action_waiting = player->special_action_bored;
11510 player->anim_delay_counter--;
11512 else if (player->post_delay_counter > 0)
11514 player->post_delay_counter--;
11519 else if (last_waiting) // waiting -> not waiting
11521 player->is_waiting = FALSE;
11522 player->is_bored = FALSE;
11523 player->is_sleeping = FALSE;
11525 player->frame_counter_bored = -1;
11526 player->frame_counter_sleeping = -1;
11528 player->anim_delay_counter = 0;
11529 player->post_delay_counter = 0;
11531 player->dir_waiting = player->MovDir;
11532 player->action_waiting = ACTION_DEFAULT;
11534 player->special_action_bored = ACTION_DEFAULT;
11535 player->special_action_sleeping = ACTION_DEFAULT;
11539 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11541 if ((!player->is_moving && player->was_moving) ||
11542 (player->MovPos == 0 && player->was_moving) ||
11543 (player->is_snapping && !player->was_snapping) ||
11544 (player->is_dropping && !player->was_dropping))
11546 if (!CheckSaveEngineSnapshotToList())
11549 player->was_moving = FALSE;
11550 player->was_snapping = TRUE;
11551 player->was_dropping = TRUE;
11555 if (player->is_moving)
11556 player->was_moving = TRUE;
11558 if (!player->is_snapping)
11559 player->was_snapping = FALSE;
11561 if (!player->is_dropping)
11562 player->was_dropping = FALSE;
11565 static struct MouseActionInfo mouse_action_last = { 0 };
11566 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11567 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11570 CheckSaveEngineSnapshotToList();
11572 mouse_action_last = mouse_action;
11575 static void CheckSingleStepMode(struct PlayerInfo *player)
11577 if (tape.single_step && tape.recording && !tape.pausing)
11579 // as it is called "single step mode", just return to pause mode when the
11580 // player stopped moving after one tile (or never starts moving at all)
11581 // (reverse logic needed here in case single step mode used in team mode)
11582 if (player->is_moving ||
11583 player->is_pushing ||
11584 player->is_dropping_pressed ||
11585 player->effective_mouse_action.button)
11586 game.enter_single_step_mode = FALSE;
11589 CheckSaveEngineSnapshot(player);
11592 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11594 int left = player_action & JOY_LEFT;
11595 int right = player_action & JOY_RIGHT;
11596 int up = player_action & JOY_UP;
11597 int down = player_action & JOY_DOWN;
11598 int button1 = player_action & JOY_BUTTON_1;
11599 int button2 = player_action & JOY_BUTTON_2;
11600 int dx = (left ? -1 : right ? 1 : 0);
11601 int dy = (up ? -1 : down ? 1 : 0);
11603 if (!player->active || tape.pausing)
11609 SnapField(player, dx, dy);
11613 DropElement(player);
11615 MovePlayer(player, dx, dy);
11618 CheckSingleStepMode(player);
11620 SetPlayerWaiting(player, FALSE);
11622 return player_action;
11626 // no actions for this player (no input at player's configured device)
11628 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11629 SnapField(player, 0, 0);
11630 CheckGravityMovementWhenNotMoving(player);
11632 if (player->MovPos == 0)
11633 SetPlayerWaiting(player, TRUE);
11635 if (player->MovPos == 0) // needed for tape.playing
11636 player->is_moving = FALSE;
11638 player->is_dropping = FALSE;
11639 player->is_dropping_pressed = FALSE;
11640 player->drop_pressed_delay = 0;
11642 CheckSingleStepMode(player);
11648 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11651 if (!tape.use_mouse_actions)
11654 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11655 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11656 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11659 static void SetTapeActionFromMouseAction(byte *tape_action,
11660 struct MouseActionInfo *mouse_action)
11662 if (!tape.use_mouse_actions)
11665 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11666 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11667 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11670 static void CheckLevelSolved(void)
11672 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
11674 if (game_bd.level_solved &&
11675 !game_bd.game_over) // game won
11679 game_bd.game_over = TRUE;
11681 game.all_players_gone = TRUE;
11684 if (game_bd.game_over) // game lost
11685 game.all_players_gone = TRUE;
11687 else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11689 if (game_em.level_solved &&
11690 !game_em.game_over) // game won
11694 game_em.game_over = TRUE;
11696 game.all_players_gone = TRUE;
11699 if (game_em.game_over) // game lost
11700 game.all_players_gone = TRUE;
11702 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11704 if (game_sp.level_solved &&
11705 !game_sp.game_over) // game won
11709 game_sp.game_over = TRUE;
11711 game.all_players_gone = TRUE;
11714 if (game_sp.game_over) // game lost
11715 game.all_players_gone = TRUE;
11717 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11719 if (game_mm.level_solved &&
11720 !game_mm.game_over) // game won
11724 game_mm.game_over = TRUE;
11726 game.all_players_gone = TRUE;
11729 if (game_mm.game_over) // game lost
11730 game.all_players_gone = TRUE;
11734 static void PlayTimeoutSound(int seconds_left)
11736 // will be played directly by BD engine (for classic bonus time sounds)
11737 if (level.game_engine_type == GAME_ENGINE_TYPE_BD && checkBonusTime_BD())
11740 // try to use individual "running out of time" sound for each second left
11741 int sound = SND_GAME_RUNNING_OUT_OF_TIME_0 - seconds_left;
11743 // if special sound per second not defined, use default sound
11744 if (getSoundInfoEntryFilename(sound) == NULL)
11745 sound = SND_GAME_RUNNING_OUT_OF_TIME;
11747 // if out of time, but player still alive, play special "timeout" sound, if defined
11748 if (seconds_left == 0 && !checkGameFailed())
11749 if (getSoundInfoEntryFilename(SND_GAME_TIMEOUT) != NULL)
11750 sound = SND_GAME_TIMEOUT;
11755 static void CheckLevelTime_StepCounter(void)
11765 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11766 PlayTimeoutSound(TimeLeft);
11768 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11770 DisplayGameControlValues();
11772 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11773 for (i = 0; i < MAX_PLAYERS; i++)
11774 KillPlayer(&stored_player[i]);
11776 else if (game.no_level_time_limit && !game.all_players_gone)
11778 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11780 DisplayGameControlValues();
11784 static void CheckLevelTime(void)
11786 int frames_per_second = FRAMES_PER_SECOND;
11789 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
11791 // level time may be running slower in native BD engine
11792 frames_per_second = getFramesPerSecond_BD();
11794 // if native engine time changed, force main engine time change
11795 if (getTimeLeft_BD() < TimeLeft)
11796 TimeFrames = frames_per_second;
11798 // if last second running, wait for native engine time to exactly reach zero
11799 if (getTimeLeft_BD() == 1 && TimeLeft == 1)
11800 TimeFrames = frames_per_second - 1;
11803 if (TimeFrames >= frames_per_second)
11807 for (i = 0; i < MAX_PLAYERS; i++)
11809 struct PlayerInfo *player = &stored_player[i];
11811 if (SHIELD_ON(player))
11813 player->shield_normal_time_left--;
11815 if (player->shield_deadly_time_left > 0)
11816 player->shield_deadly_time_left--;
11820 if (!game.LevelSolved && !level.use_step_counter)
11828 if (TimeLeft <= 10 && game.time_limit)
11829 PlayTimeoutSound(TimeLeft);
11831 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11832 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11834 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11836 if (!TimeLeft && game.time_limit)
11838 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
11840 if (game_bd.game->cave->player_state == GD_PL_LIVING)
11841 game_bd.game->cave->player_state = GD_PL_TIMEOUT;
11843 else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11845 game_em.lev->killed_out_of_time = TRUE;
11849 for (i = 0; i < MAX_PLAYERS; i++)
11850 KillPlayer(&stored_player[i]);
11854 else if (game.no_level_time_limit && !game.all_players_gone)
11856 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11859 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11863 if (TapeTimeFrames >= FRAMES_PER_SECOND)
11865 TapeTimeFrames = 0;
11868 if (tape.recording || tape.playing)
11869 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11872 if (tape.recording || tape.playing)
11873 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11875 UpdateAndDisplayGameControlValues();
11878 void AdvanceFrameAndPlayerCounters(int player_nr)
11882 // handle game and tape time differently for native BD game engine
11884 // tape time is running in native BD engine even if player is not hatched yet
11885 if (!checkGameRunning())
11888 // advance frame counters (global frame counter and tape time frame counter)
11892 // level time is running in native BD engine after player is being hatched
11893 if (!checkGamePlaying())
11896 // advance time frame counter (used to control available time to solve level)
11899 // advance player counters (counters for move delay, move animation etc.)
11900 for (i = 0; i < MAX_PLAYERS; i++)
11902 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11903 int move_delay_value = stored_player[i].move_delay_value;
11904 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11906 if (!advance_player_counters) // not all players may be affected
11909 if (move_frames == 0) // less than one move per game frame
11911 int stepsize = TILEX / move_delay_value;
11912 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11913 int count = (stored_player[i].is_moving ?
11914 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11916 if (count % delay == 0)
11920 stored_player[i].Frame += move_frames;
11922 if (stored_player[i].MovPos != 0)
11923 stored_player[i].StepFrame += move_frames;
11925 if (stored_player[i].move_delay > 0)
11926 stored_player[i].move_delay--;
11928 // due to bugs in previous versions, counter must count up, not down
11929 if (stored_player[i].push_delay != -1)
11930 stored_player[i].push_delay++;
11932 if (stored_player[i].drop_delay > 0)
11933 stored_player[i].drop_delay--;
11935 if (stored_player[i].is_dropping_pressed)
11936 stored_player[i].drop_pressed_delay++;
11940 void AdvanceFrameCounter(void)
11945 void AdvanceGfxFrame(void)
11949 SCAN_PLAYFIELD(x, y)
11955 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11956 struct MouseActionInfo *mouse_action_last)
11958 if (mouse_action->button)
11960 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11961 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11962 int x = mouse_action->lx;
11963 int y = mouse_action->ly;
11964 int element = Tile[x][y];
11968 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11969 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11973 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11974 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11977 if (level.use_step_counter)
11979 boolean counted_click = FALSE;
11981 // element clicked that can change when clicked/pressed
11982 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11983 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11984 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11985 counted_click = TRUE;
11987 // element clicked that can trigger change when clicked/pressed
11988 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11989 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11990 counted_click = TRUE;
11992 if (new_button && counted_click)
11993 CheckLevelTime_StepCounter();
11998 void StartGameActions(boolean init_network_game, boolean record_tape,
12001 unsigned int new_random_seed = InitRND(random_seed);
12004 TapeStartRecording(new_random_seed);
12006 if (setup.auto_pause_on_start && !tape.pausing)
12007 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12009 if (init_network_game)
12011 SendToServer_LevelFile();
12012 SendToServer_StartPlaying();
12020 static void GameActionsExt(void)
12023 static unsigned int game_frame_delay = 0;
12025 unsigned int game_frame_delay_value;
12026 byte *recorded_player_action;
12027 byte summarized_player_action = 0;
12028 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
12031 // detect endless loops, caused by custom element programming
12032 if (recursion_loop_detected && recursion_loop_depth == 0)
12034 char *message = getStringCat3("Internal Error! Element ",
12035 EL_NAME(recursion_loop_element),
12036 " caused endless loop! Quit the game?");
12038 Warn("element '%s' caused endless loop in game engine",
12039 EL_NAME(recursion_loop_element));
12041 RequestQuitGameExt(program.headless, level_editor_test_game, message);
12043 recursion_loop_detected = FALSE; // if game should be continued
12050 if (game.restart_level)
12051 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
12053 CheckLevelSolved();
12055 if (game.LevelSolved && !game.LevelSolved_GameEnd)
12058 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
12061 if (game_status != GAME_MODE_PLAYING) // status might have changed
12064 game_frame_delay_value =
12065 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12067 if (tape.playing && tape.warp_forward && !tape.pausing)
12068 game_frame_delay_value = 0;
12070 SetVideoFrameDelay(game_frame_delay_value);
12072 // (de)activate virtual buttons depending on current game status
12073 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
12075 if (game.all_players_gone) // if no players there to be controlled anymore
12076 SetOverlayActive(FALSE);
12077 else if (!tape.playing) // if game continues after tape stopped playing
12078 SetOverlayActive(TRUE);
12083 // ---------- main game synchronization point ----------
12085 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12087 Debug("game:playing:skip", "skip == %d", skip);
12090 // ---------- main game synchronization point ----------
12092 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12096 if (network_playing && !network_player_action_received)
12098 // try to get network player actions in time
12100 // last chance to get network player actions without main loop delay
12101 HandleNetworking();
12103 // game was quit by network peer
12104 if (game_status != GAME_MODE_PLAYING)
12107 // check if network player actions still missing and game still running
12108 if (!network_player_action_received && !checkGameEnded())
12109 return; // failed to get network player actions in time
12111 // do not yet reset "network_player_action_received" (for tape.pausing)
12117 // at this point we know that we really continue executing the game
12119 network_player_action_received = FALSE;
12121 // when playing tape, read previously recorded player input from tape data
12122 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12124 local_player->effective_mouse_action = local_player->mouse_action;
12126 if (recorded_player_action != NULL)
12127 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
12128 recorded_player_action);
12130 // TapePlayAction() may return NULL when toggling to "pause before death"
12134 if (tape.set_centered_player)
12136 game.centered_player_nr_next = tape.centered_player_nr_next;
12137 game.set_centered_player = TRUE;
12140 for (i = 0; i < MAX_PLAYERS; i++)
12142 summarized_player_action |= stored_player[i].action;
12144 if (!network_playing && (game.team_mode || tape.playing))
12145 stored_player[i].effective_action = stored_player[i].action;
12148 if (network_playing && !checkGameEnded())
12149 SendToServer_MovePlayer(summarized_player_action);
12151 // summarize all actions at local players mapped input device position
12152 // (this allows using different input devices in single player mode)
12153 if (!network.enabled && !game.team_mode)
12154 stored_player[map_player_action[local_player->index_nr]].effective_action =
12155 summarized_player_action;
12157 // summarize all actions at centered player in local team mode
12158 if (tape.recording &&
12159 setup.team_mode && !network.enabled &&
12160 setup.input_on_focus &&
12161 game.centered_player_nr != -1)
12163 for (i = 0; i < MAX_PLAYERS; i++)
12164 stored_player[map_player_action[i]].effective_action =
12165 (i == game.centered_player_nr ? summarized_player_action : 0);
12168 if (recorded_player_action != NULL)
12169 for (i = 0; i < MAX_PLAYERS; i++)
12170 stored_player[i].effective_action = recorded_player_action[i];
12172 for (i = 0; i < MAX_PLAYERS; i++)
12174 tape_action[i] = stored_player[i].effective_action;
12176 /* (this may happen in the RND game engine if a player was not present on
12177 the playfield on level start, but appeared later from a custom element */
12178 if (setup.team_mode &&
12181 !tape.player_participates[i])
12182 tape.player_participates[i] = TRUE;
12185 SetTapeActionFromMouseAction(tape_action,
12186 &local_player->effective_mouse_action);
12188 // only record actions from input devices, but not programmed actions
12189 if (tape.recording)
12190 TapeRecordAction(tape_action);
12192 // remember if game was played (especially after tape stopped playing)
12193 if (!tape.playing && summarized_player_action && !checkGameFailed())
12194 game.GamePlayed = TRUE;
12196 #if USE_NEW_PLAYER_ASSIGNMENTS
12197 // !!! also map player actions in single player mode !!!
12198 // if (game.team_mode)
12201 byte mapped_action[MAX_PLAYERS];
12203 #if DEBUG_PLAYER_ACTIONS
12204 for (i = 0; i < MAX_PLAYERS; i++)
12205 DebugContinued("", "%d, ", stored_player[i].effective_action);
12208 for (i = 0; i < MAX_PLAYERS; i++)
12209 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12211 for (i = 0; i < MAX_PLAYERS; i++)
12212 stored_player[i].effective_action = mapped_action[i];
12214 #if DEBUG_PLAYER_ACTIONS
12215 DebugContinued("", "=> ");
12216 for (i = 0; i < MAX_PLAYERS; i++)
12217 DebugContinued("", "%d, ", stored_player[i].effective_action);
12218 DebugContinued("game:playing:player", "\n");
12221 #if DEBUG_PLAYER_ACTIONS
12224 for (i = 0; i < MAX_PLAYERS; i++)
12225 DebugContinued("", "%d, ", stored_player[i].effective_action);
12226 DebugContinued("game:playing:player", "\n");
12231 for (i = 0; i < MAX_PLAYERS; i++)
12233 // allow engine snapshot in case of changed movement attempt
12234 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12235 (stored_player[i].effective_action & KEY_MOTION))
12236 game.snapshot.changed_action = TRUE;
12238 // allow engine snapshot in case of snapping/dropping attempt
12239 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12240 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12241 game.snapshot.changed_action = TRUE;
12243 game.snapshot.last_action[i] = stored_player[i].effective_action;
12246 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
12248 GameActions_BD_Main();
12250 else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12252 GameActions_EM_Main();
12254 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12256 GameActions_SP_Main();
12258 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12260 GameActions_MM_Main();
12264 GameActions_RND_Main();
12267 BlitScreenToBitmap(backbuffer);
12269 CheckLevelSolved();
12272 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12274 if (global.show_frames_per_second)
12276 static unsigned int fps_counter = 0;
12277 static int fps_frames = 0;
12278 unsigned int fps_delay_ms = Counter() - fps_counter;
12282 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12284 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12287 fps_counter = Counter();
12289 // always draw FPS to screen after FPS value was updated
12290 redraw_mask |= REDRAW_FPS;
12293 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12294 if (GetDrawDeactivationMask() == REDRAW_NONE)
12295 redraw_mask |= REDRAW_FPS;
12299 static void GameActions_CheckSaveEngineSnapshot(void)
12301 if (!game.snapshot.save_snapshot)
12304 // clear flag for saving snapshot _before_ saving snapshot
12305 game.snapshot.save_snapshot = FALSE;
12307 SaveEngineSnapshotToList();
12310 void GameActions(void)
12314 GameActions_CheckSaveEngineSnapshot();
12317 void GameActions_BD_Main(void)
12319 byte effective_action[MAX_PLAYERS];
12322 for (i = 0; i < MAX_PLAYERS; i++)
12323 effective_action[i] = stored_player[i].effective_action;
12325 GameActions_BD(effective_action);
12328 void GameActions_EM_Main(void)
12330 byte effective_action[MAX_PLAYERS];
12333 for (i = 0; i < MAX_PLAYERS; i++)
12334 effective_action[i] = stored_player[i].effective_action;
12336 GameActions_EM(effective_action);
12339 void GameActions_SP_Main(void)
12341 byte effective_action[MAX_PLAYERS];
12344 for (i = 0; i < MAX_PLAYERS; i++)
12345 effective_action[i] = stored_player[i].effective_action;
12347 GameActions_SP(effective_action);
12349 for (i = 0; i < MAX_PLAYERS; i++)
12351 if (stored_player[i].force_dropping)
12352 stored_player[i].action |= KEY_BUTTON_DROP;
12354 stored_player[i].force_dropping = FALSE;
12358 void GameActions_MM_Main(void)
12362 GameActions_MM(local_player->effective_mouse_action);
12365 void GameActions_RND_Main(void)
12370 void GameActions_RND(void)
12372 static struct MouseActionInfo mouse_action_last = { 0 };
12373 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12374 int magic_wall_x = 0, magic_wall_y = 0;
12375 int i, x, y, element, graphic, last_gfx_frame;
12377 InitPlayfieldScanModeVars();
12379 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12381 SCAN_PLAYFIELD(x, y)
12383 ChangeCount[x][y] = 0;
12384 ChangeEvent[x][y] = -1;
12388 if (game.set_centered_player)
12390 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12392 // switching to "all players" only possible if all players fit to screen
12393 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12395 game.centered_player_nr_next = game.centered_player_nr;
12396 game.set_centered_player = FALSE;
12399 // do not switch focus to non-existing (or non-active) player
12400 if (game.centered_player_nr_next >= 0 &&
12401 !stored_player[game.centered_player_nr_next].active)
12403 game.centered_player_nr_next = game.centered_player_nr;
12404 game.set_centered_player = FALSE;
12408 if (game.set_centered_player &&
12409 ScreenMovPos == 0) // screen currently aligned at tile position
12413 if (game.centered_player_nr_next == -1)
12415 setScreenCenteredToAllPlayers(&sx, &sy);
12419 sx = stored_player[game.centered_player_nr_next].jx;
12420 sy = stored_player[game.centered_player_nr_next].jy;
12423 game.centered_player_nr = game.centered_player_nr_next;
12424 game.set_centered_player = FALSE;
12426 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12427 DrawGameDoorValues();
12430 // check single step mode (set flag and clear again if any player is active)
12431 game.enter_single_step_mode =
12432 (tape.single_step && tape.recording && !tape.pausing);
12434 for (i = 0; i < MAX_PLAYERS; i++)
12436 int actual_player_action = stored_player[i].effective_action;
12439 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12440 - rnd_equinox_tetrachloride 048
12441 - rnd_equinox_tetrachloride_ii 096
12442 - rnd_emanuel_schmieg 002
12443 - doctor_sloan_ww 001, 020
12445 if (stored_player[i].MovPos == 0)
12446 CheckGravityMovement(&stored_player[i]);
12449 // overwrite programmed action with tape action
12450 if (stored_player[i].programmed_action)
12451 actual_player_action = stored_player[i].programmed_action;
12453 PlayerActions(&stored_player[i], actual_player_action);
12455 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12458 // single step pause mode may already have been toggled by "ScrollPlayer()"
12459 if (game.enter_single_step_mode && !tape.pausing)
12460 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12462 ScrollScreen(NULL, SCROLL_GO_ON);
12464 /* for backwards compatibility, the following code emulates a fixed bug that
12465 occured when pushing elements (causing elements that just made their last
12466 pushing step to already (if possible) make their first falling step in the
12467 same game frame, which is bad); this code is also needed to use the famous
12468 "spring push bug" which is used in older levels and might be wanted to be
12469 used also in newer levels, but in this case the buggy pushing code is only
12470 affecting the "spring" element and no other elements */
12472 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12474 for (i = 0; i < MAX_PLAYERS; i++)
12476 struct PlayerInfo *player = &stored_player[i];
12477 int x = player->jx;
12478 int y = player->jy;
12480 if (player->active && player->is_pushing && player->is_moving &&
12482 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12483 Tile[x][y] == EL_SPRING))
12485 ContinueMoving(x, y);
12487 // continue moving after pushing (this is actually a bug)
12488 if (!IS_MOVING(x, y))
12489 Stop[x][y] = FALSE;
12494 SCAN_PLAYFIELD(x, y)
12496 Last[x][y] = Tile[x][y];
12498 ChangeCount[x][y] = 0;
12499 ChangeEvent[x][y] = -1;
12501 // this must be handled before main playfield loop
12502 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12505 if (MovDelay[x][y] <= 0)
12509 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12512 if (MovDelay[x][y] <= 0)
12514 int element = Store[x][y];
12515 int move_direction = MovDir[x][y];
12516 int player_index_bit = Store2[x][y];
12522 TEST_DrawLevelField(x, y);
12524 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12526 if (IS_ENVELOPE(element))
12527 local_player->show_envelope = element;
12532 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12534 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12536 Debug("game:playing:GameActions_RND", "This should never happen!");
12538 ChangePage[x][y] = -1;
12542 Stop[x][y] = FALSE;
12543 if (WasJustMoving[x][y] > 0)
12544 WasJustMoving[x][y]--;
12545 if (WasJustFalling[x][y] > 0)
12546 WasJustFalling[x][y]--;
12547 if (CheckCollision[x][y] > 0)
12548 CheckCollision[x][y]--;
12549 if (CheckImpact[x][y] > 0)
12550 CheckImpact[x][y]--;
12554 /* reset finished pushing action (not done in ContinueMoving() to allow
12555 continuous pushing animation for elements with zero push delay) */
12556 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12558 ResetGfxAnimation(x, y);
12559 TEST_DrawLevelField(x, y);
12563 if (IS_BLOCKED(x, y))
12567 Blocked2Moving(x, y, &oldx, &oldy);
12568 if (!IS_MOVING(oldx, oldy))
12570 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12571 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12572 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12573 Debug("game:playing:GameActions_RND", "This should never happen!");
12579 HandleMouseAction(&mouse_action, &mouse_action_last);
12581 SCAN_PLAYFIELD(x, y)
12583 element = Tile[x][y];
12584 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12585 last_gfx_frame = GfxFrame[x][y];
12587 if (element == EL_EMPTY)
12588 graphic = el2img(GfxElementEmpty[x][y]);
12590 ResetGfxFrame(x, y);
12592 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12593 DrawLevelGraphicAnimation(x, y, graphic);
12595 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12596 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12597 ResetRandomAnimationValue(x, y);
12599 SetRandomAnimationValue(x, y);
12601 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12603 if (IS_INACTIVE(element))
12605 if (IS_ANIMATED(graphic))
12606 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12611 // this may take place after moving, so 'element' may have changed
12612 if (IS_CHANGING(x, y) &&
12613 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12615 int page = element_info[element].event_page_nr[CE_DELAY];
12617 HandleElementChange(x, y, page);
12619 element = Tile[x][y];
12620 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12623 CheckNextToConditions(x, y);
12625 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12629 element = Tile[x][y];
12630 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12632 if (IS_ANIMATED(graphic) &&
12633 !IS_MOVING(x, y) &&
12635 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12637 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12638 TEST_DrawTwinkleOnField(x, y);
12640 else if (element == EL_ACID)
12643 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12645 else if ((element == EL_EXIT_OPEN ||
12646 element == EL_EM_EXIT_OPEN ||
12647 element == EL_SP_EXIT_OPEN ||
12648 element == EL_STEEL_EXIT_OPEN ||
12649 element == EL_EM_STEEL_EXIT_OPEN ||
12650 element == EL_SP_TERMINAL ||
12651 element == EL_SP_TERMINAL_ACTIVE ||
12652 element == EL_EXTRA_TIME ||
12653 element == EL_SHIELD_NORMAL ||
12654 element == EL_SHIELD_DEADLY) &&
12655 IS_ANIMATED(graphic))
12656 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12657 else if (IS_MOVING(x, y))
12658 ContinueMoving(x, y);
12659 else if (IS_ACTIVE_BOMB(element))
12660 CheckDynamite(x, y);
12661 else if (element == EL_AMOEBA_GROWING)
12662 AmoebaGrowing(x, y);
12663 else if (element == EL_AMOEBA_SHRINKING)
12664 AmoebaShrinking(x, y);
12666 #if !USE_NEW_AMOEBA_CODE
12667 else if (IS_AMOEBALIVE(element))
12668 AmoebaReproduce(x, y);
12671 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12673 else if (element == EL_EXIT_CLOSED)
12675 else if (element == EL_EM_EXIT_CLOSED)
12677 else if (element == EL_STEEL_EXIT_CLOSED)
12678 CheckExitSteel(x, y);
12679 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12680 CheckExitSteelEM(x, y);
12681 else if (element == EL_SP_EXIT_CLOSED)
12683 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12684 element == EL_EXPANDABLE_STEELWALL_GROWING)
12686 else if (element == EL_EXPANDABLE_WALL ||
12687 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12688 element == EL_EXPANDABLE_WALL_VERTICAL ||
12689 element == EL_EXPANDABLE_WALL_ANY ||
12690 element == EL_BD_EXPANDABLE_WALL ||
12691 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12692 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12693 element == EL_EXPANDABLE_STEELWALL_ANY)
12694 CheckWallGrowing(x, y);
12695 else if (element == EL_FLAMES)
12696 CheckForDragon(x, y);
12697 else if (element == EL_EXPLOSION)
12698 ; // drawing of correct explosion animation is handled separately
12699 else if (element == EL_ELEMENT_SNAPPING ||
12700 element == EL_DIAGONAL_SHRINKING ||
12701 element == EL_DIAGONAL_GROWING)
12703 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12705 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12707 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12708 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12710 if (IS_BELT_ACTIVE(element))
12711 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12713 if (game.magic_wall_active)
12715 int jx = local_player->jx, jy = local_player->jy;
12717 // play the element sound at the position nearest to the player
12718 if ((element == EL_MAGIC_WALL_FULL ||
12719 element == EL_MAGIC_WALL_ACTIVE ||
12720 element == EL_MAGIC_WALL_EMPTYING ||
12721 element == EL_BD_MAGIC_WALL_FULL ||
12722 element == EL_BD_MAGIC_WALL_ACTIVE ||
12723 element == EL_BD_MAGIC_WALL_EMPTYING ||
12724 element == EL_DC_MAGIC_WALL_FULL ||
12725 element == EL_DC_MAGIC_WALL_ACTIVE ||
12726 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12727 ABS(x - jx) + ABS(y - jy) <
12728 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12736 #if USE_NEW_AMOEBA_CODE
12737 // new experimental amoeba growth stuff
12738 if (!(FrameCounter % 8))
12740 static unsigned int random = 1684108901;
12742 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12744 x = RND(lev_fieldx);
12745 y = RND(lev_fieldy);
12746 element = Tile[x][y];
12748 if (!IS_PLAYER(x, y) &&
12749 (element == EL_EMPTY ||
12750 CAN_GROW_INTO(element) ||
12751 element == EL_QUICKSAND_EMPTY ||
12752 element == EL_QUICKSAND_FAST_EMPTY ||
12753 element == EL_ACID_SPLASH_LEFT ||
12754 element == EL_ACID_SPLASH_RIGHT))
12756 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12757 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12758 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12759 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12760 Tile[x][y] = EL_AMOEBA_DROP;
12763 random = random * 129 + 1;
12768 game.explosions_delayed = FALSE;
12770 SCAN_PLAYFIELD(x, y)
12772 element = Tile[x][y];
12774 if (ExplodeField[x][y])
12775 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12776 else if (element == EL_EXPLOSION)
12777 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12779 ExplodeField[x][y] = EX_TYPE_NONE;
12782 game.explosions_delayed = TRUE;
12784 if (game.magic_wall_active)
12786 if (!(game.magic_wall_time_left % 4))
12788 int element = Tile[magic_wall_x][magic_wall_y];
12790 if (element == EL_BD_MAGIC_WALL_FULL ||
12791 element == EL_BD_MAGIC_WALL_ACTIVE ||
12792 element == EL_BD_MAGIC_WALL_EMPTYING)
12793 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12794 else if (element == EL_DC_MAGIC_WALL_FULL ||
12795 element == EL_DC_MAGIC_WALL_ACTIVE ||
12796 element == EL_DC_MAGIC_WALL_EMPTYING)
12797 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12799 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12802 if (game.magic_wall_time_left > 0)
12804 game.magic_wall_time_left--;
12806 if (!game.magic_wall_time_left)
12808 SCAN_PLAYFIELD(x, y)
12810 element = Tile[x][y];
12812 if (element == EL_MAGIC_WALL_ACTIVE ||
12813 element == EL_MAGIC_WALL_FULL)
12815 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12816 TEST_DrawLevelField(x, y);
12818 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12819 element == EL_BD_MAGIC_WALL_FULL)
12821 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12822 TEST_DrawLevelField(x, y);
12824 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12825 element == EL_DC_MAGIC_WALL_FULL)
12827 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12828 TEST_DrawLevelField(x, y);
12832 game.magic_wall_active = FALSE;
12837 if (game.light_time_left > 0)
12839 game.light_time_left--;
12841 if (game.light_time_left == 0)
12842 RedrawAllLightSwitchesAndInvisibleElements();
12845 if (game.timegate_time_left > 0)
12847 game.timegate_time_left--;
12849 if (game.timegate_time_left == 0)
12850 CloseAllOpenTimegates();
12853 if (game.lenses_time_left > 0)
12855 game.lenses_time_left--;
12857 if (game.lenses_time_left == 0)
12858 RedrawAllInvisibleElementsForLenses();
12861 if (game.magnify_time_left > 0)
12863 game.magnify_time_left--;
12865 if (game.magnify_time_left == 0)
12866 RedrawAllInvisibleElementsForMagnifier();
12869 for (i = 0; i < MAX_PLAYERS; i++)
12871 struct PlayerInfo *player = &stored_player[i];
12873 if (SHIELD_ON(player))
12875 if (player->shield_deadly_time_left)
12876 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12877 else if (player->shield_normal_time_left)
12878 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12882 #if USE_DELAYED_GFX_REDRAW
12883 SCAN_PLAYFIELD(x, y)
12885 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12887 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12888 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12890 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12891 DrawLevelField(x, y);
12893 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12894 DrawLevelFieldCrumbled(x, y);
12896 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12897 DrawLevelFieldCrumbledNeighbours(x, y);
12899 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12900 DrawTwinkleOnField(x, y);
12903 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12908 PlayAllPlayersSound();
12910 for (i = 0; i < MAX_PLAYERS; i++)
12912 struct PlayerInfo *player = &stored_player[i];
12914 if (player->show_envelope != 0 && (!player->active ||
12915 player->MovPos == 0))
12917 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12919 player->show_envelope = 0;
12923 // use random number generator in every frame to make it less predictable
12924 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12927 mouse_action_last = mouse_action;
12930 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12932 int min_x = x, min_y = y, max_x = x, max_y = y;
12933 int scr_fieldx = getScreenFieldSizeX();
12934 int scr_fieldy = getScreenFieldSizeY();
12937 for (i = 0; i < MAX_PLAYERS; i++)
12939 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12941 if (!stored_player[i].active || &stored_player[i] == player)
12944 min_x = MIN(min_x, jx);
12945 min_y = MIN(min_y, jy);
12946 max_x = MAX(max_x, jx);
12947 max_y = MAX(max_y, jy);
12950 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12953 static boolean AllPlayersInVisibleScreen(void)
12957 for (i = 0; i < MAX_PLAYERS; i++)
12959 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12961 if (!stored_player[i].active)
12964 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12971 void ScrollLevel(int dx, int dy)
12973 int scroll_offset = 2 * TILEX_VAR;
12976 BlitBitmap(drawto_field, drawto_field,
12977 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12978 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12979 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12980 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12981 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12982 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12986 x = (dx == 1 ? BX1 : BX2);
12987 for (y = BY1; y <= BY2; y++)
12988 DrawScreenField(x, y);
12993 y = (dy == 1 ? BY1 : BY2);
12994 for (x = BX1; x <= BX2; x++)
12995 DrawScreenField(x, y);
12998 redraw_mask |= REDRAW_FIELD;
13001 static boolean canFallDown(struct PlayerInfo *player)
13003 int jx = player->jx, jy = player->jy;
13005 return (IN_LEV_FIELD(jx, jy + 1) &&
13006 (IS_FREE(jx, jy + 1) ||
13007 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13008 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
13009 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
13012 static boolean canPassField(int x, int y, int move_dir)
13014 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13015 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13016 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13017 int nextx = x + dx;
13018 int nexty = y + dy;
13019 int element = Tile[x][y];
13021 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13022 !CAN_MOVE(element) &&
13023 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13024 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
13025 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13028 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13030 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13031 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13032 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13036 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13037 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
13038 (IS_DIGGABLE(Tile[newx][newy]) ||
13039 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
13040 canPassField(newx, newy, move_dir)));
13043 static void CheckGravityMovement(struct PlayerInfo *player)
13045 if (player->gravity && !player->programmed_action)
13047 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13048 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13049 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13050 int jx = player->jx, jy = player->jy;
13051 boolean player_is_moving_to_valid_field =
13052 (!player_is_snapping &&
13053 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13054 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13055 boolean player_can_fall_down = canFallDown(player);
13057 if (player_can_fall_down &&
13058 !player_is_moving_to_valid_field)
13059 player->programmed_action = MV_DOWN;
13063 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13065 return CheckGravityMovement(player);
13067 if (player->gravity && !player->programmed_action)
13069 int jx = player->jx, jy = player->jy;
13070 boolean field_under_player_is_free =
13071 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13072 boolean player_is_standing_on_valid_field =
13073 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
13074 (IS_WALKABLE(Tile[jx][jy]) &&
13075 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
13077 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13078 player->programmed_action = MV_DOWN;
13083 MovePlayerOneStep()
13084 -----------------------------------------------------------------------------
13085 dx, dy: direction (non-diagonal) to try to move the player to
13086 real_dx, real_dy: direction as read from input device (can be diagonal)
13089 boolean MovePlayerOneStep(struct PlayerInfo *player,
13090 int dx, int dy, int real_dx, int real_dy)
13092 int jx = player->jx, jy = player->jy;
13093 int new_jx = jx + dx, new_jy = jy + dy;
13095 boolean player_can_move = !player->cannot_move;
13097 if (!player->active || (!dx && !dy))
13098 return MP_NO_ACTION;
13100 player->MovDir = (dx < 0 ? MV_LEFT :
13101 dx > 0 ? MV_RIGHT :
13103 dy > 0 ? MV_DOWN : MV_NONE);
13105 if (!IN_LEV_FIELD(new_jx, new_jy))
13106 return MP_NO_ACTION;
13108 if (!player_can_move)
13110 if (player->MovPos == 0)
13112 player->is_moving = FALSE;
13113 player->is_digging = FALSE;
13114 player->is_collecting = FALSE;
13115 player->is_snapping = FALSE;
13116 player->is_pushing = FALSE;
13120 if (!network.enabled && game.centered_player_nr == -1 &&
13121 !AllPlayersInSight(player, new_jx, new_jy))
13122 return MP_NO_ACTION;
13124 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
13125 if (can_move != MP_MOVING)
13128 // check if DigField() has caused relocation of the player
13129 if (player->jx != jx || player->jy != jy)
13130 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
13132 StorePlayer[jx][jy] = 0;
13133 player->last_jx = jx;
13134 player->last_jy = jy;
13135 player->jx = new_jx;
13136 player->jy = new_jy;
13137 StorePlayer[new_jx][new_jy] = player->element_nr;
13139 if (player->move_delay_value_next != -1)
13141 player->move_delay_value = player->move_delay_value_next;
13142 player->move_delay_value_next = -1;
13146 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13148 player->step_counter++;
13150 PlayerVisit[jx][jy] = FrameCounter;
13152 player->is_moving = TRUE;
13155 // should better be called in MovePlayer(), but this breaks some tapes
13156 ScrollPlayer(player, SCROLL_INIT);
13162 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13164 int jx = player->jx, jy = player->jy;
13165 int old_jx = jx, old_jy = jy;
13166 int moved = MP_NO_ACTION;
13168 if (!player->active)
13173 if (player->MovPos == 0)
13175 player->is_moving = FALSE;
13176 player->is_digging = FALSE;
13177 player->is_collecting = FALSE;
13178 player->is_snapping = FALSE;
13179 player->is_pushing = FALSE;
13185 if (player->move_delay > 0)
13188 player->move_delay = -1; // set to "uninitialized" value
13190 // store if player is automatically moved to next field
13191 player->is_auto_moving = (player->programmed_action != MV_NONE);
13193 // remove the last programmed player action
13194 player->programmed_action = 0;
13196 if (player->MovPos)
13198 // should only happen if pre-1.2 tape recordings are played
13199 // this is only for backward compatibility
13201 int original_move_delay_value = player->move_delay_value;
13204 Debug("game:playing:MovePlayer",
13205 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13209 // scroll remaining steps with finest movement resolution
13210 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13212 while (player->MovPos)
13214 ScrollPlayer(player, SCROLL_GO_ON);
13215 ScrollScreen(NULL, SCROLL_GO_ON);
13217 AdvanceFrameAndPlayerCounters(player->index_nr);
13220 BackToFront_WithFrameDelay(0);
13223 player->move_delay_value = original_move_delay_value;
13226 player->is_active = FALSE;
13228 if (player->last_move_dir & MV_HORIZONTAL)
13230 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13231 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13235 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13236 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13239 if (!moved && !player->is_active)
13241 player->is_moving = FALSE;
13242 player->is_digging = FALSE;
13243 player->is_collecting = FALSE;
13244 player->is_snapping = FALSE;
13245 player->is_pushing = FALSE;
13251 if (moved & MP_MOVING && !ScreenMovPos &&
13252 (player->index_nr == game.centered_player_nr ||
13253 game.centered_player_nr == -1))
13255 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13257 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13259 // actual player has left the screen -- scroll in that direction
13260 if (jx != old_jx) // player has moved horizontally
13261 scroll_x += (jx - old_jx);
13262 else // player has moved vertically
13263 scroll_y += (jy - old_jy);
13267 int offset_raw = game.scroll_delay_value;
13269 if (jx != old_jx) // player has moved horizontally
13271 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13272 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13273 int new_scroll_x = jx - MIDPOSX + offset_x;
13275 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13276 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13277 scroll_x = new_scroll_x;
13279 // don't scroll over playfield boundaries
13280 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13282 // don't scroll more than one field at a time
13283 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13285 // don't scroll against the player's moving direction
13286 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13287 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13288 scroll_x = old_scroll_x;
13290 else // player has moved vertically
13292 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13293 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13294 int new_scroll_y = jy - MIDPOSY + offset_y;
13296 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13297 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13298 scroll_y = new_scroll_y;
13300 // don't scroll over playfield boundaries
13301 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13303 // don't scroll more than one field at a time
13304 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13306 // don't scroll against the player's moving direction
13307 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13308 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13309 scroll_y = old_scroll_y;
13313 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13315 if (!network.enabled && game.centered_player_nr == -1 &&
13316 !AllPlayersInVisibleScreen())
13318 scroll_x = old_scroll_x;
13319 scroll_y = old_scroll_y;
13323 ScrollScreen(player, SCROLL_INIT);
13324 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13329 player->StepFrame = 0;
13331 if (moved & MP_MOVING)
13333 if (old_jx != jx && old_jy == jy)
13334 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13335 else if (old_jx == jx && old_jy != jy)
13336 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13338 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13340 player->last_move_dir = player->MovDir;
13341 player->is_moving = TRUE;
13342 player->is_snapping = FALSE;
13343 player->is_switching = FALSE;
13344 player->is_dropping = FALSE;
13345 player->is_dropping_pressed = FALSE;
13346 player->drop_pressed_delay = 0;
13349 // should better be called here than above, but this breaks some tapes
13350 ScrollPlayer(player, SCROLL_INIT);
13355 CheckGravityMovementWhenNotMoving(player);
13357 player->is_moving = FALSE;
13359 /* at this point, the player is allowed to move, but cannot move right now
13360 (e.g. because of something blocking the way) -- ensure that the player
13361 is also allowed to move in the next frame (in old versions before 3.1.1,
13362 the player was forced to wait again for eight frames before next try) */
13364 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13365 player->move_delay = 0; // allow direct movement in the next frame
13368 if (player->move_delay == -1) // not yet initialized by DigField()
13369 player->move_delay = player->move_delay_value;
13371 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13373 TestIfPlayerTouchesBadThing(jx, jy);
13374 TestIfPlayerTouchesCustomElement(jx, jy);
13377 if (!player->active)
13378 RemovePlayer(player);
13383 void ScrollPlayer(struct PlayerInfo *player, int mode)
13385 int jx = player->jx, jy = player->jy;
13386 int last_jx = player->last_jx, last_jy = player->last_jy;
13387 int move_stepsize = TILEX / player->move_delay_value;
13389 if (!player->active)
13392 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13395 if (mode == SCROLL_INIT)
13397 player->actual_frame_counter.count = FrameCounter;
13398 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13400 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13401 Tile[last_jx][last_jy] == EL_EMPTY)
13403 int last_field_block_delay = 0; // start with no blocking at all
13404 int block_delay_adjustment = player->block_delay_adjustment;
13406 // if player blocks last field, add delay for exactly one move
13407 if (player->block_last_field)
13409 last_field_block_delay += player->move_delay_value;
13411 // when blocking enabled, prevent moving up despite gravity
13412 if (player->gravity && player->MovDir == MV_UP)
13413 block_delay_adjustment = -1;
13416 // add block delay adjustment (also possible when not blocking)
13417 last_field_block_delay += block_delay_adjustment;
13419 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13420 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13423 if (player->MovPos != 0) // player has not yet reached destination
13426 else if (!FrameReached(&player->actual_frame_counter))
13429 if (player->MovPos != 0)
13431 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13432 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13434 // before DrawPlayer() to draw correct player graphic for this case
13435 if (player->MovPos == 0)
13436 CheckGravityMovement(player);
13439 if (player->MovPos == 0) // player reached destination field
13441 if (player->move_delay_reset_counter > 0)
13443 player->move_delay_reset_counter--;
13445 if (player->move_delay_reset_counter == 0)
13447 // continue with normal speed after quickly moving through gate
13448 HALVE_PLAYER_SPEED(player);
13450 // be able to make the next move without delay
13451 player->move_delay = 0;
13455 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13456 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13457 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13458 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13459 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13460 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13461 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13462 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13464 ExitPlayer(player);
13466 if (game.players_still_needed == 0 &&
13467 (game.friends_still_needed == 0 ||
13468 IS_SP_ELEMENT(Tile[jx][jy])))
13472 player->last_jx = jx;
13473 player->last_jy = jy;
13475 // this breaks one level: "machine", level 000
13477 int move_direction = player->MovDir;
13478 int enter_side = MV_DIR_OPPOSITE(move_direction);
13479 int leave_side = move_direction;
13480 int old_jx = last_jx;
13481 int old_jy = last_jy;
13482 int old_element = Tile[old_jx][old_jy];
13483 int new_element = Tile[jx][jy];
13485 if (IS_CUSTOM_ELEMENT(old_element))
13486 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13488 player->index_bit, leave_side);
13490 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13491 CE_PLAYER_LEAVES_X,
13492 player->index_bit, leave_side);
13494 // needed because pushed element has not yet reached its destination,
13495 // so it would trigger a change event at its previous field location
13496 if (!player->is_pushing)
13498 if (IS_CUSTOM_ELEMENT(new_element))
13499 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13500 player->index_bit, enter_side);
13502 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13503 CE_PLAYER_ENTERS_X,
13504 player->index_bit, enter_side);
13507 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13508 CE_MOVE_OF_X, move_direction);
13511 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13513 TestIfPlayerTouchesBadThing(jx, jy);
13514 TestIfPlayerTouchesCustomElement(jx, jy);
13516 // needed because pushed element has not yet reached its destination,
13517 // so it would trigger a change event at its previous field location
13518 if (!player->is_pushing)
13519 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13521 if (level.finish_dig_collect &&
13522 (player->is_digging || player->is_collecting))
13524 int last_element = player->last_removed_element;
13525 int move_direction = player->MovDir;
13526 int enter_side = MV_DIR_OPPOSITE(move_direction);
13527 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13528 CE_PLAYER_COLLECTS_X);
13530 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13531 player->index_bit, enter_side);
13533 player->last_removed_element = EL_UNDEFINED;
13536 if (!player->active)
13537 RemovePlayer(player);
13540 if (level.use_step_counter)
13541 CheckLevelTime_StepCounter();
13543 if (tape.single_step && tape.recording && !tape.pausing &&
13544 !player->programmed_action)
13545 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13547 if (!player->programmed_action)
13548 CheckSaveEngineSnapshot(player);
13552 void ScrollScreen(struct PlayerInfo *player, int mode)
13554 static DelayCounter screen_frame_counter = { 0 };
13556 if (mode == SCROLL_INIT)
13558 // set scrolling step size according to actual player's moving speed
13559 ScrollStepSize = TILEX / player->move_delay_value;
13561 screen_frame_counter.count = FrameCounter;
13562 screen_frame_counter.value = 1;
13564 ScreenMovDir = player->MovDir;
13565 ScreenMovPos = player->MovPos;
13566 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13569 else if (!FrameReached(&screen_frame_counter))
13574 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13575 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13576 redraw_mask |= REDRAW_FIELD;
13579 ScreenMovDir = MV_NONE;
13582 void CheckNextToConditions(int x, int y)
13584 int element = Tile[x][y];
13586 if (IS_PLAYER(x, y))
13587 TestIfPlayerNextToCustomElement(x, y);
13589 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13590 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13591 TestIfElementNextToCustomElement(x, y);
13594 void TestIfPlayerNextToCustomElement(int x, int y)
13596 struct XY *xy = xy_topdown;
13597 static int trigger_sides[4][2] =
13599 // center side border side
13600 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13601 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13602 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13603 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13607 if (!IS_PLAYER(x, y))
13610 struct PlayerInfo *player = PLAYERINFO(x, y);
13612 if (player->is_moving)
13615 for (i = 0; i < NUM_DIRECTIONS; i++)
13617 int xx = x + xy[i].x;
13618 int yy = y + xy[i].y;
13619 int border_side = trigger_sides[i][1];
13620 int border_element;
13622 if (!IN_LEV_FIELD(xx, yy))
13625 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13626 continue; // center and border element not connected
13628 border_element = Tile[xx][yy];
13630 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13631 player->index_bit, border_side);
13632 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13633 CE_PLAYER_NEXT_TO_X,
13634 player->index_bit, border_side);
13636 /* use player element that is initially defined in the level playfield,
13637 not the player element that corresponds to the runtime player number
13638 (example: a level that contains EL_PLAYER_3 as the only player would
13639 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13641 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13642 CE_NEXT_TO_X, border_side);
13646 void TestIfPlayerTouchesCustomElement(int x, int y)
13648 struct XY *xy = xy_topdown;
13649 static int trigger_sides[4][2] =
13651 // center side border side
13652 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13653 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13654 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13655 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13657 static int touch_dir[4] =
13659 MV_LEFT | MV_RIGHT,
13664 int center_element = Tile[x][y]; // should always be non-moving!
13667 for (i = 0; i < NUM_DIRECTIONS; i++)
13669 int xx = x + xy[i].x;
13670 int yy = y + xy[i].y;
13671 int center_side = trigger_sides[i][0];
13672 int border_side = trigger_sides[i][1];
13673 int border_element;
13675 if (!IN_LEV_FIELD(xx, yy))
13678 if (IS_PLAYER(x, y)) // player found at center element
13680 struct PlayerInfo *player = PLAYERINFO(x, y);
13682 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13683 border_element = Tile[xx][yy]; // may be moving!
13684 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13685 border_element = Tile[xx][yy];
13686 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13687 border_element = MovingOrBlocked2Element(xx, yy);
13689 continue; // center and border element do not touch
13691 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13692 player->index_bit, border_side);
13693 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13694 CE_PLAYER_TOUCHES_X,
13695 player->index_bit, border_side);
13698 /* use player element that is initially defined in the level playfield,
13699 not the player element that corresponds to the runtime player number
13700 (example: a level that contains EL_PLAYER_3 as the only player would
13701 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13702 int player_element = PLAYERINFO(x, y)->initial_element;
13704 // as element "X" is the player here, check opposite (center) side
13705 CheckElementChangeBySide(xx, yy, border_element, player_element,
13706 CE_TOUCHING_X, center_side);
13709 else if (IS_PLAYER(xx, yy)) // player found at border element
13711 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13713 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13715 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13716 continue; // center and border element do not touch
13719 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13720 player->index_bit, center_side);
13721 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13722 CE_PLAYER_TOUCHES_X,
13723 player->index_bit, center_side);
13726 /* use player element that is initially defined in the level playfield,
13727 not the player element that corresponds to the runtime player number
13728 (example: a level that contains EL_PLAYER_3 as the only player would
13729 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13730 int player_element = PLAYERINFO(xx, yy)->initial_element;
13732 // as element "X" is the player here, check opposite (border) side
13733 CheckElementChangeBySide(x, y, center_element, player_element,
13734 CE_TOUCHING_X, border_side);
13742 void TestIfElementNextToCustomElement(int x, int y)
13744 struct XY *xy = xy_topdown;
13745 static int trigger_sides[4][2] =
13747 // center side border side
13748 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13749 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13750 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13751 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13753 int center_element = Tile[x][y]; // should always be non-moving!
13756 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13759 for (i = 0; i < NUM_DIRECTIONS; i++)
13761 int xx = x + xy[i].x;
13762 int yy = y + xy[i].y;
13763 int border_side = trigger_sides[i][1];
13764 int border_element;
13766 if (!IN_LEV_FIELD(xx, yy))
13769 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13770 continue; // center and border element not connected
13772 border_element = Tile[xx][yy];
13774 // check for change of center element (but change it only once)
13775 if (CheckElementChangeBySide(x, y, center_element, border_element,
13776 CE_NEXT_TO_X, border_side))
13781 void TestIfElementTouchesCustomElement(int x, int y)
13783 struct XY *xy = xy_topdown;
13784 static int trigger_sides[4][2] =
13786 // center side border side
13787 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13788 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13789 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13790 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13792 static int touch_dir[4] =
13794 MV_LEFT | MV_RIGHT,
13799 boolean change_center_element = FALSE;
13800 int center_element = Tile[x][y]; // should always be non-moving!
13801 int border_element_old[NUM_DIRECTIONS];
13804 for (i = 0; i < NUM_DIRECTIONS; i++)
13806 int xx = x + xy[i].x;
13807 int yy = y + xy[i].y;
13808 int border_element;
13810 border_element_old[i] = -1;
13812 if (!IN_LEV_FIELD(xx, yy))
13815 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13816 border_element = Tile[xx][yy]; // may be moving!
13817 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13818 border_element = Tile[xx][yy];
13819 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13820 border_element = MovingOrBlocked2Element(xx, yy);
13822 continue; // center and border element do not touch
13824 border_element_old[i] = border_element;
13827 for (i = 0; i < NUM_DIRECTIONS; i++)
13829 int xx = x + xy[i].x;
13830 int yy = y + xy[i].y;
13831 int center_side = trigger_sides[i][0];
13832 int border_element = border_element_old[i];
13834 if (border_element == -1)
13837 // check for change of border element
13838 CheckElementChangeBySide(xx, yy, border_element, center_element,
13839 CE_TOUCHING_X, center_side);
13841 // (center element cannot be player, so we don't have to check this here)
13844 for (i = 0; i < NUM_DIRECTIONS; i++)
13846 int xx = x + xy[i].x;
13847 int yy = y + xy[i].y;
13848 int border_side = trigger_sides[i][1];
13849 int border_element = border_element_old[i];
13851 if (border_element == -1)
13854 // check for change of center element (but change it only once)
13855 if (!change_center_element)
13856 change_center_element =
13857 CheckElementChangeBySide(x, y, center_element, border_element,
13858 CE_TOUCHING_X, border_side);
13860 if (IS_PLAYER(xx, yy))
13862 /* use player element that is initially defined in the level playfield,
13863 not the player element that corresponds to the runtime player number
13864 (example: a level that contains EL_PLAYER_3 as the only player would
13865 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13866 int player_element = PLAYERINFO(xx, yy)->initial_element;
13868 // as element "X" is the player here, check opposite (border) side
13869 CheckElementChangeBySide(x, y, center_element, player_element,
13870 CE_TOUCHING_X, border_side);
13875 void TestIfElementHitsCustomElement(int x, int y, int direction)
13877 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13878 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13879 int hitx = x + dx, hity = y + dy;
13880 int hitting_element = Tile[x][y];
13881 int touched_element;
13883 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13886 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13887 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13889 if (IN_LEV_FIELD(hitx, hity))
13891 int opposite_direction = MV_DIR_OPPOSITE(direction);
13892 int hitting_side = direction;
13893 int touched_side = opposite_direction;
13894 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13895 MovDir[hitx][hity] != direction ||
13896 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13902 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13903 CE_HITTING_X, touched_side);
13905 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13906 CE_HIT_BY_X, hitting_side);
13908 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13909 CE_HIT_BY_SOMETHING, opposite_direction);
13911 if (IS_PLAYER(hitx, hity))
13913 /* use player element that is initially defined in the level playfield,
13914 not the player element that corresponds to the runtime player number
13915 (example: a level that contains EL_PLAYER_3 as the only player would
13916 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13917 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13919 CheckElementChangeBySide(x, y, hitting_element, player_element,
13920 CE_HITTING_X, touched_side);
13925 // "hitting something" is also true when hitting the playfield border
13926 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13927 CE_HITTING_SOMETHING, direction);
13930 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13932 int i, kill_x = -1, kill_y = -1;
13934 int bad_element = -1;
13935 struct XY *test_xy = xy_topdown;
13936 static int test_dir[4] =
13944 for (i = 0; i < NUM_DIRECTIONS; i++)
13946 int test_x, test_y, test_move_dir, test_element;
13948 test_x = good_x + test_xy[i].x;
13949 test_y = good_y + test_xy[i].y;
13951 if (!IN_LEV_FIELD(test_x, test_y))
13955 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13957 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13959 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13960 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13962 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13963 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13967 bad_element = test_element;
13973 if (kill_x != -1 || kill_y != -1)
13975 if (IS_PLAYER(good_x, good_y))
13977 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13979 if (player->shield_deadly_time_left > 0 &&
13980 !IS_INDESTRUCTIBLE(bad_element))
13981 Bang(kill_x, kill_y);
13982 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13983 KillPlayer(player);
13986 Bang(good_x, good_y);
13990 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13992 int i, kill_x = -1, kill_y = -1;
13993 int bad_element = Tile[bad_x][bad_y];
13994 struct XY *test_xy = xy_topdown;
13995 static int touch_dir[4] =
13997 MV_LEFT | MV_RIGHT,
14002 static int test_dir[4] =
14010 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
14013 for (i = 0; i < NUM_DIRECTIONS; i++)
14015 int test_x, test_y, test_move_dir, test_element;
14017 test_x = bad_x + test_xy[i].x;
14018 test_y = bad_y + test_xy[i].y;
14020 if (!IN_LEV_FIELD(test_x, test_y))
14024 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14026 test_element = Tile[test_x][test_y];
14028 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14029 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14031 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14032 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14034 // good thing is player or penguin that does not move away
14035 if (IS_PLAYER(test_x, test_y))
14037 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14039 if (bad_element == EL_ROBOT && player->is_moving)
14040 continue; // robot does not kill player if he is moving
14042 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14044 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14045 continue; // center and border element do not touch
14053 else if (test_element == EL_PENGUIN)
14063 if (kill_x != -1 || kill_y != -1)
14065 if (IS_PLAYER(kill_x, kill_y))
14067 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14069 if (player->shield_deadly_time_left > 0 &&
14070 !IS_INDESTRUCTIBLE(bad_element))
14071 Bang(bad_x, bad_y);
14072 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14073 KillPlayer(player);
14076 Bang(kill_x, kill_y);
14080 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14082 int bad_element = Tile[bad_x][bad_y];
14083 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14084 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14085 int test_x = bad_x + dx, test_y = bad_y + dy;
14086 int test_move_dir, test_element;
14087 int kill_x = -1, kill_y = -1;
14089 if (!IN_LEV_FIELD(test_x, test_y))
14093 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14095 test_element = Tile[test_x][test_y];
14097 if (test_move_dir != bad_move_dir)
14099 // good thing can be player or penguin that does not move away
14100 if (IS_PLAYER(test_x, test_y))
14102 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14104 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14105 player as being hit when he is moving towards the bad thing, because
14106 the "get hit by" condition would be lost after the player stops) */
14107 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14108 return; // player moves away from bad thing
14113 else if (test_element == EL_PENGUIN)
14120 if (kill_x != -1 || kill_y != -1)
14122 if (IS_PLAYER(kill_x, kill_y))
14124 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14126 if (player->shield_deadly_time_left > 0 &&
14127 !IS_INDESTRUCTIBLE(bad_element))
14128 Bang(bad_x, bad_y);
14129 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14130 KillPlayer(player);
14133 Bang(kill_x, kill_y);
14137 void TestIfPlayerTouchesBadThing(int x, int y)
14139 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14142 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14144 TestIfGoodThingHitsBadThing(x, y, move_dir);
14147 void TestIfBadThingTouchesPlayer(int x, int y)
14149 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14152 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14154 TestIfBadThingHitsGoodThing(x, y, move_dir);
14157 void TestIfFriendTouchesBadThing(int x, int y)
14159 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14162 void TestIfBadThingTouchesFriend(int x, int y)
14164 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14167 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14169 int i, kill_x = bad_x, kill_y = bad_y;
14170 struct XY *xy = xy_topdown;
14172 for (i = 0; i < NUM_DIRECTIONS; i++)
14176 x = bad_x + xy[i].x;
14177 y = bad_y + xy[i].y;
14178 if (!IN_LEV_FIELD(x, y))
14181 element = Tile[x][y];
14182 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14183 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14191 if (kill_x != bad_x || kill_y != bad_y)
14192 Bang(bad_x, bad_y);
14195 void KillPlayer(struct PlayerInfo *player)
14197 int jx = player->jx, jy = player->jy;
14199 if (!player->active)
14203 Debug("game:playing:KillPlayer",
14204 "0: killed == %d, active == %d, reanimated == %d",
14205 player->killed, player->active, player->reanimated);
14208 /* the following code was introduced to prevent an infinite loop when calling
14210 -> CheckTriggeredElementChangeExt()
14211 -> ExecuteCustomElementAction()
14213 -> (infinitely repeating the above sequence of function calls)
14214 which occurs when killing the player while having a CE with the setting
14215 "kill player X when explosion of <player X>"; the solution using a new
14216 field "player->killed" was chosen for backwards compatibility, although
14217 clever use of the fields "player->active" etc. would probably also work */
14219 if (player->killed)
14223 player->killed = TRUE;
14225 // remove accessible field at the player's position
14226 RemoveField(jx, jy);
14228 // deactivate shield (else Bang()/Explode() would not work right)
14229 player->shield_normal_time_left = 0;
14230 player->shield_deadly_time_left = 0;
14233 Debug("game:playing:KillPlayer",
14234 "1: killed == %d, active == %d, reanimated == %d",
14235 player->killed, player->active, player->reanimated);
14241 Debug("game:playing:KillPlayer",
14242 "2: killed == %d, active == %d, reanimated == %d",
14243 player->killed, player->active, player->reanimated);
14246 if (player->reanimated) // killed player may have been reanimated
14247 player->killed = player->reanimated = FALSE;
14249 BuryPlayer(player);
14252 static void KillPlayerUnlessEnemyProtected(int x, int y)
14254 if (!PLAYER_ENEMY_PROTECTED(x, y))
14255 KillPlayer(PLAYERINFO(x, y));
14258 static void KillPlayerUnlessExplosionProtected(int x, int y)
14260 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14261 KillPlayer(PLAYERINFO(x, y));
14264 void BuryPlayer(struct PlayerInfo *player)
14266 int jx = player->jx, jy = player->jy;
14268 if (!player->active)
14271 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14273 RemovePlayer(player);
14275 player->buried = TRUE;
14277 if (game.all_players_gone)
14278 game.GameOver = TRUE;
14281 void RemovePlayer(struct PlayerInfo *player)
14283 int jx = player->jx, jy = player->jy;
14284 int i, found = FALSE;
14286 player->present = FALSE;
14287 player->active = FALSE;
14289 // required for some CE actions (even if the player is not active anymore)
14290 player->MovPos = 0;
14292 if (!ExplodeField[jx][jy])
14293 StorePlayer[jx][jy] = 0;
14295 if (player->is_moving)
14296 TEST_DrawLevelField(player->last_jx, player->last_jy);
14298 for (i = 0; i < MAX_PLAYERS; i++)
14299 if (stored_player[i].active)
14304 game.all_players_gone = TRUE;
14305 game.GameOver = TRUE;
14308 game.exit_x = game.robot_wheel_x = jx;
14309 game.exit_y = game.robot_wheel_y = jy;
14312 void ExitPlayer(struct PlayerInfo *player)
14314 DrawPlayer(player); // needed here only to cleanup last field
14315 RemovePlayer(player);
14317 if (game.players_still_needed > 0)
14318 game.players_still_needed--;
14321 static void SetFieldForSnapping(int x, int y, int element, int direction,
14322 int player_index_bit)
14324 struct ElementInfo *ei = &element_info[element];
14325 int direction_bit = MV_DIR_TO_BIT(direction);
14326 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14327 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14328 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14330 Tile[x][y] = EL_ELEMENT_SNAPPING;
14331 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14332 MovDir[x][y] = direction;
14333 Store[x][y] = element;
14334 Store2[x][y] = player_index_bit;
14336 ResetGfxAnimation(x, y);
14338 GfxElement[x][y] = element;
14339 GfxAction[x][y] = action;
14340 GfxDir[x][y] = direction;
14341 GfxFrame[x][y] = -1;
14344 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14345 int player_index_bit)
14347 TestIfElementTouchesCustomElement(x, y); // for empty space
14349 if (level.finish_dig_collect)
14351 int dig_side = MV_DIR_OPPOSITE(direction);
14352 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14353 CE_PLAYER_COLLECTS_X);
14355 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14356 player_index_bit, dig_side);
14357 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14358 player_index_bit, dig_side);
14363 =============================================================================
14364 checkDiagonalPushing()
14365 -----------------------------------------------------------------------------
14366 check if diagonal input device direction results in pushing of object
14367 (by checking if the alternative direction is walkable, diggable, ...)
14368 =============================================================================
14371 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14372 int x, int y, int real_dx, int real_dy)
14374 int jx, jy, dx, dy, xx, yy;
14376 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14379 // diagonal direction: check alternative direction
14384 xx = jx + (dx == 0 ? real_dx : 0);
14385 yy = jy + (dy == 0 ? real_dy : 0);
14387 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14391 =============================================================================
14393 -----------------------------------------------------------------------------
14394 x, y: field next to player (non-diagonal) to try to dig to
14395 real_dx, real_dy: direction as read from input device (can be diagonal)
14396 =============================================================================
14399 static int DigField(struct PlayerInfo *player,
14400 int oldx, int oldy, int x, int y,
14401 int real_dx, int real_dy, int mode)
14403 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14404 boolean player_was_pushing = player->is_pushing;
14405 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14406 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14407 int jx = oldx, jy = oldy;
14408 int dx = x - jx, dy = y - jy;
14409 int nextx = x + dx, nexty = y + dy;
14410 int move_direction = (dx == -1 ? MV_LEFT :
14411 dx == +1 ? MV_RIGHT :
14413 dy == +1 ? MV_DOWN : MV_NONE);
14414 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14415 int dig_side = MV_DIR_OPPOSITE(move_direction);
14416 int old_element = Tile[jx][jy];
14417 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14420 if (is_player) // function can also be called by EL_PENGUIN
14422 if (player->MovPos == 0)
14424 player->is_digging = FALSE;
14425 player->is_collecting = FALSE;
14428 if (player->MovPos == 0) // last pushing move finished
14429 player->is_pushing = FALSE;
14431 if (mode == DF_NO_PUSH) // player just stopped pushing
14433 player->is_switching = FALSE;
14434 player->push_delay = -1;
14436 return MP_NO_ACTION;
14439 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14440 old_element = Back[jx][jy];
14442 // in case of element dropped at player position, check background
14443 else if (Back[jx][jy] != EL_EMPTY &&
14444 game.engine_version >= VERSION_IDENT(2,2,0,0))
14445 old_element = Back[jx][jy];
14447 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14448 return MP_NO_ACTION; // field has no opening in this direction
14450 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14451 return MP_NO_ACTION; // field has no opening in this direction
14453 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14457 Tile[jx][jy] = player->artwork_element;
14458 InitMovingField(jx, jy, MV_DOWN);
14459 Store[jx][jy] = EL_ACID;
14460 ContinueMoving(jx, jy);
14461 BuryPlayer(player);
14463 return MP_DONT_RUN_INTO;
14466 if (player_can_move && DONT_RUN_INTO(element))
14468 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14470 return MP_DONT_RUN_INTO;
14473 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14474 return MP_NO_ACTION;
14476 collect_count = element_info[element].collect_count_initial;
14478 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14479 return MP_NO_ACTION;
14481 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14482 player_can_move = player_can_move_or_snap;
14484 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14485 game.engine_version >= VERSION_IDENT(2,2,0,0))
14487 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14488 player->index_bit, dig_side);
14489 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14490 player->index_bit, dig_side);
14492 if (element == EL_DC_LANDMINE)
14495 if (Tile[x][y] != element) // field changed by snapping
14498 return MP_NO_ACTION;
14501 if (player->gravity && is_player && !player->is_auto_moving &&
14502 canFallDown(player) && move_direction != MV_DOWN &&
14503 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14504 return MP_NO_ACTION; // player cannot walk here due to gravity
14506 if (player_can_move &&
14507 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14509 int sound_element = SND_ELEMENT(element);
14510 int sound_action = ACTION_WALKING;
14512 if (IS_RND_GATE(element))
14514 if (!player->key[RND_GATE_NR(element)])
14515 return MP_NO_ACTION;
14517 else if (IS_RND_GATE_GRAY(element))
14519 if (!player->key[RND_GATE_GRAY_NR(element)])
14520 return MP_NO_ACTION;
14522 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14524 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14525 return MP_NO_ACTION;
14527 else if (element == EL_EXIT_OPEN ||
14528 element == EL_EM_EXIT_OPEN ||
14529 element == EL_EM_EXIT_OPENING ||
14530 element == EL_STEEL_EXIT_OPEN ||
14531 element == EL_EM_STEEL_EXIT_OPEN ||
14532 element == EL_EM_STEEL_EXIT_OPENING ||
14533 element == EL_SP_EXIT_OPEN ||
14534 element == EL_SP_EXIT_OPENING)
14536 sound_action = ACTION_PASSING; // player is passing exit
14538 else if (element == EL_EMPTY)
14540 sound_action = ACTION_MOVING; // nothing to walk on
14543 // play sound from background or player, whatever is available
14544 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14545 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14547 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14549 else if (player_can_move &&
14550 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14552 if (!ACCESS_FROM(element, opposite_direction))
14553 return MP_NO_ACTION; // field not accessible from this direction
14555 if (CAN_MOVE(element)) // only fixed elements can be passed!
14556 return MP_NO_ACTION;
14558 if (IS_EM_GATE(element))
14560 if (!player->key[EM_GATE_NR(element)])
14561 return MP_NO_ACTION;
14563 else if (IS_EM_GATE_GRAY(element))
14565 if (!player->key[EM_GATE_GRAY_NR(element)])
14566 return MP_NO_ACTION;
14568 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14570 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14571 return MP_NO_ACTION;
14573 else if (IS_EMC_GATE(element))
14575 if (!player->key[EMC_GATE_NR(element)])
14576 return MP_NO_ACTION;
14578 else if (IS_EMC_GATE_GRAY(element))
14580 if (!player->key[EMC_GATE_GRAY_NR(element)])
14581 return MP_NO_ACTION;
14583 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14585 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14586 return MP_NO_ACTION;
14588 else if (element == EL_DC_GATE_WHITE ||
14589 element == EL_DC_GATE_WHITE_GRAY ||
14590 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14592 if (player->num_white_keys == 0)
14593 return MP_NO_ACTION;
14595 player->num_white_keys--;
14597 else if (IS_SP_PORT(element))
14599 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14600 element == EL_SP_GRAVITY_PORT_RIGHT ||
14601 element == EL_SP_GRAVITY_PORT_UP ||
14602 element == EL_SP_GRAVITY_PORT_DOWN)
14603 player->gravity = !player->gravity;
14604 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14605 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14606 element == EL_SP_GRAVITY_ON_PORT_UP ||
14607 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14608 player->gravity = TRUE;
14609 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14610 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14611 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14612 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14613 player->gravity = FALSE;
14616 // automatically move to the next field with double speed
14617 player->programmed_action = move_direction;
14619 if (player->move_delay_reset_counter == 0)
14621 player->move_delay_reset_counter = 2; // two double speed steps
14623 DOUBLE_PLAYER_SPEED(player);
14626 PlayLevelSoundAction(x, y, ACTION_PASSING);
14628 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14632 if (mode != DF_SNAP)
14634 GfxElement[x][y] = GFX_ELEMENT(element);
14635 player->is_digging = TRUE;
14638 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14640 // use old behaviour for old levels (digging)
14641 if (!level.finish_dig_collect)
14643 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14644 player->index_bit, dig_side);
14646 // if digging triggered player relocation, finish digging tile
14647 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14648 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14651 if (mode == DF_SNAP)
14653 if (level.block_snap_field)
14654 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14656 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14658 // use old behaviour for old levels (snapping)
14659 if (!level.finish_dig_collect)
14660 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14661 player->index_bit, dig_side);
14664 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14668 if (is_player && mode != DF_SNAP)
14670 GfxElement[x][y] = element;
14671 player->is_collecting = TRUE;
14674 if (element == EL_SPEED_PILL)
14676 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14678 else if (element == EL_EXTRA_TIME && level.time > 0)
14680 TimeLeft += level.extra_time;
14682 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14684 DisplayGameControlValues();
14686 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14688 int shield_time = (element == EL_SHIELD_DEADLY ?
14689 level.shield_deadly_time :
14690 level.shield_normal_time);
14692 player->shield_normal_time_left += shield_time;
14693 if (element == EL_SHIELD_DEADLY)
14694 player->shield_deadly_time_left += shield_time;
14696 else if (element == EL_DYNAMITE ||
14697 element == EL_EM_DYNAMITE ||
14698 element == EL_SP_DISK_RED)
14700 if (player->inventory_size < MAX_INVENTORY_SIZE)
14701 player->inventory_element[player->inventory_size++] = element;
14703 DrawGameDoorValues();
14705 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14707 player->dynabomb_count++;
14708 player->dynabombs_left++;
14710 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14712 player->dynabomb_size++;
14714 else if (element == EL_DYNABOMB_INCREASE_POWER)
14716 player->dynabomb_xl = TRUE;
14718 else if (IS_KEY(element))
14720 player->key[KEY_NR(element)] = TRUE;
14722 DrawGameDoorValues();
14724 else if (element == EL_DC_KEY_WHITE)
14726 player->num_white_keys++;
14728 // display white keys?
14729 // DrawGameDoorValues();
14731 else if (IS_ENVELOPE(element))
14733 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14735 if (!wait_for_snapping)
14736 player->show_envelope = element;
14738 else if (element == EL_EMC_LENSES)
14740 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14742 RedrawAllInvisibleElementsForLenses();
14744 else if (element == EL_EMC_MAGNIFIER)
14746 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14748 RedrawAllInvisibleElementsForMagnifier();
14750 else if (IS_DROPPABLE(element) ||
14751 IS_THROWABLE(element)) // can be collected and dropped
14755 if (collect_count == 0)
14756 player->inventory_infinite_element = element;
14758 for (i = 0; i < collect_count; i++)
14759 if (player->inventory_size < MAX_INVENTORY_SIZE)
14760 player->inventory_element[player->inventory_size++] = element;
14762 DrawGameDoorValues();
14764 else if (collect_count > 0)
14766 game.gems_still_needed -= collect_count;
14767 if (game.gems_still_needed < 0)
14768 game.gems_still_needed = 0;
14770 game.snapshot.collected_item = TRUE;
14772 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14774 DisplayGameControlValues();
14777 RaiseScoreElement(element);
14778 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14780 // use old behaviour for old levels (collecting)
14781 if (!level.finish_dig_collect && is_player)
14783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14784 player->index_bit, dig_side);
14786 // if collecting triggered player relocation, finish collecting tile
14787 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14788 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14791 if (mode == DF_SNAP)
14793 if (level.block_snap_field)
14794 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14796 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14798 // use old behaviour for old levels (snapping)
14799 if (!level.finish_dig_collect)
14800 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14801 player->index_bit, dig_side);
14804 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14806 if (mode == DF_SNAP && element != EL_BD_ROCK)
14807 return MP_NO_ACTION;
14809 if (CAN_FALL(element) && dy)
14810 return MP_NO_ACTION;
14812 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14813 !(element == EL_SPRING && level.use_spring_bug))
14814 return MP_NO_ACTION;
14816 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14817 ((move_direction & MV_VERTICAL &&
14818 ((element_info[element].move_pattern & MV_LEFT &&
14819 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14820 (element_info[element].move_pattern & MV_RIGHT &&
14821 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14822 (move_direction & MV_HORIZONTAL &&
14823 ((element_info[element].move_pattern & MV_UP &&
14824 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14825 (element_info[element].move_pattern & MV_DOWN &&
14826 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14827 return MP_NO_ACTION;
14829 // do not push elements already moving away faster than player
14830 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14831 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14832 return MP_NO_ACTION;
14834 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14836 if (player->push_delay_value == -1 || !player_was_pushing)
14837 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14839 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14841 if (player->push_delay_value == -1)
14842 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14844 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14846 if (!player->is_pushing)
14847 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14850 player->is_pushing = TRUE;
14851 player->is_active = TRUE;
14853 if (!(IN_LEV_FIELD(nextx, nexty) &&
14854 (IS_FREE(nextx, nexty) ||
14855 (IS_SB_ELEMENT(element) &&
14856 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14857 (IS_CUSTOM_ELEMENT(element) &&
14858 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14859 return MP_NO_ACTION;
14861 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14862 return MP_NO_ACTION;
14864 if (player->push_delay == -1) // new pushing; restart delay
14865 player->push_delay = 0;
14867 if (player->push_delay < player->push_delay_value &&
14868 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14869 element != EL_SPRING && element != EL_BALLOON)
14871 // make sure that there is no move delay before next try to push
14872 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14873 player->move_delay = 0;
14875 return MP_NO_ACTION;
14878 if (IS_CUSTOM_ELEMENT(element) &&
14879 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14881 if (!DigFieldByCE(nextx, nexty, element))
14882 return MP_NO_ACTION;
14885 if (IS_SB_ELEMENT(element))
14887 boolean sokoban_task_solved = FALSE;
14889 if (element == EL_SOKOBAN_FIELD_FULL)
14891 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14893 IncrementSokobanFieldsNeeded();
14894 IncrementSokobanObjectsNeeded();
14897 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14899 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14901 DecrementSokobanFieldsNeeded();
14902 DecrementSokobanObjectsNeeded();
14904 // sokoban object was pushed from empty field to sokoban field
14905 if (Back[x][y] == EL_EMPTY)
14906 sokoban_task_solved = TRUE;
14909 Tile[x][y] = EL_SOKOBAN_OBJECT;
14911 if (Back[x][y] == Back[nextx][nexty])
14912 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14913 else if (Back[x][y] != 0)
14914 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14917 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14920 if (sokoban_task_solved &&
14921 game.sokoban_fields_still_needed == 0 &&
14922 game.sokoban_objects_still_needed == 0 &&
14923 level.auto_exit_sokoban)
14925 game.players_still_needed = 0;
14929 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14933 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14935 InitMovingField(x, y, move_direction);
14936 GfxAction[x][y] = ACTION_PUSHING;
14938 if (mode == DF_SNAP)
14939 ContinueMoving(x, y);
14941 MovPos[x][y] = (dx != 0 ? dx : dy);
14943 Pushed[x][y] = TRUE;
14944 Pushed[nextx][nexty] = TRUE;
14946 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14947 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14949 player->push_delay_value = -1; // get new value later
14951 // check for element change _after_ element has been pushed
14952 if (game.use_change_when_pushing_bug)
14954 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14955 player->index_bit, dig_side);
14956 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14957 player->index_bit, dig_side);
14960 else if (IS_SWITCHABLE(element))
14962 if (PLAYER_SWITCHING(player, x, y))
14964 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14965 player->index_bit, dig_side);
14970 player->is_switching = TRUE;
14971 player->switch_x = x;
14972 player->switch_y = y;
14974 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14976 if (element == EL_ROBOT_WHEEL)
14978 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14980 game.robot_wheel_x = x;
14981 game.robot_wheel_y = y;
14982 game.robot_wheel_active = TRUE;
14984 TEST_DrawLevelField(x, y);
14986 else if (element == EL_SP_TERMINAL)
14990 SCAN_PLAYFIELD(xx, yy)
14992 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14996 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14998 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15000 ResetGfxAnimation(xx, yy);
15001 TEST_DrawLevelField(xx, yy);
15005 else if (IS_BELT_SWITCH(element))
15007 ToggleBeltSwitch(x, y);
15009 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15010 element == EL_SWITCHGATE_SWITCH_DOWN ||
15011 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15012 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15014 ToggleSwitchgateSwitch();
15016 else if (element == EL_LIGHT_SWITCH ||
15017 element == EL_LIGHT_SWITCH_ACTIVE)
15019 ToggleLightSwitch(x, y);
15021 else if (element == EL_TIMEGATE_SWITCH ||
15022 element == EL_DC_TIMEGATE_SWITCH)
15024 ActivateTimegateSwitch(x, y);
15026 else if (element == EL_BALLOON_SWITCH_LEFT ||
15027 element == EL_BALLOON_SWITCH_RIGHT ||
15028 element == EL_BALLOON_SWITCH_UP ||
15029 element == EL_BALLOON_SWITCH_DOWN ||
15030 element == EL_BALLOON_SWITCH_NONE ||
15031 element == EL_BALLOON_SWITCH_ANY)
15033 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15034 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15035 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15036 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15037 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15040 else if (element == EL_LAMP)
15042 Tile[x][y] = EL_LAMP_ACTIVE;
15043 game.lights_still_needed--;
15045 ResetGfxAnimation(x, y);
15046 TEST_DrawLevelField(x, y);
15048 else if (element == EL_TIME_ORB_FULL)
15050 Tile[x][y] = EL_TIME_ORB_EMPTY;
15052 if (level.time > 0 || level.use_time_orb_bug)
15054 TimeLeft += level.time_orb_time;
15055 game.no_level_time_limit = FALSE;
15057 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15059 DisplayGameControlValues();
15062 ResetGfxAnimation(x, y);
15063 TEST_DrawLevelField(x, y);
15065 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15066 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15070 game.ball_active = !game.ball_active;
15072 SCAN_PLAYFIELD(xx, yy)
15074 int e = Tile[xx][yy];
15076 if (game.ball_active)
15078 if (e == EL_EMC_MAGIC_BALL)
15079 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15080 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15081 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15085 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15086 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15087 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15088 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15093 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15094 player->index_bit, dig_side);
15096 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15097 player->index_bit, dig_side);
15099 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15100 player->index_bit, dig_side);
15106 if (!PLAYER_SWITCHING(player, x, y))
15108 player->is_switching = TRUE;
15109 player->switch_x = x;
15110 player->switch_y = y;
15112 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15113 player->index_bit, dig_side);
15114 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15115 player->index_bit, dig_side);
15117 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15118 player->index_bit, dig_side);
15119 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15120 player->index_bit, dig_side);
15123 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15124 player->index_bit, dig_side);
15125 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15126 player->index_bit, dig_side);
15128 return MP_NO_ACTION;
15131 player->push_delay = -1;
15133 if (is_player) // function can also be called by EL_PENGUIN
15135 if (Tile[x][y] != element) // really digged/collected something
15137 player->is_collecting = !player->is_digging;
15138 player->is_active = TRUE;
15140 player->last_removed_element = element;
15147 static boolean DigFieldByCE(int x, int y, int digging_element)
15149 int element = Tile[x][y];
15151 if (!IS_FREE(x, y))
15153 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15154 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15157 // no element can dig solid indestructible elements
15158 if (IS_INDESTRUCTIBLE(element) &&
15159 !IS_DIGGABLE(element) &&
15160 !IS_COLLECTIBLE(element))
15163 if (AmoebaNr[x][y] &&
15164 (element == EL_AMOEBA_FULL ||
15165 element == EL_BD_AMOEBA ||
15166 element == EL_AMOEBA_GROWING))
15168 AmoebaCnt[AmoebaNr[x][y]]--;
15169 AmoebaCnt2[AmoebaNr[x][y]]--;
15172 if (IS_MOVING(x, y))
15173 RemoveMovingField(x, y);
15177 TEST_DrawLevelField(x, y);
15180 // if digged element was about to explode, prevent the explosion
15181 ExplodeField[x][y] = EX_TYPE_NONE;
15183 PlayLevelSoundAction(x, y, action);
15186 Store[x][y] = EL_EMPTY;
15188 // this makes it possible to leave the removed element again
15189 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15190 Store[x][y] = element;
15195 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15197 int jx = player->jx, jy = player->jy;
15198 int x = jx + dx, y = jy + dy;
15199 int snap_direction = (dx == -1 ? MV_LEFT :
15200 dx == +1 ? MV_RIGHT :
15202 dy == +1 ? MV_DOWN : MV_NONE);
15203 boolean can_continue_snapping = (level.continuous_snapping &&
15204 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15206 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15209 if (!player->active || !IN_LEV_FIELD(x, y))
15217 if (player->MovPos == 0)
15218 player->is_pushing = FALSE;
15220 player->is_snapping = FALSE;
15222 if (player->MovPos == 0)
15224 player->is_moving = FALSE;
15225 player->is_digging = FALSE;
15226 player->is_collecting = FALSE;
15232 // prevent snapping with already pressed snap key when not allowed
15233 if (player->is_snapping && !can_continue_snapping)
15236 player->MovDir = snap_direction;
15238 if (player->MovPos == 0)
15240 player->is_moving = FALSE;
15241 player->is_digging = FALSE;
15242 player->is_collecting = FALSE;
15245 player->is_dropping = FALSE;
15246 player->is_dropping_pressed = FALSE;
15247 player->drop_pressed_delay = 0;
15249 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15252 player->is_snapping = TRUE;
15253 player->is_active = TRUE;
15255 if (player->MovPos == 0)
15257 player->is_moving = FALSE;
15258 player->is_digging = FALSE;
15259 player->is_collecting = FALSE;
15262 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15263 TEST_DrawLevelField(player->last_jx, player->last_jy);
15265 TEST_DrawLevelField(x, y);
15270 static boolean DropElement(struct PlayerInfo *player)
15272 int old_element, new_element;
15273 int dropx = player->jx, dropy = player->jy;
15274 int drop_direction = player->MovDir;
15275 int drop_side = drop_direction;
15276 int drop_element = get_next_dropped_element(player);
15278 /* do not drop an element on top of another element; when holding drop key
15279 pressed without moving, dropped element must move away before the next
15280 element can be dropped (this is especially important if the next element
15281 is dynamite, which can be placed on background for historical reasons) */
15282 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15285 if (IS_THROWABLE(drop_element))
15287 dropx += GET_DX_FROM_DIR(drop_direction);
15288 dropy += GET_DY_FROM_DIR(drop_direction);
15290 if (!IN_LEV_FIELD(dropx, dropy))
15294 old_element = Tile[dropx][dropy]; // old element at dropping position
15295 new_element = drop_element; // default: no change when dropping
15297 // check if player is active, not moving and ready to drop
15298 if (!player->active || player->MovPos || player->drop_delay > 0)
15301 // check if player has anything that can be dropped
15302 if (new_element == EL_UNDEFINED)
15305 // only set if player has anything that can be dropped
15306 player->is_dropping_pressed = TRUE;
15308 // check if drop key was pressed long enough for EM style dynamite
15309 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15312 // check if anything can be dropped at the current position
15313 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15316 // collected custom elements can only be dropped on empty fields
15317 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15320 if (old_element != EL_EMPTY)
15321 Back[dropx][dropy] = old_element; // store old element on this field
15323 ResetGfxAnimation(dropx, dropy);
15324 ResetRandomAnimationValue(dropx, dropy);
15326 if (player->inventory_size > 0 ||
15327 player->inventory_infinite_element != EL_UNDEFINED)
15329 if (player->inventory_size > 0)
15331 player->inventory_size--;
15333 DrawGameDoorValues();
15335 if (new_element == EL_DYNAMITE)
15336 new_element = EL_DYNAMITE_ACTIVE;
15337 else if (new_element == EL_EM_DYNAMITE)
15338 new_element = EL_EM_DYNAMITE_ACTIVE;
15339 else if (new_element == EL_SP_DISK_RED)
15340 new_element = EL_SP_DISK_RED_ACTIVE;
15343 Tile[dropx][dropy] = new_element;
15345 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15346 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15347 el2img(Tile[dropx][dropy]), 0);
15349 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15351 // needed if previous element just changed to "empty" in the last frame
15352 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15354 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15355 player->index_bit, drop_side);
15356 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15358 player->index_bit, drop_side);
15360 TestIfElementTouchesCustomElement(dropx, dropy);
15362 else // player is dropping a dyna bomb
15364 player->dynabombs_left--;
15366 Tile[dropx][dropy] = new_element;
15368 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15369 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15370 el2img(Tile[dropx][dropy]), 0);
15372 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15375 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15376 InitField_WithBug1(dropx, dropy, FALSE);
15378 new_element = Tile[dropx][dropy]; // element might have changed
15380 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15381 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15383 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15384 MovDir[dropx][dropy] = drop_direction;
15386 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15388 // do not cause impact style collision by dropping elements that can fall
15389 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15392 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15393 player->is_dropping = TRUE;
15395 player->drop_pressed_delay = 0;
15396 player->is_dropping_pressed = FALSE;
15398 player->drop_x = dropx;
15399 player->drop_y = dropy;
15404 // ----------------------------------------------------------------------------
15405 // game sound playing functions
15406 // ----------------------------------------------------------------------------
15408 static int *loop_sound_frame = NULL;
15409 static int *loop_sound_volume = NULL;
15411 void InitPlayLevelSound(void)
15413 int num_sounds = getSoundListSize();
15415 checked_free(loop_sound_frame);
15416 checked_free(loop_sound_volume);
15418 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15419 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15422 static void PlayLevelSoundExt(int x, int y, int nr, boolean is_loop_sound)
15424 int sx = SCREENX(x), sy = SCREENY(y);
15425 int volume, stereo_position;
15426 int max_distance = 8;
15427 int type = (is_loop_sound ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15429 if ((!setup.sound_simple && !is_loop_sound) ||
15430 (!setup.sound_loops && is_loop_sound))
15433 if (!IN_LEV_FIELD(x, y) ||
15434 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15435 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15438 volume = SOUND_MAX_VOLUME;
15440 if (!IN_SCR_FIELD(sx, sy))
15442 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15443 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15445 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15448 stereo_position = (SOUND_MAX_LEFT +
15449 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15450 (SCR_FIELDX + 2 * max_distance));
15454 /* This assures that quieter loop sounds do not overwrite louder ones,
15455 while restarting sound volume comparison with each new game frame. */
15457 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15460 loop_sound_volume[nr] = volume;
15461 loop_sound_frame[nr] = FrameCounter;
15464 PlaySoundExt(nr, volume, stereo_position, type);
15467 static void PlayLevelSound(int x, int y, int nr)
15469 PlayLevelSoundExt(x, y, nr, IS_LOOP_SOUND(nr));
15472 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15474 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15475 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15476 y < LEVELY(BY1) ? LEVELY(BY1) :
15477 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15481 static void PlayLevelSoundAction(int x, int y, int action)
15483 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15486 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15488 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15490 if (sound_effect != SND_UNDEFINED)
15491 PlayLevelSound(x, y, sound_effect);
15494 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15497 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15499 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15500 PlayLevelSound(x, y, sound_effect);
15503 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15505 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15507 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15508 PlayLevelSound(x, y, sound_effect);
15511 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15513 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15515 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15516 StopSound(sound_effect);
15519 static int getLevelMusicNr(void)
15521 int level_pos = level_nr - leveldir_current->first_level;
15523 if (levelset.music[level_nr] != MUS_UNDEFINED)
15524 return levelset.music[level_nr]; // from config file
15526 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15529 static void FadeLevelSounds(void)
15534 static void FadeLevelMusic(void)
15536 int music_nr = getLevelMusicNr();
15537 char *curr_music = getCurrentlyPlayingMusicFilename();
15538 char *next_music = getMusicInfoEntryFilename(music_nr);
15540 if (!strEqual(curr_music, next_music))
15544 void FadeLevelSoundsAndMusic(void)
15550 static void PlayLevelMusic(void)
15552 int music_nr = getLevelMusicNr();
15553 char *curr_music = getCurrentlyPlayingMusicFilename();
15554 char *next_music = getMusicInfoEntryFilename(music_nr);
15556 if (!strEqual(curr_music, next_music))
15557 PlayMusicLoop(music_nr);
15560 static int getSoundAction_BD(int sample)
15564 case GD_S_STONE_PUSHING:
15565 case GD_S_MEGA_STONE_PUSHING:
15566 case GD_S_FLYING_STONE_PUSHING:
15567 case GD_S_WAITING_STONE_PUSHING:
15568 case GD_S_CHASING_STONE_PUSHING:
15569 case GD_S_NUT_PUSHING:
15570 case GD_S_NITRO_PACK_PUSHING:
15571 case GD_S_BLADDER_PUSHING:
15572 case GD_S_BOX_PUSHING:
15573 return ACTION_PUSHING;
15575 case GD_S_STONE_FALLING:
15576 case GD_S_MEGA_STONE_FALLING:
15577 case GD_S_FLYING_STONE_FALLING:
15578 case GD_S_NUT_FALLING:
15579 case GD_S_DIRT_BALL_FALLING:
15580 case GD_S_DIRT_LOOSE_FALLING:
15581 case GD_S_NITRO_PACK_FALLING:
15582 case GD_S_FALLING_WALL_FALLING:
15583 return ACTION_FALLING;
15585 case GD_S_STONE_IMPACT:
15586 case GD_S_MEGA_STONE_IMPACT:
15587 case GD_S_FLYING_STONE_IMPACT:
15588 case GD_S_NUT_IMPACT:
15589 case GD_S_DIRT_BALL_IMPACT:
15590 case GD_S_DIRT_LOOSE_IMPACT:
15591 case GD_S_NITRO_PACK_IMPACT:
15592 case GD_S_FALLING_WALL_IMPACT:
15593 return ACTION_IMPACT;
15595 case GD_S_NUT_CRACKING:
15596 return ACTION_BREAKING;
15598 case GD_S_EXPANDING_WALL:
15599 case GD_S_WALL_REAPPEARING:
15602 case GD_S_ACID_SPREADING:
15603 return ACTION_GROWING;
15605 case GD_S_DIAMOND_COLLECTING:
15606 case GD_S_FLYING_DIAMOND_COLLECTING:
15607 case GD_S_SKELETON_COLLECTING:
15608 case GD_S_PNEUMATIC_COLLECTING:
15609 case GD_S_BOMB_COLLECTING:
15610 case GD_S_CLOCK_COLLECTING:
15611 case GD_S_SWEET_COLLECTING:
15612 case GD_S_KEY_COLLECTING:
15613 case GD_S_DIAMOND_KEY_COLLECTING:
15614 return ACTION_COLLECTING;
15616 case GD_S_BOMB_PLACING:
15617 case GD_S_REPLICATOR:
15618 return ACTION_DROPPING;
15620 case GD_S_BLADDER_MOVING:
15621 return ACTION_MOVING;
15623 case GD_S_BLADDER_SPENDER:
15624 case GD_S_BLADDER_CONVERTING:
15625 case GD_S_GRAVITY_CHANGING:
15626 return ACTION_CHANGING;
15628 case GD_S_BITER_EATING:
15629 return ACTION_EATING;
15631 case GD_S_DOOR_OPENING:
15632 case GD_S_CRACKING:
15633 return ACTION_OPENING;
15635 case GD_S_DIRT_WALKING:
15636 return ACTION_DIGGING;
15638 case GD_S_EMPTY_WALKING:
15639 return ACTION_WALKING;
15641 case GD_S_SWITCH_BITER:
15642 case GD_S_SWITCH_CREATURES:
15643 case GD_S_SWITCH_GRAVITY:
15644 case GD_S_SWITCH_EXPANDING:
15645 case GD_S_SWITCH_CONVEYOR:
15646 case GD_S_SWITCH_REPLICATOR:
15647 case GD_S_STIRRING:
15648 return ACTION_ACTIVATING;
15650 case GD_S_TELEPORTER:
15651 return ACTION_PASSING;
15653 case GD_S_EXPLODING:
15654 case GD_S_BOMB_EXPLODING:
15655 case GD_S_GHOST_EXPLODING:
15656 case GD_S_VOODOO_EXPLODING:
15657 case GD_S_NITRO_PACK_EXPLODING:
15658 return ACTION_EXPLODING;
15660 case GD_S_COVERING:
15662 case GD_S_MAGIC_WALL:
15663 case GD_S_PNEUMATIC_HAMMER:
15665 return ACTION_ACTIVE;
15667 case GD_S_DIAMOND_FALLING_RANDOM:
15668 case GD_S_DIAMOND_FALLING_1:
15669 case GD_S_DIAMOND_FALLING_2:
15670 case GD_S_DIAMOND_FALLING_3:
15671 case GD_S_DIAMOND_FALLING_4:
15672 case GD_S_DIAMOND_FALLING_5:
15673 case GD_S_DIAMOND_FALLING_6:
15674 case GD_S_DIAMOND_FALLING_7:
15675 case GD_S_DIAMOND_FALLING_8:
15676 case GD_S_DIAMOND_IMPACT_RANDOM:
15677 case GD_S_DIAMOND_IMPACT_1:
15678 case GD_S_DIAMOND_IMPACT_2:
15679 case GD_S_DIAMOND_IMPACT_3:
15680 case GD_S_DIAMOND_IMPACT_4:
15681 case GD_S_DIAMOND_IMPACT_5:
15682 case GD_S_DIAMOND_IMPACT_6:
15683 case GD_S_DIAMOND_IMPACT_7:
15684 case GD_S_DIAMOND_IMPACT_8:
15685 case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
15686 case GD_S_FLYING_DIAMOND_FALLING_1:
15687 case GD_S_FLYING_DIAMOND_FALLING_2:
15688 case GD_S_FLYING_DIAMOND_FALLING_3:
15689 case GD_S_FLYING_DIAMOND_FALLING_4:
15690 case GD_S_FLYING_DIAMOND_FALLING_5:
15691 case GD_S_FLYING_DIAMOND_FALLING_6:
15692 case GD_S_FLYING_DIAMOND_FALLING_7:
15693 case GD_S_FLYING_DIAMOND_FALLING_8:
15694 case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
15695 case GD_S_FLYING_DIAMOND_IMPACT_1:
15696 case GD_S_FLYING_DIAMOND_IMPACT_2:
15697 case GD_S_FLYING_DIAMOND_IMPACT_3:
15698 case GD_S_FLYING_DIAMOND_IMPACT_4:
15699 case GD_S_FLYING_DIAMOND_IMPACT_5:
15700 case GD_S_FLYING_DIAMOND_IMPACT_6:
15701 case GD_S_FLYING_DIAMOND_IMPACT_7:
15702 case GD_S_FLYING_DIAMOND_IMPACT_8:
15703 case GD_S_TIMEOUT_0:
15704 case GD_S_TIMEOUT_1:
15705 case GD_S_TIMEOUT_2:
15706 case GD_S_TIMEOUT_3:
15707 case GD_S_TIMEOUT_4:
15708 case GD_S_TIMEOUT_5:
15709 case GD_S_TIMEOUT_6:
15710 case GD_S_TIMEOUT_7:
15711 case GD_S_TIMEOUT_8:
15712 case GD_S_TIMEOUT_9:
15713 case GD_S_TIMEOUT_10:
15714 case GD_S_BONUS_LIFE:
15715 // trigger special post-processing (and force sound to be non-looping)
15716 return ACTION_OTHER;
15718 case GD_S_AMOEBA_MAGIC:
15719 case GD_S_FINISHED:
15720 // trigger special post-processing (and force sound to be looping)
15721 return ACTION_DEFAULT;
15724 return ACTION_DEFAULT;
15728 static int getSoundEffect_BD(int element_bd, int sample)
15730 int sound_action = getSoundAction_BD(sample);
15731 int sound_effect = element_info[SND_ELEMENT(element_bd)].sound[sound_action];
15735 if (sound_action != ACTION_OTHER &&
15736 sound_action != ACTION_DEFAULT)
15737 return sound_effect;
15739 // special post-processing for some sounds
15742 case GD_S_DIAMOND_FALLING_RANDOM:
15743 case GD_S_DIAMOND_FALLING_1:
15744 case GD_S_DIAMOND_FALLING_2:
15745 case GD_S_DIAMOND_FALLING_3:
15746 case GD_S_DIAMOND_FALLING_4:
15747 case GD_S_DIAMOND_FALLING_5:
15748 case GD_S_DIAMOND_FALLING_6:
15749 case GD_S_DIAMOND_FALLING_7:
15750 case GD_S_DIAMOND_FALLING_8:
15751 nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
15752 sample - GD_S_DIAMOND_FALLING_1);
15753 sound_effect = SND_BD_DIAMOND_FALLING_RANDOM_1 + nr;
15755 if (getSoundInfoEntryFilename(sound_effect) == NULL)
15756 sound_effect = SND_BD_DIAMOND_FALLING;
15759 case GD_S_DIAMOND_IMPACT_RANDOM:
15760 case GD_S_DIAMOND_IMPACT_1:
15761 case GD_S_DIAMOND_IMPACT_2:
15762 case GD_S_DIAMOND_IMPACT_3:
15763 case GD_S_DIAMOND_IMPACT_4:
15764 case GD_S_DIAMOND_IMPACT_5:
15765 case GD_S_DIAMOND_IMPACT_6:
15766 case GD_S_DIAMOND_IMPACT_7:
15767 case GD_S_DIAMOND_IMPACT_8:
15768 nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
15769 sample - GD_S_DIAMOND_IMPACT_1);
15770 sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
15772 if (getSoundInfoEntryFilename(sound_effect) == NULL)
15773 sound_effect = SND_BD_DIAMOND_IMPACT;
15776 case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
15777 case GD_S_FLYING_DIAMOND_FALLING_1:
15778 case GD_S_FLYING_DIAMOND_FALLING_2:
15779 case GD_S_FLYING_DIAMOND_FALLING_3:
15780 case GD_S_FLYING_DIAMOND_FALLING_4:
15781 case GD_S_FLYING_DIAMOND_FALLING_5:
15782 case GD_S_FLYING_DIAMOND_FALLING_6:
15783 case GD_S_FLYING_DIAMOND_FALLING_7:
15784 case GD_S_FLYING_DIAMOND_FALLING_8:
15785 nr = (sample == GD_S_FLYING_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
15786 sample - GD_S_FLYING_DIAMOND_FALLING_1);
15787 sound_effect = SND_BD_FLYING_DIAMOND_FALLING_RANDOM_1 + nr;
15789 if (getSoundInfoEntryFilename(sound_effect) == NULL)
15790 sound_effect = SND_BD_FLYING_DIAMOND_FALLING;
15793 case GD_S_FLYING_DIAMOND_IMPACT_RANDOM:
15794 case GD_S_FLYING_DIAMOND_IMPACT_1:
15795 case GD_S_FLYING_DIAMOND_IMPACT_2:
15796 case GD_S_FLYING_DIAMOND_IMPACT_3:
15797 case GD_S_FLYING_DIAMOND_IMPACT_4:
15798 case GD_S_FLYING_DIAMOND_IMPACT_5:
15799 case GD_S_FLYING_DIAMOND_IMPACT_6:
15800 case GD_S_FLYING_DIAMOND_IMPACT_7:
15801 case GD_S_FLYING_DIAMOND_IMPACT_8:
15802 nr = (sample == GD_S_FLYING_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
15803 sample - GD_S_FLYING_DIAMOND_IMPACT_1);
15804 sound_effect = SND_BD_FLYING_DIAMOND_IMPACT_RANDOM_1 + nr;
15806 if (getSoundInfoEntryFilename(sound_effect) == NULL)
15807 sound_effect = SND_BD_FLYING_DIAMOND_IMPACT;
15810 case GD_S_TIMEOUT_0:
15811 case GD_S_TIMEOUT_1:
15812 case GD_S_TIMEOUT_2:
15813 case GD_S_TIMEOUT_3:
15814 case GD_S_TIMEOUT_4:
15815 case GD_S_TIMEOUT_5:
15816 case GD_S_TIMEOUT_6:
15817 case GD_S_TIMEOUT_7:
15818 case GD_S_TIMEOUT_8:
15819 case GD_S_TIMEOUT_9:
15820 case GD_S_TIMEOUT_10:
15821 nr = sample - GD_S_TIMEOUT_0;
15822 sound_effect = SND_GAME_RUNNING_OUT_OF_TIME_0 + nr;
15824 if (getSoundInfoEntryFilename(sound_effect) == NULL && sample != GD_S_TIMEOUT_0)
15825 sound_effect = SND_GAME_RUNNING_OUT_OF_TIME;
15828 case GD_S_BONUS_LIFE:
15829 sound_effect = SND_GAME_HEALTH_BONUS;
15832 case GD_S_AMOEBA_MAGIC:
15833 sound_effect = SND_BD_AMOEBA_OTHER;
15836 case GD_S_FINISHED:
15837 sound_effect = SND_GAME_LEVELTIME_BONUS;
15841 sound_effect = SND_UNDEFINED;
15845 return sound_effect;
15848 void PlayLevelSound_BD(int xx, int yy, int element_bd, int sample)
15850 int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
15851 int sound_effect = getSoundEffect_BD(element, sample);
15852 int sound_action = getSoundAction_BD(sample);
15853 boolean is_loop_sound = IS_LOOP_SOUND(sound_effect);
15855 int x = xx - offset;
15856 int y = yy - offset;
15858 // some sound actions are always looping in native BD game engine
15859 if (sound_action == ACTION_DEFAULT)
15860 is_loop_sound = TRUE;
15862 // some sound actions are always non-looping in native BD game engine
15863 if (sound_action == ACTION_FALLING ||
15864 sound_action == ACTION_MOVING ||
15865 sound_action == ACTION_OTHER)
15866 is_loop_sound = FALSE;
15868 if (sound_effect != SND_UNDEFINED)
15869 PlayLevelSoundExt(x, y, sound_effect, is_loop_sound);
15872 void StopSound_BD(int element_bd, int sample)
15874 int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
15875 int sound_effect = getSoundEffect_BD(element, sample);
15877 if (sound_effect != SND_UNDEFINED)
15878 StopSound(sound_effect);
15881 boolean isSoundPlaying_BD(int element_bd, int sample)
15883 int element = (element_bd > -1 ? map_element_BD_to_RND(element_bd) : 0);
15884 int sound_effect = getSoundEffect_BD(element, sample);
15886 if (sound_effect != SND_UNDEFINED)
15887 return isSoundPlaying(sound_effect);
15892 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15894 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15896 int x = xx - offset;
15897 int y = yy - offset;
15902 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15906 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15910 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15914 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15918 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15922 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15926 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15929 case SOUND_android_clone:
15930 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15933 case SOUND_android_move:
15934 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15938 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15942 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15946 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15949 case SOUND_eater_eat:
15950 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15954 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15957 case SOUND_collect:
15958 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15961 case SOUND_diamond:
15962 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15966 // !!! CHECK THIS !!!
15968 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15970 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15974 case SOUND_wonderfall:
15975 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15979 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15983 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15987 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15991 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15995 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15999 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16003 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16007 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16010 case SOUND_exit_open:
16011 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16014 case SOUND_exit_leave:
16015 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16018 case SOUND_dynamite:
16019 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16023 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16027 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16031 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16035 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16039 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16043 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16047 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16052 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16054 int element = map_element_SP_to_RND(element_sp);
16055 int action = map_action_SP_to_RND(action_sp);
16056 int offset = (setup.sp_show_border_elements ? 0 : 1);
16057 int x = xx - offset;
16058 int y = yy - offset;
16060 PlayLevelSoundElementAction(x, y, element, action);
16063 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
16065 int element = map_element_MM_to_RND(element_mm);
16066 int action = map_action_MM_to_RND(action_mm);
16068 int x = xx - offset;
16069 int y = yy - offset;
16071 if (!IS_MM_ELEMENT(element))
16072 element = EL_MM_DEFAULT;
16074 PlayLevelSoundElementAction(x, y, element, action);
16077 void PlaySound_MM(int sound_mm)
16079 int sound = map_sound_MM_to_RND(sound_mm);
16081 if (sound == SND_UNDEFINED)
16087 void PlaySoundLoop_MM(int sound_mm)
16089 int sound = map_sound_MM_to_RND(sound_mm);
16091 if (sound == SND_UNDEFINED)
16094 PlaySoundLoop(sound);
16097 void StopSound_MM(int sound_mm)
16099 int sound = map_sound_MM_to_RND(sound_mm);
16101 if (sound == SND_UNDEFINED)
16107 void RaiseScore(int value)
16109 game.score += value;
16111 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
16113 DisplayGameControlValues();
16116 void RaiseScoreElement(int element)
16121 case EL_BD_DIAMOND:
16122 case EL_EMERALD_YELLOW:
16123 case EL_EMERALD_RED:
16124 case EL_EMERALD_PURPLE:
16125 case EL_SP_INFOTRON:
16126 RaiseScore(level.score[SC_EMERALD]);
16129 RaiseScore(level.score[SC_DIAMOND]);
16132 RaiseScore(level.score[SC_CRYSTAL]);
16135 RaiseScore(level.score[SC_PEARL]);
16138 case EL_BD_BUTTERFLY:
16139 case EL_SP_ELECTRON:
16140 RaiseScore(level.score[SC_BUG]);
16143 case EL_BD_FIREFLY:
16144 case EL_SP_SNIKSNAK:
16145 RaiseScore(level.score[SC_SPACESHIP]);
16148 case EL_DARK_YAMYAM:
16149 RaiseScore(level.score[SC_YAMYAM]);
16152 RaiseScore(level.score[SC_ROBOT]);
16155 RaiseScore(level.score[SC_PACMAN]);
16158 RaiseScore(level.score[SC_NUT]);
16161 case EL_EM_DYNAMITE:
16162 case EL_SP_DISK_RED:
16163 case EL_DYNABOMB_INCREASE_NUMBER:
16164 case EL_DYNABOMB_INCREASE_SIZE:
16165 case EL_DYNABOMB_INCREASE_POWER:
16166 RaiseScore(level.score[SC_DYNAMITE]);
16168 case EL_SHIELD_NORMAL:
16169 case EL_SHIELD_DEADLY:
16170 RaiseScore(level.score[SC_SHIELD]);
16172 case EL_EXTRA_TIME:
16173 RaiseScore(level.extra_time_score);
16187 case EL_DC_KEY_WHITE:
16188 RaiseScore(level.score[SC_KEY]);
16191 RaiseScore(element_info[element].collect_score);
16196 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16198 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16202 // prevent short reactivation of overlay buttons while closing door
16203 SetOverlayActive(FALSE);
16204 UnmapGameButtons();
16206 // door may still be open due to skipped or envelope style request
16207 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
16210 if (network.enabled)
16212 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16216 // when using BD game engine, cover screen before fading out
16217 if (!quick_quit && level.game_engine_type == GAME_ENGINE_TYPE_BD)
16218 game_bd.cover_screen = TRUE;
16221 FadeSkipNextFadeIn();
16223 SetGameStatus(GAME_MODE_MAIN);
16228 else // continue playing the game
16230 if (tape.playing && tape.deactivate_display)
16231 TapeDeactivateDisplayOff(TRUE);
16233 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16235 if (tape.playing && tape.deactivate_display)
16236 TapeDeactivateDisplayOn();
16240 void RequestQuitGame(boolean escape_key_pressed)
16242 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
16243 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
16244 level_editor_test_game);
16245 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
16246 quick_quit || score_info_tape_play);
16248 RequestQuitGameExt(skip_request, quick_quit,
16249 "Do you really want to quit the game?");
16252 static char *getRestartGameMessage(void)
16254 boolean play_again = hasStartedNetworkGame();
16255 static char message[MAX_OUTPUT_LINESIZE];
16256 char *game_over_text = "Game over!";
16257 char *play_again_text = " Play it again?";
16259 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
16260 game_mm.game_over_message != NULL)
16261 game_over_text = game_mm.game_over_message;
16263 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
16264 (play_again ? play_again_text : ""));
16269 static void RequestRestartGame(void)
16271 char *message = getRestartGameMessage();
16272 boolean has_started_game = hasStartedNetworkGame();
16273 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
16274 int door_state = DOOR_CLOSE_1;
16276 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
16278 CloseDoor(door_state);
16280 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16284 // if game was invoked from level editor, also close tape recorder door
16285 if (level_editor_test_game)
16286 door_state = DOOR_CLOSE_ALL;
16288 CloseDoor(door_state);
16290 SetGameStatus(GAME_MODE_MAIN);
16296 boolean CheckRestartGame(void)
16298 static int game_over_delay = 0;
16299 int game_over_delay_value = 50;
16300 boolean game_over = checkGameFailed();
16304 game_over_delay = game_over_delay_value;
16309 if (game_over_delay > 0)
16311 if (game_over_delay == game_over_delay_value / 2)
16312 PlaySound(SND_GAME_LOSING);
16319 // do not ask to play again if request dialog is already active
16320 if (game.request_active)
16323 // do not ask to play again if request dialog already handled
16324 if (game.RestartGameRequested)
16327 // do not ask to play again if game was never actually played
16328 if (!game.GamePlayed)
16331 // do not ask to play again if this was disabled in setup menu
16332 if (!setup.ask_on_game_over)
16335 game.RestartGameRequested = TRUE;
16337 RequestRestartGame();
16342 boolean checkGameRunning(void)
16344 if (game_status != GAME_MODE_PLAYING)
16347 if (level.game_engine_type == GAME_ENGINE_TYPE_BD && !checkGameRunning_BD())
16353 boolean checkGamePlaying(void)
16355 if (game_status != GAME_MODE_PLAYING)
16358 if (level.game_engine_type == GAME_ENGINE_TYPE_BD && !checkGamePlaying_BD())
16364 boolean checkGameSolved(void)
16366 // set for all game engines if level was solved
16367 return game.LevelSolved_GameEnd;
16370 boolean checkGameFailed(void)
16372 if (level.game_engine_type == GAME_ENGINE_TYPE_BD)
16373 return (game_bd.game_over && !game_bd.level_solved);
16374 else if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16375 return (game_em.game_over && !game_em.level_solved);
16376 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16377 return (game_sp.game_over && !game_sp.level_solved);
16378 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16379 return (game_mm.game_over && !game_mm.level_solved);
16380 else // GAME_ENGINE_TYPE_RND
16381 return (game.GameOver && !game.LevelSolved);
16384 boolean checkGameEnded(void)
16386 return (checkGameSolved() || checkGameFailed());
16390 // ----------------------------------------------------------------------------
16391 // random generator functions
16392 // ----------------------------------------------------------------------------
16394 unsigned int InitEngineRandom_RND(int seed)
16396 game.num_random_calls = 0;
16398 return InitEngineRandom(seed);
16401 unsigned int RND(int max)
16405 game.num_random_calls++;
16407 return GetEngineRandom(max);
16414 // ----------------------------------------------------------------------------
16415 // game engine snapshot handling functions
16416 // ----------------------------------------------------------------------------
16418 struct EngineSnapshotInfo
16420 // runtime values for custom element collect score
16421 int collect_score[NUM_CUSTOM_ELEMENTS];
16423 // runtime values for group element choice position
16424 int choice_pos[NUM_GROUP_ELEMENTS];
16426 // runtime values for belt position animations
16427 int belt_graphic[4][NUM_BELT_PARTS];
16428 int belt_anim_mode[4][NUM_BELT_PARTS];
16431 static struct EngineSnapshotInfo engine_snapshot_rnd;
16432 static char *snapshot_level_identifier = NULL;
16433 static int snapshot_level_nr = -1;
16435 static void SaveEngineSnapshotValues_RND(void)
16437 static int belt_base_active_element[4] =
16439 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16440 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16441 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16442 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16446 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16448 int element = EL_CUSTOM_START + i;
16450 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16453 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16455 int element = EL_GROUP_START + i;
16457 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16460 for (i = 0; i < 4; i++)
16462 for (j = 0; j < NUM_BELT_PARTS; j++)
16464 int element = belt_base_active_element[i] + j;
16465 int graphic = el2img(element);
16466 int anim_mode = graphic_info[graphic].anim_mode;
16468 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16469 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16474 static void LoadEngineSnapshotValues_RND(void)
16476 unsigned int num_random_calls = game.num_random_calls;
16479 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16481 int element = EL_CUSTOM_START + i;
16483 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16486 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16488 int element = EL_GROUP_START + i;
16490 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16493 for (i = 0; i < 4; i++)
16495 for (j = 0; j < NUM_BELT_PARTS; j++)
16497 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16498 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16500 graphic_info[graphic].anim_mode = anim_mode;
16504 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16506 InitRND(tape.random_seed);
16507 for (i = 0; i < num_random_calls; i++)
16511 if (game.num_random_calls != num_random_calls)
16513 Error("number of random calls out of sync");
16514 Error("number of random calls should be %d", num_random_calls);
16515 Error("number of random calls is %d", game.num_random_calls);
16517 Fail("this should not happen -- please debug");
16521 void FreeEngineSnapshotSingle(void)
16523 FreeSnapshotSingle();
16525 setString(&snapshot_level_identifier, NULL);
16526 snapshot_level_nr = -1;
16529 void FreeEngineSnapshotList(void)
16531 FreeSnapshotList();
16534 static ListNode *SaveEngineSnapshotBuffers(void)
16536 ListNode *buffers = NULL;
16538 // copy some special values to a structure better suited for the snapshot
16540 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16541 SaveEngineSnapshotValues_RND();
16542 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16543 SaveEngineSnapshotValues_EM();
16544 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16545 SaveEngineSnapshotValues_SP(&buffers);
16546 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16547 SaveEngineSnapshotValues_MM();
16549 // save values stored in special snapshot structure
16551 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16552 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16553 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16554 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16555 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16556 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16557 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16558 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
16560 // save further RND engine values
16562 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
16563 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
16564 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
16566 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16567 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16568 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16569 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16570 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTimeFrames));
16571 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16573 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16574 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16575 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16577 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16579 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16580 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16582 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16583 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16584 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16585 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16586 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16587 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16588 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16589 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16590 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16591 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16592 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16593 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16594 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16595 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16596 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16597 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16598 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16599 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16601 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16602 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16604 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16605 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16606 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16608 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16609 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16611 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16612 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16613 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16614 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16615 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16616 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16618 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16619 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16622 ListNode *node = engine_snapshot_list_rnd;
16625 while (node != NULL)
16627 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16632 Debug("game:playing:SaveEngineSnapshotBuffers",
16633 "size of engine snapshot: %d bytes", num_bytes);
16639 void SaveEngineSnapshotSingle(void)
16641 ListNode *buffers = SaveEngineSnapshotBuffers();
16643 // finally save all snapshot buffers to single snapshot
16644 SaveSnapshotSingle(buffers);
16646 // save level identification information
16647 setString(&snapshot_level_identifier, leveldir_current->identifier);
16648 snapshot_level_nr = level_nr;
16651 boolean CheckSaveEngineSnapshotToList(void)
16653 boolean save_snapshot =
16654 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16655 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16656 game.snapshot.changed_action) ||
16657 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16658 game.snapshot.collected_item));
16660 game.snapshot.changed_action = FALSE;
16661 game.snapshot.collected_item = FALSE;
16662 game.snapshot.save_snapshot = save_snapshot;
16664 return save_snapshot;
16667 void SaveEngineSnapshotToList(void)
16669 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16673 ListNode *buffers = SaveEngineSnapshotBuffers();
16675 // finally save all snapshot buffers to snapshot list
16676 SaveSnapshotToList(buffers);
16679 void SaveEngineSnapshotToListInitial(void)
16681 FreeEngineSnapshotList();
16683 SaveEngineSnapshotToList();
16686 static void LoadEngineSnapshotValues(void)
16688 // restore special values from snapshot structure
16690 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16691 LoadEngineSnapshotValues_RND();
16692 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16693 LoadEngineSnapshotValues_EM();
16694 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16695 LoadEngineSnapshotValues_SP();
16696 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16697 LoadEngineSnapshotValues_MM();
16700 void LoadEngineSnapshotSingle(void)
16702 LoadSnapshotSingle();
16704 LoadEngineSnapshotValues();
16707 static void LoadEngineSnapshot_Undo(int steps)
16709 LoadSnapshotFromList_Older(steps);
16711 LoadEngineSnapshotValues();
16714 static void LoadEngineSnapshot_Redo(int steps)
16716 LoadSnapshotFromList_Newer(steps);
16718 LoadEngineSnapshotValues();
16721 boolean CheckEngineSnapshotSingle(void)
16723 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16724 snapshot_level_nr == level_nr);
16727 boolean CheckEngineSnapshotList(void)
16729 return CheckSnapshotList();
16733 // ---------- new game button stuff -------------------------------------------
16740 boolean *setup_value;
16741 boolean allowed_on_tape;
16742 boolean is_touch_button;
16744 } gamebutton_info[NUM_GAME_BUTTONS] =
16747 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16748 GAME_CTRL_ID_STOP, NULL,
16749 TRUE, FALSE, "stop game"
16752 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16753 GAME_CTRL_ID_PAUSE, NULL,
16754 TRUE, FALSE, "pause game"
16757 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16758 GAME_CTRL_ID_PLAY, NULL,
16759 TRUE, FALSE, "play game"
16762 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16763 GAME_CTRL_ID_UNDO, NULL,
16764 TRUE, FALSE, "undo step"
16767 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16768 GAME_CTRL_ID_REDO, NULL,
16769 TRUE, FALSE, "redo step"
16772 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16773 GAME_CTRL_ID_SAVE, NULL,
16774 TRUE, FALSE, "save game"
16777 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16778 GAME_CTRL_ID_PAUSE2, NULL,
16779 TRUE, FALSE, "pause game"
16782 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16783 GAME_CTRL_ID_LOAD, NULL,
16784 TRUE, FALSE, "load game"
16787 IMG_GFX_GAME_BUTTON_RESTART, &game.button.restart,
16788 GAME_CTRL_ID_RESTART, NULL,
16789 TRUE, FALSE, "restart game"
16792 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16793 GAME_CTRL_ID_PANEL_STOP, NULL,
16794 FALSE, FALSE, "stop game"
16797 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16798 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16799 FALSE, FALSE, "pause game"
16802 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16803 GAME_CTRL_ID_PANEL_PLAY, NULL,
16804 FALSE, FALSE, "play game"
16807 IMG_GFX_GAME_BUTTON_PANEL_RESTART, &game.button.panel_restart,
16808 GAME_CTRL_ID_PANEL_RESTART, NULL,
16809 FALSE, FALSE, "restart game"
16812 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16813 GAME_CTRL_ID_TOUCH_STOP, NULL,
16814 FALSE, TRUE, "stop game"
16817 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16818 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16819 FALSE, TRUE, "pause game"
16822 IMG_GFX_GAME_BUTTON_TOUCH_RESTART, &game.button.touch_restart,
16823 GAME_CTRL_ID_TOUCH_RESTART, NULL,
16824 FALSE, TRUE, "restart game"
16827 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16828 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16829 TRUE, FALSE, "background music on/off"
16832 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16833 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16834 TRUE, FALSE, "sound loops on/off"
16837 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16838 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16839 TRUE, FALSE, "normal sounds on/off"
16842 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16843 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16844 FALSE, FALSE, "background music on/off"
16847 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16848 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16849 FALSE, FALSE, "sound loops on/off"
16852 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16853 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16854 FALSE, FALSE, "normal sounds on/off"
16858 void CreateGameButtons(void)
16862 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16864 int graphic = gamebutton_info[i].graphic;
16865 struct GraphicInfo *gfx = &graphic_info[graphic];
16866 struct XY *pos = gamebutton_info[i].pos;
16867 struct GadgetInfo *gi;
16870 unsigned int event_mask;
16871 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16872 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16873 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16874 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16875 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16876 int gd_x = gfx->src_x;
16877 int gd_y = gfx->src_y;
16878 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16879 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16880 int gd_xa = gfx->src_x + gfx->active_xoffset;
16881 int gd_ya = gfx->src_y + gfx->active_yoffset;
16882 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16883 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16884 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16885 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16888 // do not use touch buttons if overlay touch buttons are disabled
16889 if (is_touch_button && !setup.touch.overlay_buttons)
16892 if (gfx->bitmap == NULL)
16894 game_gadget[id] = NULL;
16899 if (id == GAME_CTRL_ID_STOP ||
16900 id == GAME_CTRL_ID_PANEL_STOP ||
16901 id == GAME_CTRL_ID_TOUCH_STOP ||
16902 id == GAME_CTRL_ID_PLAY ||
16903 id == GAME_CTRL_ID_PANEL_PLAY ||
16904 id == GAME_CTRL_ID_SAVE ||
16905 id == GAME_CTRL_ID_LOAD ||
16906 id == GAME_CTRL_ID_RESTART ||
16907 id == GAME_CTRL_ID_PANEL_RESTART ||
16908 id == GAME_CTRL_ID_TOUCH_RESTART)
16910 button_type = GD_TYPE_NORMAL_BUTTON;
16912 event_mask = GD_EVENT_RELEASED;
16914 else if (id == GAME_CTRL_ID_UNDO ||
16915 id == GAME_CTRL_ID_REDO)
16917 button_type = GD_TYPE_NORMAL_BUTTON;
16919 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16923 button_type = GD_TYPE_CHECK_BUTTON;
16924 checked = (gamebutton_info[i].setup_value != NULL ?
16925 *gamebutton_info[i].setup_value : FALSE);
16926 event_mask = GD_EVENT_PRESSED;
16929 gi = CreateGadget(GDI_CUSTOM_ID, id,
16930 GDI_IMAGE_ID, graphic,
16931 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16934 GDI_WIDTH, gfx->width,
16935 GDI_HEIGHT, gfx->height,
16936 GDI_TYPE, button_type,
16937 GDI_STATE, GD_BUTTON_UNPRESSED,
16938 GDI_CHECKED, checked,
16939 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16940 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16941 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16942 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16943 GDI_DIRECT_DRAW, FALSE,
16944 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16945 GDI_EVENT_MASK, event_mask,
16946 GDI_CALLBACK_ACTION, HandleGameButtons,
16950 Fail("cannot create gadget");
16952 game_gadget[id] = gi;
16956 void FreeGameButtons(void)
16960 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16961 FreeGadget(game_gadget[i]);
16964 static void UnmapGameButtonsAtSamePosition(int id)
16968 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16970 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16971 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16972 UnmapGadget(game_gadget[i]);
16975 static void UnmapGameButtonsAtSamePosition_All(void)
16977 if (setup.show_load_save_buttons)
16979 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16980 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16981 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16983 else if (setup.show_undo_redo_buttons)
16985 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16986 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16987 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16991 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16992 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16993 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16995 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16996 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16997 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
17001 void MapLoadSaveButtons(void)
17003 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
17004 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
17006 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
17007 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
17010 void MapUndoRedoButtons(void)
17012 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
17013 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
17015 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
17016 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
17019 void ModifyPauseButtons(void)
17023 GAME_CTRL_ID_PAUSE,
17024 GAME_CTRL_ID_PAUSE2,
17025 GAME_CTRL_ID_PANEL_PAUSE,
17026 GAME_CTRL_ID_TOUCH_PAUSE,
17031 // do not redraw pause button on closed door (may happen when restarting game)
17032 if (!(GetDoorState() & DOOR_OPEN_1))
17035 for (i = 0; ids[i] > -1; i++)
17036 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
17039 static void MapGameButtonsExt(boolean on_tape)
17043 for (i = 0; i < NUM_GAME_BUTTONS; i++)
17045 if ((i == GAME_CTRL_ID_UNDO ||
17046 i == GAME_CTRL_ID_REDO) &&
17047 game_status != GAME_MODE_PLAYING)
17050 if (!on_tape || gamebutton_info[i].allowed_on_tape)
17051 MapGadget(game_gadget[i]);
17054 UnmapGameButtonsAtSamePosition_All();
17056 RedrawGameButtons();
17059 static void UnmapGameButtonsExt(boolean on_tape)
17063 for (i = 0; i < NUM_GAME_BUTTONS; i++)
17064 if (!on_tape || gamebutton_info[i].allowed_on_tape)
17065 UnmapGadget(game_gadget[i]);
17068 static void RedrawGameButtonsExt(boolean on_tape)
17072 for (i = 0; i < NUM_GAME_BUTTONS; i++)
17073 if (!on_tape || gamebutton_info[i].allowed_on_tape)
17074 RedrawGadget(game_gadget[i]);
17077 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
17082 gi->checked = state;
17085 static void RedrawSoundButtonGadget(int id)
17087 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
17088 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
17089 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
17090 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
17091 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
17092 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
17095 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
17096 RedrawGadget(game_gadget[id2]);
17099 void MapGameButtons(void)
17101 MapGameButtonsExt(FALSE);
17104 void UnmapGameButtons(void)
17106 UnmapGameButtonsExt(FALSE);
17109 void RedrawGameButtons(void)
17111 RedrawGameButtonsExt(FALSE);
17114 void MapGameButtonsOnTape(void)
17116 MapGameButtonsExt(TRUE);
17119 void UnmapGameButtonsOnTape(void)
17121 UnmapGameButtonsExt(TRUE);
17124 void RedrawGameButtonsOnTape(void)
17126 RedrawGameButtonsExt(TRUE);
17129 static void GameUndoRedoExt(void)
17131 ClearPlayerAction();
17133 tape.pausing = TRUE;
17136 UpdateAndDisplayGameControlValues();
17138 DrawCompleteVideoDisplay();
17139 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
17140 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
17141 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
17143 ModifyPauseButtons();
17148 static void GameUndo(int steps)
17150 if (!CheckEngineSnapshotList())
17153 int tape_property_bits = tape.property_bits;
17155 LoadEngineSnapshot_Undo(steps);
17157 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
17162 static void GameRedo(int steps)
17164 if (!CheckEngineSnapshotList())
17167 int tape_property_bits = tape.property_bits;
17169 LoadEngineSnapshot_Redo(steps);
17171 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
17176 static void HandleGameButtonsExt(int id, int button)
17178 static boolean game_undo_executed = FALSE;
17179 int steps = BUTTON_STEPSIZE(button);
17180 boolean handle_game_buttons =
17181 (game_status == GAME_MODE_PLAYING ||
17182 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
17184 if (!handle_game_buttons)
17189 case GAME_CTRL_ID_STOP:
17190 case GAME_CTRL_ID_PANEL_STOP:
17191 case GAME_CTRL_ID_TOUCH_STOP:
17196 case GAME_CTRL_ID_PAUSE:
17197 case GAME_CTRL_ID_PAUSE2:
17198 case GAME_CTRL_ID_PANEL_PAUSE:
17199 case GAME_CTRL_ID_TOUCH_PAUSE:
17200 if (network.enabled && game_status == GAME_MODE_PLAYING)
17203 SendToServer_ContinuePlaying();
17205 SendToServer_PausePlaying();
17208 TapeTogglePause(TAPE_TOGGLE_MANUAL);
17210 game_undo_executed = FALSE;
17214 case GAME_CTRL_ID_PLAY:
17215 case GAME_CTRL_ID_PANEL_PLAY:
17216 if (game_status == GAME_MODE_MAIN)
17218 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
17220 else if (tape.pausing)
17222 if (network.enabled)
17223 SendToServer_ContinuePlaying();
17225 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
17229 case GAME_CTRL_ID_UNDO:
17230 // Important: When using "save snapshot when collecting an item" mode,
17231 // load last (current) snapshot for first "undo" after pressing "pause"
17232 // (else the last-but-one snapshot would be loaded, because the snapshot
17233 // pointer already points to the last snapshot when pressing "pause",
17234 // which is fine for "every step/move" mode, but not for "every collect")
17235 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
17236 !game_undo_executed)
17239 game_undo_executed = TRUE;
17244 case GAME_CTRL_ID_REDO:
17248 case GAME_CTRL_ID_SAVE:
17252 case GAME_CTRL_ID_LOAD:
17256 case GAME_CTRL_ID_RESTART:
17257 case GAME_CTRL_ID_PANEL_RESTART:
17258 case GAME_CTRL_ID_TOUCH_RESTART:
17263 case SOUND_CTRL_ID_MUSIC:
17264 case SOUND_CTRL_ID_PANEL_MUSIC:
17265 if (setup.sound_music)
17267 setup.sound_music = FALSE;
17271 else if (audio.music_available)
17273 setup.sound = setup.sound_music = TRUE;
17275 SetAudioMode(setup.sound);
17277 if (game_status == GAME_MODE_PLAYING)
17281 RedrawSoundButtonGadget(id);
17285 case SOUND_CTRL_ID_LOOPS:
17286 case SOUND_CTRL_ID_PANEL_LOOPS:
17287 if (setup.sound_loops)
17288 setup.sound_loops = FALSE;
17289 else if (audio.loops_available)
17291 setup.sound = setup.sound_loops = TRUE;
17293 SetAudioMode(setup.sound);
17296 RedrawSoundButtonGadget(id);
17300 case SOUND_CTRL_ID_SIMPLE:
17301 case SOUND_CTRL_ID_PANEL_SIMPLE:
17302 if (setup.sound_simple)
17303 setup.sound_simple = FALSE;
17304 else if (audio.sound_available)
17306 setup.sound = setup.sound_simple = TRUE;
17308 SetAudioMode(setup.sound);
17311 RedrawSoundButtonGadget(id);
17320 static void HandleGameButtons(struct GadgetInfo *gi)
17322 HandleGameButtonsExt(gi->custom_id, gi->event.button);
17325 void HandleSoundButtonKeys(Key key)
17327 if (key == setup.shortcut.sound_simple)
17328 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
17329 else if (key == setup.shortcut.sound_loops)
17330 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
17331 else if (key == setup.shortcut.sound_music)
17332 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);