1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Tile[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Tile[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Tile[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
971 Tile[x][y] == EL_EM_EXIT_OPEN || \
972 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
973 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Tile[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
986 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebaNeighbourNr(int, int);
1096 void AmoebaToDiamond(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Tile[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Tile[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Tile[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Tile[x][y];
1771 #if DEBUG_INIT_PLAYER
1772 Debug("game:init:player", "- player element %d activated",
1773 player->element_nr);
1774 Debug("game:init:player", " (local player is %d and currently %s)",
1775 local_player->element_nr,
1776 local_player->active ? "active" : "not active");
1780 Tile[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1786 // always check if player was just killed and should be reanimated
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Tile[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Tile[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1828 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1830 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1834 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1878 case EL_SPRING_LEFT:
1879 case EL_SPRING_RIGHT:
1883 case EL_AMOEBA_FULL:
1888 case EL_AMOEBA_DROP:
1889 if (y == lev_fieldy - 1)
1891 Tile[x][y] = EL_AMOEBA_GROWING;
1892 Store[x][y] = EL_AMOEBA_WET;
1896 case EL_DYNAMITE_ACTIVE:
1897 case EL_SP_DISK_RED_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902 MovDelay[x][y] = 96;
1905 case EL_EM_DYNAMITE_ACTIVE:
1906 MovDelay[x][y] = 32;
1910 game.lights_still_needed++;
1914 game.friends_still_needed++;
1919 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1922 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1936 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1937 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1938 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1940 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1942 game.belt_dir[belt_nr] = belt_dir;
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 else // more than one switch -- set it like the first switch
1947 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1952 case EL_LIGHT_SWITCH_ACTIVE:
1954 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1957 case EL_INVISIBLE_STEELWALL:
1958 case EL_INVISIBLE_WALL:
1959 case EL_INVISIBLE_SAND:
1960 if (game.light_time_left > 0 ||
1961 game.lenses_time_left > 0)
1962 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1965 case EL_EMC_MAGIC_BALL:
1966 if (game.ball_active)
1967 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1970 case EL_EMC_MAGIC_BALL_SWITCH:
1971 if (game.ball_active)
1972 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1975 case EL_TRIGGER_PLAYER:
1976 case EL_TRIGGER_ELEMENT:
1977 case EL_TRIGGER_CE_VALUE:
1978 case EL_TRIGGER_CE_SCORE:
1980 case EL_ANY_ELEMENT:
1981 case EL_CURRENT_CE_VALUE:
1982 case EL_CURRENT_CE_SCORE:
1999 // reference elements should not be used on the playfield
2000 Tile[x][y] = EL_EMPTY;
2004 if (IS_CUSTOM_ELEMENT(element))
2006 if (CAN_MOVE(element))
2009 if (!element_info[element].use_last_ce_value || init_game)
2010 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2012 else if (IS_GROUP_ELEMENT(element))
2014 Tile[x][y] = GetElementFromGroupElement(element);
2016 InitField(x, y, init_game);
2023 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2026 static void InitField_WithBug1(int x, int y, boolean init_game)
2028 InitField(x, y, init_game);
2030 // not needed to call InitMovDir() -- already done by InitField()!
2031 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2032 CAN_MOVE(Tile[x][y]))
2036 static void InitField_WithBug2(int x, int y, boolean init_game)
2038 int old_element = Tile[x][y];
2040 InitField(x, y, init_game);
2042 // not needed to call InitMovDir() -- already done by InitField()!
2043 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2044 CAN_MOVE(old_element) &&
2045 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2048 /* this case is in fact a combination of not less than three bugs:
2049 first, it calls InitMovDir() for elements that can move, although this is
2050 already done by InitField(); then, it checks the element that was at this
2051 field _before_ the call to InitField() (which can change it); lastly, it
2052 was not called for "mole with direction" elements, which were treated as
2053 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2057 static int get_key_element_from_nr(int key_nr)
2059 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061 EL_EM_KEY_1 : EL_KEY_1);
2063 return key_base_element + key_nr;
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2068 return (player->inventory_size > 0 ?
2069 player->inventory_element[player->inventory_size - 1] :
2070 player->inventory_infinite_element != EL_UNDEFINED ?
2071 player->inventory_infinite_element :
2072 player->dynabombs_left > 0 ?
2073 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2079 // pos >= 0: get element from bottom of the stack;
2080 // pos < 0: get element from top of the stack
2084 int min_inventory_size = -pos;
2085 int inventory_pos = player->inventory_size - min_inventory_size;
2086 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2088 return (player->inventory_size >= min_inventory_size ?
2089 player->inventory_element[inventory_pos] :
2090 player->inventory_infinite_element != EL_UNDEFINED ?
2091 player->inventory_infinite_element :
2092 player->dynabombs_left >= min_dynabombs_left ?
2093 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2098 int min_dynabombs_left = pos + 1;
2099 int min_inventory_size = pos + 1 - player->dynabombs_left;
2100 int inventory_pos = pos - player->dynabombs_left;
2102 return (player->inventory_infinite_element != EL_UNDEFINED ?
2103 player->inventory_infinite_element :
2104 player->dynabombs_left >= min_dynabombs_left ?
2105 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106 player->inventory_size >= min_inventory_size ?
2107 player->inventory_element[inventory_pos] :
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2114 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2118 if (gpo1->sort_priority != gpo2->sort_priority)
2119 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2121 compare_result = gpo1->nr - gpo2->nr;
2123 return compare_result;
2126 int getPlayerInventorySize(int player_nr)
2128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2129 return game_em.ply[player_nr]->dynamite;
2130 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2131 return game_sp.red_disk_count;
2133 return stored_player[player_nr].inventory_size;
2136 static void InitGameControlValues(void)
2140 for (i = 0; game_panel_controls[i].nr != -1; i++)
2142 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2143 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2144 struct TextPosInfo *pos = gpc->pos;
2146 int type = gpc->type;
2150 Error("'game_panel_controls' structure corrupted at %d", i);
2152 Fail("this should not happen -- please debug");
2155 // force update of game controls after initialization
2156 gpc->value = gpc->last_value = -1;
2157 gpc->frame = gpc->last_frame = -1;
2158 gpc->gfx_frame = -1;
2160 // determine panel value width for later calculation of alignment
2161 if (type == TYPE_INTEGER || type == TYPE_STRING)
2163 pos->width = pos->size * getFontWidth(pos->font);
2164 pos->height = getFontHeight(pos->font);
2166 else if (type == TYPE_ELEMENT)
2168 pos->width = pos->size;
2169 pos->height = pos->size;
2172 // fill structure for game panel draw order
2174 gpo->sort_priority = pos->sort_priority;
2177 // sort game panel controls according to sort_priority and control number
2178 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2179 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2182 static void UpdatePlayfieldElementCount(void)
2184 boolean use_element_count = FALSE;
2187 // first check if it is needed at all to calculate playfield element count
2188 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2189 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2190 use_element_count = TRUE;
2192 if (!use_element_count)
2195 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2196 element_info[i].element_count = 0;
2198 SCAN_PLAYFIELD(x, y)
2200 element_info[Tile[x][y]].element_count++;
2203 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2204 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2205 if (IS_IN_GROUP(j, i))
2206 element_info[EL_GROUP_START + i].element_count +=
2207 element_info[j].element_count;
2210 static void UpdateGameControlValues(void)
2213 int time = (game.LevelSolved ?
2214 game.LevelSolved_CountingTime :
2215 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2217 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2218 game_sp.time_played :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 game_mm.energy_left :
2221 game.no_time_limit ? TimePlayed : TimeLeft);
2222 int score = (game.LevelSolved ?
2223 game.LevelSolved_CountingScore :
2224 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2225 game_em.lev->score :
2226 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2228 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2231 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2232 game_em.lev->gems_needed :
2233 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2234 game_sp.infotrons_still_needed :
2235 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2236 game_mm.kettles_still_needed :
2237 game.gems_still_needed);
2238 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2239 game_em.lev->gems_needed > 0 :
2240 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2241 game_sp.infotrons_still_needed > 0 :
2242 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2243 game_mm.kettles_still_needed > 0 ||
2244 game_mm.lights_still_needed > 0 :
2245 game.gems_still_needed > 0 ||
2246 game.sokoban_fields_still_needed > 0 ||
2247 game.sokoban_objects_still_needed > 0 ||
2248 game.lights_still_needed > 0);
2249 int health = (game.LevelSolved ?
2250 game.LevelSolved_CountingHealth :
2251 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2252 MM_HEALTH(game_mm.laser_overload_value) :
2254 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2256 UpdatePlayfieldElementCount();
2258 // update game panel control values
2260 // used instead of "level_nr" (for network games)
2261 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2262 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2264 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2265 for (i = 0; i < MAX_NUM_KEYS; i++)
2266 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2267 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2268 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2270 if (game.centered_player_nr == -1)
2272 for (i = 0; i < MAX_PLAYERS; i++)
2274 // only one player in Supaplex game engine
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2278 for (k = 0; k < MAX_NUM_KEYS; k++)
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2282 if (game_em.ply[i]->keys & (1 << k))
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2286 else if (stored_player[i].key[k])
2287 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2288 get_key_element_from_nr(k);
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 getPlayerInventorySize(i);
2294 if (stored_player[i].num_white_keys > 0)
2295 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2298 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2299 stored_player[i].num_white_keys;
2304 int player_nr = game.centered_player_nr;
2306 for (k = 0; k < MAX_NUM_KEYS; k++)
2308 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2310 if (game_em.ply[player_nr]->keys & (1 << k))
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2314 else if (stored_player[player_nr].key[k])
2315 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2316 get_key_element_from_nr(k);
2319 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2320 getPlayerInventorySize(player_nr);
2322 if (stored_player[player_nr].num_white_keys > 0)
2323 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2325 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2326 stored_player[player_nr].num_white_keys;
2329 // re-arrange keys on game panel, if needed or if defined by style settings
2330 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2332 int nr = GAME_PANEL_KEY_1 + i;
2333 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2334 struct TextPosInfo *pos = gpc->pos;
2336 // skip check if key is not in the player's inventory
2337 if (gpc->value == EL_EMPTY)
2340 // check if keys should be arranged on panel from left to right
2341 if (pos->style == STYLE_LEFTMOST_POSITION)
2343 // check previous key positions (left from current key)
2344 for (k = 0; k < i; k++)
2346 int nr_new = GAME_PANEL_KEY_1 + k;
2348 if (game_panel_controls[nr_new].value == EL_EMPTY)
2350 game_panel_controls[nr_new].value = gpc->value;
2351 gpc->value = EL_EMPTY;
2358 // check if "undefined" keys can be placed at some other position
2359 if (pos->x == -1 && pos->y == -1)
2361 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2363 // 1st try: display key at the same position as normal or EM keys
2364 if (game_panel_controls[nr_new].value == EL_EMPTY)
2366 game_panel_controls[nr_new].value = gpc->value;
2370 // 2nd try: display key at the next free position in the key panel
2371 for (k = 0; k < STD_NUM_KEYS; k++)
2373 nr_new = GAME_PANEL_KEY_1 + k;
2375 if (game_panel_controls[nr_new].value == EL_EMPTY)
2377 game_panel_controls[nr_new].value = gpc->value;
2386 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2388 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2389 get_inventory_element_from_pos(local_player, i);
2390 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2391 get_inventory_element_from_pos(local_player, -i - 1);
2394 game_panel_controls[GAME_PANEL_SCORE].value = score;
2395 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2397 game_panel_controls[GAME_PANEL_TIME].value = time;
2399 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2400 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2401 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2403 if (level.time == 0)
2404 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2406 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2408 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2409 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2411 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2413 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2414 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2416 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2417 local_player->shield_normal_time_left;
2418 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2419 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2421 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2422 local_player->shield_deadly_time_left;
2424 game_panel_controls[GAME_PANEL_EXIT].value =
2425 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2427 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2428 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2429 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2430 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2431 EL_EMC_MAGIC_BALL_SWITCH);
2433 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2434 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2435 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2436 game.light_time_left;
2438 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2439 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2440 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2441 game.timegate_time_left;
2443 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2444 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2446 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2447 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2448 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2449 game.lenses_time_left;
2451 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2452 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2453 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2454 game.magnify_time_left;
2456 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2457 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2458 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2459 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2460 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2461 EL_BALLOON_SWITCH_NONE);
2463 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2464 local_player->dynabomb_count;
2465 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2466 local_player->dynabomb_size;
2467 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2468 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2470 game_panel_controls[GAME_PANEL_PENGUINS].value =
2471 game.friends_still_needed;
2473 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2474 game.sokoban_objects_still_needed;
2475 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2476 game.sokoban_fields_still_needed;
2478 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2479 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2481 for (i = 0; i < NUM_BELTS; i++)
2483 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2484 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2485 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2486 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2487 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2490 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2491 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2492 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2493 game.magic_wall_time_left;
2495 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2496 local_player->gravity;
2498 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2499 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2501 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2502 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2503 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2504 game.panel.element[i].id : EL_UNDEFINED);
2506 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2507 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2508 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2509 element_info[game.panel.element_count[i].id].element_count : 0);
2511 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2512 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2513 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2514 element_info[game.panel.ce_score[i].id].collect_score : 0);
2516 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2517 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2518 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2519 element_info[game.panel.ce_score_element[i].id].collect_score :
2522 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2523 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2524 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2526 // update game panel control frames
2528 for (i = 0; game_panel_controls[i].nr != -1; i++)
2530 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2532 if (gpc->type == TYPE_ELEMENT)
2534 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2536 int last_anim_random_frame = gfx.anim_random_frame;
2537 int element = gpc->value;
2538 int graphic = el2panelimg(element);
2539 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2540 sync_random_frame : INIT_GFX_RANDOM());
2542 if (gpc->value != gpc->last_value)
2545 gpc->gfx_random = init_gfx_random;
2551 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2552 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2553 gpc->gfx_random = init_gfx_random;
2556 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2557 gfx.anim_random_frame = gpc->gfx_random;
2559 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2560 gpc->gfx_frame = element_info[element].collect_score;
2562 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2564 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2565 gfx.anim_random_frame = last_anim_random_frame;
2568 else if (gpc->type == TYPE_GRAPHIC)
2570 if (gpc->graphic != IMG_UNDEFINED)
2572 int last_anim_random_frame = gfx.anim_random_frame;
2573 int graphic = gpc->graphic;
2574 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2575 sync_random_frame : INIT_GFX_RANDOM());
2577 if (gpc->value != gpc->last_value)
2580 gpc->gfx_random = init_gfx_random;
2586 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2587 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2588 gpc->gfx_random = init_gfx_random;
2591 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2592 gfx.anim_random_frame = gpc->gfx_random;
2594 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2596 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2597 gfx.anim_random_frame = last_anim_random_frame;
2603 static void DisplayGameControlValues(void)
2605 boolean redraw_panel = FALSE;
2608 for (i = 0; game_panel_controls[i].nr != -1; i++)
2610 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2612 if (PANEL_DEACTIVATED(gpc->pos))
2615 if (gpc->value == gpc->last_value &&
2616 gpc->frame == gpc->last_frame)
2619 redraw_panel = TRUE;
2625 // copy default game door content to main double buffer
2627 // !!! CHECK AGAIN !!!
2628 SetPanelBackground();
2629 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2630 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2632 // redraw game control buttons
2633 RedrawGameButtons();
2635 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2637 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2639 int nr = game_panel_order[i].nr;
2640 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2641 struct TextPosInfo *pos = gpc->pos;
2642 int type = gpc->type;
2643 int value = gpc->value;
2644 int frame = gpc->frame;
2645 int size = pos->size;
2646 int font = pos->font;
2647 boolean draw_masked = pos->draw_masked;
2648 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2650 if (PANEL_DEACTIVATED(pos))
2653 if (pos->class == get_hash_from_key("extra_panel_items") &&
2654 !setup.prefer_extra_panel_items)
2657 gpc->last_value = value;
2658 gpc->last_frame = frame;
2660 if (type == TYPE_INTEGER)
2662 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2663 nr == GAME_PANEL_TIME)
2665 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2667 if (use_dynamic_size) // use dynamic number of digits
2669 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2670 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2671 int size2 = size1 + 1;
2672 int font1 = pos->font;
2673 int font2 = pos->font_alt;
2675 size = (value < value_change ? size1 : size2);
2676 font = (value < value_change ? font1 : font2);
2680 // correct text size if "digits" is zero or less
2682 size = strlen(int2str(value, size));
2684 // dynamically correct text alignment
2685 pos->width = size * getFontWidth(font);
2687 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2688 int2str(value, size), font, mask_mode);
2690 else if (type == TYPE_ELEMENT)
2692 int element, graphic;
2696 int dst_x = PANEL_XPOS(pos);
2697 int dst_y = PANEL_YPOS(pos);
2699 if (value != EL_UNDEFINED && value != EL_EMPTY)
2702 graphic = el2panelimg(value);
2705 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2706 element, EL_NAME(element), size);
2709 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2712 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2715 width = graphic_info[graphic].width * size / TILESIZE;
2716 height = graphic_info[graphic].height * size / TILESIZE;
2719 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2722 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2726 else if (type == TYPE_GRAPHIC)
2728 int graphic = gpc->graphic;
2729 int graphic_active = gpc->graphic_active;
2733 int dst_x = PANEL_XPOS(pos);
2734 int dst_y = PANEL_YPOS(pos);
2735 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2736 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2738 if (graphic != IMG_UNDEFINED && !skip)
2740 if (pos->style == STYLE_REVERSE)
2741 value = 100 - value;
2743 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2745 if (pos->direction & MV_HORIZONTAL)
2747 width = graphic_info[graphic_active].width * value / 100;
2748 height = graphic_info[graphic_active].height;
2750 if (pos->direction == MV_LEFT)
2752 src_x += graphic_info[graphic_active].width - width;
2753 dst_x += graphic_info[graphic_active].width - width;
2758 width = graphic_info[graphic_active].width;
2759 height = graphic_info[graphic_active].height * value / 100;
2761 if (pos->direction == MV_UP)
2763 src_y += graphic_info[graphic_active].height - height;
2764 dst_y += graphic_info[graphic_active].height - height;
2769 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2772 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2775 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2777 if (pos->direction & MV_HORIZONTAL)
2779 if (pos->direction == MV_RIGHT)
2786 dst_x = PANEL_XPOS(pos);
2789 width = graphic_info[graphic].width - width;
2793 if (pos->direction == MV_DOWN)
2800 dst_y = PANEL_YPOS(pos);
2803 height = graphic_info[graphic].height - height;
2807 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2810 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 else if (type == TYPE_STRING)
2816 boolean active = (value != 0);
2817 char *state_normal = "off";
2818 char *state_active = "on";
2819 char *state = (active ? state_active : state_normal);
2820 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2821 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2822 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2823 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2825 if (nr == GAME_PANEL_GRAVITY_STATE)
2827 int font1 = pos->font; // (used for normal state)
2828 int font2 = pos->font_alt; // (used for active state)
2830 font = (active ? font2 : font1);
2839 // don't truncate output if "chars" is zero or less
2842 // dynamically correct text alignment
2843 pos->width = size * getFontWidth(font);
2846 s_cut = getStringCopyN(s, size);
2848 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2849 s_cut, font, mask_mode);
2855 redraw_mask |= REDRAW_DOOR_1;
2858 SetGameStatus(GAME_MODE_PLAYING);
2861 void UpdateAndDisplayGameControlValues(void)
2863 if (tape.deactivate_display)
2866 UpdateGameControlValues();
2867 DisplayGameControlValues();
2871 static void UpdateGameDoorValues(void)
2873 UpdateGameControlValues();
2877 void DrawGameDoorValues(void)
2879 DisplayGameControlValues();
2883 // ============================================================================
2885 // ----------------------------------------------------------------------------
2886 // initialize game engine due to level / tape version number
2887 // ============================================================================
2889 static void InitGameEngine(void)
2891 int i, j, k, l, x, y;
2893 // set game engine from tape file when re-playing, else from level file
2894 game.engine_version = (tape.playing ? tape.engine_version :
2895 level.game_version);
2897 // set single or multi-player game mode (needed for re-playing tapes)
2898 game.team_mode = setup.team_mode;
2902 int num_players = 0;
2904 for (i = 0; i < MAX_PLAYERS; i++)
2905 if (tape.player_participates[i])
2908 // multi-player tapes contain input data for more than one player
2909 game.team_mode = (num_players > 1);
2913 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2914 level.game_version);
2915 Debug("game:init:level", " tape.file_version == %06d",
2917 Debug("game:init:level", " tape.game_version == %06d",
2919 Debug("game:init:level", " tape.engine_version == %06d",
2920 tape.engine_version);
2921 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2922 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2925 // --------------------------------------------------------------------------
2926 // set flags for bugs and changes according to active game engine version
2927 // --------------------------------------------------------------------------
2931 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2933 Bug was introduced in version:
2936 Bug was fixed in version:
2940 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2941 but the property "can fall" was missing, which caused some levels to be
2942 unsolvable. This was fixed in version 4.2.0.0.
2944 Affected levels/tapes:
2945 An example for a tape that was fixed by this bugfix is tape 029 from the
2946 level set "rnd_sam_bateman".
2947 The wrong behaviour will still be used for all levels or tapes that were
2948 created/recorded with it. An example for this is tape 023 from the level
2949 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2952 boolean use_amoeba_dropping_cannot_fall_bug =
2953 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2954 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2956 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2957 tape.game_version < VERSION_IDENT(4,2,0,0)));
2960 Summary of bugfix/change:
2961 Fixed move speed of elements entering or leaving magic wall.
2963 Fixed/changed in version:
2967 Before 2.0.1, move speed of elements entering or leaving magic wall was
2968 twice as fast as it is now.
2969 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2971 Affected levels/tapes:
2972 The first condition is generally needed for all levels/tapes before version
2973 2.0.1, which might use the old behaviour before it was changed; known tapes
2974 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2975 The second condition is an exception from the above case and is needed for
2976 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2977 above, but before it was known that this change would break tapes like the
2978 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2979 although the engine version while recording maybe was before 2.0.1. There
2980 are a lot of tapes that are affected by this exception, like tape 006 from
2981 the level set "rnd_conor_mancone".
2984 boolean use_old_move_stepsize_for_magic_wall =
2985 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2987 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2988 tape.game_version < VERSION_IDENT(4,2,0,0)));
2991 Summary of bugfix/change:
2992 Fixed handling for custom elements that change when pushed by the player.
2994 Fixed/changed in version:
2998 Before 3.1.0, custom elements that "change when pushing" changed directly
2999 after the player started pushing them (until then handled in "DigField()").
3000 Since 3.1.0, these custom elements are not changed until the "pushing"
3001 move of the element is finished (now handled in "ContinueMoving()").
3003 Affected levels/tapes:
3004 The first condition is generally needed for all levels/tapes before version
3005 3.1.0, which might use the old behaviour before it was changed; known tapes
3006 that are affected are some tapes from the level set "Walpurgis Gardens" by
3008 The second condition is an exception from the above case and is needed for
3009 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3010 above (including some development versions of 3.1.0), but before it was
3011 known that this change would break tapes like the above and was fixed in
3012 3.1.1, so that the changed behaviour was active although the engine version
3013 while recording maybe was before 3.1.0. There is at least one tape that is
3014 affected by this exception, which is the tape for the one-level set "Bug
3015 Machine" by Juergen Bonhagen.
3018 game.use_change_when_pushing_bug =
3019 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3021 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3022 tape.game_version < VERSION_IDENT(3,1,1,0)));
3025 Summary of bugfix/change:
3026 Fixed handling for blocking the field the player leaves when moving.
3028 Fixed/changed in version:
3032 Before 3.1.1, when "block last field when moving" was enabled, the field
3033 the player is leaving when moving was blocked for the time of the move,
3034 and was directly unblocked afterwards. This resulted in the last field
3035 being blocked for exactly one less than the number of frames of one player
3036 move. Additionally, even when blocking was disabled, the last field was
3037 blocked for exactly one frame.
3038 Since 3.1.1, due to changes in player movement handling, the last field
3039 is not blocked at all when blocking is disabled. When blocking is enabled,
3040 the last field is blocked for exactly the number of frames of one player
3041 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3042 last field is blocked for exactly one more than the number of frames of
3045 Affected levels/tapes:
3046 (!!! yet to be determined -- probably many !!!)
3049 game.use_block_last_field_bug =
3050 (game.engine_version < VERSION_IDENT(3,1,1,0));
3052 /* various special flags and settings for native Emerald Mine game engine */
3054 game_em.use_single_button =
3055 (game.engine_version > VERSION_IDENT(4,0,0,2));
3057 game_em.use_snap_key_bug =
3058 (game.engine_version < VERSION_IDENT(4,0,1,0));
3060 game_em.use_random_bug =
3061 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3063 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3065 game_em.use_old_explosions = use_old_em_engine;
3066 game_em.use_old_android = use_old_em_engine;
3067 game_em.use_old_push_elements = use_old_em_engine;
3068 game_em.use_old_push_into_acid = use_old_em_engine;
3070 game_em.use_wrap_around = !use_old_em_engine;
3072 // --------------------------------------------------------------------------
3074 // set maximal allowed number of custom element changes per game frame
3075 game.max_num_changes_per_frame = 1;
3077 // default scan direction: scan playfield from top/left to bottom/right
3078 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3080 // dynamically adjust element properties according to game engine version
3081 InitElementPropertiesEngine(game.engine_version);
3083 // ---------- initialize special element properties -------------------------
3085 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3086 if (use_amoeba_dropping_cannot_fall_bug)
3087 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3089 // ---------- initialize player's initial move delay ------------------------
3091 // dynamically adjust player properties according to level information
3092 for (i = 0; i < MAX_PLAYERS; i++)
3093 game.initial_move_delay_value[i] =
3094 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3096 // dynamically adjust player properties according to game engine version
3097 for (i = 0; i < MAX_PLAYERS; i++)
3098 game.initial_move_delay[i] =
3099 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3100 game.initial_move_delay_value[i] : 0);
3102 // ---------- initialize player's initial push delay ------------------------
3104 // dynamically adjust player properties according to game engine version
3105 game.initial_push_delay_value =
3106 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3108 // ---------- initialize changing elements ----------------------------------
3110 // initialize changing elements information
3111 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3113 struct ElementInfo *ei = &element_info[i];
3115 // this pointer might have been changed in the level editor
3116 ei->change = &ei->change_page[0];
3118 if (!IS_CUSTOM_ELEMENT(i))
3120 ei->change->target_element = EL_EMPTY_SPACE;
3121 ei->change->delay_fixed = 0;
3122 ei->change->delay_random = 0;
3123 ei->change->delay_frames = 1;
3126 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3128 ei->has_change_event[j] = FALSE;
3130 ei->event_page_nr[j] = 0;
3131 ei->event_page[j] = &ei->change_page[0];
3135 // add changing elements from pre-defined list
3136 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3138 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3139 struct ElementInfo *ei = &element_info[ch_delay->element];
3141 ei->change->target_element = ch_delay->target_element;
3142 ei->change->delay_fixed = ch_delay->change_delay;
3144 ei->change->pre_change_function = ch_delay->pre_change_function;
3145 ei->change->change_function = ch_delay->change_function;
3146 ei->change->post_change_function = ch_delay->post_change_function;
3148 ei->change->can_change = TRUE;
3149 ei->change->can_change_or_has_action = TRUE;
3151 ei->has_change_event[CE_DELAY] = TRUE;
3153 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3154 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3157 // ---------- initialize internal run-time variables ------------------------
3159 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3161 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3163 for (j = 0; j < ei->num_change_pages; j++)
3165 ei->change_page[j].can_change_or_has_action =
3166 (ei->change_page[j].can_change |
3167 ei->change_page[j].has_action);
3171 // add change events from custom element configuration
3172 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3174 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3176 for (j = 0; j < ei->num_change_pages; j++)
3178 if (!ei->change_page[j].can_change_or_has_action)
3181 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3183 // only add event page for the first page found with this event
3184 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3186 ei->has_change_event[k] = TRUE;
3188 ei->event_page_nr[k] = j;
3189 ei->event_page[k] = &ei->change_page[j];
3195 // ---------- initialize reference elements in change conditions ------------
3197 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3199 int element = EL_CUSTOM_START + i;
3200 struct ElementInfo *ei = &element_info[element];
3202 for (j = 0; j < ei->num_change_pages; j++)
3204 int trigger_element = ei->change_page[j].initial_trigger_element;
3206 if (trigger_element >= EL_PREV_CE_8 &&
3207 trigger_element <= EL_NEXT_CE_8)
3208 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3210 ei->change_page[j].trigger_element = trigger_element;
3214 // ---------- initialize run-time trigger player and element ----------------
3216 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3218 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3220 for (j = 0; j < ei->num_change_pages; j++)
3222 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3223 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3224 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3225 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3226 ei->change_page[j].actual_trigger_ce_value = 0;
3227 ei->change_page[j].actual_trigger_ce_score = 0;
3231 // ---------- initialize trigger events -------------------------------------
3233 // initialize trigger events information
3234 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3235 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3236 trigger_events[i][j] = FALSE;
3238 // add trigger events from element change event properties
3239 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3241 struct ElementInfo *ei = &element_info[i];
3243 for (j = 0; j < ei->num_change_pages; j++)
3245 if (!ei->change_page[j].can_change_or_has_action)
3248 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3250 int trigger_element = ei->change_page[j].trigger_element;
3252 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3254 if (ei->change_page[j].has_event[k])
3256 if (IS_GROUP_ELEMENT(trigger_element))
3258 struct ElementGroupInfo *group =
3259 element_info[trigger_element].group;
3261 for (l = 0; l < group->num_elements_resolved; l++)
3262 trigger_events[group->element_resolved[l]][k] = TRUE;
3264 else if (trigger_element == EL_ANY_ELEMENT)
3265 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3266 trigger_events[l][k] = TRUE;
3268 trigger_events[trigger_element][k] = TRUE;
3275 // ---------- initialize push delay -----------------------------------------
3277 // initialize push delay values to default
3278 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3280 if (!IS_CUSTOM_ELEMENT(i))
3282 // set default push delay values (corrected since version 3.0.7-1)
3283 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3285 element_info[i].push_delay_fixed = 2;
3286 element_info[i].push_delay_random = 8;
3290 element_info[i].push_delay_fixed = 8;
3291 element_info[i].push_delay_random = 8;
3296 // set push delay value for certain elements from pre-defined list
3297 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3299 int e = push_delay_list[i].element;
3301 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3302 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3305 // set push delay value for Supaplex elements for newer engine versions
3306 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3310 if (IS_SP_ELEMENT(i))
3312 // set SP push delay to just enough to push under a falling zonk
3313 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3315 element_info[i].push_delay_fixed = delay;
3316 element_info[i].push_delay_random = 0;
3321 // ---------- initialize move stepsize --------------------------------------
3323 // initialize move stepsize values to default
3324 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3325 if (!IS_CUSTOM_ELEMENT(i))
3326 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3328 // set move stepsize value for certain elements from pre-defined list
3329 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3331 int e = move_stepsize_list[i].element;
3333 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3335 // set move stepsize value for certain elements for older engine versions
3336 if (use_old_move_stepsize_for_magic_wall)
3338 if (e == EL_MAGIC_WALL_FILLING ||
3339 e == EL_MAGIC_WALL_EMPTYING ||
3340 e == EL_BD_MAGIC_WALL_FILLING ||
3341 e == EL_BD_MAGIC_WALL_EMPTYING)
3342 element_info[e].move_stepsize *= 2;
3346 // ---------- initialize collect score --------------------------------------
3348 // initialize collect score values for custom elements from initial value
3349 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3350 if (IS_CUSTOM_ELEMENT(i))
3351 element_info[i].collect_score = element_info[i].collect_score_initial;
3353 // ---------- initialize collect count --------------------------------------
3355 // initialize collect count values for non-custom elements
3356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3357 if (!IS_CUSTOM_ELEMENT(i))
3358 element_info[i].collect_count_initial = 0;
3360 // add collect count values for all elements from pre-defined list
3361 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3362 element_info[collect_count_list[i].element].collect_count_initial =
3363 collect_count_list[i].count;
3365 // ---------- initialize access direction -----------------------------------
3367 // initialize access direction values to default (access from every side)
3368 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3369 if (!IS_CUSTOM_ELEMENT(i))
3370 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3372 // set access direction value for certain elements from pre-defined list
3373 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3374 element_info[access_direction_list[i].element].access_direction =
3375 access_direction_list[i].direction;
3377 // ---------- initialize explosion content ----------------------------------
3378 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3380 if (IS_CUSTOM_ELEMENT(i))
3383 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3385 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3387 element_info[i].content.e[x][y] =
3388 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3389 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3390 i == EL_PLAYER_3 ? EL_EMERALD :
3391 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3392 i == EL_MOLE ? EL_EMERALD_RED :
3393 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3394 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3395 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3396 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3397 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3398 i == EL_WALL_EMERALD ? EL_EMERALD :
3399 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3400 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3401 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3402 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3403 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3404 i == EL_WALL_PEARL ? EL_PEARL :
3405 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3410 // ---------- initialize recursion detection --------------------------------
3411 recursion_loop_depth = 0;
3412 recursion_loop_detected = FALSE;
3413 recursion_loop_element = EL_UNDEFINED;
3415 // ---------- initialize graphics engine ------------------------------------
3416 game.scroll_delay_value =
3417 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3418 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3419 !setup.forced_scroll_delay ? 0 :
3420 setup.scroll_delay ? setup.scroll_delay_value : 0);
3421 game.scroll_delay_value =
3422 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3424 // ---------- initialize game engine snapshots ------------------------------
3425 for (i = 0; i < MAX_PLAYERS; i++)
3426 game.snapshot.last_action[i] = 0;
3427 game.snapshot.changed_action = FALSE;
3428 game.snapshot.collected_item = FALSE;
3429 game.snapshot.mode =
3430 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3431 SNAPSHOT_MODE_EVERY_STEP :
3432 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3433 SNAPSHOT_MODE_EVERY_MOVE :
3434 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3435 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3436 game.snapshot.save_snapshot = FALSE;
3438 // ---------- initialize level time for Supaplex engine ---------------------
3439 // Supaplex levels with time limit currently unsupported -- should be added
3440 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3443 // ---------- initialize flags for handling game actions --------------------
3445 // set flags for game actions to default values
3446 game.use_key_actions = TRUE;
3447 game.use_mouse_actions = FALSE;
3449 // when using Mirror Magic game engine, handle mouse events only
3450 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3452 game.use_key_actions = FALSE;
3453 game.use_mouse_actions = TRUE;
3456 // check for custom elements with mouse click events
3457 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3459 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3461 int element = EL_CUSTOM_START + i;
3463 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3464 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3465 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3466 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3467 game.use_mouse_actions = TRUE;
3472 static int get_num_special_action(int element, int action_first,
3475 int num_special_action = 0;
3478 for (i = action_first; i <= action_last; i++)
3480 boolean found = FALSE;
3482 for (j = 0; j < NUM_DIRECTIONS; j++)
3483 if (el_act_dir2img(element, i, j) !=
3484 el_act_dir2img(element, ACTION_DEFAULT, j))
3488 num_special_action++;
3493 return num_special_action;
3497 // ============================================================================
3499 // ----------------------------------------------------------------------------
3500 // initialize and start new game
3501 // ============================================================================
3503 #if DEBUG_INIT_PLAYER
3504 static void DebugPrintPlayerStatus(char *message)
3511 Debug("game:init:player", "%s:", message);
3513 for (i = 0; i < MAX_PLAYERS; i++)
3515 struct PlayerInfo *player = &stored_player[i];
3517 Debug("game:init:player",
3518 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3522 player->connected_locally,
3523 player->connected_network,
3525 (local_player == player ? " (local player)" : ""));
3532 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3533 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3534 int fade_mask = REDRAW_FIELD;
3536 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3537 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3538 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3539 int initial_move_dir = MV_DOWN;
3542 // required here to update video display before fading (FIX THIS)
3543 DrawMaskedBorder(REDRAW_DOOR_2);
3545 if (!game.restart_level)
3546 CloseDoor(DOOR_CLOSE_1);
3548 SetGameStatus(GAME_MODE_PLAYING);
3550 if (level_editor_test_game)
3551 FadeSkipNextFadeOut();
3553 FadeSetEnterScreen();
3556 fade_mask = REDRAW_ALL;
3558 FadeLevelSoundsAndMusic();
3560 ExpireSoundLoops(TRUE);
3564 if (level_editor_test_game)
3565 FadeSkipNextFadeIn();
3567 // needed if different viewport properties defined for playing
3568 ChangeViewportPropertiesIfNeeded();
3572 DrawCompleteVideoDisplay();
3574 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3577 InitGameControlValues();
3579 // initialize tape actions from game when recording tape
3582 tape.use_key_actions = game.use_key_actions;
3583 tape.use_mouse_actions = game.use_mouse_actions;
3586 // don't play tapes over network
3587 network_playing = (network.enabled && !tape.playing);
3589 for (i = 0; i < MAX_PLAYERS; i++)
3591 struct PlayerInfo *player = &stored_player[i];
3593 player->index_nr = i;
3594 player->index_bit = (1 << i);
3595 player->element_nr = EL_PLAYER_1 + i;
3597 player->present = FALSE;
3598 player->active = FALSE;
3599 player->mapped = FALSE;
3601 player->killed = FALSE;
3602 player->reanimated = FALSE;
3603 player->buried = FALSE;
3606 player->effective_action = 0;
3607 player->programmed_action = 0;
3608 player->snap_action = 0;
3610 player->mouse_action.lx = 0;
3611 player->mouse_action.ly = 0;
3612 player->mouse_action.button = 0;
3613 player->mouse_action.button_hint = 0;
3615 player->effective_mouse_action.lx = 0;
3616 player->effective_mouse_action.ly = 0;
3617 player->effective_mouse_action.button = 0;
3618 player->effective_mouse_action.button_hint = 0;
3620 for (j = 0; j < MAX_NUM_KEYS; j++)
3621 player->key[j] = FALSE;
3623 player->num_white_keys = 0;
3625 player->dynabomb_count = 0;
3626 player->dynabomb_size = 1;
3627 player->dynabombs_left = 0;
3628 player->dynabomb_xl = FALSE;
3630 player->MovDir = initial_move_dir;
3633 player->GfxDir = initial_move_dir;
3634 player->GfxAction = ACTION_DEFAULT;
3636 player->StepFrame = 0;
3638 player->initial_element = player->element_nr;
3639 player->artwork_element =
3640 (level.use_artwork_element[i] ? level.artwork_element[i] :
3641 player->element_nr);
3642 player->use_murphy = FALSE;
3644 player->block_last_field = FALSE; // initialized in InitPlayerField()
3645 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3647 player->gravity = level.initial_player_gravity[i];
3649 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3651 player->actual_frame_counter = 0;
3653 player->step_counter = 0;
3655 player->last_move_dir = initial_move_dir;
3657 player->is_active = FALSE;
3659 player->is_waiting = FALSE;
3660 player->is_moving = FALSE;
3661 player->is_auto_moving = FALSE;
3662 player->is_digging = FALSE;
3663 player->is_snapping = FALSE;
3664 player->is_collecting = FALSE;
3665 player->is_pushing = FALSE;
3666 player->is_switching = FALSE;
3667 player->is_dropping = FALSE;
3668 player->is_dropping_pressed = FALSE;
3670 player->is_bored = FALSE;
3671 player->is_sleeping = FALSE;
3673 player->was_waiting = TRUE;
3674 player->was_moving = FALSE;
3675 player->was_snapping = FALSE;
3676 player->was_dropping = FALSE;
3678 player->force_dropping = FALSE;
3680 player->frame_counter_bored = -1;
3681 player->frame_counter_sleeping = -1;
3683 player->anim_delay_counter = 0;
3684 player->post_delay_counter = 0;
3686 player->dir_waiting = initial_move_dir;
3687 player->action_waiting = ACTION_DEFAULT;
3688 player->last_action_waiting = ACTION_DEFAULT;
3689 player->special_action_bored = ACTION_DEFAULT;
3690 player->special_action_sleeping = ACTION_DEFAULT;
3692 player->switch_x = -1;
3693 player->switch_y = -1;
3695 player->drop_x = -1;
3696 player->drop_y = -1;
3698 player->show_envelope = 0;
3700 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3702 player->push_delay = -1; // initialized when pushing starts
3703 player->push_delay_value = game.initial_push_delay_value;
3705 player->drop_delay = 0;
3706 player->drop_pressed_delay = 0;
3708 player->last_jx = -1;
3709 player->last_jy = -1;
3713 player->shield_normal_time_left = 0;
3714 player->shield_deadly_time_left = 0;
3716 player->inventory_infinite_element = EL_UNDEFINED;
3717 player->inventory_size = 0;
3719 if (level.use_initial_inventory[i])
3721 for (j = 0; j < level.initial_inventory_size[i]; j++)
3723 int element = level.initial_inventory_content[i][j];
3724 int collect_count = element_info[element].collect_count_initial;
3727 if (!IS_CUSTOM_ELEMENT(element))
3730 if (collect_count == 0)
3731 player->inventory_infinite_element = element;
3733 for (k = 0; k < collect_count; k++)
3734 if (player->inventory_size < MAX_INVENTORY_SIZE)
3735 player->inventory_element[player->inventory_size++] = element;
3739 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3740 SnapField(player, 0, 0);
3742 map_player_action[i] = i;
3745 network_player_action_received = FALSE;
3747 // initial null action
3748 if (network_playing)
3749 SendToServer_MovePlayer(MV_NONE);
3754 TimeLeft = level.time;
3757 ScreenMovDir = MV_NONE;
3761 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3763 game.robot_wheel_x = -1;
3764 game.robot_wheel_y = -1;
3769 game.all_players_gone = FALSE;
3771 game.LevelSolved = FALSE;
3772 game.GameOver = FALSE;
3774 game.GamePlayed = !tape.playing;
3776 game.LevelSolved_GameWon = FALSE;
3777 game.LevelSolved_GameEnd = FALSE;
3778 game.LevelSolved_SaveTape = FALSE;
3779 game.LevelSolved_SaveScore = FALSE;
3781 game.LevelSolved_CountingTime = 0;
3782 game.LevelSolved_CountingScore = 0;
3783 game.LevelSolved_CountingHealth = 0;
3785 game.panel.active = TRUE;
3787 game.no_time_limit = (level.time == 0);
3789 game.yamyam_content_nr = 0;
3790 game.robot_wheel_active = FALSE;
3791 game.magic_wall_active = FALSE;
3792 game.magic_wall_time_left = 0;
3793 game.light_time_left = 0;
3794 game.timegate_time_left = 0;
3795 game.switchgate_pos = 0;
3796 game.wind_direction = level.wind_direction_initial;
3799 game.score_final = 0;
3801 game.health = MAX_HEALTH;
3802 game.health_final = MAX_HEALTH;
3804 game.gems_still_needed = level.gems_needed;
3805 game.sokoban_fields_still_needed = 0;
3806 game.sokoban_objects_still_needed = 0;
3807 game.lights_still_needed = 0;
3808 game.players_still_needed = 0;
3809 game.friends_still_needed = 0;
3811 game.lenses_time_left = 0;
3812 game.magnify_time_left = 0;
3814 game.ball_active = level.ball_active_initial;
3815 game.ball_content_nr = 0;
3817 game.explosions_delayed = TRUE;
3819 game.envelope_active = FALSE;
3821 for (i = 0; i < NUM_BELTS; i++)
3823 game.belt_dir[i] = MV_NONE;
3824 game.belt_dir_nr[i] = 3; // not moving, next moving left
3827 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3828 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3830 #if DEBUG_INIT_PLAYER
3831 DebugPrintPlayerStatus("Player status at level initialization");
3834 SCAN_PLAYFIELD(x, y)
3836 Tile[x][y] = Last[x][y] = level.field[x][y];
3837 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3838 ChangeDelay[x][y] = 0;
3839 ChangePage[x][y] = -1;
3840 CustomValue[x][y] = 0; // initialized in InitField()
3841 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3843 WasJustMoving[x][y] = 0;
3844 WasJustFalling[x][y] = 0;
3845 CheckCollision[x][y] = 0;
3846 CheckImpact[x][y] = 0;
3848 Pushed[x][y] = FALSE;
3850 ChangeCount[x][y] = 0;
3851 ChangeEvent[x][y] = -1;
3853 ExplodePhase[x][y] = 0;
3854 ExplodeDelay[x][y] = 0;
3855 ExplodeField[x][y] = EX_TYPE_NONE;
3857 RunnerVisit[x][y] = 0;
3858 PlayerVisit[x][y] = 0;
3861 GfxRandom[x][y] = INIT_GFX_RANDOM();
3862 GfxElement[x][y] = EL_UNDEFINED;
3863 GfxAction[x][y] = ACTION_DEFAULT;
3864 GfxDir[x][y] = MV_NONE;
3865 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3868 SCAN_PLAYFIELD(x, y)
3870 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3872 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3874 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3877 InitField(x, y, TRUE);
3879 ResetGfxAnimation(x, y);
3884 for (i = 0; i < MAX_PLAYERS; i++)
3886 struct PlayerInfo *player = &stored_player[i];
3888 // set number of special actions for bored and sleeping animation
3889 player->num_special_action_bored =
3890 get_num_special_action(player->artwork_element,
3891 ACTION_BORING_1, ACTION_BORING_LAST);
3892 player->num_special_action_sleeping =
3893 get_num_special_action(player->artwork_element,
3894 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3897 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3898 emulate_sb ? EMU_SOKOBAN :
3899 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3901 // initialize type of slippery elements
3902 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3904 if (!IS_CUSTOM_ELEMENT(i))
3906 // default: elements slip down either to the left or right randomly
3907 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3909 // SP style elements prefer to slip down on the left side
3910 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3911 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3913 // BD style elements prefer to slip down on the left side
3914 if (game.emulation == EMU_BOULDERDASH)
3915 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3919 // initialize explosion and ignition delay
3920 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3922 if (!IS_CUSTOM_ELEMENT(i))
3925 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3926 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3927 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3928 int last_phase = (num_phase + 1) * delay;
3929 int half_phase = (num_phase / 2) * delay;
3931 element_info[i].explosion_delay = last_phase - 1;
3932 element_info[i].ignition_delay = half_phase;
3934 if (i == EL_BLACK_ORB)
3935 element_info[i].ignition_delay = 1;
3939 // correct non-moving belts to start moving left
3940 for (i = 0; i < NUM_BELTS; i++)
3941 if (game.belt_dir[i] == MV_NONE)
3942 game.belt_dir_nr[i] = 3; // not moving, next moving left
3944 #if USE_NEW_PLAYER_ASSIGNMENTS
3945 // use preferred player also in local single-player mode
3946 if (!network.enabled && !game.team_mode)
3948 int new_index_nr = setup.network_player_nr;
3950 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3952 for (i = 0; i < MAX_PLAYERS; i++)
3953 stored_player[i].connected_locally = FALSE;
3955 stored_player[new_index_nr].connected_locally = TRUE;
3959 for (i = 0; i < MAX_PLAYERS; i++)
3961 stored_player[i].connected = FALSE;
3963 // in network game mode, the local player might not be the first player
3964 if (stored_player[i].connected_locally)
3965 local_player = &stored_player[i];
3968 if (!network.enabled)
3969 local_player->connected = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 stored_player[i].connected = tape.player_participates[i];
3976 else if (network.enabled)
3978 // add team mode players connected over the network (needed for correct
3979 // assignment of player figures from level to locally playing players)
3981 for (i = 0; i < MAX_PLAYERS; i++)
3982 if (stored_player[i].connected_network)
3983 stored_player[i].connected = TRUE;
3985 else if (game.team_mode)
3987 // try to guess locally connected team mode players (needed for correct
3988 // assignment of player figures from level to locally playing players)
3990 for (i = 0; i < MAX_PLAYERS; i++)
3991 if (setup.input[i].use_joystick ||
3992 setup.input[i].key.left != KSYM_UNDEFINED)
3993 stored_player[i].connected = TRUE;
3996 #if DEBUG_INIT_PLAYER
3997 DebugPrintPlayerStatus("Player status after level initialization");
4000 #if DEBUG_INIT_PLAYER
4001 Debug("game:init:player", "Reassigning players ...");
4004 // check if any connected player was not found in playfield
4005 for (i = 0; i < MAX_PLAYERS; i++)
4007 struct PlayerInfo *player = &stored_player[i];
4009 if (player->connected && !player->present)
4011 struct PlayerInfo *field_player = NULL;
4013 #if DEBUG_INIT_PLAYER
4014 Debug("game:init:player",
4015 "- looking for field player for player %d ...", i + 1);
4018 // assign first free player found that is present in the playfield
4020 // first try: look for unmapped playfield player that is not connected
4021 for (j = 0; j < MAX_PLAYERS; j++)
4022 if (field_player == NULL &&
4023 stored_player[j].present &&
4024 !stored_player[j].mapped &&
4025 !stored_player[j].connected)
4026 field_player = &stored_player[j];
4028 // second try: look for *any* unmapped playfield player
4029 for (j = 0; j < MAX_PLAYERS; j++)
4030 if (field_player == NULL &&
4031 stored_player[j].present &&
4032 !stored_player[j].mapped)
4033 field_player = &stored_player[j];
4035 if (field_player != NULL)
4037 int jx = field_player->jx, jy = field_player->jy;
4039 #if DEBUG_INIT_PLAYER
4040 Debug("game:init:player", "- found player %d",
4041 field_player->index_nr + 1);
4044 player->present = FALSE;
4045 player->active = FALSE;
4047 field_player->present = TRUE;
4048 field_player->active = TRUE;
4051 player->initial_element = field_player->initial_element;
4052 player->artwork_element = field_player->artwork_element;
4054 player->block_last_field = field_player->block_last_field;
4055 player->block_delay_adjustment = field_player->block_delay_adjustment;
4058 StorePlayer[jx][jy] = field_player->element_nr;
4060 field_player->jx = field_player->last_jx = jx;
4061 field_player->jy = field_player->last_jy = jy;
4063 if (local_player == player)
4064 local_player = field_player;
4066 map_player_action[field_player->index_nr] = i;
4068 field_player->mapped = TRUE;
4070 #if DEBUG_INIT_PLAYER
4071 Debug("game:init:player", "- map_player_action[%d] == %d",
4072 field_player->index_nr + 1, i + 1);
4077 if (player->connected && player->present)
4078 player->mapped = TRUE;
4081 #if DEBUG_INIT_PLAYER
4082 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4087 // check if any connected player was not found in playfield
4088 for (i = 0; i < MAX_PLAYERS; i++)
4090 struct PlayerInfo *player = &stored_player[i];
4092 if (player->connected && !player->present)
4094 for (j = 0; j < MAX_PLAYERS; j++)
4096 struct PlayerInfo *field_player = &stored_player[j];
4097 int jx = field_player->jx, jy = field_player->jy;
4099 // assign first free player found that is present in the playfield
4100 if (field_player->present && !field_player->connected)
4102 player->present = TRUE;
4103 player->active = TRUE;
4105 field_player->present = FALSE;
4106 field_player->active = FALSE;
4108 player->initial_element = field_player->initial_element;
4109 player->artwork_element = field_player->artwork_element;
4111 player->block_last_field = field_player->block_last_field;
4112 player->block_delay_adjustment = field_player->block_delay_adjustment;
4114 StorePlayer[jx][jy] = player->element_nr;
4116 player->jx = player->last_jx = jx;
4117 player->jy = player->last_jy = jy;
4127 Debug("game:init:player", "local_player->present == %d",
4128 local_player->present);
4131 // set focus to local player for network games, else to all players
4132 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4133 game.centered_player_nr_next = game.centered_player_nr;
4134 game.set_centered_player = FALSE;
4135 game.set_centered_player_wrap = FALSE;
4137 if (network_playing && tape.recording)
4139 // store client dependent player focus when recording network games
4140 tape.centered_player_nr_next = game.centered_player_nr_next;
4141 tape.set_centered_player = TRUE;
4146 // when playing a tape, eliminate all players who do not participate
4148 #if USE_NEW_PLAYER_ASSIGNMENTS
4150 if (!game.team_mode)
4152 for (i = 0; i < MAX_PLAYERS; i++)
4154 if (stored_player[i].active &&
4155 !tape.player_participates[map_player_action[i]])
4157 struct PlayerInfo *player = &stored_player[i];
4158 int jx = player->jx, jy = player->jy;
4160 #if DEBUG_INIT_PLAYER
4161 Debug("game:init:player", "Removing player %d at (%d, %d)",
4165 player->active = FALSE;
4166 StorePlayer[jx][jy] = 0;
4167 Tile[jx][jy] = EL_EMPTY;
4174 for (i = 0; i < MAX_PLAYERS; i++)
4176 if (stored_player[i].active &&
4177 !tape.player_participates[i])
4179 struct PlayerInfo *player = &stored_player[i];
4180 int jx = player->jx, jy = player->jy;
4182 player->active = FALSE;
4183 StorePlayer[jx][jy] = 0;
4184 Tile[jx][jy] = EL_EMPTY;
4189 else if (!network.enabled && !game.team_mode) // && !tape.playing
4191 // when in single player mode, eliminate all but the local player
4193 for (i = 0; i < MAX_PLAYERS; i++)
4195 struct PlayerInfo *player = &stored_player[i];
4197 if (player->active && player != local_player)
4199 int jx = player->jx, jy = player->jy;
4201 player->active = FALSE;
4202 player->present = FALSE;
4204 StorePlayer[jx][jy] = 0;
4205 Tile[jx][jy] = EL_EMPTY;
4210 for (i = 0; i < MAX_PLAYERS; i++)
4211 if (stored_player[i].active)
4212 game.players_still_needed++;
4214 if (level.solved_by_one_player)
4215 game.players_still_needed = 1;
4217 // when recording the game, store which players take part in the game
4220 #if USE_NEW_PLAYER_ASSIGNMENTS
4221 for (i = 0; i < MAX_PLAYERS; i++)
4222 if (stored_player[i].connected)
4223 tape.player_participates[i] = TRUE;
4225 for (i = 0; i < MAX_PLAYERS; i++)
4226 if (stored_player[i].active)
4227 tape.player_participates[i] = TRUE;
4231 #if DEBUG_INIT_PLAYER
4232 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4235 if (BorderElement == EL_EMPTY)
4238 SBX_Right = lev_fieldx - SCR_FIELDX;
4240 SBY_Lower = lev_fieldy - SCR_FIELDY;
4245 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4247 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4250 if (full_lev_fieldx <= SCR_FIELDX)
4251 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4252 if (full_lev_fieldy <= SCR_FIELDY)
4253 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4255 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4257 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4260 // if local player not found, look for custom element that might create
4261 // the player (make some assumptions about the right custom element)
4262 if (!local_player->present)
4264 int start_x = 0, start_y = 0;
4265 int found_rating = 0;
4266 int found_element = EL_UNDEFINED;
4267 int player_nr = local_player->index_nr;
4269 SCAN_PLAYFIELD(x, y)
4271 int element = Tile[x][y];
4276 if (level.use_start_element[player_nr] &&
4277 level.start_element[player_nr] == element &&
4284 found_element = element;
4287 if (!IS_CUSTOM_ELEMENT(element))
4290 if (CAN_CHANGE(element))
4292 for (i = 0; i < element_info[element].num_change_pages; i++)
4294 // check for player created from custom element as single target
4295 content = element_info[element].change_page[i].target_element;
4296 is_player = ELEM_IS_PLAYER(content);
4298 if (is_player && (found_rating < 3 ||
4299 (found_rating == 3 && element < found_element)))
4305 found_element = element;
4310 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4312 // check for player created from custom element as explosion content
4313 content = element_info[element].content.e[xx][yy];
4314 is_player = ELEM_IS_PLAYER(content);
4316 if (is_player && (found_rating < 2 ||
4317 (found_rating == 2 && element < found_element)))
4319 start_x = x + xx - 1;
4320 start_y = y + yy - 1;
4323 found_element = element;
4326 if (!CAN_CHANGE(element))
4329 for (i = 0; i < element_info[element].num_change_pages; i++)
4331 // check for player created from custom element as extended target
4333 element_info[element].change_page[i].target_content.e[xx][yy];
4335 is_player = ELEM_IS_PLAYER(content);
4337 if (is_player && (found_rating < 1 ||
4338 (found_rating == 1 && element < found_element)))
4340 start_x = x + xx - 1;
4341 start_y = y + yy - 1;
4344 found_element = element;
4350 scroll_x = SCROLL_POSITION_X(start_x);
4351 scroll_y = SCROLL_POSITION_Y(start_y);
4355 scroll_x = SCROLL_POSITION_X(local_player->jx);
4356 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4359 // !!! FIX THIS (START) !!!
4360 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4362 InitGameEngine_EM();
4364 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4366 InitGameEngine_SP();
4368 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4370 InitGameEngine_MM();
4374 DrawLevel(REDRAW_FIELD);
4377 // after drawing the level, correct some elements
4378 if (game.timegate_time_left == 0)
4379 CloseAllOpenTimegates();
4382 // blit playfield from scroll buffer to normal back buffer for fading in
4383 BlitScreenToBitmap(backbuffer);
4384 // !!! FIX THIS (END) !!!
4386 DrawMaskedBorder(fade_mask);
4391 // full screen redraw is required at this point in the following cases:
4392 // - special editor door undrawn when game was started from level editor
4393 // - drawing area (playfield) was changed and has to be removed completely
4394 redraw_mask = REDRAW_ALL;
4398 if (!game.restart_level)
4400 // copy default game door content to main double buffer
4402 // !!! CHECK AGAIN !!!
4403 SetPanelBackground();
4404 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4405 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4408 SetPanelBackground();
4409 SetDrawBackgroundMask(REDRAW_DOOR_1);
4411 UpdateAndDisplayGameControlValues();
4413 if (!game.restart_level)
4419 CreateGameButtons();
4424 // copy actual game door content to door double buffer for OpenDoor()
4425 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4427 OpenDoor(DOOR_OPEN_ALL);
4429 KeyboardAutoRepeatOffUnlessAutoplay();
4431 #if DEBUG_INIT_PLAYER
4432 DebugPrintPlayerStatus("Player status (final)");
4441 if (!game.restart_level && !tape.playing)
4443 LevelStats_incPlayed(level_nr);
4445 SaveLevelSetup_SeriesInfo();
4448 game.restart_level = FALSE;
4449 game.restart_game_message = NULL;
4450 game.request_active = FALSE;
4452 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4453 InitGameActions_MM();
4455 SaveEngineSnapshotToListInitial();
4457 if (!game.restart_level)
4459 PlaySound(SND_GAME_STARTING);
4461 if (setup.sound_music)
4466 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4467 int actual_player_x, int actual_player_y)
4469 // this is used for non-R'n'D game engines to update certain engine values
4471 // needed to determine if sounds are played within the visible screen area
4472 scroll_x = actual_scroll_x;
4473 scroll_y = actual_scroll_y;
4475 // needed to get player position for "follow finger" playing input method
4476 local_player->jx = actual_player_x;
4477 local_player->jy = actual_player_y;
4480 void InitMovDir(int x, int y)
4482 int i, element = Tile[x][y];
4483 static int xy[4][2] =
4490 static int direction[3][4] =
4492 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4493 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4494 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4503 Tile[x][y] = EL_BUG;
4504 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4507 case EL_SPACESHIP_RIGHT:
4508 case EL_SPACESHIP_UP:
4509 case EL_SPACESHIP_LEFT:
4510 case EL_SPACESHIP_DOWN:
4511 Tile[x][y] = EL_SPACESHIP;
4512 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4515 case EL_BD_BUTTERFLY_RIGHT:
4516 case EL_BD_BUTTERFLY_UP:
4517 case EL_BD_BUTTERFLY_LEFT:
4518 case EL_BD_BUTTERFLY_DOWN:
4519 Tile[x][y] = EL_BD_BUTTERFLY;
4520 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4523 case EL_BD_FIREFLY_RIGHT:
4524 case EL_BD_FIREFLY_UP:
4525 case EL_BD_FIREFLY_LEFT:
4526 case EL_BD_FIREFLY_DOWN:
4527 Tile[x][y] = EL_BD_FIREFLY;
4528 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4531 case EL_PACMAN_RIGHT:
4533 case EL_PACMAN_LEFT:
4534 case EL_PACMAN_DOWN:
4535 Tile[x][y] = EL_PACMAN;
4536 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4539 case EL_YAMYAM_LEFT:
4540 case EL_YAMYAM_RIGHT:
4542 case EL_YAMYAM_DOWN:
4543 Tile[x][y] = EL_YAMYAM;
4544 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4547 case EL_SP_SNIKSNAK:
4548 MovDir[x][y] = MV_UP;
4551 case EL_SP_ELECTRON:
4552 MovDir[x][y] = MV_LEFT;
4559 Tile[x][y] = EL_MOLE;
4560 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4563 case EL_SPRING_LEFT:
4564 case EL_SPRING_RIGHT:
4565 Tile[x][y] = EL_SPRING;
4566 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4570 if (IS_CUSTOM_ELEMENT(element))
4572 struct ElementInfo *ei = &element_info[element];
4573 int move_direction_initial = ei->move_direction_initial;
4574 int move_pattern = ei->move_pattern;
4576 if (move_direction_initial == MV_START_PREVIOUS)
4578 if (MovDir[x][y] != MV_NONE)
4581 move_direction_initial = MV_START_AUTOMATIC;
4584 if (move_direction_initial == MV_START_RANDOM)
4585 MovDir[x][y] = 1 << RND(4);
4586 else if (move_direction_initial & MV_ANY_DIRECTION)
4587 MovDir[x][y] = move_direction_initial;
4588 else if (move_pattern == MV_ALL_DIRECTIONS ||
4589 move_pattern == MV_TURNING_LEFT ||
4590 move_pattern == MV_TURNING_RIGHT ||
4591 move_pattern == MV_TURNING_LEFT_RIGHT ||
4592 move_pattern == MV_TURNING_RIGHT_LEFT ||
4593 move_pattern == MV_TURNING_RANDOM)
4594 MovDir[x][y] = 1 << RND(4);
4595 else if (move_pattern == MV_HORIZONTAL)
4596 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4597 else if (move_pattern == MV_VERTICAL)
4598 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4599 else if (move_pattern & MV_ANY_DIRECTION)
4600 MovDir[x][y] = element_info[element].move_pattern;
4601 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4602 move_pattern == MV_ALONG_RIGHT_SIDE)
4604 // use random direction as default start direction
4605 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4606 MovDir[x][y] = 1 << RND(4);
4608 for (i = 0; i < NUM_DIRECTIONS; i++)
4610 int x1 = x + xy[i][0];
4611 int y1 = y + xy[i][1];
4613 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4615 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4616 MovDir[x][y] = direction[0][i];
4618 MovDir[x][y] = direction[1][i];
4627 MovDir[x][y] = 1 << RND(4);
4629 if (element != EL_BUG &&
4630 element != EL_SPACESHIP &&
4631 element != EL_BD_BUTTERFLY &&
4632 element != EL_BD_FIREFLY)
4635 for (i = 0; i < NUM_DIRECTIONS; i++)
4637 int x1 = x + xy[i][0];
4638 int y1 = y + xy[i][1];
4640 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4642 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4644 MovDir[x][y] = direction[0][i];
4647 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4648 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4650 MovDir[x][y] = direction[1][i];
4659 GfxDir[x][y] = MovDir[x][y];
4662 void InitAmoebaNr(int x, int y)
4665 int group_nr = AmoebaNeighbourNr(x, y);
4669 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4671 if (AmoebaCnt[i] == 0)
4679 AmoebaNr[x][y] = group_nr;
4680 AmoebaCnt[group_nr]++;
4681 AmoebaCnt2[group_nr]++;
4684 static void LevelSolved(void)
4686 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4687 game.players_still_needed > 0)
4690 game.LevelSolved = TRUE;
4691 game.GameOver = TRUE;
4693 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4694 game_em.lev->score :
4695 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4698 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4699 MM_HEALTH(game_mm.laser_overload_value) :
4702 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4703 game.LevelSolved_CountingScore = game.score_final;
4704 game.LevelSolved_CountingHealth = game.health_final;
4709 static int time_count_steps;
4710 static int time, time_final;
4711 static int score, score_final;
4712 static int health, health_final;
4713 static int game_over_delay_1 = 0;
4714 static int game_over_delay_2 = 0;
4715 static int game_over_delay_3 = 0;
4716 int game_over_delay_value_1 = 50;
4717 int game_over_delay_value_2 = 25;
4718 int game_over_delay_value_3 = 50;
4720 if (!game.LevelSolved_GameWon)
4724 // do not start end game actions before the player stops moving (to exit)
4725 if (local_player->active && local_player->MovPos)
4728 game.LevelSolved_GameWon = TRUE;
4729 game.LevelSolved_SaveTape = tape.recording;
4730 game.LevelSolved_SaveScore = !tape.playing;
4734 LevelStats_incSolved(level_nr);
4736 SaveLevelSetup_SeriesInfo();
4739 if (tape.auto_play) // tape might already be stopped here
4740 tape.auto_play_level_solved = TRUE;
4744 game_over_delay_1 = 0;
4745 game_over_delay_2 = 0;
4746 game_over_delay_3 = game_over_delay_value_3;
4748 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4749 score = score_final = game.score_final;
4750 health = health_final = game.health_final;
4752 if (level.score[SC_TIME_BONUS] > 0)
4757 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4759 else if (game.no_time_limit && TimePlayed < 999)
4762 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4765 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4767 game_over_delay_1 = game_over_delay_value_1;
4769 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4772 score_final += health * level.score[SC_TIME_BONUS];
4774 game_over_delay_2 = game_over_delay_value_2;
4777 game.score_final = score_final;
4778 game.health_final = health_final;
4781 if (level_editor_test_game)
4784 score = score_final;
4786 game.LevelSolved_CountingTime = time;
4787 game.LevelSolved_CountingScore = score;
4789 game_panel_controls[GAME_PANEL_TIME].value = time;
4790 game_panel_controls[GAME_PANEL_SCORE].value = score;
4792 DisplayGameControlValues();
4795 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4797 // check if last player has left the level
4798 if (game.exit_x >= 0 &&
4801 int x = game.exit_x;
4802 int y = game.exit_y;
4803 int element = Tile[x][y];
4805 // close exit door after last player
4806 if ((game.all_players_gone &&
4807 (element == EL_EXIT_OPEN ||
4808 element == EL_SP_EXIT_OPEN ||
4809 element == EL_STEEL_EXIT_OPEN)) ||
4810 element == EL_EM_EXIT_OPEN ||
4811 element == EL_EM_STEEL_EXIT_OPEN)
4815 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4816 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4817 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4818 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4819 EL_EM_STEEL_EXIT_CLOSING);
4821 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4824 // player disappears
4825 DrawLevelField(x, y);
4828 for (i = 0; i < MAX_PLAYERS; i++)
4830 struct PlayerInfo *player = &stored_player[i];
4832 if (player->present)
4834 RemovePlayer(player);
4836 // player disappears
4837 DrawLevelField(player->jx, player->jy);
4842 PlaySound(SND_GAME_WINNING);
4845 if (game_over_delay_1 > 0)
4847 game_over_delay_1--;
4852 if (time != time_final)
4854 int time_to_go = ABS(time_final - time);
4855 int time_count_dir = (time < time_final ? +1 : -1);
4857 if (time_to_go < time_count_steps)
4858 time_count_steps = 1;
4860 time += time_count_steps * time_count_dir;
4861 score += time_count_steps * level.score[SC_TIME_BONUS];
4863 game.LevelSolved_CountingTime = time;
4864 game.LevelSolved_CountingScore = score;
4866 game_panel_controls[GAME_PANEL_TIME].value = time;
4867 game_panel_controls[GAME_PANEL_SCORE].value = score;
4869 DisplayGameControlValues();
4871 if (time == time_final)
4872 StopSound(SND_GAME_LEVELTIME_BONUS);
4873 else if (setup.sound_loops)
4874 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4876 PlaySound(SND_GAME_LEVELTIME_BONUS);
4881 if (game_over_delay_2 > 0)
4883 game_over_delay_2--;
4888 if (health != health_final)
4890 int health_count_dir = (health < health_final ? +1 : -1);
4892 health += health_count_dir;
4893 score += level.score[SC_TIME_BONUS];
4895 game.LevelSolved_CountingHealth = health;
4896 game.LevelSolved_CountingScore = score;
4898 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4899 game_panel_controls[GAME_PANEL_SCORE].value = score;
4901 DisplayGameControlValues();
4903 if (health == health_final)
4904 StopSound(SND_GAME_LEVELTIME_BONUS);
4905 else if (setup.sound_loops)
4906 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4908 PlaySound(SND_GAME_LEVELTIME_BONUS);
4913 game.panel.active = FALSE;
4915 if (game_over_delay_3 > 0)
4917 game_over_delay_3--;
4927 // used instead of "level_nr" (needed for network games)
4928 int last_level_nr = levelset.level_nr;
4931 game.LevelSolved_GameEnd = TRUE;
4933 if (game.LevelSolved_SaveTape)
4935 // make sure that request dialog to save tape does not open door again
4936 if (!global.use_envelope_request)
4937 CloseDoor(DOOR_CLOSE_1);
4939 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4942 // if no tape is to be saved, close both doors simultaneously
4943 CloseDoor(DOOR_CLOSE_ALL);
4945 if (level_editor_test_game)
4947 SetGameStatus(GAME_MODE_MAIN);
4954 if (!game.LevelSolved_SaveScore)
4956 SetGameStatus(GAME_MODE_MAIN);
4963 if (level_nr == leveldir_current->handicap_level)
4965 leveldir_current->handicap_level++;
4967 SaveLevelSetup_SeriesInfo();
4970 if (setup.increment_levels &&
4971 level_nr < leveldir_current->last_level &&
4974 level_nr++; // advance to next level
4975 TapeErase(); // start with empty tape
4977 if (setup.auto_play_next_level)
4979 LoadLevel(level_nr);
4981 SaveLevelSetup_SeriesInfo();
4985 hi_pos = NewHiScore(last_level_nr);
4987 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4989 SetGameStatus(GAME_MODE_SCORES);
4991 DrawHallOfFame(last_level_nr, hi_pos);
4993 else if (setup.auto_play_next_level && setup.increment_levels &&
4994 last_level_nr < leveldir_current->last_level &&
4997 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5001 SetGameStatus(GAME_MODE_MAIN);
5007 int NewHiScore(int level_nr)
5011 boolean one_score_entry_per_name = !program.many_scores_per_name;
5013 LoadScore(level_nr);
5015 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5016 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5019 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5021 if (game.score_final > highscore[k].Score)
5023 // player has made it to the hall of fame
5025 if (k < MAX_SCORE_ENTRIES - 1)
5027 int m = MAX_SCORE_ENTRIES - 1;
5029 if (one_score_entry_per_name)
5031 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5032 if (strEqual(setup.player_name, highscore[l].Name))
5035 if (m == k) // player's new highscore overwrites his old one
5039 for (l = m; l > k; l--)
5041 strcpy(highscore[l].Name, highscore[l - 1].Name);
5042 highscore[l].Score = highscore[l - 1].Score;
5048 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5049 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5050 highscore[k].Score = game.score_final;
5055 else if (one_score_entry_per_name &&
5056 !strncmp(setup.player_name, highscore[k].Name,
5057 MAX_PLAYER_NAME_LEN))
5058 break; // player already there with a higher score
5062 SaveScore(level_nr);
5067 static int getElementMoveStepsizeExt(int x, int y, int direction)
5069 int element = Tile[x][y];
5070 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5071 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5072 int horiz_move = (dx != 0);
5073 int sign = (horiz_move ? dx : dy);
5074 int step = sign * element_info[element].move_stepsize;
5076 // special values for move stepsize for spring and things on conveyor belt
5079 if (CAN_FALL(element) &&
5080 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5081 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5082 else if (element == EL_SPRING)
5083 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5089 static int getElementMoveStepsize(int x, int y)
5091 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5094 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5096 if (player->GfxAction != action || player->GfxDir != dir)
5098 player->GfxAction = action;
5099 player->GfxDir = dir;
5101 player->StepFrame = 0;
5105 static void ResetGfxFrame(int x, int y)
5107 // profiling showed that "autotest" spends 10~20% of its time in this function
5108 if (DrawingDeactivatedField())
5111 int element = Tile[x][y];
5112 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5114 if (graphic_info[graphic].anim_global_sync)
5115 GfxFrame[x][y] = FrameCounter;
5116 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5117 GfxFrame[x][y] = CustomValue[x][y];
5118 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5119 GfxFrame[x][y] = element_info[element].collect_score;
5120 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5121 GfxFrame[x][y] = ChangeDelay[x][y];
5124 static void ResetGfxAnimation(int x, int y)
5126 GfxAction[x][y] = ACTION_DEFAULT;
5127 GfxDir[x][y] = MovDir[x][y];
5130 ResetGfxFrame(x, y);
5133 static void ResetRandomAnimationValue(int x, int y)
5135 GfxRandom[x][y] = INIT_GFX_RANDOM();
5138 static void InitMovingField(int x, int y, int direction)
5140 int element = Tile[x][y];
5141 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5142 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5145 boolean is_moving_before, is_moving_after;
5147 // check if element was/is moving or being moved before/after mode change
5148 is_moving_before = (WasJustMoving[x][y] != 0);
5149 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5151 // reset animation only for moving elements which change direction of moving
5152 // or which just started or stopped moving
5153 // (else CEs with property "can move" / "not moving" are reset each frame)
5154 if (is_moving_before != is_moving_after ||
5155 direction != MovDir[x][y])
5156 ResetGfxAnimation(x, y);
5158 MovDir[x][y] = direction;
5159 GfxDir[x][y] = direction;
5161 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5162 direction == MV_DOWN && CAN_FALL(element) ?
5163 ACTION_FALLING : ACTION_MOVING);
5165 // this is needed for CEs with property "can move" / "not moving"
5167 if (is_moving_after)
5169 if (Tile[newx][newy] == EL_EMPTY)
5170 Tile[newx][newy] = EL_BLOCKED;
5172 MovDir[newx][newy] = MovDir[x][y];
5174 CustomValue[newx][newy] = CustomValue[x][y];
5176 GfxFrame[newx][newy] = GfxFrame[x][y];
5177 GfxRandom[newx][newy] = GfxRandom[x][y];
5178 GfxAction[newx][newy] = GfxAction[x][y];
5179 GfxDir[newx][newy] = GfxDir[x][y];
5183 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5185 int direction = MovDir[x][y];
5186 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5187 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5193 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5195 int oldx = x, oldy = y;
5196 int direction = MovDir[x][y];
5198 if (direction == MV_LEFT)
5200 else if (direction == MV_RIGHT)
5202 else if (direction == MV_UP)
5204 else if (direction == MV_DOWN)
5207 *comes_from_x = oldx;
5208 *comes_from_y = oldy;
5211 static int MovingOrBlocked2Element(int x, int y)
5213 int element = Tile[x][y];
5215 if (element == EL_BLOCKED)
5219 Blocked2Moving(x, y, &oldx, &oldy);
5220 return Tile[oldx][oldy];
5226 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5228 // like MovingOrBlocked2Element(), but if element is moving
5229 // and (x,y) is the field the moving element is just leaving,
5230 // return EL_BLOCKED instead of the element value
5231 int element = Tile[x][y];
5233 if (IS_MOVING(x, y))
5235 if (element == EL_BLOCKED)
5239 Blocked2Moving(x, y, &oldx, &oldy);
5240 return Tile[oldx][oldy];
5249 static void RemoveField(int x, int y)
5251 Tile[x][y] = EL_EMPTY;
5257 CustomValue[x][y] = 0;
5260 ChangeDelay[x][y] = 0;
5261 ChangePage[x][y] = -1;
5262 Pushed[x][y] = FALSE;
5264 GfxElement[x][y] = EL_UNDEFINED;
5265 GfxAction[x][y] = ACTION_DEFAULT;
5266 GfxDir[x][y] = MV_NONE;
5269 static void RemoveMovingField(int x, int y)
5271 int oldx = x, oldy = y, newx = x, newy = y;
5272 int element = Tile[x][y];
5273 int next_element = EL_UNDEFINED;
5275 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5278 if (IS_MOVING(x, y))
5280 Moving2Blocked(x, y, &newx, &newy);
5282 if (Tile[newx][newy] != EL_BLOCKED)
5284 // element is moving, but target field is not free (blocked), but
5285 // already occupied by something different (example: acid pool);
5286 // in this case, only remove the moving field, but not the target
5288 RemoveField(oldx, oldy);
5290 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5292 TEST_DrawLevelField(oldx, oldy);
5297 else if (element == EL_BLOCKED)
5299 Blocked2Moving(x, y, &oldx, &oldy);
5300 if (!IS_MOVING(oldx, oldy))
5304 if (element == EL_BLOCKED &&
5305 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5306 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5307 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5308 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5309 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5310 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5311 next_element = get_next_element(Tile[oldx][oldy]);
5313 RemoveField(oldx, oldy);
5314 RemoveField(newx, newy);
5316 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5318 if (next_element != EL_UNDEFINED)
5319 Tile[oldx][oldy] = next_element;
5321 TEST_DrawLevelField(oldx, oldy);
5322 TEST_DrawLevelField(newx, newy);
5325 void DrawDynamite(int x, int y)
5327 int sx = SCREENX(x), sy = SCREENY(y);
5328 int graphic = el2img(Tile[x][y]);
5331 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5334 if (IS_WALKABLE_INSIDE(Back[x][y]))
5338 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5339 else if (Store[x][y])
5340 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5342 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5344 if (Back[x][y] || Store[x][y])
5345 DrawGraphicThruMask(sx, sy, graphic, frame);
5347 DrawGraphic(sx, sy, graphic, frame);
5350 static void CheckDynamite(int x, int y)
5352 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5356 if (MovDelay[x][y] != 0)
5359 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5365 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5370 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5372 boolean num_checked_players = 0;
5375 for (i = 0; i < MAX_PLAYERS; i++)
5377 if (stored_player[i].active)
5379 int sx = stored_player[i].jx;
5380 int sy = stored_player[i].jy;
5382 if (num_checked_players == 0)
5389 *sx1 = MIN(*sx1, sx);
5390 *sy1 = MIN(*sy1, sy);
5391 *sx2 = MAX(*sx2, sx);
5392 *sy2 = MAX(*sy2, sy);
5395 num_checked_players++;
5400 static boolean checkIfAllPlayersFitToScreen_RND(void)
5402 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5404 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5406 return (sx2 - sx1 < SCR_FIELDX &&
5407 sy2 - sy1 < SCR_FIELDY);
5410 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5412 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5414 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5416 *sx = (sx1 + sx2) / 2;
5417 *sy = (sy1 + sy2) / 2;
5420 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5421 boolean center_screen, boolean quick_relocation)
5423 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5424 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5425 boolean no_delay = (tape.warp_forward);
5426 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5427 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5428 int new_scroll_x, new_scroll_y;
5430 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5432 // case 1: quick relocation inside visible screen (without scrolling)
5439 if (!level.shifted_relocation || center_screen)
5441 // relocation _with_ centering of screen
5443 new_scroll_x = SCROLL_POSITION_X(x);
5444 new_scroll_y = SCROLL_POSITION_Y(y);
5448 // relocation _without_ centering of screen
5450 int center_scroll_x = SCROLL_POSITION_X(old_x);
5451 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5452 int offset_x = x + (scroll_x - center_scroll_x);
5453 int offset_y = y + (scroll_y - center_scroll_y);
5455 // for new screen position, apply previous offset to center position
5456 new_scroll_x = SCROLL_POSITION_X(offset_x);
5457 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5460 if (quick_relocation)
5462 // case 2: quick relocation (redraw without visible scrolling)
5464 scroll_x = new_scroll_x;
5465 scroll_y = new_scroll_y;
5472 // case 3: visible relocation (with scrolling to new position)
5474 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5476 SetVideoFrameDelay(wait_delay_value);
5478 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5480 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5481 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5483 if (dx == 0 && dy == 0) // no scrolling needed at all
5489 // set values for horizontal/vertical screen scrolling (half tile size)
5490 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5491 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5492 int pos_x = dx * TILEX / 2;
5493 int pos_y = dy * TILEY / 2;
5494 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5495 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5497 ScrollLevel(dx, dy);
5500 // scroll in two steps of half tile size to make things smoother
5501 BlitScreenToBitmapExt_RND(window, fx, fy);
5503 // scroll second step to align at full tile size
5504 BlitScreenToBitmap(window);
5510 SetVideoFrameDelay(frame_delay_value_old);
5513 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5515 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5516 int player_nr = GET_PLAYER_NR(el_player);
5517 struct PlayerInfo *player = &stored_player[player_nr];
5518 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5519 boolean no_delay = (tape.warp_forward);
5520 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5521 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5522 int old_jx = player->jx;
5523 int old_jy = player->jy;
5524 int old_element = Tile[old_jx][old_jy];
5525 int element = Tile[jx][jy];
5526 boolean player_relocated = (old_jx != jx || old_jy != jy);
5528 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5529 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5530 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5531 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5532 int leave_side_horiz = move_dir_horiz;
5533 int leave_side_vert = move_dir_vert;
5534 int enter_side = enter_side_horiz | enter_side_vert;
5535 int leave_side = leave_side_horiz | leave_side_vert;
5537 if (player->buried) // do not reanimate dead player
5540 if (!player_relocated) // no need to relocate the player
5543 if (IS_PLAYER(jx, jy)) // player already placed at new position
5545 RemoveField(jx, jy); // temporarily remove newly placed player
5546 DrawLevelField(jx, jy);
5549 if (player->present)
5551 while (player->MovPos)
5553 ScrollPlayer(player, SCROLL_GO_ON);
5554 ScrollScreen(NULL, SCROLL_GO_ON);
5556 AdvanceFrameAndPlayerCounters(player->index_nr);
5560 BackToFront_WithFrameDelay(wait_delay_value);
5563 DrawPlayer(player); // needed here only to cleanup last field
5564 DrawLevelField(player->jx, player->jy); // remove player graphic
5566 player->is_moving = FALSE;
5569 if (IS_CUSTOM_ELEMENT(old_element))
5570 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5572 player->index_bit, leave_side);
5574 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5576 player->index_bit, leave_side);
5578 Tile[jx][jy] = el_player;
5579 InitPlayerField(jx, jy, el_player, TRUE);
5581 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5582 possible that the relocation target field did not contain a player element,
5583 but a walkable element, to which the new player was relocated -- in this
5584 case, restore that (already initialized!) element on the player field */
5585 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5587 Tile[jx][jy] = element; // restore previously existing element
5590 // only visually relocate centered player
5591 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5592 FALSE, level.instant_relocation);
5594 TestIfPlayerTouchesBadThing(jx, jy);
5595 TestIfPlayerTouchesCustomElement(jx, jy);
5597 if (IS_CUSTOM_ELEMENT(element))
5598 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5599 player->index_bit, enter_side);
5601 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5602 player->index_bit, enter_side);
5604 if (player->is_switching)
5606 /* ensure that relocation while still switching an element does not cause
5607 a new element to be treated as also switched directly after relocation
5608 (this is important for teleporter switches that teleport the player to
5609 a place where another teleporter switch is in the same direction, which
5610 would then incorrectly be treated as immediately switched before the
5611 direction key that caused the switch was released) */
5613 player->switch_x += jx - old_jx;
5614 player->switch_y += jy - old_jy;
5618 static void Explode(int ex, int ey, int phase, int mode)
5624 // !!! eliminate this variable !!!
5625 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5627 if (game.explosions_delayed)
5629 ExplodeField[ex][ey] = mode;
5633 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5635 int center_element = Tile[ex][ey];
5636 int artwork_element, explosion_element; // set these values later
5638 // remove things displayed in background while burning dynamite
5639 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5642 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5644 // put moving element to center field (and let it explode there)
5645 center_element = MovingOrBlocked2Element(ex, ey);
5646 RemoveMovingField(ex, ey);
5647 Tile[ex][ey] = center_element;
5650 // now "center_element" is finally determined -- set related values now
5651 artwork_element = center_element; // for custom player artwork
5652 explosion_element = center_element; // for custom player artwork
5654 if (IS_PLAYER(ex, ey))
5656 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5658 artwork_element = stored_player[player_nr].artwork_element;
5660 if (level.use_explosion_element[player_nr])
5662 explosion_element = level.explosion_element[player_nr];
5663 artwork_element = explosion_element;
5667 if (mode == EX_TYPE_NORMAL ||
5668 mode == EX_TYPE_CENTER ||
5669 mode == EX_TYPE_CROSS)
5670 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5672 last_phase = element_info[explosion_element].explosion_delay + 1;
5674 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5676 int xx = x - ex + 1;
5677 int yy = y - ey + 1;
5680 if (!IN_LEV_FIELD(x, y) ||
5681 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5682 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5685 element = Tile[x][y];
5687 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5689 element = MovingOrBlocked2Element(x, y);
5691 if (!IS_EXPLOSION_PROOF(element))
5692 RemoveMovingField(x, y);
5695 // indestructible elements can only explode in center (but not flames)
5696 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5697 mode == EX_TYPE_BORDER)) ||
5698 element == EL_FLAMES)
5701 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5702 behaviour, for example when touching a yamyam that explodes to rocks
5703 with active deadly shield, a rock is created under the player !!! */
5704 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5706 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5707 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5708 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5710 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5713 if (IS_ACTIVE_BOMB(element))
5715 // re-activate things under the bomb like gate or penguin
5716 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5723 // save walkable background elements while explosion on same tile
5724 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5725 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5726 Back[x][y] = element;
5728 // ignite explodable elements reached by other explosion
5729 if (element == EL_EXPLOSION)
5730 element = Store2[x][y];
5732 if (AmoebaNr[x][y] &&
5733 (element == EL_AMOEBA_FULL ||
5734 element == EL_BD_AMOEBA ||
5735 element == EL_AMOEBA_GROWING))
5737 AmoebaCnt[AmoebaNr[x][y]]--;
5738 AmoebaCnt2[AmoebaNr[x][y]]--;
5743 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5745 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5747 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5749 if (PLAYERINFO(ex, ey)->use_murphy)
5750 Store[x][y] = EL_EMPTY;
5753 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5754 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5755 else if (ELEM_IS_PLAYER(center_element))
5756 Store[x][y] = EL_EMPTY;
5757 else if (center_element == EL_YAMYAM)
5758 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5759 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5760 Store[x][y] = element_info[center_element].content.e[xx][yy];
5762 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5763 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5764 // otherwise) -- FIX THIS !!!
5765 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5766 Store[x][y] = element_info[element].content.e[1][1];
5768 else if (!CAN_EXPLODE(element))
5769 Store[x][y] = element_info[element].content.e[1][1];
5772 Store[x][y] = EL_EMPTY;
5774 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5775 center_element == EL_AMOEBA_TO_DIAMOND)
5776 Store2[x][y] = element;
5778 Tile[x][y] = EL_EXPLOSION;
5779 GfxElement[x][y] = artwork_element;
5781 ExplodePhase[x][y] = 1;
5782 ExplodeDelay[x][y] = last_phase;
5787 if (center_element == EL_YAMYAM)
5788 game.yamyam_content_nr =
5789 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5801 GfxFrame[x][y] = 0; // restart explosion animation
5803 last_phase = ExplodeDelay[x][y];
5805 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5807 // this can happen if the player leaves an explosion just in time
5808 if (GfxElement[x][y] == EL_UNDEFINED)
5809 GfxElement[x][y] = EL_EMPTY;
5811 border_element = Store2[x][y];
5812 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5813 border_element = StorePlayer[x][y];
5815 if (phase == element_info[border_element].ignition_delay ||
5816 phase == last_phase)
5818 boolean border_explosion = FALSE;
5820 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5821 !PLAYER_EXPLOSION_PROTECTED(x, y))
5823 KillPlayerUnlessExplosionProtected(x, y);
5824 border_explosion = TRUE;
5826 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5828 Tile[x][y] = Store2[x][y];
5831 border_explosion = TRUE;
5833 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5835 AmoebaToDiamond(x, y);
5837 border_explosion = TRUE;
5840 // if an element just explodes due to another explosion (chain-reaction),
5841 // do not immediately end the new explosion when it was the last frame of
5842 // the explosion (as it would be done in the following "if"-statement!)
5843 if (border_explosion && phase == last_phase)
5847 if (phase == last_phase)
5851 element = Tile[x][y] = Store[x][y];
5852 Store[x][y] = Store2[x][y] = 0;
5853 GfxElement[x][y] = EL_UNDEFINED;
5855 // player can escape from explosions and might therefore be still alive
5856 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5857 element <= EL_PLAYER_IS_EXPLODING_4)
5859 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5860 int explosion_element = EL_PLAYER_1 + player_nr;
5861 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5862 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5864 if (level.use_explosion_element[player_nr])
5865 explosion_element = level.explosion_element[player_nr];
5867 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5868 element_info[explosion_element].content.e[xx][yy]);
5871 // restore probably existing indestructible background element
5872 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5873 element = Tile[x][y] = Back[x][y];
5876 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5877 GfxDir[x][y] = MV_NONE;
5878 ChangeDelay[x][y] = 0;
5879 ChangePage[x][y] = -1;
5881 CustomValue[x][y] = 0;
5883 InitField_WithBug2(x, y, FALSE);
5885 TEST_DrawLevelField(x, y);
5887 TestIfElementTouchesCustomElement(x, y);
5889 if (GFX_CRUMBLED(element))
5890 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5892 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5893 StorePlayer[x][y] = 0;
5895 if (ELEM_IS_PLAYER(element))
5896 RelocatePlayer(x, y, element);
5898 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5900 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5901 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5904 TEST_DrawLevelFieldCrumbled(x, y);
5906 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5908 DrawLevelElement(x, y, Back[x][y]);
5909 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5911 else if (IS_WALKABLE_UNDER(Back[x][y]))
5913 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5914 DrawLevelElementThruMask(x, y, Back[x][y]);
5916 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5917 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5921 static void DynaExplode(int ex, int ey)
5924 int dynabomb_element = Tile[ex][ey];
5925 int dynabomb_size = 1;
5926 boolean dynabomb_xl = FALSE;
5927 struct PlayerInfo *player;
5928 static int xy[4][2] =
5936 if (IS_ACTIVE_BOMB(dynabomb_element))
5938 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5939 dynabomb_size = player->dynabomb_size;
5940 dynabomb_xl = player->dynabomb_xl;
5941 player->dynabombs_left++;
5944 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5946 for (i = 0; i < NUM_DIRECTIONS; i++)
5948 for (j = 1; j <= dynabomb_size; j++)
5950 int x = ex + j * xy[i][0];
5951 int y = ey + j * xy[i][1];
5954 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5957 element = Tile[x][y];
5959 // do not restart explosions of fields with active bombs
5960 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5963 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5965 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5966 !IS_DIGGABLE(element) && !dynabomb_xl)
5972 void Bang(int x, int y)
5974 int element = MovingOrBlocked2Element(x, y);
5975 int explosion_type = EX_TYPE_NORMAL;
5977 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5979 struct PlayerInfo *player = PLAYERINFO(x, y);
5981 element = Tile[x][y] = player->initial_element;
5983 if (level.use_explosion_element[player->index_nr])
5985 int explosion_element = level.explosion_element[player->index_nr];
5987 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5988 explosion_type = EX_TYPE_CROSS;
5989 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5990 explosion_type = EX_TYPE_CENTER;
5998 case EL_BD_BUTTERFLY:
6001 case EL_DARK_YAMYAM:
6005 RaiseScoreElement(element);
6008 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6009 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6010 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6011 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6012 case EL_DYNABOMB_INCREASE_NUMBER:
6013 case EL_DYNABOMB_INCREASE_SIZE:
6014 case EL_DYNABOMB_INCREASE_POWER:
6015 explosion_type = EX_TYPE_DYNA;
6018 case EL_DC_LANDMINE:
6019 explosion_type = EX_TYPE_CENTER;
6024 case EL_LAMP_ACTIVE:
6025 case EL_AMOEBA_TO_DIAMOND:
6026 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6027 explosion_type = EX_TYPE_CENTER;
6031 if (element_info[element].explosion_type == EXPLODES_CROSS)
6032 explosion_type = EX_TYPE_CROSS;
6033 else if (element_info[element].explosion_type == EXPLODES_1X1)
6034 explosion_type = EX_TYPE_CENTER;
6038 if (explosion_type == EX_TYPE_DYNA)
6041 Explode(x, y, EX_PHASE_START, explosion_type);
6043 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6046 static void SplashAcid(int x, int y)
6048 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6049 (!IN_LEV_FIELD(x - 1, y - 2) ||
6050 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6051 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6053 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6054 (!IN_LEV_FIELD(x + 1, y - 2) ||
6055 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6056 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6058 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6061 static void InitBeltMovement(void)
6063 static int belt_base_element[4] =
6065 EL_CONVEYOR_BELT_1_LEFT,
6066 EL_CONVEYOR_BELT_2_LEFT,
6067 EL_CONVEYOR_BELT_3_LEFT,
6068 EL_CONVEYOR_BELT_4_LEFT
6070 static int belt_base_active_element[4] =
6072 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6073 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6074 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6075 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6080 // set frame order for belt animation graphic according to belt direction
6081 for (i = 0; i < NUM_BELTS; i++)
6085 for (j = 0; j < NUM_BELT_PARTS; j++)
6087 int element = belt_base_active_element[belt_nr] + j;
6088 int graphic_1 = el2img(element);
6089 int graphic_2 = el2panelimg(element);
6091 if (game.belt_dir[i] == MV_LEFT)
6093 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6094 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6098 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6099 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6104 SCAN_PLAYFIELD(x, y)
6106 int element = Tile[x][y];
6108 for (i = 0; i < NUM_BELTS; i++)
6110 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6112 int e_belt_nr = getBeltNrFromBeltElement(element);
6115 if (e_belt_nr == belt_nr)
6117 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6119 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6126 static void ToggleBeltSwitch(int x, int y)
6128 static int belt_base_element[4] =
6130 EL_CONVEYOR_BELT_1_LEFT,
6131 EL_CONVEYOR_BELT_2_LEFT,
6132 EL_CONVEYOR_BELT_3_LEFT,
6133 EL_CONVEYOR_BELT_4_LEFT
6135 static int belt_base_active_element[4] =
6137 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6138 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6139 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6140 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6142 static int belt_base_switch_element[4] =
6144 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6145 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6146 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6147 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6149 static int belt_move_dir[4] =
6157 int element = Tile[x][y];
6158 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6159 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6160 int belt_dir = belt_move_dir[belt_dir_nr];
6163 if (!IS_BELT_SWITCH(element))
6166 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6167 game.belt_dir[belt_nr] = belt_dir;
6169 if (belt_dir_nr == 3)
6172 // set frame order for belt animation graphic according to belt direction
6173 for (i = 0; i < NUM_BELT_PARTS; i++)
6175 int element = belt_base_active_element[belt_nr] + i;
6176 int graphic_1 = el2img(element);
6177 int graphic_2 = el2panelimg(element);
6179 if (belt_dir == MV_LEFT)
6181 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6182 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6186 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6187 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6191 SCAN_PLAYFIELD(xx, yy)
6193 int element = Tile[xx][yy];
6195 if (IS_BELT_SWITCH(element))
6197 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6199 if (e_belt_nr == belt_nr)
6201 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6202 TEST_DrawLevelField(xx, yy);
6205 else if (IS_BELT(element) && belt_dir != MV_NONE)
6207 int e_belt_nr = getBeltNrFromBeltElement(element);
6209 if (e_belt_nr == belt_nr)
6211 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6213 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6214 TEST_DrawLevelField(xx, yy);
6217 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6219 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6221 if (e_belt_nr == belt_nr)
6223 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6225 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6226 TEST_DrawLevelField(xx, yy);
6232 static void ToggleSwitchgateSwitch(int x, int y)
6236 game.switchgate_pos = !game.switchgate_pos;
6238 SCAN_PLAYFIELD(xx, yy)
6240 int element = Tile[xx][yy];
6242 if (element == EL_SWITCHGATE_SWITCH_UP)
6244 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6245 TEST_DrawLevelField(xx, yy);
6247 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6249 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6250 TEST_DrawLevelField(xx, yy);
6252 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6254 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6255 TEST_DrawLevelField(xx, yy);
6257 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6259 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6260 TEST_DrawLevelField(xx, yy);
6262 else if (element == EL_SWITCHGATE_OPEN ||
6263 element == EL_SWITCHGATE_OPENING)
6265 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6267 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6269 else if (element == EL_SWITCHGATE_CLOSED ||
6270 element == EL_SWITCHGATE_CLOSING)
6272 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6274 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6279 static int getInvisibleActiveFromInvisibleElement(int element)
6281 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6282 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6283 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6287 static int getInvisibleFromInvisibleActiveElement(int element)
6289 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6290 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6291 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6295 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6299 SCAN_PLAYFIELD(x, y)
6301 int element = Tile[x][y];
6303 if (element == EL_LIGHT_SWITCH &&
6304 game.light_time_left > 0)
6306 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6307 TEST_DrawLevelField(x, y);
6309 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6310 game.light_time_left == 0)
6312 Tile[x][y] = EL_LIGHT_SWITCH;
6313 TEST_DrawLevelField(x, y);
6315 else if (element == EL_EMC_DRIPPER &&
6316 game.light_time_left > 0)
6318 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6319 TEST_DrawLevelField(x, y);
6321 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6322 game.light_time_left == 0)
6324 Tile[x][y] = EL_EMC_DRIPPER;
6325 TEST_DrawLevelField(x, y);
6327 else if (element == EL_INVISIBLE_STEELWALL ||
6328 element == EL_INVISIBLE_WALL ||
6329 element == EL_INVISIBLE_SAND)
6331 if (game.light_time_left > 0)
6332 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6334 TEST_DrawLevelField(x, y);
6336 // uncrumble neighbour fields, if needed
6337 if (element == EL_INVISIBLE_SAND)
6338 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6340 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6341 element == EL_INVISIBLE_WALL_ACTIVE ||
6342 element == EL_INVISIBLE_SAND_ACTIVE)
6344 if (game.light_time_left == 0)
6345 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6347 TEST_DrawLevelField(x, y);
6349 // re-crumble neighbour fields, if needed
6350 if (element == EL_INVISIBLE_SAND)
6351 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6356 static void RedrawAllInvisibleElementsForLenses(void)
6360 SCAN_PLAYFIELD(x, y)
6362 int element = Tile[x][y];
6364 if (element == EL_EMC_DRIPPER &&
6365 game.lenses_time_left > 0)
6367 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6368 TEST_DrawLevelField(x, y);
6370 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6371 game.lenses_time_left == 0)
6373 Tile[x][y] = EL_EMC_DRIPPER;
6374 TEST_DrawLevelField(x, y);
6376 else if (element == EL_INVISIBLE_STEELWALL ||
6377 element == EL_INVISIBLE_WALL ||
6378 element == EL_INVISIBLE_SAND)
6380 if (game.lenses_time_left > 0)
6381 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6383 TEST_DrawLevelField(x, y);
6385 // uncrumble neighbour fields, if needed
6386 if (element == EL_INVISIBLE_SAND)
6387 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6389 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6390 element == EL_INVISIBLE_WALL_ACTIVE ||
6391 element == EL_INVISIBLE_SAND_ACTIVE)
6393 if (game.lenses_time_left == 0)
6394 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6396 TEST_DrawLevelField(x, y);
6398 // re-crumble neighbour fields, if needed
6399 if (element == EL_INVISIBLE_SAND)
6400 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6405 static void RedrawAllInvisibleElementsForMagnifier(void)
6409 SCAN_PLAYFIELD(x, y)
6411 int element = Tile[x][y];
6413 if (element == EL_EMC_FAKE_GRASS &&
6414 game.magnify_time_left > 0)
6416 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6417 TEST_DrawLevelField(x, y);
6419 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6420 game.magnify_time_left == 0)
6422 Tile[x][y] = EL_EMC_FAKE_GRASS;
6423 TEST_DrawLevelField(x, y);
6425 else if (IS_GATE_GRAY(element) &&
6426 game.magnify_time_left > 0)
6428 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6429 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6430 IS_EM_GATE_GRAY(element) ?
6431 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6432 IS_EMC_GATE_GRAY(element) ?
6433 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6434 IS_DC_GATE_GRAY(element) ?
6435 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6437 TEST_DrawLevelField(x, y);
6439 else if (IS_GATE_GRAY_ACTIVE(element) &&
6440 game.magnify_time_left == 0)
6442 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6443 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6444 IS_EM_GATE_GRAY_ACTIVE(element) ?
6445 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6446 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6447 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6448 IS_DC_GATE_GRAY_ACTIVE(element) ?
6449 EL_DC_GATE_WHITE_GRAY :
6451 TEST_DrawLevelField(x, y);
6456 static void ToggleLightSwitch(int x, int y)
6458 int element = Tile[x][y];
6460 game.light_time_left =
6461 (element == EL_LIGHT_SWITCH ?
6462 level.time_light * FRAMES_PER_SECOND : 0);
6464 RedrawAllLightSwitchesAndInvisibleElements();
6467 static void ActivateTimegateSwitch(int x, int y)
6471 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6473 SCAN_PLAYFIELD(xx, yy)
6475 int element = Tile[xx][yy];
6477 if (element == EL_TIMEGATE_CLOSED ||
6478 element == EL_TIMEGATE_CLOSING)
6480 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6481 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6485 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6487 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6488 TEST_DrawLevelField(xx, yy);
6494 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6495 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6498 static void Impact(int x, int y)
6500 boolean last_line = (y == lev_fieldy - 1);
6501 boolean object_hit = FALSE;
6502 boolean impact = (last_line || object_hit);
6503 int element = Tile[x][y];
6504 int smashed = EL_STEELWALL;
6506 if (!last_line) // check if element below was hit
6508 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6511 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6512 MovDir[x][y + 1] != MV_DOWN ||
6513 MovPos[x][y + 1] <= TILEY / 2));
6515 // do not smash moving elements that left the smashed field in time
6516 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6517 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6520 #if USE_QUICKSAND_IMPACT_BUGFIX
6521 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6523 RemoveMovingField(x, y + 1);
6524 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6525 Tile[x][y + 2] = EL_ROCK;
6526 TEST_DrawLevelField(x, y + 2);
6531 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6533 RemoveMovingField(x, y + 1);
6534 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6535 Tile[x][y + 2] = EL_ROCK;
6536 TEST_DrawLevelField(x, y + 2);
6543 smashed = MovingOrBlocked2Element(x, y + 1);
6545 impact = (last_line || object_hit);
6548 if (!last_line && smashed == EL_ACID) // element falls into acid
6550 SplashAcid(x, y + 1);
6554 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6555 // only reset graphic animation if graphic really changes after impact
6557 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6559 ResetGfxAnimation(x, y);
6560 TEST_DrawLevelField(x, y);
6563 if (impact && CAN_EXPLODE_IMPACT(element))
6568 else if (impact && element == EL_PEARL &&
6569 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6571 ResetGfxAnimation(x, y);
6573 Tile[x][y] = EL_PEARL_BREAKING;
6574 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6577 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6579 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6584 if (impact && element == EL_AMOEBA_DROP)
6586 if (object_hit && IS_PLAYER(x, y + 1))
6587 KillPlayerUnlessEnemyProtected(x, y + 1);
6588 else if (object_hit && smashed == EL_PENGUIN)
6592 Tile[x][y] = EL_AMOEBA_GROWING;
6593 Store[x][y] = EL_AMOEBA_WET;
6595 ResetRandomAnimationValue(x, y);
6600 if (object_hit) // check which object was hit
6602 if ((CAN_PASS_MAGIC_WALL(element) &&
6603 (smashed == EL_MAGIC_WALL ||
6604 smashed == EL_BD_MAGIC_WALL)) ||
6605 (CAN_PASS_DC_MAGIC_WALL(element) &&
6606 smashed == EL_DC_MAGIC_WALL))
6609 int activated_magic_wall =
6610 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6611 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6612 EL_DC_MAGIC_WALL_ACTIVE);
6614 // activate magic wall / mill
6615 SCAN_PLAYFIELD(xx, yy)
6617 if (Tile[xx][yy] == smashed)
6618 Tile[xx][yy] = activated_magic_wall;
6621 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6622 game.magic_wall_active = TRUE;
6624 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6625 SND_MAGIC_WALL_ACTIVATING :
6626 smashed == EL_BD_MAGIC_WALL ?
6627 SND_BD_MAGIC_WALL_ACTIVATING :
6628 SND_DC_MAGIC_WALL_ACTIVATING));
6631 if (IS_PLAYER(x, y + 1))
6633 if (CAN_SMASH_PLAYER(element))
6635 KillPlayerUnlessEnemyProtected(x, y + 1);
6639 else if (smashed == EL_PENGUIN)
6641 if (CAN_SMASH_PLAYER(element))
6647 else if (element == EL_BD_DIAMOND)
6649 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6655 else if (((element == EL_SP_INFOTRON ||
6656 element == EL_SP_ZONK) &&
6657 (smashed == EL_SP_SNIKSNAK ||
6658 smashed == EL_SP_ELECTRON ||
6659 smashed == EL_SP_DISK_ORANGE)) ||
6660 (element == EL_SP_INFOTRON &&
6661 smashed == EL_SP_DISK_YELLOW))
6666 else if (CAN_SMASH_EVERYTHING(element))
6668 if (IS_CLASSIC_ENEMY(smashed) ||
6669 CAN_EXPLODE_SMASHED(smashed))
6674 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6676 if (smashed == EL_LAMP ||
6677 smashed == EL_LAMP_ACTIVE)
6682 else if (smashed == EL_NUT)
6684 Tile[x][y + 1] = EL_NUT_BREAKING;
6685 PlayLevelSound(x, y, SND_NUT_BREAKING);
6686 RaiseScoreElement(EL_NUT);
6689 else if (smashed == EL_PEARL)
6691 ResetGfxAnimation(x, y);
6693 Tile[x][y + 1] = EL_PEARL_BREAKING;
6694 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6697 else if (smashed == EL_DIAMOND)
6699 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6700 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6703 else if (IS_BELT_SWITCH(smashed))
6705 ToggleBeltSwitch(x, y + 1);
6707 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6708 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6709 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6710 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6712 ToggleSwitchgateSwitch(x, y + 1);
6714 else if (smashed == EL_LIGHT_SWITCH ||
6715 smashed == EL_LIGHT_SWITCH_ACTIVE)
6717 ToggleLightSwitch(x, y + 1);
6721 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6723 CheckElementChangeBySide(x, y + 1, smashed, element,
6724 CE_SWITCHED, CH_SIDE_TOP);
6725 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6731 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6736 // play sound of magic wall / mill
6738 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6739 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6740 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6742 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6743 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6744 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6745 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6746 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6747 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6752 // play sound of object that hits the ground
6753 if (last_line || object_hit)
6754 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6757 static void TurnRoundExt(int x, int y)
6769 { 0, 0 }, { 0, 0 }, { 0, 0 },
6774 int left, right, back;
6778 { MV_DOWN, MV_UP, MV_RIGHT },
6779 { MV_UP, MV_DOWN, MV_LEFT },
6781 { MV_LEFT, MV_RIGHT, MV_DOWN },
6785 { MV_RIGHT, MV_LEFT, MV_UP }
6788 int element = Tile[x][y];
6789 int move_pattern = element_info[element].move_pattern;
6791 int old_move_dir = MovDir[x][y];
6792 int left_dir = turn[old_move_dir].left;
6793 int right_dir = turn[old_move_dir].right;
6794 int back_dir = turn[old_move_dir].back;
6796 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6797 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6798 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6799 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6801 int left_x = x + left_dx, left_y = y + left_dy;
6802 int right_x = x + right_dx, right_y = y + right_dy;
6803 int move_x = x + move_dx, move_y = y + move_dy;
6807 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6809 TestIfBadThingTouchesOtherBadThing(x, y);
6811 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6812 MovDir[x][y] = right_dir;
6813 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6814 MovDir[x][y] = left_dir;
6816 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6818 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6821 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6823 TestIfBadThingTouchesOtherBadThing(x, y);
6825 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6826 MovDir[x][y] = left_dir;
6827 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6828 MovDir[x][y] = right_dir;
6830 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6832 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6835 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6837 TestIfBadThingTouchesOtherBadThing(x, y);
6839 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6840 MovDir[x][y] = left_dir;
6841 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6842 MovDir[x][y] = right_dir;
6844 if (MovDir[x][y] != old_move_dir)
6847 else if (element == EL_YAMYAM)
6849 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6850 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6852 if (can_turn_left && can_turn_right)
6853 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6854 else if (can_turn_left)
6855 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6856 else if (can_turn_right)
6857 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6859 MovDir[x][y] = back_dir;
6861 MovDelay[x][y] = 16 + 16 * RND(3);
6863 else if (element == EL_DARK_YAMYAM)
6865 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6867 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6870 if (can_turn_left && can_turn_right)
6871 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6872 else if (can_turn_left)
6873 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6874 else if (can_turn_right)
6875 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6877 MovDir[x][y] = back_dir;
6879 MovDelay[x][y] = 16 + 16 * RND(3);
6881 else if (element == EL_PACMAN)
6883 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6884 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6886 if (can_turn_left && can_turn_right)
6887 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6888 else if (can_turn_left)
6889 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6890 else if (can_turn_right)
6891 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6893 MovDir[x][y] = back_dir;
6895 MovDelay[x][y] = 6 + RND(40);
6897 else if (element == EL_PIG)
6899 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6900 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6901 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6902 boolean should_turn_left, should_turn_right, should_move_on;
6904 int rnd = RND(rnd_value);
6906 should_turn_left = (can_turn_left &&
6908 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6909 y + back_dy + left_dy)));
6910 should_turn_right = (can_turn_right &&
6912 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6913 y + back_dy + right_dy)));
6914 should_move_on = (can_move_on &&
6917 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6918 y + move_dy + left_dy) ||
6919 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6920 y + move_dy + right_dy)));
6922 if (should_turn_left || should_turn_right || should_move_on)
6924 if (should_turn_left && should_turn_right && should_move_on)
6925 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6926 rnd < 2 * rnd_value / 3 ? right_dir :
6928 else if (should_turn_left && should_turn_right)
6929 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6930 else if (should_turn_left && should_move_on)
6931 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6932 else if (should_turn_right && should_move_on)
6933 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6934 else if (should_turn_left)
6935 MovDir[x][y] = left_dir;
6936 else if (should_turn_right)
6937 MovDir[x][y] = right_dir;
6938 else if (should_move_on)
6939 MovDir[x][y] = old_move_dir;
6941 else if (can_move_on && rnd > rnd_value / 8)
6942 MovDir[x][y] = old_move_dir;
6943 else if (can_turn_left && can_turn_right)
6944 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6945 else if (can_turn_left && rnd > rnd_value / 8)
6946 MovDir[x][y] = left_dir;
6947 else if (can_turn_right && rnd > rnd_value/8)
6948 MovDir[x][y] = right_dir;
6950 MovDir[x][y] = back_dir;
6952 xx = x + move_xy[MovDir[x][y]].dx;
6953 yy = y + move_xy[MovDir[x][y]].dy;
6955 if (!IN_LEV_FIELD(xx, yy) ||
6956 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6957 MovDir[x][y] = old_move_dir;
6961 else if (element == EL_DRAGON)
6963 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6964 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6965 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6967 int rnd = RND(rnd_value);
6969 if (can_move_on && rnd > rnd_value / 8)
6970 MovDir[x][y] = old_move_dir;
6971 else if (can_turn_left && can_turn_right)
6972 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6973 else if (can_turn_left && rnd > rnd_value / 8)
6974 MovDir[x][y] = left_dir;
6975 else if (can_turn_right && rnd > rnd_value / 8)
6976 MovDir[x][y] = right_dir;
6978 MovDir[x][y] = back_dir;
6980 xx = x + move_xy[MovDir[x][y]].dx;
6981 yy = y + move_xy[MovDir[x][y]].dy;
6983 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6984 MovDir[x][y] = old_move_dir;
6988 else if (element == EL_MOLE)
6990 boolean can_move_on =
6991 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6992 IS_AMOEBOID(Tile[move_x][move_y]) ||
6993 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
6996 boolean can_turn_left =
6997 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6998 IS_AMOEBOID(Tile[left_x][left_y])));
7000 boolean can_turn_right =
7001 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7002 IS_AMOEBOID(Tile[right_x][right_y])));
7004 if (can_turn_left && can_turn_right)
7005 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7006 else if (can_turn_left)
7007 MovDir[x][y] = left_dir;
7009 MovDir[x][y] = right_dir;
7012 if (MovDir[x][y] != old_move_dir)
7015 else if (element == EL_BALLOON)
7017 MovDir[x][y] = game.wind_direction;
7020 else if (element == EL_SPRING)
7022 if (MovDir[x][y] & MV_HORIZONTAL)
7024 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7025 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7027 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7028 ResetGfxAnimation(move_x, move_y);
7029 TEST_DrawLevelField(move_x, move_y);
7031 MovDir[x][y] = back_dir;
7033 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7034 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7035 MovDir[x][y] = MV_NONE;
7040 else if (element == EL_ROBOT ||
7041 element == EL_SATELLITE ||
7042 element == EL_PENGUIN ||
7043 element == EL_EMC_ANDROID)
7045 int attr_x = -1, attr_y = -1;
7047 if (game.all_players_gone)
7049 attr_x = game.exit_x;
7050 attr_y = game.exit_y;
7056 for (i = 0; i < MAX_PLAYERS; i++)
7058 struct PlayerInfo *player = &stored_player[i];
7059 int jx = player->jx, jy = player->jy;
7061 if (!player->active)
7065 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7073 if (element == EL_ROBOT &&
7074 game.robot_wheel_x >= 0 &&
7075 game.robot_wheel_y >= 0 &&
7076 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7077 game.engine_version < VERSION_IDENT(3,1,0,0)))
7079 attr_x = game.robot_wheel_x;
7080 attr_y = game.robot_wheel_y;
7083 if (element == EL_PENGUIN)
7086 static int xy[4][2] =
7094 for (i = 0; i < NUM_DIRECTIONS; i++)
7096 int ex = x + xy[i][0];
7097 int ey = y + xy[i][1];
7099 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7100 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7101 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7102 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7111 MovDir[x][y] = MV_NONE;
7113 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7114 else if (attr_x > x)
7115 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7117 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7118 else if (attr_y > y)
7119 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7121 if (element == EL_ROBOT)
7125 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7126 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7127 Moving2Blocked(x, y, &newx, &newy);
7129 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7130 MovDelay[x][y] = 8 + 8 * !RND(3);
7132 MovDelay[x][y] = 16;
7134 else if (element == EL_PENGUIN)
7140 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7142 boolean first_horiz = RND(2);
7143 int new_move_dir = MovDir[x][y];
7146 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7147 Moving2Blocked(x, y, &newx, &newy);
7149 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7153 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7154 Moving2Blocked(x, y, &newx, &newy);
7156 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7159 MovDir[x][y] = old_move_dir;
7163 else if (element == EL_SATELLITE)
7169 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7171 boolean first_horiz = RND(2);
7172 int new_move_dir = MovDir[x][y];
7175 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7176 Moving2Blocked(x, y, &newx, &newy);
7178 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7182 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7183 Moving2Blocked(x, y, &newx, &newy);
7185 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7188 MovDir[x][y] = old_move_dir;
7192 else if (element == EL_EMC_ANDROID)
7194 static int check_pos[16] =
7196 -1, // 0 => (invalid)
7199 -1, // 3 => (invalid)
7201 0, // 5 => MV_LEFT | MV_UP
7202 2, // 6 => MV_RIGHT | MV_UP
7203 -1, // 7 => (invalid)
7205 6, // 9 => MV_LEFT | MV_DOWN
7206 4, // 10 => MV_RIGHT | MV_DOWN
7207 -1, // 11 => (invalid)
7208 -1, // 12 => (invalid)
7209 -1, // 13 => (invalid)
7210 -1, // 14 => (invalid)
7211 -1, // 15 => (invalid)
7219 { -1, -1, MV_LEFT | MV_UP },
7221 { +1, -1, MV_RIGHT | MV_UP },
7222 { +1, 0, MV_RIGHT },
7223 { +1, +1, MV_RIGHT | MV_DOWN },
7225 { -1, +1, MV_LEFT | MV_DOWN },
7228 int start_pos, check_order;
7229 boolean can_clone = FALSE;
7232 // check if there is any free field around current position
7233 for (i = 0; i < 8; i++)
7235 int newx = x + check_xy[i].dx;
7236 int newy = y + check_xy[i].dy;
7238 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7246 if (can_clone) // randomly find an element to clone
7250 start_pos = check_pos[RND(8)];
7251 check_order = (RND(2) ? -1 : +1);
7253 for (i = 0; i < 8; i++)
7255 int pos_raw = start_pos + i * check_order;
7256 int pos = (pos_raw + 8) % 8;
7257 int newx = x + check_xy[pos].dx;
7258 int newy = y + check_xy[pos].dy;
7260 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7262 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7263 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7265 Store[x][y] = Tile[newx][newy];
7274 if (can_clone) // randomly find a direction to move
7278 start_pos = check_pos[RND(8)];
7279 check_order = (RND(2) ? -1 : +1);
7281 for (i = 0; i < 8; i++)
7283 int pos_raw = start_pos + i * check_order;
7284 int pos = (pos_raw + 8) % 8;
7285 int newx = x + check_xy[pos].dx;
7286 int newy = y + check_xy[pos].dy;
7287 int new_move_dir = check_xy[pos].dir;
7289 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7291 MovDir[x][y] = new_move_dir;
7292 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7301 if (can_clone) // cloning and moving successful
7304 // cannot clone -- try to move towards player
7306 start_pos = check_pos[MovDir[x][y] & 0x0f];
7307 check_order = (RND(2) ? -1 : +1);
7309 for (i = 0; i < 3; i++)
7311 // first check start_pos, then previous/next or (next/previous) pos
7312 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7313 int pos = (pos_raw + 8) % 8;
7314 int newx = x + check_xy[pos].dx;
7315 int newy = y + check_xy[pos].dy;
7316 int new_move_dir = check_xy[pos].dir;
7318 if (IS_PLAYER(newx, newy))
7321 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7323 MovDir[x][y] = new_move_dir;
7324 MovDelay[x][y] = level.android_move_time * 8 + 1;
7331 else if (move_pattern == MV_TURNING_LEFT ||
7332 move_pattern == MV_TURNING_RIGHT ||
7333 move_pattern == MV_TURNING_LEFT_RIGHT ||
7334 move_pattern == MV_TURNING_RIGHT_LEFT ||
7335 move_pattern == MV_TURNING_RANDOM ||
7336 move_pattern == MV_ALL_DIRECTIONS)
7338 boolean can_turn_left =
7339 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7340 boolean can_turn_right =
7341 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7343 if (element_info[element].move_stepsize == 0) // "not moving"
7346 if (move_pattern == MV_TURNING_LEFT)
7347 MovDir[x][y] = left_dir;
7348 else if (move_pattern == MV_TURNING_RIGHT)
7349 MovDir[x][y] = right_dir;
7350 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7351 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7352 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7353 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7354 else if (move_pattern == MV_TURNING_RANDOM)
7355 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7356 can_turn_right && !can_turn_left ? right_dir :
7357 RND(2) ? left_dir : right_dir);
7358 else if (can_turn_left && can_turn_right)
7359 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7360 else if (can_turn_left)
7361 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7362 else if (can_turn_right)
7363 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7365 MovDir[x][y] = back_dir;
7367 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7369 else if (move_pattern == MV_HORIZONTAL ||
7370 move_pattern == MV_VERTICAL)
7372 if (move_pattern & old_move_dir)
7373 MovDir[x][y] = back_dir;
7374 else if (move_pattern == MV_HORIZONTAL)
7375 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7376 else if (move_pattern == MV_VERTICAL)
7377 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7379 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7381 else if (move_pattern & MV_ANY_DIRECTION)
7383 MovDir[x][y] = move_pattern;
7384 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7386 else if (move_pattern & MV_WIND_DIRECTION)
7388 MovDir[x][y] = game.wind_direction;
7389 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7391 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7393 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7394 MovDir[x][y] = left_dir;
7395 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7396 MovDir[x][y] = right_dir;
7398 if (MovDir[x][y] != old_move_dir)
7399 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7401 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7403 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7404 MovDir[x][y] = right_dir;
7405 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7406 MovDir[x][y] = left_dir;
7408 if (MovDir[x][y] != old_move_dir)
7409 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7411 else if (move_pattern == MV_TOWARDS_PLAYER ||
7412 move_pattern == MV_AWAY_FROM_PLAYER)
7414 int attr_x = -1, attr_y = -1;
7416 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7418 if (game.all_players_gone)
7420 attr_x = game.exit_x;
7421 attr_y = game.exit_y;
7427 for (i = 0; i < MAX_PLAYERS; i++)
7429 struct PlayerInfo *player = &stored_player[i];
7430 int jx = player->jx, jy = player->jy;
7432 if (!player->active)
7436 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7444 MovDir[x][y] = MV_NONE;
7446 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7447 else if (attr_x > x)
7448 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7450 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7451 else if (attr_y > y)
7452 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7456 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7458 boolean first_horiz = RND(2);
7459 int new_move_dir = MovDir[x][y];
7461 if (element_info[element].move_stepsize == 0) // "not moving"
7463 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7464 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7470 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7471 Moving2Blocked(x, y, &newx, &newy);
7473 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7477 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7478 Moving2Blocked(x, y, &newx, &newy);
7480 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7483 MovDir[x][y] = old_move_dir;
7486 else if (move_pattern == MV_WHEN_PUSHED ||
7487 move_pattern == MV_WHEN_DROPPED)
7489 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7490 MovDir[x][y] = MV_NONE;
7494 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7496 static int test_xy[7][2] =
7506 static int test_dir[7] =
7516 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7517 int move_preference = -1000000; // start with very low preference
7518 int new_move_dir = MV_NONE;
7519 int start_test = RND(4);
7522 for (i = 0; i < NUM_DIRECTIONS; i++)
7524 int move_dir = test_dir[start_test + i];
7525 int move_dir_preference;
7527 xx = x + test_xy[start_test + i][0];
7528 yy = y + test_xy[start_test + i][1];
7530 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7531 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7533 new_move_dir = move_dir;
7538 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7541 move_dir_preference = -1 * RunnerVisit[xx][yy];
7542 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7543 move_dir_preference = PlayerVisit[xx][yy];
7545 if (move_dir_preference > move_preference)
7547 // prefer field that has not been visited for the longest time
7548 move_preference = move_dir_preference;
7549 new_move_dir = move_dir;
7551 else if (move_dir_preference == move_preference &&
7552 move_dir == old_move_dir)
7554 // prefer last direction when all directions are preferred equally
7555 move_preference = move_dir_preference;
7556 new_move_dir = move_dir;
7560 MovDir[x][y] = new_move_dir;
7561 if (old_move_dir != new_move_dir)
7562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7566 static void TurnRound(int x, int y)
7568 int direction = MovDir[x][y];
7572 GfxDir[x][y] = MovDir[x][y];
7574 if (direction != MovDir[x][y])
7578 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7580 ResetGfxFrame(x, y);
7583 static boolean JustBeingPushed(int x, int y)
7587 for (i = 0; i < MAX_PLAYERS; i++)
7589 struct PlayerInfo *player = &stored_player[i];
7591 if (player->active && player->is_pushing && player->MovPos)
7593 int next_jx = player->jx + (player->jx - player->last_jx);
7594 int next_jy = player->jy + (player->jy - player->last_jy);
7596 if (x == next_jx && y == next_jy)
7604 static void StartMoving(int x, int y)
7606 boolean started_moving = FALSE; // some elements can fall _and_ move
7607 int element = Tile[x][y];
7612 if (MovDelay[x][y] == 0)
7613 GfxAction[x][y] = ACTION_DEFAULT;
7615 if (CAN_FALL(element) && y < lev_fieldy - 1)
7617 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7618 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7619 if (JustBeingPushed(x, y))
7622 if (element == EL_QUICKSAND_FULL)
7624 if (IS_FREE(x, y + 1))
7626 InitMovingField(x, y, MV_DOWN);
7627 started_moving = TRUE;
7629 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7630 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7631 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7632 Store[x][y] = EL_ROCK;
7634 Store[x][y] = EL_ROCK;
7637 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7639 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7641 if (!MovDelay[x][y])
7643 MovDelay[x][y] = TILEY + 1;
7645 ResetGfxAnimation(x, y);
7646 ResetGfxAnimation(x, y + 1);
7651 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7652 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7659 Tile[x][y] = EL_QUICKSAND_EMPTY;
7660 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7661 Store[x][y + 1] = Store[x][y];
7664 PlayLevelSoundAction(x, y, ACTION_FILLING);
7666 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7668 if (!MovDelay[x][y])
7670 MovDelay[x][y] = TILEY + 1;
7672 ResetGfxAnimation(x, y);
7673 ResetGfxAnimation(x, y + 1);
7678 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7679 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7686 Tile[x][y] = EL_QUICKSAND_EMPTY;
7687 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7688 Store[x][y + 1] = Store[x][y];
7691 PlayLevelSoundAction(x, y, ACTION_FILLING);
7694 else if (element == EL_QUICKSAND_FAST_FULL)
7696 if (IS_FREE(x, y + 1))
7698 InitMovingField(x, y, MV_DOWN);
7699 started_moving = TRUE;
7701 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7702 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7703 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7704 Store[x][y] = EL_ROCK;
7706 Store[x][y] = EL_ROCK;
7709 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7711 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7713 if (!MovDelay[x][y])
7715 MovDelay[x][y] = TILEY + 1;
7717 ResetGfxAnimation(x, y);
7718 ResetGfxAnimation(x, y + 1);
7723 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7724 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7731 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7732 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7733 Store[x][y + 1] = Store[x][y];
7736 PlayLevelSoundAction(x, y, ACTION_FILLING);
7738 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7740 if (!MovDelay[x][y])
7742 MovDelay[x][y] = TILEY + 1;
7744 ResetGfxAnimation(x, y);
7745 ResetGfxAnimation(x, y + 1);
7750 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7751 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7758 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7759 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7760 Store[x][y + 1] = Store[x][y];
7763 PlayLevelSoundAction(x, y, ACTION_FILLING);
7766 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7767 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7769 InitMovingField(x, y, MV_DOWN);
7770 started_moving = TRUE;
7772 Tile[x][y] = EL_QUICKSAND_FILLING;
7773 Store[x][y] = element;
7775 PlayLevelSoundAction(x, y, ACTION_FILLING);
7777 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7778 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7780 InitMovingField(x, y, MV_DOWN);
7781 started_moving = TRUE;
7783 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7784 Store[x][y] = element;
7786 PlayLevelSoundAction(x, y, ACTION_FILLING);
7788 else if (element == EL_MAGIC_WALL_FULL)
7790 if (IS_FREE(x, y + 1))
7792 InitMovingField(x, y, MV_DOWN);
7793 started_moving = TRUE;
7795 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7796 Store[x][y] = EL_CHANGED(Store[x][y]);
7798 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7800 if (!MovDelay[x][y])
7801 MovDelay[x][y] = TILEY / 4 + 1;
7810 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7811 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7812 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7816 else if (element == EL_BD_MAGIC_WALL_FULL)
7818 if (IS_FREE(x, y + 1))
7820 InitMovingField(x, y, MV_DOWN);
7821 started_moving = TRUE;
7823 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7824 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7826 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7828 if (!MovDelay[x][y])
7829 MovDelay[x][y] = TILEY / 4 + 1;
7838 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7839 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7840 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7844 else if (element == EL_DC_MAGIC_WALL_FULL)
7846 if (IS_FREE(x, y + 1))
7848 InitMovingField(x, y, MV_DOWN);
7849 started_moving = TRUE;
7851 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7852 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7854 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7856 if (!MovDelay[x][y])
7857 MovDelay[x][y] = TILEY / 4 + 1;
7866 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7867 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7868 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7872 else if ((CAN_PASS_MAGIC_WALL(element) &&
7873 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7874 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7875 (CAN_PASS_DC_MAGIC_WALL(element) &&
7876 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7879 InitMovingField(x, y, MV_DOWN);
7880 started_moving = TRUE;
7883 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7884 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7885 EL_DC_MAGIC_WALL_FILLING);
7886 Store[x][y] = element;
7888 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7890 SplashAcid(x, y + 1);
7892 InitMovingField(x, y, MV_DOWN);
7893 started_moving = TRUE;
7895 Store[x][y] = EL_ACID;
7898 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7899 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7900 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7901 CAN_FALL(element) && WasJustFalling[x][y] &&
7902 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7904 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7905 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7906 (Tile[x][y + 1] == EL_BLOCKED)))
7908 /* this is needed for a special case not covered by calling "Impact()"
7909 from "ContinueMoving()": if an element moves to a tile directly below
7910 another element which was just falling on that tile (which was empty
7911 in the previous frame), the falling element above would just stop
7912 instead of smashing the element below (in previous version, the above
7913 element was just checked for "moving" instead of "falling", resulting
7914 in incorrect smashes caused by horizontal movement of the above
7915 element; also, the case of the player being the element to smash was
7916 simply not covered here... :-/ ) */
7918 CheckCollision[x][y] = 0;
7919 CheckImpact[x][y] = 0;
7923 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7925 if (MovDir[x][y] == MV_NONE)
7927 InitMovingField(x, y, MV_DOWN);
7928 started_moving = TRUE;
7931 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7933 if (WasJustFalling[x][y]) // prevent animation from being restarted
7934 MovDir[x][y] = MV_DOWN;
7936 InitMovingField(x, y, MV_DOWN);
7937 started_moving = TRUE;
7939 else if (element == EL_AMOEBA_DROP)
7941 Tile[x][y] = EL_AMOEBA_GROWING;
7942 Store[x][y] = EL_AMOEBA_WET;
7944 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7945 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7946 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7947 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7949 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7950 (IS_FREE(x - 1, y + 1) ||
7951 Tile[x - 1][y + 1] == EL_ACID));
7952 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7953 (IS_FREE(x + 1, y + 1) ||
7954 Tile[x + 1][y + 1] == EL_ACID));
7955 boolean can_fall_any = (can_fall_left || can_fall_right);
7956 boolean can_fall_both = (can_fall_left && can_fall_right);
7957 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7959 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7961 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7962 can_fall_right = FALSE;
7963 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7964 can_fall_left = FALSE;
7965 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7966 can_fall_right = FALSE;
7967 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7968 can_fall_left = FALSE;
7970 can_fall_any = (can_fall_left || can_fall_right);
7971 can_fall_both = FALSE;
7976 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7977 can_fall_right = FALSE; // slip down on left side
7979 can_fall_left = !(can_fall_right = RND(2));
7981 can_fall_both = FALSE;
7986 // if not determined otherwise, prefer left side for slipping down
7987 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7988 started_moving = TRUE;
7991 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
7993 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7994 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7995 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
7996 int belt_dir = game.belt_dir[belt_nr];
7998 if ((belt_dir == MV_LEFT && left_is_free) ||
7999 (belt_dir == MV_RIGHT && right_is_free))
8001 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8003 InitMovingField(x, y, belt_dir);
8004 started_moving = TRUE;
8006 Pushed[x][y] = TRUE;
8007 Pushed[nextx][y] = TRUE;
8009 GfxAction[x][y] = ACTION_DEFAULT;
8013 MovDir[x][y] = 0; // if element was moving, stop it
8018 // not "else if" because of elements that can fall and move (EL_SPRING)
8019 if (CAN_MOVE(element) && !started_moving)
8021 int move_pattern = element_info[element].move_pattern;
8024 Moving2Blocked(x, y, &newx, &newy);
8026 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8029 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8030 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8032 WasJustMoving[x][y] = 0;
8033 CheckCollision[x][y] = 0;
8035 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8037 if (Tile[x][y] != element) // element has changed
8041 if (!MovDelay[x][y]) // start new movement phase
8043 // all objects that can change their move direction after each step
8044 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8046 if (element != EL_YAMYAM &&
8047 element != EL_DARK_YAMYAM &&
8048 element != EL_PACMAN &&
8049 !(move_pattern & MV_ANY_DIRECTION) &&
8050 move_pattern != MV_TURNING_LEFT &&
8051 move_pattern != MV_TURNING_RIGHT &&
8052 move_pattern != MV_TURNING_LEFT_RIGHT &&
8053 move_pattern != MV_TURNING_RIGHT_LEFT &&
8054 move_pattern != MV_TURNING_RANDOM)
8058 if (MovDelay[x][y] && (element == EL_BUG ||
8059 element == EL_SPACESHIP ||
8060 element == EL_SP_SNIKSNAK ||
8061 element == EL_SP_ELECTRON ||
8062 element == EL_MOLE))
8063 TEST_DrawLevelField(x, y);
8067 if (MovDelay[x][y]) // wait some time before next movement
8071 if (element == EL_ROBOT ||
8072 element == EL_YAMYAM ||
8073 element == EL_DARK_YAMYAM)
8075 DrawLevelElementAnimationIfNeeded(x, y, element);
8076 PlayLevelSoundAction(x, y, ACTION_WAITING);
8078 else if (element == EL_SP_ELECTRON)
8079 DrawLevelElementAnimationIfNeeded(x, y, element);
8080 else if (element == EL_DRAGON)
8083 int dir = MovDir[x][y];
8084 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8085 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8086 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8087 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8088 dir == MV_UP ? IMG_FLAMES_1_UP :
8089 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8090 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8092 GfxAction[x][y] = ACTION_ATTACKING;
8094 if (IS_PLAYER(x, y))
8095 DrawPlayerField(x, y);
8097 TEST_DrawLevelField(x, y);
8099 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8101 for (i = 1; i <= 3; i++)
8103 int xx = x + i * dx;
8104 int yy = y + i * dy;
8105 int sx = SCREENX(xx);
8106 int sy = SCREENY(yy);
8107 int flame_graphic = graphic + (i - 1);
8109 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8114 int flamed = MovingOrBlocked2Element(xx, yy);
8116 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8119 RemoveMovingField(xx, yy);
8121 ChangeDelay[xx][yy] = 0;
8123 Tile[xx][yy] = EL_FLAMES;
8125 if (IN_SCR_FIELD(sx, sy))
8127 TEST_DrawLevelFieldCrumbled(xx, yy);
8128 DrawGraphic(sx, sy, flame_graphic, frame);
8133 if (Tile[xx][yy] == EL_FLAMES)
8134 Tile[xx][yy] = EL_EMPTY;
8135 TEST_DrawLevelField(xx, yy);
8140 if (MovDelay[x][y]) // element still has to wait some time
8142 PlayLevelSoundAction(x, y, ACTION_WAITING);
8148 // now make next step
8150 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8152 if (DONT_COLLIDE_WITH(element) &&
8153 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8154 !PLAYER_ENEMY_PROTECTED(newx, newy))
8156 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8161 else if (CAN_MOVE_INTO_ACID(element) &&
8162 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8163 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8164 (MovDir[x][y] == MV_DOWN ||
8165 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8167 SplashAcid(newx, newy);
8168 Store[x][y] = EL_ACID;
8170 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8172 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8173 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8174 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8175 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8178 TEST_DrawLevelField(x, y);
8180 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8181 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8182 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8184 game.friends_still_needed--;
8185 if (!game.friends_still_needed &&
8187 game.all_players_gone)
8192 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8194 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8195 TEST_DrawLevelField(newx, newy);
8197 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8199 else if (!IS_FREE(newx, newy))
8201 GfxAction[x][y] = ACTION_WAITING;
8203 if (IS_PLAYER(x, y))
8204 DrawPlayerField(x, y);
8206 TEST_DrawLevelField(x, y);
8211 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8213 if (IS_FOOD_PIG(Tile[newx][newy]))
8215 if (IS_MOVING(newx, newy))
8216 RemoveMovingField(newx, newy);
8219 Tile[newx][newy] = EL_EMPTY;
8220 TEST_DrawLevelField(newx, newy);
8223 PlayLevelSound(x, y, SND_PIG_DIGGING);
8225 else if (!IS_FREE(newx, newy))
8227 if (IS_PLAYER(x, y))
8228 DrawPlayerField(x, y);
8230 TEST_DrawLevelField(x, y);
8235 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8237 if (Store[x][y] != EL_EMPTY)
8239 boolean can_clone = FALSE;
8242 // check if element to clone is still there
8243 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8245 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8253 // cannot clone or target field not free anymore -- do not clone
8254 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8255 Store[x][y] = EL_EMPTY;
8258 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8260 if (IS_MV_DIAGONAL(MovDir[x][y]))
8262 int diagonal_move_dir = MovDir[x][y];
8263 int stored = Store[x][y];
8264 int change_delay = 8;
8267 // android is moving diagonally
8269 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8271 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8272 GfxElement[x][y] = EL_EMC_ANDROID;
8273 GfxAction[x][y] = ACTION_SHRINKING;
8274 GfxDir[x][y] = diagonal_move_dir;
8275 ChangeDelay[x][y] = change_delay;
8277 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8280 DrawLevelGraphicAnimation(x, y, graphic);
8281 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8283 if (Tile[newx][newy] == EL_ACID)
8285 SplashAcid(newx, newy);
8290 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8292 Store[newx][newy] = EL_EMC_ANDROID;
8293 GfxElement[newx][newy] = EL_EMC_ANDROID;
8294 GfxAction[newx][newy] = ACTION_GROWING;
8295 GfxDir[newx][newy] = diagonal_move_dir;
8296 ChangeDelay[newx][newy] = change_delay;
8298 graphic = el_act_dir2img(GfxElement[newx][newy],
8299 GfxAction[newx][newy], GfxDir[newx][newy]);
8301 DrawLevelGraphicAnimation(newx, newy, graphic);
8302 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8308 Tile[newx][newy] = EL_EMPTY;
8309 TEST_DrawLevelField(newx, newy);
8311 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8314 else if (!IS_FREE(newx, newy))
8319 else if (IS_CUSTOM_ELEMENT(element) &&
8320 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8322 if (!DigFieldByCE(newx, newy, element))
8325 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8327 RunnerVisit[x][y] = FrameCounter;
8328 PlayerVisit[x][y] /= 8; // expire player visit path
8331 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8333 if (!IS_FREE(newx, newy))
8335 if (IS_PLAYER(x, y))
8336 DrawPlayerField(x, y);
8338 TEST_DrawLevelField(x, y);
8344 boolean wanna_flame = !RND(10);
8345 int dx = newx - x, dy = newy - y;
8346 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8347 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8348 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8349 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8350 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8351 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8354 IS_CLASSIC_ENEMY(element1) ||
8355 IS_CLASSIC_ENEMY(element2)) &&
8356 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8357 element1 != EL_FLAMES && element2 != EL_FLAMES)
8359 ResetGfxAnimation(x, y);
8360 GfxAction[x][y] = ACTION_ATTACKING;
8362 if (IS_PLAYER(x, y))
8363 DrawPlayerField(x, y);
8365 TEST_DrawLevelField(x, y);
8367 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8369 MovDelay[x][y] = 50;
8371 Tile[newx][newy] = EL_FLAMES;
8372 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8373 Tile[newx1][newy1] = EL_FLAMES;
8374 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8375 Tile[newx2][newy2] = EL_FLAMES;
8381 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8382 Tile[newx][newy] == EL_DIAMOND)
8384 if (IS_MOVING(newx, newy))
8385 RemoveMovingField(newx, newy);
8388 Tile[newx][newy] = EL_EMPTY;
8389 TEST_DrawLevelField(newx, newy);
8392 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8394 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8395 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8397 if (AmoebaNr[newx][newy])
8399 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8400 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8401 Tile[newx][newy] == EL_BD_AMOEBA)
8402 AmoebaCnt[AmoebaNr[newx][newy]]--;
8405 if (IS_MOVING(newx, newy))
8407 RemoveMovingField(newx, newy);
8411 Tile[newx][newy] = EL_EMPTY;
8412 TEST_DrawLevelField(newx, newy);
8415 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8417 else if ((element == EL_PACMAN || element == EL_MOLE)
8418 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8420 if (AmoebaNr[newx][newy])
8422 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8423 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8424 Tile[newx][newy] == EL_BD_AMOEBA)
8425 AmoebaCnt[AmoebaNr[newx][newy]]--;
8428 if (element == EL_MOLE)
8430 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8431 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8433 ResetGfxAnimation(x, y);
8434 GfxAction[x][y] = ACTION_DIGGING;
8435 TEST_DrawLevelField(x, y);
8437 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8439 return; // wait for shrinking amoeba
8441 else // element == EL_PACMAN
8443 Tile[newx][newy] = EL_EMPTY;
8444 TEST_DrawLevelField(newx, newy);
8445 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8448 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8449 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8450 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8452 // wait for shrinking amoeba to completely disappear
8455 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8457 // object was running against a wall
8461 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8462 DrawLevelElementAnimation(x, y, element);
8464 if (DONT_TOUCH(element))
8465 TestIfBadThingTouchesPlayer(x, y);
8470 InitMovingField(x, y, MovDir[x][y]);
8472 PlayLevelSoundAction(x, y, ACTION_MOVING);
8476 ContinueMoving(x, y);
8479 void ContinueMoving(int x, int y)
8481 int element = Tile[x][y];
8482 struct ElementInfo *ei = &element_info[element];
8483 int direction = MovDir[x][y];
8484 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8485 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8486 int newx = x + dx, newy = y + dy;
8487 int stored = Store[x][y];
8488 int stored_new = Store[newx][newy];
8489 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8490 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8491 boolean last_line = (newy == lev_fieldy - 1);
8493 MovPos[x][y] += getElementMoveStepsize(x, y);
8495 if (pushed_by_player) // special case: moving object pushed by player
8496 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8498 if (ABS(MovPos[x][y]) < TILEX)
8500 TEST_DrawLevelField(x, y);
8502 return; // element is still moving
8505 // element reached destination field
8507 Tile[x][y] = EL_EMPTY;
8508 Tile[newx][newy] = element;
8509 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8511 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8513 element = Tile[newx][newy] = EL_ACID;
8515 else if (element == EL_MOLE)
8517 Tile[x][y] = EL_SAND;
8519 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8521 else if (element == EL_QUICKSAND_FILLING)
8523 element = Tile[newx][newy] = get_next_element(element);
8524 Store[newx][newy] = Store[x][y];
8526 else if (element == EL_QUICKSAND_EMPTYING)
8528 Tile[x][y] = get_next_element(element);
8529 element = Tile[newx][newy] = Store[x][y];
8531 else if (element == EL_QUICKSAND_FAST_FILLING)
8533 element = Tile[newx][newy] = get_next_element(element);
8534 Store[newx][newy] = Store[x][y];
8536 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8538 Tile[x][y] = get_next_element(element);
8539 element = Tile[newx][newy] = Store[x][y];
8541 else if (element == EL_MAGIC_WALL_FILLING)
8543 element = Tile[newx][newy] = get_next_element(element);
8544 if (!game.magic_wall_active)
8545 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8546 Store[newx][newy] = Store[x][y];
8548 else if (element == EL_MAGIC_WALL_EMPTYING)
8550 Tile[x][y] = get_next_element(element);
8551 if (!game.magic_wall_active)
8552 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8553 element = Tile[newx][newy] = Store[x][y];
8555 InitField(newx, newy, FALSE);
8557 else if (element == EL_BD_MAGIC_WALL_FILLING)
8559 element = Tile[newx][newy] = get_next_element(element);
8560 if (!game.magic_wall_active)
8561 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8562 Store[newx][newy] = Store[x][y];
8564 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8566 Tile[x][y] = get_next_element(element);
8567 if (!game.magic_wall_active)
8568 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8569 element = Tile[newx][newy] = Store[x][y];
8571 InitField(newx, newy, FALSE);
8573 else if (element == EL_DC_MAGIC_WALL_FILLING)
8575 element = Tile[newx][newy] = get_next_element(element);
8576 if (!game.magic_wall_active)
8577 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8578 Store[newx][newy] = Store[x][y];
8580 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8582 Tile[x][y] = get_next_element(element);
8583 if (!game.magic_wall_active)
8584 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8585 element = Tile[newx][newy] = Store[x][y];
8587 InitField(newx, newy, FALSE);
8589 else if (element == EL_AMOEBA_DROPPING)
8591 Tile[x][y] = get_next_element(element);
8592 element = Tile[newx][newy] = Store[x][y];
8594 else if (element == EL_SOKOBAN_OBJECT)
8597 Tile[x][y] = Back[x][y];
8599 if (Back[newx][newy])
8600 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8602 Back[x][y] = Back[newx][newy] = 0;
8605 Store[x][y] = EL_EMPTY;
8610 MovDelay[newx][newy] = 0;
8612 if (CAN_CHANGE_OR_HAS_ACTION(element))
8614 // copy element change control values to new field
8615 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8616 ChangePage[newx][newy] = ChangePage[x][y];
8617 ChangeCount[newx][newy] = ChangeCount[x][y];
8618 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8621 CustomValue[newx][newy] = CustomValue[x][y];
8623 ChangeDelay[x][y] = 0;
8624 ChangePage[x][y] = -1;
8625 ChangeCount[x][y] = 0;
8626 ChangeEvent[x][y] = -1;
8628 CustomValue[x][y] = 0;
8630 // copy animation control values to new field
8631 GfxFrame[newx][newy] = GfxFrame[x][y];
8632 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8633 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8634 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8636 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8638 // some elements can leave other elements behind after moving
8639 if (ei->move_leave_element != EL_EMPTY &&
8640 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8641 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8643 int move_leave_element = ei->move_leave_element;
8645 // this makes it possible to leave the removed element again
8646 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8647 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8649 Tile[x][y] = move_leave_element;
8651 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8652 MovDir[x][y] = direction;
8654 InitField(x, y, FALSE);
8656 if (GFX_CRUMBLED(Tile[x][y]))
8657 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8659 if (ELEM_IS_PLAYER(move_leave_element))
8660 RelocatePlayer(x, y, move_leave_element);
8663 // do this after checking for left-behind element
8664 ResetGfxAnimation(x, y); // reset animation values for old field
8666 if (!CAN_MOVE(element) ||
8667 (CAN_FALL(element) && direction == MV_DOWN &&
8668 (element == EL_SPRING ||
8669 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8670 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8671 GfxDir[x][y] = MovDir[newx][newy] = 0;
8673 TEST_DrawLevelField(x, y);
8674 TEST_DrawLevelField(newx, newy);
8676 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8678 // prevent pushed element from moving on in pushed direction
8679 if (pushed_by_player && CAN_MOVE(element) &&
8680 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8681 !(element_info[element].move_pattern & direction))
8682 TurnRound(newx, newy);
8684 // prevent elements on conveyor belt from moving on in last direction
8685 if (pushed_by_conveyor && CAN_FALL(element) &&
8686 direction & MV_HORIZONTAL)
8687 MovDir[newx][newy] = 0;
8689 if (!pushed_by_player)
8691 int nextx = newx + dx, nexty = newy + dy;
8692 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8694 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8696 if (CAN_FALL(element) && direction == MV_DOWN)
8697 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8699 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8700 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8702 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8703 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8706 if (DONT_TOUCH(element)) // object may be nasty to player or others
8708 TestIfBadThingTouchesPlayer(newx, newy);
8709 TestIfBadThingTouchesFriend(newx, newy);
8711 if (!IS_CUSTOM_ELEMENT(element))
8712 TestIfBadThingTouchesOtherBadThing(newx, newy);
8714 else if (element == EL_PENGUIN)
8715 TestIfFriendTouchesBadThing(newx, newy);
8717 if (DONT_GET_HIT_BY(element))
8719 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8722 // give the player one last chance (one more frame) to move away
8723 if (CAN_FALL(element) && direction == MV_DOWN &&
8724 (last_line || (!IS_FREE(x, newy + 1) &&
8725 (!IS_PLAYER(x, newy + 1) ||
8726 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8729 if (pushed_by_player && !game.use_change_when_pushing_bug)
8731 int push_side = MV_DIR_OPPOSITE(direction);
8732 struct PlayerInfo *player = PLAYERINFO(x, y);
8734 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8735 player->index_bit, push_side);
8736 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8737 player->index_bit, push_side);
8740 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8741 MovDelay[newx][newy] = 1;
8743 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8745 TestIfElementTouchesCustomElement(x, y); // empty or new element
8746 TestIfElementHitsCustomElement(newx, newy, direction);
8747 TestIfPlayerTouchesCustomElement(newx, newy);
8748 TestIfElementTouchesCustomElement(newx, newy);
8750 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8751 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8752 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8753 MV_DIR_OPPOSITE(direction));
8756 int AmoebaNeighbourNr(int ax, int ay)
8759 int element = Tile[ax][ay];
8761 static int xy[4][2] =
8769 for (i = 0; i < NUM_DIRECTIONS; i++)
8771 int x = ax + xy[i][0];
8772 int y = ay + xy[i][1];
8774 if (!IN_LEV_FIELD(x, y))
8777 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8778 group_nr = AmoebaNr[x][y];
8784 static void AmoebaMerge(int ax, int ay)
8786 int i, x, y, xx, yy;
8787 int new_group_nr = AmoebaNr[ax][ay];
8788 static int xy[4][2] =
8796 if (new_group_nr == 0)
8799 for (i = 0; i < NUM_DIRECTIONS; i++)
8804 if (!IN_LEV_FIELD(x, y))
8807 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8808 Tile[x][y] == EL_BD_AMOEBA ||
8809 Tile[x][y] == EL_AMOEBA_DEAD) &&
8810 AmoebaNr[x][y] != new_group_nr)
8812 int old_group_nr = AmoebaNr[x][y];
8814 if (old_group_nr == 0)
8817 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8818 AmoebaCnt[old_group_nr] = 0;
8819 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8820 AmoebaCnt2[old_group_nr] = 0;
8822 SCAN_PLAYFIELD(xx, yy)
8824 if (AmoebaNr[xx][yy] == old_group_nr)
8825 AmoebaNr[xx][yy] = new_group_nr;
8831 void AmoebaToDiamond(int ax, int ay)
8835 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8837 int group_nr = AmoebaNr[ax][ay];
8842 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8843 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8849 SCAN_PLAYFIELD(x, y)
8851 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8854 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8858 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8859 SND_AMOEBA_TURNING_TO_GEM :
8860 SND_AMOEBA_TURNING_TO_ROCK));
8865 static int xy[4][2] =
8873 for (i = 0; i < NUM_DIRECTIONS; i++)
8878 if (!IN_LEV_FIELD(x, y))
8881 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8883 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8884 SND_AMOEBA_TURNING_TO_GEM :
8885 SND_AMOEBA_TURNING_TO_ROCK));
8892 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8895 int group_nr = AmoebaNr[ax][ay];
8896 boolean done = FALSE;
8901 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8902 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8908 SCAN_PLAYFIELD(x, y)
8910 if (AmoebaNr[x][y] == group_nr &&
8911 (Tile[x][y] == EL_AMOEBA_DEAD ||
8912 Tile[x][y] == EL_BD_AMOEBA ||
8913 Tile[x][y] == EL_AMOEBA_GROWING))
8916 Tile[x][y] = new_element;
8917 InitField(x, y, FALSE);
8918 TEST_DrawLevelField(x, y);
8924 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8925 SND_BD_AMOEBA_TURNING_TO_ROCK :
8926 SND_BD_AMOEBA_TURNING_TO_GEM));
8929 static void AmoebaGrowing(int x, int y)
8931 static unsigned int sound_delay = 0;
8932 static unsigned int sound_delay_value = 0;
8934 if (!MovDelay[x][y]) // start new growing cycle
8938 if (DelayReached(&sound_delay, sound_delay_value))
8940 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8941 sound_delay_value = 30;
8945 if (MovDelay[x][y]) // wait some time before growing bigger
8948 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8950 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8951 6 - MovDelay[x][y]);
8953 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8956 if (!MovDelay[x][y])
8958 Tile[x][y] = Store[x][y];
8960 TEST_DrawLevelField(x, y);
8965 static void AmoebaShrinking(int x, int y)
8967 static unsigned int sound_delay = 0;
8968 static unsigned int sound_delay_value = 0;
8970 if (!MovDelay[x][y]) // start new shrinking cycle
8974 if (DelayReached(&sound_delay, sound_delay_value))
8975 sound_delay_value = 30;
8978 if (MovDelay[x][y]) // wait some time before shrinking
8981 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8983 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8984 6 - MovDelay[x][y]);
8986 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8989 if (!MovDelay[x][y])
8991 Tile[x][y] = EL_EMPTY;
8992 TEST_DrawLevelField(x, y);
8994 // don't let mole enter this field in this cycle;
8995 // (give priority to objects falling to this field from above)
9001 static void AmoebaReproduce(int ax, int ay)
9004 int element = Tile[ax][ay];
9005 int graphic = el2img(element);
9006 int newax = ax, neway = ay;
9007 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9008 static int xy[4][2] =
9016 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9018 Tile[ax][ay] = EL_AMOEBA_DEAD;
9019 TEST_DrawLevelField(ax, ay);
9023 if (IS_ANIMATED(graphic))
9024 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9026 if (!MovDelay[ax][ay]) // start making new amoeba field
9027 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9029 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9032 if (MovDelay[ax][ay])
9036 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9039 int x = ax + xy[start][0];
9040 int y = ay + xy[start][1];
9042 if (!IN_LEV_FIELD(x, y))
9045 if (IS_FREE(x, y) ||
9046 CAN_GROW_INTO(Tile[x][y]) ||
9047 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9048 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9054 if (newax == ax && neway == ay)
9057 else // normal or "filled" (BD style) amoeba
9060 boolean waiting_for_player = FALSE;
9062 for (i = 0; i < NUM_DIRECTIONS; i++)
9064 int j = (start + i) % 4;
9065 int x = ax + xy[j][0];
9066 int y = ay + xy[j][1];
9068 if (!IN_LEV_FIELD(x, y))
9071 if (IS_FREE(x, y) ||
9072 CAN_GROW_INTO(Tile[x][y]) ||
9073 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9074 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9080 else if (IS_PLAYER(x, y))
9081 waiting_for_player = TRUE;
9084 if (newax == ax && neway == ay) // amoeba cannot grow
9086 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9088 Tile[ax][ay] = EL_AMOEBA_DEAD;
9089 TEST_DrawLevelField(ax, ay);
9090 AmoebaCnt[AmoebaNr[ax][ay]]--;
9092 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9094 if (element == EL_AMOEBA_FULL)
9095 AmoebaToDiamond(ax, ay);
9096 else if (element == EL_BD_AMOEBA)
9097 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9102 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9104 // amoeba gets larger by growing in some direction
9106 int new_group_nr = AmoebaNr[ax][ay];
9109 if (new_group_nr == 0)
9111 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9113 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9119 AmoebaNr[newax][neway] = new_group_nr;
9120 AmoebaCnt[new_group_nr]++;
9121 AmoebaCnt2[new_group_nr]++;
9123 // if amoeba touches other amoeba(s) after growing, unify them
9124 AmoebaMerge(newax, neway);
9126 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9128 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9134 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9135 (neway == lev_fieldy - 1 && newax != ax))
9137 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9138 Store[newax][neway] = element;
9140 else if (neway == ay || element == EL_EMC_DRIPPER)
9142 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9144 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9148 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9149 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9150 Store[ax][ay] = EL_AMOEBA_DROP;
9151 ContinueMoving(ax, ay);
9155 TEST_DrawLevelField(newax, neway);
9158 static void Life(int ax, int ay)
9162 int element = Tile[ax][ay];
9163 int graphic = el2img(element);
9164 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9166 boolean changed = FALSE;
9168 if (IS_ANIMATED(graphic))
9169 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9174 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9175 MovDelay[ax][ay] = life_time;
9177 if (MovDelay[ax][ay]) // wait some time before next cycle
9180 if (MovDelay[ax][ay])
9184 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9186 int xx = ax+x1, yy = ay+y1;
9187 int old_element = Tile[xx][yy];
9188 int num_neighbours = 0;
9190 if (!IN_LEV_FIELD(xx, yy))
9193 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9195 int x = xx+x2, y = yy+y2;
9197 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9200 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9201 boolean is_neighbour = FALSE;
9203 if (level.use_life_bugs)
9205 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9206 (IS_FREE(x, y) && Stop[x][y]));
9209 (Last[x][y] == element || is_player_cell);
9215 boolean is_free = FALSE;
9217 if (level.use_life_bugs)
9218 is_free = (IS_FREE(xx, yy));
9220 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9222 if (xx == ax && yy == ay) // field in the middle
9224 if (num_neighbours < life_parameter[0] ||
9225 num_neighbours > life_parameter[1])
9227 Tile[xx][yy] = EL_EMPTY;
9228 if (Tile[xx][yy] != old_element)
9229 TEST_DrawLevelField(xx, yy);
9230 Stop[xx][yy] = TRUE;
9234 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9235 { // free border field
9236 if (num_neighbours >= life_parameter[2] &&
9237 num_neighbours <= life_parameter[3])
9239 Tile[xx][yy] = element;
9240 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9241 if (Tile[xx][yy] != old_element)
9242 TEST_DrawLevelField(xx, yy);
9243 Stop[xx][yy] = TRUE;
9250 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9251 SND_GAME_OF_LIFE_GROWING);
9254 static void InitRobotWheel(int x, int y)
9256 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9259 static void RunRobotWheel(int x, int y)
9261 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9264 static void StopRobotWheel(int x, int y)
9266 if (game.robot_wheel_x == x &&
9267 game.robot_wheel_y == y)
9269 game.robot_wheel_x = -1;
9270 game.robot_wheel_y = -1;
9271 game.robot_wheel_active = FALSE;
9275 static void InitTimegateWheel(int x, int y)
9277 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9280 static void RunTimegateWheel(int x, int y)
9282 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9285 static void InitMagicBallDelay(int x, int y)
9287 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9290 static void ActivateMagicBall(int bx, int by)
9294 if (level.ball_random)
9296 int pos_border = RND(8); // select one of the eight border elements
9297 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9298 int xx = pos_content % 3;
9299 int yy = pos_content / 3;
9304 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9305 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9309 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9311 int xx = x - bx + 1;
9312 int yy = y - by + 1;
9314 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9315 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9319 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9322 static void CheckExit(int x, int y)
9324 if (game.gems_still_needed > 0 ||
9325 game.sokoban_fields_still_needed > 0 ||
9326 game.sokoban_objects_still_needed > 0 ||
9327 game.lights_still_needed > 0)
9329 int element = Tile[x][y];
9330 int graphic = el2img(element);
9332 if (IS_ANIMATED(graphic))
9333 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9338 // do not re-open exit door closed after last player
9339 if (game.all_players_gone)
9342 Tile[x][y] = EL_EXIT_OPENING;
9344 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9347 static void CheckExitEM(int x, int y)
9349 if (game.gems_still_needed > 0 ||
9350 game.sokoban_fields_still_needed > 0 ||
9351 game.sokoban_objects_still_needed > 0 ||
9352 game.lights_still_needed > 0)
9354 int element = Tile[x][y];
9355 int graphic = el2img(element);
9357 if (IS_ANIMATED(graphic))
9358 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9363 // do not re-open exit door closed after last player
9364 if (game.all_players_gone)
9367 Tile[x][y] = EL_EM_EXIT_OPENING;
9369 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9372 static void CheckExitSteel(int x, int y)
9374 if (game.gems_still_needed > 0 ||
9375 game.sokoban_fields_still_needed > 0 ||
9376 game.sokoban_objects_still_needed > 0 ||
9377 game.lights_still_needed > 0)
9379 int element = Tile[x][y];
9380 int graphic = el2img(element);
9382 if (IS_ANIMATED(graphic))
9383 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9388 // do not re-open exit door closed after last player
9389 if (game.all_players_gone)
9392 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9394 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9397 static void CheckExitSteelEM(int x, int y)
9399 if (game.gems_still_needed > 0 ||
9400 game.sokoban_fields_still_needed > 0 ||
9401 game.sokoban_objects_still_needed > 0 ||
9402 game.lights_still_needed > 0)
9404 int element = Tile[x][y];
9405 int graphic = el2img(element);
9407 if (IS_ANIMATED(graphic))
9408 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9413 // do not re-open exit door closed after last player
9414 if (game.all_players_gone)
9417 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9419 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9422 static void CheckExitSP(int x, int y)
9424 if (game.gems_still_needed > 0)
9426 int element = Tile[x][y];
9427 int graphic = el2img(element);
9429 if (IS_ANIMATED(graphic))
9430 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9435 // do not re-open exit door closed after last player
9436 if (game.all_players_gone)
9439 Tile[x][y] = EL_SP_EXIT_OPENING;
9441 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9444 static void CloseAllOpenTimegates(void)
9448 SCAN_PLAYFIELD(x, y)
9450 int element = Tile[x][y];
9452 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9454 Tile[x][y] = EL_TIMEGATE_CLOSING;
9456 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9461 static void DrawTwinkleOnField(int x, int y)
9463 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9466 if (Tile[x][y] == EL_BD_DIAMOND)
9469 if (MovDelay[x][y] == 0) // next animation frame
9470 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9472 if (MovDelay[x][y] != 0) // wait some time before next frame
9476 DrawLevelElementAnimation(x, y, Tile[x][y]);
9478 if (MovDelay[x][y] != 0)
9480 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9481 10 - MovDelay[x][y]);
9483 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9488 static void MauerWaechst(int x, int y)
9492 if (!MovDelay[x][y]) // next animation frame
9493 MovDelay[x][y] = 3 * delay;
9495 if (MovDelay[x][y]) // wait some time before next frame
9499 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9501 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9502 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9504 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9507 if (!MovDelay[x][y])
9509 if (MovDir[x][y] == MV_LEFT)
9511 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9512 TEST_DrawLevelField(x - 1, y);
9514 else if (MovDir[x][y] == MV_RIGHT)
9516 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9517 TEST_DrawLevelField(x + 1, y);
9519 else if (MovDir[x][y] == MV_UP)
9521 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9522 TEST_DrawLevelField(x, y - 1);
9526 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9527 TEST_DrawLevelField(x, y + 1);
9530 Tile[x][y] = Store[x][y];
9532 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9533 TEST_DrawLevelField(x, y);
9538 static void MauerAbleger(int ax, int ay)
9540 int element = Tile[ax][ay];
9541 int graphic = el2img(element);
9542 boolean oben_frei = FALSE, unten_frei = FALSE;
9543 boolean links_frei = FALSE, rechts_frei = FALSE;
9544 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9545 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9546 boolean new_wall = FALSE;
9548 if (IS_ANIMATED(graphic))
9549 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9551 if (!MovDelay[ax][ay]) // start building new wall
9552 MovDelay[ax][ay] = 6;
9554 if (MovDelay[ax][ay]) // wait some time before building new wall
9557 if (MovDelay[ax][ay])
9561 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9563 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9565 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9567 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9570 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9571 element == EL_EXPANDABLE_WALL_ANY)
9575 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9576 Store[ax][ay-1] = element;
9577 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9578 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9579 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9580 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9585 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9586 Store[ax][ay+1] = element;
9587 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9588 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9589 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9590 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9595 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9596 element == EL_EXPANDABLE_WALL_ANY ||
9597 element == EL_EXPANDABLE_WALL ||
9598 element == EL_BD_EXPANDABLE_WALL)
9602 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9603 Store[ax-1][ay] = element;
9604 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9605 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9606 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9607 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9613 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9614 Store[ax+1][ay] = element;
9615 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9616 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9617 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9618 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9623 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9624 TEST_DrawLevelField(ax, ay);
9626 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9628 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9629 unten_massiv = TRUE;
9630 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9631 links_massiv = TRUE;
9632 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9633 rechts_massiv = TRUE;
9635 if (((oben_massiv && unten_massiv) ||
9636 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9637 element == EL_EXPANDABLE_WALL) &&
9638 ((links_massiv && rechts_massiv) ||
9639 element == EL_EXPANDABLE_WALL_VERTICAL))
9640 Tile[ax][ay] = EL_WALL;
9643 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9646 static void MauerAblegerStahl(int ax, int ay)
9648 int element = Tile[ax][ay];
9649 int graphic = el2img(element);
9650 boolean oben_frei = FALSE, unten_frei = FALSE;
9651 boolean links_frei = FALSE, rechts_frei = FALSE;
9652 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9653 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9654 boolean new_wall = FALSE;
9656 if (IS_ANIMATED(graphic))
9657 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9659 if (!MovDelay[ax][ay]) // start building new wall
9660 MovDelay[ax][ay] = 6;
9662 if (MovDelay[ax][ay]) // wait some time before building new wall
9665 if (MovDelay[ax][ay])
9669 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9671 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9673 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9675 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9678 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9679 element == EL_EXPANDABLE_STEELWALL_ANY)
9683 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9684 Store[ax][ay-1] = element;
9685 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9686 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9687 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9688 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9693 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9694 Store[ax][ay+1] = element;
9695 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9696 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9697 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9698 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9703 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9704 element == EL_EXPANDABLE_STEELWALL_ANY)
9708 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9709 Store[ax-1][ay] = element;
9710 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9711 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9712 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9713 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9719 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9720 Store[ax+1][ay] = element;
9721 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9722 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9723 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9724 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9729 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9731 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9732 unten_massiv = TRUE;
9733 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9734 links_massiv = TRUE;
9735 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9736 rechts_massiv = TRUE;
9738 if (((oben_massiv && unten_massiv) ||
9739 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9740 ((links_massiv && rechts_massiv) ||
9741 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9742 Tile[ax][ay] = EL_STEELWALL;
9745 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9748 static void CheckForDragon(int x, int y)
9751 boolean dragon_found = FALSE;
9752 static int xy[4][2] =
9760 for (i = 0; i < NUM_DIRECTIONS; i++)
9762 for (j = 0; j < 4; j++)
9764 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9766 if (IN_LEV_FIELD(xx, yy) &&
9767 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9769 if (Tile[xx][yy] == EL_DRAGON)
9770 dragon_found = TRUE;
9779 for (i = 0; i < NUM_DIRECTIONS; i++)
9781 for (j = 0; j < 3; j++)
9783 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9785 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9787 Tile[xx][yy] = EL_EMPTY;
9788 TEST_DrawLevelField(xx, yy);
9797 static void InitBuggyBase(int x, int y)
9799 int element = Tile[x][y];
9800 int activating_delay = FRAMES_PER_SECOND / 4;
9803 (element == EL_SP_BUGGY_BASE ?
9804 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9805 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9807 element == EL_SP_BUGGY_BASE_ACTIVE ?
9808 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9811 static void WarnBuggyBase(int x, int y)
9814 static int xy[4][2] =
9822 for (i = 0; i < NUM_DIRECTIONS; i++)
9824 int xx = x + xy[i][0];
9825 int yy = y + xy[i][1];
9827 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9829 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9836 static void InitTrap(int x, int y)
9838 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9841 static void ActivateTrap(int x, int y)
9843 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9846 static void ChangeActiveTrap(int x, int y)
9848 int graphic = IMG_TRAP_ACTIVE;
9850 // if new animation frame was drawn, correct crumbled sand border
9851 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9852 TEST_DrawLevelFieldCrumbled(x, y);
9855 static int getSpecialActionElement(int element, int number, int base_element)
9857 return (element != EL_EMPTY ? element :
9858 number != -1 ? base_element + number - 1 :
9862 static int getModifiedActionNumber(int value_old, int operator, int operand,
9863 int value_min, int value_max)
9865 int value_new = (operator == CA_MODE_SET ? operand :
9866 operator == CA_MODE_ADD ? value_old + operand :
9867 operator == CA_MODE_SUBTRACT ? value_old - operand :
9868 operator == CA_MODE_MULTIPLY ? value_old * operand :
9869 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9870 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9873 return (value_new < value_min ? value_min :
9874 value_new > value_max ? value_max :
9878 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9880 struct ElementInfo *ei = &element_info[element];
9881 struct ElementChangeInfo *change = &ei->change_page[page];
9882 int target_element = change->target_element;
9883 int action_type = change->action_type;
9884 int action_mode = change->action_mode;
9885 int action_arg = change->action_arg;
9886 int action_element = change->action_element;
9889 if (!change->has_action)
9892 // ---------- determine action paramater values -----------------------------
9894 int level_time_value =
9895 (level.time > 0 ? TimeLeft :
9898 int action_arg_element_raw =
9899 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9900 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9901 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9902 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9903 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9904 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9905 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9907 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9909 int action_arg_direction =
9910 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9911 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9912 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9913 change->actual_trigger_side :
9914 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9915 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9918 int action_arg_number_min =
9919 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9922 int action_arg_number_max =
9923 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9924 action_type == CA_SET_LEVEL_GEMS ? 999 :
9925 action_type == CA_SET_LEVEL_TIME ? 9999 :
9926 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9927 action_type == CA_SET_CE_VALUE ? 9999 :
9928 action_type == CA_SET_CE_SCORE ? 9999 :
9931 int action_arg_number_reset =
9932 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9933 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9934 action_type == CA_SET_LEVEL_TIME ? level.time :
9935 action_type == CA_SET_LEVEL_SCORE ? 0 :
9936 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9937 action_type == CA_SET_CE_SCORE ? 0 :
9940 int action_arg_number =
9941 (action_arg <= CA_ARG_MAX ? action_arg :
9942 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9943 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9944 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9945 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9946 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9947 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9948 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9949 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9950 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9951 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9952 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9953 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9954 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9955 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9956 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9957 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9958 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9959 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9960 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9961 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9962 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9965 int action_arg_number_old =
9966 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9967 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9968 action_type == CA_SET_LEVEL_SCORE ? game.score :
9969 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9970 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9973 int action_arg_number_new =
9974 getModifiedActionNumber(action_arg_number_old,
9975 action_mode, action_arg_number,
9976 action_arg_number_min, action_arg_number_max);
9978 int trigger_player_bits =
9979 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9980 change->actual_trigger_player_bits : change->trigger_player);
9982 int action_arg_player_bits =
9983 (action_arg >= CA_ARG_PLAYER_1 &&
9984 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9985 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9986 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9989 // ---------- execute action -----------------------------------------------
9991 switch (action_type)
9998 // ---------- level actions ----------------------------------------------
10000 case CA_RESTART_LEVEL:
10002 game.restart_level = TRUE;
10007 case CA_SHOW_ENVELOPE:
10009 int element = getSpecialActionElement(action_arg_element,
10010 action_arg_number, EL_ENVELOPE_1);
10012 if (IS_ENVELOPE(element))
10013 local_player->show_envelope = element;
10018 case CA_SET_LEVEL_TIME:
10020 if (level.time > 0) // only modify limited time value
10022 TimeLeft = action_arg_number_new;
10024 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10026 DisplayGameControlValues();
10028 if (!TimeLeft && setup.time_limit)
10029 for (i = 0; i < MAX_PLAYERS; i++)
10030 KillPlayer(&stored_player[i]);
10036 case CA_SET_LEVEL_SCORE:
10038 game.score = action_arg_number_new;
10040 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10042 DisplayGameControlValues();
10047 case CA_SET_LEVEL_GEMS:
10049 game.gems_still_needed = action_arg_number_new;
10051 game.snapshot.collected_item = TRUE;
10053 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10055 DisplayGameControlValues();
10060 case CA_SET_LEVEL_WIND:
10062 game.wind_direction = action_arg_direction;
10067 case CA_SET_LEVEL_RANDOM_SEED:
10069 // ensure that setting a new random seed while playing is predictable
10070 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10075 // ---------- player actions ---------------------------------------------
10077 case CA_MOVE_PLAYER:
10078 case CA_MOVE_PLAYER_NEW:
10080 // automatically move to the next field in specified direction
10081 for (i = 0; i < MAX_PLAYERS; i++)
10082 if (trigger_player_bits & (1 << i))
10083 if (action_type == CA_MOVE_PLAYER ||
10084 stored_player[i].MovPos == 0)
10085 stored_player[i].programmed_action = action_arg_direction;
10090 case CA_EXIT_PLAYER:
10092 for (i = 0; i < MAX_PLAYERS; i++)
10093 if (action_arg_player_bits & (1 << i))
10094 ExitPlayer(&stored_player[i]);
10096 if (game.players_still_needed == 0)
10102 case CA_KILL_PLAYER:
10104 for (i = 0; i < MAX_PLAYERS; i++)
10105 if (action_arg_player_bits & (1 << i))
10106 KillPlayer(&stored_player[i]);
10111 case CA_SET_PLAYER_KEYS:
10113 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10114 int element = getSpecialActionElement(action_arg_element,
10115 action_arg_number, EL_KEY_1);
10117 if (IS_KEY(element))
10119 for (i = 0; i < MAX_PLAYERS; i++)
10121 if (trigger_player_bits & (1 << i))
10123 stored_player[i].key[KEY_NR(element)] = key_state;
10125 DrawGameDoorValues();
10133 case CA_SET_PLAYER_SPEED:
10135 for (i = 0; i < MAX_PLAYERS; i++)
10137 if (trigger_player_bits & (1 << i))
10139 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10141 if (action_arg == CA_ARG_SPEED_FASTER &&
10142 stored_player[i].cannot_move)
10144 action_arg_number = STEPSIZE_VERY_SLOW;
10146 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10147 action_arg == CA_ARG_SPEED_FASTER)
10149 action_arg_number = 2;
10150 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10153 else if (action_arg == CA_ARG_NUMBER_RESET)
10155 action_arg_number = level.initial_player_stepsize[i];
10159 getModifiedActionNumber(move_stepsize,
10162 action_arg_number_min,
10163 action_arg_number_max);
10165 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10172 case CA_SET_PLAYER_SHIELD:
10174 for (i = 0; i < MAX_PLAYERS; i++)
10176 if (trigger_player_bits & (1 << i))
10178 if (action_arg == CA_ARG_SHIELD_OFF)
10180 stored_player[i].shield_normal_time_left = 0;
10181 stored_player[i].shield_deadly_time_left = 0;
10183 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10185 stored_player[i].shield_normal_time_left = 999999;
10187 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10189 stored_player[i].shield_normal_time_left = 999999;
10190 stored_player[i].shield_deadly_time_left = 999999;
10198 case CA_SET_PLAYER_GRAVITY:
10200 for (i = 0; i < MAX_PLAYERS; i++)
10202 if (trigger_player_bits & (1 << i))
10204 stored_player[i].gravity =
10205 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10206 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10207 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10208 stored_player[i].gravity);
10215 case CA_SET_PLAYER_ARTWORK:
10217 for (i = 0; i < MAX_PLAYERS; i++)
10219 if (trigger_player_bits & (1 << i))
10221 int artwork_element = action_arg_element;
10223 if (action_arg == CA_ARG_ELEMENT_RESET)
10225 (level.use_artwork_element[i] ? level.artwork_element[i] :
10226 stored_player[i].element_nr);
10228 if (stored_player[i].artwork_element != artwork_element)
10229 stored_player[i].Frame = 0;
10231 stored_player[i].artwork_element = artwork_element;
10233 SetPlayerWaiting(&stored_player[i], FALSE);
10235 // set number of special actions for bored and sleeping animation
10236 stored_player[i].num_special_action_bored =
10237 get_num_special_action(artwork_element,
10238 ACTION_BORING_1, ACTION_BORING_LAST);
10239 stored_player[i].num_special_action_sleeping =
10240 get_num_special_action(artwork_element,
10241 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10248 case CA_SET_PLAYER_INVENTORY:
10250 for (i = 0; i < MAX_PLAYERS; i++)
10252 struct PlayerInfo *player = &stored_player[i];
10255 if (trigger_player_bits & (1 << i))
10257 int inventory_element = action_arg_element;
10259 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10260 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10261 action_arg == CA_ARG_ELEMENT_ACTION)
10263 int element = inventory_element;
10264 int collect_count = element_info[element].collect_count_initial;
10266 if (!IS_CUSTOM_ELEMENT(element))
10269 if (collect_count == 0)
10270 player->inventory_infinite_element = element;
10272 for (k = 0; k < collect_count; k++)
10273 if (player->inventory_size < MAX_INVENTORY_SIZE)
10274 player->inventory_element[player->inventory_size++] =
10277 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10278 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10279 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10281 if (player->inventory_infinite_element != EL_UNDEFINED &&
10282 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10283 action_arg_element_raw))
10284 player->inventory_infinite_element = EL_UNDEFINED;
10286 for (k = 0, j = 0; j < player->inventory_size; j++)
10288 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10289 action_arg_element_raw))
10290 player->inventory_element[k++] = player->inventory_element[j];
10293 player->inventory_size = k;
10295 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10297 if (player->inventory_size > 0)
10299 for (j = 0; j < player->inventory_size - 1; j++)
10300 player->inventory_element[j] = player->inventory_element[j + 1];
10302 player->inventory_size--;
10305 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10307 if (player->inventory_size > 0)
10308 player->inventory_size--;
10310 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10312 player->inventory_infinite_element = EL_UNDEFINED;
10313 player->inventory_size = 0;
10315 else if (action_arg == CA_ARG_INVENTORY_RESET)
10317 player->inventory_infinite_element = EL_UNDEFINED;
10318 player->inventory_size = 0;
10320 if (level.use_initial_inventory[i])
10322 for (j = 0; j < level.initial_inventory_size[i]; j++)
10324 int element = level.initial_inventory_content[i][j];
10325 int collect_count = element_info[element].collect_count_initial;
10327 if (!IS_CUSTOM_ELEMENT(element))
10330 if (collect_count == 0)
10331 player->inventory_infinite_element = element;
10333 for (k = 0; k < collect_count; k++)
10334 if (player->inventory_size < MAX_INVENTORY_SIZE)
10335 player->inventory_element[player->inventory_size++] =
10346 // ---------- CE actions -------------------------------------------------
10348 case CA_SET_CE_VALUE:
10350 int last_ce_value = CustomValue[x][y];
10352 CustomValue[x][y] = action_arg_number_new;
10354 if (CustomValue[x][y] != last_ce_value)
10356 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10357 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10359 if (CustomValue[x][y] == 0)
10361 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10362 ChangeCount[x][y] = 0; // allow at least one more change
10364 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10365 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10372 case CA_SET_CE_SCORE:
10374 int last_ce_score = ei->collect_score;
10376 ei->collect_score = action_arg_number_new;
10378 if (ei->collect_score != last_ce_score)
10380 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10381 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10383 if (ei->collect_score == 0)
10387 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10388 ChangeCount[x][y] = 0; // allow at least one more change
10390 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10391 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10394 This is a very special case that seems to be a mixture between
10395 CheckElementChange() and CheckTriggeredElementChange(): while
10396 the first one only affects single elements that are triggered
10397 directly, the second one affects multiple elements in the playfield
10398 that are triggered indirectly by another element. This is a third
10399 case: Changing the CE score always affects multiple identical CEs,
10400 so every affected CE must be checked, not only the single CE for
10401 which the CE score was changed in the first place (as every instance
10402 of that CE shares the same CE score, and therefore also can change)!
10404 SCAN_PLAYFIELD(xx, yy)
10406 if (Tile[xx][yy] == element)
10407 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10408 CE_SCORE_GETS_ZERO);
10416 case CA_SET_CE_ARTWORK:
10418 int artwork_element = action_arg_element;
10419 boolean reset_frame = FALSE;
10422 if (action_arg == CA_ARG_ELEMENT_RESET)
10423 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10426 if (ei->gfx_element != artwork_element)
10427 reset_frame = TRUE;
10429 ei->gfx_element = artwork_element;
10431 SCAN_PLAYFIELD(xx, yy)
10433 if (Tile[xx][yy] == element)
10437 ResetGfxAnimation(xx, yy);
10438 ResetRandomAnimationValue(xx, yy);
10441 TEST_DrawLevelField(xx, yy);
10448 // ---------- engine actions ---------------------------------------------
10450 case CA_SET_ENGINE_SCAN_MODE:
10452 InitPlayfieldScanMode(action_arg);
10462 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10464 int old_element = Tile[x][y];
10465 int new_element = GetElementFromGroupElement(element);
10466 int previous_move_direction = MovDir[x][y];
10467 int last_ce_value = CustomValue[x][y];
10468 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10469 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10470 boolean add_player_onto_element = (new_element_is_player &&
10471 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10472 IS_WALKABLE(old_element));
10474 if (!add_player_onto_element)
10476 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10477 RemoveMovingField(x, y);
10481 Tile[x][y] = new_element;
10483 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10484 MovDir[x][y] = previous_move_direction;
10486 if (element_info[new_element].use_last_ce_value)
10487 CustomValue[x][y] = last_ce_value;
10489 InitField_WithBug1(x, y, FALSE);
10491 new_element = Tile[x][y]; // element may have changed
10493 ResetGfxAnimation(x, y);
10494 ResetRandomAnimationValue(x, y);
10496 TEST_DrawLevelField(x, y);
10498 if (GFX_CRUMBLED(new_element))
10499 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10502 // check if element under the player changes from accessible to unaccessible
10503 // (needed for special case of dropping element which then changes)
10504 // (must be checked after creating new element for walkable group elements)
10505 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10506 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10513 // "ChangeCount" not set yet to allow "entered by player" change one time
10514 if (new_element_is_player)
10515 RelocatePlayer(x, y, new_element);
10518 ChangeCount[x][y]++; // count number of changes in the same frame
10520 TestIfBadThingTouchesPlayer(x, y);
10521 TestIfPlayerTouchesCustomElement(x, y);
10522 TestIfElementTouchesCustomElement(x, y);
10525 static void CreateField(int x, int y, int element)
10527 CreateFieldExt(x, y, element, FALSE);
10530 static void CreateElementFromChange(int x, int y, int element)
10532 element = GET_VALID_RUNTIME_ELEMENT(element);
10534 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10536 int old_element = Tile[x][y];
10538 // prevent changed element from moving in same engine frame
10539 // unless both old and new element can either fall or move
10540 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10541 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10545 CreateFieldExt(x, y, element, TRUE);
10548 static boolean ChangeElement(int x, int y, int element, int page)
10550 struct ElementInfo *ei = &element_info[element];
10551 struct ElementChangeInfo *change = &ei->change_page[page];
10552 int ce_value = CustomValue[x][y];
10553 int ce_score = ei->collect_score;
10554 int target_element;
10555 int old_element = Tile[x][y];
10557 // always use default change event to prevent running into a loop
10558 if (ChangeEvent[x][y] == -1)
10559 ChangeEvent[x][y] = CE_DELAY;
10561 if (ChangeEvent[x][y] == CE_DELAY)
10563 // reset actual trigger element, trigger player and action element
10564 change->actual_trigger_element = EL_EMPTY;
10565 change->actual_trigger_player = EL_EMPTY;
10566 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10567 change->actual_trigger_side = CH_SIDE_NONE;
10568 change->actual_trigger_ce_value = 0;
10569 change->actual_trigger_ce_score = 0;
10572 // do not change elements more than a specified maximum number of changes
10573 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10576 ChangeCount[x][y]++; // count number of changes in the same frame
10578 if (change->explode)
10585 if (change->use_target_content)
10587 boolean complete_replace = TRUE;
10588 boolean can_replace[3][3];
10591 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10594 boolean is_walkable;
10595 boolean is_diggable;
10596 boolean is_collectible;
10597 boolean is_removable;
10598 boolean is_destructible;
10599 int ex = x + xx - 1;
10600 int ey = y + yy - 1;
10601 int content_element = change->target_content.e[xx][yy];
10604 can_replace[xx][yy] = TRUE;
10606 if (ex == x && ey == y) // do not check changing element itself
10609 if (content_element == EL_EMPTY_SPACE)
10611 can_replace[xx][yy] = FALSE; // do not replace border with space
10616 if (!IN_LEV_FIELD(ex, ey))
10618 can_replace[xx][yy] = FALSE;
10619 complete_replace = FALSE;
10626 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10627 e = MovingOrBlocked2Element(ex, ey);
10629 is_empty = (IS_FREE(ex, ey) ||
10630 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10632 is_walkable = (is_empty || IS_WALKABLE(e));
10633 is_diggable = (is_empty || IS_DIGGABLE(e));
10634 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10635 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10636 is_removable = (is_diggable || is_collectible);
10638 can_replace[xx][yy] =
10639 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10640 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10641 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10642 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10643 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10644 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10645 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10647 if (!can_replace[xx][yy])
10648 complete_replace = FALSE;
10651 if (!change->only_if_complete || complete_replace)
10653 boolean something_has_changed = FALSE;
10655 if (change->only_if_complete && change->use_random_replace &&
10656 RND(100) < change->random_percentage)
10659 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10661 int ex = x + xx - 1;
10662 int ey = y + yy - 1;
10663 int content_element;
10665 if (can_replace[xx][yy] && (!change->use_random_replace ||
10666 RND(100) < change->random_percentage))
10668 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10669 RemoveMovingField(ex, ey);
10671 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10673 content_element = change->target_content.e[xx][yy];
10674 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10675 ce_value, ce_score);
10677 CreateElementFromChange(ex, ey, target_element);
10679 something_has_changed = TRUE;
10681 // for symmetry reasons, freeze newly created border elements
10682 if (ex != x || ey != y)
10683 Stop[ex][ey] = TRUE; // no more moving in this frame
10687 if (something_has_changed)
10689 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10690 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10696 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10697 ce_value, ce_score);
10699 if (element == EL_DIAGONAL_GROWING ||
10700 element == EL_DIAGONAL_SHRINKING)
10702 target_element = Store[x][y];
10704 Store[x][y] = EL_EMPTY;
10707 CreateElementFromChange(x, y, target_element);
10709 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10710 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10713 // this uses direct change before indirect change
10714 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10719 static void HandleElementChange(int x, int y, int page)
10721 int element = MovingOrBlocked2Element(x, y);
10722 struct ElementInfo *ei = &element_info[element];
10723 struct ElementChangeInfo *change = &ei->change_page[page];
10724 boolean handle_action_before_change = FALSE;
10727 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10728 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10730 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10731 x, y, element, element_info[element].token_name);
10732 Debug("game:playing:HandleElementChange", "This should never happen!");
10736 // this can happen with classic bombs on walkable, changing elements
10737 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10742 if (ChangeDelay[x][y] == 0) // initialize element change
10744 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10746 if (change->can_change)
10748 // !!! not clear why graphic animation should be reset at all here !!!
10749 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10750 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10753 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10755 When using an animation frame delay of 1 (this only happens with
10756 "sp_zonk.moving.left/right" in the classic graphics), the default
10757 (non-moving) animation shows wrong animation frames (while the
10758 moving animation, like "sp_zonk.moving.left/right", is correct,
10759 so this graphical bug never shows up with the classic graphics).
10760 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10761 be drawn instead of the correct frames 0,1,2,3. This is caused by
10762 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10763 an element change: First when the change delay ("ChangeDelay[][]")
10764 counter has reached zero after decrementing, then a second time in
10765 the next frame (after "GfxFrame[][]" was already incremented) when
10766 "ChangeDelay[][]" is reset to the initial delay value again.
10768 This causes frame 0 to be drawn twice, while the last frame won't
10769 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10771 As some animations may already be cleverly designed around this bug
10772 (at least the "Snake Bite" snake tail animation does this), it cannot
10773 simply be fixed here without breaking such existing animations.
10774 Unfortunately, it cannot easily be detected if a graphics set was
10775 designed "before" or "after" the bug was fixed. As a workaround,
10776 a new graphics set option "game.graphics_engine_version" was added
10777 to be able to specify the game's major release version for which the
10778 graphics set was designed, which can then be used to decide if the
10779 bugfix should be used (version 4 and above) or not (version 3 or
10780 below, or if no version was specified at all, as with old sets).
10782 (The wrong/fixed animation frames can be tested with the test level set
10783 "test_gfxframe" and level "000", which contains a specially prepared
10784 custom element at level position (x/y) == (11/9) which uses the zonk
10785 animation mentioned above. Using "game.graphics_engine_version: 4"
10786 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10787 This can also be seen from the debug output for this test element.)
10790 // when a custom element is about to change (for example by change delay),
10791 // do not reset graphic animation when the custom element is moving
10792 if (game.graphics_engine_version < 4 &&
10795 ResetGfxAnimation(x, y);
10796 ResetRandomAnimationValue(x, y);
10799 if (change->pre_change_function)
10800 change->pre_change_function(x, y);
10804 ChangeDelay[x][y]--;
10806 if (ChangeDelay[x][y] != 0) // continue element change
10808 if (change->can_change)
10810 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10812 if (IS_ANIMATED(graphic))
10813 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10815 if (change->change_function)
10816 change->change_function(x, y);
10819 else // finish element change
10821 if (ChangePage[x][y] != -1) // remember page from delayed change
10823 page = ChangePage[x][y];
10824 ChangePage[x][y] = -1;
10826 change = &ei->change_page[page];
10829 if (IS_MOVING(x, y)) // never change a running system ;-)
10831 ChangeDelay[x][y] = 1; // try change after next move step
10832 ChangePage[x][y] = page; // remember page to use for change
10837 // special case: set new level random seed before changing element
10838 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10839 handle_action_before_change = TRUE;
10841 if (change->has_action && handle_action_before_change)
10842 ExecuteCustomElementAction(x, y, element, page);
10844 if (change->can_change)
10846 if (ChangeElement(x, y, element, page))
10848 if (change->post_change_function)
10849 change->post_change_function(x, y);
10853 if (change->has_action && !handle_action_before_change)
10854 ExecuteCustomElementAction(x, y, element, page);
10858 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10859 int trigger_element,
10861 int trigger_player,
10865 boolean change_done_any = FALSE;
10866 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10869 if (!(trigger_events[trigger_element][trigger_event]))
10872 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10874 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10876 int element = EL_CUSTOM_START + i;
10877 boolean change_done = FALSE;
10880 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10881 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10884 for (p = 0; p < element_info[element].num_change_pages; p++)
10886 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10888 if (change->can_change_or_has_action &&
10889 change->has_event[trigger_event] &&
10890 change->trigger_side & trigger_side &&
10891 change->trigger_player & trigger_player &&
10892 change->trigger_page & trigger_page_bits &&
10893 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10895 change->actual_trigger_element = trigger_element;
10896 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10897 change->actual_trigger_player_bits = trigger_player;
10898 change->actual_trigger_side = trigger_side;
10899 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10900 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10902 if ((change->can_change && !change_done) || change->has_action)
10906 SCAN_PLAYFIELD(x, y)
10908 if (Tile[x][y] == element)
10910 if (change->can_change && !change_done)
10912 // if element already changed in this frame, not only prevent
10913 // another element change (checked in ChangeElement()), but
10914 // also prevent additional element actions for this element
10916 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10917 !level.use_action_after_change_bug)
10920 ChangeDelay[x][y] = 1;
10921 ChangeEvent[x][y] = trigger_event;
10923 HandleElementChange(x, y, p);
10925 else if (change->has_action)
10927 // if element already changed in this frame, not only prevent
10928 // another element change (checked in ChangeElement()), but
10929 // also prevent additional element actions for this element
10931 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10932 !level.use_action_after_change_bug)
10935 ExecuteCustomElementAction(x, y, element, p);
10936 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10941 if (change->can_change)
10943 change_done = TRUE;
10944 change_done_any = TRUE;
10951 RECURSION_LOOP_DETECTION_END();
10953 return change_done_any;
10956 static boolean CheckElementChangeExt(int x, int y,
10958 int trigger_element,
10960 int trigger_player,
10963 boolean change_done = FALSE;
10966 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10967 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10970 if (Tile[x][y] == EL_BLOCKED)
10972 Blocked2Moving(x, y, &x, &y);
10973 element = Tile[x][y];
10976 // check if element has already changed or is about to change after moving
10977 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10978 Tile[x][y] != element) ||
10980 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10981 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10982 ChangePage[x][y] != -1)))
10985 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10987 for (p = 0; p < element_info[element].num_change_pages; p++)
10989 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10991 /* check trigger element for all events where the element that is checked
10992 for changing interacts with a directly adjacent element -- this is
10993 different to element changes that affect other elements to change on the
10994 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10995 boolean check_trigger_element =
10996 (trigger_event == CE_TOUCHING_X ||
10997 trigger_event == CE_HITTING_X ||
10998 trigger_event == CE_HIT_BY_X ||
10999 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11001 if (change->can_change_or_has_action &&
11002 change->has_event[trigger_event] &&
11003 change->trigger_side & trigger_side &&
11004 change->trigger_player & trigger_player &&
11005 (!check_trigger_element ||
11006 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11008 change->actual_trigger_element = trigger_element;
11009 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11010 change->actual_trigger_player_bits = trigger_player;
11011 change->actual_trigger_side = trigger_side;
11012 change->actual_trigger_ce_value = CustomValue[x][y];
11013 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11015 // special case: trigger element not at (x,y) position for some events
11016 if (check_trigger_element)
11028 { 0, 0 }, { 0, 0 }, { 0, 0 },
11032 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11033 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11035 change->actual_trigger_ce_value = CustomValue[xx][yy];
11036 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11039 if (change->can_change && !change_done)
11041 ChangeDelay[x][y] = 1;
11042 ChangeEvent[x][y] = trigger_event;
11044 HandleElementChange(x, y, p);
11046 change_done = TRUE;
11048 else if (change->has_action)
11050 ExecuteCustomElementAction(x, y, element, p);
11051 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11056 RECURSION_LOOP_DETECTION_END();
11058 return change_done;
11061 static void PlayPlayerSound(struct PlayerInfo *player)
11063 int jx = player->jx, jy = player->jy;
11064 int sound_element = player->artwork_element;
11065 int last_action = player->last_action_waiting;
11066 int action = player->action_waiting;
11068 if (player->is_waiting)
11070 if (action != last_action)
11071 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11073 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11077 if (action != last_action)
11078 StopSound(element_info[sound_element].sound[last_action]);
11080 if (last_action == ACTION_SLEEPING)
11081 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11085 static void PlayAllPlayersSound(void)
11089 for (i = 0; i < MAX_PLAYERS; i++)
11090 if (stored_player[i].active)
11091 PlayPlayerSound(&stored_player[i]);
11094 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11096 boolean last_waiting = player->is_waiting;
11097 int move_dir = player->MovDir;
11099 player->dir_waiting = move_dir;
11100 player->last_action_waiting = player->action_waiting;
11104 if (!last_waiting) // not waiting -> waiting
11106 player->is_waiting = TRUE;
11108 player->frame_counter_bored =
11110 game.player_boring_delay_fixed +
11111 GetSimpleRandom(game.player_boring_delay_random);
11112 player->frame_counter_sleeping =
11114 game.player_sleeping_delay_fixed +
11115 GetSimpleRandom(game.player_sleeping_delay_random);
11117 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11120 if (game.player_sleeping_delay_fixed +
11121 game.player_sleeping_delay_random > 0 &&
11122 player->anim_delay_counter == 0 &&
11123 player->post_delay_counter == 0 &&
11124 FrameCounter >= player->frame_counter_sleeping)
11125 player->is_sleeping = TRUE;
11126 else if (game.player_boring_delay_fixed +
11127 game.player_boring_delay_random > 0 &&
11128 FrameCounter >= player->frame_counter_bored)
11129 player->is_bored = TRUE;
11131 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11132 player->is_bored ? ACTION_BORING :
11135 if (player->is_sleeping && player->use_murphy)
11137 // special case for sleeping Murphy when leaning against non-free tile
11139 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11140 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11141 !IS_MOVING(player->jx - 1, player->jy)))
11142 move_dir = MV_LEFT;
11143 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11144 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11145 !IS_MOVING(player->jx + 1, player->jy)))
11146 move_dir = MV_RIGHT;
11148 player->is_sleeping = FALSE;
11150 player->dir_waiting = move_dir;
11153 if (player->is_sleeping)
11155 if (player->num_special_action_sleeping > 0)
11157 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11159 int last_special_action = player->special_action_sleeping;
11160 int num_special_action = player->num_special_action_sleeping;
11161 int special_action =
11162 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11163 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11164 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11165 last_special_action + 1 : ACTION_SLEEPING);
11166 int special_graphic =
11167 el_act_dir2img(player->artwork_element, special_action, move_dir);
11169 player->anim_delay_counter =
11170 graphic_info[special_graphic].anim_delay_fixed +
11171 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11172 player->post_delay_counter =
11173 graphic_info[special_graphic].post_delay_fixed +
11174 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11176 player->special_action_sleeping = special_action;
11179 if (player->anim_delay_counter > 0)
11181 player->action_waiting = player->special_action_sleeping;
11182 player->anim_delay_counter--;
11184 else if (player->post_delay_counter > 0)
11186 player->post_delay_counter--;
11190 else if (player->is_bored)
11192 if (player->num_special_action_bored > 0)
11194 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11196 int special_action =
11197 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11198 int special_graphic =
11199 el_act_dir2img(player->artwork_element, special_action, move_dir);
11201 player->anim_delay_counter =
11202 graphic_info[special_graphic].anim_delay_fixed +
11203 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11204 player->post_delay_counter =
11205 graphic_info[special_graphic].post_delay_fixed +
11206 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11208 player->special_action_bored = special_action;
11211 if (player->anim_delay_counter > 0)
11213 player->action_waiting = player->special_action_bored;
11214 player->anim_delay_counter--;
11216 else if (player->post_delay_counter > 0)
11218 player->post_delay_counter--;
11223 else if (last_waiting) // waiting -> not waiting
11225 player->is_waiting = FALSE;
11226 player->is_bored = FALSE;
11227 player->is_sleeping = FALSE;
11229 player->frame_counter_bored = -1;
11230 player->frame_counter_sleeping = -1;
11232 player->anim_delay_counter = 0;
11233 player->post_delay_counter = 0;
11235 player->dir_waiting = player->MovDir;
11236 player->action_waiting = ACTION_DEFAULT;
11238 player->special_action_bored = ACTION_DEFAULT;
11239 player->special_action_sleeping = ACTION_DEFAULT;
11243 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11245 if ((!player->is_moving && player->was_moving) ||
11246 (player->MovPos == 0 && player->was_moving) ||
11247 (player->is_snapping && !player->was_snapping) ||
11248 (player->is_dropping && !player->was_dropping))
11250 if (!CheckSaveEngineSnapshotToList())
11253 player->was_moving = FALSE;
11254 player->was_snapping = TRUE;
11255 player->was_dropping = TRUE;
11259 if (player->is_moving)
11260 player->was_moving = TRUE;
11262 if (!player->is_snapping)
11263 player->was_snapping = FALSE;
11265 if (!player->is_dropping)
11266 player->was_dropping = FALSE;
11269 static struct MouseActionInfo mouse_action_last = { 0 };
11270 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11271 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11274 CheckSaveEngineSnapshotToList();
11276 mouse_action_last = mouse_action;
11279 static void CheckSingleStepMode(struct PlayerInfo *player)
11281 if (tape.single_step && tape.recording && !tape.pausing)
11283 /* as it is called "single step mode", just return to pause mode when the
11284 player stopped moving after one tile (or never starts moving at all) */
11285 if (!player->is_moving &&
11286 !player->is_pushing &&
11287 !player->is_dropping_pressed &&
11288 !player->effective_mouse_action.button)
11289 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11292 CheckSaveEngineSnapshot(player);
11295 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11297 int left = player_action & JOY_LEFT;
11298 int right = player_action & JOY_RIGHT;
11299 int up = player_action & JOY_UP;
11300 int down = player_action & JOY_DOWN;
11301 int button1 = player_action & JOY_BUTTON_1;
11302 int button2 = player_action & JOY_BUTTON_2;
11303 int dx = (left ? -1 : right ? 1 : 0);
11304 int dy = (up ? -1 : down ? 1 : 0);
11306 if (!player->active || tape.pausing)
11312 SnapField(player, dx, dy);
11316 DropElement(player);
11318 MovePlayer(player, dx, dy);
11321 CheckSingleStepMode(player);
11323 SetPlayerWaiting(player, FALSE);
11325 return player_action;
11329 // no actions for this player (no input at player's configured device)
11331 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11332 SnapField(player, 0, 0);
11333 CheckGravityMovementWhenNotMoving(player);
11335 if (player->MovPos == 0)
11336 SetPlayerWaiting(player, TRUE);
11338 if (player->MovPos == 0) // needed for tape.playing
11339 player->is_moving = FALSE;
11341 player->is_dropping = FALSE;
11342 player->is_dropping_pressed = FALSE;
11343 player->drop_pressed_delay = 0;
11345 CheckSingleStepMode(player);
11351 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11354 if (!tape.use_mouse_actions)
11357 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11358 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11359 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11362 static void SetTapeActionFromMouseAction(byte *tape_action,
11363 struct MouseActionInfo *mouse_action)
11365 if (!tape.use_mouse_actions)
11368 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11369 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11370 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11373 static void CheckLevelSolved(void)
11375 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11377 if (game_em.level_solved &&
11378 !game_em.game_over) // game won
11382 game_em.game_over = TRUE;
11384 game.all_players_gone = TRUE;
11387 if (game_em.game_over) // game lost
11388 game.all_players_gone = TRUE;
11390 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11392 if (game_sp.level_solved &&
11393 !game_sp.game_over) // game won
11397 game_sp.game_over = TRUE;
11399 game.all_players_gone = TRUE;
11402 if (game_sp.game_over) // game lost
11403 game.all_players_gone = TRUE;
11405 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11407 if (game_mm.level_solved &&
11408 !game_mm.game_over) // game won
11412 game_mm.game_over = TRUE;
11414 game.all_players_gone = TRUE;
11417 if (game_mm.game_over) // game lost
11418 game.all_players_gone = TRUE;
11422 static void CheckLevelTime(void)
11426 if (TimeFrames >= FRAMES_PER_SECOND)
11431 for (i = 0; i < MAX_PLAYERS; i++)
11433 struct PlayerInfo *player = &stored_player[i];
11435 if (SHIELD_ON(player))
11437 player->shield_normal_time_left--;
11439 if (player->shield_deadly_time_left > 0)
11440 player->shield_deadly_time_left--;
11444 if (!game.LevelSolved && !level.use_step_counter)
11452 if (TimeLeft <= 10 && setup.time_limit)
11453 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11455 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11456 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11458 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11460 if (!TimeLeft && setup.time_limit)
11462 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11463 game_em.lev->killed_out_of_time = TRUE;
11465 for (i = 0; i < MAX_PLAYERS; i++)
11466 KillPlayer(&stored_player[i]);
11469 else if (game.no_time_limit && !game.all_players_gone)
11471 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11474 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11477 if (tape.recording || tape.playing)
11478 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11481 if (tape.recording || tape.playing)
11482 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11484 UpdateAndDisplayGameControlValues();
11487 void AdvanceFrameAndPlayerCounters(int player_nr)
11491 // advance frame counters (global frame counter and time frame counter)
11495 // advance player counters (counters for move delay, move animation etc.)
11496 for (i = 0; i < MAX_PLAYERS; i++)
11498 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11499 int move_delay_value = stored_player[i].move_delay_value;
11500 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11502 if (!advance_player_counters) // not all players may be affected
11505 if (move_frames == 0) // less than one move per game frame
11507 int stepsize = TILEX / move_delay_value;
11508 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11509 int count = (stored_player[i].is_moving ?
11510 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11512 if (count % delay == 0)
11516 stored_player[i].Frame += move_frames;
11518 if (stored_player[i].MovPos != 0)
11519 stored_player[i].StepFrame += move_frames;
11521 if (stored_player[i].move_delay > 0)
11522 stored_player[i].move_delay--;
11524 // due to bugs in previous versions, counter must count up, not down
11525 if (stored_player[i].push_delay != -1)
11526 stored_player[i].push_delay++;
11528 if (stored_player[i].drop_delay > 0)
11529 stored_player[i].drop_delay--;
11531 if (stored_player[i].is_dropping_pressed)
11532 stored_player[i].drop_pressed_delay++;
11536 void StartGameActions(boolean init_network_game, boolean record_tape,
11539 unsigned int new_random_seed = InitRND(random_seed);
11542 TapeStartRecording(new_random_seed);
11544 if (init_network_game)
11546 SendToServer_LevelFile();
11547 SendToServer_StartPlaying();
11555 static void GameActionsExt(void)
11558 static unsigned int game_frame_delay = 0;
11560 unsigned int game_frame_delay_value;
11561 byte *recorded_player_action;
11562 byte summarized_player_action = 0;
11563 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11566 // detect endless loops, caused by custom element programming
11567 if (recursion_loop_detected && recursion_loop_depth == 0)
11569 char *message = getStringCat3("Internal Error! Element ",
11570 EL_NAME(recursion_loop_element),
11571 " caused endless loop! Quit the game?");
11573 Warn("element '%s' caused endless loop in game engine",
11574 EL_NAME(recursion_loop_element));
11576 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11578 recursion_loop_detected = FALSE; // if game should be continued
11585 if (game.restart_level)
11586 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11588 CheckLevelSolved();
11590 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11593 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11596 if (game_status != GAME_MODE_PLAYING) // status might have changed
11599 game_frame_delay_value =
11600 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11602 if (tape.playing && tape.warp_forward && !tape.pausing)
11603 game_frame_delay_value = 0;
11605 SetVideoFrameDelay(game_frame_delay_value);
11607 // (de)activate virtual buttons depending on current game status
11608 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11610 if (game.all_players_gone) // if no players there to be controlled anymore
11611 SetOverlayActive(FALSE);
11612 else if (!tape.playing) // if game continues after tape stopped playing
11613 SetOverlayActive(TRUE);
11618 // ---------- main game synchronization point ----------
11620 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11622 Debug("game:playing:skip", "skip == %d", skip);
11625 // ---------- main game synchronization point ----------
11627 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11631 if (network_playing && !network_player_action_received)
11633 // try to get network player actions in time
11635 // last chance to get network player actions without main loop delay
11636 HandleNetworking();
11638 // game was quit by network peer
11639 if (game_status != GAME_MODE_PLAYING)
11642 // check if network player actions still missing and game still running
11643 if (!network_player_action_received && !checkGameEnded())
11644 return; // failed to get network player actions in time
11646 // do not yet reset "network_player_action_received" (for tape.pausing)
11652 // at this point we know that we really continue executing the game
11654 network_player_action_received = FALSE;
11656 // when playing tape, read previously recorded player input from tape data
11657 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11659 local_player->effective_mouse_action = local_player->mouse_action;
11661 if (recorded_player_action != NULL)
11662 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11663 recorded_player_action);
11665 // TapePlayAction() may return NULL when toggling to "pause before death"
11669 if (tape.set_centered_player)
11671 game.centered_player_nr_next = tape.centered_player_nr_next;
11672 game.set_centered_player = TRUE;
11675 for (i = 0; i < MAX_PLAYERS; i++)
11677 summarized_player_action |= stored_player[i].action;
11679 if (!network_playing && (game.team_mode || tape.playing))
11680 stored_player[i].effective_action = stored_player[i].action;
11683 if (network_playing && !checkGameEnded())
11684 SendToServer_MovePlayer(summarized_player_action);
11686 // summarize all actions at local players mapped input device position
11687 // (this allows using different input devices in single player mode)
11688 if (!network.enabled && !game.team_mode)
11689 stored_player[map_player_action[local_player->index_nr]].effective_action =
11690 summarized_player_action;
11692 // summarize all actions at centered player in local team mode
11693 if (tape.recording &&
11694 setup.team_mode && !network.enabled &&
11695 setup.input_on_focus &&
11696 game.centered_player_nr != -1)
11698 for (i = 0; i < MAX_PLAYERS; i++)
11699 stored_player[map_player_action[i]].effective_action =
11700 (i == game.centered_player_nr ? summarized_player_action : 0);
11703 if (recorded_player_action != NULL)
11704 for (i = 0; i < MAX_PLAYERS; i++)
11705 stored_player[i].effective_action = recorded_player_action[i];
11707 for (i = 0; i < MAX_PLAYERS; i++)
11709 tape_action[i] = stored_player[i].effective_action;
11711 /* (this may happen in the RND game engine if a player was not present on
11712 the playfield on level start, but appeared later from a custom element */
11713 if (setup.team_mode &&
11716 !tape.player_participates[i])
11717 tape.player_participates[i] = TRUE;
11720 SetTapeActionFromMouseAction(tape_action,
11721 &local_player->effective_mouse_action);
11723 // only record actions from input devices, but not programmed actions
11724 if (tape.recording)
11725 TapeRecordAction(tape_action);
11727 // remember if game was played (especially after tape stopped playing)
11728 if (!tape.playing && summarized_player_action)
11729 game.GamePlayed = TRUE;
11731 #if USE_NEW_PLAYER_ASSIGNMENTS
11732 // !!! also map player actions in single player mode !!!
11733 // if (game.team_mode)
11736 byte mapped_action[MAX_PLAYERS];
11738 #if DEBUG_PLAYER_ACTIONS
11739 for (i = 0; i < MAX_PLAYERS; i++)
11740 DebugContinued("", "%d, ", stored_player[i].effective_action);
11743 for (i = 0; i < MAX_PLAYERS; i++)
11744 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11746 for (i = 0; i < MAX_PLAYERS; i++)
11747 stored_player[i].effective_action = mapped_action[i];
11749 #if DEBUG_PLAYER_ACTIONS
11750 DebugContinued("", "=> ");
11751 for (i = 0; i < MAX_PLAYERS; i++)
11752 DebugContinued("", "%d, ", stored_player[i].effective_action);
11753 DebugContinued("game:playing:player", "\n");
11756 #if DEBUG_PLAYER_ACTIONS
11759 for (i = 0; i < MAX_PLAYERS; i++)
11760 DebugContinued("", "%d, ", stored_player[i].effective_action);
11761 DebugContinued("game:playing:player", "\n");
11766 for (i = 0; i < MAX_PLAYERS; i++)
11768 // allow engine snapshot in case of changed movement attempt
11769 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11770 (stored_player[i].effective_action & KEY_MOTION))
11771 game.snapshot.changed_action = TRUE;
11773 // allow engine snapshot in case of snapping/dropping attempt
11774 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11775 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11776 game.snapshot.changed_action = TRUE;
11778 game.snapshot.last_action[i] = stored_player[i].effective_action;
11781 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11783 GameActions_EM_Main();
11785 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11787 GameActions_SP_Main();
11789 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11791 GameActions_MM_Main();
11795 GameActions_RND_Main();
11798 BlitScreenToBitmap(backbuffer);
11800 CheckLevelSolved();
11803 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11805 if (global.show_frames_per_second)
11807 static unsigned int fps_counter = 0;
11808 static int fps_frames = 0;
11809 unsigned int fps_delay_ms = Counter() - fps_counter;
11813 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11815 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11818 fps_counter = Counter();
11820 // always draw FPS to screen after FPS value was updated
11821 redraw_mask |= REDRAW_FPS;
11824 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11825 if (GetDrawDeactivationMask() == REDRAW_NONE)
11826 redraw_mask |= REDRAW_FPS;
11830 static void GameActions_CheckSaveEngineSnapshot(void)
11832 if (!game.snapshot.save_snapshot)
11835 // clear flag for saving snapshot _before_ saving snapshot
11836 game.snapshot.save_snapshot = FALSE;
11838 SaveEngineSnapshotToList();
11841 void GameActions(void)
11845 GameActions_CheckSaveEngineSnapshot();
11848 void GameActions_EM_Main(void)
11850 byte effective_action[MAX_PLAYERS];
11851 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11854 for (i = 0; i < MAX_PLAYERS; i++)
11855 effective_action[i] = stored_player[i].effective_action;
11857 GameActions_EM(effective_action, warp_mode);
11860 void GameActions_SP_Main(void)
11862 byte effective_action[MAX_PLAYERS];
11863 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11866 for (i = 0; i < MAX_PLAYERS; i++)
11867 effective_action[i] = stored_player[i].effective_action;
11869 GameActions_SP(effective_action, warp_mode);
11871 for (i = 0; i < MAX_PLAYERS; i++)
11873 if (stored_player[i].force_dropping)
11874 stored_player[i].action |= KEY_BUTTON_DROP;
11876 stored_player[i].force_dropping = FALSE;
11880 void GameActions_MM_Main(void)
11882 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11884 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11887 void GameActions_RND_Main(void)
11892 void GameActions_RND(void)
11894 static struct MouseActionInfo mouse_action_last = { 0 };
11895 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11896 int magic_wall_x = 0, magic_wall_y = 0;
11897 int i, x, y, element, graphic, last_gfx_frame;
11899 InitPlayfieldScanModeVars();
11901 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11903 SCAN_PLAYFIELD(x, y)
11905 ChangeCount[x][y] = 0;
11906 ChangeEvent[x][y] = -1;
11910 if (game.set_centered_player)
11912 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11914 // switching to "all players" only possible if all players fit to screen
11915 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11917 game.centered_player_nr_next = game.centered_player_nr;
11918 game.set_centered_player = FALSE;
11921 // do not switch focus to non-existing (or non-active) player
11922 if (game.centered_player_nr_next >= 0 &&
11923 !stored_player[game.centered_player_nr_next].active)
11925 game.centered_player_nr_next = game.centered_player_nr;
11926 game.set_centered_player = FALSE;
11930 if (game.set_centered_player &&
11931 ScreenMovPos == 0) // screen currently aligned at tile position
11935 if (game.centered_player_nr_next == -1)
11937 setScreenCenteredToAllPlayers(&sx, &sy);
11941 sx = stored_player[game.centered_player_nr_next].jx;
11942 sy = stored_player[game.centered_player_nr_next].jy;
11945 game.centered_player_nr = game.centered_player_nr_next;
11946 game.set_centered_player = FALSE;
11948 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11949 DrawGameDoorValues();
11952 for (i = 0; i < MAX_PLAYERS; i++)
11954 int actual_player_action = stored_player[i].effective_action;
11957 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11958 - rnd_equinox_tetrachloride 048
11959 - rnd_equinox_tetrachloride_ii 096
11960 - rnd_emanuel_schmieg 002
11961 - doctor_sloan_ww 001, 020
11963 if (stored_player[i].MovPos == 0)
11964 CheckGravityMovement(&stored_player[i]);
11967 // overwrite programmed action with tape action
11968 if (stored_player[i].programmed_action)
11969 actual_player_action = stored_player[i].programmed_action;
11971 PlayerActions(&stored_player[i], actual_player_action);
11973 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11976 ScrollScreen(NULL, SCROLL_GO_ON);
11978 /* for backwards compatibility, the following code emulates a fixed bug that
11979 occured when pushing elements (causing elements that just made their last
11980 pushing step to already (if possible) make their first falling step in the
11981 same game frame, which is bad); this code is also needed to use the famous
11982 "spring push bug" which is used in older levels and might be wanted to be
11983 used also in newer levels, but in this case the buggy pushing code is only
11984 affecting the "spring" element and no other elements */
11986 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11988 for (i = 0; i < MAX_PLAYERS; i++)
11990 struct PlayerInfo *player = &stored_player[i];
11991 int x = player->jx;
11992 int y = player->jy;
11994 if (player->active && player->is_pushing && player->is_moving &&
11996 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11997 Tile[x][y] == EL_SPRING))
11999 ContinueMoving(x, y);
12001 // continue moving after pushing (this is actually a bug)
12002 if (!IS_MOVING(x, y))
12003 Stop[x][y] = FALSE;
12008 SCAN_PLAYFIELD(x, y)
12010 Last[x][y] = Tile[x][y];
12012 ChangeCount[x][y] = 0;
12013 ChangeEvent[x][y] = -1;
12015 // this must be handled before main playfield loop
12016 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12019 if (MovDelay[x][y] <= 0)
12023 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12026 if (MovDelay[x][y] <= 0)
12029 TEST_DrawLevelField(x, y);
12031 TestIfElementTouchesCustomElement(x, y); // for empty space
12036 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12038 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12040 Debug("game:playing:GameActions_RND", "This should never happen!");
12042 ChangePage[x][y] = -1;
12046 Stop[x][y] = FALSE;
12047 if (WasJustMoving[x][y] > 0)
12048 WasJustMoving[x][y]--;
12049 if (WasJustFalling[x][y] > 0)
12050 WasJustFalling[x][y]--;
12051 if (CheckCollision[x][y] > 0)
12052 CheckCollision[x][y]--;
12053 if (CheckImpact[x][y] > 0)
12054 CheckImpact[x][y]--;
12058 /* reset finished pushing action (not done in ContinueMoving() to allow
12059 continuous pushing animation for elements with zero push delay) */
12060 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12062 ResetGfxAnimation(x, y);
12063 TEST_DrawLevelField(x, y);
12067 if (IS_BLOCKED(x, y))
12071 Blocked2Moving(x, y, &oldx, &oldy);
12072 if (!IS_MOVING(oldx, oldy))
12074 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12075 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12076 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12077 Debug("game:playing:GameActions_RND", "This should never happen!");
12083 if (mouse_action.button)
12085 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12087 x = mouse_action.lx;
12088 y = mouse_action.ly;
12089 element = Tile[x][y];
12093 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12094 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12097 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12098 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12101 SCAN_PLAYFIELD(x, y)
12103 element = Tile[x][y];
12104 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12105 last_gfx_frame = GfxFrame[x][y];
12107 ResetGfxFrame(x, y);
12109 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12110 DrawLevelGraphicAnimation(x, y, graphic);
12112 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12113 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12114 ResetRandomAnimationValue(x, y);
12116 SetRandomAnimationValue(x, y);
12118 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12120 if (IS_INACTIVE(element))
12122 if (IS_ANIMATED(graphic))
12123 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12128 // this may take place after moving, so 'element' may have changed
12129 if (IS_CHANGING(x, y) &&
12130 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12132 int page = element_info[element].event_page_nr[CE_DELAY];
12134 HandleElementChange(x, y, page);
12136 element = Tile[x][y];
12137 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12140 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12144 element = Tile[x][y];
12145 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12147 if (IS_ANIMATED(graphic) &&
12148 !IS_MOVING(x, y) &&
12150 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12152 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12153 TEST_DrawTwinkleOnField(x, y);
12155 else if (element == EL_ACID)
12158 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12160 else if ((element == EL_EXIT_OPEN ||
12161 element == EL_EM_EXIT_OPEN ||
12162 element == EL_SP_EXIT_OPEN ||
12163 element == EL_STEEL_EXIT_OPEN ||
12164 element == EL_EM_STEEL_EXIT_OPEN ||
12165 element == EL_SP_TERMINAL ||
12166 element == EL_SP_TERMINAL_ACTIVE ||
12167 element == EL_EXTRA_TIME ||
12168 element == EL_SHIELD_NORMAL ||
12169 element == EL_SHIELD_DEADLY) &&
12170 IS_ANIMATED(graphic))
12171 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12172 else if (IS_MOVING(x, y))
12173 ContinueMoving(x, y);
12174 else if (IS_ACTIVE_BOMB(element))
12175 CheckDynamite(x, y);
12176 else if (element == EL_AMOEBA_GROWING)
12177 AmoebaGrowing(x, y);
12178 else if (element == EL_AMOEBA_SHRINKING)
12179 AmoebaShrinking(x, y);
12181 #if !USE_NEW_AMOEBA_CODE
12182 else if (IS_AMOEBALIVE(element))
12183 AmoebaReproduce(x, y);
12186 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12188 else if (element == EL_EXIT_CLOSED)
12190 else if (element == EL_EM_EXIT_CLOSED)
12192 else if (element == EL_STEEL_EXIT_CLOSED)
12193 CheckExitSteel(x, y);
12194 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12195 CheckExitSteelEM(x, y);
12196 else if (element == EL_SP_EXIT_CLOSED)
12198 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12199 element == EL_EXPANDABLE_STEELWALL_GROWING)
12200 MauerWaechst(x, y);
12201 else if (element == EL_EXPANDABLE_WALL ||
12202 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12203 element == EL_EXPANDABLE_WALL_VERTICAL ||
12204 element == EL_EXPANDABLE_WALL_ANY ||
12205 element == EL_BD_EXPANDABLE_WALL)
12206 MauerAbleger(x, y);
12207 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12208 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12209 element == EL_EXPANDABLE_STEELWALL_ANY)
12210 MauerAblegerStahl(x, y);
12211 else if (element == EL_FLAMES)
12212 CheckForDragon(x, y);
12213 else if (element == EL_EXPLOSION)
12214 ; // drawing of correct explosion animation is handled separately
12215 else if (element == EL_ELEMENT_SNAPPING ||
12216 element == EL_DIAGONAL_SHRINKING ||
12217 element == EL_DIAGONAL_GROWING)
12219 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12221 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12223 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12224 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12226 if (IS_BELT_ACTIVE(element))
12227 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12229 if (game.magic_wall_active)
12231 int jx = local_player->jx, jy = local_player->jy;
12233 // play the element sound at the position nearest to the player
12234 if ((element == EL_MAGIC_WALL_FULL ||
12235 element == EL_MAGIC_WALL_ACTIVE ||
12236 element == EL_MAGIC_WALL_EMPTYING ||
12237 element == EL_BD_MAGIC_WALL_FULL ||
12238 element == EL_BD_MAGIC_WALL_ACTIVE ||
12239 element == EL_BD_MAGIC_WALL_EMPTYING ||
12240 element == EL_DC_MAGIC_WALL_FULL ||
12241 element == EL_DC_MAGIC_WALL_ACTIVE ||
12242 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12243 ABS(x - jx) + ABS(y - jy) <
12244 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12252 #if USE_NEW_AMOEBA_CODE
12253 // new experimental amoeba growth stuff
12254 if (!(FrameCounter % 8))
12256 static unsigned int random = 1684108901;
12258 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12260 x = RND(lev_fieldx);
12261 y = RND(lev_fieldy);
12262 element = Tile[x][y];
12264 if (!IS_PLAYER(x,y) &&
12265 (element == EL_EMPTY ||
12266 CAN_GROW_INTO(element) ||
12267 element == EL_QUICKSAND_EMPTY ||
12268 element == EL_QUICKSAND_FAST_EMPTY ||
12269 element == EL_ACID_SPLASH_LEFT ||
12270 element == EL_ACID_SPLASH_RIGHT))
12272 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12273 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12274 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12275 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12276 Tile[x][y] = EL_AMOEBA_DROP;
12279 random = random * 129 + 1;
12284 game.explosions_delayed = FALSE;
12286 SCAN_PLAYFIELD(x, y)
12288 element = Tile[x][y];
12290 if (ExplodeField[x][y])
12291 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12292 else if (element == EL_EXPLOSION)
12293 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12295 ExplodeField[x][y] = EX_TYPE_NONE;
12298 game.explosions_delayed = TRUE;
12300 if (game.magic_wall_active)
12302 if (!(game.magic_wall_time_left % 4))
12304 int element = Tile[magic_wall_x][magic_wall_y];
12306 if (element == EL_BD_MAGIC_WALL_FULL ||
12307 element == EL_BD_MAGIC_WALL_ACTIVE ||
12308 element == EL_BD_MAGIC_WALL_EMPTYING)
12309 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12310 else if (element == EL_DC_MAGIC_WALL_FULL ||
12311 element == EL_DC_MAGIC_WALL_ACTIVE ||
12312 element == EL_DC_MAGIC_WALL_EMPTYING)
12313 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12315 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12318 if (game.magic_wall_time_left > 0)
12320 game.magic_wall_time_left--;
12322 if (!game.magic_wall_time_left)
12324 SCAN_PLAYFIELD(x, y)
12326 element = Tile[x][y];
12328 if (element == EL_MAGIC_WALL_ACTIVE ||
12329 element == EL_MAGIC_WALL_FULL)
12331 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12332 TEST_DrawLevelField(x, y);
12334 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12335 element == EL_BD_MAGIC_WALL_FULL)
12337 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12338 TEST_DrawLevelField(x, y);
12340 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12341 element == EL_DC_MAGIC_WALL_FULL)
12343 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12344 TEST_DrawLevelField(x, y);
12348 game.magic_wall_active = FALSE;
12353 if (game.light_time_left > 0)
12355 game.light_time_left--;
12357 if (game.light_time_left == 0)
12358 RedrawAllLightSwitchesAndInvisibleElements();
12361 if (game.timegate_time_left > 0)
12363 game.timegate_time_left--;
12365 if (game.timegate_time_left == 0)
12366 CloseAllOpenTimegates();
12369 if (game.lenses_time_left > 0)
12371 game.lenses_time_left--;
12373 if (game.lenses_time_left == 0)
12374 RedrawAllInvisibleElementsForLenses();
12377 if (game.magnify_time_left > 0)
12379 game.magnify_time_left--;
12381 if (game.magnify_time_left == 0)
12382 RedrawAllInvisibleElementsForMagnifier();
12385 for (i = 0; i < MAX_PLAYERS; i++)
12387 struct PlayerInfo *player = &stored_player[i];
12389 if (SHIELD_ON(player))
12391 if (player->shield_deadly_time_left)
12392 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12393 else if (player->shield_normal_time_left)
12394 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12398 #if USE_DELAYED_GFX_REDRAW
12399 SCAN_PLAYFIELD(x, y)
12401 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12403 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12404 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12406 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12407 DrawLevelField(x, y);
12409 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12410 DrawLevelFieldCrumbled(x, y);
12412 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12413 DrawLevelFieldCrumbledNeighbours(x, y);
12415 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12416 DrawTwinkleOnField(x, y);
12419 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12424 PlayAllPlayersSound();
12426 for (i = 0; i < MAX_PLAYERS; i++)
12428 struct PlayerInfo *player = &stored_player[i];
12430 if (player->show_envelope != 0 && (!player->active ||
12431 player->MovPos == 0))
12433 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12435 player->show_envelope = 0;
12439 // use random number generator in every frame to make it less predictable
12440 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12443 mouse_action_last = mouse_action;
12446 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12448 int min_x = x, min_y = y, max_x = x, max_y = y;
12451 for (i = 0; i < MAX_PLAYERS; i++)
12453 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12455 if (!stored_player[i].active || &stored_player[i] == player)
12458 min_x = MIN(min_x, jx);
12459 min_y = MIN(min_y, jy);
12460 max_x = MAX(max_x, jx);
12461 max_y = MAX(max_y, jy);
12464 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12467 static boolean AllPlayersInVisibleScreen(void)
12471 for (i = 0; i < MAX_PLAYERS; i++)
12473 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12475 if (!stored_player[i].active)
12478 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12485 void ScrollLevel(int dx, int dy)
12487 int scroll_offset = 2 * TILEX_VAR;
12490 BlitBitmap(drawto_field, drawto_field,
12491 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12492 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12493 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12494 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12495 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12496 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12500 x = (dx == 1 ? BX1 : BX2);
12501 for (y = BY1; y <= BY2; y++)
12502 DrawScreenField(x, y);
12507 y = (dy == 1 ? BY1 : BY2);
12508 for (x = BX1; x <= BX2; x++)
12509 DrawScreenField(x, y);
12512 redraw_mask |= REDRAW_FIELD;
12515 static boolean canFallDown(struct PlayerInfo *player)
12517 int jx = player->jx, jy = player->jy;
12519 return (IN_LEV_FIELD(jx, jy + 1) &&
12520 (IS_FREE(jx, jy + 1) ||
12521 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12522 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12523 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12526 static boolean canPassField(int x, int y, int move_dir)
12528 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12529 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12530 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12531 int nextx = x + dx;
12532 int nexty = y + dy;
12533 int element = Tile[x][y];
12535 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12536 !CAN_MOVE(element) &&
12537 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12538 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12539 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12542 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12544 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12545 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12546 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12550 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12551 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12552 (IS_DIGGABLE(Tile[newx][newy]) ||
12553 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12554 canPassField(newx, newy, move_dir)));
12557 static void CheckGravityMovement(struct PlayerInfo *player)
12559 if (player->gravity && !player->programmed_action)
12561 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12562 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12563 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12564 int jx = player->jx, jy = player->jy;
12565 boolean player_is_moving_to_valid_field =
12566 (!player_is_snapping &&
12567 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12568 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12569 boolean player_can_fall_down = canFallDown(player);
12571 if (player_can_fall_down &&
12572 !player_is_moving_to_valid_field)
12573 player->programmed_action = MV_DOWN;
12577 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12579 return CheckGravityMovement(player);
12581 if (player->gravity && !player->programmed_action)
12583 int jx = player->jx, jy = player->jy;
12584 boolean field_under_player_is_free =
12585 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12586 boolean player_is_standing_on_valid_field =
12587 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12588 (IS_WALKABLE(Tile[jx][jy]) &&
12589 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12591 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12592 player->programmed_action = MV_DOWN;
12597 MovePlayerOneStep()
12598 -----------------------------------------------------------------------------
12599 dx, dy: direction (non-diagonal) to try to move the player to
12600 real_dx, real_dy: direction as read from input device (can be diagonal)
12603 boolean MovePlayerOneStep(struct PlayerInfo *player,
12604 int dx, int dy, int real_dx, int real_dy)
12606 int jx = player->jx, jy = player->jy;
12607 int new_jx = jx + dx, new_jy = jy + dy;
12609 boolean player_can_move = !player->cannot_move;
12611 if (!player->active || (!dx && !dy))
12612 return MP_NO_ACTION;
12614 player->MovDir = (dx < 0 ? MV_LEFT :
12615 dx > 0 ? MV_RIGHT :
12617 dy > 0 ? MV_DOWN : MV_NONE);
12619 if (!IN_LEV_FIELD(new_jx, new_jy))
12620 return MP_NO_ACTION;
12622 if (!player_can_move)
12624 if (player->MovPos == 0)
12626 player->is_moving = FALSE;
12627 player->is_digging = FALSE;
12628 player->is_collecting = FALSE;
12629 player->is_snapping = FALSE;
12630 player->is_pushing = FALSE;
12634 if (!network.enabled && game.centered_player_nr == -1 &&
12635 !AllPlayersInSight(player, new_jx, new_jy))
12636 return MP_NO_ACTION;
12638 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12639 if (can_move != MP_MOVING)
12642 // check if DigField() has caused relocation of the player
12643 if (player->jx != jx || player->jy != jy)
12644 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12646 StorePlayer[jx][jy] = 0;
12647 player->last_jx = jx;
12648 player->last_jy = jy;
12649 player->jx = new_jx;
12650 player->jy = new_jy;
12651 StorePlayer[new_jx][new_jy] = player->element_nr;
12653 if (player->move_delay_value_next != -1)
12655 player->move_delay_value = player->move_delay_value_next;
12656 player->move_delay_value_next = -1;
12660 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12662 player->step_counter++;
12664 PlayerVisit[jx][jy] = FrameCounter;
12666 player->is_moving = TRUE;
12669 // should better be called in MovePlayer(), but this breaks some tapes
12670 ScrollPlayer(player, SCROLL_INIT);
12676 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12678 int jx = player->jx, jy = player->jy;
12679 int old_jx = jx, old_jy = jy;
12680 int moved = MP_NO_ACTION;
12682 if (!player->active)
12687 if (player->MovPos == 0)
12689 player->is_moving = FALSE;
12690 player->is_digging = FALSE;
12691 player->is_collecting = FALSE;
12692 player->is_snapping = FALSE;
12693 player->is_pushing = FALSE;
12699 if (player->move_delay > 0)
12702 player->move_delay = -1; // set to "uninitialized" value
12704 // store if player is automatically moved to next field
12705 player->is_auto_moving = (player->programmed_action != MV_NONE);
12707 // remove the last programmed player action
12708 player->programmed_action = 0;
12710 if (player->MovPos)
12712 // should only happen if pre-1.2 tape recordings are played
12713 // this is only for backward compatibility
12715 int original_move_delay_value = player->move_delay_value;
12718 Debug("game:playing:MovePlayer",
12719 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12723 // scroll remaining steps with finest movement resolution
12724 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12726 while (player->MovPos)
12728 ScrollPlayer(player, SCROLL_GO_ON);
12729 ScrollScreen(NULL, SCROLL_GO_ON);
12731 AdvanceFrameAndPlayerCounters(player->index_nr);
12734 BackToFront_WithFrameDelay(0);
12737 player->move_delay_value = original_move_delay_value;
12740 player->is_active = FALSE;
12742 if (player->last_move_dir & MV_HORIZONTAL)
12744 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12745 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12749 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12750 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12753 if (!moved && !player->is_active)
12755 player->is_moving = FALSE;
12756 player->is_digging = FALSE;
12757 player->is_collecting = FALSE;
12758 player->is_snapping = FALSE;
12759 player->is_pushing = FALSE;
12765 if (moved & MP_MOVING && !ScreenMovPos &&
12766 (player->index_nr == game.centered_player_nr ||
12767 game.centered_player_nr == -1))
12769 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12771 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12773 // actual player has left the screen -- scroll in that direction
12774 if (jx != old_jx) // player has moved horizontally
12775 scroll_x += (jx - old_jx);
12776 else // player has moved vertically
12777 scroll_y += (jy - old_jy);
12781 int offset_raw = game.scroll_delay_value;
12783 if (jx != old_jx) // player has moved horizontally
12785 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12786 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12787 int new_scroll_x = jx - MIDPOSX + offset_x;
12789 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12790 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12791 scroll_x = new_scroll_x;
12793 // don't scroll over playfield boundaries
12794 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12796 // don't scroll more than one field at a time
12797 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12799 // don't scroll against the player's moving direction
12800 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12801 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12802 scroll_x = old_scroll_x;
12804 else // player has moved vertically
12806 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12807 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12808 int new_scroll_y = jy - MIDPOSY + offset_y;
12810 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12811 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12812 scroll_y = new_scroll_y;
12814 // don't scroll over playfield boundaries
12815 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12817 // don't scroll more than one field at a time
12818 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12820 // don't scroll against the player's moving direction
12821 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12822 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12823 scroll_y = old_scroll_y;
12827 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12829 if (!network.enabled && game.centered_player_nr == -1 &&
12830 !AllPlayersInVisibleScreen())
12832 scroll_x = old_scroll_x;
12833 scroll_y = old_scroll_y;
12837 ScrollScreen(player, SCROLL_INIT);
12838 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12843 player->StepFrame = 0;
12845 if (moved & MP_MOVING)
12847 if (old_jx != jx && old_jy == jy)
12848 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12849 else if (old_jx == jx && old_jy != jy)
12850 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12852 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12854 player->last_move_dir = player->MovDir;
12855 player->is_moving = TRUE;
12856 player->is_snapping = FALSE;
12857 player->is_switching = FALSE;
12858 player->is_dropping = FALSE;
12859 player->is_dropping_pressed = FALSE;
12860 player->drop_pressed_delay = 0;
12863 // should better be called here than above, but this breaks some tapes
12864 ScrollPlayer(player, SCROLL_INIT);
12869 CheckGravityMovementWhenNotMoving(player);
12871 player->is_moving = FALSE;
12873 /* at this point, the player is allowed to move, but cannot move right now
12874 (e.g. because of something blocking the way) -- ensure that the player
12875 is also allowed to move in the next frame (in old versions before 3.1.1,
12876 the player was forced to wait again for eight frames before next try) */
12878 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12879 player->move_delay = 0; // allow direct movement in the next frame
12882 if (player->move_delay == -1) // not yet initialized by DigField()
12883 player->move_delay = player->move_delay_value;
12885 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12887 TestIfPlayerTouchesBadThing(jx, jy);
12888 TestIfPlayerTouchesCustomElement(jx, jy);
12891 if (!player->active)
12892 RemovePlayer(player);
12897 void ScrollPlayer(struct PlayerInfo *player, int mode)
12899 int jx = player->jx, jy = player->jy;
12900 int last_jx = player->last_jx, last_jy = player->last_jy;
12901 int move_stepsize = TILEX / player->move_delay_value;
12903 if (!player->active)
12906 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12909 if (mode == SCROLL_INIT)
12911 player->actual_frame_counter = FrameCounter;
12912 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12914 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12915 Tile[last_jx][last_jy] == EL_EMPTY)
12917 int last_field_block_delay = 0; // start with no blocking at all
12918 int block_delay_adjustment = player->block_delay_adjustment;
12920 // if player blocks last field, add delay for exactly one move
12921 if (player->block_last_field)
12923 last_field_block_delay += player->move_delay_value;
12925 // when blocking enabled, prevent moving up despite gravity
12926 if (player->gravity && player->MovDir == MV_UP)
12927 block_delay_adjustment = -1;
12930 // add block delay adjustment (also possible when not blocking)
12931 last_field_block_delay += block_delay_adjustment;
12933 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12934 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12937 if (player->MovPos != 0) // player has not yet reached destination
12940 else if (!FrameReached(&player->actual_frame_counter, 1))
12943 if (player->MovPos != 0)
12945 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12946 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12948 // before DrawPlayer() to draw correct player graphic for this case
12949 if (player->MovPos == 0)
12950 CheckGravityMovement(player);
12953 if (player->MovPos == 0) // player reached destination field
12955 if (player->move_delay_reset_counter > 0)
12957 player->move_delay_reset_counter--;
12959 if (player->move_delay_reset_counter == 0)
12961 // continue with normal speed after quickly moving through gate
12962 HALVE_PLAYER_SPEED(player);
12964 // be able to make the next move without delay
12965 player->move_delay = 0;
12969 player->last_jx = jx;
12970 player->last_jy = jy;
12972 if (Tile[jx][jy] == EL_EXIT_OPEN ||
12973 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
12974 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
12975 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
12976 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12977 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12978 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
12979 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12981 ExitPlayer(player);
12983 if (game.players_still_needed == 0 &&
12984 (game.friends_still_needed == 0 ||
12985 IS_SP_ELEMENT(Tile[jx][jy])))
12989 // this breaks one level: "machine", level 000
12991 int move_direction = player->MovDir;
12992 int enter_side = MV_DIR_OPPOSITE(move_direction);
12993 int leave_side = move_direction;
12994 int old_jx = last_jx;
12995 int old_jy = last_jy;
12996 int old_element = Tile[old_jx][old_jy];
12997 int new_element = Tile[jx][jy];
12999 if (IS_CUSTOM_ELEMENT(old_element))
13000 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13002 player->index_bit, leave_side);
13004 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13005 CE_PLAYER_LEAVES_X,
13006 player->index_bit, leave_side);
13008 if (IS_CUSTOM_ELEMENT(new_element))
13009 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13010 player->index_bit, enter_side);
13012 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13013 CE_PLAYER_ENTERS_X,
13014 player->index_bit, enter_side);
13016 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13017 CE_MOVE_OF_X, move_direction);
13020 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13022 TestIfPlayerTouchesBadThing(jx, jy);
13023 TestIfPlayerTouchesCustomElement(jx, jy);
13025 /* needed because pushed element has not yet reached its destination,
13026 so it would trigger a change event at its previous field location */
13027 if (!player->is_pushing)
13028 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13030 if (!player->active)
13031 RemovePlayer(player);
13034 if (!game.LevelSolved && level.use_step_counter)
13044 if (TimeLeft <= 10 && setup.time_limit)
13045 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13047 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13049 DisplayGameControlValues();
13051 if (!TimeLeft && setup.time_limit)
13052 for (i = 0; i < MAX_PLAYERS; i++)
13053 KillPlayer(&stored_player[i]);
13055 else if (game.no_time_limit && !game.all_players_gone)
13057 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13059 DisplayGameControlValues();
13063 if (tape.single_step && tape.recording && !tape.pausing &&
13064 !player->programmed_action)
13065 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13067 if (!player->programmed_action)
13068 CheckSaveEngineSnapshot(player);
13072 void ScrollScreen(struct PlayerInfo *player, int mode)
13074 static unsigned int screen_frame_counter = 0;
13076 if (mode == SCROLL_INIT)
13078 // set scrolling step size according to actual player's moving speed
13079 ScrollStepSize = TILEX / player->move_delay_value;
13081 screen_frame_counter = FrameCounter;
13082 ScreenMovDir = player->MovDir;
13083 ScreenMovPos = player->MovPos;
13084 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13087 else if (!FrameReached(&screen_frame_counter, 1))
13092 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13093 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13094 redraw_mask |= REDRAW_FIELD;
13097 ScreenMovDir = MV_NONE;
13100 void TestIfPlayerTouchesCustomElement(int x, int y)
13102 static int xy[4][2] =
13109 static int trigger_sides[4][2] =
13111 // center side border side
13112 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13113 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13114 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13115 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13117 static int touch_dir[4] =
13119 MV_LEFT | MV_RIGHT,
13124 int center_element = Tile[x][y]; // should always be non-moving!
13127 for (i = 0; i < NUM_DIRECTIONS; i++)
13129 int xx = x + xy[i][0];
13130 int yy = y + xy[i][1];
13131 int center_side = trigger_sides[i][0];
13132 int border_side = trigger_sides[i][1];
13133 int border_element;
13135 if (!IN_LEV_FIELD(xx, yy))
13138 if (IS_PLAYER(x, y)) // player found at center element
13140 struct PlayerInfo *player = PLAYERINFO(x, y);
13142 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13143 border_element = Tile[xx][yy]; // may be moving!
13144 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13145 border_element = Tile[xx][yy];
13146 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13147 border_element = MovingOrBlocked2Element(xx, yy);
13149 continue; // center and border element do not touch
13151 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13152 player->index_bit, border_side);
13153 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13154 CE_PLAYER_TOUCHES_X,
13155 player->index_bit, border_side);
13158 /* use player element that is initially defined in the level playfield,
13159 not the player element that corresponds to the runtime player number
13160 (example: a level that contains EL_PLAYER_3 as the only player would
13161 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13162 int player_element = PLAYERINFO(x, y)->initial_element;
13164 CheckElementChangeBySide(xx, yy, border_element, player_element,
13165 CE_TOUCHING_X, border_side);
13168 else if (IS_PLAYER(xx, yy)) // player found at border element
13170 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13172 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13174 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13175 continue; // center and border element do not touch
13178 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13179 player->index_bit, center_side);
13180 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13181 CE_PLAYER_TOUCHES_X,
13182 player->index_bit, center_side);
13185 /* use player element that is initially defined in the level playfield,
13186 not the player element that corresponds to the runtime player number
13187 (example: a level that contains EL_PLAYER_3 as the only player would
13188 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13189 int player_element = PLAYERINFO(xx, yy)->initial_element;
13191 CheckElementChangeBySide(x, y, center_element, player_element,
13192 CE_TOUCHING_X, center_side);
13200 void TestIfElementTouchesCustomElement(int x, int y)
13202 static int xy[4][2] =
13209 static int trigger_sides[4][2] =
13211 // center side border side
13212 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13213 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13214 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13215 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13217 static int touch_dir[4] =
13219 MV_LEFT | MV_RIGHT,
13224 boolean change_center_element = FALSE;
13225 int center_element = Tile[x][y]; // should always be non-moving!
13226 int border_element_old[NUM_DIRECTIONS];
13229 for (i = 0; i < NUM_DIRECTIONS; i++)
13231 int xx = x + xy[i][0];
13232 int yy = y + xy[i][1];
13233 int border_element;
13235 border_element_old[i] = -1;
13237 if (!IN_LEV_FIELD(xx, yy))
13240 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13241 border_element = Tile[xx][yy]; // may be moving!
13242 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13243 border_element = Tile[xx][yy];
13244 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13245 border_element = MovingOrBlocked2Element(xx, yy);
13247 continue; // center and border element do not touch
13249 border_element_old[i] = border_element;
13252 for (i = 0; i < NUM_DIRECTIONS; i++)
13254 int xx = x + xy[i][0];
13255 int yy = y + xy[i][1];
13256 int center_side = trigger_sides[i][0];
13257 int border_element = border_element_old[i];
13259 if (border_element == -1)
13262 // check for change of border element
13263 CheckElementChangeBySide(xx, yy, border_element, center_element,
13264 CE_TOUCHING_X, center_side);
13266 // (center element cannot be player, so we dont have to check this here)
13269 for (i = 0; i < NUM_DIRECTIONS; i++)
13271 int xx = x + xy[i][0];
13272 int yy = y + xy[i][1];
13273 int border_side = trigger_sides[i][1];
13274 int border_element = border_element_old[i];
13276 if (border_element == -1)
13279 // check for change of center element (but change it only once)
13280 if (!change_center_element)
13281 change_center_element =
13282 CheckElementChangeBySide(x, y, center_element, border_element,
13283 CE_TOUCHING_X, border_side);
13285 if (IS_PLAYER(xx, yy))
13287 /* use player element that is initially defined in the level playfield,
13288 not the player element that corresponds to the runtime player number
13289 (example: a level that contains EL_PLAYER_3 as the only player would
13290 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13291 int player_element = PLAYERINFO(xx, yy)->initial_element;
13293 CheckElementChangeBySide(x, y, center_element, player_element,
13294 CE_TOUCHING_X, border_side);
13299 void TestIfElementHitsCustomElement(int x, int y, int direction)
13301 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13302 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13303 int hitx = x + dx, hity = y + dy;
13304 int hitting_element = Tile[x][y];
13305 int touched_element;
13307 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13310 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13311 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13313 if (IN_LEV_FIELD(hitx, hity))
13315 int opposite_direction = MV_DIR_OPPOSITE(direction);
13316 int hitting_side = direction;
13317 int touched_side = opposite_direction;
13318 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13319 MovDir[hitx][hity] != direction ||
13320 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13326 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13327 CE_HITTING_X, touched_side);
13329 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13330 CE_HIT_BY_X, hitting_side);
13332 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13333 CE_HIT_BY_SOMETHING, opposite_direction);
13335 if (IS_PLAYER(hitx, hity))
13337 /* use player element that is initially defined in the level playfield,
13338 not the player element that corresponds to the runtime player number
13339 (example: a level that contains EL_PLAYER_3 as the only player would
13340 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13341 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13343 CheckElementChangeBySide(x, y, hitting_element, player_element,
13344 CE_HITTING_X, touched_side);
13349 // "hitting something" is also true when hitting the playfield border
13350 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13351 CE_HITTING_SOMETHING, direction);
13354 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13356 int i, kill_x = -1, kill_y = -1;
13358 int bad_element = -1;
13359 static int test_xy[4][2] =
13366 static int test_dir[4] =
13374 for (i = 0; i < NUM_DIRECTIONS; i++)
13376 int test_x, test_y, test_move_dir, test_element;
13378 test_x = good_x + test_xy[i][0];
13379 test_y = good_y + test_xy[i][1];
13381 if (!IN_LEV_FIELD(test_x, test_y))
13385 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13387 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13389 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13390 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13392 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13393 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13397 bad_element = test_element;
13403 if (kill_x != -1 || kill_y != -1)
13405 if (IS_PLAYER(good_x, good_y))
13407 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13409 if (player->shield_deadly_time_left > 0 &&
13410 !IS_INDESTRUCTIBLE(bad_element))
13411 Bang(kill_x, kill_y);
13412 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13413 KillPlayer(player);
13416 Bang(good_x, good_y);
13420 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13422 int i, kill_x = -1, kill_y = -1;
13423 int bad_element = Tile[bad_x][bad_y];
13424 static int test_xy[4][2] =
13431 static int touch_dir[4] =
13433 MV_LEFT | MV_RIGHT,
13438 static int test_dir[4] =
13446 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13449 for (i = 0; i < NUM_DIRECTIONS; i++)
13451 int test_x, test_y, test_move_dir, test_element;
13453 test_x = bad_x + test_xy[i][0];
13454 test_y = bad_y + test_xy[i][1];
13456 if (!IN_LEV_FIELD(test_x, test_y))
13460 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13462 test_element = Tile[test_x][test_y];
13464 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13465 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13467 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13468 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13470 // good thing is player or penguin that does not move away
13471 if (IS_PLAYER(test_x, test_y))
13473 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13475 if (bad_element == EL_ROBOT && player->is_moving)
13476 continue; // robot does not kill player if he is moving
13478 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13480 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13481 continue; // center and border element do not touch
13489 else if (test_element == EL_PENGUIN)
13499 if (kill_x != -1 || kill_y != -1)
13501 if (IS_PLAYER(kill_x, kill_y))
13503 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13505 if (player->shield_deadly_time_left > 0 &&
13506 !IS_INDESTRUCTIBLE(bad_element))
13507 Bang(bad_x, bad_y);
13508 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13509 KillPlayer(player);
13512 Bang(kill_x, kill_y);
13516 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13518 int bad_element = Tile[bad_x][bad_y];
13519 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13520 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13521 int test_x = bad_x + dx, test_y = bad_y + dy;
13522 int test_move_dir, test_element;
13523 int kill_x = -1, kill_y = -1;
13525 if (!IN_LEV_FIELD(test_x, test_y))
13529 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13531 test_element = Tile[test_x][test_y];
13533 if (test_move_dir != bad_move_dir)
13535 // good thing can be player or penguin that does not move away
13536 if (IS_PLAYER(test_x, test_y))
13538 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13540 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13541 player as being hit when he is moving towards the bad thing, because
13542 the "get hit by" condition would be lost after the player stops) */
13543 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13544 return; // player moves away from bad thing
13549 else if (test_element == EL_PENGUIN)
13556 if (kill_x != -1 || kill_y != -1)
13558 if (IS_PLAYER(kill_x, kill_y))
13560 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13562 if (player->shield_deadly_time_left > 0 &&
13563 !IS_INDESTRUCTIBLE(bad_element))
13564 Bang(bad_x, bad_y);
13565 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13566 KillPlayer(player);
13569 Bang(kill_x, kill_y);
13573 void TestIfPlayerTouchesBadThing(int x, int y)
13575 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13578 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13580 TestIfGoodThingHitsBadThing(x, y, move_dir);
13583 void TestIfBadThingTouchesPlayer(int x, int y)
13585 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13588 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13590 TestIfBadThingHitsGoodThing(x, y, move_dir);
13593 void TestIfFriendTouchesBadThing(int x, int y)
13595 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13598 void TestIfBadThingTouchesFriend(int x, int y)
13600 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13603 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13605 int i, kill_x = bad_x, kill_y = bad_y;
13606 static int xy[4][2] =
13614 for (i = 0; i < NUM_DIRECTIONS; i++)
13618 x = bad_x + xy[i][0];
13619 y = bad_y + xy[i][1];
13620 if (!IN_LEV_FIELD(x, y))
13623 element = Tile[x][y];
13624 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13625 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13633 if (kill_x != bad_x || kill_y != bad_y)
13634 Bang(bad_x, bad_y);
13637 void KillPlayer(struct PlayerInfo *player)
13639 int jx = player->jx, jy = player->jy;
13641 if (!player->active)
13645 Debug("game:playing:KillPlayer",
13646 "0: killed == %d, active == %d, reanimated == %d",
13647 player->killed, player->active, player->reanimated);
13650 /* the following code was introduced to prevent an infinite loop when calling
13652 -> CheckTriggeredElementChangeExt()
13653 -> ExecuteCustomElementAction()
13655 -> (infinitely repeating the above sequence of function calls)
13656 which occurs when killing the player while having a CE with the setting
13657 "kill player X when explosion of <player X>"; the solution using a new
13658 field "player->killed" was chosen for backwards compatibility, although
13659 clever use of the fields "player->active" etc. would probably also work */
13661 if (player->killed)
13665 player->killed = TRUE;
13667 // remove accessible field at the player's position
13668 Tile[jx][jy] = EL_EMPTY;
13670 // deactivate shield (else Bang()/Explode() would not work right)
13671 player->shield_normal_time_left = 0;
13672 player->shield_deadly_time_left = 0;
13675 Debug("game:playing:KillPlayer",
13676 "1: killed == %d, active == %d, reanimated == %d",
13677 player->killed, player->active, player->reanimated);
13683 Debug("game:playing:KillPlayer",
13684 "2: killed == %d, active == %d, reanimated == %d",
13685 player->killed, player->active, player->reanimated);
13688 if (player->reanimated) // killed player may have been reanimated
13689 player->killed = player->reanimated = FALSE;
13691 BuryPlayer(player);
13694 static void KillPlayerUnlessEnemyProtected(int x, int y)
13696 if (!PLAYER_ENEMY_PROTECTED(x, y))
13697 KillPlayer(PLAYERINFO(x, y));
13700 static void KillPlayerUnlessExplosionProtected(int x, int y)
13702 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13703 KillPlayer(PLAYERINFO(x, y));
13706 void BuryPlayer(struct PlayerInfo *player)
13708 int jx = player->jx, jy = player->jy;
13710 if (!player->active)
13713 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13714 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13716 RemovePlayer(player);
13718 player->buried = TRUE;
13720 if (game.all_players_gone)
13721 game.GameOver = TRUE;
13724 void RemovePlayer(struct PlayerInfo *player)
13726 int jx = player->jx, jy = player->jy;
13727 int i, found = FALSE;
13729 player->present = FALSE;
13730 player->active = FALSE;
13732 // required for some CE actions (even if the player is not active anymore)
13733 player->MovPos = 0;
13735 if (!ExplodeField[jx][jy])
13736 StorePlayer[jx][jy] = 0;
13738 if (player->is_moving)
13739 TEST_DrawLevelField(player->last_jx, player->last_jy);
13741 for (i = 0; i < MAX_PLAYERS; i++)
13742 if (stored_player[i].active)
13747 game.all_players_gone = TRUE;
13748 game.GameOver = TRUE;
13751 game.exit_x = game.robot_wheel_x = jx;
13752 game.exit_y = game.robot_wheel_y = jy;
13755 void ExitPlayer(struct PlayerInfo *player)
13757 DrawPlayer(player); // needed here only to cleanup last field
13758 RemovePlayer(player);
13760 if (game.players_still_needed > 0)
13761 game.players_still_needed--;
13764 static void setFieldForSnapping(int x, int y, int element, int direction)
13766 struct ElementInfo *ei = &element_info[element];
13767 int direction_bit = MV_DIR_TO_BIT(direction);
13768 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13769 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13770 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13772 Tile[x][y] = EL_ELEMENT_SNAPPING;
13773 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13775 ResetGfxAnimation(x, y);
13777 GfxElement[x][y] = element;
13778 GfxAction[x][y] = action;
13779 GfxDir[x][y] = direction;
13780 GfxFrame[x][y] = -1;
13784 =============================================================================
13785 checkDiagonalPushing()
13786 -----------------------------------------------------------------------------
13787 check if diagonal input device direction results in pushing of object
13788 (by checking if the alternative direction is walkable, diggable, ...)
13789 =============================================================================
13792 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13793 int x, int y, int real_dx, int real_dy)
13795 int jx, jy, dx, dy, xx, yy;
13797 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13800 // diagonal direction: check alternative direction
13805 xx = jx + (dx == 0 ? real_dx : 0);
13806 yy = jy + (dy == 0 ? real_dy : 0);
13808 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13812 =============================================================================
13814 -----------------------------------------------------------------------------
13815 x, y: field next to player (non-diagonal) to try to dig to
13816 real_dx, real_dy: direction as read from input device (can be diagonal)
13817 =============================================================================
13820 static int DigField(struct PlayerInfo *player,
13821 int oldx, int oldy, int x, int y,
13822 int real_dx, int real_dy, int mode)
13824 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13825 boolean player_was_pushing = player->is_pushing;
13826 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13827 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13828 int jx = oldx, jy = oldy;
13829 int dx = x - jx, dy = y - jy;
13830 int nextx = x + dx, nexty = y + dy;
13831 int move_direction = (dx == -1 ? MV_LEFT :
13832 dx == +1 ? MV_RIGHT :
13834 dy == +1 ? MV_DOWN : MV_NONE);
13835 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13836 int dig_side = MV_DIR_OPPOSITE(move_direction);
13837 int old_element = Tile[jx][jy];
13838 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13841 if (is_player) // function can also be called by EL_PENGUIN
13843 if (player->MovPos == 0)
13845 player->is_digging = FALSE;
13846 player->is_collecting = FALSE;
13849 if (player->MovPos == 0) // last pushing move finished
13850 player->is_pushing = FALSE;
13852 if (mode == DF_NO_PUSH) // player just stopped pushing
13854 player->is_switching = FALSE;
13855 player->push_delay = -1;
13857 return MP_NO_ACTION;
13861 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13862 old_element = Back[jx][jy];
13864 // in case of element dropped at player position, check background
13865 else if (Back[jx][jy] != EL_EMPTY &&
13866 game.engine_version >= VERSION_IDENT(2,2,0,0))
13867 old_element = Back[jx][jy];
13869 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13870 return MP_NO_ACTION; // field has no opening in this direction
13872 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13873 return MP_NO_ACTION; // field has no opening in this direction
13875 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13879 Tile[jx][jy] = player->artwork_element;
13880 InitMovingField(jx, jy, MV_DOWN);
13881 Store[jx][jy] = EL_ACID;
13882 ContinueMoving(jx, jy);
13883 BuryPlayer(player);
13885 return MP_DONT_RUN_INTO;
13888 if (player_can_move && DONT_RUN_INTO(element))
13890 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13892 return MP_DONT_RUN_INTO;
13895 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13896 return MP_NO_ACTION;
13898 collect_count = element_info[element].collect_count_initial;
13900 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13901 return MP_NO_ACTION;
13903 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13904 player_can_move = player_can_move_or_snap;
13906 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13907 game.engine_version >= VERSION_IDENT(2,2,0,0))
13909 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13910 player->index_bit, dig_side);
13911 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13912 player->index_bit, dig_side);
13914 if (element == EL_DC_LANDMINE)
13917 if (Tile[x][y] != element) // field changed by snapping
13920 return MP_NO_ACTION;
13923 if (player->gravity && is_player && !player->is_auto_moving &&
13924 canFallDown(player) && move_direction != MV_DOWN &&
13925 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13926 return MP_NO_ACTION; // player cannot walk here due to gravity
13928 if (player_can_move &&
13929 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13931 int sound_element = SND_ELEMENT(element);
13932 int sound_action = ACTION_WALKING;
13934 if (IS_RND_GATE(element))
13936 if (!player->key[RND_GATE_NR(element)])
13937 return MP_NO_ACTION;
13939 else if (IS_RND_GATE_GRAY(element))
13941 if (!player->key[RND_GATE_GRAY_NR(element)])
13942 return MP_NO_ACTION;
13944 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13946 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13947 return MP_NO_ACTION;
13949 else if (element == EL_EXIT_OPEN ||
13950 element == EL_EM_EXIT_OPEN ||
13951 element == EL_EM_EXIT_OPENING ||
13952 element == EL_STEEL_EXIT_OPEN ||
13953 element == EL_EM_STEEL_EXIT_OPEN ||
13954 element == EL_EM_STEEL_EXIT_OPENING ||
13955 element == EL_SP_EXIT_OPEN ||
13956 element == EL_SP_EXIT_OPENING)
13958 sound_action = ACTION_PASSING; // player is passing exit
13960 else if (element == EL_EMPTY)
13962 sound_action = ACTION_MOVING; // nothing to walk on
13965 // play sound from background or player, whatever is available
13966 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13967 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13969 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13971 else if (player_can_move &&
13972 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13974 if (!ACCESS_FROM(element, opposite_direction))
13975 return MP_NO_ACTION; // field not accessible from this direction
13977 if (CAN_MOVE(element)) // only fixed elements can be passed!
13978 return MP_NO_ACTION;
13980 if (IS_EM_GATE(element))
13982 if (!player->key[EM_GATE_NR(element)])
13983 return MP_NO_ACTION;
13985 else if (IS_EM_GATE_GRAY(element))
13987 if (!player->key[EM_GATE_GRAY_NR(element)])
13988 return MP_NO_ACTION;
13990 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13992 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13993 return MP_NO_ACTION;
13995 else if (IS_EMC_GATE(element))
13997 if (!player->key[EMC_GATE_NR(element)])
13998 return MP_NO_ACTION;
14000 else if (IS_EMC_GATE_GRAY(element))
14002 if (!player->key[EMC_GATE_GRAY_NR(element)])
14003 return MP_NO_ACTION;
14005 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14007 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14008 return MP_NO_ACTION;
14010 else if (element == EL_DC_GATE_WHITE ||
14011 element == EL_DC_GATE_WHITE_GRAY ||
14012 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14014 if (player->num_white_keys == 0)
14015 return MP_NO_ACTION;
14017 player->num_white_keys--;
14019 else if (IS_SP_PORT(element))
14021 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14022 element == EL_SP_GRAVITY_PORT_RIGHT ||
14023 element == EL_SP_GRAVITY_PORT_UP ||
14024 element == EL_SP_GRAVITY_PORT_DOWN)
14025 player->gravity = !player->gravity;
14026 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14027 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14028 element == EL_SP_GRAVITY_ON_PORT_UP ||
14029 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14030 player->gravity = TRUE;
14031 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14032 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14033 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14034 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14035 player->gravity = FALSE;
14038 // automatically move to the next field with double speed
14039 player->programmed_action = move_direction;
14041 if (player->move_delay_reset_counter == 0)
14043 player->move_delay_reset_counter = 2; // two double speed steps
14045 DOUBLE_PLAYER_SPEED(player);
14048 PlayLevelSoundAction(x, y, ACTION_PASSING);
14050 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14054 if (mode != DF_SNAP)
14056 GfxElement[x][y] = GFX_ELEMENT(element);
14057 player->is_digging = TRUE;
14060 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14062 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14063 player->index_bit, dig_side);
14065 // if digging triggered player relocation, finish digging tile
14066 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14067 setFieldForSnapping(x, y, element, move_direction);
14069 if (mode == DF_SNAP)
14071 if (level.block_snap_field)
14072 setFieldForSnapping(x, y, element, move_direction);
14074 TestIfElementTouchesCustomElement(x, y); // for empty space
14076 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14077 player->index_bit, dig_side);
14080 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14084 if (is_player && mode != DF_SNAP)
14086 GfxElement[x][y] = element;
14087 player->is_collecting = TRUE;
14090 if (element == EL_SPEED_PILL)
14092 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14094 else if (element == EL_EXTRA_TIME && level.time > 0)
14096 TimeLeft += level.extra_time;
14098 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14100 DisplayGameControlValues();
14102 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14104 player->shield_normal_time_left += level.shield_normal_time;
14105 if (element == EL_SHIELD_DEADLY)
14106 player->shield_deadly_time_left += level.shield_deadly_time;
14108 else if (element == EL_DYNAMITE ||
14109 element == EL_EM_DYNAMITE ||
14110 element == EL_SP_DISK_RED)
14112 if (player->inventory_size < MAX_INVENTORY_SIZE)
14113 player->inventory_element[player->inventory_size++] = element;
14115 DrawGameDoorValues();
14117 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14119 player->dynabomb_count++;
14120 player->dynabombs_left++;
14122 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14124 player->dynabomb_size++;
14126 else if (element == EL_DYNABOMB_INCREASE_POWER)
14128 player->dynabomb_xl = TRUE;
14130 else if (IS_KEY(element))
14132 player->key[KEY_NR(element)] = TRUE;
14134 DrawGameDoorValues();
14136 else if (element == EL_DC_KEY_WHITE)
14138 player->num_white_keys++;
14140 // display white keys?
14141 // DrawGameDoorValues();
14143 else if (IS_ENVELOPE(element))
14145 player->show_envelope = element;
14147 else if (element == EL_EMC_LENSES)
14149 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14151 RedrawAllInvisibleElementsForLenses();
14153 else if (element == EL_EMC_MAGNIFIER)
14155 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14157 RedrawAllInvisibleElementsForMagnifier();
14159 else if (IS_DROPPABLE(element) ||
14160 IS_THROWABLE(element)) // can be collected and dropped
14164 if (collect_count == 0)
14165 player->inventory_infinite_element = element;
14167 for (i = 0; i < collect_count; i++)
14168 if (player->inventory_size < MAX_INVENTORY_SIZE)
14169 player->inventory_element[player->inventory_size++] = element;
14171 DrawGameDoorValues();
14173 else if (collect_count > 0)
14175 game.gems_still_needed -= collect_count;
14176 if (game.gems_still_needed < 0)
14177 game.gems_still_needed = 0;
14179 game.snapshot.collected_item = TRUE;
14181 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14183 DisplayGameControlValues();
14186 RaiseScoreElement(element);
14187 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14191 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14192 player->index_bit, dig_side);
14194 // if collecting triggered player relocation, finish collecting tile
14195 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14196 setFieldForSnapping(x, y, element, move_direction);
14199 if (mode == DF_SNAP)
14201 if (level.block_snap_field)
14202 setFieldForSnapping(x, y, element, move_direction);
14204 TestIfElementTouchesCustomElement(x, y); // for empty space
14206 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14207 player->index_bit, dig_side);
14210 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14212 if (mode == DF_SNAP && element != EL_BD_ROCK)
14213 return MP_NO_ACTION;
14215 if (CAN_FALL(element) && dy)
14216 return MP_NO_ACTION;
14218 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14219 !(element == EL_SPRING && level.use_spring_bug))
14220 return MP_NO_ACTION;
14222 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14223 ((move_direction & MV_VERTICAL &&
14224 ((element_info[element].move_pattern & MV_LEFT &&
14225 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14226 (element_info[element].move_pattern & MV_RIGHT &&
14227 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14228 (move_direction & MV_HORIZONTAL &&
14229 ((element_info[element].move_pattern & MV_UP &&
14230 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14231 (element_info[element].move_pattern & MV_DOWN &&
14232 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14233 return MP_NO_ACTION;
14235 // do not push elements already moving away faster than player
14236 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14237 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14238 return MP_NO_ACTION;
14240 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14242 if (player->push_delay_value == -1 || !player_was_pushing)
14243 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14245 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14247 if (player->push_delay_value == -1)
14248 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14250 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14252 if (!player->is_pushing)
14253 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14256 player->is_pushing = TRUE;
14257 player->is_active = TRUE;
14259 if (!(IN_LEV_FIELD(nextx, nexty) &&
14260 (IS_FREE(nextx, nexty) ||
14261 (IS_SB_ELEMENT(element) &&
14262 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14263 (IS_CUSTOM_ELEMENT(element) &&
14264 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14265 return MP_NO_ACTION;
14267 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14268 return MP_NO_ACTION;
14270 if (player->push_delay == -1) // new pushing; restart delay
14271 player->push_delay = 0;
14273 if (player->push_delay < player->push_delay_value &&
14274 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14275 element != EL_SPRING && element != EL_BALLOON)
14277 // make sure that there is no move delay before next try to push
14278 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14279 player->move_delay = 0;
14281 return MP_NO_ACTION;
14284 if (IS_CUSTOM_ELEMENT(element) &&
14285 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14287 if (!DigFieldByCE(nextx, nexty, element))
14288 return MP_NO_ACTION;
14291 if (IS_SB_ELEMENT(element))
14293 boolean sokoban_task_solved = FALSE;
14295 if (element == EL_SOKOBAN_FIELD_FULL)
14297 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14299 IncrementSokobanFieldsNeeded();
14300 IncrementSokobanObjectsNeeded();
14303 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14305 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14307 DecrementSokobanFieldsNeeded();
14308 DecrementSokobanObjectsNeeded();
14310 // sokoban object was pushed from empty field to sokoban field
14311 if (Back[x][y] == EL_EMPTY)
14312 sokoban_task_solved = TRUE;
14315 Tile[x][y] = EL_SOKOBAN_OBJECT;
14317 if (Back[x][y] == Back[nextx][nexty])
14318 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14319 else if (Back[x][y] != 0)
14320 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14323 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14326 if (sokoban_task_solved &&
14327 game.sokoban_fields_still_needed == 0 &&
14328 game.sokoban_objects_still_needed == 0 &&
14329 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14331 game.players_still_needed = 0;
14335 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14341 InitMovingField(x, y, move_direction);
14342 GfxAction[x][y] = ACTION_PUSHING;
14344 if (mode == DF_SNAP)
14345 ContinueMoving(x, y);
14347 MovPos[x][y] = (dx != 0 ? dx : dy);
14349 Pushed[x][y] = TRUE;
14350 Pushed[nextx][nexty] = TRUE;
14352 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14353 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14355 player->push_delay_value = -1; // get new value later
14357 // check for element change _after_ element has been pushed
14358 if (game.use_change_when_pushing_bug)
14360 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14361 player->index_bit, dig_side);
14362 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14363 player->index_bit, dig_side);
14366 else if (IS_SWITCHABLE(element))
14368 if (PLAYER_SWITCHING(player, x, y))
14370 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14371 player->index_bit, dig_side);
14376 player->is_switching = TRUE;
14377 player->switch_x = x;
14378 player->switch_y = y;
14380 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14382 if (element == EL_ROBOT_WHEEL)
14384 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14386 game.robot_wheel_x = x;
14387 game.robot_wheel_y = y;
14388 game.robot_wheel_active = TRUE;
14390 TEST_DrawLevelField(x, y);
14392 else if (element == EL_SP_TERMINAL)
14396 SCAN_PLAYFIELD(xx, yy)
14398 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14402 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14404 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14406 ResetGfxAnimation(xx, yy);
14407 TEST_DrawLevelField(xx, yy);
14411 else if (IS_BELT_SWITCH(element))
14413 ToggleBeltSwitch(x, y);
14415 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14416 element == EL_SWITCHGATE_SWITCH_DOWN ||
14417 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14418 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14420 ToggleSwitchgateSwitch(x, y);
14422 else if (element == EL_LIGHT_SWITCH ||
14423 element == EL_LIGHT_SWITCH_ACTIVE)
14425 ToggleLightSwitch(x, y);
14427 else if (element == EL_TIMEGATE_SWITCH ||
14428 element == EL_DC_TIMEGATE_SWITCH)
14430 ActivateTimegateSwitch(x, y);
14432 else if (element == EL_BALLOON_SWITCH_LEFT ||
14433 element == EL_BALLOON_SWITCH_RIGHT ||
14434 element == EL_BALLOON_SWITCH_UP ||
14435 element == EL_BALLOON_SWITCH_DOWN ||
14436 element == EL_BALLOON_SWITCH_NONE ||
14437 element == EL_BALLOON_SWITCH_ANY)
14439 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14440 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14441 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14442 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14443 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14446 else if (element == EL_LAMP)
14448 Tile[x][y] = EL_LAMP_ACTIVE;
14449 game.lights_still_needed--;
14451 ResetGfxAnimation(x, y);
14452 TEST_DrawLevelField(x, y);
14454 else if (element == EL_TIME_ORB_FULL)
14456 Tile[x][y] = EL_TIME_ORB_EMPTY;
14458 if (level.time > 0 || level.use_time_orb_bug)
14460 TimeLeft += level.time_orb_time;
14461 game.no_time_limit = FALSE;
14463 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14465 DisplayGameControlValues();
14468 ResetGfxAnimation(x, y);
14469 TEST_DrawLevelField(x, y);
14471 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14472 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14476 game.ball_active = !game.ball_active;
14478 SCAN_PLAYFIELD(xx, yy)
14480 int e = Tile[xx][yy];
14482 if (game.ball_active)
14484 if (e == EL_EMC_MAGIC_BALL)
14485 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14486 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14487 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14491 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14492 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14493 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14494 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14499 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14500 player->index_bit, dig_side);
14502 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14503 player->index_bit, dig_side);
14505 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14506 player->index_bit, dig_side);
14512 if (!PLAYER_SWITCHING(player, x, y))
14514 player->is_switching = TRUE;
14515 player->switch_x = x;
14516 player->switch_y = y;
14518 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14519 player->index_bit, dig_side);
14520 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14521 player->index_bit, dig_side);
14523 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14524 player->index_bit, dig_side);
14525 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14526 player->index_bit, dig_side);
14529 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14530 player->index_bit, dig_side);
14531 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14532 player->index_bit, dig_side);
14534 return MP_NO_ACTION;
14537 player->push_delay = -1;
14539 if (is_player) // function can also be called by EL_PENGUIN
14541 if (Tile[x][y] != element) // really digged/collected something
14543 player->is_collecting = !player->is_digging;
14544 player->is_active = TRUE;
14551 static boolean DigFieldByCE(int x, int y, int digging_element)
14553 int element = Tile[x][y];
14555 if (!IS_FREE(x, y))
14557 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14558 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14561 // no element can dig solid indestructible elements
14562 if (IS_INDESTRUCTIBLE(element) &&
14563 !IS_DIGGABLE(element) &&
14564 !IS_COLLECTIBLE(element))
14567 if (AmoebaNr[x][y] &&
14568 (element == EL_AMOEBA_FULL ||
14569 element == EL_BD_AMOEBA ||
14570 element == EL_AMOEBA_GROWING))
14572 AmoebaCnt[AmoebaNr[x][y]]--;
14573 AmoebaCnt2[AmoebaNr[x][y]]--;
14576 if (IS_MOVING(x, y))
14577 RemoveMovingField(x, y);
14581 TEST_DrawLevelField(x, y);
14584 // if digged element was about to explode, prevent the explosion
14585 ExplodeField[x][y] = EX_TYPE_NONE;
14587 PlayLevelSoundAction(x, y, action);
14590 Store[x][y] = EL_EMPTY;
14592 // this makes it possible to leave the removed element again
14593 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14594 Store[x][y] = element;
14599 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14601 int jx = player->jx, jy = player->jy;
14602 int x = jx + dx, y = jy + dy;
14603 int snap_direction = (dx == -1 ? MV_LEFT :
14604 dx == +1 ? MV_RIGHT :
14606 dy == +1 ? MV_DOWN : MV_NONE);
14607 boolean can_continue_snapping = (level.continuous_snapping &&
14608 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14610 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14613 if (!player->active || !IN_LEV_FIELD(x, y))
14621 if (player->MovPos == 0)
14622 player->is_pushing = FALSE;
14624 player->is_snapping = FALSE;
14626 if (player->MovPos == 0)
14628 player->is_moving = FALSE;
14629 player->is_digging = FALSE;
14630 player->is_collecting = FALSE;
14636 // prevent snapping with already pressed snap key when not allowed
14637 if (player->is_snapping && !can_continue_snapping)
14640 player->MovDir = snap_direction;
14642 if (player->MovPos == 0)
14644 player->is_moving = FALSE;
14645 player->is_digging = FALSE;
14646 player->is_collecting = FALSE;
14649 player->is_dropping = FALSE;
14650 player->is_dropping_pressed = FALSE;
14651 player->drop_pressed_delay = 0;
14653 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14656 player->is_snapping = TRUE;
14657 player->is_active = TRUE;
14659 if (player->MovPos == 0)
14661 player->is_moving = FALSE;
14662 player->is_digging = FALSE;
14663 player->is_collecting = FALSE;
14666 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14667 TEST_DrawLevelField(player->last_jx, player->last_jy);
14669 TEST_DrawLevelField(x, y);
14674 static boolean DropElement(struct PlayerInfo *player)
14676 int old_element, new_element;
14677 int dropx = player->jx, dropy = player->jy;
14678 int drop_direction = player->MovDir;
14679 int drop_side = drop_direction;
14680 int drop_element = get_next_dropped_element(player);
14682 /* do not drop an element on top of another element; when holding drop key
14683 pressed without moving, dropped element must move away before the next
14684 element can be dropped (this is especially important if the next element
14685 is dynamite, which can be placed on background for historical reasons) */
14686 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14689 if (IS_THROWABLE(drop_element))
14691 dropx += GET_DX_FROM_DIR(drop_direction);
14692 dropy += GET_DY_FROM_DIR(drop_direction);
14694 if (!IN_LEV_FIELD(dropx, dropy))
14698 old_element = Tile[dropx][dropy]; // old element at dropping position
14699 new_element = drop_element; // default: no change when dropping
14701 // check if player is active, not moving and ready to drop
14702 if (!player->active || player->MovPos || player->drop_delay > 0)
14705 // check if player has anything that can be dropped
14706 if (new_element == EL_UNDEFINED)
14709 // only set if player has anything that can be dropped
14710 player->is_dropping_pressed = TRUE;
14712 // check if drop key was pressed long enough for EM style dynamite
14713 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14716 // check if anything can be dropped at the current position
14717 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14720 // collected custom elements can only be dropped on empty fields
14721 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14724 if (old_element != EL_EMPTY)
14725 Back[dropx][dropy] = old_element; // store old element on this field
14727 ResetGfxAnimation(dropx, dropy);
14728 ResetRandomAnimationValue(dropx, dropy);
14730 if (player->inventory_size > 0 ||
14731 player->inventory_infinite_element != EL_UNDEFINED)
14733 if (player->inventory_size > 0)
14735 player->inventory_size--;
14737 DrawGameDoorValues();
14739 if (new_element == EL_DYNAMITE)
14740 new_element = EL_DYNAMITE_ACTIVE;
14741 else if (new_element == EL_EM_DYNAMITE)
14742 new_element = EL_EM_DYNAMITE_ACTIVE;
14743 else if (new_element == EL_SP_DISK_RED)
14744 new_element = EL_SP_DISK_RED_ACTIVE;
14747 Tile[dropx][dropy] = new_element;
14749 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14750 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14751 el2img(Tile[dropx][dropy]), 0);
14753 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14755 // needed if previous element just changed to "empty" in the last frame
14756 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14758 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14759 player->index_bit, drop_side);
14760 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14762 player->index_bit, drop_side);
14764 TestIfElementTouchesCustomElement(dropx, dropy);
14766 else // player is dropping a dyna bomb
14768 player->dynabombs_left--;
14770 Tile[dropx][dropy] = new_element;
14772 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14773 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14774 el2img(Tile[dropx][dropy]), 0);
14776 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14779 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14780 InitField_WithBug1(dropx, dropy, FALSE);
14782 new_element = Tile[dropx][dropy]; // element might have changed
14784 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14785 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14787 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14788 MovDir[dropx][dropy] = drop_direction;
14790 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14792 // do not cause impact style collision by dropping elements that can fall
14793 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14796 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14797 player->is_dropping = TRUE;
14799 player->drop_pressed_delay = 0;
14800 player->is_dropping_pressed = FALSE;
14802 player->drop_x = dropx;
14803 player->drop_y = dropy;
14808 // ----------------------------------------------------------------------------
14809 // game sound playing functions
14810 // ----------------------------------------------------------------------------
14812 static int *loop_sound_frame = NULL;
14813 static int *loop_sound_volume = NULL;
14815 void InitPlayLevelSound(void)
14817 int num_sounds = getSoundListSize();
14819 checked_free(loop_sound_frame);
14820 checked_free(loop_sound_volume);
14822 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14823 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14826 static void PlayLevelSound(int x, int y, int nr)
14828 int sx = SCREENX(x), sy = SCREENY(y);
14829 int volume, stereo_position;
14830 int max_distance = 8;
14831 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14833 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14834 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14837 if (!IN_LEV_FIELD(x, y) ||
14838 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14839 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14842 volume = SOUND_MAX_VOLUME;
14844 if (!IN_SCR_FIELD(sx, sy))
14846 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14847 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14849 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14852 stereo_position = (SOUND_MAX_LEFT +
14853 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14854 (SCR_FIELDX + 2 * max_distance));
14856 if (IS_LOOP_SOUND(nr))
14858 /* This assures that quieter loop sounds do not overwrite louder ones,
14859 while restarting sound volume comparison with each new game frame. */
14861 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14864 loop_sound_volume[nr] = volume;
14865 loop_sound_frame[nr] = FrameCounter;
14868 PlaySoundExt(nr, volume, stereo_position, type);
14871 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14873 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14874 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14875 y < LEVELY(BY1) ? LEVELY(BY1) :
14876 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14880 static void PlayLevelSoundAction(int x, int y, int action)
14882 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14885 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14887 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14889 if (sound_effect != SND_UNDEFINED)
14890 PlayLevelSound(x, y, sound_effect);
14893 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14896 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14898 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14899 PlayLevelSound(x, y, sound_effect);
14902 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14904 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14906 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14907 PlayLevelSound(x, y, sound_effect);
14910 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14912 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14914 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14915 StopSound(sound_effect);
14918 static int getLevelMusicNr(void)
14920 if (levelset.music[level_nr] != MUS_UNDEFINED)
14921 return levelset.music[level_nr]; // from config file
14923 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14926 static void FadeLevelSounds(void)
14931 static void FadeLevelMusic(void)
14933 int music_nr = getLevelMusicNr();
14934 char *curr_music = getCurrentlyPlayingMusicFilename();
14935 char *next_music = getMusicInfoEntryFilename(music_nr);
14937 if (!strEqual(curr_music, next_music))
14941 void FadeLevelSoundsAndMusic(void)
14947 static void PlayLevelMusic(void)
14949 int music_nr = getLevelMusicNr();
14950 char *curr_music = getCurrentlyPlayingMusicFilename();
14951 char *next_music = getMusicInfoEntryFilename(music_nr);
14953 if (!strEqual(curr_music, next_music))
14954 PlayMusicLoop(music_nr);
14957 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14959 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14961 int x = xx - offset;
14962 int y = yy - offset;
14967 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14971 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14975 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14979 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14983 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14987 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14991 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14994 case SOUND_android_clone:
14995 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14998 case SOUND_android_move:
14999 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15003 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15007 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15011 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15014 case SOUND_eater_eat:
15015 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15019 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15022 case SOUND_collect:
15023 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15026 case SOUND_diamond:
15027 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15031 // !!! CHECK THIS !!!
15033 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15035 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15039 case SOUND_wonderfall:
15040 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15044 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15048 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15052 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15056 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15060 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15064 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15068 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15072 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15075 case SOUND_exit_open:
15076 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15079 case SOUND_exit_leave:
15080 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15083 case SOUND_dynamite:
15084 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15088 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15092 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15096 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15100 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15104 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15108 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15112 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15117 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15119 int element = map_element_SP_to_RND(element_sp);
15120 int action = map_action_SP_to_RND(action_sp);
15121 int offset = (setup.sp_show_border_elements ? 0 : 1);
15122 int x = xx - offset;
15123 int y = yy - offset;
15125 PlayLevelSoundElementAction(x, y, element, action);
15128 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15130 int element = map_element_MM_to_RND(element_mm);
15131 int action = map_action_MM_to_RND(action_mm);
15133 int x = xx - offset;
15134 int y = yy - offset;
15136 if (!IS_MM_ELEMENT(element))
15137 element = EL_MM_DEFAULT;
15139 PlayLevelSoundElementAction(x, y, element, action);
15142 void PlaySound_MM(int sound_mm)
15144 int sound = map_sound_MM_to_RND(sound_mm);
15146 if (sound == SND_UNDEFINED)
15152 void PlaySoundLoop_MM(int sound_mm)
15154 int sound = map_sound_MM_to_RND(sound_mm);
15156 if (sound == SND_UNDEFINED)
15159 PlaySoundLoop(sound);
15162 void StopSound_MM(int sound_mm)
15164 int sound = map_sound_MM_to_RND(sound_mm);
15166 if (sound == SND_UNDEFINED)
15172 void RaiseScore(int value)
15174 game.score += value;
15176 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15178 DisplayGameControlValues();
15181 void RaiseScoreElement(int element)
15186 case EL_BD_DIAMOND:
15187 case EL_EMERALD_YELLOW:
15188 case EL_EMERALD_RED:
15189 case EL_EMERALD_PURPLE:
15190 case EL_SP_INFOTRON:
15191 RaiseScore(level.score[SC_EMERALD]);
15194 RaiseScore(level.score[SC_DIAMOND]);
15197 RaiseScore(level.score[SC_CRYSTAL]);
15200 RaiseScore(level.score[SC_PEARL]);
15203 case EL_BD_BUTTERFLY:
15204 case EL_SP_ELECTRON:
15205 RaiseScore(level.score[SC_BUG]);
15208 case EL_BD_FIREFLY:
15209 case EL_SP_SNIKSNAK:
15210 RaiseScore(level.score[SC_SPACESHIP]);
15213 case EL_DARK_YAMYAM:
15214 RaiseScore(level.score[SC_YAMYAM]);
15217 RaiseScore(level.score[SC_ROBOT]);
15220 RaiseScore(level.score[SC_PACMAN]);
15223 RaiseScore(level.score[SC_NUT]);
15226 case EL_EM_DYNAMITE:
15227 case EL_SP_DISK_RED:
15228 case EL_DYNABOMB_INCREASE_NUMBER:
15229 case EL_DYNABOMB_INCREASE_SIZE:
15230 case EL_DYNABOMB_INCREASE_POWER:
15231 RaiseScore(level.score[SC_DYNAMITE]);
15233 case EL_SHIELD_NORMAL:
15234 case EL_SHIELD_DEADLY:
15235 RaiseScore(level.score[SC_SHIELD]);
15237 case EL_EXTRA_TIME:
15238 RaiseScore(level.extra_time_score);
15252 case EL_DC_KEY_WHITE:
15253 RaiseScore(level.score[SC_KEY]);
15256 RaiseScore(element_info[element].collect_score);
15261 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15263 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15265 // closing door required in case of envelope style request dialogs
15268 // prevent short reactivation of overlay buttons while closing door
15269 SetOverlayActive(FALSE);
15271 CloseDoor(DOOR_CLOSE_1);
15274 if (network.enabled)
15275 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15279 FadeSkipNextFadeIn();
15281 SetGameStatus(GAME_MODE_MAIN);
15286 else // continue playing the game
15288 if (tape.playing && tape.deactivate_display)
15289 TapeDeactivateDisplayOff(TRUE);
15291 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15293 if (tape.playing && tape.deactivate_display)
15294 TapeDeactivateDisplayOn();
15298 void RequestQuitGame(boolean ask_if_really_quit)
15300 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15301 boolean skip_request = game.all_players_gone || quick_quit;
15303 RequestQuitGameExt(skip_request, quick_quit,
15304 "Do you really want to quit the game?");
15307 void RequestRestartGame(char *message)
15309 game.restart_game_message = NULL;
15311 boolean has_started_game = hasStartedNetworkGame();
15312 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15314 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15316 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15320 // needed in case of envelope request to close game panel
15321 CloseDoor(DOOR_CLOSE_1);
15323 SetGameStatus(GAME_MODE_MAIN);
15329 void CheckGameOver(void)
15331 static boolean last_game_over = FALSE;
15332 static int game_over_delay = 0;
15333 int game_over_delay_value = 50;
15334 boolean game_over = checkGameFailed();
15336 // do not handle game over if request dialog is already active
15337 if (game.request_active)
15340 // do not ask to play again if game was never actually played
15341 if (!game.GamePlayed)
15346 last_game_over = FALSE;
15347 game_over_delay = game_over_delay_value;
15352 if (game_over_delay > 0)
15359 if (last_game_over != game_over)
15360 game.restart_game_message = (hasStartedNetworkGame() ?
15361 "Game over! Play it again?" :
15364 last_game_over = game_over;
15367 boolean checkGameSolved(void)
15369 // set for all game engines if level was solved
15370 return game.LevelSolved_GameEnd;
15373 boolean checkGameFailed(void)
15375 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15376 return (game_em.game_over && !game_em.level_solved);
15377 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15378 return (game_sp.game_over && !game_sp.level_solved);
15379 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15380 return (game_mm.game_over && !game_mm.level_solved);
15381 else // GAME_ENGINE_TYPE_RND
15382 return (game.GameOver && !game.LevelSolved);
15385 boolean checkGameEnded(void)
15387 return (checkGameSolved() || checkGameFailed());
15391 // ----------------------------------------------------------------------------
15392 // random generator functions
15393 // ----------------------------------------------------------------------------
15395 unsigned int InitEngineRandom_RND(int seed)
15397 game.num_random_calls = 0;
15399 return InitEngineRandom(seed);
15402 unsigned int RND(int max)
15406 game.num_random_calls++;
15408 return GetEngineRandom(max);
15415 // ----------------------------------------------------------------------------
15416 // game engine snapshot handling functions
15417 // ----------------------------------------------------------------------------
15419 struct EngineSnapshotInfo
15421 // runtime values for custom element collect score
15422 int collect_score[NUM_CUSTOM_ELEMENTS];
15424 // runtime values for group element choice position
15425 int choice_pos[NUM_GROUP_ELEMENTS];
15427 // runtime values for belt position animations
15428 int belt_graphic[4][NUM_BELT_PARTS];
15429 int belt_anim_mode[4][NUM_BELT_PARTS];
15432 static struct EngineSnapshotInfo engine_snapshot_rnd;
15433 static char *snapshot_level_identifier = NULL;
15434 static int snapshot_level_nr = -1;
15436 static void SaveEngineSnapshotValues_RND(void)
15438 static int belt_base_active_element[4] =
15440 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15441 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15442 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15443 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15447 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15449 int element = EL_CUSTOM_START + i;
15451 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15454 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15456 int element = EL_GROUP_START + i;
15458 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15461 for (i = 0; i < 4; i++)
15463 for (j = 0; j < NUM_BELT_PARTS; j++)
15465 int element = belt_base_active_element[i] + j;
15466 int graphic = el2img(element);
15467 int anim_mode = graphic_info[graphic].anim_mode;
15469 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15470 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15475 static void LoadEngineSnapshotValues_RND(void)
15477 unsigned int num_random_calls = game.num_random_calls;
15480 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15482 int element = EL_CUSTOM_START + i;
15484 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15487 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15489 int element = EL_GROUP_START + i;
15491 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15494 for (i = 0; i < 4; i++)
15496 for (j = 0; j < NUM_BELT_PARTS; j++)
15498 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15499 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15501 graphic_info[graphic].anim_mode = anim_mode;
15505 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15507 InitRND(tape.random_seed);
15508 for (i = 0; i < num_random_calls; i++)
15512 if (game.num_random_calls != num_random_calls)
15514 Error("number of random calls out of sync");
15515 Error("number of random calls should be %d", num_random_calls);
15516 Error("number of random calls is %d", game.num_random_calls);
15518 Fail("this should not happen -- please debug");
15522 void FreeEngineSnapshotSingle(void)
15524 FreeSnapshotSingle();
15526 setString(&snapshot_level_identifier, NULL);
15527 snapshot_level_nr = -1;
15530 void FreeEngineSnapshotList(void)
15532 FreeSnapshotList();
15535 static ListNode *SaveEngineSnapshotBuffers(void)
15537 ListNode *buffers = NULL;
15539 // copy some special values to a structure better suited for the snapshot
15541 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15542 SaveEngineSnapshotValues_RND();
15543 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15544 SaveEngineSnapshotValues_EM();
15545 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15546 SaveEngineSnapshotValues_SP(&buffers);
15547 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15548 SaveEngineSnapshotValues_MM(&buffers);
15550 // save values stored in special snapshot structure
15552 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15553 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15554 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15555 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15556 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15557 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15558 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15559 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15561 // save further RND engine values
15563 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15564 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15565 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15567 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15568 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15569 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15570 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15571 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15573 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15574 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15575 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15577 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15579 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15580 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15582 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15583 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15584 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15585 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15586 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15587 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15588 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15589 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15590 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15591 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15592 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15593 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15594 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15595 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15596 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15597 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15598 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15599 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15601 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15602 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15604 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15605 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15606 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15608 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15609 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15611 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15612 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15613 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15614 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15615 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15617 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15618 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15621 ListNode *node = engine_snapshot_list_rnd;
15624 while (node != NULL)
15626 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15631 Debug("game:playing:SaveEngineSnapshotBuffers",
15632 "size of engine snapshot: %d bytes", num_bytes);
15638 void SaveEngineSnapshotSingle(void)
15640 ListNode *buffers = SaveEngineSnapshotBuffers();
15642 // finally save all snapshot buffers to single snapshot
15643 SaveSnapshotSingle(buffers);
15645 // save level identification information
15646 setString(&snapshot_level_identifier, leveldir_current->identifier);
15647 snapshot_level_nr = level_nr;
15650 boolean CheckSaveEngineSnapshotToList(void)
15652 boolean save_snapshot =
15653 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15654 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15655 game.snapshot.changed_action) ||
15656 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15657 game.snapshot.collected_item));
15659 game.snapshot.changed_action = FALSE;
15660 game.snapshot.collected_item = FALSE;
15661 game.snapshot.save_snapshot = save_snapshot;
15663 return save_snapshot;
15666 void SaveEngineSnapshotToList(void)
15668 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15672 ListNode *buffers = SaveEngineSnapshotBuffers();
15674 // finally save all snapshot buffers to snapshot list
15675 SaveSnapshotToList(buffers);
15678 void SaveEngineSnapshotToListInitial(void)
15680 FreeEngineSnapshotList();
15682 SaveEngineSnapshotToList();
15685 static void LoadEngineSnapshotValues(void)
15687 // restore special values from snapshot structure
15689 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15690 LoadEngineSnapshotValues_RND();
15691 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15692 LoadEngineSnapshotValues_EM();
15693 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15694 LoadEngineSnapshotValues_SP();
15695 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15696 LoadEngineSnapshotValues_MM();
15699 void LoadEngineSnapshotSingle(void)
15701 LoadSnapshotSingle();
15703 LoadEngineSnapshotValues();
15706 static void LoadEngineSnapshot_Undo(int steps)
15708 LoadSnapshotFromList_Older(steps);
15710 LoadEngineSnapshotValues();
15713 static void LoadEngineSnapshot_Redo(int steps)
15715 LoadSnapshotFromList_Newer(steps);
15717 LoadEngineSnapshotValues();
15720 boolean CheckEngineSnapshotSingle(void)
15722 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15723 snapshot_level_nr == level_nr);
15726 boolean CheckEngineSnapshotList(void)
15728 return CheckSnapshotList();
15732 // ---------- new game button stuff -------------------------------------------
15739 boolean *setup_value;
15740 boolean allowed_on_tape;
15741 boolean is_touch_button;
15743 } gamebutton_info[NUM_GAME_BUTTONS] =
15746 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15747 GAME_CTRL_ID_STOP, NULL,
15748 TRUE, FALSE, "stop game"
15751 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15752 GAME_CTRL_ID_PAUSE, NULL,
15753 TRUE, FALSE, "pause game"
15756 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15757 GAME_CTRL_ID_PLAY, NULL,
15758 TRUE, FALSE, "play game"
15761 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15762 GAME_CTRL_ID_UNDO, NULL,
15763 TRUE, FALSE, "undo step"
15766 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15767 GAME_CTRL_ID_REDO, NULL,
15768 TRUE, FALSE, "redo step"
15771 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15772 GAME_CTRL_ID_SAVE, NULL,
15773 TRUE, FALSE, "save game"
15776 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15777 GAME_CTRL_ID_PAUSE2, NULL,
15778 TRUE, FALSE, "pause game"
15781 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15782 GAME_CTRL_ID_LOAD, NULL,
15783 TRUE, FALSE, "load game"
15786 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15787 GAME_CTRL_ID_PANEL_STOP, NULL,
15788 FALSE, FALSE, "stop game"
15791 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15792 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15793 FALSE, FALSE, "pause game"
15796 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15797 GAME_CTRL_ID_PANEL_PLAY, NULL,
15798 FALSE, FALSE, "play game"
15801 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15802 GAME_CTRL_ID_TOUCH_STOP, NULL,
15803 FALSE, TRUE, "stop game"
15806 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15807 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15808 FALSE, TRUE, "pause game"
15811 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15812 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15813 TRUE, FALSE, "background music on/off"
15816 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15817 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15818 TRUE, FALSE, "sound loops on/off"
15821 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15822 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15823 TRUE, FALSE, "normal sounds on/off"
15826 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15827 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15828 FALSE, FALSE, "background music on/off"
15831 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15832 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15833 FALSE, FALSE, "sound loops on/off"
15836 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15837 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15838 FALSE, FALSE, "normal sounds on/off"
15842 void CreateGameButtons(void)
15846 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15848 int graphic = gamebutton_info[i].graphic;
15849 struct GraphicInfo *gfx = &graphic_info[graphic];
15850 struct XY *pos = gamebutton_info[i].pos;
15851 struct GadgetInfo *gi;
15854 unsigned int event_mask;
15855 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15856 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15857 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15858 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15859 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15860 int gd_x = gfx->src_x;
15861 int gd_y = gfx->src_y;
15862 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15863 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15864 int gd_xa = gfx->src_x + gfx->active_xoffset;
15865 int gd_ya = gfx->src_y + gfx->active_yoffset;
15866 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15867 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15868 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15869 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15872 if (gfx->bitmap == NULL)
15874 game_gadget[id] = NULL;
15879 if (id == GAME_CTRL_ID_STOP ||
15880 id == GAME_CTRL_ID_PANEL_STOP ||
15881 id == GAME_CTRL_ID_TOUCH_STOP ||
15882 id == GAME_CTRL_ID_PLAY ||
15883 id == GAME_CTRL_ID_PANEL_PLAY ||
15884 id == GAME_CTRL_ID_SAVE ||
15885 id == GAME_CTRL_ID_LOAD)
15887 button_type = GD_TYPE_NORMAL_BUTTON;
15889 event_mask = GD_EVENT_RELEASED;
15891 else if (id == GAME_CTRL_ID_UNDO ||
15892 id == GAME_CTRL_ID_REDO)
15894 button_type = GD_TYPE_NORMAL_BUTTON;
15896 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15900 button_type = GD_TYPE_CHECK_BUTTON;
15901 checked = (gamebutton_info[i].setup_value != NULL ?
15902 *gamebutton_info[i].setup_value : FALSE);
15903 event_mask = GD_EVENT_PRESSED;
15906 gi = CreateGadget(GDI_CUSTOM_ID, id,
15907 GDI_IMAGE_ID, graphic,
15908 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15911 GDI_WIDTH, gfx->width,
15912 GDI_HEIGHT, gfx->height,
15913 GDI_TYPE, button_type,
15914 GDI_STATE, GD_BUTTON_UNPRESSED,
15915 GDI_CHECKED, checked,
15916 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15917 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15918 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15919 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15920 GDI_DIRECT_DRAW, FALSE,
15921 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15922 GDI_EVENT_MASK, event_mask,
15923 GDI_CALLBACK_ACTION, HandleGameButtons,
15927 Fail("cannot create gadget");
15929 game_gadget[id] = gi;
15933 void FreeGameButtons(void)
15937 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15938 FreeGadget(game_gadget[i]);
15941 static void UnmapGameButtonsAtSamePosition(int id)
15945 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15947 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15948 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15949 UnmapGadget(game_gadget[i]);
15952 static void UnmapGameButtonsAtSamePosition_All(void)
15954 if (setup.show_snapshot_buttons)
15956 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15957 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15958 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15962 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15963 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15964 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15966 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15967 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15968 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15972 static void MapGameButtonsAtSamePosition(int id)
15976 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15978 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15979 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15980 MapGadget(game_gadget[i]);
15982 UnmapGameButtonsAtSamePosition_All();
15985 void MapUndoRedoButtons(void)
15987 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15988 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15990 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15991 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15994 void UnmapUndoRedoButtons(void)
15996 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15997 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15999 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16000 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16003 void ModifyPauseButtons(void)
16007 GAME_CTRL_ID_PAUSE,
16008 GAME_CTRL_ID_PAUSE2,
16009 GAME_CTRL_ID_PANEL_PAUSE,
16010 GAME_CTRL_ID_TOUCH_PAUSE,
16015 for (i = 0; ids[i] > -1; i++)
16016 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16019 static void MapGameButtonsExt(boolean on_tape)
16023 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16024 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16025 i != GAME_CTRL_ID_UNDO &&
16026 i != GAME_CTRL_ID_REDO)
16027 MapGadget(game_gadget[i]);
16029 UnmapGameButtonsAtSamePosition_All();
16031 RedrawGameButtons();
16034 static void UnmapGameButtonsExt(boolean on_tape)
16038 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16039 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16040 UnmapGadget(game_gadget[i]);
16043 static void RedrawGameButtonsExt(boolean on_tape)
16047 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16048 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16049 RedrawGadget(game_gadget[i]);
16052 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16057 gi->checked = state;
16060 static void RedrawSoundButtonGadget(int id)
16062 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16063 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16064 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16065 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16066 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16067 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16070 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16071 RedrawGadget(game_gadget[id2]);
16074 void MapGameButtons(void)
16076 MapGameButtonsExt(FALSE);
16079 void UnmapGameButtons(void)
16081 UnmapGameButtonsExt(FALSE);
16084 void RedrawGameButtons(void)
16086 RedrawGameButtonsExt(FALSE);
16089 void MapGameButtonsOnTape(void)
16091 MapGameButtonsExt(TRUE);
16094 void UnmapGameButtonsOnTape(void)
16096 UnmapGameButtonsExt(TRUE);
16099 void RedrawGameButtonsOnTape(void)
16101 RedrawGameButtonsExt(TRUE);
16104 static void GameUndoRedoExt(void)
16106 ClearPlayerAction();
16108 tape.pausing = TRUE;
16111 UpdateAndDisplayGameControlValues();
16113 DrawCompleteVideoDisplay();
16114 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16115 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16116 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16121 static void GameUndo(int steps)
16123 if (!CheckEngineSnapshotList())
16126 LoadEngineSnapshot_Undo(steps);
16131 static void GameRedo(int steps)
16133 if (!CheckEngineSnapshotList())
16136 LoadEngineSnapshot_Redo(steps);
16141 static void HandleGameButtonsExt(int id, int button)
16143 static boolean game_undo_executed = FALSE;
16144 int steps = BUTTON_STEPSIZE(button);
16145 boolean handle_game_buttons =
16146 (game_status == GAME_MODE_PLAYING ||
16147 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16149 if (!handle_game_buttons)
16154 case GAME_CTRL_ID_STOP:
16155 case GAME_CTRL_ID_PANEL_STOP:
16156 case GAME_CTRL_ID_TOUCH_STOP:
16157 if (game_status == GAME_MODE_MAIN)
16163 RequestQuitGame(TRUE);
16167 case GAME_CTRL_ID_PAUSE:
16168 case GAME_CTRL_ID_PAUSE2:
16169 case GAME_CTRL_ID_PANEL_PAUSE:
16170 case GAME_CTRL_ID_TOUCH_PAUSE:
16171 if (network.enabled && game_status == GAME_MODE_PLAYING)
16174 SendToServer_ContinuePlaying();
16176 SendToServer_PausePlaying();
16179 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16181 game_undo_executed = FALSE;
16185 case GAME_CTRL_ID_PLAY:
16186 case GAME_CTRL_ID_PANEL_PLAY:
16187 if (game_status == GAME_MODE_MAIN)
16189 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16191 else if (tape.pausing)
16193 if (network.enabled)
16194 SendToServer_ContinuePlaying();
16196 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16200 case GAME_CTRL_ID_UNDO:
16201 // Important: When using "save snapshot when collecting an item" mode,
16202 // load last (current) snapshot for first "undo" after pressing "pause"
16203 // (else the last-but-one snapshot would be loaded, because the snapshot
16204 // pointer already points to the last snapshot when pressing "pause",
16205 // which is fine for "every step/move" mode, but not for "every collect")
16206 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16207 !game_undo_executed)
16210 game_undo_executed = TRUE;
16215 case GAME_CTRL_ID_REDO:
16219 case GAME_CTRL_ID_SAVE:
16223 case GAME_CTRL_ID_LOAD:
16227 case SOUND_CTRL_ID_MUSIC:
16228 case SOUND_CTRL_ID_PANEL_MUSIC:
16229 if (setup.sound_music)
16231 setup.sound_music = FALSE;
16235 else if (audio.music_available)
16237 setup.sound = setup.sound_music = TRUE;
16239 SetAudioMode(setup.sound);
16241 if (game_status == GAME_MODE_PLAYING)
16245 RedrawSoundButtonGadget(id);
16249 case SOUND_CTRL_ID_LOOPS:
16250 case SOUND_CTRL_ID_PANEL_LOOPS:
16251 if (setup.sound_loops)
16252 setup.sound_loops = FALSE;
16253 else if (audio.loops_available)
16255 setup.sound = setup.sound_loops = TRUE;
16257 SetAudioMode(setup.sound);
16260 RedrawSoundButtonGadget(id);
16264 case SOUND_CTRL_ID_SIMPLE:
16265 case SOUND_CTRL_ID_PANEL_SIMPLE:
16266 if (setup.sound_simple)
16267 setup.sound_simple = FALSE;
16268 else if (audio.sound_available)
16270 setup.sound = setup.sound_simple = TRUE;
16272 SetAudioMode(setup.sound);
16275 RedrawSoundButtonGadget(id);
16284 static void HandleGameButtons(struct GadgetInfo *gi)
16286 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16289 void HandleSoundButtonKeys(Key key)
16291 if (key == setup.shortcut.sound_simple)
16292 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16293 else if (key == setup.shortcut.sound_loops)
16294 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16295 else if (key == setup.shortcut.sound_music)
16296 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);