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(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2151 Error(ERR_EXIT, "this should not happen -- please debug");
2154 // force update of game controls after initialization
2155 gpc->value = gpc->last_value = -1;
2156 gpc->frame = gpc->last_frame = -1;
2157 gpc->gfx_frame = -1;
2159 // determine panel value width for later calculation of alignment
2160 if (type == TYPE_INTEGER || type == TYPE_STRING)
2162 pos->width = pos->size * getFontWidth(pos->font);
2163 pos->height = getFontHeight(pos->font);
2165 else if (type == TYPE_ELEMENT)
2167 pos->width = pos->size;
2168 pos->height = pos->size;
2171 // fill structure for game panel draw order
2173 gpo->sort_priority = pos->sort_priority;
2176 // sort game panel controls according to sort_priority and control number
2177 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2178 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2181 static void UpdatePlayfieldElementCount(void)
2183 boolean use_element_count = FALSE;
2186 // first check if it is needed at all to calculate playfield element count
2187 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2188 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2189 use_element_count = TRUE;
2191 if (!use_element_count)
2194 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2195 element_info[i].element_count = 0;
2197 SCAN_PLAYFIELD(x, y)
2199 element_info[Tile[x][y]].element_count++;
2202 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2203 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2204 if (IS_IN_GROUP(j, i))
2205 element_info[EL_GROUP_START + i].element_count +=
2206 element_info[j].element_count;
2209 static void UpdateGameControlValues(void)
2212 int time = (game.LevelSolved ?
2213 game.LevelSolved_CountingTime :
2214 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2216 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2217 game_sp.time_played :
2218 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219 game_mm.energy_left :
2220 game.no_time_limit ? TimePlayed : TimeLeft);
2221 int score = (game.LevelSolved ?
2222 game.LevelSolved_CountingScore :
2223 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2224 game_em.lev->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2227 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2230 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2231 game_em.lev->gems_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2233 game_sp.infotrons_still_needed :
2234 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2235 game_mm.kettles_still_needed :
2236 game.gems_still_needed);
2237 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2238 game_em.lev->gems_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2240 game_sp.infotrons_still_needed > 0 :
2241 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2242 game_mm.kettles_still_needed > 0 ||
2243 game_mm.lights_still_needed > 0 :
2244 game.gems_still_needed > 0 ||
2245 game.sokoban_fields_still_needed > 0 ||
2246 game.sokoban_objects_still_needed > 0 ||
2247 game.lights_still_needed > 0);
2248 int health = (game.LevelSolved ?
2249 game.LevelSolved_CountingHealth :
2250 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2251 MM_HEALTH(game_mm.laser_overload_value) :
2254 UpdatePlayfieldElementCount();
2256 // update game panel control values
2258 // used instead of "level_nr" (for network games)
2259 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2260 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2262 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2263 for (i = 0; i < MAX_NUM_KEYS; i++)
2264 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2265 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2266 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2268 if (game.centered_player_nr == -1)
2270 for (i = 0; i < MAX_PLAYERS; i++)
2272 // only one player in Supaplex game engine
2273 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2276 for (k = 0; k < MAX_NUM_KEYS; k++)
2278 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2280 if (game_em.ply[i]->keys & (1 << k))
2281 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2282 get_key_element_from_nr(k);
2284 else if (stored_player[i].key[k])
2285 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2286 get_key_element_from_nr(k);
2289 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2290 getPlayerInventorySize(i);
2292 if (stored_player[i].num_white_keys > 0)
2293 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2296 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2297 stored_player[i].num_white_keys;
2302 int player_nr = game.centered_player_nr;
2304 for (k = 0; k < MAX_NUM_KEYS; k++)
2306 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2308 if (game_em.ply[player_nr]->keys & (1 << k))
2309 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2310 get_key_element_from_nr(k);
2312 else if (stored_player[player_nr].key[k])
2313 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2314 get_key_element_from_nr(k);
2317 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2318 getPlayerInventorySize(player_nr);
2320 if (stored_player[player_nr].num_white_keys > 0)
2321 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2323 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2324 stored_player[player_nr].num_white_keys;
2327 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2329 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, i);
2331 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2332 get_inventory_element_from_pos(local_player, -i - 1);
2335 game_panel_controls[GAME_PANEL_SCORE].value = score;
2336 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2338 game_panel_controls[GAME_PANEL_TIME].value = time;
2340 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2341 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2342 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2344 if (level.time == 0)
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2347 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2349 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2350 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2352 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2354 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2355 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2357 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2358 local_player->shield_normal_time_left;
2359 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2360 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2362 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2363 local_player->shield_deadly_time_left;
2365 game_panel_controls[GAME_PANEL_EXIT].value =
2366 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2369 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2370 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2371 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2372 EL_EMC_MAGIC_BALL_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2375 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2376 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2377 game.light_time_left;
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2380 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2381 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2382 game.timegate_time_left;
2384 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2385 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2387 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2388 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2389 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2390 game.lenses_time_left;
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2393 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2394 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2395 game.magnify_time_left;
2397 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2398 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2399 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2400 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2401 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2402 EL_BALLOON_SWITCH_NONE);
2404 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2405 local_player->dynabomb_count;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2407 local_player->dynabomb_size;
2408 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2409 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2411 game_panel_controls[GAME_PANEL_PENGUINS].value =
2412 game.friends_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2415 game.sokoban_objects_still_needed;
2416 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2417 game.sokoban_fields_still_needed;
2419 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2420 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2422 for (i = 0; i < NUM_BELTS; i++)
2424 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2425 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2426 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2427 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2428 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2432 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2433 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2434 game.magic_wall_time_left;
2436 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2437 local_player->gravity;
2439 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2440 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2442 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2443 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2444 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2445 game.panel.element[i].id : EL_UNDEFINED);
2447 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2448 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2449 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2450 element_info[game.panel.element_count[i].id].element_count : 0);
2452 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2453 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2454 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2455 element_info[game.panel.ce_score[i].id].collect_score : 0);
2457 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2458 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2459 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2460 element_info[game.panel.ce_score_element[i].id].collect_score :
2463 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2464 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2465 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2467 // update game panel control frames
2469 for (i = 0; game_panel_controls[i].nr != -1; i++)
2471 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2473 if (gpc->type == TYPE_ELEMENT)
2475 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2477 int last_anim_random_frame = gfx.anim_random_frame;
2478 int element = gpc->value;
2479 int graphic = el2panelimg(element);
2481 if (gpc->value != gpc->last_value)
2484 gpc->gfx_random = INIT_GFX_RANDOM();
2490 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2491 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2492 gpc->gfx_random = INIT_GFX_RANDOM();
2495 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2496 gfx.anim_random_frame = gpc->gfx_random;
2498 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2499 gpc->gfx_frame = element_info[element].collect_score;
2501 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2504 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2505 gfx.anim_random_frame = last_anim_random_frame;
2508 else if (gpc->type == TYPE_GRAPHIC)
2510 if (gpc->graphic != IMG_UNDEFINED)
2512 int last_anim_random_frame = gfx.anim_random_frame;
2513 int graphic = gpc->graphic;
2515 if (gpc->value != gpc->last_value)
2518 gpc->gfx_random = INIT_GFX_RANDOM();
2524 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2525 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2526 gpc->gfx_random = INIT_GFX_RANDOM();
2529 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2530 gfx.anim_random_frame = gpc->gfx_random;
2532 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2534 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2535 gfx.anim_random_frame = last_anim_random_frame;
2541 static void DisplayGameControlValues(void)
2543 boolean redraw_panel = FALSE;
2546 for (i = 0; game_panel_controls[i].nr != -1; i++)
2548 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2550 if (PANEL_DEACTIVATED(gpc->pos))
2553 if (gpc->value == gpc->last_value &&
2554 gpc->frame == gpc->last_frame)
2557 redraw_panel = TRUE;
2563 // copy default game door content to main double buffer
2565 // !!! CHECK AGAIN !!!
2566 SetPanelBackground();
2567 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2568 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2570 // redraw game control buttons
2571 RedrawGameButtons();
2573 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2575 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2577 int nr = game_panel_order[i].nr;
2578 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2579 struct TextPosInfo *pos = gpc->pos;
2580 int type = gpc->type;
2581 int value = gpc->value;
2582 int frame = gpc->frame;
2583 int size = pos->size;
2584 int font = pos->font;
2585 boolean draw_masked = pos->draw_masked;
2586 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2588 if (PANEL_DEACTIVATED(pos))
2591 gpc->last_value = value;
2592 gpc->last_frame = frame;
2594 if (type == TYPE_INTEGER)
2596 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2597 nr == GAME_PANEL_TIME)
2599 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2601 if (use_dynamic_size) // use dynamic number of digits
2603 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2604 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2605 int size2 = size1 + 1;
2606 int font1 = pos->font;
2607 int font2 = pos->font_alt;
2609 size = (value < value_change ? size1 : size2);
2610 font = (value < value_change ? font1 : font2);
2614 // correct text size if "digits" is zero or less
2616 size = strlen(int2str(value, size));
2618 // dynamically correct text alignment
2619 pos->width = size * getFontWidth(font);
2621 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2622 int2str(value, size), font, mask_mode);
2624 else if (type == TYPE_ELEMENT)
2626 int element, graphic;
2630 int dst_x = PANEL_XPOS(pos);
2631 int dst_y = PANEL_YPOS(pos);
2633 if (value != EL_UNDEFINED && value != EL_EMPTY)
2636 graphic = el2panelimg(value);
2639 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2640 element, EL_NAME(element), size);
2643 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2646 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2649 width = graphic_info[graphic].width * size / TILESIZE;
2650 height = graphic_info[graphic].height * size / TILESIZE;
2653 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2656 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2660 else if (type == TYPE_GRAPHIC)
2662 int graphic = gpc->graphic;
2663 int graphic_active = gpc->graphic_active;
2667 int dst_x = PANEL_XPOS(pos);
2668 int dst_y = PANEL_YPOS(pos);
2669 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2670 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2672 if (graphic != IMG_UNDEFINED && !skip)
2674 if (pos->style == STYLE_REVERSE)
2675 value = 100 - value;
2677 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2679 if (pos->direction & MV_HORIZONTAL)
2681 width = graphic_info[graphic_active].width * value / 100;
2682 height = graphic_info[graphic_active].height;
2684 if (pos->direction == MV_LEFT)
2686 src_x += graphic_info[graphic_active].width - width;
2687 dst_x += graphic_info[graphic_active].width - width;
2692 width = graphic_info[graphic_active].width;
2693 height = graphic_info[graphic_active].height * value / 100;
2695 if (pos->direction == MV_UP)
2697 src_y += graphic_info[graphic_active].height - height;
2698 dst_y += graphic_info[graphic_active].height - height;
2703 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2706 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2709 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2711 if (pos->direction & MV_HORIZONTAL)
2713 if (pos->direction == MV_RIGHT)
2720 dst_x = PANEL_XPOS(pos);
2723 width = graphic_info[graphic].width - width;
2727 if (pos->direction == MV_DOWN)
2734 dst_y = PANEL_YPOS(pos);
2737 height = graphic_info[graphic].height - height;
2741 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2744 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2748 else if (type == TYPE_STRING)
2750 boolean active = (value != 0);
2751 char *state_normal = "off";
2752 char *state_active = "on";
2753 char *state = (active ? state_active : state_normal);
2754 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2755 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2756 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2757 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2759 if (nr == GAME_PANEL_GRAVITY_STATE)
2761 int font1 = pos->font; // (used for normal state)
2762 int font2 = pos->font_alt; // (used for active state)
2764 font = (active ? font2 : font1);
2773 // don't truncate output if "chars" is zero or less
2776 // dynamically correct text alignment
2777 pos->width = size * getFontWidth(font);
2780 s_cut = getStringCopyN(s, size);
2782 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2783 s_cut, font, mask_mode);
2789 redraw_mask |= REDRAW_DOOR_1;
2792 SetGameStatus(GAME_MODE_PLAYING);
2795 void UpdateAndDisplayGameControlValues(void)
2797 if (tape.deactivate_display)
2800 UpdateGameControlValues();
2801 DisplayGameControlValues();
2805 static void UpdateGameDoorValues(void)
2807 UpdateGameControlValues();
2811 void DrawGameDoorValues(void)
2813 DisplayGameControlValues();
2817 // ============================================================================
2819 // ----------------------------------------------------------------------------
2820 // initialize game engine due to level / tape version number
2821 // ============================================================================
2823 static void InitGameEngine(void)
2825 int i, j, k, l, x, y;
2827 // set game engine from tape file when re-playing, else from level file
2828 game.engine_version = (tape.playing ? tape.engine_version :
2829 level.game_version);
2831 // set single or multi-player game mode (needed for re-playing tapes)
2832 game.team_mode = setup.team_mode;
2836 int num_players = 0;
2838 for (i = 0; i < MAX_PLAYERS; i++)
2839 if (tape.player_participates[i])
2842 // multi-player tapes contain input data for more than one player
2843 game.team_mode = (num_players > 1);
2847 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2848 level.game_version);
2849 Debug("game:init:level", " tape.file_version == %06d",
2851 Debug("game:init:level", " tape.game_version == %06d",
2853 Debug("game:init:level", " tape.engine_version == %06d",
2854 tape.engine_version);
2855 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2856 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2859 // --------------------------------------------------------------------------
2860 // set flags for bugs and changes according to active game engine version
2861 // --------------------------------------------------------------------------
2865 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2867 Bug was introduced in version:
2870 Bug was fixed in version:
2874 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2875 but the property "can fall" was missing, which caused some levels to be
2876 unsolvable. This was fixed in version 4.2.0.0.
2878 Affected levels/tapes:
2879 An example for a tape that was fixed by this bugfix is tape 029 from the
2880 level set "rnd_sam_bateman".
2881 The wrong behaviour will still be used for all levels or tapes that were
2882 created/recorded with it. An example for this is tape 023 from the level
2883 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2886 boolean use_amoeba_dropping_cannot_fall_bug =
2887 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2888 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2890 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2891 tape.game_version < VERSION_IDENT(4,2,0,0)));
2894 Summary of bugfix/change:
2895 Fixed move speed of elements entering or leaving magic wall.
2897 Fixed/changed in version:
2901 Before 2.0.1, move speed of elements entering or leaving magic wall was
2902 twice as fast as it is now.
2903 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2905 Affected levels/tapes:
2906 The first condition is generally needed for all levels/tapes before version
2907 2.0.1, which might use the old behaviour before it was changed; known tapes
2908 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2909 The second condition is an exception from the above case and is needed for
2910 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2911 above, but before it was known that this change would break tapes like the
2912 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2913 although the engine version while recording maybe was before 2.0.1. There
2914 are a lot of tapes that are affected by this exception, like tape 006 from
2915 the level set "rnd_conor_mancone".
2918 boolean use_old_move_stepsize_for_magic_wall =
2919 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2921 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2922 tape.game_version < VERSION_IDENT(4,2,0,0)));
2925 Summary of bugfix/change:
2926 Fixed handling for custom elements that change when pushed by the player.
2928 Fixed/changed in version:
2932 Before 3.1.0, custom elements that "change when pushing" changed directly
2933 after the player started pushing them (until then handled in "DigField()").
2934 Since 3.1.0, these custom elements are not changed until the "pushing"
2935 move of the element is finished (now handled in "ContinueMoving()").
2937 Affected levels/tapes:
2938 The first condition is generally needed for all levels/tapes before version
2939 3.1.0, which might use the old behaviour before it was changed; known tapes
2940 that are affected are some tapes from the level set "Walpurgis Gardens" by
2942 The second condition is an exception from the above case and is needed for
2943 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2944 above (including some development versions of 3.1.0), but before it was
2945 known that this change would break tapes like the above and was fixed in
2946 3.1.1, so that the changed behaviour was active although the engine version
2947 while recording maybe was before 3.1.0. There is at least one tape that is
2948 affected by this exception, which is the tape for the one-level set "Bug
2949 Machine" by Juergen Bonhagen.
2952 game.use_change_when_pushing_bug =
2953 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2955 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2956 tape.game_version < VERSION_IDENT(3,1,1,0)));
2959 Summary of bugfix/change:
2960 Fixed handling for blocking the field the player leaves when moving.
2962 Fixed/changed in version:
2966 Before 3.1.1, when "block last field when moving" was enabled, the field
2967 the player is leaving when moving was blocked for the time of the move,
2968 and was directly unblocked afterwards. This resulted in the last field
2969 being blocked for exactly one less than the number of frames of one player
2970 move. Additionally, even when blocking was disabled, the last field was
2971 blocked for exactly one frame.
2972 Since 3.1.1, due to changes in player movement handling, the last field
2973 is not blocked at all when blocking is disabled. When blocking is enabled,
2974 the last field is blocked for exactly the number of frames of one player
2975 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2976 last field is blocked for exactly one more than the number of frames of
2979 Affected levels/tapes:
2980 (!!! yet to be determined -- probably many !!!)
2983 game.use_block_last_field_bug =
2984 (game.engine_version < VERSION_IDENT(3,1,1,0));
2986 /* various special flags and settings for native Emerald Mine game engine */
2988 game_em.use_single_button =
2989 (game.engine_version > VERSION_IDENT(4,0,0,2));
2991 game_em.use_snap_key_bug =
2992 (game.engine_version < VERSION_IDENT(4,0,1,0));
2994 game_em.use_random_bug =
2995 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
2997 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
2999 game_em.use_old_explosions = use_old_em_engine;
3000 game_em.use_old_android = use_old_em_engine;
3001 game_em.use_old_push_elements = use_old_em_engine;
3002 game_em.use_old_push_into_acid = use_old_em_engine;
3004 game_em.use_wrap_around = !use_old_em_engine;
3006 // --------------------------------------------------------------------------
3008 // set maximal allowed number of custom element changes per game frame
3009 game.max_num_changes_per_frame = 1;
3011 // default scan direction: scan playfield from top/left to bottom/right
3012 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3014 // dynamically adjust element properties according to game engine version
3015 InitElementPropertiesEngine(game.engine_version);
3017 // ---------- initialize special element properties -------------------------
3019 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3020 if (use_amoeba_dropping_cannot_fall_bug)
3021 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3023 // ---------- initialize player's initial move delay ------------------------
3025 // dynamically adjust player properties according to level information
3026 for (i = 0; i < MAX_PLAYERS; i++)
3027 game.initial_move_delay_value[i] =
3028 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3030 // dynamically adjust player properties according to game engine version
3031 for (i = 0; i < MAX_PLAYERS; i++)
3032 game.initial_move_delay[i] =
3033 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3034 game.initial_move_delay_value[i] : 0);
3036 // ---------- initialize player's initial push delay ------------------------
3038 // dynamically adjust player properties according to game engine version
3039 game.initial_push_delay_value =
3040 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3042 // ---------- initialize changing elements ----------------------------------
3044 // initialize changing elements information
3045 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3047 struct ElementInfo *ei = &element_info[i];
3049 // this pointer might have been changed in the level editor
3050 ei->change = &ei->change_page[0];
3052 if (!IS_CUSTOM_ELEMENT(i))
3054 ei->change->target_element = EL_EMPTY_SPACE;
3055 ei->change->delay_fixed = 0;
3056 ei->change->delay_random = 0;
3057 ei->change->delay_frames = 1;
3060 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3062 ei->has_change_event[j] = FALSE;
3064 ei->event_page_nr[j] = 0;
3065 ei->event_page[j] = &ei->change_page[0];
3069 // add changing elements from pre-defined list
3070 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3072 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3073 struct ElementInfo *ei = &element_info[ch_delay->element];
3075 ei->change->target_element = ch_delay->target_element;
3076 ei->change->delay_fixed = ch_delay->change_delay;
3078 ei->change->pre_change_function = ch_delay->pre_change_function;
3079 ei->change->change_function = ch_delay->change_function;
3080 ei->change->post_change_function = ch_delay->post_change_function;
3082 ei->change->can_change = TRUE;
3083 ei->change->can_change_or_has_action = TRUE;
3085 ei->has_change_event[CE_DELAY] = TRUE;
3087 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3088 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3091 // ---------- initialize internal run-time variables ------------------------
3093 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3095 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3097 for (j = 0; j < ei->num_change_pages; j++)
3099 ei->change_page[j].can_change_or_has_action =
3100 (ei->change_page[j].can_change |
3101 ei->change_page[j].has_action);
3105 // add change events from custom element configuration
3106 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3108 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3110 for (j = 0; j < ei->num_change_pages; j++)
3112 if (!ei->change_page[j].can_change_or_has_action)
3115 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3117 // only add event page for the first page found with this event
3118 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3120 ei->has_change_event[k] = TRUE;
3122 ei->event_page_nr[k] = j;
3123 ei->event_page[k] = &ei->change_page[j];
3129 // ---------- initialize reference elements in change conditions ------------
3131 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3133 int element = EL_CUSTOM_START + i;
3134 struct ElementInfo *ei = &element_info[element];
3136 for (j = 0; j < ei->num_change_pages; j++)
3138 int trigger_element = ei->change_page[j].initial_trigger_element;
3140 if (trigger_element >= EL_PREV_CE_8 &&
3141 trigger_element <= EL_NEXT_CE_8)
3142 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3144 ei->change_page[j].trigger_element = trigger_element;
3148 // ---------- initialize run-time trigger player and element ----------------
3150 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3152 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3154 for (j = 0; j < ei->num_change_pages; j++)
3156 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3157 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3158 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3159 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3160 ei->change_page[j].actual_trigger_ce_value = 0;
3161 ei->change_page[j].actual_trigger_ce_score = 0;
3165 // ---------- initialize trigger events -------------------------------------
3167 // initialize trigger events information
3168 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3169 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3170 trigger_events[i][j] = FALSE;
3172 // add trigger events from element change event properties
3173 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 struct ElementInfo *ei = &element_info[i];
3177 for (j = 0; j < ei->num_change_pages; j++)
3179 if (!ei->change_page[j].can_change_or_has_action)
3182 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3184 int trigger_element = ei->change_page[j].trigger_element;
3186 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3188 if (ei->change_page[j].has_event[k])
3190 if (IS_GROUP_ELEMENT(trigger_element))
3192 struct ElementGroupInfo *group =
3193 element_info[trigger_element].group;
3195 for (l = 0; l < group->num_elements_resolved; l++)
3196 trigger_events[group->element_resolved[l]][k] = TRUE;
3198 else if (trigger_element == EL_ANY_ELEMENT)
3199 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3200 trigger_events[l][k] = TRUE;
3202 trigger_events[trigger_element][k] = TRUE;
3209 // ---------- initialize push delay -----------------------------------------
3211 // initialize push delay values to default
3212 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3214 if (!IS_CUSTOM_ELEMENT(i))
3216 // set default push delay values (corrected since version 3.0.7-1)
3217 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3219 element_info[i].push_delay_fixed = 2;
3220 element_info[i].push_delay_random = 8;
3224 element_info[i].push_delay_fixed = 8;
3225 element_info[i].push_delay_random = 8;
3230 // set push delay value for certain elements from pre-defined list
3231 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3233 int e = push_delay_list[i].element;
3235 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3236 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3239 // set push delay value for Supaplex elements for newer engine versions
3240 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3242 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3244 if (IS_SP_ELEMENT(i))
3246 // set SP push delay to just enough to push under a falling zonk
3247 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3249 element_info[i].push_delay_fixed = delay;
3250 element_info[i].push_delay_random = 0;
3255 // ---------- initialize move stepsize --------------------------------------
3257 // initialize move stepsize values to default
3258 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3259 if (!IS_CUSTOM_ELEMENT(i))
3260 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3262 // set move stepsize value for certain elements from pre-defined list
3263 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3265 int e = move_stepsize_list[i].element;
3267 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3269 // set move stepsize value for certain elements for older engine versions
3270 if (use_old_move_stepsize_for_magic_wall)
3272 if (e == EL_MAGIC_WALL_FILLING ||
3273 e == EL_MAGIC_WALL_EMPTYING ||
3274 e == EL_BD_MAGIC_WALL_FILLING ||
3275 e == EL_BD_MAGIC_WALL_EMPTYING)
3276 element_info[e].move_stepsize *= 2;
3280 // ---------- initialize collect score --------------------------------------
3282 // initialize collect score values for custom elements from initial value
3283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3284 if (IS_CUSTOM_ELEMENT(i))
3285 element_info[i].collect_score = element_info[i].collect_score_initial;
3287 // ---------- initialize collect count --------------------------------------
3289 // initialize collect count values for non-custom elements
3290 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3291 if (!IS_CUSTOM_ELEMENT(i))
3292 element_info[i].collect_count_initial = 0;
3294 // add collect count values for all elements from pre-defined list
3295 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3296 element_info[collect_count_list[i].element].collect_count_initial =
3297 collect_count_list[i].count;
3299 // ---------- initialize access direction -----------------------------------
3301 // initialize access direction values to default (access from every side)
3302 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3303 if (!IS_CUSTOM_ELEMENT(i))
3304 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3306 // set access direction value for certain elements from pre-defined list
3307 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3308 element_info[access_direction_list[i].element].access_direction =
3309 access_direction_list[i].direction;
3311 // ---------- initialize explosion content ----------------------------------
3312 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3314 if (IS_CUSTOM_ELEMENT(i))
3317 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3319 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3321 element_info[i].content.e[x][y] =
3322 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3323 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3324 i == EL_PLAYER_3 ? EL_EMERALD :
3325 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3326 i == EL_MOLE ? EL_EMERALD_RED :
3327 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3328 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3329 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3330 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3331 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3332 i == EL_WALL_EMERALD ? EL_EMERALD :
3333 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3334 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3335 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3336 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3337 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3338 i == EL_WALL_PEARL ? EL_PEARL :
3339 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3344 // ---------- initialize recursion detection --------------------------------
3345 recursion_loop_depth = 0;
3346 recursion_loop_detected = FALSE;
3347 recursion_loop_element = EL_UNDEFINED;
3349 // ---------- initialize graphics engine ------------------------------------
3350 game.scroll_delay_value =
3351 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3352 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3353 !setup.forced_scroll_delay ? 0 :
3354 setup.scroll_delay ? setup.scroll_delay_value : 0);
3355 game.scroll_delay_value =
3356 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3358 // ---------- initialize game engine snapshots ------------------------------
3359 for (i = 0; i < MAX_PLAYERS; i++)
3360 game.snapshot.last_action[i] = 0;
3361 game.snapshot.changed_action = FALSE;
3362 game.snapshot.collected_item = FALSE;
3363 game.snapshot.mode =
3364 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3365 SNAPSHOT_MODE_EVERY_STEP :
3366 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3367 SNAPSHOT_MODE_EVERY_MOVE :
3368 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3369 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3370 game.snapshot.save_snapshot = FALSE;
3372 // ---------- initialize level time for Supaplex engine ---------------------
3373 // Supaplex levels with time limit currently unsupported -- should be added
3374 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3377 // ---------- initialize flags for handling game actions --------------------
3379 // set flags for game actions to default values
3380 game.use_key_actions = TRUE;
3381 game.use_mouse_actions = FALSE;
3383 // when using Mirror Magic game engine, handle mouse events only
3384 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3386 game.use_key_actions = FALSE;
3387 game.use_mouse_actions = TRUE;
3390 // check for custom elements with mouse click events
3391 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3393 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3395 int element = EL_CUSTOM_START + i;
3397 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3398 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3399 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3400 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3401 game.use_mouse_actions = TRUE;
3406 static int get_num_special_action(int element, int action_first,
3409 int num_special_action = 0;
3412 for (i = action_first; i <= action_last; i++)
3414 boolean found = FALSE;
3416 for (j = 0; j < NUM_DIRECTIONS; j++)
3417 if (el_act_dir2img(element, i, j) !=
3418 el_act_dir2img(element, ACTION_DEFAULT, j))
3422 num_special_action++;
3427 return num_special_action;
3431 // ============================================================================
3433 // ----------------------------------------------------------------------------
3434 // initialize and start new game
3435 // ============================================================================
3437 #if DEBUG_INIT_PLAYER
3438 static void DebugPrintPlayerStatus(char *message)
3445 Debug("game:init:player", "%s:", message);
3447 for (i = 0; i < MAX_PLAYERS; i++)
3449 struct PlayerInfo *player = &stored_player[i];
3451 Debug("game:init:player",
3452 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3456 player->connected_locally,
3457 player->connected_network,
3459 (local_player == player ? " (local player)" : ""));
3466 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3467 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3468 int fade_mask = REDRAW_FIELD;
3470 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3471 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3472 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3473 int initial_move_dir = MV_DOWN;
3476 // required here to update video display before fading (FIX THIS)
3477 DrawMaskedBorder(REDRAW_DOOR_2);
3479 if (!game.restart_level)
3480 CloseDoor(DOOR_CLOSE_1);
3482 SetGameStatus(GAME_MODE_PLAYING);
3484 if (level_editor_test_game)
3485 FadeSkipNextFadeOut();
3487 FadeSetEnterScreen();
3490 fade_mask = REDRAW_ALL;
3492 FadeLevelSoundsAndMusic();
3494 ExpireSoundLoops(TRUE);
3498 if (level_editor_test_game)
3499 FadeSkipNextFadeIn();
3501 // needed if different viewport properties defined for playing
3502 ChangeViewportPropertiesIfNeeded();
3506 DrawCompleteVideoDisplay();
3508 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3511 InitGameControlValues();
3513 // initialize tape actions from game when recording tape
3516 tape.use_key_actions = game.use_key_actions;
3517 tape.use_mouse_actions = game.use_mouse_actions;
3520 // don't play tapes over network
3521 network_playing = (network.enabled && !tape.playing);
3523 for (i = 0; i < MAX_PLAYERS; i++)
3525 struct PlayerInfo *player = &stored_player[i];
3527 player->index_nr = i;
3528 player->index_bit = (1 << i);
3529 player->element_nr = EL_PLAYER_1 + i;
3531 player->present = FALSE;
3532 player->active = FALSE;
3533 player->mapped = FALSE;
3535 player->killed = FALSE;
3536 player->reanimated = FALSE;
3537 player->buried = FALSE;
3540 player->effective_action = 0;
3541 player->programmed_action = 0;
3542 player->snap_action = 0;
3544 player->mouse_action.lx = 0;
3545 player->mouse_action.ly = 0;
3546 player->mouse_action.button = 0;
3547 player->mouse_action.button_hint = 0;
3549 player->effective_mouse_action.lx = 0;
3550 player->effective_mouse_action.ly = 0;
3551 player->effective_mouse_action.button = 0;
3552 player->effective_mouse_action.button_hint = 0;
3554 for (j = 0; j < MAX_NUM_KEYS; j++)
3555 player->key[j] = FALSE;
3557 player->num_white_keys = 0;
3559 player->dynabomb_count = 0;
3560 player->dynabomb_size = 1;
3561 player->dynabombs_left = 0;
3562 player->dynabomb_xl = FALSE;
3564 player->MovDir = initial_move_dir;
3567 player->GfxDir = initial_move_dir;
3568 player->GfxAction = ACTION_DEFAULT;
3570 player->StepFrame = 0;
3572 player->initial_element = player->element_nr;
3573 player->artwork_element =
3574 (level.use_artwork_element[i] ? level.artwork_element[i] :
3575 player->element_nr);
3576 player->use_murphy = FALSE;
3578 player->block_last_field = FALSE; // initialized in InitPlayerField()
3579 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3581 player->gravity = level.initial_player_gravity[i];
3583 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3585 player->actual_frame_counter = 0;
3587 player->step_counter = 0;
3589 player->last_move_dir = initial_move_dir;
3591 player->is_active = FALSE;
3593 player->is_waiting = FALSE;
3594 player->is_moving = FALSE;
3595 player->is_auto_moving = FALSE;
3596 player->is_digging = FALSE;
3597 player->is_snapping = FALSE;
3598 player->is_collecting = FALSE;
3599 player->is_pushing = FALSE;
3600 player->is_switching = FALSE;
3601 player->is_dropping = FALSE;
3602 player->is_dropping_pressed = FALSE;
3604 player->is_bored = FALSE;
3605 player->is_sleeping = FALSE;
3607 player->was_waiting = TRUE;
3608 player->was_moving = FALSE;
3609 player->was_snapping = FALSE;
3610 player->was_dropping = FALSE;
3612 player->force_dropping = FALSE;
3614 player->frame_counter_bored = -1;
3615 player->frame_counter_sleeping = -1;
3617 player->anim_delay_counter = 0;
3618 player->post_delay_counter = 0;
3620 player->dir_waiting = initial_move_dir;
3621 player->action_waiting = ACTION_DEFAULT;
3622 player->last_action_waiting = ACTION_DEFAULT;
3623 player->special_action_bored = ACTION_DEFAULT;
3624 player->special_action_sleeping = ACTION_DEFAULT;
3626 player->switch_x = -1;
3627 player->switch_y = -1;
3629 player->drop_x = -1;
3630 player->drop_y = -1;
3632 player->show_envelope = 0;
3634 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3636 player->push_delay = -1; // initialized when pushing starts
3637 player->push_delay_value = game.initial_push_delay_value;
3639 player->drop_delay = 0;
3640 player->drop_pressed_delay = 0;
3642 player->last_jx = -1;
3643 player->last_jy = -1;
3647 player->shield_normal_time_left = 0;
3648 player->shield_deadly_time_left = 0;
3650 player->inventory_infinite_element = EL_UNDEFINED;
3651 player->inventory_size = 0;
3653 if (level.use_initial_inventory[i])
3655 for (j = 0; j < level.initial_inventory_size[i]; j++)
3657 int element = level.initial_inventory_content[i][j];
3658 int collect_count = element_info[element].collect_count_initial;
3661 if (!IS_CUSTOM_ELEMENT(element))
3664 if (collect_count == 0)
3665 player->inventory_infinite_element = element;
3667 for (k = 0; k < collect_count; k++)
3668 if (player->inventory_size < MAX_INVENTORY_SIZE)
3669 player->inventory_element[player->inventory_size++] = element;
3673 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3674 SnapField(player, 0, 0);
3676 map_player_action[i] = i;
3679 network_player_action_received = FALSE;
3681 // initial null action
3682 if (network_playing)
3683 SendToServer_MovePlayer(MV_NONE);
3688 TimeLeft = level.time;
3691 ScreenMovDir = MV_NONE;
3695 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3697 game.robot_wheel_x = -1;
3698 game.robot_wheel_y = -1;
3703 game.all_players_gone = FALSE;
3705 game.LevelSolved = FALSE;
3706 game.GameOver = FALSE;
3708 game.GamePlayed = !tape.playing;
3710 game.LevelSolved_GameWon = FALSE;
3711 game.LevelSolved_GameEnd = FALSE;
3712 game.LevelSolved_SaveTape = FALSE;
3713 game.LevelSolved_SaveScore = FALSE;
3715 game.LevelSolved_CountingTime = 0;
3716 game.LevelSolved_CountingScore = 0;
3717 game.LevelSolved_CountingHealth = 0;
3719 game.panel.active = TRUE;
3721 game.no_time_limit = (level.time == 0);
3723 game.yamyam_content_nr = 0;
3724 game.robot_wheel_active = FALSE;
3725 game.magic_wall_active = FALSE;
3726 game.magic_wall_time_left = 0;
3727 game.light_time_left = 0;
3728 game.timegate_time_left = 0;
3729 game.switchgate_pos = 0;
3730 game.wind_direction = level.wind_direction_initial;
3733 game.score_final = 0;
3735 game.health = MAX_HEALTH;
3736 game.health_final = MAX_HEALTH;
3738 game.gems_still_needed = level.gems_needed;
3739 game.sokoban_fields_still_needed = 0;
3740 game.sokoban_objects_still_needed = 0;
3741 game.lights_still_needed = 0;
3742 game.players_still_needed = 0;
3743 game.friends_still_needed = 0;
3745 game.lenses_time_left = 0;
3746 game.magnify_time_left = 0;
3748 game.ball_active = level.ball_active_initial;
3749 game.ball_content_nr = 0;
3751 game.explosions_delayed = TRUE;
3753 game.envelope_active = FALSE;
3755 for (i = 0; i < NUM_BELTS; i++)
3757 game.belt_dir[i] = MV_NONE;
3758 game.belt_dir_nr[i] = 3; // not moving, next moving left
3761 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3762 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3764 #if DEBUG_INIT_PLAYER
3765 DebugPrintPlayerStatus("Player status at level initialization");
3768 SCAN_PLAYFIELD(x, y)
3770 Tile[x][y] = Last[x][y] = level.field[x][y];
3771 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3772 ChangeDelay[x][y] = 0;
3773 ChangePage[x][y] = -1;
3774 CustomValue[x][y] = 0; // initialized in InitField()
3775 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3777 WasJustMoving[x][y] = 0;
3778 WasJustFalling[x][y] = 0;
3779 CheckCollision[x][y] = 0;
3780 CheckImpact[x][y] = 0;
3782 Pushed[x][y] = FALSE;
3784 ChangeCount[x][y] = 0;
3785 ChangeEvent[x][y] = -1;
3787 ExplodePhase[x][y] = 0;
3788 ExplodeDelay[x][y] = 0;
3789 ExplodeField[x][y] = EX_TYPE_NONE;
3791 RunnerVisit[x][y] = 0;
3792 PlayerVisit[x][y] = 0;
3795 GfxRandom[x][y] = INIT_GFX_RANDOM();
3796 GfxElement[x][y] = EL_UNDEFINED;
3797 GfxAction[x][y] = ACTION_DEFAULT;
3798 GfxDir[x][y] = MV_NONE;
3799 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3802 SCAN_PLAYFIELD(x, y)
3804 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3806 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3808 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3811 InitField(x, y, TRUE);
3813 ResetGfxAnimation(x, y);
3818 for (i = 0; i < MAX_PLAYERS; i++)
3820 struct PlayerInfo *player = &stored_player[i];
3822 // set number of special actions for bored and sleeping animation
3823 player->num_special_action_bored =
3824 get_num_special_action(player->artwork_element,
3825 ACTION_BORING_1, ACTION_BORING_LAST);
3826 player->num_special_action_sleeping =
3827 get_num_special_action(player->artwork_element,
3828 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3831 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3832 emulate_sb ? EMU_SOKOBAN :
3833 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3835 // initialize type of slippery elements
3836 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3838 if (!IS_CUSTOM_ELEMENT(i))
3840 // default: elements slip down either to the left or right randomly
3841 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3843 // SP style elements prefer to slip down on the left side
3844 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3845 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3847 // BD style elements prefer to slip down on the left side
3848 if (game.emulation == EMU_BOULDERDASH)
3849 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3853 // initialize explosion and ignition delay
3854 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3856 if (!IS_CUSTOM_ELEMENT(i))
3859 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3860 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3861 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3862 int last_phase = (num_phase + 1) * delay;
3863 int half_phase = (num_phase / 2) * delay;
3865 element_info[i].explosion_delay = last_phase - 1;
3866 element_info[i].ignition_delay = half_phase;
3868 if (i == EL_BLACK_ORB)
3869 element_info[i].ignition_delay = 1;
3873 // correct non-moving belts to start moving left
3874 for (i = 0; i < NUM_BELTS; i++)
3875 if (game.belt_dir[i] == MV_NONE)
3876 game.belt_dir_nr[i] = 3; // not moving, next moving left
3878 #if USE_NEW_PLAYER_ASSIGNMENTS
3879 // use preferred player also in local single-player mode
3880 if (!network.enabled && !game.team_mode)
3882 int new_index_nr = setup.network_player_nr;
3884 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3886 for (i = 0; i < MAX_PLAYERS; i++)
3887 stored_player[i].connected_locally = FALSE;
3889 stored_player[new_index_nr].connected_locally = TRUE;
3893 for (i = 0; i < MAX_PLAYERS; i++)
3895 stored_player[i].connected = FALSE;
3897 // in network game mode, the local player might not be the first player
3898 if (stored_player[i].connected_locally)
3899 local_player = &stored_player[i];
3902 if (!network.enabled)
3903 local_player->connected = TRUE;
3907 for (i = 0; i < MAX_PLAYERS; i++)
3908 stored_player[i].connected = tape.player_participates[i];
3910 else if (network.enabled)
3912 // add team mode players connected over the network (needed for correct
3913 // assignment of player figures from level to locally playing players)
3915 for (i = 0; i < MAX_PLAYERS; i++)
3916 if (stored_player[i].connected_network)
3917 stored_player[i].connected = TRUE;
3919 else if (game.team_mode)
3921 // try to guess locally connected team mode players (needed for correct
3922 // assignment of player figures from level to locally playing players)
3924 for (i = 0; i < MAX_PLAYERS; i++)
3925 if (setup.input[i].use_joystick ||
3926 setup.input[i].key.left != KSYM_UNDEFINED)
3927 stored_player[i].connected = TRUE;
3930 #if DEBUG_INIT_PLAYER
3931 DebugPrintPlayerStatus("Player status after level initialization");
3934 #if DEBUG_INIT_PLAYER
3935 Debug("game:init:player", "Reassigning players ...");
3938 // check if any connected player was not found in playfield
3939 for (i = 0; i < MAX_PLAYERS; i++)
3941 struct PlayerInfo *player = &stored_player[i];
3943 if (player->connected && !player->present)
3945 struct PlayerInfo *field_player = NULL;
3947 #if DEBUG_INIT_PLAYER
3948 Debug("game:init:player",
3949 "- looking for field player for player %d ...", i + 1);
3952 // assign first free player found that is present in the playfield
3954 // first try: look for unmapped playfield player that is not connected
3955 for (j = 0; j < MAX_PLAYERS; j++)
3956 if (field_player == NULL &&
3957 stored_player[j].present &&
3958 !stored_player[j].mapped &&
3959 !stored_player[j].connected)
3960 field_player = &stored_player[j];
3962 // second try: look for *any* unmapped playfield player
3963 for (j = 0; j < MAX_PLAYERS; j++)
3964 if (field_player == NULL &&
3965 stored_player[j].present &&
3966 !stored_player[j].mapped)
3967 field_player = &stored_player[j];
3969 if (field_player != NULL)
3971 int jx = field_player->jx, jy = field_player->jy;
3973 #if DEBUG_INIT_PLAYER
3974 Debug("game:init:player", "- found player %d",
3975 field_player->index_nr + 1);
3978 player->present = FALSE;
3979 player->active = FALSE;
3981 field_player->present = TRUE;
3982 field_player->active = TRUE;
3985 player->initial_element = field_player->initial_element;
3986 player->artwork_element = field_player->artwork_element;
3988 player->block_last_field = field_player->block_last_field;
3989 player->block_delay_adjustment = field_player->block_delay_adjustment;
3992 StorePlayer[jx][jy] = field_player->element_nr;
3994 field_player->jx = field_player->last_jx = jx;
3995 field_player->jy = field_player->last_jy = jy;
3997 if (local_player == player)
3998 local_player = field_player;
4000 map_player_action[field_player->index_nr] = i;
4002 field_player->mapped = TRUE;
4004 #if DEBUG_INIT_PLAYER
4005 Debug("game:init:player", "- map_player_action[%d] == %d",
4006 field_player->index_nr + 1, i + 1);
4011 if (player->connected && player->present)
4012 player->mapped = TRUE;
4015 #if DEBUG_INIT_PLAYER
4016 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4021 // check if any connected player was not found in playfield
4022 for (i = 0; i < MAX_PLAYERS; i++)
4024 struct PlayerInfo *player = &stored_player[i];
4026 if (player->connected && !player->present)
4028 for (j = 0; j < MAX_PLAYERS; j++)
4030 struct PlayerInfo *field_player = &stored_player[j];
4031 int jx = field_player->jx, jy = field_player->jy;
4033 // assign first free player found that is present in the playfield
4034 if (field_player->present && !field_player->connected)
4036 player->present = TRUE;
4037 player->active = TRUE;
4039 field_player->present = FALSE;
4040 field_player->active = FALSE;
4042 player->initial_element = field_player->initial_element;
4043 player->artwork_element = field_player->artwork_element;
4045 player->block_last_field = field_player->block_last_field;
4046 player->block_delay_adjustment = field_player->block_delay_adjustment;
4048 StorePlayer[jx][jy] = player->element_nr;
4050 player->jx = player->last_jx = jx;
4051 player->jy = player->last_jy = jy;
4061 Debug("game:init:player", "local_player->present == %d",
4062 local_player->present);
4065 // set focus to local player for network games, else to all players
4066 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4067 game.centered_player_nr_next = game.centered_player_nr;
4068 game.set_centered_player = FALSE;
4069 game.set_centered_player_wrap = FALSE;
4071 if (network_playing && tape.recording)
4073 // store client dependent player focus when recording network games
4074 tape.centered_player_nr_next = game.centered_player_nr_next;
4075 tape.set_centered_player = TRUE;
4080 // when playing a tape, eliminate all players who do not participate
4082 #if USE_NEW_PLAYER_ASSIGNMENTS
4084 if (!game.team_mode)
4086 for (i = 0; i < MAX_PLAYERS; i++)
4088 if (stored_player[i].active &&
4089 !tape.player_participates[map_player_action[i]])
4091 struct PlayerInfo *player = &stored_player[i];
4092 int jx = player->jx, jy = player->jy;
4094 #if DEBUG_INIT_PLAYER
4095 Debug("game:init:player", "Removing player %d at (%d, %d)",
4099 player->active = FALSE;
4100 StorePlayer[jx][jy] = 0;
4101 Tile[jx][jy] = EL_EMPTY;
4108 for (i = 0; i < MAX_PLAYERS; i++)
4110 if (stored_player[i].active &&
4111 !tape.player_participates[i])
4113 struct PlayerInfo *player = &stored_player[i];
4114 int jx = player->jx, jy = player->jy;
4116 player->active = FALSE;
4117 StorePlayer[jx][jy] = 0;
4118 Tile[jx][jy] = EL_EMPTY;
4123 else if (!network.enabled && !game.team_mode) // && !tape.playing
4125 // when in single player mode, eliminate all but the local player
4127 for (i = 0; i < MAX_PLAYERS; i++)
4129 struct PlayerInfo *player = &stored_player[i];
4131 if (player->active && player != local_player)
4133 int jx = player->jx, jy = player->jy;
4135 player->active = FALSE;
4136 player->present = FALSE;
4138 StorePlayer[jx][jy] = 0;
4139 Tile[jx][jy] = EL_EMPTY;
4144 for (i = 0; i < MAX_PLAYERS; i++)
4145 if (stored_player[i].active)
4146 game.players_still_needed++;
4148 if (level.solved_by_one_player)
4149 game.players_still_needed = 1;
4151 // when recording the game, store which players take part in the game
4154 #if USE_NEW_PLAYER_ASSIGNMENTS
4155 for (i = 0; i < MAX_PLAYERS; i++)
4156 if (stored_player[i].connected)
4157 tape.player_participates[i] = TRUE;
4159 for (i = 0; i < MAX_PLAYERS; i++)
4160 if (stored_player[i].active)
4161 tape.player_participates[i] = TRUE;
4165 #if DEBUG_INIT_PLAYER
4166 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4169 if (BorderElement == EL_EMPTY)
4172 SBX_Right = lev_fieldx - SCR_FIELDX;
4174 SBY_Lower = lev_fieldy - SCR_FIELDY;
4179 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4181 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4184 if (full_lev_fieldx <= SCR_FIELDX)
4185 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4186 if (full_lev_fieldy <= SCR_FIELDY)
4187 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4189 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4191 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4194 // if local player not found, look for custom element that might create
4195 // the player (make some assumptions about the right custom element)
4196 if (!local_player->present)
4198 int start_x = 0, start_y = 0;
4199 int found_rating = 0;
4200 int found_element = EL_UNDEFINED;
4201 int player_nr = local_player->index_nr;
4203 SCAN_PLAYFIELD(x, y)
4205 int element = Tile[x][y];
4210 if (level.use_start_element[player_nr] &&
4211 level.start_element[player_nr] == element &&
4218 found_element = element;
4221 if (!IS_CUSTOM_ELEMENT(element))
4224 if (CAN_CHANGE(element))
4226 for (i = 0; i < element_info[element].num_change_pages; i++)
4228 // check for player created from custom element as single target
4229 content = element_info[element].change_page[i].target_element;
4230 is_player = ELEM_IS_PLAYER(content);
4232 if (is_player && (found_rating < 3 ||
4233 (found_rating == 3 && element < found_element)))
4239 found_element = element;
4244 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4246 // check for player created from custom element as explosion content
4247 content = element_info[element].content.e[xx][yy];
4248 is_player = ELEM_IS_PLAYER(content);
4250 if (is_player && (found_rating < 2 ||
4251 (found_rating == 2 && element < found_element)))
4253 start_x = x + xx - 1;
4254 start_y = y + yy - 1;
4257 found_element = element;
4260 if (!CAN_CHANGE(element))
4263 for (i = 0; i < element_info[element].num_change_pages; i++)
4265 // check for player created from custom element as extended target
4267 element_info[element].change_page[i].target_content.e[xx][yy];
4269 is_player = ELEM_IS_PLAYER(content);
4271 if (is_player && (found_rating < 1 ||
4272 (found_rating == 1 && element < found_element)))
4274 start_x = x + xx - 1;
4275 start_y = y + yy - 1;
4278 found_element = element;
4284 scroll_x = SCROLL_POSITION_X(start_x);
4285 scroll_y = SCROLL_POSITION_Y(start_y);
4289 scroll_x = SCROLL_POSITION_X(local_player->jx);
4290 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4293 // !!! FIX THIS (START) !!!
4294 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4296 InitGameEngine_EM();
4298 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4300 InitGameEngine_SP();
4302 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4304 InitGameEngine_MM();
4308 DrawLevel(REDRAW_FIELD);
4311 // after drawing the level, correct some elements
4312 if (game.timegate_time_left == 0)
4313 CloseAllOpenTimegates();
4316 // blit playfield from scroll buffer to normal back buffer for fading in
4317 BlitScreenToBitmap(backbuffer);
4318 // !!! FIX THIS (END) !!!
4320 DrawMaskedBorder(fade_mask);
4325 // full screen redraw is required at this point in the following cases:
4326 // - special editor door undrawn when game was started from level editor
4327 // - drawing area (playfield) was changed and has to be removed completely
4328 redraw_mask = REDRAW_ALL;
4332 if (!game.restart_level)
4334 // copy default game door content to main double buffer
4336 // !!! CHECK AGAIN !!!
4337 SetPanelBackground();
4338 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4339 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4342 SetPanelBackground();
4343 SetDrawBackgroundMask(REDRAW_DOOR_1);
4345 UpdateAndDisplayGameControlValues();
4347 if (!game.restart_level)
4353 CreateGameButtons();
4358 // copy actual game door content to door double buffer for OpenDoor()
4359 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4361 OpenDoor(DOOR_OPEN_ALL);
4363 KeyboardAutoRepeatOffUnlessAutoplay();
4365 #if DEBUG_INIT_PLAYER
4366 DebugPrintPlayerStatus("Player status (final)");
4375 if (!game.restart_level && !tape.playing)
4377 LevelStats_incPlayed(level_nr);
4379 SaveLevelSetup_SeriesInfo();
4382 game.restart_level = FALSE;
4383 game.restart_game_message = NULL;
4384 game.request_active = FALSE;
4386 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4387 InitGameActions_MM();
4389 SaveEngineSnapshotToListInitial();
4391 if (!game.restart_level)
4393 PlaySound(SND_GAME_STARTING);
4395 if (setup.sound_music)
4400 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4401 int actual_player_x, int actual_player_y)
4403 // this is used for non-R'n'D game engines to update certain engine values
4405 // needed to determine if sounds are played within the visible screen area
4406 scroll_x = actual_scroll_x;
4407 scroll_y = actual_scroll_y;
4409 // needed to get player position for "follow finger" playing input method
4410 local_player->jx = actual_player_x;
4411 local_player->jy = actual_player_y;
4414 void InitMovDir(int x, int y)
4416 int i, element = Tile[x][y];
4417 static int xy[4][2] =
4424 static int direction[3][4] =
4426 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4427 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4428 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4437 Tile[x][y] = EL_BUG;
4438 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4441 case EL_SPACESHIP_RIGHT:
4442 case EL_SPACESHIP_UP:
4443 case EL_SPACESHIP_LEFT:
4444 case EL_SPACESHIP_DOWN:
4445 Tile[x][y] = EL_SPACESHIP;
4446 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4449 case EL_BD_BUTTERFLY_RIGHT:
4450 case EL_BD_BUTTERFLY_UP:
4451 case EL_BD_BUTTERFLY_LEFT:
4452 case EL_BD_BUTTERFLY_DOWN:
4453 Tile[x][y] = EL_BD_BUTTERFLY;
4454 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4457 case EL_BD_FIREFLY_RIGHT:
4458 case EL_BD_FIREFLY_UP:
4459 case EL_BD_FIREFLY_LEFT:
4460 case EL_BD_FIREFLY_DOWN:
4461 Tile[x][y] = EL_BD_FIREFLY;
4462 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4465 case EL_PACMAN_RIGHT:
4467 case EL_PACMAN_LEFT:
4468 case EL_PACMAN_DOWN:
4469 Tile[x][y] = EL_PACMAN;
4470 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4473 case EL_YAMYAM_LEFT:
4474 case EL_YAMYAM_RIGHT:
4476 case EL_YAMYAM_DOWN:
4477 Tile[x][y] = EL_YAMYAM;
4478 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4481 case EL_SP_SNIKSNAK:
4482 MovDir[x][y] = MV_UP;
4485 case EL_SP_ELECTRON:
4486 MovDir[x][y] = MV_LEFT;
4493 Tile[x][y] = EL_MOLE;
4494 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4497 case EL_SPRING_LEFT:
4498 case EL_SPRING_RIGHT:
4499 Tile[x][y] = EL_SPRING;
4500 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4504 if (IS_CUSTOM_ELEMENT(element))
4506 struct ElementInfo *ei = &element_info[element];
4507 int move_direction_initial = ei->move_direction_initial;
4508 int move_pattern = ei->move_pattern;
4510 if (move_direction_initial == MV_START_PREVIOUS)
4512 if (MovDir[x][y] != MV_NONE)
4515 move_direction_initial = MV_START_AUTOMATIC;
4518 if (move_direction_initial == MV_START_RANDOM)
4519 MovDir[x][y] = 1 << RND(4);
4520 else if (move_direction_initial & MV_ANY_DIRECTION)
4521 MovDir[x][y] = move_direction_initial;
4522 else if (move_pattern == MV_ALL_DIRECTIONS ||
4523 move_pattern == MV_TURNING_LEFT ||
4524 move_pattern == MV_TURNING_RIGHT ||
4525 move_pattern == MV_TURNING_LEFT_RIGHT ||
4526 move_pattern == MV_TURNING_RIGHT_LEFT ||
4527 move_pattern == MV_TURNING_RANDOM)
4528 MovDir[x][y] = 1 << RND(4);
4529 else if (move_pattern == MV_HORIZONTAL)
4530 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4531 else if (move_pattern == MV_VERTICAL)
4532 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4533 else if (move_pattern & MV_ANY_DIRECTION)
4534 MovDir[x][y] = element_info[element].move_pattern;
4535 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4536 move_pattern == MV_ALONG_RIGHT_SIDE)
4538 // use random direction as default start direction
4539 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4540 MovDir[x][y] = 1 << RND(4);
4542 for (i = 0; i < NUM_DIRECTIONS; i++)
4544 int x1 = x + xy[i][0];
4545 int y1 = y + xy[i][1];
4547 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4549 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4550 MovDir[x][y] = direction[0][i];
4552 MovDir[x][y] = direction[1][i];
4561 MovDir[x][y] = 1 << RND(4);
4563 if (element != EL_BUG &&
4564 element != EL_SPACESHIP &&
4565 element != EL_BD_BUTTERFLY &&
4566 element != EL_BD_FIREFLY)
4569 for (i = 0; i < NUM_DIRECTIONS; i++)
4571 int x1 = x + xy[i][0];
4572 int y1 = y + xy[i][1];
4574 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4578 MovDir[x][y] = direction[0][i];
4581 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4582 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4584 MovDir[x][y] = direction[1][i];
4593 GfxDir[x][y] = MovDir[x][y];
4596 void InitAmoebaNr(int x, int y)
4599 int group_nr = AmoebaNeighbourNr(x, y);
4603 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4605 if (AmoebaCnt[i] == 0)
4613 AmoebaNr[x][y] = group_nr;
4614 AmoebaCnt[group_nr]++;
4615 AmoebaCnt2[group_nr]++;
4618 static void LevelSolved(void)
4620 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4621 game.players_still_needed > 0)
4624 game.LevelSolved = TRUE;
4625 game.GameOver = TRUE;
4627 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4628 game_em.lev->score :
4629 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4632 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4633 MM_HEALTH(game_mm.laser_overload_value) :
4636 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4637 game.LevelSolved_CountingScore = game.score_final;
4638 game.LevelSolved_CountingHealth = game.health_final;
4643 static int time_count_steps;
4644 static int time, time_final;
4645 static int score, score_final;
4646 static int health, health_final;
4647 static int game_over_delay_1 = 0;
4648 static int game_over_delay_2 = 0;
4649 static int game_over_delay_3 = 0;
4650 int game_over_delay_value_1 = 50;
4651 int game_over_delay_value_2 = 25;
4652 int game_over_delay_value_3 = 50;
4654 if (!game.LevelSolved_GameWon)
4658 // do not start end game actions before the player stops moving (to exit)
4659 if (local_player->active && local_player->MovPos)
4662 game.LevelSolved_GameWon = TRUE;
4663 game.LevelSolved_SaveTape = tape.recording;
4664 game.LevelSolved_SaveScore = !tape.playing;
4668 LevelStats_incSolved(level_nr);
4670 SaveLevelSetup_SeriesInfo();
4673 if (tape.auto_play) // tape might already be stopped here
4674 tape.auto_play_level_solved = TRUE;
4678 game_over_delay_1 = 0;
4679 game_over_delay_2 = 0;
4680 game_over_delay_3 = game_over_delay_value_3;
4682 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4683 score = score_final = game.score_final;
4684 health = health_final = game.health_final;
4686 if (level.score[SC_TIME_BONUS] > 0)
4691 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4693 else if (game.no_time_limit && TimePlayed < 999)
4696 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4699 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4701 game_over_delay_1 = game_over_delay_value_1;
4703 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4706 score_final += health * level.score[SC_TIME_BONUS];
4708 game_over_delay_2 = game_over_delay_value_2;
4711 game.score_final = score_final;
4712 game.health_final = health_final;
4715 if (level_editor_test_game)
4718 score = score_final;
4720 game.LevelSolved_CountingTime = time;
4721 game.LevelSolved_CountingScore = score;
4723 game_panel_controls[GAME_PANEL_TIME].value = time;
4724 game_panel_controls[GAME_PANEL_SCORE].value = score;
4726 DisplayGameControlValues();
4729 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4731 // check if last player has left the level
4732 if (game.exit_x >= 0 &&
4735 int x = game.exit_x;
4736 int y = game.exit_y;
4737 int element = Tile[x][y];
4739 // close exit door after last player
4740 if ((game.all_players_gone &&
4741 (element == EL_EXIT_OPEN ||
4742 element == EL_SP_EXIT_OPEN ||
4743 element == EL_STEEL_EXIT_OPEN)) ||
4744 element == EL_EM_EXIT_OPEN ||
4745 element == EL_EM_STEEL_EXIT_OPEN)
4749 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4750 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4751 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4752 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4753 EL_EM_STEEL_EXIT_CLOSING);
4755 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4758 // player disappears
4759 DrawLevelField(x, y);
4762 for (i = 0; i < MAX_PLAYERS; i++)
4764 struct PlayerInfo *player = &stored_player[i];
4766 if (player->present)
4768 RemovePlayer(player);
4770 // player disappears
4771 DrawLevelField(player->jx, player->jy);
4776 PlaySound(SND_GAME_WINNING);
4779 if (game_over_delay_1 > 0)
4781 game_over_delay_1--;
4786 if (time != time_final)
4788 int time_to_go = ABS(time_final - time);
4789 int time_count_dir = (time < time_final ? +1 : -1);
4791 if (time_to_go < time_count_steps)
4792 time_count_steps = 1;
4794 time += time_count_steps * time_count_dir;
4795 score += time_count_steps * level.score[SC_TIME_BONUS];
4797 game.LevelSolved_CountingTime = time;
4798 game.LevelSolved_CountingScore = score;
4800 game_panel_controls[GAME_PANEL_TIME].value = time;
4801 game_panel_controls[GAME_PANEL_SCORE].value = score;
4803 DisplayGameControlValues();
4805 if (time == time_final)
4806 StopSound(SND_GAME_LEVELTIME_BONUS);
4807 else if (setup.sound_loops)
4808 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4810 PlaySound(SND_GAME_LEVELTIME_BONUS);
4815 if (game_over_delay_2 > 0)
4817 game_over_delay_2--;
4822 if (health != health_final)
4824 int health_count_dir = (health < health_final ? +1 : -1);
4826 health += health_count_dir;
4827 score += level.score[SC_TIME_BONUS];
4829 game.LevelSolved_CountingHealth = health;
4830 game.LevelSolved_CountingScore = score;
4832 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4833 game_panel_controls[GAME_PANEL_SCORE].value = score;
4835 DisplayGameControlValues();
4837 if (health == health_final)
4838 StopSound(SND_GAME_LEVELTIME_BONUS);
4839 else if (setup.sound_loops)
4840 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4842 PlaySound(SND_GAME_LEVELTIME_BONUS);
4847 game.panel.active = FALSE;
4849 if (game_over_delay_3 > 0)
4851 game_over_delay_3--;
4861 // used instead of "level_nr" (needed for network games)
4862 int last_level_nr = levelset.level_nr;
4865 game.LevelSolved_GameEnd = TRUE;
4867 if (game.LevelSolved_SaveTape)
4869 // make sure that request dialog to save tape does not open door again
4870 if (!global.use_envelope_request)
4871 CloseDoor(DOOR_CLOSE_1);
4873 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4876 // if no tape is to be saved, close both doors simultaneously
4877 CloseDoor(DOOR_CLOSE_ALL);
4879 if (level_editor_test_game)
4881 SetGameStatus(GAME_MODE_MAIN);
4888 if (!game.LevelSolved_SaveScore)
4890 SetGameStatus(GAME_MODE_MAIN);
4897 if (level_nr == leveldir_current->handicap_level)
4899 leveldir_current->handicap_level++;
4901 SaveLevelSetup_SeriesInfo();
4904 if (setup.increment_levels &&
4905 level_nr < leveldir_current->last_level &&
4908 level_nr++; // advance to next level
4909 TapeErase(); // start with empty tape
4911 if (setup.auto_play_next_level)
4913 LoadLevel(level_nr);
4915 SaveLevelSetup_SeriesInfo();
4919 hi_pos = NewHiScore(last_level_nr);
4921 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4923 SetGameStatus(GAME_MODE_SCORES);
4925 DrawHallOfFame(last_level_nr, hi_pos);
4927 else if (setup.auto_play_next_level && setup.increment_levels &&
4928 last_level_nr < leveldir_current->last_level &&
4931 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4935 SetGameStatus(GAME_MODE_MAIN);
4941 int NewHiScore(int level_nr)
4945 boolean one_score_entry_per_name = !program.many_scores_per_name;
4947 LoadScore(level_nr);
4949 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4950 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4953 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4955 if (game.score_final > highscore[k].Score)
4957 // player has made it to the hall of fame
4959 if (k < MAX_SCORE_ENTRIES - 1)
4961 int m = MAX_SCORE_ENTRIES - 1;
4963 if (one_score_entry_per_name)
4965 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4966 if (strEqual(setup.player_name, highscore[l].Name))
4969 if (m == k) // player's new highscore overwrites his old one
4973 for (l = m; l > k; l--)
4975 strcpy(highscore[l].Name, highscore[l - 1].Name);
4976 highscore[l].Score = highscore[l - 1].Score;
4982 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4983 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4984 highscore[k].Score = game.score_final;
4989 else if (one_score_entry_per_name &&
4990 !strncmp(setup.player_name, highscore[k].Name,
4991 MAX_PLAYER_NAME_LEN))
4992 break; // player already there with a higher score
4996 SaveScore(level_nr);
5001 static int getElementMoveStepsizeExt(int x, int y, int direction)
5003 int element = Tile[x][y];
5004 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5005 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5006 int horiz_move = (dx != 0);
5007 int sign = (horiz_move ? dx : dy);
5008 int step = sign * element_info[element].move_stepsize;
5010 // special values for move stepsize for spring and things on conveyor belt
5013 if (CAN_FALL(element) &&
5014 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5015 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5016 else if (element == EL_SPRING)
5017 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5023 static int getElementMoveStepsize(int x, int y)
5025 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5028 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5030 if (player->GfxAction != action || player->GfxDir != dir)
5032 player->GfxAction = action;
5033 player->GfxDir = dir;
5035 player->StepFrame = 0;
5039 static void ResetGfxFrame(int x, int y)
5041 // profiling showed that "autotest" spends 10~20% of its time in this function
5042 if (DrawingDeactivatedField())
5045 int element = Tile[x][y];
5046 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5048 if (graphic_info[graphic].anim_global_sync)
5049 GfxFrame[x][y] = FrameCounter;
5050 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5051 GfxFrame[x][y] = CustomValue[x][y];
5052 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5053 GfxFrame[x][y] = element_info[element].collect_score;
5054 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5055 GfxFrame[x][y] = ChangeDelay[x][y];
5058 static void ResetGfxAnimation(int x, int y)
5060 GfxAction[x][y] = ACTION_DEFAULT;
5061 GfxDir[x][y] = MovDir[x][y];
5064 ResetGfxFrame(x, y);
5067 static void ResetRandomAnimationValue(int x, int y)
5069 GfxRandom[x][y] = INIT_GFX_RANDOM();
5072 static void InitMovingField(int x, int y, int direction)
5074 int element = Tile[x][y];
5075 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5076 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5079 boolean is_moving_before, is_moving_after;
5081 // check if element was/is moving or being moved before/after mode change
5082 is_moving_before = (WasJustMoving[x][y] != 0);
5083 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5085 // reset animation only for moving elements which change direction of moving
5086 // or which just started or stopped moving
5087 // (else CEs with property "can move" / "not moving" are reset each frame)
5088 if (is_moving_before != is_moving_after ||
5089 direction != MovDir[x][y])
5090 ResetGfxAnimation(x, y);
5092 MovDir[x][y] = direction;
5093 GfxDir[x][y] = direction;
5095 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5096 direction == MV_DOWN && CAN_FALL(element) ?
5097 ACTION_FALLING : ACTION_MOVING);
5099 // this is needed for CEs with property "can move" / "not moving"
5101 if (is_moving_after)
5103 if (Tile[newx][newy] == EL_EMPTY)
5104 Tile[newx][newy] = EL_BLOCKED;
5106 MovDir[newx][newy] = MovDir[x][y];
5108 CustomValue[newx][newy] = CustomValue[x][y];
5110 GfxFrame[newx][newy] = GfxFrame[x][y];
5111 GfxRandom[newx][newy] = GfxRandom[x][y];
5112 GfxAction[newx][newy] = GfxAction[x][y];
5113 GfxDir[newx][newy] = GfxDir[x][y];
5117 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5119 int direction = MovDir[x][y];
5120 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5121 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5127 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5129 int oldx = x, oldy = y;
5130 int direction = MovDir[x][y];
5132 if (direction == MV_LEFT)
5134 else if (direction == MV_RIGHT)
5136 else if (direction == MV_UP)
5138 else if (direction == MV_DOWN)
5141 *comes_from_x = oldx;
5142 *comes_from_y = oldy;
5145 static int MovingOrBlocked2Element(int x, int y)
5147 int element = Tile[x][y];
5149 if (element == EL_BLOCKED)
5153 Blocked2Moving(x, y, &oldx, &oldy);
5154 return Tile[oldx][oldy];
5160 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5162 // like MovingOrBlocked2Element(), but if element is moving
5163 // and (x,y) is the field the moving element is just leaving,
5164 // return EL_BLOCKED instead of the element value
5165 int element = Tile[x][y];
5167 if (IS_MOVING(x, y))
5169 if (element == EL_BLOCKED)
5173 Blocked2Moving(x, y, &oldx, &oldy);
5174 return Tile[oldx][oldy];
5183 static void RemoveField(int x, int y)
5185 Tile[x][y] = EL_EMPTY;
5191 CustomValue[x][y] = 0;
5194 ChangeDelay[x][y] = 0;
5195 ChangePage[x][y] = -1;
5196 Pushed[x][y] = FALSE;
5198 GfxElement[x][y] = EL_UNDEFINED;
5199 GfxAction[x][y] = ACTION_DEFAULT;
5200 GfxDir[x][y] = MV_NONE;
5203 static void RemoveMovingField(int x, int y)
5205 int oldx = x, oldy = y, newx = x, newy = y;
5206 int element = Tile[x][y];
5207 int next_element = EL_UNDEFINED;
5209 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5212 if (IS_MOVING(x, y))
5214 Moving2Blocked(x, y, &newx, &newy);
5216 if (Tile[newx][newy] != EL_BLOCKED)
5218 // element is moving, but target field is not free (blocked), but
5219 // already occupied by something different (example: acid pool);
5220 // in this case, only remove the moving field, but not the target
5222 RemoveField(oldx, oldy);
5224 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5226 TEST_DrawLevelField(oldx, oldy);
5231 else if (element == EL_BLOCKED)
5233 Blocked2Moving(x, y, &oldx, &oldy);
5234 if (!IS_MOVING(oldx, oldy))
5238 if (element == EL_BLOCKED &&
5239 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5240 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5241 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5242 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5243 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5244 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5245 next_element = get_next_element(Tile[oldx][oldy]);
5247 RemoveField(oldx, oldy);
5248 RemoveField(newx, newy);
5250 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5252 if (next_element != EL_UNDEFINED)
5253 Tile[oldx][oldy] = next_element;
5255 TEST_DrawLevelField(oldx, oldy);
5256 TEST_DrawLevelField(newx, newy);
5259 void DrawDynamite(int x, int y)
5261 int sx = SCREENX(x), sy = SCREENY(y);
5262 int graphic = el2img(Tile[x][y]);
5265 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5268 if (IS_WALKABLE_INSIDE(Back[x][y]))
5272 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5273 else if (Store[x][y])
5274 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5276 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5278 if (Back[x][y] || Store[x][y])
5279 DrawGraphicThruMask(sx, sy, graphic, frame);
5281 DrawGraphic(sx, sy, graphic, frame);
5284 static void CheckDynamite(int x, int y)
5286 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5290 if (MovDelay[x][y] != 0)
5293 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5299 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5304 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5306 boolean num_checked_players = 0;
5309 for (i = 0; i < MAX_PLAYERS; i++)
5311 if (stored_player[i].active)
5313 int sx = stored_player[i].jx;
5314 int sy = stored_player[i].jy;
5316 if (num_checked_players == 0)
5323 *sx1 = MIN(*sx1, sx);
5324 *sy1 = MIN(*sy1, sy);
5325 *sx2 = MAX(*sx2, sx);
5326 *sy2 = MAX(*sy2, sy);
5329 num_checked_players++;
5334 static boolean checkIfAllPlayersFitToScreen_RND(void)
5336 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5338 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5340 return (sx2 - sx1 < SCR_FIELDX &&
5341 sy2 - sy1 < SCR_FIELDY);
5344 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5346 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5348 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5350 *sx = (sx1 + sx2) / 2;
5351 *sy = (sy1 + sy2) / 2;
5354 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5355 boolean center_screen, boolean quick_relocation)
5357 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5358 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5359 boolean no_delay = (tape.warp_forward);
5360 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5361 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5362 int new_scroll_x, new_scroll_y;
5364 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5366 // case 1: quick relocation inside visible screen (without scrolling)
5373 if (!level.shifted_relocation || center_screen)
5375 // relocation _with_ centering of screen
5377 new_scroll_x = SCROLL_POSITION_X(x);
5378 new_scroll_y = SCROLL_POSITION_Y(y);
5382 // relocation _without_ centering of screen
5384 int center_scroll_x = SCROLL_POSITION_X(old_x);
5385 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5386 int offset_x = x + (scroll_x - center_scroll_x);
5387 int offset_y = y + (scroll_y - center_scroll_y);
5389 // for new screen position, apply previous offset to center position
5390 new_scroll_x = SCROLL_POSITION_X(offset_x);
5391 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5394 if (quick_relocation)
5396 // case 2: quick relocation (redraw without visible scrolling)
5398 scroll_x = new_scroll_x;
5399 scroll_y = new_scroll_y;
5406 // case 3: visible relocation (with scrolling to new position)
5408 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5410 SetVideoFrameDelay(wait_delay_value);
5412 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5414 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5415 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5417 if (dx == 0 && dy == 0) // no scrolling needed at all
5423 // set values for horizontal/vertical screen scrolling (half tile size)
5424 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5425 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5426 int pos_x = dx * TILEX / 2;
5427 int pos_y = dy * TILEY / 2;
5428 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5429 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5431 ScrollLevel(dx, dy);
5434 // scroll in two steps of half tile size to make things smoother
5435 BlitScreenToBitmapExt_RND(window, fx, fy);
5437 // scroll second step to align at full tile size
5438 BlitScreenToBitmap(window);
5444 SetVideoFrameDelay(frame_delay_value_old);
5447 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5449 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5450 int player_nr = GET_PLAYER_NR(el_player);
5451 struct PlayerInfo *player = &stored_player[player_nr];
5452 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5453 boolean no_delay = (tape.warp_forward);
5454 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5455 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5456 int old_jx = player->jx;
5457 int old_jy = player->jy;
5458 int old_element = Tile[old_jx][old_jy];
5459 int element = Tile[jx][jy];
5460 boolean player_relocated = (old_jx != jx || old_jy != jy);
5462 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5463 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5464 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5465 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5466 int leave_side_horiz = move_dir_horiz;
5467 int leave_side_vert = move_dir_vert;
5468 int enter_side = enter_side_horiz | enter_side_vert;
5469 int leave_side = leave_side_horiz | leave_side_vert;
5471 if (player->buried) // do not reanimate dead player
5474 if (!player_relocated) // no need to relocate the player
5477 if (IS_PLAYER(jx, jy)) // player already placed at new position
5479 RemoveField(jx, jy); // temporarily remove newly placed player
5480 DrawLevelField(jx, jy);
5483 if (player->present)
5485 while (player->MovPos)
5487 ScrollPlayer(player, SCROLL_GO_ON);
5488 ScrollScreen(NULL, SCROLL_GO_ON);
5490 AdvanceFrameAndPlayerCounters(player->index_nr);
5494 BackToFront_WithFrameDelay(wait_delay_value);
5497 DrawPlayer(player); // needed here only to cleanup last field
5498 DrawLevelField(player->jx, player->jy); // remove player graphic
5500 player->is_moving = FALSE;
5503 if (IS_CUSTOM_ELEMENT(old_element))
5504 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5506 player->index_bit, leave_side);
5508 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5510 player->index_bit, leave_side);
5512 Tile[jx][jy] = el_player;
5513 InitPlayerField(jx, jy, el_player, TRUE);
5515 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5516 possible that the relocation target field did not contain a player element,
5517 but a walkable element, to which the new player was relocated -- in this
5518 case, restore that (already initialized!) element on the player field */
5519 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5521 Tile[jx][jy] = element; // restore previously existing element
5524 // only visually relocate centered player
5525 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5526 FALSE, level.instant_relocation);
5528 TestIfPlayerTouchesBadThing(jx, jy);
5529 TestIfPlayerTouchesCustomElement(jx, jy);
5531 if (IS_CUSTOM_ELEMENT(element))
5532 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5533 player->index_bit, enter_side);
5535 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5536 player->index_bit, enter_side);
5538 if (player->is_switching)
5540 /* ensure that relocation while still switching an element does not cause
5541 a new element to be treated as also switched directly after relocation
5542 (this is important for teleporter switches that teleport the player to
5543 a place where another teleporter switch is in the same direction, which
5544 would then incorrectly be treated as immediately switched before the
5545 direction key that caused the switch was released) */
5547 player->switch_x += jx - old_jx;
5548 player->switch_y += jy - old_jy;
5552 static void Explode(int ex, int ey, int phase, int mode)
5558 // !!! eliminate this variable !!!
5559 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5561 if (game.explosions_delayed)
5563 ExplodeField[ex][ey] = mode;
5567 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5569 int center_element = Tile[ex][ey];
5570 int artwork_element, explosion_element; // set these values later
5572 // remove things displayed in background while burning dynamite
5573 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5576 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5578 // put moving element to center field (and let it explode there)
5579 center_element = MovingOrBlocked2Element(ex, ey);
5580 RemoveMovingField(ex, ey);
5581 Tile[ex][ey] = center_element;
5584 // now "center_element" is finally determined -- set related values now
5585 artwork_element = center_element; // for custom player artwork
5586 explosion_element = center_element; // for custom player artwork
5588 if (IS_PLAYER(ex, ey))
5590 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5592 artwork_element = stored_player[player_nr].artwork_element;
5594 if (level.use_explosion_element[player_nr])
5596 explosion_element = level.explosion_element[player_nr];
5597 artwork_element = explosion_element;
5601 if (mode == EX_TYPE_NORMAL ||
5602 mode == EX_TYPE_CENTER ||
5603 mode == EX_TYPE_CROSS)
5604 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5606 last_phase = element_info[explosion_element].explosion_delay + 1;
5608 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5610 int xx = x - ex + 1;
5611 int yy = y - ey + 1;
5614 if (!IN_LEV_FIELD(x, y) ||
5615 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5616 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5619 element = Tile[x][y];
5621 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5623 element = MovingOrBlocked2Element(x, y);
5625 if (!IS_EXPLOSION_PROOF(element))
5626 RemoveMovingField(x, y);
5629 // indestructible elements can only explode in center (but not flames)
5630 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5631 mode == EX_TYPE_BORDER)) ||
5632 element == EL_FLAMES)
5635 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5636 behaviour, for example when touching a yamyam that explodes to rocks
5637 with active deadly shield, a rock is created under the player !!! */
5638 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5640 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5641 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5642 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5644 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5647 if (IS_ACTIVE_BOMB(element))
5649 // re-activate things under the bomb like gate or penguin
5650 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5657 // save walkable background elements while explosion on same tile
5658 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5659 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5660 Back[x][y] = element;
5662 // ignite explodable elements reached by other explosion
5663 if (element == EL_EXPLOSION)
5664 element = Store2[x][y];
5666 if (AmoebaNr[x][y] &&
5667 (element == EL_AMOEBA_FULL ||
5668 element == EL_BD_AMOEBA ||
5669 element == EL_AMOEBA_GROWING))
5671 AmoebaCnt[AmoebaNr[x][y]]--;
5672 AmoebaCnt2[AmoebaNr[x][y]]--;
5677 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5679 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5681 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5683 if (PLAYERINFO(ex, ey)->use_murphy)
5684 Store[x][y] = EL_EMPTY;
5687 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5688 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5689 else if (ELEM_IS_PLAYER(center_element))
5690 Store[x][y] = EL_EMPTY;
5691 else if (center_element == EL_YAMYAM)
5692 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5693 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5694 Store[x][y] = element_info[center_element].content.e[xx][yy];
5696 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5697 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5698 // otherwise) -- FIX THIS !!!
5699 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5700 Store[x][y] = element_info[element].content.e[1][1];
5702 else if (!CAN_EXPLODE(element))
5703 Store[x][y] = element_info[element].content.e[1][1];
5706 Store[x][y] = EL_EMPTY;
5708 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5709 center_element == EL_AMOEBA_TO_DIAMOND)
5710 Store2[x][y] = element;
5712 Tile[x][y] = EL_EXPLOSION;
5713 GfxElement[x][y] = artwork_element;
5715 ExplodePhase[x][y] = 1;
5716 ExplodeDelay[x][y] = last_phase;
5721 if (center_element == EL_YAMYAM)
5722 game.yamyam_content_nr =
5723 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5735 GfxFrame[x][y] = 0; // restart explosion animation
5737 last_phase = ExplodeDelay[x][y];
5739 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5741 // this can happen if the player leaves an explosion just in time
5742 if (GfxElement[x][y] == EL_UNDEFINED)
5743 GfxElement[x][y] = EL_EMPTY;
5745 border_element = Store2[x][y];
5746 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5747 border_element = StorePlayer[x][y];
5749 if (phase == element_info[border_element].ignition_delay ||
5750 phase == last_phase)
5752 boolean border_explosion = FALSE;
5754 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5755 !PLAYER_EXPLOSION_PROTECTED(x, y))
5757 KillPlayerUnlessExplosionProtected(x, y);
5758 border_explosion = TRUE;
5760 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5762 Tile[x][y] = Store2[x][y];
5765 border_explosion = TRUE;
5767 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5769 AmoebaToDiamond(x, y);
5771 border_explosion = TRUE;
5774 // if an element just explodes due to another explosion (chain-reaction),
5775 // do not immediately end the new explosion when it was the last frame of
5776 // the explosion (as it would be done in the following "if"-statement!)
5777 if (border_explosion && phase == last_phase)
5781 if (phase == last_phase)
5785 element = Tile[x][y] = Store[x][y];
5786 Store[x][y] = Store2[x][y] = 0;
5787 GfxElement[x][y] = EL_UNDEFINED;
5789 // player can escape from explosions and might therefore be still alive
5790 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5791 element <= EL_PLAYER_IS_EXPLODING_4)
5793 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5794 int explosion_element = EL_PLAYER_1 + player_nr;
5795 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5796 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5798 if (level.use_explosion_element[player_nr])
5799 explosion_element = level.explosion_element[player_nr];
5801 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5802 element_info[explosion_element].content.e[xx][yy]);
5805 // restore probably existing indestructible background element
5806 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5807 element = Tile[x][y] = Back[x][y];
5810 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5811 GfxDir[x][y] = MV_NONE;
5812 ChangeDelay[x][y] = 0;
5813 ChangePage[x][y] = -1;
5815 CustomValue[x][y] = 0;
5817 InitField_WithBug2(x, y, FALSE);
5819 TEST_DrawLevelField(x, y);
5821 TestIfElementTouchesCustomElement(x, y);
5823 if (GFX_CRUMBLED(element))
5824 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5826 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5827 StorePlayer[x][y] = 0;
5829 if (ELEM_IS_PLAYER(element))
5830 RelocatePlayer(x, y, element);
5832 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5834 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5835 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5838 TEST_DrawLevelFieldCrumbled(x, y);
5840 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5842 DrawLevelElement(x, y, Back[x][y]);
5843 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5845 else if (IS_WALKABLE_UNDER(Back[x][y]))
5847 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5848 DrawLevelElementThruMask(x, y, Back[x][y]);
5850 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5851 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5855 static void DynaExplode(int ex, int ey)
5858 int dynabomb_element = Tile[ex][ey];
5859 int dynabomb_size = 1;
5860 boolean dynabomb_xl = FALSE;
5861 struct PlayerInfo *player;
5862 static int xy[4][2] =
5870 if (IS_ACTIVE_BOMB(dynabomb_element))
5872 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5873 dynabomb_size = player->dynabomb_size;
5874 dynabomb_xl = player->dynabomb_xl;
5875 player->dynabombs_left++;
5878 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5880 for (i = 0; i < NUM_DIRECTIONS; i++)
5882 for (j = 1; j <= dynabomb_size; j++)
5884 int x = ex + j * xy[i][0];
5885 int y = ey + j * xy[i][1];
5888 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5891 element = Tile[x][y];
5893 // do not restart explosions of fields with active bombs
5894 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5897 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5899 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5900 !IS_DIGGABLE(element) && !dynabomb_xl)
5906 void Bang(int x, int y)
5908 int element = MovingOrBlocked2Element(x, y);
5909 int explosion_type = EX_TYPE_NORMAL;
5911 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5913 struct PlayerInfo *player = PLAYERINFO(x, y);
5915 element = Tile[x][y] = player->initial_element;
5917 if (level.use_explosion_element[player->index_nr])
5919 int explosion_element = level.explosion_element[player->index_nr];
5921 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5922 explosion_type = EX_TYPE_CROSS;
5923 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5924 explosion_type = EX_TYPE_CENTER;
5932 case EL_BD_BUTTERFLY:
5935 case EL_DARK_YAMYAM:
5939 RaiseScoreElement(element);
5942 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5943 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5944 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5945 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5946 case EL_DYNABOMB_INCREASE_NUMBER:
5947 case EL_DYNABOMB_INCREASE_SIZE:
5948 case EL_DYNABOMB_INCREASE_POWER:
5949 explosion_type = EX_TYPE_DYNA;
5952 case EL_DC_LANDMINE:
5953 explosion_type = EX_TYPE_CENTER;
5958 case EL_LAMP_ACTIVE:
5959 case EL_AMOEBA_TO_DIAMOND:
5960 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5961 explosion_type = EX_TYPE_CENTER;
5965 if (element_info[element].explosion_type == EXPLODES_CROSS)
5966 explosion_type = EX_TYPE_CROSS;
5967 else if (element_info[element].explosion_type == EXPLODES_1X1)
5968 explosion_type = EX_TYPE_CENTER;
5972 if (explosion_type == EX_TYPE_DYNA)
5975 Explode(x, y, EX_PHASE_START, explosion_type);
5977 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5980 static void SplashAcid(int x, int y)
5982 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5983 (!IN_LEV_FIELD(x - 1, y - 2) ||
5984 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5985 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5987 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5988 (!IN_LEV_FIELD(x + 1, y - 2) ||
5989 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5990 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5992 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5995 static void InitBeltMovement(void)
5997 static int belt_base_element[4] =
5999 EL_CONVEYOR_BELT_1_LEFT,
6000 EL_CONVEYOR_BELT_2_LEFT,
6001 EL_CONVEYOR_BELT_3_LEFT,
6002 EL_CONVEYOR_BELT_4_LEFT
6004 static int belt_base_active_element[4] =
6006 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6007 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6008 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6009 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6014 // set frame order for belt animation graphic according to belt direction
6015 for (i = 0; i < NUM_BELTS; i++)
6019 for (j = 0; j < NUM_BELT_PARTS; j++)
6021 int element = belt_base_active_element[belt_nr] + j;
6022 int graphic_1 = el2img(element);
6023 int graphic_2 = el2panelimg(element);
6025 if (game.belt_dir[i] == MV_LEFT)
6027 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6028 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6032 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6033 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Tile[x][y];
6042 for (i = 0; i < NUM_BELTS; i++)
6044 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6046 int e_belt_nr = getBeltNrFromBeltElement(element);
6049 if (e_belt_nr == belt_nr)
6051 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6053 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6060 static void ToggleBeltSwitch(int x, int y)
6062 static int belt_base_element[4] =
6064 EL_CONVEYOR_BELT_1_LEFT,
6065 EL_CONVEYOR_BELT_2_LEFT,
6066 EL_CONVEYOR_BELT_3_LEFT,
6067 EL_CONVEYOR_BELT_4_LEFT
6069 static int belt_base_active_element[4] =
6071 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6072 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6073 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6074 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6076 static int belt_base_switch_element[4] =
6078 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6079 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6080 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6081 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6083 static int belt_move_dir[4] =
6091 int element = Tile[x][y];
6092 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6093 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6094 int belt_dir = belt_move_dir[belt_dir_nr];
6097 if (!IS_BELT_SWITCH(element))
6100 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6101 game.belt_dir[belt_nr] = belt_dir;
6103 if (belt_dir_nr == 3)
6106 // set frame order for belt animation graphic according to belt direction
6107 for (i = 0; i < NUM_BELT_PARTS; i++)
6109 int element = belt_base_active_element[belt_nr] + i;
6110 int graphic_1 = el2img(element);
6111 int graphic_2 = el2panelimg(element);
6113 if (belt_dir == MV_LEFT)
6115 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6116 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6120 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6121 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6125 SCAN_PLAYFIELD(xx, yy)
6127 int element = Tile[xx][yy];
6129 if (IS_BELT_SWITCH(element))
6131 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6133 if (e_belt_nr == belt_nr)
6135 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6136 TEST_DrawLevelField(xx, yy);
6139 else if (IS_BELT(element) && belt_dir != MV_NONE)
6141 int e_belt_nr = getBeltNrFromBeltElement(element);
6143 if (e_belt_nr == belt_nr)
6145 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6147 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6148 TEST_DrawLevelField(xx, yy);
6151 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6153 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6155 if (e_belt_nr == belt_nr)
6157 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6159 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6160 TEST_DrawLevelField(xx, yy);
6166 static void ToggleSwitchgateSwitch(int x, int y)
6170 game.switchgate_pos = !game.switchgate_pos;
6172 SCAN_PLAYFIELD(xx, yy)
6174 int element = Tile[xx][yy];
6176 if (element == EL_SWITCHGATE_SWITCH_UP)
6178 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6179 TEST_DrawLevelField(xx, yy);
6181 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6183 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6184 TEST_DrawLevelField(xx, yy);
6186 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6188 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6189 TEST_DrawLevelField(xx, yy);
6191 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6193 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6194 TEST_DrawLevelField(xx, yy);
6196 else if (element == EL_SWITCHGATE_OPEN ||
6197 element == EL_SWITCHGATE_OPENING)
6199 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6201 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6203 else if (element == EL_SWITCHGATE_CLOSED ||
6204 element == EL_SWITCHGATE_CLOSING)
6206 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6208 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6213 static int getInvisibleActiveFromInvisibleElement(int element)
6215 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6216 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6217 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6221 static int getInvisibleFromInvisibleActiveElement(int element)
6223 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6224 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6225 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6229 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6233 SCAN_PLAYFIELD(x, y)
6235 int element = Tile[x][y];
6237 if (element == EL_LIGHT_SWITCH &&
6238 game.light_time_left > 0)
6240 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6241 TEST_DrawLevelField(x, y);
6243 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6244 game.light_time_left == 0)
6246 Tile[x][y] = EL_LIGHT_SWITCH;
6247 TEST_DrawLevelField(x, y);
6249 else if (element == EL_EMC_DRIPPER &&
6250 game.light_time_left > 0)
6252 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6253 TEST_DrawLevelField(x, y);
6255 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6256 game.light_time_left == 0)
6258 Tile[x][y] = EL_EMC_DRIPPER;
6259 TEST_DrawLevelField(x, y);
6261 else if (element == EL_INVISIBLE_STEELWALL ||
6262 element == EL_INVISIBLE_WALL ||
6263 element == EL_INVISIBLE_SAND)
6265 if (game.light_time_left > 0)
6266 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6268 TEST_DrawLevelField(x, y);
6270 // uncrumble neighbour fields, if needed
6271 if (element == EL_INVISIBLE_SAND)
6272 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6274 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6275 element == EL_INVISIBLE_WALL_ACTIVE ||
6276 element == EL_INVISIBLE_SAND_ACTIVE)
6278 if (game.light_time_left == 0)
6279 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6281 TEST_DrawLevelField(x, y);
6283 // re-crumble neighbour fields, if needed
6284 if (element == EL_INVISIBLE_SAND)
6285 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6290 static void RedrawAllInvisibleElementsForLenses(void)
6294 SCAN_PLAYFIELD(x, y)
6296 int element = Tile[x][y];
6298 if (element == EL_EMC_DRIPPER &&
6299 game.lenses_time_left > 0)
6301 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6302 TEST_DrawLevelField(x, y);
6304 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6305 game.lenses_time_left == 0)
6307 Tile[x][y] = EL_EMC_DRIPPER;
6308 TEST_DrawLevelField(x, y);
6310 else if (element == EL_INVISIBLE_STEELWALL ||
6311 element == EL_INVISIBLE_WALL ||
6312 element == EL_INVISIBLE_SAND)
6314 if (game.lenses_time_left > 0)
6315 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6317 TEST_DrawLevelField(x, y);
6319 // uncrumble neighbour fields, if needed
6320 if (element == EL_INVISIBLE_SAND)
6321 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6323 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6324 element == EL_INVISIBLE_WALL_ACTIVE ||
6325 element == EL_INVISIBLE_SAND_ACTIVE)
6327 if (game.lenses_time_left == 0)
6328 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6330 TEST_DrawLevelField(x, y);
6332 // re-crumble neighbour fields, if needed
6333 if (element == EL_INVISIBLE_SAND)
6334 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6339 static void RedrawAllInvisibleElementsForMagnifier(void)
6343 SCAN_PLAYFIELD(x, y)
6345 int element = Tile[x][y];
6347 if (element == EL_EMC_FAKE_GRASS &&
6348 game.magnify_time_left > 0)
6350 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6351 TEST_DrawLevelField(x, y);
6353 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6354 game.magnify_time_left == 0)
6356 Tile[x][y] = EL_EMC_FAKE_GRASS;
6357 TEST_DrawLevelField(x, y);
6359 else if (IS_GATE_GRAY(element) &&
6360 game.magnify_time_left > 0)
6362 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6363 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6364 IS_EM_GATE_GRAY(element) ?
6365 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6366 IS_EMC_GATE_GRAY(element) ?
6367 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6368 IS_DC_GATE_GRAY(element) ?
6369 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6371 TEST_DrawLevelField(x, y);
6373 else if (IS_GATE_GRAY_ACTIVE(element) &&
6374 game.magnify_time_left == 0)
6376 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6377 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6378 IS_EM_GATE_GRAY_ACTIVE(element) ?
6379 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6380 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6381 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6382 IS_DC_GATE_GRAY_ACTIVE(element) ?
6383 EL_DC_GATE_WHITE_GRAY :
6385 TEST_DrawLevelField(x, y);
6390 static void ToggleLightSwitch(int x, int y)
6392 int element = Tile[x][y];
6394 game.light_time_left =
6395 (element == EL_LIGHT_SWITCH ?
6396 level.time_light * FRAMES_PER_SECOND : 0);
6398 RedrawAllLightSwitchesAndInvisibleElements();
6401 static void ActivateTimegateSwitch(int x, int y)
6405 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6407 SCAN_PLAYFIELD(xx, yy)
6409 int element = Tile[xx][yy];
6411 if (element == EL_TIMEGATE_CLOSED ||
6412 element == EL_TIMEGATE_CLOSING)
6414 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6415 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6419 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6421 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6422 TEST_DrawLevelField(xx, yy);
6428 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6429 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6432 static void Impact(int x, int y)
6434 boolean last_line = (y == lev_fieldy - 1);
6435 boolean object_hit = FALSE;
6436 boolean impact = (last_line || object_hit);
6437 int element = Tile[x][y];
6438 int smashed = EL_STEELWALL;
6440 if (!last_line) // check if element below was hit
6442 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6445 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6446 MovDir[x][y + 1] != MV_DOWN ||
6447 MovPos[x][y + 1] <= TILEY / 2));
6449 // do not smash moving elements that left the smashed field in time
6450 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6451 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6454 #if USE_QUICKSAND_IMPACT_BUGFIX
6455 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6457 RemoveMovingField(x, y + 1);
6458 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6459 Tile[x][y + 2] = EL_ROCK;
6460 TEST_DrawLevelField(x, y + 2);
6465 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6467 RemoveMovingField(x, y + 1);
6468 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6469 Tile[x][y + 2] = EL_ROCK;
6470 TEST_DrawLevelField(x, y + 2);
6477 smashed = MovingOrBlocked2Element(x, y + 1);
6479 impact = (last_line || object_hit);
6482 if (!last_line && smashed == EL_ACID) // element falls into acid
6484 SplashAcid(x, y + 1);
6488 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6489 // only reset graphic animation if graphic really changes after impact
6491 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6493 ResetGfxAnimation(x, y);
6494 TEST_DrawLevelField(x, y);
6497 if (impact && CAN_EXPLODE_IMPACT(element))
6502 else if (impact && element == EL_PEARL &&
6503 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6505 ResetGfxAnimation(x, y);
6507 Tile[x][y] = EL_PEARL_BREAKING;
6508 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6511 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6513 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6518 if (impact && element == EL_AMOEBA_DROP)
6520 if (object_hit && IS_PLAYER(x, y + 1))
6521 KillPlayerUnlessEnemyProtected(x, y + 1);
6522 else if (object_hit && smashed == EL_PENGUIN)
6526 Tile[x][y] = EL_AMOEBA_GROWING;
6527 Store[x][y] = EL_AMOEBA_WET;
6529 ResetRandomAnimationValue(x, y);
6534 if (object_hit) // check which object was hit
6536 if ((CAN_PASS_MAGIC_WALL(element) &&
6537 (smashed == EL_MAGIC_WALL ||
6538 smashed == EL_BD_MAGIC_WALL)) ||
6539 (CAN_PASS_DC_MAGIC_WALL(element) &&
6540 smashed == EL_DC_MAGIC_WALL))
6543 int activated_magic_wall =
6544 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6545 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6546 EL_DC_MAGIC_WALL_ACTIVE);
6548 // activate magic wall / mill
6549 SCAN_PLAYFIELD(xx, yy)
6551 if (Tile[xx][yy] == smashed)
6552 Tile[xx][yy] = activated_magic_wall;
6555 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6556 game.magic_wall_active = TRUE;
6558 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6559 SND_MAGIC_WALL_ACTIVATING :
6560 smashed == EL_BD_MAGIC_WALL ?
6561 SND_BD_MAGIC_WALL_ACTIVATING :
6562 SND_DC_MAGIC_WALL_ACTIVATING));
6565 if (IS_PLAYER(x, y + 1))
6567 if (CAN_SMASH_PLAYER(element))
6569 KillPlayerUnlessEnemyProtected(x, y + 1);
6573 else if (smashed == EL_PENGUIN)
6575 if (CAN_SMASH_PLAYER(element))
6581 else if (element == EL_BD_DIAMOND)
6583 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6589 else if (((element == EL_SP_INFOTRON ||
6590 element == EL_SP_ZONK) &&
6591 (smashed == EL_SP_SNIKSNAK ||
6592 smashed == EL_SP_ELECTRON ||
6593 smashed == EL_SP_DISK_ORANGE)) ||
6594 (element == EL_SP_INFOTRON &&
6595 smashed == EL_SP_DISK_YELLOW))
6600 else if (CAN_SMASH_EVERYTHING(element))
6602 if (IS_CLASSIC_ENEMY(smashed) ||
6603 CAN_EXPLODE_SMASHED(smashed))
6608 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6610 if (smashed == EL_LAMP ||
6611 smashed == EL_LAMP_ACTIVE)
6616 else if (smashed == EL_NUT)
6618 Tile[x][y + 1] = EL_NUT_BREAKING;
6619 PlayLevelSound(x, y, SND_NUT_BREAKING);
6620 RaiseScoreElement(EL_NUT);
6623 else if (smashed == EL_PEARL)
6625 ResetGfxAnimation(x, y);
6627 Tile[x][y + 1] = EL_PEARL_BREAKING;
6628 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6631 else if (smashed == EL_DIAMOND)
6633 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6634 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6637 else if (IS_BELT_SWITCH(smashed))
6639 ToggleBeltSwitch(x, y + 1);
6641 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6642 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6643 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6644 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6646 ToggleSwitchgateSwitch(x, y + 1);
6648 else if (smashed == EL_LIGHT_SWITCH ||
6649 smashed == EL_LIGHT_SWITCH_ACTIVE)
6651 ToggleLightSwitch(x, y + 1);
6655 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6657 CheckElementChangeBySide(x, y + 1, smashed, element,
6658 CE_SWITCHED, CH_SIDE_TOP);
6659 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6665 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6670 // play sound of magic wall / mill
6672 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6673 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6674 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6676 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6677 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6678 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6679 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6680 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6681 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6686 // play sound of object that hits the ground
6687 if (last_line || object_hit)
6688 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6691 static void TurnRoundExt(int x, int y)
6703 { 0, 0 }, { 0, 0 }, { 0, 0 },
6708 int left, right, back;
6712 { MV_DOWN, MV_UP, MV_RIGHT },
6713 { MV_UP, MV_DOWN, MV_LEFT },
6715 { MV_LEFT, MV_RIGHT, MV_DOWN },
6719 { MV_RIGHT, MV_LEFT, MV_UP }
6722 int element = Tile[x][y];
6723 int move_pattern = element_info[element].move_pattern;
6725 int old_move_dir = MovDir[x][y];
6726 int left_dir = turn[old_move_dir].left;
6727 int right_dir = turn[old_move_dir].right;
6728 int back_dir = turn[old_move_dir].back;
6730 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6731 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6732 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6733 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6735 int left_x = x + left_dx, left_y = y + left_dy;
6736 int right_x = x + right_dx, right_y = y + right_dy;
6737 int move_x = x + move_dx, move_y = y + move_dy;
6741 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6743 TestIfBadThingTouchesOtherBadThing(x, y);
6745 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6746 MovDir[x][y] = right_dir;
6747 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6748 MovDir[x][y] = left_dir;
6750 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6752 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6755 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6757 TestIfBadThingTouchesOtherBadThing(x, y);
6759 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6760 MovDir[x][y] = left_dir;
6761 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6762 MovDir[x][y] = right_dir;
6764 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6766 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6769 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6771 TestIfBadThingTouchesOtherBadThing(x, y);
6773 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6774 MovDir[x][y] = left_dir;
6775 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6776 MovDir[x][y] = right_dir;
6778 if (MovDir[x][y] != old_move_dir)
6781 else if (element == EL_YAMYAM)
6783 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6784 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6786 if (can_turn_left && can_turn_right)
6787 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6788 else if (can_turn_left)
6789 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6790 else if (can_turn_right)
6791 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6793 MovDir[x][y] = back_dir;
6795 MovDelay[x][y] = 16 + 16 * RND(3);
6797 else if (element == EL_DARK_YAMYAM)
6799 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6801 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6804 if (can_turn_left && can_turn_right)
6805 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6806 else if (can_turn_left)
6807 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6808 else if (can_turn_right)
6809 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6811 MovDir[x][y] = back_dir;
6813 MovDelay[x][y] = 16 + 16 * RND(3);
6815 else if (element == EL_PACMAN)
6817 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6818 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6820 if (can_turn_left && can_turn_right)
6821 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6822 else if (can_turn_left)
6823 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6824 else if (can_turn_right)
6825 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6827 MovDir[x][y] = back_dir;
6829 MovDelay[x][y] = 6 + RND(40);
6831 else if (element == EL_PIG)
6833 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6834 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6835 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6836 boolean should_turn_left, should_turn_right, should_move_on;
6838 int rnd = RND(rnd_value);
6840 should_turn_left = (can_turn_left &&
6842 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6843 y + back_dy + left_dy)));
6844 should_turn_right = (can_turn_right &&
6846 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6847 y + back_dy + right_dy)));
6848 should_move_on = (can_move_on &&
6851 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6852 y + move_dy + left_dy) ||
6853 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6854 y + move_dy + right_dy)));
6856 if (should_turn_left || should_turn_right || should_move_on)
6858 if (should_turn_left && should_turn_right && should_move_on)
6859 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6860 rnd < 2 * rnd_value / 3 ? right_dir :
6862 else if (should_turn_left && should_turn_right)
6863 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6864 else if (should_turn_left && should_move_on)
6865 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6866 else if (should_turn_right && should_move_on)
6867 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6868 else if (should_turn_left)
6869 MovDir[x][y] = left_dir;
6870 else if (should_turn_right)
6871 MovDir[x][y] = right_dir;
6872 else if (should_move_on)
6873 MovDir[x][y] = old_move_dir;
6875 else if (can_move_on && rnd > rnd_value / 8)
6876 MovDir[x][y] = old_move_dir;
6877 else if (can_turn_left && can_turn_right)
6878 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6879 else if (can_turn_left && rnd > rnd_value / 8)
6880 MovDir[x][y] = left_dir;
6881 else if (can_turn_right && rnd > rnd_value/8)
6882 MovDir[x][y] = right_dir;
6884 MovDir[x][y] = back_dir;
6886 xx = x + move_xy[MovDir[x][y]].dx;
6887 yy = y + move_xy[MovDir[x][y]].dy;
6889 if (!IN_LEV_FIELD(xx, yy) ||
6890 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6891 MovDir[x][y] = old_move_dir;
6895 else if (element == EL_DRAGON)
6897 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6898 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6899 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6901 int rnd = RND(rnd_value);
6903 if (can_move_on && rnd > rnd_value / 8)
6904 MovDir[x][y] = old_move_dir;
6905 else if (can_turn_left && can_turn_right)
6906 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6907 else if (can_turn_left && rnd > rnd_value / 8)
6908 MovDir[x][y] = left_dir;
6909 else if (can_turn_right && rnd > rnd_value / 8)
6910 MovDir[x][y] = right_dir;
6912 MovDir[x][y] = back_dir;
6914 xx = x + move_xy[MovDir[x][y]].dx;
6915 yy = y + move_xy[MovDir[x][y]].dy;
6917 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6918 MovDir[x][y] = old_move_dir;
6922 else if (element == EL_MOLE)
6924 boolean can_move_on =
6925 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6926 IS_AMOEBOID(Tile[move_x][move_y]) ||
6927 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
6930 boolean can_turn_left =
6931 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6932 IS_AMOEBOID(Tile[left_x][left_y])));
6934 boolean can_turn_right =
6935 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6936 IS_AMOEBOID(Tile[right_x][right_y])));
6938 if (can_turn_left && can_turn_right)
6939 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6940 else if (can_turn_left)
6941 MovDir[x][y] = left_dir;
6943 MovDir[x][y] = right_dir;
6946 if (MovDir[x][y] != old_move_dir)
6949 else if (element == EL_BALLOON)
6951 MovDir[x][y] = game.wind_direction;
6954 else if (element == EL_SPRING)
6956 if (MovDir[x][y] & MV_HORIZONTAL)
6958 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6959 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6961 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6962 ResetGfxAnimation(move_x, move_y);
6963 TEST_DrawLevelField(move_x, move_y);
6965 MovDir[x][y] = back_dir;
6967 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6968 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6969 MovDir[x][y] = MV_NONE;
6974 else if (element == EL_ROBOT ||
6975 element == EL_SATELLITE ||
6976 element == EL_PENGUIN ||
6977 element == EL_EMC_ANDROID)
6979 int attr_x = -1, attr_y = -1;
6981 if (game.all_players_gone)
6983 attr_x = game.exit_x;
6984 attr_y = game.exit_y;
6990 for (i = 0; i < MAX_PLAYERS; i++)
6992 struct PlayerInfo *player = &stored_player[i];
6993 int jx = player->jx, jy = player->jy;
6995 if (!player->active)
6999 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7007 if (element == EL_ROBOT &&
7008 game.robot_wheel_x >= 0 &&
7009 game.robot_wheel_y >= 0 &&
7010 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7011 game.engine_version < VERSION_IDENT(3,1,0,0)))
7013 attr_x = game.robot_wheel_x;
7014 attr_y = game.robot_wheel_y;
7017 if (element == EL_PENGUIN)
7020 static int xy[4][2] =
7028 for (i = 0; i < NUM_DIRECTIONS; i++)
7030 int ex = x + xy[i][0];
7031 int ey = y + xy[i][1];
7033 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7034 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7035 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7036 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7045 MovDir[x][y] = MV_NONE;
7047 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7048 else if (attr_x > x)
7049 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7051 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7052 else if (attr_y > y)
7053 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7055 if (element == EL_ROBOT)
7059 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7060 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7061 Moving2Blocked(x, y, &newx, &newy);
7063 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7064 MovDelay[x][y] = 8 + 8 * !RND(3);
7066 MovDelay[x][y] = 16;
7068 else if (element == EL_PENGUIN)
7074 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7076 boolean first_horiz = RND(2);
7077 int new_move_dir = MovDir[x][y];
7080 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7081 Moving2Blocked(x, y, &newx, &newy);
7083 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7087 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7088 Moving2Blocked(x, y, &newx, &newy);
7090 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7093 MovDir[x][y] = old_move_dir;
7097 else if (element == EL_SATELLITE)
7103 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7105 boolean first_horiz = RND(2);
7106 int new_move_dir = MovDir[x][y];
7109 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7110 Moving2Blocked(x, y, &newx, &newy);
7112 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7116 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7117 Moving2Blocked(x, y, &newx, &newy);
7119 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7122 MovDir[x][y] = old_move_dir;
7126 else if (element == EL_EMC_ANDROID)
7128 static int check_pos[16] =
7130 -1, // 0 => (invalid)
7133 -1, // 3 => (invalid)
7135 0, // 5 => MV_LEFT | MV_UP
7136 2, // 6 => MV_RIGHT | MV_UP
7137 -1, // 7 => (invalid)
7139 6, // 9 => MV_LEFT | MV_DOWN
7140 4, // 10 => MV_RIGHT | MV_DOWN
7141 -1, // 11 => (invalid)
7142 -1, // 12 => (invalid)
7143 -1, // 13 => (invalid)
7144 -1, // 14 => (invalid)
7145 -1, // 15 => (invalid)
7153 { -1, -1, MV_LEFT | MV_UP },
7155 { +1, -1, MV_RIGHT | MV_UP },
7156 { +1, 0, MV_RIGHT },
7157 { +1, +1, MV_RIGHT | MV_DOWN },
7159 { -1, +1, MV_LEFT | MV_DOWN },
7162 int start_pos, check_order;
7163 boolean can_clone = FALSE;
7166 // check if there is any free field around current position
7167 for (i = 0; i < 8; i++)
7169 int newx = x + check_xy[i].dx;
7170 int newy = y + check_xy[i].dy;
7172 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7180 if (can_clone) // randomly find an element to clone
7184 start_pos = check_pos[RND(8)];
7185 check_order = (RND(2) ? -1 : +1);
7187 for (i = 0; i < 8; i++)
7189 int pos_raw = start_pos + i * check_order;
7190 int pos = (pos_raw + 8) % 8;
7191 int newx = x + check_xy[pos].dx;
7192 int newy = y + check_xy[pos].dy;
7194 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7196 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7197 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7199 Store[x][y] = Tile[newx][newy];
7208 if (can_clone) // randomly find a direction to move
7212 start_pos = check_pos[RND(8)];
7213 check_order = (RND(2) ? -1 : +1);
7215 for (i = 0; i < 8; i++)
7217 int pos_raw = start_pos + i * check_order;
7218 int pos = (pos_raw + 8) % 8;
7219 int newx = x + check_xy[pos].dx;
7220 int newy = y + check_xy[pos].dy;
7221 int new_move_dir = check_xy[pos].dir;
7223 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7225 MovDir[x][y] = new_move_dir;
7226 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7235 if (can_clone) // cloning and moving successful
7238 // cannot clone -- try to move towards player
7240 start_pos = check_pos[MovDir[x][y] & 0x0f];
7241 check_order = (RND(2) ? -1 : +1);
7243 for (i = 0; i < 3; i++)
7245 // first check start_pos, then previous/next or (next/previous) pos
7246 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7247 int pos = (pos_raw + 8) % 8;
7248 int newx = x + check_xy[pos].dx;
7249 int newy = y + check_xy[pos].dy;
7250 int new_move_dir = check_xy[pos].dir;
7252 if (IS_PLAYER(newx, newy))
7255 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7257 MovDir[x][y] = new_move_dir;
7258 MovDelay[x][y] = level.android_move_time * 8 + 1;
7265 else if (move_pattern == MV_TURNING_LEFT ||
7266 move_pattern == MV_TURNING_RIGHT ||
7267 move_pattern == MV_TURNING_LEFT_RIGHT ||
7268 move_pattern == MV_TURNING_RIGHT_LEFT ||
7269 move_pattern == MV_TURNING_RANDOM ||
7270 move_pattern == MV_ALL_DIRECTIONS)
7272 boolean can_turn_left =
7273 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7274 boolean can_turn_right =
7275 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7277 if (element_info[element].move_stepsize == 0) // "not moving"
7280 if (move_pattern == MV_TURNING_LEFT)
7281 MovDir[x][y] = left_dir;
7282 else if (move_pattern == MV_TURNING_RIGHT)
7283 MovDir[x][y] = right_dir;
7284 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7285 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7286 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7287 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7288 else if (move_pattern == MV_TURNING_RANDOM)
7289 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7290 can_turn_right && !can_turn_left ? right_dir :
7291 RND(2) ? left_dir : right_dir);
7292 else if (can_turn_left && can_turn_right)
7293 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7294 else if (can_turn_left)
7295 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7296 else if (can_turn_right)
7297 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7299 MovDir[x][y] = back_dir;
7301 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 else if (move_pattern == MV_HORIZONTAL ||
7304 move_pattern == MV_VERTICAL)
7306 if (move_pattern & old_move_dir)
7307 MovDir[x][y] = back_dir;
7308 else if (move_pattern == MV_HORIZONTAL)
7309 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7310 else if (move_pattern == MV_VERTICAL)
7311 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7313 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7315 else if (move_pattern & MV_ANY_DIRECTION)
7317 MovDir[x][y] = move_pattern;
7318 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7320 else if (move_pattern & MV_WIND_DIRECTION)
7322 MovDir[x][y] = game.wind_direction;
7323 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7325 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7327 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7328 MovDir[x][y] = left_dir;
7329 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7330 MovDir[x][y] = right_dir;
7332 if (MovDir[x][y] != old_move_dir)
7333 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7335 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7337 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7338 MovDir[x][y] = right_dir;
7339 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7340 MovDir[x][y] = left_dir;
7342 if (MovDir[x][y] != old_move_dir)
7343 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7345 else if (move_pattern == MV_TOWARDS_PLAYER ||
7346 move_pattern == MV_AWAY_FROM_PLAYER)
7348 int attr_x = -1, attr_y = -1;
7350 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7352 if (game.all_players_gone)
7354 attr_x = game.exit_x;
7355 attr_y = game.exit_y;
7361 for (i = 0; i < MAX_PLAYERS; i++)
7363 struct PlayerInfo *player = &stored_player[i];
7364 int jx = player->jx, jy = player->jy;
7366 if (!player->active)
7370 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7378 MovDir[x][y] = MV_NONE;
7380 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7381 else if (attr_x > x)
7382 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7384 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7385 else if (attr_y > y)
7386 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7388 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7390 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7392 boolean first_horiz = RND(2);
7393 int new_move_dir = MovDir[x][y];
7395 if (element_info[element].move_stepsize == 0) // "not moving"
7397 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7398 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7404 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7405 Moving2Blocked(x, y, &newx, &newy);
7407 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7411 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7412 Moving2Blocked(x, y, &newx, &newy);
7414 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7417 MovDir[x][y] = old_move_dir;
7420 else if (move_pattern == MV_WHEN_PUSHED ||
7421 move_pattern == MV_WHEN_DROPPED)
7423 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7424 MovDir[x][y] = MV_NONE;
7428 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7430 static int test_xy[7][2] =
7440 static int test_dir[7] =
7450 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7451 int move_preference = -1000000; // start with very low preference
7452 int new_move_dir = MV_NONE;
7453 int start_test = RND(4);
7456 for (i = 0; i < NUM_DIRECTIONS; i++)
7458 int move_dir = test_dir[start_test + i];
7459 int move_dir_preference;
7461 xx = x + test_xy[start_test + i][0];
7462 yy = y + test_xy[start_test + i][1];
7464 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7465 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7467 new_move_dir = move_dir;
7472 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7475 move_dir_preference = -1 * RunnerVisit[xx][yy];
7476 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7477 move_dir_preference = PlayerVisit[xx][yy];
7479 if (move_dir_preference > move_preference)
7481 // prefer field that has not been visited for the longest time
7482 move_preference = move_dir_preference;
7483 new_move_dir = move_dir;
7485 else if (move_dir_preference == move_preference &&
7486 move_dir == old_move_dir)
7488 // prefer last direction when all directions are preferred equally
7489 move_preference = move_dir_preference;
7490 new_move_dir = move_dir;
7494 MovDir[x][y] = new_move_dir;
7495 if (old_move_dir != new_move_dir)
7496 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7500 static void TurnRound(int x, int y)
7502 int direction = MovDir[x][y];
7506 GfxDir[x][y] = MovDir[x][y];
7508 if (direction != MovDir[x][y])
7512 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7514 ResetGfxFrame(x, y);
7517 static boolean JustBeingPushed(int x, int y)
7521 for (i = 0; i < MAX_PLAYERS; i++)
7523 struct PlayerInfo *player = &stored_player[i];
7525 if (player->active && player->is_pushing && player->MovPos)
7527 int next_jx = player->jx + (player->jx - player->last_jx);
7528 int next_jy = player->jy + (player->jy - player->last_jy);
7530 if (x == next_jx && y == next_jy)
7538 static void StartMoving(int x, int y)
7540 boolean started_moving = FALSE; // some elements can fall _and_ move
7541 int element = Tile[x][y];
7546 if (MovDelay[x][y] == 0)
7547 GfxAction[x][y] = ACTION_DEFAULT;
7549 if (CAN_FALL(element) && y < lev_fieldy - 1)
7551 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7552 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7553 if (JustBeingPushed(x, y))
7556 if (element == EL_QUICKSAND_FULL)
7558 if (IS_FREE(x, y + 1))
7560 InitMovingField(x, y, MV_DOWN);
7561 started_moving = TRUE;
7563 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7564 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7565 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7566 Store[x][y] = EL_ROCK;
7568 Store[x][y] = EL_ROCK;
7571 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7573 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7575 if (!MovDelay[x][y])
7577 MovDelay[x][y] = TILEY + 1;
7579 ResetGfxAnimation(x, y);
7580 ResetGfxAnimation(x, y + 1);
7585 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7586 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7593 Tile[x][y] = EL_QUICKSAND_EMPTY;
7594 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7595 Store[x][y + 1] = Store[x][y];
7598 PlayLevelSoundAction(x, y, ACTION_FILLING);
7600 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7602 if (!MovDelay[x][y])
7604 MovDelay[x][y] = TILEY + 1;
7606 ResetGfxAnimation(x, y);
7607 ResetGfxAnimation(x, y + 1);
7612 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7613 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7620 Tile[x][y] = EL_QUICKSAND_EMPTY;
7621 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7622 Store[x][y + 1] = Store[x][y];
7625 PlayLevelSoundAction(x, y, ACTION_FILLING);
7628 else if (element == EL_QUICKSAND_FAST_FULL)
7630 if (IS_FREE(x, y + 1))
7632 InitMovingField(x, y, MV_DOWN);
7633 started_moving = TRUE;
7635 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7636 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7637 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7638 Store[x][y] = EL_ROCK;
7640 Store[x][y] = EL_ROCK;
7643 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7645 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7647 if (!MovDelay[x][y])
7649 MovDelay[x][y] = TILEY + 1;
7651 ResetGfxAnimation(x, y);
7652 ResetGfxAnimation(x, y + 1);
7657 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7658 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7665 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7666 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7667 Store[x][y + 1] = Store[x][y];
7670 PlayLevelSoundAction(x, y, ACTION_FILLING);
7672 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7674 if (!MovDelay[x][y])
7676 MovDelay[x][y] = TILEY + 1;
7678 ResetGfxAnimation(x, y);
7679 ResetGfxAnimation(x, y + 1);
7684 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7685 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7692 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7693 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7694 Store[x][y + 1] = Store[x][y];
7697 PlayLevelSoundAction(x, y, ACTION_FILLING);
7700 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7701 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7703 InitMovingField(x, y, MV_DOWN);
7704 started_moving = TRUE;
7706 Tile[x][y] = EL_QUICKSAND_FILLING;
7707 Store[x][y] = element;
7709 PlayLevelSoundAction(x, y, ACTION_FILLING);
7711 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7712 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7714 InitMovingField(x, y, MV_DOWN);
7715 started_moving = TRUE;
7717 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7718 Store[x][y] = element;
7720 PlayLevelSoundAction(x, y, ACTION_FILLING);
7722 else if (element == EL_MAGIC_WALL_FULL)
7724 if (IS_FREE(x, y + 1))
7726 InitMovingField(x, y, MV_DOWN);
7727 started_moving = TRUE;
7729 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7730 Store[x][y] = EL_CHANGED(Store[x][y]);
7732 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7734 if (!MovDelay[x][y])
7735 MovDelay[x][y] = TILEY / 4 + 1;
7744 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7745 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7746 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7750 else if (element == EL_BD_MAGIC_WALL_FULL)
7752 if (IS_FREE(x, y + 1))
7754 InitMovingField(x, y, MV_DOWN);
7755 started_moving = TRUE;
7757 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7758 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7760 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7762 if (!MovDelay[x][y])
7763 MovDelay[x][y] = TILEY / 4 + 1;
7772 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7773 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7774 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7778 else if (element == EL_DC_MAGIC_WALL_FULL)
7780 if (IS_FREE(x, y + 1))
7782 InitMovingField(x, y, MV_DOWN);
7783 started_moving = TRUE;
7785 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7786 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7788 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7790 if (!MovDelay[x][y])
7791 MovDelay[x][y] = TILEY / 4 + 1;
7800 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7801 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7802 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7806 else if ((CAN_PASS_MAGIC_WALL(element) &&
7807 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7808 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7809 (CAN_PASS_DC_MAGIC_WALL(element) &&
7810 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7813 InitMovingField(x, y, MV_DOWN);
7814 started_moving = TRUE;
7817 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7818 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7819 EL_DC_MAGIC_WALL_FILLING);
7820 Store[x][y] = element;
7822 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7824 SplashAcid(x, y + 1);
7826 InitMovingField(x, y, MV_DOWN);
7827 started_moving = TRUE;
7829 Store[x][y] = EL_ACID;
7832 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7833 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7834 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7835 CAN_FALL(element) && WasJustFalling[x][y] &&
7836 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7838 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7839 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7840 (Tile[x][y + 1] == EL_BLOCKED)))
7842 /* this is needed for a special case not covered by calling "Impact()"
7843 from "ContinueMoving()": if an element moves to a tile directly below
7844 another element which was just falling on that tile (which was empty
7845 in the previous frame), the falling element above would just stop
7846 instead of smashing the element below (in previous version, the above
7847 element was just checked for "moving" instead of "falling", resulting
7848 in incorrect smashes caused by horizontal movement of the above
7849 element; also, the case of the player being the element to smash was
7850 simply not covered here... :-/ ) */
7852 CheckCollision[x][y] = 0;
7853 CheckImpact[x][y] = 0;
7857 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7859 if (MovDir[x][y] == MV_NONE)
7861 InitMovingField(x, y, MV_DOWN);
7862 started_moving = TRUE;
7865 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7867 if (WasJustFalling[x][y]) // prevent animation from being restarted
7868 MovDir[x][y] = MV_DOWN;
7870 InitMovingField(x, y, MV_DOWN);
7871 started_moving = TRUE;
7873 else if (element == EL_AMOEBA_DROP)
7875 Tile[x][y] = EL_AMOEBA_GROWING;
7876 Store[x][y] = EL_AMOEBA_WET;
7878 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7879 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7880 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7881 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7883 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7884 (IS_FREE(x - 1, y + 1) ||
7885 Tile[x - 1][y + 1] == EL_ACID));
7886 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7887 (IS_FREE(x + 1, y + 1) ||
7888 Tile[x + 1][y + 1] == EL_ACID));
7889 boolean can_fall_any = (can_fall_left || can_fall_right);
7890 boolean can_fall_both = (can_fall_left && can_fall_right);
7891 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7893 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7895 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7896 can_fall_right = FALSE;
7897 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7898 can_fall_left = FALSE;
7899 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7900 can_fall_right = FALSE;
7901 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7902 can_fall_left = FALSE;
7904 can_fall_any = (can_fall_left || can_fall_right);
7905 can_fall_both = FALSE;
7910 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7911 can_fall_right = FALSE; // slip down on left side
7913 can_fall_left = !(can_fall_right = RND(2));
7915 can_fall_both = FALSE;
7920 // if not determined otherwise, prefer left side for slipping down
7921 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7922 started_moving = TRUE;
7925 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
7927 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7928 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7929 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
7930 int belt_dir = game.belt_dir[belt_nr];
7932 if ((belt_dir == MV_LEFT && left_is_free) ||
7933 (belt_dir == MV_RIGHT && right_is_free))
7935 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7937 InitMovingField(x, y, belt_dir);
7938 started_moving = TRUE;
7940 Pushed[x][y] = TRUE;
7941 Pushed[nextx][y] = TRUE;
7943 GfxAction[x][y] = ACTION_DEFAULT;
7947 MovDir[x][y] = 0; // if element was moving, stop it
7952 // not "else if" because of elements that can fall and move (EL_SPRING)
7953 if (CAN_MOVE(element) && !started_moving)
7955 int move_pattern = element_info[element].move_pattern;
7958 Moving2Blocked(x, y, &newx, &newy);
7960 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7963 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7964 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7966 WasJustMoving[x][y] = 0;
7967 CheckCollision[x][y] = 0;
7969 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7971 if (Tile[x][y] != element) // element has changed
7975 if (!MovDelay[x][y]) // start new movement phase
7977 // all objects that can change their move direction after each step
7978 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7980 if (element != EL_YAMYAM &&
7981 element != EL_DARK_YAMYAM &&
7982 element != EL_PACMAN &&
7983 !(move_pattern & MV_ANY_DIRECTION) &&
7984 move_pattern != MV_TURNING_LEFT &&
7985 move_pattern != MV_TURNING_RIGHT &&
7986 move_pattern != MV_TURNING_LEFT_RIGHT &&
7987 move_pattern != MV_TURNING_RIGHT_LEFT &&
7988 move_pattern != MV_TURNING_RANDOM)
7992 if (MovDelay[x][y] && (element == EL_BUG ||
7993 element == EL_SPACESHIP ||
7994 element == EL_SP_SNIKSNAK ||
7995 element == EL_SP_ELECTRON ||
7996 element == EL_MOLE))
7997 TEST_DrawLevelField(x, y);
8001 if (MovDelay[x][y]) // wait some time before next movement
8005 if (element == EL_ROBOT ||
8006 element == EL_YAMYAM ||
8007 element == EL_DARK_YAMYAM)
8009 DrawLevelElementAnimationIfNeeded(x, y, element);
8010 PlayLevelSoundAction(x, y, ACTION_WAITING);
8012 else if (element == EL_SP_ELECTRON)
8013 DrawLevelElementAnimationIfNeeded(x, y, element);
8014 else if (element == EL_DRAGON)
8017 int dir = MovDir[x][y];
8018 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8019 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8020 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8021 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8022 dir == MV_UP ? IMG_FLAMES_1_UP :
8023 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8024 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8026 GfxAction[x][y] = ACTION_ATTACKING;
8028 if (IS_PLAYER(x, y))
8029 DrawPlayerField(x, y);
8031 TEST_DrawLevelField(x, y);
8033 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8035 for (i = 1; i <= 3; i++)
8037 int xx = x + i * dx;
8038 int yy = y + i * dy;
8039 int sx = SCREENX(xx);
8040 int sy = SCREENY(yy);
8041 int flame_graphic = graphic + (i - 1);
8043 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8048 int flamed = MovingOrBlocked2Element(xx, yy);
8050 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8053 RemoveMovingField(xx, yy);
8055 ChangeDelay[xx][yy] = 0;
8057 Tile[xx][yy] = EL_FLAMES;
8059 if (IN_SCR_FIELD(sx, sy))
8061 TEST_DrawLevelFieldCrumbled(xx, yy);
8062 DrawGraphic(sx, sy, flame_graphic, frame);
8067 if (Tile[xx][yy] == EL_FLAMES)
8068 Tile[xx][yy] = EL_EMPTY;
8069 TEST_DrawLevelField(xx, yy);
8074 if (MovDelay[x][y]) // element still has to wait some time
8076 PlayLevelSoundAction(x, y, ACTION_WAITING);
8082 // now make next step
8084 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8086 if (DONT_COLLIDE_WITH(element) &&
8087 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8088 !PLAYER_ENEMY_PROTECTED(newx, newy))
8090 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8095 else if (CAN_MOVE_INTO_ACID(element) &&
8096 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8097 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8098 (MovDir[x][y] == MV_DOWN ||
8099 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8101 SplashAcid(newx, newy);
8102 Store[x][y] = EL_ACID;
8104 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8106 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8107 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8108 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8109 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8112 TEST_DrawLevelField(x, y);
8114 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8115 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8116 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8118 game.friends_still_needed--;
8119 if (!game.friends_still_needed &&
8121 game.all_players_gone)
8126 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8128 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8129 TEST_DrawLevelField(newx, newy);
8131 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8133 else if (!IS_FREE(newx, newy))
8135 GfxAction[x][y] = ACTION_WAITING;
8137 if (IS_PLAYER(x, y))
8138 DrawPlayerField(x, y);
8140 TEST_DrawLevelField(x, y);
8145 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8147 if (IS_FOOD_PIG(Tile[newx][newy]))
8149 if (IS_MOVING(newx, newy))
8150 RemoveMovingField(newx, newy);
8153 Tile[newx][newy] = EL_EMPTY;
8154 TEST_DrawLevelField(newx, newy);
8157 PlayLevelSound(x, y, SND_PIG_DIGGING);
8159 else if (!IS_FREE(newx, newy))
8161 if (IS_PLAYER(x, y))
8162 DrawPlayerField(x, y);
8164 TEST_DrawLevelField(x, y);
8169 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8171 if (Store[x][y] != EL_EMPTY)
8173 boolean can_clone = FALSE;
8176 // check if element to clone is still there
8177 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8179 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8187 // cannot clone or target field not free anymore -- do not clone
8188 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8189 Store[x][y] = EL_EMPTY;
8192 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8194 if (IS_MV_DIAGONAL(MovDir[x][y]))
8196 int diagonal_move_dir = MovDir[x][y];
8197 int stored = Store[x][y];
8198 int change_delay = 8;
8201 // android is moving diagonally
8203 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8205 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8206 GfxElement[x][y] = EL_EMC_ANDROID;
8207 GfxAction[x][y] = ACTION_SHRINKING;
8208 GfxDir[x][y] = diagonal_move_dir;
8209 ChangeDelay[x][y] = change_delay;
8211 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8214 DrawLevelGraphicAnimation(x, y, graphic);
8215 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8217 if (Tile[newx][newy] == EL_ACID)
8219 SplashAcid(newx, newy);
8224 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8226 Store[newx][newy] = EL_EMC_ANDROID;
8227 GfxElement[newx][newy] = EL_EMC_ANDROID;
8228 GfxAction[newx][newy] = ACTION_GROWING;
8229 GfxDir[newx][newy] = diagonal_move_dir;
8230 ChangeDelay[newx][newy] = change_delay;
8232 graphic = el_act_dir2img(GfxElement[newx][newy],
8233 GfxAction[newx][newy], GfxDir[newx][newy]);
8235 DrawLevelGraphicAnimation(newx, newy, graphic);
8236 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8242 Tile[newx][newy] = EL_EMPTY;
8243 TEST_DrawLevelField(newx, newy);
8245 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8248 else if (!IS_FREE(newx, newy))
8253 else if (IS_CUSTOM_ELEMENT(element) &&
8254 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8256 if (!DigFieldByCE(newx, newy, element))
8259 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8261 RunnerVisit[x][y] = FrameCounter;
8262 PlayerVisit[x][y] /= 8; // expire player visit path
8265 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8267 if (!IS_FREE(newx, newy))
8269 if (IS_PLAYER(x, y))
8270 DrawPlayerField(x, y);
8272 TEST_DrawLevelField(x, y);
8278 boolean wanna_flame = !RND(10);
8279 int dx = newx - x, dy = newy - y;
8280 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8281 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8282 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8283 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8284 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8285 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8288 IS_CLASSIC_ENEMY(element1) ||
8289 IS_CLASSIC_ENEMY(element2)) &&
8290 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8291 element1 != EL_FLAMES && element2 != EL_FLAMES)
8293 ResetGfxAnimation(x, y);
8294 GfxAction[x][y] = ACTION_ATTACKING;
8296 if (IS_PLAYER(x, y))
8297 DrawPlayerField(x, y);
8299 TEST_DrawLevelField(x, y);
8301 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8303 MovDelay[x][y] = 50;
8305 Tile[newx][newy] = EL_FLAMES;
8306 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8307 Tile[newx1][newy1] = EL_FLAMES;
8308 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8309 Tile[newx2][newy2] = EL_FLAMES;
8315 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8316 Tile[newx][newy] == EL_DIAMOND)
8318 if (IS_MOVING(newx, newy))
8319 RemoveMovingField(newx, newy);
8322 Tile[newx][newy] = EL_EMPTY;
8323 TEST_DrawLevelField(newx, newy);
8326 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8328 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8329 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8331 if (AmoebaNr[newx][newy])
8333 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8334 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8335 Tile[newx][newy] == EL_BD_AMOEBA)
8336 AmoebaCnt[AmoebaNr[newx][newy]]--;
8339 if (IS_MOVING(newx, newy))
8341 RemoveMovingField(newx, newy);
8345 Tile[newx][newy] = EL_EMPTY;
8346 TEST_DrawLevelField(newx, newy);
8349 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8351 else if ((element == EL_PACMAN || element == EL_MOLE)
8352 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8354 if (AmoebaNr[newx][newy])
8356 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8357 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8358 Tile[newx][newy] == EL_BD_AMOEBA)
8359 AmoebaCnt[AmoebaNr[newx][newy]]--;
8362 if (element == EL_MOLE)
8364 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8365 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8367 ResetGfxAnimation(x, y);
8368 GfxAction[x][y] = ACTION_DIGGING;
8369 TEST_DrawLevelField(x, y);
8371 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8373 return; // wait for shrinking amoeba
8375 else // element == EL_PACMAN
8377 Tile[newx][newy] = EL_EMPTY;
8378 TEST_DrawLevelField(newx, newy);
8379 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8382 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8383 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8384 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8386 // wait for shrinking amoeba to completely disappear
8389 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8391 // object was running against a wall
8395 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8396 DrawLevelElementAnimation(x, y, element);
8398 if (DONT_TOUCH(element))
8399 TestIfBadThingTouchesPlayer(x, y);
8404 InitMovingField(x, y, MovDir[x][y]);
8406 PlayLevelSoundAction(x, y, ACTION_MOVING);
8410 ContinueMoving(x, y);
8413 void ContinueMoving(int x, int y)
8415 int element = Tile[x][y];
8416 struct ElementInfo *ei = &element_info[element];
8417 int direction = MovDir[x][y];
8418 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8419 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8420 int newx = x + dx, newy = y + dy;
8421 int stored = Store[x][y];
8422 int stored_new = Store[newx][newy];
8423 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8424 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8425 boolean last_line = (newy == lev_fieldy - 1);
8427 MovPos[x][y] += getElementMoveStepsize(x, y);
8429 if (pushed_by_player) // special case: moving object pushed by player
8430 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8432 if (ABS(MovPos[x][y]) < TILEX)
8434 TEST_DrawLevelField(x, y);
8436 return; // element is still moving
8439 // element reached destination field
8441 Tile[x][y] = EL_EMPTY;
8442 Tile[newx][newy] = element;
8443 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8445 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8447 element = Tile[newx][newy] = EL_ACID;
8449 else if (element == EL_MOLE)
8451 Tile[x][y] = EL_SAND;
8453 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8455 else if (element == EL_QUICKSAND_FILLING)
8457 element = Tile[newx][newy] = get_next_element(element);
8458 Store[newx][newy] = Store[x][y];
8460 else if (element == EL_QUICKSAND_EMPTYING)
8462 Tile[x][y] = get_next_element(element);
8463 element = Tile[newx][newy] = Store[x][y];
8465 else if (element == EL_QUICKSAND_FAST_FILLING)
8467 element = Tile[newx][newy] = get_next_element(element);
8468 Store[newx][newy] = Store[x][y];
8470 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8472 Tile[x][y] = get_next_element(element);
8473 element = Tile[newx][newy] = Store[x][y];
8475 else if (element == EL_MAGIC_WALL_FILLING)
8477 element = Tile[newx][newy] = get_next_element(element);
8478 if (!game.magic_wall_active)
8479 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8480 Store[newx][newy] = Store[x][y];
8482 else if (element == EL_MAGIC_WALL_EMPTYING)
8484 Tile[x][y] = get_next_element(element);
8485 if (!game.magic_wall_active)
8486 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8487 element = Tile[newx][newy] = Store[x][y];
8489 InitField(newx, newy, FALSE);
8491 else if (element == EL_BD_MAGIC_WALL_FILLING)
8493 element = Tile[newx][newy] = get_next_element(element);
8494 if (!game.magic_wall_active)
8495 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8496 Store[newx][newy] = Store[x][y];
8498 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8500 Tile[x][y] = get_next_element(element);
8501 if (!game.magic_wall_active)
8502 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8503 element = Tile[newx][newy] = Store[x][y];
8505 InitField(newx, newy, FALSE);
8507 else if (element == EL_DC_MAGIC_WALL_FILLING)
8509 element = Tile[newx][newy] = get_next_element(element);
8510 if (!game.magic_wall_active)
8511 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8512 Store[newx][newy] = Store[x][y];
8514 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8516 Tile[x][y] = get_next_element(element);
8517 if (!game.magic_wall_active)
8518 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8519 element = Tile[newx][newy] = Store[x][y];
8521 InitField(newx, newy, FALSE);
8523 else if (element == EL_AMOEBA_DROPPING)
8525 Tile[x][y] = get_next_element(element);
8526 element = Tile[newx][newy] = Store[x][y];
8528 else if (element == EL_SOKOBAN_OBJECT)
8531 Tile[x][y] = Back[x][y];
8533 if (Back[newx][newy])
8534 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8536 Back[x][y] = Back[newx][newy] = 0;
8539 Store[x][y] = EL_EMPTY;
8544 MovDelay[newx][newy] = 0;
8546 if (CAN_CHANGE_OR_HAS_ACTION(element))
8548 // copy element change control values to new field
8549 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8550 ChangePage[newx][newy] = ChangePage[x][y];
8551 ChangeCount[newx][newy] = ChangeCount[x][y];
8552 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8555 CustomValue[newx][newy] = CustomValue[x][y];
8557 ChangeDelay[x][y] = 0;
8558 ChangePage[x][y] = -1;
8559 ChangeCount[x][y] = 0;
8560 ChangeEvent[x][y] = -1;
8562 CustomValue[x][y] = 0;
8564 // copy animation control values to new field
8565 GfxFrame[newx][newy] = GfxFrame[x][y];
8566 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8567 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8568 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8570 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8572 // some elements can leave other elements behind after moving
8573 if (ei->move_leave_element != EL_EMPTY &&
8574 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8575 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8577 int move_leave_element = ei->move_leave_element;
8579 // this makes it possible to leave the removed element again
8580 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8581 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8583 Tile[x][y] = move_leave_element;
8585 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8586 MovDir[x][y] = direction;
8588 InitField(x, y, FALSE);
8590 if (GFX_CRUMBLED(Tile[x][y]))
8591 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8593 if (ELEM_IS_PLAYER(move_leave_element))
8594 RelocatePlayer(x, y, move_leave_element);
8597 // do this after checking for left-behind element
8598 ResetGfxAnimation(x, y); // reset animation values for old field
8600 if (!CAN_MOVE(element) ||
8601 (CAN_FALL(element) && direction == MV_DOWN &&
8602 (element == EL_SPRING ||
8603 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8604 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8605 GfxDir[x][y] = MovDir[newx][newy] = 0;
8607 TEST_DrawLevelField(x, y);
8608 TEST_DrawLevelField(newx, newy);
8610 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8612 // prevent pushed element from moving on in pushed direction
8613 if (pushed_by_player && CAN_MOVE(element) &&
8614 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8615 !(element_info[element].move_pattern & direction))
8616 TurnRound(newx, newy);
8618 // prevent elements on conveyor belt from moving on in last direction
8619 if (pushed_by_conveyor && CAN_FALL(element) &&
8620 direction & MV_HORIZONTAL)
8621 MovDir[newx][newy] = 0;
8623 if (!pushed_by_player)
8625 int nextx = newx + dx, nexty = newy + dy;
8626 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8628 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8630 if (CAN_FALL(element) && direction == MV_DOWN)
8631 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8633 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8634 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8636 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8637 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8640 if (DONT_TOUCH(element)) // object may be nasty to player or others
8642 TestIfBadThingTouchesPlayer(newx, newy);
8643 TestIfBadThingTouchesFriend(newx, newy);
8645 if (!IS_CUSTOM_ELEMENT(element))
8646 TestIfBadThingTouchesOtherBadThing(newx, newy);
8648 else if (element == EL_PENGUIN)
8649 TestIfFriendTouchesBadThing(newx, newy);
8651 if (DONT_GET_HIT_BY(element))
8653 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8656 // give the player one last chance (one more frame) to move away
8657 if (CAN_FALL(element) && direction == MV_DOWN &&
8658 (last_line || (!IS_FREE(x, newy + 1) &&
8659 (!IS_PLAYER(x, newy + 1) ||
8660 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8663 if (pushed_by_player && !game.use_change_when_pushing_bug)
8665 int push_side = MV_DIR_OPPOSITE(direction);
8666 struct PlayerInfo *player = PLAYERINFO(x, y);
8668 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8669 player->index_bit, push_side);
8670 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8671 player->index_bit, push_side);
8674 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8675 MovDelay[newx][newy] = 1;
8677 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8679 TestIfElementTouchesCustomElement(x, y); // empty or new element
8680 TestIfElementHitsCustomElement(newx, newy, direction);
8681 TestIfPlayerTouchesCustomElement(newx, newy);
8682 TestIfElementTouchesCustomElement(newx, newy);
8684 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8685 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8686 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8687 MV_DIR_OPPOSITE(direction));
8690 int AmoebaNeighbourNr(int ax, int ay)
8693 int element = Tile[ax][ay];
8695 static int xy[4][2] =
8703 for (i = 0; i < NUM_DIRECTIONS; i++)
8705 int x = ax + xy[i][0];
8706 int y = ay + xy[i][1];
8708 if (!IN_LEV_FIELD(x, y))
8711 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8712 group_nr = AmoebaNr[x][y];
8718 static void AmoebaMerge(int ax, int ay)
8720 int i, x, y, xx, yy;
8721 int new_group_nr = AmoebaNr[ax][ay];
8722 static int xy[4][2] =
8730 if (new_group_nr == 0)
8733 for (i = 0; i < NUM_DIRECTIONS; i++)
8738 if (!IN_LEV_FIELD(x, y))
8741 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8742 Tile[x][y] == EL_BD_AMOEBA ||
8743 Tile[x][y] == EL_AMOEBA_DEAD) &&
8744 AmoebaNr[x][y] != new_group_nr)
8746 int old_group_nr = AmoebaNr[x][y];
8748 if (old_group_nr == 0)
8751 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8752 AmoebaCnt[old_group_nr] = 0;
8753 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8754 AmoebaCnt2[old_group_nr] = 0;
8756 SCAN_PLAYFIELD(xx, yy)
8758 if (AmoebaNr[xx][yy] == old_group_nr)
8759 AmoebaNr[xx][yy] = new_group_nr;
8765 void AmoebaToDiamond(int ax, int ay)
8769 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8771 int group_nr = AmoebaNr[ax][ay];
8776 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8777 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8783 SCAN_PLAYFIELD(x, y)
8785 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8788 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8792 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8793 SND_AMOEBA_TURNING_TO_GEM :
8794 SND_AMOEBA_TURNING_TO_ROCK));
8799 static int xy[4][2] =
8807 for (i = 0; i < NUM_DIRECTIONS; i++)
8812 if (!IN_LEV_FIELD(x, y))
8815 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8817 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8818 SND_AMOEBA_TURNING_TO_GEM :
8819 SND_AMOEBA_TURNING_TO_ROCK));
8826 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8829 int group_nr = AmoebaNr[ax][ay];
8830 boolean done = FALSE;
8835 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8836 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8842 SCAN_PLAYFIELD(x, y)
8844 if (AmoebaNr[x][y] == group_nr &&
8845 (Tile[x][y] == EL_AMOEBA_DEAD ||
8846 Tile[x][y] == EL_BD_AMOEBA ||
8847 Tile[x][y] == EL_AMOEBA_GROWING))
8850 Tile[x][y] = new_element;
8851 InitField(x, y, FALSE);
8852 TEST_DrawLevelField(x, y);
8858 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8859 SND_BD_AMOEBA_TURNING_TO_ROCK :
8860 SND_BD_AMOEBA_TURNING_TO_GEM));
8863 static void AmoebaGrowing(int x, int y)
8865 static unsigned int sound_delay = 0;
8866 static unsigned int sound_delay_value = 0;
8868 if (!MovDelay[x][y]) // start new growing cycle
8872 if (DelayReached(&sound_delay, sound_delay_value))
8874 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8875 sound_delay_value = 30;
8879 if (MovDelay[x][y]) // wait some time before growing bigger
8882 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8884 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8885 6 - MovDelay[x][y]);
8887 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8890 if (!MovDelay[x][y])
8892 Tile[x][y] = Store[x][y];
8894 TEST_DrawLevelField(x, y);
8899 static void AmoebaShrinking(int x, int y)
8901 static unsigned int sound_delay = 0;
8902 static unsigned int sound_delay_value = 0;
8904 if (!MovDelay[x][y]) // start new shrinking cycle
8908 if (DelayReached(&sound_delay, sound_delay_value))
8909 sound_delay_value = 30;
8912 if (MovDelay[x][y]) // wait some time before shrinking
8915 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8917 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8918 6 - MovDelay[x][y]);
8920 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8923 if (!MovDelay[x][y])
8925 Tile[x][y] = EL_EMPTY;
8926 TEST_DrawLevelField(x, y);
8928 // don't let mole enter this field in this cycle;
8929 // (give priority to objects falling to this field from above)
8935 static void AmoebaReproduce(int ax, int ay)
8938 int element = Tile[ax][ay];
8939 int graphic = el2img(element);
8940 int newax = ax, neway = ay;
8941 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8942 static int xy[4][2] =
8950 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8952 Tile[ax][ay] = EL_AMOEBA_DEAD;
8953 TEST_DrawLevelField(ax, ay);
8957 if (IS_ANIMATED(graphic))
8958 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8960 if (!MovDelay[ax][ay]) // start making new amoeba field
8961 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8963 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8966 if (MovDelay[ax][ay])
8970 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8973 int x = ax + xy[start][0];
8974 int y = ay + xy[start][1];
8976 if (!IN_LEV_FIELD(x, y))
8979 if (IS_FREE(x, y) ||
8980 CAN_GROW_INTO(Tile[x][y]) ||
8981 Tile[x][y] == EL_QUICKSAND_EMPTY ||
8982 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
8988 if (newax == ax && neway == ay)
8991 else // normal or "filled" (BD style) amoeba
8994 boolean waiting_for_player = FALSE;
8996 for (i = 0; i < NUM_DIRECTIONS; i++)
8998 int j = (start + i) % 4;
8999 int x = ax + xy[j][0];
9000 int y = ay + xy[j][1];
9002 if (!IN_LEV_FIELD(x, y))
9005 if (IS_FREE(x, y) ||
9006 CAN_GROW_INTO(Tile[x][y]) ||
9007 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9008 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9014 else if (IS_PLAYER(x, y))
9015 waiting_for_player = TRUE;
9018 if (newax == ax && neway == ay) // amoeba cannot grow
9020 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9022 Tile[ax][ay] = EL_AMOEBA_DEAD;
9023 TEST_DrawLevelField(ax, ay);
9024 AmoebaCnt[AmoebaNr[ax][ay]]--;
9026 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9028 if (element == EL_AMOEBA_FULL)
9029 AmoebaToDiamond(ax, ay);
9030 else if (element == EL_BD_AMOEBA)
9031 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9036 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9038 // amoeba gets larger by growing in some direction
9040 int new_group_nr = AmoebaNr[ax][ay];
9043 if (new_group_nr == 0)
9045 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9047 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9053 AmoebaNr[newax][neway] = new_group_nr;
9054 AmoebaCnt[new_group_nr]++;
9055 AmoebaCnt2[new_group_nr]++;
9057 // if amoeba touches other amoeba(s) after growing, unify them
9058 AmoebaMerge(newax, neway);
9060 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9062 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9068 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9069 (neway == lev_fieldy - 1 && newax != ax))
9071 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9072 Store[newax][neway] = element;
9074 else if (neway == ay || element == EL_EMC_DRIPPER)
9076 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9078 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9082 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9083 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9084 Store[ax][ay] = EL_AMOEBA_DROP;
9085 ContinueMoving(ax, ay);
9089 TEST_DrawLevelField(newax, neway);
9092 static void Life(int ax, int ay)
9096 int element = Tile[ax][ay];
9097 int graphic = el2img(element);
9098 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9100 boolean changed = FALSE;
9102 if (IS_ANIMATED(graphic))
9103 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9108 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9109 MovDelay[ax][ay] = life_time;
9111 if (MovDelay[ax][ay]) // wait some time before next cycle
9114 if (MovDelay[ax][ay])
9118 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9120 int xx = ax+x1, yy = ay+y1;
9121 int old_element = Tile[xx][yy];
9122 int num_neighbours = 0;
9124 if (!IN_LEV_FIELD(xx, yy))
9127 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9129 int x = xx+x2, y = yy+y2;
9131 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9134 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9135 boolean is_neighbour = FALSE;
9137 if (level.use_life_bugs)
9139 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9140 (IS_FREE(x, y) && Stop[x][y]));
9143 (Last[x][y] == element || is_player_cell);
9149 boolean is_free = FALSE;
9151 if (level.use_life_bugs)
9152 is_free = (IS_FREE(xx, yy));
9154 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9156 if (xx == ax && yy == ay) // field in the middle
9158 if (num_neighbours < life_parameter[0] ||
9159 num_neighbours > life_parameter[1])
9161 Tile[xx][yy] = EL_EMPTY;
9162 if (Tile[xx][yy] != old_element)
9163 TEST_DrawLevelField(xx, yy);
9164 Stop[xx][yy] = TRUE;
9168 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9169 { // free border field
9170 if (num_neighbours >= life_parameter[2] &&
9171 num_neighbours <= life_parameter[3])
9173 Tile[xx][yy] = element;
9174 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9175 if (Tile[xx][yy] != old_element)
9176 TEST_DrawLevelField(xx, yy);
9177 Stop[xx][yy] = TRUE;
9184 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9185 SND_GAME_OF_LIFE_GROWING);
9188 static void InitRobotWheel(int x, int y)
9190 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9193 static void RunRobotWheel(int x, int y)
9195 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9198 static void StopRobotWheel(int x, int y)
9200 if (game.robot_wheel_x == x &&
9201 game.robot_wheel_y == y)
9203 game.robot_wheel_x = -1;
9204 game.robot_wheel_y = -1;
9205 game.robot_wheel_active = FALSE;
9209 static void InitTimegateWheel(int x, int y)
9211 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9214 static void RunTimegateWheel(int x, int y)
9216 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9219 static void InitMagicBallDelay(int x, int y)
9221 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9224 static void ActivateMagicBall(int bx, int by)
9228 if (level.ball_random)
9230 int pos_border = RND(8); // select one of the eight border elements
9231 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9232 int xx = pos_content % 3;
9233 int yy = pos_content / 3;
9238 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9239 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9243 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9245 int xx = x - bx + 1;
9246 int yy = y - by + 1;
9248 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9249 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9253 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9256 static void CheckExit(int x, int y)
9258 if (game.gems_still_needed > 0 ||
9259 game.sokoban_fields_still_needed > 0 ||
9260 game.sokoban_objects_still_needed > 0 ||
9261 game.lights_still_needed > 0)
9263 int element = Tile[x][y];
9264 int graphic = el2img(element);
9266 if (IS_ANIMATED(graphic))
9267 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9272 // do not re-open exit door closed after last player
9273 if (game.all_players_gone)
9276 Tile[x][y] = EL_EXIT_OPENING;
9278 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9281 static void CheckExitEM(int x, int y)
9283 if (game.gems_still_needed > 0 ||
9284 game.sokoban_fields_still_needed > 0 ||
9285 game.sokoban_objects_still_needed > 0 ||
9286 game.lights_still_needed > 0)
9288 int element = Tile[x][y];
9289 int graphic = el2img(element);
9291 if (IS_ANIMATED(graphic))
9292 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9297 // do not re-open exit door closed after last player
9298 if (game.all_players_gone)
9301 Tile[x][y] = EL_EM_EXIT_OPENING;
9303 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9306 static void CheckExitSteel(int x, int y)
9308 if (game.gems_still_needed > 0 ||
9309 game.sokoban_fields_still_needed > 0 ||
9310 game.sokoban_objects_still_needed > 0 ||
9311 game.lights_still_needed > 0)
9313 int element = Tile[x][y];
9314 int graphic = el2img(element);
9316 if (IS_ANIMATED(graphic))
9317 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9322 // do not re-open exit door closed after last player
9323 if (game.all_players_gone)
9326 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9328 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9331 static void CheckExitSteelEM(int x, int y)
9333 if (game.gems_still_needed > 0 ||
9334 game.sokoban_fields_still_needed > 0 ||
9335 game.sokoban_objects_still_needed > 0 ||
9336 game.lights_still_needed > 0)
9338 int element = Tile[x][y];
9339 int graphic = el2img(element);
9341 if (IS_ANIMATED(graphic))
9342 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9347 // do not re-open exit door closed after last player
9348 if (game.all_players_gone)
9351 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9353 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9356 static void CheckExitSP(int x, int y)
9358 if (game.gems_still_needed > 0)
9360 int element = Tile[x][y];
9361 int graphic = el2img(element);
9363 if (IS_ANIMATED(graphic))
9364 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9369 // do not re-open exit door closed after last player
9370 if (game.all_players_gone)
9373 Tile[x][y] = EL_SP_EXIT_OPENING;
9375 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9378 static void CloseAllOpenTimegates(void)
9382 SCAN_PLAYFIELD(x, y)
9384 int element = Tile[x][y];
9386 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9388 Tile[x][y] = EL_TIMEGATE_CLOSING;
9390 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9395 static void DrawTwinkleOnField(int x, int y)
9397 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9400 if (Tile[x][y] == EL_BD_DIAMOND)
9403 if (MovDelay[x][y] == 0) // next animation frame
9404 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9406 if (MovDelay[x][y] != 0) // wait some time before next frame
9410 DrawLevelElementAnimation(x, y, Tile[x][y]);
9412 if (MovDelay[x][y] != 0)
9414 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9415 10 - MovDelay[x][y]);
9417 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9422 static void MauerWaechst(int x, int y)
9426 if (!MovDelay[x][y]) // next animation frame
9427 MovDelay[x][y] = 3 * delay;
9429 if (MovDelay[x][y]) // wait some time before next frame
9433 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9435 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9436 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9438 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9441 if (!MovDelay[x][y])
9443 if (MovDir[x][y] == MV_LEFT)
9445 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9446 TEST_DrawLevelField(x - 1, y);
9448 else if (MovDir[x][y] == MV_RIGHT)
9450 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9451 TEST_DrawLevelField(x + 1, y);
9453 else if (MovDir[x][y] == MV_UP)
9455 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9456 TEST_DrawLevelField(x, y - 1);
9460 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9461 TEST_DrawLevelField(x, y + 1);
9464 Tile[x][y] = Store[x][y];
9466 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9467 TEST_DrawLevelField(x, y);
9472 static void MauerAbleger(int ax, int ay)
9474 int element = Tile[ax][ay];
9475 int graphic = el2img(element);
9476 boolean oben_frei = FALSE, unten_frei = FALSE;
9477 boolean links_frei = FALSE, rechts_frei = FALSE;
9478 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9479 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9480 boolean new_wall = FALSE;
9482 if (IS_ANIMATED(graphic))
9483 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9485 if (!MovDelay[ax][ay]) // start building new wall
9486 MovDelay[ax][ay] = 6;
9488 if (MovDelay[ax][ay]) // wait some time before building new wall
9491 if (MovDelay[ax][ay])
9495 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9497 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9499 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9501 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9504 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9505 element == EL_EXPANDABLE_WALL_ANY)
9509 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9510 Store[ax][ay-1] = element;
9511 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9512 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9513 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9514 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9519 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9520 Store[ax][ay+1] = element;
9521 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9522 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9523 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9524 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9529 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9530 element == EL_EXPANDABLE_WALL_ANY ||
9531 element == EL_EXPANDABLE_WALL ||
9532 element == EL_BD_EXPANDABLE_WALL)
9536 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9537 Store[ax-1][ay] = element;
9538 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9539 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9540 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9541 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9547 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9548 Store[ax+1][ay] = element;
9549 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9550 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9551 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9552 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9557 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9558 TEST_DrawLevelField(ax, ay);
9560 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9562 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9563 unten_massiv = TRUE;
9564 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9565 links_massiv = TRUE;
9566 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9567 rechts_massiv = TRUE;
9569 if (((oben_massiv && unten_massiv) ||
9570 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9571 element == EL_EXPANDABLE_WALL) &&
9572 ((links_massiv && rechts_massiv) ||
9573 element == EL_EXPANDABLE_WALL_VERTICAL))
9574 Tile[ax][ay] = EL_WALL;
9577 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9580 static void MauerAblegerStahl(int ax, int ay)
9582 int element = Tile[ax][ay];
9583 int graphic = el2img(element);
9584 boolean oben_frei = FALSE, unten_frei = FALSE;
9585 boolean links_frei = FALSE, rechts_frei = FALSE;
9586 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9587 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9588 boolean new_wall = FALSE;
9590 if (IS_ANIMATED(graphic))
9591 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9593 if (!MovDelay[ax][ay]) // start building new wall
9594 MovDelay[ax][ay] = 6;
9596 if (MovDelay[ax][ay]) // wait some time before building new wall
9599 if (MovDelay[ax][ay])
9603 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9605 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9607 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9609 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9612 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9613 element == EL_EXPANDABLE_STEELWALL_ANY)
9617 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9618 Store[ax][ay-1] = element;
9619 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9620 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9621 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9622 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9627 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9628 Store[ax][ay+1] = element;
9629 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9630 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9631 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9632 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9637 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9638 element == EL_EXPANDABLE_STEELWALL_ANY)
9642 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9643 Store[ax-1][ay] = element;
9644 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9645 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9646 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9647 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9653 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9654 Store[ax+1][ay] = element;
9655 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9656 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9657 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9658 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9663 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9665 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9666 unten_massiv = TRUE;
9667 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9668 links_massiv = TRUE;
9669 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9670 rechts_massiv = TRUE;
9672 if (((oben_massiv && unten_massiv) ||
9673 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9674 ((links_massiv && rechts_massiv) ||
9675 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9676 Tile[ax][ay] = EL_STEELWALL;
9679 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9682 static void CheckForDragon(int x, int y)
9685 boolean dragon_found = FALSE;
9686 static int xy[4][2] =
9694 for (i = 0; i < NUM_DIRECTIONS; i++)
9696 for (j = 0; j < 4; j++)
9698 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9700 if (IN_LEV_FIELD(xx, yy) &&
9701 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9703 if (Tile[xx][yy] == EL_DRAGON)
9704 dragon_found = TRUE;
9713 for (i = 0; i < NUM_DIRECTIONS; i++)
9715 for (j = 0; j < 3; j++)
9717 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9719 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9721 Tile[xx][yy] = EL_EMPTY;
9722 TEST_DrawLevelField(xx, yy);
9731 static void InitBuggyBase(int x, int y)
9733 int element = Tile[x][y];
9734 int activating_delay = FRAMES_PER_SECOND / 4;
9737 (element == EL_SP_BUGGY_BASE ?
9738 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9739 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9741 element == EL_SP_BUGGY_BASE_ACTIVE ?
9742 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9745 static void WarnBuggyBase(int x, int y)
9748 static int xy[4][2] =
9756 for (i = 0; i < NUM_DIRECTIONS; i++)
9758 int xx = x + xy[i][0];
9759 int yy = y + xy[i][1];
9761 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9763 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9770 static void InitTrap(int x, int y)
9772 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9775 static void ActivateTrap(int x, int y)
9777 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9780 static void ChangeActiveTrap(int x, int y)
9782 int graphic = IMG_TRAP_ACTIVE;
9784 // if new animation frame was drawn, correct crumbled sand border
9785 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9786 TEST_DrawLevelFieldCrumbled(x, y);
9789 static int getSpecialActionElement(int element, int number, int base_element)
9791 return (element != EL_EMPTY ? element :
9792 number != -1 ? base_element + number - 1 :
9796 static int getModifiedActionNumber(int value_old, int operator, int operand,
9797 int value_min, int value_max)
9799 int value_new = (operator == CA_MODE_SET ? operand :
9800 operator == CA_MODE_ADD ? value_old + operand :
9801 operator == CA_MODE_SUBTRACT ? value_old - operand :
9802 operator == CA_MODE_MULTIPLY ? value_old * operand :
9803 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9804 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9807 return (value_new < value_min ? value_min :
9808 value_new > value_max ? value_max :
9812 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9814 struct ElementInfo *ei = &element_info[element];
9815 struct ElementChangeInfo *change = &ei->change_page[page];
9816 int target_element = change->target_element;
9817 int action_type = change->action_type;
9818 int action_mode = change->action_mode;
9819 int action_arg = change->action_arg;
9820 int action_element = change->action_element;
9823 if (!change->has_action)
9826 // ---------- determine action paramater values -----------------------------
9828 int level_time_value =
9829 (level.time > 0 ? TimeLeft :
9832 int action_arg_element_raw =
9833 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9834 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9835 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9836 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9837 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9838 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9839 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9841 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9843 int action_arg_direction =
9844 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9845 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9846 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9847 change->actual_trigger_side :
9848 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9849 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9852 int action_arg_number_min =
9853 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9856 int action_arg_number_max =
9857 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9858 action_type == CA_SET_LEVEL_GEMS ? 999 :
9859 action_type == CA_SET_LEVEL_TIME ? 9999 :
9860 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9861 action_type == CA_SET_CE_VALUE ? 9999 :
9862 action_type == CA_SET_CE_SCORE ? 9999 :
9865 int action_arg_number_reset =
9866 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9867 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9868 action_type == CA_SET_LEVEL_TIME ? level.time :
9869 action_type == CA_SET_LEVEL_SCORE ? 0 :
9870 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9871 action_type == CA_SET_CE_SCORE ? 0 :
9874 int action_arg_number =
9875 (action_arg <= CA_ARG_MAX ? action_arg :
9876 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9877 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9878 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9879 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9880 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9881 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9882 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9883 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9884 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9885 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9886 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9887 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9888 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9889 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9890 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9891 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9892 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9893 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9894 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9895 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9896 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9899 int action_arg_number_old =
9900 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9901 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9902 action_type == CA_SET_LEVEL_SCORE ? game.score :
9903 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9904 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9907 int action_arg_number_new =
9908 getModifiedActionNumber(action_arg_number_old,
9909 action_mode, action_arg_number,
9910 action_arg_number_min, action_arg_number_max);
9912 int trigger_player_bits =
9913 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9914 change->actual_trigger_player_bits : change->trigger_player);
9916 int action_arg_player_bits =
9917 (action_arg >= CA_ARG_PLAYER_1 &&
9918 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9919 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9920 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9923 // ---------- execute action -----------------------------------------------
9925 switch (action_type)
9932 // ---------- level actions ----------------------------------------------
9934 case CA_RESTART_LEVEL:
9936 game.restart_level = TRUE;
9941 case CA_SHOW_ENVELOPE:
9943 int element = getSpecialActionElement(action_arg_element,
9944 action_arg_number, EL_ENVELOPE_1);
9946 if (IS_ENVELOPE(element))
9947 local_player->show_envelope = element;
9952 case CA_SET_LEVEL_TIME:
9954 if (level.time > 0) // only modify limited time value
9956 TimeLeft = action_arg_number_new;
9958 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9960 DisplayGameControlValues();
9962 if (!TimeLeft && setup.time_limit)
9963 for (i = 0; i < MAX_PLAYERS; i++)
9964 KillPlayer(&stored_player[i]);
9970 case CA_SET_LEVEL_SCORE:
9972 game.score = action_arg_number_new;
9974 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9976 DisplayGameControlValues();
9981 case CA_SET_LEVEL_GEMS:
9983 game.gems_still_needed = action_arg_number_new;
9985 game.snapshot.collected_item = TRUE;
9987 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9989 DisplayGameControlValues();
9994 case CA_SET_LEVEL_WIND:
9996 game.wind_direction = action_arg_direction;
10001 case CA_SET_LEVEL_RANDOM_SEED:
10003 // ensure that setting a new random seed while playing is predictable
10004 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10009 // ---------- player actions ---------------------------------------------
10011 case CA_MOVE_PLAYER:
10012 case CA_MOVE_PLAYER_NEW:
10014 // automatically move to the next field in specified direction
10015 for (i = 0; i < MAX_PLAYERS; i++)
10016 if (trigger_player_bits & (1 << i))
10017 if (action_type == CA_MOVE_PLAYER ||
10018 stored_player[i].MovPos == 0)
10019 stored_player[i].programmed_action = action_arg_direction;
10024 case CA_EXIT_PLAYER:
10026 for (i = 0; i < MAX_PLAYERS; i++)
10027 if (action_arg_player_bits & (1 << i))
10028 ExitPlayer(&stored_player[i]);
10030 if (game.players_still_needed == 0)
10036 case CA_KILL_PLAYER:
10038 for (i = 0; i < MAX_PLAYERS; i++)
10039 if (action_arg_player_bits & (1 << i))
10040 KillPlayer(&stored_player[i]);
10045 case CA_SET_PLAYER_KEYS:
10047 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10048 int element = getSpecialActionElement(action_arg_element,
10049 action_arg_number, EL_KEY_1);
10051 if (IS_KEY(element))
10053 for (i = 0; i < MAX_PLAYERS; i++)
10055 if (trigger_player_bits & (1 << i))
10057 stored_player[i].key[KEY_NR(element)] = key_state;
10059 DrawGameDoorValues();
10067 case CA_SET_PLAYER_SPEED:
10069 for (i = 0; i < MAX_PLAYERS; i++)
10071 if (trigger_player_bits & (1 << i))
10073 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10075 if (action_arg == CA_ARG_SPEED_FASTER &&
10076 stored_player[i].cannot_move)
10078 action_arg_number = STEPSIZE_VERY_SLOW;
10080 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10081 action_arg == CA_ARG_SPEED_FASTER)
10083 action_arg_number = 2;
10084 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10087 else if (action_arg == CA_ARG_NUMBER_RESET)
10089 action_arg_number = level.initial_player_stepsize[i];
10093 getModifiedActionNumber(move_stepsize,
10096 action_arg_number_min,
10097 action_arg_number_max);
10099 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10106 case CA_SET_PLAYER_SHIELD:
10108 for (i = 0; i < MAX_PLAYERS; i++)
10110 if (trigger_player_bits & (1 << i))
10112 if (action_arg == CA_ARG_SHIELD_OFF)
10114 stored_player[i].shield_normal_time_left = 0;
10115 stored_player[i].shield_deadly_time_left = 0;
10117 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10119 stored_player[i].shield_normal_time_left = 999999;
10121 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10123 stored_player[i].shield_normal_time_left = 999999;
10124 stored_player[i].shield_deadly_time_left = 999999;
10132 case CA_SET_PLAYER_GRAVITY:
10134 for (i = 0; i < MAX_PLAYERS; i++)
10136 if (trigger_player_bits & (1 << i))
10138 stored_player[i].gravity =
10139 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10140 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10141 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10142 stored_player[i].gravity);
10149 case CA_SET_PLAYER_ARTWORK:
10151 for (i = 0; i < MAX_PLAYERS; i++)
10153 if (trigger_player_bits & (1 << i))
10155 int artwork_element = action_arg_element;
10157 if (action_arg == CA_ARG_ELEMENT_RESET)
10159 (level.use_artwork_element[i] ? level.artwork_element[i] :
10160 stored_player[i].element_nr);
10162 if (stored_player[i].artwork_element != artwork_element)
10163 stored_player[i].Frame = 0;
10165 stored_player[i].artwork_element = artwork_element;
10167 SetPlayerWaiting(&stored_player[i], FALSE);
10169 // set number of special actions for bored and sleeping animation
10170 stored_player[i].num_special_action_bored =
10171 get_num_special_action(artwork_element,
10172 ACTION_BORING_1, ACTION_BORING_LAST);
10173 stored_player[i].num_special_action_sleeping =
10174 get_num_special_action(artwork_element,
10175 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10182 case CA_SET_PLAYER_INVENTORY:
10184 for (i = 0; i < MAX_PLAYERS; i++)
10186 struct PlayerInfo *player = &stored_player[i];
10189 if (trigger_player_bits & (1 << i))
10191 int inventory_element = action_arg_element;
10193 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10194 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10195 action_arg == CA_ARG_ELEMENT_ACTION)
10197 int element = inventory_element;
10198 int collect_count = element_info[element].collect_count_initial;
10200 if (!IS_CUSTOM_ELEMENT(element))
10203 if (collect_count == 0)
10204 player->inventory_infinite_element = element;
10206 for (k = 0; k < collect_count; k++)
10207 if (player->inventory_size < MAX_INVENTORY_SIZE)
10208 player->inventory_element[player->inventory_size++] =
10211 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10212 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10213 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10215 if (player->inventory_infinite_element != EL_UNDEFINED &&
10216 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10217 action_arg_element_raw))
10218 player->inventory_infinite_element = EL_UNDEFINED;
10220 for (k = 0, j = 0; j < player->inventory_size; j++)
10222 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10223 action_arg_element_raw))
10224 player->inventory_element[k++] = player->inventory_element[j];
10227 player->inventory_size = k;
10229 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10231 if (player->inventory_size > 0)
10233 for (j = 0; j < player->inventory_size - 1; j++)
10234 player->inventory_element[j] = player->inventory_element[j + 1];
10236 player->inventory_size--;
10239 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10241 if (player->inventory_size > 0)
10242 player->inventory_size--;
10244 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10246 player->inventory_infinite_element = EL_UNDEFINED;
10247 player->inventory_size = 0;
10249 else if (action_arg == CA_ARG_INVENTORY_RESET)
10251 player->inventory_infinite_element = EL_UNDEFINED;
10252 player->inventory_size = 0;
10254 if (level.use_initial_inventory[i])
10256 for (j = 0; j < level.initial_inventory_size[i]; j++)
10258 int element = level.initial_inventory_content[i][j];
10259 int collect_count = element_info[element].collect_count_initial;
10261 if (!IS_CUSTOM_ELEMENT(element))
10264 if (collect_count == 0)
10265 player->inventory_infinite_element = element;
10267 for (k = 0; k < collect_count; k++)
10268 if (player->inventory_size < MAX_INVENTORY_SIZE)
10269 player->inventory_element[player->inventory_size++] =
10280 // ---------- CE actions -------------------------------------------------
10282 case CA_SET_CE_VALUE:
10284 int last_ce_value = CustomValue[x][y];
10286 CustomValue[x][y] = action_arg_number_new;
10288 if (CustomValue[x][y] != last_ce_value)
10290 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10291 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10293 if (CustomValue[x][y] == 0)
10295 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10296 ChangeCount[x][y] = 0; // allow at least one more change
10298 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10299 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10306 case CA_SET_CE_SCORE:
10308 int last_ce_score = ei->collect_score;
10310 ei->collect_score = action_arg_number_new;
10312 if (ei->collect_score != last_ce_score)
10314 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10315 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10317 if (ei->collect_score == 0)
10321 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10322 ChangeCount[x][y] = 0; // allow at least one more change
10324 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10325 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10328 This is a very special case that seems to be a mixture between
10329 CheckElementChange() and CheckTriggeredElementChange(): while
10330 the first one only affects single elements that are triggered
10331 directly, the second one affects multiple elements in the playfield
10332 that are triggered indirectly by another element. This is a third
10333 case: Changing the CE score always affects multiple identical CEs,
10334 so every affected CE must be checked, not only the single CE for
10335 which the CE score was changed in the first place (as every instance
10336 of that CE shares the same CE score, and therefore also can change)!
10338 SCAN_PLAYFIELD(xx, yy)
10340 if (Tile[xx][yy] == element)
10341 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10342 CE_SCORE_GETS_ZERO);
10350 case CA_SET_CE_ARTWORK:
10352 int artwork_element = action_arg_element;
10353 boolean reset_frame = FALSE;
10356 if (action_arg == CA_ARG_ELEMENT_RESET)
10357 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10360 if (ei->gfx_element != artwork_element)
10361 reset_frame = TRUE;
10363 ei->gfx_element = artwork_element;
10365 SCAN_PLAYFIELD(xx, yy)
10367 if (Tile[xx][yy] == element)
10371 ResetGfxAnimation(xx, yy);
10372 ResetRandomAnimationValue(xx, yy);
10375 TEST_DrawLevelField(xx, yy);
10382 // ---------- engine actions ---------------------------------------------
10384 case CA_SET_ENGINE_SCAN_MODE:
10386 InitPlayfieldScanMode(action_arg);
10396 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10398 int old_element = Tile[x][y];
10399 int new_element = GetElementFromGroupElement(element);
10400 int previous_move_direction = MovDir[x][y];
10401 int last_ce_value = CustomValue[x][y];
10402 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10403 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10404 boolean add_player_onto_element = (new_element_is_player &&
10405 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10406 IS_WALKABLE(old_element));
10408 if (!add_player_onto_element)
10410 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10411 RemoveMovingField(x, y);
10415 Tile[x][y] = new_element;
10417 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10418 MovDir[x][y] = previous_move_direction;
10420 if (element_info[new_element].use_last_ce_value)
10421 CustomValue[x][y] = last_ce_value;
10423 InitField_WithBug1(x, y, FALSE);
10425 new_element = Tile[x][y]; // element may have changed
10427 ResetGfxAnimation(x, y);
10428 ResetRandomAnimationValue(x, y);
10430 TEST_DrawLevelField(x, y);
10432 if (GFX_CRUMBLED(new_element))
10433 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10436 // check if element under the player changes from accessible to unaccessible
10437 // (needed for special case of dropping element which then changes)
10438 // (must be checked after creating new element for walkable group elements)
10439 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10440 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10447 // "ChangeCount" not set yet to allow "entered by player" change one time
10448 if (new_element_is_player)
10449 RelocatePlayer(x, y, new_element);
10452 ChangeCount[x][y]++; // count number of changes in the same frame
10454 TestIfBadThingTouchesPlayer(x, y);
10455 TestIfPlayerTouchesCustomElement(x, y);
10456 TestIfElementTouchesCustomElement(x, y);
10459 static void CreateField(int x, int y, int element)
10461 CreateFieldExt(x, y, element, FALSE);
10464 static void CreateElementFromChange(int x, int y, int element)
10466 element = GET_VALID_RUNTIME_ELEMENT(element);
10468 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10470 int old_element = Tile[x][y];
10472 // prevent changed element from moving in same engine frame
10473 // unless both old and new element can either fall or move
10474 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10475 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10479 CreateFieldExt(x, y, element, TRUE);
10482 static boolean ChangeElement(int x, int y, int element, int page)
10484 struct ElementInfo *ei = &element_info[element];
10485 struct ElementChangeInfo *change = &ei->change_page[page];
10486 int ce_value = CustomValue[x][y];
10487 int ce_score = ei->collect_score;
10488 int target_element;
10489 int old_element = Tile[x][y];
10491 // always use default change event to prevent running into a loop
10492 if (ChangeEvent[x][y] == -1)
10493 ChangeEvent[x][y] = CE_DELAY;
10495 if (ChangeEvent[x][y] == CE_DELAY)
10497 // reset actual trigger element, trigger player and action element
10498 change->actual_trigger_element = EL_EMPTY;
10499 change->actual_trigger_player = EL_EMPTY;
10500 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10501 change->actual_trigger_side = CH_SIDE_NONE;
10502 change->actual_trigger_ce_value = 0;
10503 change->actual_trigger_ce_score = 0;
10506 // do not change elements more than a specified maximum number of changes
10507 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10510 ChangeCount[x][y]++; // count number of changes in the same frame
10512 if (change->explode)
10519 if (change->use_target_content)
10521 boolean complete_replace = TRUE;
10522 boolean can_replace[3][3];
10525 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10528 boolean is_walkable;
10529 boolean is_diggable;
10530 boolean is_collectible;
10531 boolean is_removable;
10532 boolean is_destructible;
10533 int ex = x + xx - 1;
10534 int ey = y + yy - 1;
10535 int content_element = change->target_content.e[xx][yy];
10538 can_replace[xx][yy] = TRUE;
10540 if (ex == x && ey == y) // do not check changing element itself
10543 if (content_element == EL_EMPTY_SPACE)
10545 can_replace[xx][yy] = FALSE; // do not replace border with space
10550 if (!IN_LEV_FIELD(ex, ey))
10552 can_replace[xx][yy] = FALSE;
10553 complete_replace = FALSE;
10560 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10561 e = MovingOrBlocked2Element(ex, ey);
10563 is_empty = (IS_FREE(ex, ey) ||
10564 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10566 is_walkable = (is_empty || IS_WALKABLE(e));
10567 is_diggable = (is_empty || IS_DIGGABLE(e));
10568 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10569 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10570 is_removable = (is_diggable || is_collectible);
10572 can_replace[xx][yy] =
10573 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10574 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10575 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10576 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10577 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10578 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10579 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10581 if (!can_replace[xx][yy])
10582 complete_replace = FALSE;
10585 if (!change->only_if_complete || complete_replace)
10587 boolean something_has_changed = FALSE;
10589 if (change->only_if_complete && change->use_random_replace &&
10590 RND(100) < change->random_percentage)
10593 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10595 int ex = x + xx - 1;
10596 int ey = y + yy - 1;
10597 int content_element;
10599 if (can_replace[xx][yy] && (!change->use_random_replace ||
10600 RND(100) < change->random_percentage))
10602 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10603 RemoveMovingField(ex, ey);
10605 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10607 content_element = change->target_content.e[xx][yy];
10608 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10609 ce_value, ce_score);
10611 CreateElementFromChange(ex, ey, target_element);
10613 something_has_changed = TRUE;
10615 // for symmetry reasons, freeze newly created border elements
10616 if (ex != x || ey != y)
10617 Stop[ex][ey] = TRUE; // no more moving in this frame
10621 if (something_has_changed)
10623 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10624 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10630 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10631 ce_value, ce_score);
10633 if (element == EL_DIAGONAL_GROWING ||
10634 element == EL_DIAGONAL_SHRINKING)
10636 target_element = Store[x][y];
10638 Store[x][y] = EL_EMPTY;
10641 CreateElementFromChange(x, y, target_element);
10643 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10644 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10647 // this uses direct change before indirect change
10648 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10653 static void HandleElementChange(int x, int y, int page)
10655 int element = MovingOrBlocked2Element(x, y);
10656 struct ElementInfo *ei = &element_info[element];
10657 struct ElementChangeInfo *change = &ei->change_page[page];
10658 boolean handle_action_before_change = FALSE;
10661 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10662 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10664 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10665 x, y, element, element_info[element].token_name);
10666 Debug("game:playing:HandleElementChange", "This should never happen!");
10670 // this can happen with classic bombs on walkable, changing elements
10671 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10676 if (ChangeDelay[x][y] == 0) // initialize element change
10678 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10680 if (change->can_change)
10682 // !!! not clear why graphic animation should be reset at all here !!!
10683 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10684 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10687 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10689 When using an animation frame delay of 1 (this only happens with
10690 "sp_zonk.moving.left/right" in the classic graphics), the default
10691 (non-moving) animation shows wrong animation frames (while the
10692 moving animation, like "sp_zonk.moving.left/right", is correct,
10693 so this graphical bug never shows up with the classic graphics).
10694 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10695 be drawn instead of the correct frames 0,1,2,3. This is caused by
10696 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10697 an element change: First when the change delay ("ChangeDelay[][]")
10698 counter has reached zero after decrementing, then a second time in
10699 the next frame (after "GfxFrame[][]" was already incremented) when
10700 "ChangeDelay[][]" is reset to the initial delay value again.
10702 This causes frame 0 to be drawn twice, while the last frame won't
10703 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10705 As some animations may already be cleverly designed around this bug
10706 (at least the "Snake Bite" snake tail animation does this), it cannot
10707 simply be fixed here without breaking such existing animations.
10708 Unfortunately, it cannot easily be detected if a graphics set was
10709 designed "before" or "after" the bug was fixed. As a workaround,
10710 a new graphics set option "game.graphics_engine_version" was added
10711 to be able to specify the game's major release version for which the
10712 graphics set was designed, which can then be used to decide if the
10713 bugfix should be used (version 4 and above) or not (version 3 or
10714 below, or if no version was specified at all, as with old sets).
10716 (The wrong/fixed animation frames can be tested with the test level set
10717 "test_gfxframe" and level "000", which contains a specially prepared
10718 custom element at level position (x/y) == (11/9) which uses the zonk
10719 animation mentioned above. Using "game.graphics_engine_version: 4"
10720 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10721 This can also be seen from the debug output for this test element.)
10724 // when a custom element is about to change (for example by change delay),
10725 // do not reset graphic animation when the custom element is moving
10726 if (game.graphics_engine_version < 4 &&
10729 ResetGfxAnimation(x, y);
10730 ResetRandomAnimationValue(x, y);
10733 if (change->pre_change_function)
10734 change->pre_change_function(x, y);
10738 ChangeDelay[x][y]--;
10740 if (ChangeDelay[x][y] != 0) // continue element change
10742 if (change->can_change)
10744 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10746 if (IS_ANIMATED(graphic))
10747 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10749 if (change->change_function)
10750 change->change_function(x, y);
10753 else // finish element change
10755 if (ChangePage[x][y] != -1) // remember page from delayed change
10757 page = ChangePage[x][y];
10758 ChangePage[x][y] = -1;
10760 change = &ei->change_page[page];
10763 if (IS_MOVING(x, y)) // never change a running system ;-)
10765 ChangeDelay[x][y] = 1; // try change after next move step
10766 ChangePage[x][y] = page; // remember page to use for change
10771 // special case: set new level random seed before changing element
10772 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10773 handle_action_before_change = TRUE;
10775 if (change->has_action && handle_action_before_change)
10776 ExecuteCustomElementAction(x, y, element, page);
10778 if (change->can_change)
10780 if (ChangeElement(x, y, element, page))
10782 if (change->post_change_function)
10783 change->post_change_function(x, y);
10787 if (change->has_action && !handle_action_before_change)
10788 ExecuteCustomElementAction(x, y, element, page);
10792 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10793 int trigger_element,
10795 int trigger_player,
10799 boolean change_done_any = FALSE;
10800 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10803 if (!(trigger_events[trigger_element][trigger_event]))
10806 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10808 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10810 int element = EL_CUSTOM_START + i;
10811 boolean change_done = FALSE;
10814 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10815 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10818 for (p = 0; p < element_info[element].num_change_pages; p++)
10820 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10822 if (change->can_change_or_has_action &&
10823 change->has_event[trigger_event] &&
10824 change->trigger_side & trigger_side &&
10825 change->trigger_player & trigger_player &&
10826 change->trigger_page & trigger_page_bits &&
10827 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10829 change->actual_trigger_element = trigger_element;
10830 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10831 change->actual_trigger_player_bits = trigger_player;
10832 change->actual_trigger_side = trigger_side;
10833 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10834 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10836 if ((change->can_change && !change_done) || change->has_action)
10840 SCAN_PLAYFIELD(x, y)
10842 if (Tile[x][y] == element)
10844 if (change->can_change && !change_done)
10846 // if element already changed in this frame, not only prevent
10847 // another element change (checked in ChangeElement()), but
10848 // also prevent additional element actions for this element
10850 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10851 !level.use_action_after_change_bug)
10854 ChangeDelay[x][y] = 1;
10855 ChangeEvent[x][y] = trigger_event;
10857 HandleElementChange(x, y, p);
10859 else if (change->has_action)
10861 // if element already changed in this frame, not only prevent
10862 // another element change (checked in ChangeElement()), but
10863 // also prevent additional element actions for this element
10865 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10866 !level.use_action_after_change_bug)
10869 ExecuteCustomElementAction(x, y, element, p);
10870 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10875 if (change->can_change)
10877 change_done = TRUE;
10878 change_done_any = TRUE;
10885 RECURSION_LOOP_DETECTION_END();
10887 return change_done_any;
10890 static boolean CheckElementChangeExt(int x, int y,
10892 int trigger_element,
10894 int trigger_player,
10897 boolean change_done = FALSE;
10900 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10901 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10904 if (Tile[x][y] == EL_BLOCKED)
10906 Blocked2Moving(x, y, &x, &y);
10907 element = Tile[x][y];
10910 // check if element has already changed or is about to change after moving
10911 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10912 Tile[x][y] != element) ||
10914 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10915 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10916 ChangePage[x][y] != -1)))
10919 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10921 for (p = 0; p < element_info[element].num_change_pages; p++)
10923 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10925 /* check trigger element for all events where the element that is checked
10926 for changing interacts with a directly adjacent element -- this is
10927 different to element changes that affect other elements to change on the
10928 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10929 boolean check_trigger_element =
10930 (trigger_event == CE_TOUCHING_X ||
10931 trigger_event == CE_HITTING_X ||
10932 trigger_event == CE_HIT_BY_X ||
10933 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10935 if (change->can_change_or_has_action &&
10936 change->has_event[trigger_event] &&
10937 change->trigger_side & trigger_side &&
10938 change->trigger_player & trigger_player &&
10939 (!check_trigger_element ||
10940 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10942 change->actual_trigger_element = trigger_element;
10943 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10944 change->actual_trigger_player_bits = trigger_player;
10945 change->actual_trigger_side = trigger_side;
10946 change->actual_trigger_ce_value = CustomValue[x][y];
10947 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10949 // special case: trigger element not at (x,y) position for some events
10950 if (check_trigger_element)
10962 { 0, 0 }, { 0, 0 }, { 0, 0 },
10966 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10967 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10969 change->actual_trigger_ce_value = CustomValue[xx][yy];
10970 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10973 if (change->can_change && !change_done)
10975 ChangeDelay[x][y] = 1;
10976 ChangeEvent[x][y] = trigger_event;
10978 HandleElementChange(x, y, p);
10980 change_done = TRUE;
10982 else if (change->has_action)
10984 ExecuteCustomElementAction(x, y, element, p);
10985 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10990 RECURSION_LOOP_DETECTION_END();
10992 return change_done;
10995 static void PlayPlayerSound(struct PlayerInfo *player)
10997 int jx = player->jx, jy = player->jy;
10998 int sound_element = player->artwork_element;
10999 int last_action = player->last_action_waiting;
11000 int action = player->action_waiting;
11002 if (player->is_waiting)
11004 if (action != last_action)
11005 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11007 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11011 if (action != last_action)
11012 StopSound(element_info[sound_element].sound[last_action]);
11014 if (last_action == ACTION_SLEEPING)
11015 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11019 static void PlayAllPlayersSound(void)
11023 for (i = 0; i < MAX_PLAYERS; i++)
11024 if (stored_player[i].active)
11025 PlayPlayerSound(&stored_player[i]);
11028 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11030 boolean last_waiting = player->is_waiting;
11031 int move_dir = player->MovDir;
11033 player->dir_waiting = move_dir;
11034 player->last_action_waiting = player->action_waiting;
11038 if (!last_waiting) // not waiting -> waiting
11040 player->is_waiting = TRUE;
11042 player->frame_counter_bored =
11044 game.player_boring_delay_fixed +
11045 GetSimpleRandom(game.player_boring_delay_random);
11046 player->frame_counter_sleeping =
11048 game.player_sleeping_delay_fixed +
11049 GetSimpleRandom(game.player_sleeping_delay_random);
11051 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11054 if (game.player_sleeping_delay_fixed +
11055 game.player_sleeping_delay_random > 0 &&
11056 player->anim_delay_counter == 0 &&
11057 player->post_delay_counter == 0 &&
11058 FrameCounter >= player->frame_counter_sleeping)
11059 player->is_sleeping = TRUE;
11060 else if (game.player_boring_delay_fixed +
11061 game.player_boring_delay_random > 0 &&
11062 FrameCounter >= player->frame_counter_bored)
11063 player->is_bored = TRUE;
11065 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11066 player->is_bored ? ACTION_BORING :
11069 if (player->is_sleeping && player->use_murphy)
11071 // special case for sleeping Murphy when leaning against non-free tile
11073 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11074 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11075 !IS_MOVING(player->jx - 1, player->jy)))
11076 move_dir = MV_LEFT;
11077 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11078 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11079 !IS_MOVING(player->jx + 1, player->jy)))
11080 move_dir = MV_RIGHT;
11082 player->is_sleeping = FALSE;
11084 player->dir_waiting = move_dir;
11087 if (player->is_sleeping)
11089 if (player->num_special_action_sleeping > 0)
11091 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11093 int last_special_action = player->special_action_sleeping;
11094 int num_special_action = player->num_special_action_sleeping;
11095 int special_action =
11096 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11097 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11098 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11099 last_special_action + 1 : ACTION_SLEEPING);
11100 int special_graphic =
11101 el_act_dir2img(player->artwork_element, special_action, move_dir);
11103 player->anim_delay_counter =
11104 graphic_info[special_graphic].anim_delay_fixed +
11105 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11106 player->post_delay_counter =
11107 graphic_info[special_graphic].post_delay_fixed +
11108 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11110 player->special_action_sleeping = special_action;
11113 if (player->anim_delay_counter > 0)
11115 player->action_waiting = player->special_action_sleeping;
11116 player->anim_delay_counter--;
11118 else if (player->post_delay_counter > 0)
11120 player->post_delay_counter--;
11124 else if (player->is_bored)
11126 if (player->num_special_action_bored > 0)
11128 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11130 int special_action =
11131 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11132 int special_graphic =
11133 el_act_dir2img(player->artwork_element, special_action, move_dir);
11135 player->anim_delay_counter =
11136 graphic_info[special_graphic].anim_delay_fixed +
11137 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11138 player->post_delay_counter =
11139 graphic_info[special_graphic].post_delay_fixed +
11140 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11142 player->special_action_bored = special_action;
11145 if (player->anim_delay_counter > 0)
11147 player->action_waiting = player->special_action_bored;
11148 player->anim_delay_counter--;
11150 else if (player->post_delay_counter > 0)
11152 player->post_delay_counter--;
11157 else if (last_waiting) // waiting -> not waiting
11159 player->is_waiting = FALSE;
11160 player->is_bored = FALSE;
11161 player->is_sleeping = FALSE;
11163 player->frame_counter_bored = -1;
11164 player->frame_counter_sleeping = -1;
11166 player->anim_delay_counter = 0;
11167 player->post_delay_counter = 0;
11169 player->dir_waiting = player->MovDir;
11170 player->action_waiting = ACTION_DEFAULT;
11172 player->special_action_bored = ACTION_DEFAULT;
11173 player->special_action_sleeping = ACTION_DEFAULT;
11177 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11179 if ((!player->is_moving && player->was_moving) ||
11180 (player->MovPos == 0 && player->was_moving) ||
11181 (player->is_snapping && !player->was_snapping) ||
11182 (player->is_dropping && !player->was_dropping))
11184 if (!CheckSaveEngineSnapshotToList())
11187 player->was_moving = FALSE;
11188 player->was_snapping = TRUE;
11189 player->was_dropping = TRUE;
11193 if (player->is_moving)
11194 player->was_moving = TRUE;
11196 if (!player->is_snapping)
11197 player->was_snapping = FALSE;
11199 if (!player->is_dropping)
11200 player->was_dropping = FALSE;
11204 static void CheckSingleStepMode(struct PlayerInfo *player)
11206 if (tape.single_step && tape.recording && !tape.pausing)
11208 /* as it is called "single step mode", just return to pause mode when the
11209 player stopped moving after one tile (or never starts moving at all) */
11210 if (!player->is_moving &&
11211 !player->is_pushing &&
11212 !player->is_dropping_pressed)
11213 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11216 CheckSaveEngineSnapshot(player);
11219 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11221 int left = player_action & JOY_LEFT;
11222 int right = player_action & JOY_RIGHT;
11223 int up = player_action & JOY_UP;
11224 int down = player_action & JOY_DOWN;
11225 int button1 = player_action & JOY_BUTTON_1;
11226 int button2 = player_action & JOY_BUTTON_2;
11227 int dx = (left ? -1 : right ? 1 : 0);
11228 int dy = (up ? -1 : down ? 1 : 0);
11230 if (!player->active || tape.pausing)
11236 SnapField(player, dx, dy);
11240 DropElement(player);
11242 MovePlayer(player, dx, dy);
11245 CheckSingleStepMode(player);
11247 SetPlayerWaiting(player, FALSE);
11249 return player_action;
11253 // no actions for this player (no input at player's configured device)
11255 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11256 SnapField(player, 0, 0);
11257 CheckGravityMovementWhenNotMoving(player);
11259 if (player->MovPos == 0)
11260 SetPlayerWaiting(player, TRUE);
11262 if (player->MovPos == 0) // needed for tape.playing
11263 player->is_moving = FALSE;
11265 player->is_dropping = FALSE;
11266 player->is_dropping_pressed = FALSE;
11267 player->drop_pressed_delay = 0;
11269 CheckSingleStepMode(player);
11275 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11278 if (!tape.use_mouse_actions)
11281 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11282 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11283 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11286 static void SetTapeActionFromMouseAction(byte *tape_action,
11287 struct MouseActionInfo *mouse_action)
11289 if (!tape.use_mouse_actions)
11292 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11293 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11294 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11297 static void CheckLevelSolved(void)
11299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11301 if (game_em.level_solved &&
11302 !game_em.game_over) // game won
11306 game_em.game_over = TRUE;
11308 game.all_players_gone = TRUE;
11311 if (game_em.game_over) // game lost
11312 game.all_players_gone = TRUE;
11314 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11316 if (game_sp.level_solved &&
11317 !game_sp.game_over) // game won
11321 game_sp.game_over = TRUE;
11323 game.all_players_gone = TRUE;
11326 if (game_sp.game_over) // game lost
11327 game.all_players_gone = TRUE;
11329 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11331 if (game_mm.level_solved &&
11332 !game_mm.game_over) // game won
11336 game_mm.game_over = TRUE;
11338 game.all_players_gone = TRUE;
11341 if (game_mm.game_over) // game lost
11342 game.all_players_gone = TRUE;
11346 static void CheckLevelTime(void)
11350 if (TimeFrames >= FRAMES_PER_SECOND)
11355 for (i = 0; i < MAX_PLAYERS; i++)
11357 struct PlayerInfo *player = &stored_player[i];
11359 if (SHIELD_ON(player))
11361 player->shield_normal_time_left--;
11363 if (player->shield_deadly_time_left > 0)
11364 player->shield_deadly_time_left--;
11368 if (!game.LevelSolved && !level.use_step_counter)
11376 if (TimeLeft <= 10 && setup.time_limit)
11377 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11379 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11380 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11382 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11384 if (!TimeLeft && setup.time_limit)
11386 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11387 game_em.lev->killed_out_of_time = TRUE;
11389 for (i = 0; i < MAX_PLAYERS; i++)
11390 KillPlayer(&stored_player[i]);
11393 else if (game.no_time_limit && !game.all_players_gone)
11395 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11398 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11401 if (tape.recording || tape.playing)
11402 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11405 if (tape.recording || tape.playing)
11406 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11408 UpdateAndDisplayGameControlValues();
11411 void AdvanceFrameAndPlayerCounters(int player_nr)
11415 // advance frame counters (global frame counter and time frame counter)
11419 // advance player counters (counters for move delay, move animation etc.)
11420 for (i = 0; i < MAX_PLAYERS; i++)
11422 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11423 int move_delay_value = stored_player[i].move_delay_value;
11424 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11426 if (!advance_player_counters) // not all players may be affected
11429 if (move_frames == 0) // less than one move per game frame
11431 int stepsize = TILEX / move_delay_value;
11432 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11433 int count = (stored_player[i].is_moving ?
11434 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11436 if (count % delay == 0)
11440 stored_player[i].Frame += move_frames;
11442 if (stored_player[i].MovPos != 0)
11443 stored_player[i].StepFrame += move_frames;
11445 if (stored_player[i].move_delay > 0)
11446 stored_player[i].move_delay--;
11448 // due to bugs in previous versions, counter must count up, not down
11449 if (stored_player[i].push_delay != -1)
11450 stored_player[i].push_delay++;
11452 if (stored_player[i].drop_delay > 0)
11453 stored_player[i].drop_delay--;
11455 if (stored_player[i].is_dropping_pressed)
11456 stored_player[i].drop_pressed_delay++;
11460 void StartGameActions(boolean init_network_game, boolean record_tape,
11463 unsigned int new_random_seed = InitRND(random_seed);
11466 TapeStartRecording(new_random_seed);
11468 if (init_network_game)
11470 SendToServer_LevelFile();
11471 SendToServer_StartPlaying();
11479 static void GameActionsExt(void)
11482 static unsigned int game_frame_delay = 0;
11484 unsigned int game_frame_delay_value;
11485 byte *recorded_player_action;
11486 byte summarized_player_action = 0;
11487 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11490 // detect endless loops, caused by custom element programming
11491 if (recursion_loop_detected && recursion_loop_depth == 0)
11493 char *message = getStringCat3("Internal Error! Element ",
11494 EL_NAME(recursion_loop_element),
11495 " caused endless loop! Quit the game?");
11497 Warn("element '%s' caused endless loop in game engine",
11498 EL_NAME(recursion_loop_element));
11500 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11502 recursion_loop_detected = FALSE; // if game should be continued
11509 if (game.restart_level)
11510 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11512 CheckLevelSolved();
11514 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11517 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11520 if (game_status != GAME_MODE_PLAYING) // status might have changed
11523 game_frame_delay_value =
11524 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11526 if (tape.playing && tape.warp_forward && !tape.pausing)
11527 game_frame_delay_value = 0;
11529 SetVideoFrameDelay(game_frame_delay_value);
11531 // (de)activate virtual buttons depending on current game status
11532 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11534 if (game.all_players_gone) // if no players there to be controlled anymore
11535 SetOverlayActive(FALSE);
11536 else if (!tape.playing) // if game continues after tape stopped playing
11537 SetOverlayActive(TRUE);
11542 // ---------- main game synchronization point ----------
11544 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11546 Debug("game:playing:skip", "skip == %d", skip);
11549 // ---------- main game synchronization point ----------
11551 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11555 if (network_playing && !network_player_action_received)
11557 // try to get network player actions in time
11559 // last chance to get network player actions without main loop delay
11560 HandleNetworking();
11562 // game was quit by network peer
11563 if (game_status != GAME_MODE_PLAYING)
11566 // check if network player actions still missing and game still running
11567 if (!network_player_action_received && !checkGameEnded())
11568 return; // failed to get network player actions in time
11570 // do not yet reset "network_player_action_received" (for tape.pausing)
11576 // at this point we know that we really continue executing the game
11578 network_player_action_received = FALSE;
11580 // when playing tape, read previously recorded player input from tape data
11581 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11583 local_player->effective_mouse_action = local_player->mouse_action;
11585 if (recorded_player_action != NULL)
11586 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11587 recorded_player_action);
11589 // TapePlayAction() may return NULL when toggling to "pause before death"
11593 if (tape.set_centered_player)
11595 game.centered_player_nr_next = tape.centered_player_nr_next;
11596 game.set_centered_player = TRUE;
11599 for (i = 0; i < MAX_PLAYERS; i++)
11601 summarized_player_action |= stored_player[i].action;
11603 if (!network_playing && (game.team_mode || tape.playing))
11604 stored_player[i].effective_action = stored_player[i].action;
11607 if (network_playing && !checkGameEnded())
11608 SendToServer_MovePlayer(summarized_player_action);
11610 // summarize all actions at local players mapped input device position
11611 // (this allows using different input devices in single player mode)
11612 if (!network.enabled && !game.team_mode)
11613 stored_player[map_player_action[local_player->index_nr]].effective_action =
11614 summarized_player_action;
11616 // summarize all actions at centered player in local team mode
11617 if (tape.recording &&
11618 setup.team_mode && !network.enabled &&
11619 setup.input_on_focus &&
11620 game.centered_player_nr != -1)
11622 for (i = 0; i < MAX_PLAYERS; i++)
11623 stored_player[map_player_action[i]].effective_action =
11624 (i == game.centered_player_nr ? summarized_player_action : 0);
11627 if (recorded_player_action != NULL)
11628 for (i = 0; i < MAX_PLAYERS; i++)
11629 stored_player[i].effective_action = recorded_player_action[i];
11631 for (i = 0; i < MAX_PLAYERS; i++)
11633 tape_action[i] = stored_player[i].effective_action;
11635 /* (this may happen in the RND game engine if a player was not present on
11636 the playfield on level start, but appeared later from a custom element */
11637 if (setup.team_mode &&
11640 !tape.player_participates[i])
11641 tape.player_participates[i] = TRUE;
11644 SetTapeActionFromMouseAction(tape_action,
11645 &local_player->effective_mouse_action);
11647 // only record actions from input devices, but not programmed actions
11648 if (tape.recording)
11649 TapeRecordAction(tape_action);
11651 // remember if game was played (especially after tape stopped playing)
11652 if (!tape.playing && summarized_player_action)
11653 game.GamePlayed = TRUE;
11655 #if USE_NEW_PLAYER_ASSIGNMENTS
11656 // !!! also map player actions in single player mode !!!
11657 // if (game.team_mode)
11660 byte mapped_action[MAX_PLAYERS];
11662 #if DEBUG_PLAYER_ACTIONS
11664 for (i = 0; i < MAX_PLAYERS; i++)
11665 Print(" %d, ", stored_player[i].effective_action);
11668 for (i = 0; i < MAX_PLAYERS; i++)
11669 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11671 for (i = 0; i < MAX_PLAYERS; i++)
11672 stored_player[i].effective_action = mapped_action[i];
11674 #if DEBUG_PLAYER_ACTIONS
11676 for (i = 0; i < MAX_PLAYERS; i++)
11677 Print(" %d, ", stored_player[i].effective_action);
11681 #if DEBUG_PLAYER_ACTIONS
11685 for (i = 0; i < MAX_PLAYERS; i++)
11686 Print(" %d, ", stored_player[i].effective_action);
11692 for (i = 0; i < MAX_PLAYERS; i++)
11694 // allow engine snapshot in case of changed movement attempt
11695 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11696 (stored_player[i].effective_action & KEY_MOTION))
11697 game.snapshot.changed_action = TRUE;
11699 // allow engine snapshot in case of snapping/dropping attempt
11700 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11701 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11702 game.snapshot.changed_action = TRUE;
11704 game.snapshot.last_action[i] = stored_player[i].effective_action;
11707 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11709 GameActions_EM_Main();
11711 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11713 GameActions_SP_Main();
11715 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11717 GameActions_MM_Main();
11721 GameActions_RND_Main();
11724 BlitScreenToBitmap(backbuffer);
11726 CheckLevelSolved();
11729 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11731 if (global.show_frames_per_second)
11733 static unsigned int fps_counter = 0;
11734 static int fps_frames = 0;
11735 unsigned int fps_delay_ms = Counter() - fps_counter;
11739 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11741 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11744 fps_counter = Counter();
11746 // always draw FPS to screen after FPS value was updated
11747 redraw_mask |= REDRAW_FPS;
11750 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11751 if (GetDrawDeactivationMask() == REDRAW_NONE)
11752 redraw_mask |= REDRAW_FPS;
11756 static void GameActions_CheckSaveEngineSnapshot(void)
11758 if (!game.snapshot.save_snapshot)
11761 // clear flag for saving snapshot _before_ saving snapshot
11762 game.snapshot.save_snapshot = FALSE;
11764 SaveEngineSnapshotToList();
11767 void GameActions(void)
11771 GameActions_CheckSaveEngineSnapshot();
11774 void GameActions_EM_Main(void)
11776 byte effective_action[MAX_PLAYERS];
11777 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11780 for (i = 0; i < MAX_PLAYERS; i++)
11781 effective_action[i] = stored_player[i].effective_action;
11783 GameActions_EM(effective_action, warp_mode);
11786 void GameActions_SP_Main(void)
11788 byte effective_action[MAX_PLAYERS];
11789 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11792 for (i = 0; i < MAX_PLAYERS; i++)
11793 effective_action[i] = stored_player[i].effective_action;
11795 GameActions_SP(effective_action, warp_mode);
11797 for (i = 0; i < MAX_PLAYERS; i++)
11799 if (stored_player[i].force_dropping)
11800 stored_player[i].action |= KEY_BUTTON_DROP;
11802 stored_player[i].force_dropping = FALSE;
11806 void GameActions_MM_Main(void)
11808 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11810 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11813 void GameActions_RND_Main(void)
11818 void GameActions_RND(void)
11820 static struct MouseActionInfo mouse_action_last = { 0 };
11821 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11822 int magic_wall_x = 0, magic_wall_y = 0;
11823 int i, x, y, element, graphic, last_gfx_frame;
11825 InitPlayfieldScanModeVars();
11827 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11829 SCAN_PLAYFIELD(x, y)
11831 ChangeCount[x][y] = 0;
11832 ChangeEvent[x][y] = -1;
11836 if (game.set_centered_player)
11838 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11840 // switching to "all players" only possible if all players fit to screen
11841 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11843 game.centered_player_nr_next = game.centered_player_nr;
11844 game.set_centered_player = FALSE;
11847 // do not switch focus to non-existing (or non-active) player
11848 if (game.centered_player_nr_next >= 0 &&
11849 !stored_player[game.centered_player_nr_next].active)
11851 game.centered_player_nr_next = game.centered_player_nr;
11852 game.set_centered_player = FALSE;
11856 if (game.set_centered_player &&
11857 ScreenMovPos == 0) // screen currently aligned at tile position
11861 if (game.centered_player_nr_next == -1)
11863 setScreenCenteredToAllPlayers(&sx, &sy);
11867 sx = stored_player[game.centered_player_nr_next].jx;
11868 sy = stored_player[game.centered_player_nr_next].jy;
11871 game.centered_player_nr = game.centered_player_nr_next;
11872 game.set_centered_player = FALSE;
11874 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11875 DrawGameDoorValues();
11878 for (i = 0; i < MAX_PLAYERS; i++)
11880 int actual_player_action = stored_player[i].effective_action;
11883 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11884 - rnd_equinox_tetrachloride 048
11885 - rnd_equinox_tetrachloride_ii 096
11886 - rnd_emanuel_schmieg 002
11887 - doctor_sloan_ww 001, 020
11889 if (stored_player[i].MovPos == 0)
11890 CheckGravityMovement(&stored_player[i]);
11893 // overwrite programmed action with tape action
11894 if (stored_player[i].programmed_action)
11895 actual_player_action = stored_player[i].programmed_action;
11897 PlayerActions(&stored_player[i], actual_player_action);
11899 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11902 ScrollScreen(NULL, SCROLL_GO_ON);
11904 /* for backwards compatibility, the following code emulates a fixed bug that
11905 occured when pushing elements (causing elements that just made their last
11906 pushing step to already (if possible) make their first falling step in the
11907 same game frame, which is bad); this code is also needed to use the famous
11908 "spring push bug" which is used in older levels and might be wanted to be
11909 used also in newer levels, but in this case the buggy pushing code is only
11910 affecting the "spring" element and no other elements */
11912 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11914 for (i = 0; i < MAX_PLAYERS; i++)
11916 struct PlayerInfo *player = &stored_player[i];
11917 int x = player->jx;
11918 int y = player->jy;
11920 if (player->active && player->is_pushing && player->is_moving &&
11922 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11923 Tile[x][y] == EL_SPRING))
11925 ContinueMoving(x, y);
11927 // continue moving after pushing (this is actually a bug)
11928 if (!IS_MOVING(x, y))
11929 Stop[x][y] = FALSE;
11934 SCAN_PLAYFIELD(x, y)
11936 Last[x][y] = Tile[x][y];
11938 ChangeCount[x][y] = 0;
11939 ChangeEvent[x][y] = -1;
11941 // this must be handled before main playfield loop
11942 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
11945 if (MovDelay[x][y] <= 0)
11949 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
11952 if (MovDelay[x][y] <= 0)
11955 TEST_DrawLevelField(x, y);
11957 TestIfElementTouchesCustomElement(x, y); // for empty space
11962 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11964 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
11966 Debug("game:playing:GameActions_RND", "This should never happen!");
11968 ChangePage[x][y] = -1;
11972 Stop[x][y] = FALSE;
11973 if (WasJustMoving[x][y] > 0)
11974 WasJustMoving[x][y]--;
11975 if (WasJustFalling[x][y] > 0)
11976 WasJustFalling[x][y]--;
11977 if (CheckCollision[x][y] > 0)
11978 CheckCollision[x][y]--;
11979 if (CheckImpact[x][y] > 0)
11980 CheckImpact[x][y]--;
11984 /* reset finished pushing action (not done in ContinueMoving() to allow
11985 continuous pushing animation for elements with zero push delay) */
11986 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11988 ResetGfxAnimation(x, y);
11989 TEST_DrawLevelField(x, y);
11993 if (IS_BLOCKED(x, y))
11997 Blocked2Moving(x, y, &oldx, &oldy);
11998 if (!IS_MOVING(oldx, oldy))
12000 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12001 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12002 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12003 Debug("game:playing:GameActions_RND", "This should never happen!");
12009 if (mouse_action.button)
12011 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12013 x = mouse_action.lx;
12014 y = mouse_action.ly;
12015 element = Tile[x][y];
12019 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12020 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12023 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12024 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12027 SCAN_PLAYFIELD(x, y)
12029 element = Tile[x][y];
12030 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12031 last_gfx_frame = GfxFrame[x][y];
12033 ResetGfxFrame(x, y);
12035 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12036 DrawLevelGraphicAnimation(x, y, graphic);
12038 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12039 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12040 ResetRandomAnimationValue(x, y);
12042 SetRandomAnimationValue(x, y);
12044 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12046 if (IS_INACTIVE(element))
12048 if (IS_ANIMATED(graphic))
12049 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12054 // this may take place after moving, so 'element' may have changed
12055 if (IS_CHANGING(x, y) &&
12056 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12058 int page = element_info[element].event_page_nr[CE_DELAY];
12060 HandleElementChange(x, y, page);
12062 element = Tile[x][y];
12063 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12066 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12070 element = Tile[x][y];
12071 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12073 if (IS_ANIMATED(graphic) &&
12074 !IS_MOVING(x, y) &&
12076 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12078 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12079 TEST_DrawTwinkleOnField(x, y);
12081 else if (element == EL_ACID)
12084 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12086 else if ((element == EL_EXIT_OPEN ||
12087 element == EL_EM_EXIT_OPEN ||
12088 element == EL_SP_EXIT_OPEN ||
12089 element == EL_STEEL_EXIT_OPEN ||
12090 element == EL_EM_STEEL_EXIT_OPEN ||
12091 element == EL_SP_TERMINAL ||
12092 element == EL_SP_TERMINAL_ACTIVE ||
12093 element == EL_EXTRA_TIME ||
12094 element == EL_SHIELD_NORMAL ||
12095 element == EL_SHIELD_DEADLY) &&
12096 IS_ANIMATED(graphic))
12097 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12098 else if (IS_MOVING(x, y))
12099 ContinueMoving(x, y);
12100 else if (IS_ACTIVE_BOMB(element))
12101 CheckDynamite(x, y);
12102 else if (element == EL_AMOEBA_GROWING)
12103 AmoebaGrowing(x, y);
12104 else if (element == EL_AMOEBA_SHRINKING)
12105 AmoebaShrinking(x, y);
12107 #if !USE_NEW_AMOEBA_CODE
12108 else if (IS_AMOEBALIVE(element))
12109 AmoebaReproduce(x, y);
12112 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12114 else if (element == EL_EXIT_CLOSED)
12116 else if (element == EL_EM_EXIT_CLOSED)
12118 else if (element == EL_STEEL_EXIT_CLOSED)
12119 CheckExitSteel(x, y);
12120 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12121 CheckExitSteelEM(x, y);
12122 else if (element == EL_SP_EXIT_CLOSED)
12124 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12125 element == EL_EXPANDABLE_STEELWALL_GROWING)
12126 MauerWaechst(x, y);
12127 else if (element == EL_EXPANDABLE_WALL ||
12128 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12129 element == EL_EXPANDABLE_WALL_VERTICAL ||
12130 element == EL_EXPANDABLE_WALL_ANY ||
12131 element == EL_BD_EXPANDABLE_WALL)
12132 MauerAbleger(x, y);
12133 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12134 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12135 element == EL_EXPANDABLE_STEELWALL_ANY)
12136 MauerAblegerStahl(x, y);
12137 else if (element == EL_FLAMES)
12138 CheckForDragon(x, y);
12139 else if (element == EL_EXPLOSION)
12140 ; // drawing of correct explosion animation is handled separately
12141 else if (element == EL_ELEMENT_SNAPPING ||
12142 element == EL_DIAGONAL_SHRINKING ||
12143 element == EL_DIAGONAL_GROWING)
12145 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12147 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12149 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12150 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12152 if (IS_BELT_ACTIVE(element))
12153 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12155 if (game.magic_wall_active)
12157 int jx = local_player->jx, jy = local_player->jy;
12159 // play the element sound at the position nearest to the player
12160 if ((element == EL_MAGIC_WALL_FULL ||
12161 element == EL_MAGIC_WALL_ACTIVE ||
12162 element == EL_MAGIC_WALL_EMPTYING ||
12163 element == EL_BD_MAGIC_WALL_FULL ||
12164 element == EL_BD_MAGIC_WALL_ACTIVE ||
12165 element == EL_BD_MAGIC_WALL_EMPTYING ||
12166 element == EL_DC_MAGIC_WALL_FULL ||
12167 element == EL_DC_MAGIC_WALL_ACTIVE ||
12168 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12169 ABS(x - jx) + ABS(y - jy) <
12170 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12178 #if USE_NEW_AMOEBA_CODE
12179 // new experimental amoeba growth stuff
12180 if (!(FrameCounter % 8))
12182 static unsigned int random = 1684108901;
12184 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12186 x = RND(lev_fieldx);
12187 y = RND(lev_fieldy);
12188 element = Tile[x][y];
12190 if (!IS_PLAYER(x,y) &&
12191 (element == EL_EMPTY ||
12192 CAN_GROW_INTO(element) ||
12193 element == EL_QUICKSAND_EMPTY ||
12194 element == EL_QUICKSAND_FAST_EMPTY ||
12195 element == EL_ACID_SPLASH_LEFT ||
12196 element == EL_ACID_SPLASH_RIGHT))
12198 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12199 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12200 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12201 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12202 Tile[x][y] = EL_AMOEBA_DROP;
12205 random = random * 129 + 1;
12210 game.explosions_delayed = FALSE;
12212 SCAN_PLAYFIELD(x, y)
12214 element = Tile[x][y];
12216 if (ExplodeField[x][y])
12217 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12218 else if (element == EL_EXPLOSION)
12219 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12221 ExplodeField[x][y] = EX_TYPE_NONE;
12224 game.explosions_delayed = TRUE;
12226 if (game.magic_wall_active)
12228 if (!(game.magic_wall_time_left % 4))
12230 int element = Tile[magic_wall_x][magic_wall_y];
12232 if (element == EL_BD_MAGIC_WALL_FULL ||
12233 element == EL_BD_MAGIC_WALL_ACTIVE ||
12234 element == EL_BD_MAGIC_WALL_EMPTYING)
12235 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12236 else if (element == EL_DC_MAGIC_WALL_FULL ||
12237 element == EL_DC_MAGIC_WALL_ACTIVE ||
12238 element == EL_DC_MAGIC_WALL_EMPTYING)
12239 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12241 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12244 if (game.magic_wall_time_left > 0)
12246 game.magic_wall_time_left--;
12248 if (!game.magic_wall_time_left)
12250 SCAN_PLAYFIELD(x, y)
12252 element = Tile[x][y];
12254 if (element == EL_MAGIC_WALL_ACTIVE ||
12255 element == EL_MAGIC_WALL_FULL)
12257 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12258 TEST_DrawLevelField(x, y);
12260 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12261 element == EL_BD_MAGIC_WALL_FULL)
12263 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12264 TEST_DrawLevelField(x, y);
12266 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12267 element == EL_DC_MAGIC_WALL_FULL)
12269 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12270 TEST_DrawLevelField(x, y);
12274 game.magic_wall_active = FALSE;
12279 if (game.light_time_left > 0)
12281 game.light_time_left--;
12283 if (game.light_time_left == 0)
12284 RedrawAllLightSwitchesAndInvisibleElements();
12287 if (game.timegate_time_left > 0)
12289 game.timegate_time_left--;
12291 if (game.timegate_time_left == 0)
12292 CloseAllOpenTimegates();
12295 if (game.lenses_time_left > 0)
12297 game.lenses_time_left--;
12299 if (game.lenses_time_left == 0)
12300 RedrawAllInvisibleElementsForLenses();
12303 if (game.magnify_time_left > 0)
12305 game.magnify_time_left--;
12307 if (game.magnify_time_left == 0)
12308 RedrawAllInvisibleElementsForMagnifier();
12311 for (i = 0; i < MAX_PLAYERS; i++)
12313 struct PlayerInfo *player = &stored_player[i];
12315 if (SHIELD_ON(player))
12317 if (player->shield_deadly_time_left)
12318 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12319 else if (player->shield_normal_time_left)
12320 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12324 #if USE_DELAYED_GFX_REDRAW
12325 SCAN_PLAYFIELD(x, y)
12327 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12329 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12330 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12332 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12333 DrawLevelField(x, y);
12335 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12336 DrawLevelFieldCrumbled(x, y);
12338 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12339 DrawLevelFieldCrumbledNeighbours(x, y);
12341 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12342 DrawTwinkleOnField(x, y);
12345 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12350 PlayAllPlayersSound();
12352 for (i = 0; i < MAX_PLAYERS; i++)
12354 struct PlayerInfo *player = &stored_player[i];
12356 if (player->show_envelope != 0 && (!player->active ||
12357 player->MovPos == 0))
12359 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12361 player->show_envelope = 0;
12365 // use random number generator in every frame to make it less predictable
12366 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12369 mouse_action_last = mouse_action;
12372 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12374 int min_x = x, min_y = y, max_x = x, max_y = y;
12377 for (i = 0; i < MAX_PLAYERS; i++)
12379 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12381 if (!stored_player[i].active || &stored_player[i] == player)
12384 min_x = MIN(min_x, jx);
12385 min_y = MIN(min_y, jy);
12386 max_x = MAX(max_x, jx);
12387 max_y = MAX(max_y, jy);
12390 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12393 static boolean AllPlayersInVisibleScreen(void)
12397 for (i = 0; i < MAX_PLAYERS; i++)
12399 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12401 if (!stored_player[i].active)
12404 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12411 void ScrollLevel(int dx, int dy)
12413 int scroll_offset = 2 * TILEX_VAR;
12416 BlitBitmap(drawto_field, drawto_field,
12417 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12418 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12419 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12420 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12421 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12422 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12426 x = (dx == 1 ? BX1 : BX2);
12427 for (y = BY1; y <= BY2; y++)
12428 DrawScreenField(x, y);
12433 y = (dy == 1 ? BY1 : BY2);
12434 for (x = BX1; x <= BX2; x++)
12435 DrawScreenField(x, y);
12438 redraw_mask |= REDRAW_FIELD;
12441 static boolean canFallDown(struct PlayerInfo *player)
12443 int jx = player->jx, jy = player->jy;
12445 return (IN_LEV_FIELD(jx, jy + 1) &&
12446 (IS_FREE(jx, jy + 1) ||
12447 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12448 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12449 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12452 static boolean canPassField(int x, int y, int move_dir)
12454 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12455 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12456 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12457 int nextx = x + dx;
12458 int nexty = y + dy;
12459 int element = Tile[x][y];
12461 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12462 !CAN_MOVE(element) &&
12463 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12464 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12465 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12468 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12470 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12471 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12472 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12476 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12477 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12478 (IS_DIGGABLE(Tile[newx][newy]) ||
12479 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12480 canPassField(newx, newy, move_dir)));
12483 static void CheckGravityMovement(struct PlayerInfo *player)
12485 if (player->gravity && !player->programmed_action)
12487 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12488 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12489 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12490 int jx = player->jx, jy = player->jy;
12491 boolean player_is_moving_to_valid_field =
12492 (!player_is_snapping &&
12493 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12494 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12495 boolean player_can_fall_down = canFallDown(player);
12497 if (player_can_fall_down &&
12498 !player_is_moving_to_valid_field)
12499 player->programmed_action = MV_DOWN;
12503 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12505 return CheckGravityMovement(player);
12507 if (player->gravity && !player->programmed_action)
12509 int jx = player->jx, jy = player->jy;
12510 boolean field_under_player_is_free =
12511 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12512 boolean player_is_standing_on_valid_field =
12513 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12514 (IS_WALKABLE(Tile[jx][jy]) &&
12515 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12517 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12518 player->programmed_action = MV_DOWN;
12523 MovePlayerOneStep()
12524 -----------------------------------------------------------------------------
12525 dx, dy: direction (non-diagonal) to try to move the player to
12526 real_dx, real_dy: direction as read from input device (can be diagonal)
12529 boolean MovePlayerOneStep(struct PlayerInfo *player,
12530 int dx, int dy, int real_dx, int real_dy)
12532 int jx = player->jx, jy = player->jy;
12533 int new_jx = jx + dx, new_jy = jy + dy;
12535 boolean player_can_move = !player->cannot_move;
12537 if (!player->active || (!dx && !dy))
12538 return MP_NO_ACTION;
12540 player->MovDir = (dx < 0 ? MV_LEFT :
12541 dx > 0 ? MV_RIGHT :
12543 dy > 0 ? MV_DOWN : MV_NONE);
12545 if (!IN_LEV_FIELD(new_jx, new_jy))
12546 return MP_NO_ACTION;
12548 if (!player_can_move)
12550 if (player->MovPos == 0)
12552 player->is_moving = FALSE;
12553 player->is_digging = FALSE;
12554 player->is_collecting = FALSE;
12555 player->is_snapping = FALSE;
12556 player->is_pushing = FALSE;
12560 if (!network.enabled && game.centered_player_nr == -1 &&
12561 !AllPlayersInSight(player, new_jx, new_jy))
12562 return MP_NO_ACTION;
12564 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12565 if (can_move != MP_MOVING)
12568 // check if DigField() has caused relocation of the player
12569 if (player->jx != jx || player->jy != jy)
12570 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12572 StorePlayer[jx][jy] = 0;
12573 player->last_jx = jx;
12574 player->last_jy = jy;
12575 player->jx = new_jx;
12576 player->jy = new_jy;
12577 StorePlayer[new_jx][new_jy] = player->element_nr;
12579 if (player->move_delay_value_next != -1)
12581 player->move_delay_value = player->move_delay_value_next;
12582 player->move_delay_value_next = -1;
12586 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12588 player->step_counter++;
12590 PlayerVisit[jx][jy] = FrameCounter;
12592 player->is_moving = TRUE;
12595 // should better be called in MovePlayer(), but this breaks some tapes
12596 ScrollPlayer(player, SCROLL_INIT);
12602 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12604 int jx = player->jx, jy = player->jy;
12605 int old_jx = jx, old_jy = jy;
12606 int moved = MP_NO_ACTION;
12608 if (!player->active)
12613 if (player->MovPos == 0)
12615 player->is_moving = FALSE;
12616 player->is_digging = FALSE;
12617 player->is_collecting = FALSE;
12618 player->is_snapping = FALSE;
12619 player->is_pushing = FALSE;
12625 if (player->move_delay > 0)
12628 player->move_delay = -1; // set to "uninitialized" value
12630 // store if player is automatically moved to next field
12631 player->is_auto_moving = (player->programmed_action != MV_NONE);
12633 // remove the last programmed player action
12634 player->programmed_action = 0;
12636 if (player->MovPos)
12638 // should only happen if pre-1.2 tape recordings are played
12639 // this is only for backward compatibility
12641 int original_move_delay_value = player->move_delay_value;
12644 Debug("game:playing:MovePlayer",
12645 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12649 // scroll remaining steps with finest movement resolution
12650 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12652 while (player->MovPos)
12654 ScrollPlayer(player, SCROLL_GO_ON);
12655 ScrollScreen(NULL, SCROLL_GO_ON);
12657 AdvanceFrameAndPlayerCounters(player->index_nr);
12660 BackToFront_WithFrameDelay(0);
12663 player->move_delay_value = original_move_delay_value;
12666 player->is_active = FALSE;
12668 if (player->last_move_dir & MV_HORIZONTAL)
12670 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12671 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12675 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12676 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12679 if (!moved && !player->is_active)
12681 player->is_moving = FALSE;
12682 player->is_digging = FALSE;
12683 player->is_collecting = FALSE;
12684 player->is_snapping = FALSE;
12685 player->is_pushing = FALSE;
12691 if (moved & MP_MOVING && !ScreenMovPos &&
12692 (player->index_nr == game.centered_player_nr ||
12693 game.centered_player_nr == -1))
12695 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12697 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12699 // actual player has left the screen -- scroll in that direction
12700 if (jx != old_jx) // player has moved horizontally
12701 scroll_x += (jx - old_jx);
12702 else // player has moved vertically
12703 scroll_y += (jy - old_jy);
12707 int offset_raw = game.scroll_delay_value;
12709 if (jx != old_jx) // player has moved horizontally
12711 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12712 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12713 int new_scroll_x = jx - MIDPOSX + offset_x;
12715 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12716 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12717 scroll_x = new_scroll_x;
12719 // don't scroll over playfield boundaries
12720 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12722 // don't scroll more than one field at a time
12723 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12725 // don't scroll against the player's moving direction
12726 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12727 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12728 scroll_x = old_scroll_x;
12730 else // player has moved vertically
12732 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12733 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12734 int new_scroll_y = jy - MIDPOSY + offset_y;
12736 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12737 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12738 scroll_y = new_scroll_y;
12740 // don't scroll over playfield boundaries
12741 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12743 // don't scroll more than one field at a time
12744 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12746 // don't scroll against the player's moving direction
12747 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12748 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12749 scroll_y = old_scroll_y;
12753 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12755 if (!network.enabled && game.centered_player_nr == -1 &&
12756 !AllPlayersInVisibleScreen())
12758 scroll_x = old_scroll_x;
12759 scroll_y = old_scroll_y;
12763 ScrollScreen(player, SCROLL_INIT);
12764 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12769 player->StepFrame = 0;
12771 if (moved & MP_MOVING)
12773 if (old_jx != jx && old_jy == jy)
12774 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12775 else if (old_jx == jx && old_jy != jy)
12776 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12778 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12780 player->last_move_dir = player->MovDir;
12781 player->is_moving = TRUE;
12782 player->is_snapping = FALSE;
12783 player->is_switching = FALSE;
12784 player->is_dropping = FALSE;
12785 player->is_dropping_pressed = FALSE;
12786 player->drop_pressed_delay = 0;
12789 // should better be called here than above, but this breaks some tapes
12790 ScrollPlayer(player, SCROLL_INIT);
12795 CheckGravityMovementWhenNotMoving(player);
12797 player->is_moving = FALSE;
12799 /* at this point, the player is allowed to move, but cannot move right now
12800 (e.g. because of something blocking the way) -- ensure that the player
12801 is also allowed to move in the next frame (in old versions before 3.1.1,
12802 the player was forced to wait again for eight frames before next try) */
12804 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12805 player->move_delay = 0; // allow direct movement in the next frame
12808 if (player->move_delay == -1) // not yet initialized by DigField()
12809 player->move_delay = player->move_delay_value;
12811 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12813 TestIfPlayerTouchesBadThing(jx, jy);
12814 TestIfPlayerTouchesCustomElement(jx, jy);
12817 if (!player->active)
12818 RemovePlayer(player);
12823 void ScrollPlayer(struct PlayerInfo *player, int mode)
12825 int jx = player->jx, jy = player->jy;
12826 int last_jx = player->last_jx, last_jy = player->last_jy;
12827 int move_stepsize = TILEX / player->move_delay_value;
12829 if (!player->active)
12832 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12835 if (mode == SCROLL_INIT)
12837 player->actual_frame_counter = FrameCounter;
12838 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12840 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12841 Tile[last_jx][last_jy] == EL_EMPTY)
12843 int last_field_block_delay = 0; // start with no blocking at all
12844 int block_delay_adjustment = player->block_delay_adjustment;
12846 // if player blocks last field, add delay for exactly one move
12847 if (player->block_last_field)
12849 last_field_block_delay += player->move_delay_value;
12851 // when blocking enabled, prevent moving up despite gravity
12852 if (player->gravity && player->MovDir == MV_UP)
12853 block_delay_adjustment = -1;
12856 // add block delay adjustment (also possible when not blocking)
12857 last_field_block_delay += block_delay_adjustment;
12859 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12860 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12863 if (player->MovPos != 0) // player has not yet reached destination
12866 else if (!FrameReached(&player->actual_frame_counter, 1))
12869 if (player->MovPos != 0)
12871 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12872 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12874 // before DrawPlayer() to draw correct player graphic for this case
12875 if (player->MovPos == 0)
12876 CheckGravityMovement(player);
12879 if (player->MovPos == 0) // player reached destination field
12881 if (player->move_delay_reset_counter > 0)
12883 player->move_delay_reset_counter--;
12885 if (player->move_delay_reset_counter == 0)
12887 // continue with normal speed after quickly moving through gate
12888 HALVE_PLAYER_SPEED(player);
12890 // be able to make the next move without delay
12891 player->move_delay = 0;
12895 player->last_jx = jx;
12896 player->last_jy = jy;
12898 if (Tile[jx][jy] == EL_EXIT_OPEN ||
12899 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
12900 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
12901 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
12902 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12903 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12904 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
12905 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12907 ExitPlayer(player);
12909 if (game.players_still_needed == 0 &&
12910 (game.friends_still_needed == 0 ||
12911 IS_SP_ELEMENT(Tile[jx][jy])))
12915 // this breaks one level: "machine", level 000
12917 int move_direction = player->MovDir;
12918 int enter_side = MV_DIR_OPPOSITE(move_direction);
12919 int leave_side = move_direction;
12920 int old_jx = last_jx;
12921 int old_jy = last_jy;
12922 int old_element = Tile[old_jx][old_jy];
12923 int new_element = Tile[jx][jy];
12925 if (IS_CUSTOM_ELEMENT(old_element))
12926 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12928 player->index_bit, leave_side);
12930 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12931 CE_PLAYER_LEAVES_X,
12932 player->index_bit, leave_side);
12934 if (IS_CUSTOM_ELEMENT(new_element))
12935 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12936 player->index_bit, enter_side);
12938 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12939 CE_PLAYER_ENTERS_X,
12940 player->index_bit, enter_side);
12942 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12943 CE_MOVE_OF_X, move_direction);
12946 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12948 TestIfPlayerTouchesBadThing(jx, jy);
12949 TestIfPlayerTouchesCustomElement(jx, jy);
12951 /* needed because pushed element has not yet reached its destination,
12952 so it would trigger a change event at its previous field location */
12953 if (!player->is_pushing)
12954 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12956 if (!player->active)
12957 RemovePlayer(player);
12960 if (!game.LevelSolved && level.use_step_counter)
12970 if (TimeLeft <= 10 && setup.time_limit)
12971 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12973 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12975 DisplayGameControlValues();
12977 if (!TimeLeft && setup.time_limit)
12978 for (i = 0; i < MAX_PLAYERS; i++)
12979 KillPlayer(&stored_player[i]);
12981 else if (game.no_time_limit && !game.all_players_gone)
12983 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12985 DisplayGameControlValues();
12989 if (tape.single_step && tape.recording && !tape.pausing &&
12990 !player->programmed_action)
12991 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12993 if (!player->programmed_action)
12994 CheckSaveEngineSnapshot(player);
12998 void ScrollScreen(struct PlayerInfo *player, int mode)
13000 static unsigned int screen_frame_counter = 0;
13002 if (mode == SCROLL_INIT)
13004 // set scrolling step size according to actual player's moving speed
13005 ScrollStepSize = TILEX / player->move_delay_value;
13007 screen_frame_counter = FrameCounter;
13008 ScreenMovDir = player->MovDir;
13009 ScreenMovPos = player->MovPos;
13010 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13013 else if (!FrameReached(&screen_frame_counter, 1))
13018 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13019 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13020 redraw_mask |= REDRAW_FIELD;
13023 ScreenMovDir = MV_NONE;
13026 void TestIfPlayerTouchesCustomElement(int x, int y)
13028 static int xy[4][2] =
13035 static int trigger_sides[4][2] =
13037 // center side border side
13038 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13039 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13040 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13041 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13043 static int touch_dir[4] =
13045 MV_LEFT | MV_RIGHT,
13050 int center_element = Tile[x][y]; // should always be non-moving!
13053 for (i = 0; i < NUM_DIRECTIONS; i++)
13055 int xx = x + xy[i][0];
13056 int yy = y + xy[i][1];
13057 int center_side = trigger_sides[i][0];
13058 int border_side = trigger_sides[i][1];
13059 int border_element;
13061 if (!IN_LEV_FIELD(xx, yy))
13064 if (IS_PLAYER(x, y)) // player found at center element
13066 struct PlayerInfo *player = PLAYERINFO(x, y);
13068 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13069 border_element = Tile[xx][yy]; // may be moving!
13070 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13071 border_element = Tile[xx][yy];
13072 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13073 border_element = MovingOrBlocked2Element(xx, yy);
13075 continue; // center and border element do not touch
13077 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13078 player->index_bit, border_side);
13079 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13080 CE_PLAYER_TOUCHES_X,
13081 player->index_bit, border_side);
13084 /* use player element that is initially defined in the level playfield,
13085 not the player element that corresponds to the runtime player number
13086 (example: a level that contains EL_PLAYER_3 as the only player would
13087 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13088 int player_element = PLAYERINFO(x, y)->initial_element;
13090 CheckElementChangeBySide(xx, yy, border_element, player_element,
13091 CE_TOUCHING_X, border_side);
13094 else if (IS_PLAYER(xx, yy)) // player found at border element
13096 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13098 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13100 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13101 continue; // center and border element do not touch
13104 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13105 player->index_bit, center_side);
13106 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13107 CE_PLAYER_TOUCHES_X,
13108 player->index_bit, center_side);
13111 /* use player element that is initially defined in the level playfield,
13112 not the player element that corresponds to the runtime player number
13113 (example: a level that contains EL_PLAYER_3 as the only player would
13114 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13115 int player_element = PLAYERINFO(xx, yy)->initial_element;
13117 CheckElementChangeBySide(x, y, center_element, player_element,
13118 CE_TOUCHING_X, center_side);
13126 void TestIfElementTouchesCustomElement(int x, int y)
13128 static int xy[4][2] =
13135 static int trigger_sides[4][2] =
13137 // center side border side
13138 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13139 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13140 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13141 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13143 static int touch_dir[4] =
13145 MV_LEFT | MV_RIGHT,
13150 boolean change_center_element = FALSE;
13151 int center_element = Tile[x][y]; // should always be non-moving!
13152 int border_element_old[NUM_DIRECTIONS];
13155 for (i = 0; i < NUM_DIRECTIONS; i++)
13157 int xx = x + xy[i][0];
13158 int yy = y + xy[i][1];
13159 int border_element;
13161 border_element_old[i] = -1;
13163 if (!IN_LEV_FIELD(xx, yy))
13166 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13167 border_element = Tile[xx][yy]; // may be moving!
13168 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13169 border_element = Tile[xx][yy];
13170 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13171 border_element = MovingOrBlocked2Element(xx, yy);
13173 continue; // center and border element do not touch
13175 border_element_old[i] = border_element;
13178 for (i = 0; i < NUM_DIRECTIONS; i++)
13180 int xx = x + xy[i][0];
13181 int yy = y + xy[i][1];
13182 int center_side = trigger_sides[i][0];
13183 int border_element = border_element_old[i];
13185 if (border_element == -1)
13188 // check for change of border element
13189 CheckElementChangeBySide(xx, yy, border_element, center_element,
13190 CE_TOUCHING_X, center_side);
13192 // (center element cannot be player, so we dont have to check this here)
13195 for (i = 0; i < NUM_DIRECTIONS; i++)
13197 int xx = x + xy[i][0];
13198 int yy = y + xy[i][1];
13199 int border_side = trigger_sides[i][1];
13200 int border_element = border_element_old[i];
13202 if (border_element == -1)
13205 // check for change of center element (but change it only once)
13206 if (!change_center_element)
13207 change_center_element =
13208 CheckElementChangeBySide(x, y, center_element, border_element,
13209 CE_TOUCHING_X, border_side);
13211 if (IS_PLAYER(xx, yy))
13213 /* use player element that is initially defined in the level playfield,
13214 not the player element that corresponds to the runtime player number
13215 (example: a level that contains EL_PLAYER_3 as the only player would
13216 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13217 int player_element = PLAYERINFO(xx, yy)->initial_element;
13219 CheckElementChangeBySide(x, y, center_element, player_element,
13220 CE_TOUCHING_X, border_side);
13225 void TestIfElementHitsCustomElement(int x, int y, int direction)
13227 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13228 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13229 int hitx = x + dx, hity = y + dy;
13230 int hitting_element = Tile[x][y];
13231 int touched_element;
13233 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13236 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13237 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13239 if (IN_LEV_FIELD(hitx, hity))
13241 int opposite_direction = MV_DIR_OPPOSITE(direction);
13242 int hitting_side = direction;
13243 int touched_side = opposite_direction;
13244 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13245 MovDir[hitx][hity] != direction ||
13246 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13252 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13253 CE_HITTING_X, touched_side);
13255 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13256 CE_HIT_BY_X, hitting_side);
13258 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13259 CE_HIT_BY_SOMETHING, opposite_direction);
13261 if (IS_PLAYER(hitx, hity))
13263 /* use player element that is initially defined in the level playfield,
13264 not the player element that corresponds to the runtime player number
13265 (example: a level that contains EL_PLAYER_3 as the only player would
13266 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13267 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13269 CheckElementChangeBySide(x, y, hitting_element, player_element,
13270 CE_HITTING_X, touched_side);
13275 // "hitting something" is also true when hitting the playfield border
13276 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13277 CE_HITTING_SOMETHING, direction);
13280 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13282 int i, kill_x = -1, kill_y = -1;
13284 int bad_element = -1;
13285 static int test_xy[4][2] =
13292 static int test_dir[4] =
13300 for (i = 0; i < NUM_DIRECTIONS; i++)
13302 int test_x, test_y, test_move_dir, test_element;
13304 test_x = good_x + test_xy[i][0];
13305 test_y = good_y + test_xy[i][1];
13307 if (!IN_LEV_FIELD(test_x, test_y))
13311 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13313 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13315 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13316 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13318 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13319 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13323 bad_element = test_element;
13329 if (kill_x != -1 || kill_y != -1)
13331 if (IS_PLAYER(good_x, good_y))
13333 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13335 if (player->shield_deadly_time_left > 0 &&
13336 !IS_INDESTRUCTIBLE(bad_element))
13337 Bang(kill_x, kill_y);
13338 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13339 KillPlayer(player);
13342 Bang(good_x, good_y);
13346 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13348 int i, kill_x = -1, kill_y = -1;
13349 int bad_element = Tile[bad_x][bad_y];
13350 static int test_xy[4][2] =
13357 static int touch_dir[4] =
13359 MV_LEFT | MV_RIGHT,
13364 static int test_dir[4] =
13372 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13375 for (i = 0; i < NUM_DIRECTIONS; i++)
13377 int test_x, test_y, test_move_dir, test_element;
13379 test_x = bad_x + test_xy[i][0];
13380 test_y = bad_y + test_xy[i][1];
13382 if (!IN_LEV_FIELD(test_x, test_y))
13386 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13388 test_element = Tile[test_x][test_y];
13390 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13391 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13393 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13394 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13396 // good thing is player or penguin that does not move away
13397 if (IS_PLAYER(test_x, test_y))
13399 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13401 if (bad_element == EL_ROBOT && player->is_moving)
13402 continue; // robot does not kill player if he is moving
13404 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13406 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13407 continue; // center and border element do not touch
13415 else if (test_element == EL_PENGUIN)
13425 if (kill_x != -1 || kill_y != -1)
13427 if (IS_PLAYER(kill_x, kill_y))
13429 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13431 if (player->shield_deadly_time_left > 0 &&
13432 !IS_INDESTRUCTIBLE(bad_element))
13433 Bang(bad_x, bad_y);
13434 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13435 KillPlayer(player);
13438 Bang(kill_x, kill_y);
13442 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13444 int bad_element = Tile[bad_x][bad_y];
13445 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13446 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13447 int test_x = bad_x + dx, test_y = bad_y + dy;
13448 int test_move_dir, test_element;
13449 int kill_x = -1, kill_y = -1;
13451 if (!IN_LEV_FIELD(test_x, test_y))
13455 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13457 test_element = Tile[test_x][test_y];
13459 if (test_move_dir != bad_move_dir)
13461 // good thing can be player or penguin that does not move away
13462 if (IS_PLAYER(test_x, test_y))
13464 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13466 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13467 player as being hit when he is moving towards the bad thing, because
13468 the "get hit by" condition would be lost after the player stops) */
13469 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13470 return; // player moves away from bad thing
13475 else if (test_element == EL_PENGUIN)
13482 if (kill_x != -1 || kill_y != -1)
13484 if (IS_PLAYER(kill_x, kill_y))
13486 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13488 if (player->shield_deadly_time_left > 0 &&
13489 !IS_INDESTRUCTIBLE(bad_element))
13490 Bang(bad_x, bad_y);
13491 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13492 KillPlayer(player);
13495 Bang(kill_x, kill_y);
13499 void TestIfPlayerTouchesBadThing(int x, int y)
13501 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13504 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13506 TestIfGoodThingHitsBadThing(x, y, move_dir);
13509 void TestIfBadThingTouchesPlayer(int x, int y)
13511 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13514 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13516 TestIfBadThingHitsGoodThing(x, y, move_dir);
13519 void TestIfFriendTouchesBadThing(int x, int y)
13521 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13524 void TestIfBadThingTouchesFriend(int x, int y)
13526 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13529 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13531 int i, kill_x = bad_x, kill_y = bad_y;
13532 static int xy[4][2] =
13540 for (i = 0; i < NUM_DIRECTIONS; i++)
13544 x = bad_x + xy[i][0];
13545 y = bad_y + xy[i][1];
13546 if (!IN_LEV_FIELD(x, y))
13549 element = Tile[x][y];
13550 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13551 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13559 if (kill_x != bad_x || kill_y != bad_y)
13560 Bang(bad_x, bad_y);
13563 void KillPlayer(struct PlayerInfo *player)
13565 int jx = player->jx, jy = player->jy;
13567 if (!player->active)
13571 Debug("game:playing:KillPlayer",
13572 "0: killed == %d, active == %d, reanimated == %d",
13573 player->killed, player->active, player->reanimated);
13576 /* the following code was introduced to prevent an infinite loop when calling
13578 -> CheckTriggeredElementChangeExt()
13579 -> ExecuteCustomElementAction()
13581 -> (infinitely repeating the above sequence of function calls)
13582 which occurs when killing the player while having a CE with the setting
13583 "kill player X when explosion of <player X>"; the solution using a new
13584 field "player->killed" was chosen for backwards compatibility, although
13585 clever use of the fields "player->active" etc. would probably also work */
13587 if (player->killed)
13591 player->killed = TRUE;
13593 // remove accessible field at the player's position
13594 Tile[jx][jy] = EL_EMPTY;
13596 // deactivate shield (else Bang()/Explode() would not work right)
13597 player->shield_normal_time_left = 0;
13598 player->shield_deadly_time_left = 0;
13601 Debug("game:playing:KillPlayer",
13602 "1: killed == %d, active == %d, reanimated == %d",
13603 player->killed, player->active, player->reanimated);
13609 Debug("game:playing:KillPlayer",
13610 "2: killed == %d, active == %d, reanimated == %d",
13611 player->killed, player->active, player->reanimated);
13614 if (player->reanimated) // killed player may have been reanimated
13615 player->killed = player->reanimated = FALSE;
13617 BuryPlayer(player);
13620 static void KillPlayerUnlessEnemyProtected(int x, int y)
13622 if (!PLAYER_ENEMY_PROTECTED(x, y))
13623 KillPlayer(PLAYERINFO(x, y));
13626 static void KillPlayerUnlessExplosionProtected(int x, int y)
13628 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13629 KillPlayer(PLAYERINFO(x, y));
13632 void BuryPlayer(struct PlayerInfo *player)
13634 int jx = player->jx, jy = player->jy;
13636 if (!player->active)
13639 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13640 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13642 RemovePlayer(player);
13644 player->buried = TRUE;
13646 if (game.all_players_gone)
13647 game.GameOver = TRUE;
13650 void RemovePlayer(struct PlayerInfo *player)
13652 int jx = player->jx, jy = player->jy;
13653 int i, found = FALSE;
13655 player->present = FALSE;
13656 player->active = FALSE;
13658 // required for some CE actions (even if the player is not active anymore)
13659 player->MovPos = 0;
13661 if (!ExplodeField[jx][jy])
13662 StorePlayer[jx][jy] = 0;
13664 if (player->is_moving)
13665 TEST_DrawLevelField(player->last_jx, player->last_jy);
13667 for (i = 0; i < MAX_PLAYERS; i++)
13668 if (stored_player[i].active)
13673 game.all_players_gone = TRUE;
13674 game.GameOver = TRUE;
13677 game.exit_x = game.robot_wheel_x = jx;
13678 game.exit_y = game.robot_wheel_y = jy;
13681 void ExitPlayer(struct PlayerInfo *player)
13683 DrawPlayer(player); // needed here only to cleanup last field
13684 RemovePlayer(player);
13686 if (game.players_still_needed > 0)
13687 game.players_still_needed--;
13690 static void setFieldForSnapping(int x, int y, int element, int direction)
13692 struct ElementInfo *ei = &element_info[element];
13693 int direction_bit = MV_DIR_TO_BIT(direction);
13694 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13695 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13696 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13698 Tile[x][y] = EL_ELEMENT_SNAPPING;
13699 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13701 ResetGfxAnimation(x, y);
13703 GfxElement[x][y] = element;
13704 GfxAction[x][y] = action;
13705 GfxDir[x][y] = direction;
13706 GfxFrame[x][y] = -1;
13710 =============================================================================
13711 checkDiagonalPushing()
13712 -----------------------------------------------------------------------------
13713 check if diagonal input device direction results in pushing of object
13714 (by checking if the alternative direction is walkable, diggable, ...)
13715 =============================================================================
13718 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13719 int x, int y, int real_dx, int real_dy)
13721 int jx, jy, dx, dy, xx, yy;
13723 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13726 // diagonal direction: check alternative direction
13731 xx = jx + (dx == 0 ? real_dx : 0);
13732 yy = jy + (dy == 0 ? real_dy : 0);
13734 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13738 =============================================================================
13740 -----------------------------------------------------------------------------
13741 x, y: field next to player (non-diagonal) to try to dig to
13742 real_dx, real_dy: direction as read from input device (can be diagonal)
13743 =============================================================================
13746 static int DigField(struct PlayerInfo *player,
13747 int oldx, int oldy, int x, int y,
13748 int real_dx, int real_dy, int mode)
13750 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13751 boolean player_was_pushing = player->is_pushing;
13752 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13753 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13754 int jx = oldx, jy = oldy;
13755 int dx = x - jx, dy = y - jy;
13756 int nextx = x + dx, nexty = y + dy;
13757 int move_direction = (dx == -1 ? MV_LEFT :
13758 dx == +1 ? MV_RIGHT :
13760 dy == +1 ? MV_DOWN : MV_NONE);
13761 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13762 int dig_side = MV_DIR_OPPOSITE(move_direction);
13763 int old_element = Tile[jx][jy];
13764 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13767 if (is_player) // function can also be called by EL_PENGUIN
13769 if (player->MovPos == 0)
13771 player->is_digging = FALSE;
13772 player->is_collecting = FALSE;
13775 if (player->MovPos == 0) // last pushing move finished
13776 player->is_pushing = FALSE;
13778 if (mode == DF_NO_PUSH) // player just stopped pushing
13780 player->is_switching = FALSE;
13781 player->push_delay = -1;
13783 return MP_NO_ACTION;
13787 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13788 old_element = Back[jx][jy];
13790 // in case of element dropped at player position, check background
13791 else if (Back[jx][jy] != EL_EMPTY &&
13792 game.engine_version >= VERSION_IDENT(2,2,0,0))
13793 old_element = Back[jx][jy];
13795 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13796 return MP_NO_ACTION; // field has no opening in this direction
13798 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13799 return MP_NO_ACTION; // field has no opening in this direction
13801 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13805 Tile[jx][jy] = player->artwork_element;
13806 InitMovingField(jx, jy, MV_DOWN);
13807 Store[jx][jy] = EL_ACID;
13808 ContinueMoving(jx, jy);
13809 BuryPlayer(player);
13811 return MP_DONT_RUN_INTO;
13814 if (player_can_move && DONT_RUN_INTO(element))
13816 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13818 return MP_DONT_RUN_INTO;
13821 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13822 return MP_NO_ACTION;
13824 collect_count = element_info[element].collect_count_initial;
13826 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13827 return MP_NO_ACTION;
13829 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13830 player_can_move = player_can_move_or_snap;
13832 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13833 game.engine_version >= VERSION_IDENT(2,2,0,0))
13835 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13836 player->index_bit, dig_side);
13837 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13838 player->index_bit, dig_side);
13840 if (element == EL_DC_LANDMINE)
13843 if (Tile[x][y] != element) // field changed by snapping
13846 return MP_NO_ACTION;
13849 if (player->gravity && is_player && !player->is_auto_moving &&
13850 canFallDown(player) && move_direction != MV_DOWN &&
13851 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13852 return MP_NO_ACTION; // player cannot walk here due to gravity
13854 if (player_can_move &&
13855 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13857 int sound_element = SND_ELEMENT(element);
13858 int sound_action = ACTION_WALKING;
13860 if (IS_RND_GATE(element))
13862 if (!player->key[RND_GATE_NR(element)])
13863 return MP_NO_ACTION;
13865 else if (IS_RND_GATE_GRAY(element))
13867 if (!player->key[RND_GATE_GRAY_NR(element)])
13868 return MP_NO_ACTION;
13870 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13872 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13873 return MP_NO_ACTION;
13875 else if (element == EL_EXIT_OPEN ||
13876 element == EL_EM_EXIT_OPEN ||
13877 element == EL_EM_EXIT_OPENING ||
13878 element == EL_STEEL_EXIT_OPEN ||
13879 element == EL_EM_STEEL_EXIT_OPEN ||
13880 element == EL_EM_STEEL_EXIT_OPENING ||
13881 element == EL_SP_EXIT_OPEN ||
13882 element == EL_SP_EXIT_OPENING)
13884 sound_action = ACTION_PASSING; // player is passing exit
13886 else if (element == EL_EMPTY)
13888 sound_action = ACTION_MOVING; // nothing to walk on
13891 // play sound from background or player, whatever is available
13892 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13893 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13895 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13897 else if (player_can_move &&
13898 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13900 if (!ACCESS_FROM(element, opposite_direction))
13901 return MP_NO_ACTION; // field not accessible from this direction
13903 if (CAN_MOVE(element)) // only fixed elements can be passed!
13904 return MP_NO_ACTION;
13906 if (IS_EM_GATE(element))
13908 if (!player->key[EM_GATE_NR(element)])
13909 return MP_NO_ACTION;
13911 else if (IS_EM_GATE_GRAY(element))
13913 if (!player->key[EM_GATE_GRAY_NR(element)])
13914 return MP_NO_ACTION;
13916 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13918 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13919 return MP_NO_ACTION;
13921 else if (IS_EMC_GATE(element))
13923 if (!player->key[EMC_GATE_NR(element)])
13924 return MP_NO_ACTION;
13926 else if (IS_EMC_GATE_GRAY(element))
13928 if (!player->key[EMC_GATE_GRAY_NR(element)])
13929 return MP_NO_ACTION;
13931 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13933 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13934 return MP_NO_ACTION;
13936 else if (element == EL_DC_GATE_WHITE ||
13937 element == EL_DC_GATE_WHITE_GRAY ||
13938 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13940 if (player->num_white_keys == 0)
13941 return MP_NO_ACTION;
13943 player->num_white_keys--;
13945 else if (IS_SP_PORT(element))
13947 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13948 element == EL_SP_GRAVITY_PORT_RIGHT ||
13949 element == EL_SP_GRAVITY_PORT_UP ||
13950 element == EL_SP_GRAVITY_PORT_DOWN)
13951 player->gravity = !player->gravity;
13952 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13953 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13954 element == EL_SP_GRAVITY_ON_PORT_UP ||
13955 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13956 player->gravity = TRUE;
13957 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13958 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13959 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13960 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13961 player->gravity = FALSE;
13964 // automatically move to the next field with double speed
13965 player->programmed_action = move_direction;
13967 if (player->move_delay_reset_counter == 0)
13969 player->move_delay_reset_counter = 2; // two double speed steps
13971 DOUBLE_PLAYER_SPEED(player);
13974 PlayLevelSoundAction(x, y, ACTION_PASSING);
13976 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13980 if (mode != DF_SNAP)
13982 GfxElement[x][y] = GFX_ELEMENT(element);
13983 player->is_digging = TRUE;
13986 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13988 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13989 player->index_bit, dig_side);
13991 if (mode == DF_SNAP)
13993 if (level.block_snap_field)
13994 setFieldForSnapping(x, y, element, move_direction);
13996 TestIfElementTouchesCustomElement(x, y); // for empty space
13998 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13999 player->index_bit, dig_side);
14002 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14006 if (is_player && mode != DF_SNAP)
14008 GfxElement[x][y] = element;
14009 player->is_collecting = TRUE;
14012 if (element == EL_SPEED_PILL)
14014 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14016 else if (element == EL_EXTRA_TIME && level.time > 0)
14018 TimeLeft += level.extra_time;
14020 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14022 DisplayGameControlValues();
14024 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14026 player->shield_normal_time_left += level.shield_normal_time;
14027 if (element == EL_SHIELD_DEADLY)
14028 player->shield_deadly_time_left += level.shield_deadly_time;
14030 else if (element == EL_DYNAMITE ||
14031 element == EL_EM_DYNAMITE ||
14032 element == EL_SP_DISK_RED)
14034 if (player->inventory_size < MAX_INVENTORY_SIZE)
14035 player->inventory_element[player->inventory_size++] = element;
14037 DrawGameDoorValues();
14039 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14041 player->dynabomb_count++;
14042 player->dynabombs_left++;
14044 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14046 player->dynabomb_size++;
14048 else if (element == EL_DYNABOMB_INCREASE_POWER)
14050 player->dynabomb_xl = TRUE;
14052 else if (IS_KEY(element))
14054 player->key[KEY_NR(element)] = TRUE;
14056 DrawGameDoorValues();
14058 else if (element == EL_DC_KEY_WHITE)
14060 player->num_white_keys++;
14062 // display white keys?
14063 // DrawGameDoorValues();
14065 else if (IS_ENVELOPE(element))
14067 player->show_envelope = element;
14069 else if (element == EL_EMC_LENSES)
14071 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14073 RedrawAllInvisibleElementsForLenses();
14075 else if (element == EL_EMC_MAGNIFIER)
14077 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14079 RedrawAllInvisibleElementsForMagnifier();
14081 else if (IS_DROPPABLE(element) ||
14082 IS_THROWABLE(element)) // can be collected and dropped
14086 if (collect_count == 0)
14087 player->inventory_infinite_element = element;
14089 for (i = 0; i < collect_count; i++)
14090 if (player->inventory_size < MAX_INVENTORY_SIZE)
14091 player->inventory_element[player->inventory_size++] = element;
14093 DrawGameDoorValues();
14095 else if (collect_count > 0)
14097 game.gems_still_needed -= collect_count;
14098 if (game.gems_still_needed < 0)
14099 game.gems_still_needed = 0;
14101 game.snapshot.collected_item = TRUE;
14103 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14105 DisplayGameControlValues();
14108 RaiseScoreElement(element);
14109 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14112 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14113 player->index_bit, dig_side);
14115 if (mode == DF_SNAP)
14117 if (level.block_snap_field)
14118 setFieldForSnapping(x, y, element, move_direction);
14120 TestIfElementTouchesCustomElement(x, y); // for empty space
14122 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14123 player->index_bit, dig_side);
14126 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14128 if (mode == DF_SNAP && element != EL_BD_ROCK)
14129 return MP_NO_ACTION;
14131 if (CAN_FALL(element) && dy)
14132 return MP_NO_ACTION;
14134 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14135 !(element == EL_SPRING && level.use_spring_bug))
14136 return MP_NO_ACTION;
14138 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14139 ((move_direction & MV_VERTICAL &&
14140 ((element_info[element].move_pattern & MV_LEFT &&
14141 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14142 (element_info[element].move_pattern & MV_RIGHT &&
14143 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14144 (move_direction & MV_HORIZONTAL &&
14145 ((element_info[element].move_pattern & MV_UP &&
14146 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14147 (element_info[element].move_pattern & MV_DOWN &&
14148 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14149 return MP_NO_ACTION;
14151 // do not push elements already moving away faster than player
14152 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14153 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14154 return MP_NO_ACTION;
14156 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14158 if (player->push_delay_value == -1 || !player_was_pushing)
14159 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14161 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14163 if (player->push_delay_value == -1)
14164 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14166 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14168 if (!player->is_pushing)
14169 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14172 player->is_pushing = TRUE;
14173 player->is_active = TRUE;
14175 if (!(IN_LEV_FIELD(nextx, nexty) &&
14176 (IS_FREE(nextx, nexty) ||
14177 (IS_SB_ELEMENT(element) &&
14178 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14179 (IS_CUSTOM_ELEMENT(element) &&
14180 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14181 return MP_NO_ACTION;
14183 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14184 return MP_NO_ACTION;
14186 if (player->push_delay == -1) // new pushing; restart delay
14187 player->push_delay = 0;
14189 if (player->push_delay < player->push_delay_value &&
14190 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14191 element != EL_SPRING && element != EL_BALLOON)
14193 // make sure that there is no move delay before next try to push
14194 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14195 player->move_delay = 0;
14197 return MP_NO_ACTION;
14200 if (IS_CUSTOM_ELEMENT(element) &&
14201 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14203 if (!DigFieldByCE(nextx, nexty, element))
14204 return MP_NO_ACTION;
14207 if (IS_SB_ELEMENT(element))
14209 boolean sokoban_task_solved = FALSE;
14211 if (element == EL_SOKOBAN_FIELD_FULL)
14213 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14215 IncrementSokobanFieldsNeeded();
14216 IncrementSokobanObjectsNeeded();
14219 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14221 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14223 DecrementSokobanFieldsNeeded();
14224 DecrementSokobanObjectsNeeded();
14226 // sokoban object was pushed from empty field to sokoban field
14227 if (Back[x][y] == EL_EMPTY)
14228 sokoban_task_solved = TRUE;
14231 Tile[x][y] = EL_SOKOBAN_OBJECT;
14233 if (Back[x][y] == Back[nextx][nexty])
14234 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14235 else if (Back[x][y] != 0)
14236 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14239 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14242 if (sokoban_task_solved &&
14243 game.sokoban_fields_still_needed == 0 &&
14244 game.sokoban_objects_still_needed == 0 &&
14245 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14247 game.players_still_needed = 0;
14251 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14255 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14257 InitMovingField(x, y, move_direction);
14258 GfxAction[x][y] = ACTION_PUSHING;
14260 if (mode == DF_SNAP)
14261 ContinueMoving(x, y);
14263 MovPos[x][y] = (dx != 0 ? dx : dy);
14265 Pushed[x][y] = TRUE;
14266 Pushed[nextx][nexty] = TRUE;
14268 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14269 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14271 player->push_delay_value = -1; // get new value later
14273 // check for element change _after_ element has been pushed
14274 if (game.use_change_when_pushing_bug)
14276 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14277 player->index_bit, dig_side);
14278 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14279 player->index_bit, dig_side);
14282 else if (IS_SWITCHABLE(element))
14284 if (PLAYER_SWITCHING(player, x, y))
14286 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14287 player->index_bit, dig_side);
14292 player->is_switching = TRUE;
14293 player->switch_x = x;
14294 player->switch_y = y;
14296 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14298 if (element == EL_ROBOT_WHEEL)
14300 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14302 game.robot_wheel_x = x;
14303 game.robot_wheel_y = y;
14304 game.robot_wheel_active = TRUE;
14306 TEST_DrawLevelField(x, y);
14308 else if (element == EL_SP_TERMINAL)
14312 SCAN_PLAYFIELD(xx, yy)
14314 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14318 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14320 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14322 ResetGfxAnimation(xx, yy);
14323 TEST_DrawLevelField(xx, yy);
14327 else if (IS_BELT_SWITCH(element))
14329 ToggleBeltSwitch(x, y);
14331 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14332 element == EL_SWITCHGATE_SWITCH_DOWN ||
14333 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14334 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14336 ToggleSwitchgateSwitch(x, y);
14338 else if (element == EL_LIGHT_SWITCH ||
14339 element == EL_LIGHT_SWITCH_ACTIVE)
14341 ToggleLightSwitch(x, y);
14343 else if (element == EL_TIMEGATE_SWITCH ||
14344 element == EL_DC_TIMEGATE_SWITCH)
14346 ActivateTimegateSwitch(x, y);
14348 else if (element == EL_BALLOON_SWITCH_LEFT ||
14349 element == EL_BALLOON_SWITCH_RIGHT ||
14350 element == EL_BALLOON_SWITCH_UP ||
14351 element == EL_BALLOON_SWITCH_DOWN ||
14352 element == EL_BALLOON_SWITCH_NONE ||
14353 element == EL_BALLOON_SWITCH_ANY)
14355 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14356 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14357 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14358 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14359 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14362 else if (element == EL_LAMP)
14364 Tile[x][y] = EL_LAMP_ACTIVE;
14365 game.lights_still_needed--;
14367 ResetGfxAnimation(x, y);
14368 TEST_DrawLevelField(x, y);
14370 else if (element == EL_TIME_ORB_FULL)
14372 Tile[x][y] = EL_TIME_ORB_EMPTY;
14374 if (level.time > 0 || level.use_time_orb_bug)
14376 TimeLeft += level.time_orb_time;
14377 game.no_time_limit = FALSE;
14379 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14381 DisplayGameControlValues();
14384 ResetGfxAnimation(x, y);
14385 TEST_DrawLevelField(x, y);
14387 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14388 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14392 game.ball_active = !game.ball_active;
14394 SCAN_PLAYFIELD(xx, yy)
14396 int e = Tile[xx][yy];
14398 if (game.ball_active)
14400 if (e == EL_EMC_MAGIC_BALL)
14401 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14402 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14403 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14407 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14408 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14409 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14410 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14415 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14416 player->index_bit, dig_side);
14418 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14419 player->index_bit, dig_side);
14421 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14422 player->index_bit, dig_side);
14428 if (!PLAYER_SWITCHING(player, x, y))
14430 player->is_switching = TRUE;
14431 player->switch_x = x;
14432 player->switch_y = y;
14434 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14435 player->index_bit, dig_side);
14436 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14437 player->index_bit, dig_side);
14439 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14440 player->index_bit, dig_side);
14441 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14442 player->index_bit, dig_side);
14445 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14446 player->index_bit, dig_side);
14447 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14448 player->index_bit, dig_side);
14450 return MP_NO_ACTION;
14453 player->push_delay = -1;
14455 if (is_player) // function can also be called by EL_PENGUIN
14457 if (Tile[x][y] != element) // really digged/collected something
14459 player->is_collecting = !player->is_digging;
14460 player->is_active = TRUE;
14467 static boolean DigFieldByCE(int x, int y, int digging_element)
14469 int element = Tile[x][y];
14471 if (!IS_FREE(x, y))
14473 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14474 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14477 // no element can dig solid indestructible elements
14478 if (IS_INDESTRUCTIBLE(element) &&
14479 !IS_DIGGABLE(element) &&
14480 !IS_COLLECTIBLE(element))
14483 if (AmoebaNr[x][y] &&
14484 (element == EL_AMOEBA_FULL ||
14485 element == EL_BD_AMOEBA ||
14486 element == EL_AMOEBA_GROWING))
14488 AmoebaCnt[AmoebaNr[x][y]]--;
14489 AmoebaCnt2[AmoebaNr[x][y]]--;
14492 if (IS_MOVING(x, y))
14493 RemoveMovingField(x, y);
14497 TEST_DrawLevelField(x, y);
14500 // if digged element was about to explode, prevent the explosion
14501 ExplodeField[x][y] = EX_TYPE_NONE;
14503 PlayLevelSoundAction(x, y, action);
14506 Store[x][y] = EL_EMPTY;
14508 // this makes it possible to leave the removed element again
14509 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14510 Store[x][y] = element;
14515 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14517 int jx = player->jx, jy = player->jy;
14518 int x = jx + dx, y = jy + dy;
14519 int snap_direction = (dx == -1 ? MV_LEFT :
14520 dx == +1 ? MV_RIGHT :
14522 dy == +1 ? MV_DOWN : MV_NONE);
14523 boolean can_continue_snapping = (level.continuous_snapping &&
14524 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14526 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14529 if (!player->active || !IN_LEV_FIELD(x, y))
14537 if (player->MovPos == 0)
14538 player->is_pushing = FALSE;
14540 player->is_snapping = FALSE;
14542 if (player->MovPos == 0)
14544 player->is_moving = FALSE;
14545 player->is_digging = FALSE;
14546 player->is_collecting = FALSE;
14552 // prevent snapping with already pressed snap key when not allowed
14553 if (player->is_snapping && !can_continue_snapping)
14556 player->MovDir = snap_direction;
14558 if (player->MovPos == 0)
14560 player->is_moving = FALSE;
14561 player->is_digging = FALSE;
14562 player->is_collecting = FALSE;
14565 player->is_dropping = FALSE;
14566 player->is_dropping_pressed = FALSE;
14567 player->drop_pressed_delay = 0;
14569 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14572 player->is_snapping = TRUE;
14573 player->is_active = TRUE;
14575 if (player->MovPos == 0)
14577 player->is_moving = FALSE;
14578 player->is_digging = FALSE;
14579 player->is_collecting = FALSE;
14582 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14583 TEST_DrawLevelField(player->last_jx, player->last_jy);
14585 TEST_DrawLevelField(x, y);
14590 static boolean DropElement(struct PlayerInfo *player)
14592 int old_element, new_element;
14593 int dropx = player->jx, dropy = player->jy;
14594 int drop_direction = player->MovDir;
14595 int drop_side = drop_direction;
14596 int drop_element = get_next_dropped_element(player);
14598 /* do not drop an element on top of another element; when holding drop key
14599 pressed without moving, dropped element must move away before the next
14600 element can be dropped (this is especially important if the next element
14601 is dynamite, which can be placed on background for historical reasons) */
14602 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14605 if (IS_THROWABLE(drop_element))
14607 dropx += GET_DX_FROM_DIR(drop_direction);
14608 dropy += GET_DY_FROM_DIR(drop_direction);
14610 if (!IN_LEV_FIELD(dropx, dropy))
14614 old_element = Tile[dropx][dropy]; // old element at dropping position
14615 new_element = drop_element; // default: no change when dropping
14617 // check if player is active, not moving and ready to drop
14618 if (!player->active || player->MovPos || player->drop_delay > 0)
14621 // check if player has anything that can be dropped
14622 if (new_element == EL_UNDEFINED)
14625 // only set if player has anything that can be dropped
14626 player->is_dropping_pressed = TRUE;
14628 // check if drop key was pressed long enough for EM style dynamite
14629 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14632 // check if anything can be dropped at the current position
14633 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14636 // collected custom elements can only be dropped on empty fields
14637 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14640 if (old_element != EL_EMPTY)
14641 Back[dropx][dropy] = old_element; // store old element on this field
14643 ResetGfxAnimation(dropx, dropy);
14644 ResetRandomAnimationValue(dropx, dropy);
14646 if (player->inventory_size > 0 ||
14647 player->inventory_infinite_element != EL_UNDEFINED)
14649 if (player->inventory_size > 0)
14651 player->inventory_size--;
14653 DrawGameDoorValues();
14655 if (new_element == EL_DYNAMITE)
14656 new_element = EL_DYNAMITE_ACTIVE;
14657 else if (new_element == EL_EM_DYNAMITE)
14658 new_element = EL_EM_DYNAMITE_ACTIVE;
14659 else if (new_element == EL_SP_DISK_RED)
14660 new_element = EL_SP_DISK_RED_ACTIVE;
14663 Tile[dropx][dropy] = new_element;
14665 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14666 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14667 el2img(Tile[dropx][dropy]), 0);
14669 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14671 // needed if previous element just changed to "empty" in the last frame
14672 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14674 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14675 player->index_bit, drop_side);
14676 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14678 player->index_bit, drop_side);
14680 TestIfElementTouchesCustomElement(dropx, dropy);
14682 else // player is dropping a dyna bomb
14684 player->dynabombs_left--;
14686 Tile[dropx][dropy] = new_element;
14688 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14689 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14690 el2img(Tile[dropx][dropy]), 0);
14692 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14695 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14696 InitField_WithBug1(dropx, dropy, FALSE);
14698 new_element = Tile[dropx][dropy]; // element might have changed
14700 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14701 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14703 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14704 MovDir[dropx][dropy] = drop_direction;
14706 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14708 // do not cause impact style collision by dropping elements that can fall
14709 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14712 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14713 player->is_dropping = TRUE;
14715 player->drop_pressed_delay = 0;
14716 player->is_dropping_pressed = FALSE;
14718 player->drop_x = dropx;
14719 player->drop_y = dropy;
14724 // ----------------------------------------------------------------------------
14725 // game sound playing functions
14726 // ----------------------------------------------------------------------------
14728 static int *loop_sound_frame = NULL;
14729 static int *loop_sound_volume = NULL;
14731 void InitPlayLevelSound(void)
14733 int num_sounds = getSoundListSize();
14735 checked_free(loop_sound_frame);
14736 checked_free(loop_sound_volume);
14738 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14739 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14742 static void PlayLevelSound(int x, int y, int nr)
14744 int sx = SCREENX(x), sy = SCREENY(y);
14745 int volume, stereo_position;
14746 int max_distance = 8;
14747 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14749 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14750 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14753 if (!IN_LEV_FIELD(x, y) ||
14754 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14755 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14758 volume = SOUND_MAX_VOLUME;
14760 if (!IN_SCR_FIELD(sx, sy))
14762 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14763 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14765 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14768 stereo_position = (SOUND_MAX_LEFT +
14769 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14770 (SCR_FIELDX + 2 * max_distance));
14772 if (IS_LOOP_SOUND(nr))
14774 /* This assures that quieter loop sounds do not overwrite louder ones,
14775 while restarting sound volume comparison with each new game frame. */
14777 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14780 loop_sound_volume[nr] = volume;
14781 loop_sound_frame[nr] = FrameCounter;
14784 PlaySoundExt(nr, volume, stereo_position, type);
14787 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14789 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14790 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14791 y < LEVELY(BY1) ? LEVELY(BY1) :
14792 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14796 static void PlayLevelSoundAction(int x, int y, int action)
14798 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14801 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14803 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14805 if (sound_effect != SND_UNDEFINED)
14806 PlayLevelSound(x, y, sound_effect);
14809 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14812 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14814 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14815 PlayLevelSound(x, y, sound_effect);
14818 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14820 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14822 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14823 PlayLevelSound(x, y, sound_effect);
14826 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14828 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14830 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14831 StopSound(sound_effect);
14834 static int getLevelMusicNr(void)
14836 if (levelset.music[level_nr] != MUS_UNDEFINED)
14837 return levelset.music[level_nr]; // from config file
14839 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14842 static void FadeLevelSounds(void)
14847 static void FadeLevelMusic(void)
14849 int music_nr = getLevelMusicNr();
14850 char *curr_music = getCurrentlyPlayingMusicFilename();
14851 char *next_music = getMusicInfoEntryFilename(music_nr);
14853 if (!strEqual(curr_music, next_music))
14857 void FadeLevelSoundsAndMusic(void)
14863 static void PlayLevelMusic(void)
14865 int music_nr = getLevelMusicNr();
14866 char *curr_music = getCurrentlyPlayingMusicFilename();
14867 char *next_music = getMusicInfoEntryFilename(music_nr);
14869 if (!strEqual(curr_music, next_music))
14870 PlayMusicLoop(music_nr);
14873 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14875 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14877 int x = xx - offset;
14878 int y = yy - offset;
14883 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14887 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14891 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14895 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14899 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14903 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14907 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14910 case SOUND_android_clone:
14911 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14914 case SOUND_android_move:
14915 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14919 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14923 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14927 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14930 case SOUND_eater_eat:
14931 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14935 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14938 case SOUND_collect:
14939 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14942 case SOUND_diamond:
14943 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14947 // !!! CHECK THIS !!!
14949 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14951 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14955 case SOUND_wonderfall:
14956 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14960 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14964 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14968 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14972 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14976 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14980 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14984 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14988 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14991 case SOUND_exit_open:
14992 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14995 case SOUND_exit_leave:
14996 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14999 case SOUND_dynamite:
15000 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15004 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15008 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15012 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15016 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15020 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15024 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15028 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15033 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15035 int element = map_element_SP_to_RND(element_sp);
15036 int action = map_action_SP_to_RND(action_sp);
15037 int offset = (setup.sp_show_border_elements ? 0 : 1);
15038 int x = xx - offset;
15039 int y = yy - offset;
15041 PlayLevelSoundElementAction(x, y, element, action);
15044 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15046 int element = map_element_MM_to_RND(element_mm);
15047 int action = map_action_MM_to_RND(action_mm);
15049 int x = xx - offset;
15050 int y = yy - offset;
15052 if (!IS_MM_ELEMENT(element))
15053 element = EL_MM_DEFAULT;
15055 PlayLevelSoundElementAction(x, y, element, action);
15058 void PlaySound_MM(int sound_mm)
15060 int sound = map_sound_MM_to_RND(sound_mm);
15062 if (sound == SND_UNDEFINED)
15068 void PlaySoundLoop_MM(int sound_mm)
15070 int sound = map_sound_MM_to_RND(sound_mm);
15072 if (sound == SND_UNDEFINED)
15075 PlaySoundLoop(sound);
15078 void StopSound_MM(int sound_mm)
15080 int sound = map_sound_MM_to_RND(sound_mm);
15082 if (sound == SND_UNDEFINED)
15088 void RaiseScore(int value)
15090 game.score += value;
15092 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15094 DisplayGameControlValues();
15097 void RaiseScoreElement(int element)
15102 case EL_BD_DIAMOND:
15103 case EL_EMERALD_YELLOW:
15104 case EL_EMERALD_RED:
15105 case EL_EMERALD_PURPLE:
15106 case EL_SP_INFOTRON:
15107 RaiseScore(level.score[SC_EMERALD]);
15110 RaiseScore(level.score[SC_DIAMOND]);
15113 RaiseScore(level.score[SC_CRYSTAL]);
15116 RaiseScore(level.score[SC_PEARL]);
15119 case EL_BD_BUTTERFLY:
15120 case EL_SP_ELECTRON:
15121 RaiseScore(level.score[SC_BUG]);
15124 case EL_BD_FIREFLY:
15125 case EL_SP_SNIKSNAK:
15126 RaiseScore(level.score[SC_SPACESHIP]);
15129 case EL_DARK_YAMYAM:
15130 RaiseScore(level.score[SC_YAMYAM]);
15133 RaiseScore(level.score[SC_ROBOT]);
15136 RaiseScore(level.score[SC_PACMAN]);
15139 RaiseScore(level.score[SC_NUT]);
15142 case EL_EM_DYNAMITE:
15143 case EL_SP_DISK_RED:
15144 case EL_DYNABOMB_INCREASE_NUMBER:
15145 case EL_DYNABOMB_INCREASE_SIZE:
15146 case EL_DYNABOMB_INCREASE_POWER:
15147 RaiseScore(level.score[SC_DYNAMITE]);
15149 case EL_SHIELD_NORMAL:
15150 case EL_SHIELD_DEADLY:
15151 RaiseScore(level.score[SC_SHIELD]);
15153 case EL_EXTRA_TIME:
15154 RaiseScore(level.extra_time_score);
15168 case EL_DC_KEY_WHITE:
15169 RaiseScore(level.score[SC_KEY]);
15172 RaiseScore(element_info[element].collect_score);
15177 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15179 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15181 // closing door required in case of envelope style request dialogs
15184 // prevent short reactivation of overlay buttons while closing door
15185 SetOverlayActive(FALSE);
15187 CloseDoor(DOOR_CLOSE_1);
15190 if (network.enabled)
15191 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15195 FadeSkipNextFadeIn();
15197 SetGameStatus(GAME_MODE_MAIN);
15202 else // continue playing the game
15204 if (tape.playing && tape.deactivate_display)
15205 TapeDeactivateDisplayOff(TRUE);
15207 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15209 if (tape.playing && tape.deactivate_display)
15210 TapeDeactivateDisplayOn();
15214 void RequestQuitGame(boolean ask_if_really_quit)
15216 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15217 boolean skip_request = game.all_players_gone || quick_quit;
15219 RequestQuitGameExt(skip_request, quick_quit,
15220 "Do you really want to quit the game?");
15223 void RequestRestartGame(char *message)
15225 game.restart_game_message = NULL;
15227 boolean has_started_game = hasStartedNetworkGame();
15228 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15230 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15232 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15236 SetGameStatus(GAME_MODE_MAIN);
15242 void CheckGameOver(void)
15244 static boolean last_game_over = FALSE;
15245 static int game_over_delay = 0;
15246 int game_over_delay_value = 50;
15247 boolean game_over = checkGameFailed();
15249 // do not handle game over if request dialog is already active
15250 if (game.request_active)
15253 // do not ask to play again if game was never actually played
15254 if (!game.GamePlayed)
15259 last_game_over = FALSE;
15260 game_over_delay = game_over_delay_value;
15265 if (game_over_delay > 0)
15272 if (last_game_over != game_over)
15273 game.restart_game_message = (hasStartedNetworkGame() ?
15274 "Game over! Play it again?" :
15277 last_game_over = game_over;
15280 boolean checkGameSolved(void)
15282 // set for all game engines if level was solved
15283 return game.LevelSolved_GameEnd;
15286 boolean checkGameFailed(void)
15288 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15289 return (game_em.game_over && !game_em.level_solved);
15290 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15291 return (game_sp.game_over && !game_sp.level_solved);
15292 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15293 return (game_mm.game_over && !game_mm.level_solved);
15294 else // GAME_ENGINE_TYPE_RND
15295 return (game.GameOver && !game.LevelSolved);
15298 boolean checkGameEnded(void)
15300 return (checkGameSolved() || checkGameFailed());
15304 // ----------------------------------------------------------------------------
15305 // random generator functions
15306 // ----------------------------------------------------------------------------
15308 unsigned int InitEngineRandom_RND(int seed)
15310 game.num_random_calls = 0;
15312 return InitEngineRandom(seed);
15315 unsigned int RND(int max)
15319 game.num_random_calls++;
15321 return GetEngineRandom(max);
15328 // ----------------------------------------------------------------------------
15329 // game engine snapshot handling functions
15330 // ----------------------------------------------------------------------------
15332 struct EngineSnapshotInfo
15334 // runtime values for custom element collect score
15335 int collect_score[NUM_CUSTOM_ELEMENTS];
15337 // runtime values for group element choice position
15338 int choice_pos[NUM_GROUP_ELEMENTS];
15340 // runtime values for belt position animations
15341 int belt_graphic[4][NUM_BELT_PARTS];
15342 int belt_anim_mode[4][NUM_BELT_PARTS];
15345 static struct EngineSnapshotInfo engine_snapshot_rnd;
15346 static char *snapshot_level_identifier = NULL;
15347 static int snapshot_level_nr = -1;
15349 static void SaveEngineSnapshotValues_RND(void)
15351 static int belt_base_active_element[4] =
15353 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15354 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15355 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15356 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15360 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15362 int element = EL_CUSTOM_START + i;
15364 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15367 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15369 int element = EL_GROUP_START + i;
15371 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15374 for (i = 0; i < 4; i++)
15376 for (j = 0; j < NUM_BELT_PARTS; j++)
15378 int element = belt_base_active_element[i] + j;
15379 int graphic = el2img(element);
15380 int anim_mode = graphic_info[graphic].anim_mode;
15382 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15383 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15388 static void LoadEngineSnapshotValues_RND(void)
15390 unsigned int num_random_calls = game.num_random_calls;
15393 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15395 int element = EL_CUSTOM_START + i;
15397 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15400 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15402 int element = EL_GROUP_START + i;
15404 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15407 for (i = 0; i < 4; i++)
15409 for (j = 0; j < NUM_BELT_PARTS; j++)
15411 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15412 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15414 graphic_info[graphic].anim_mode = anim_mode;
15418 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15420 InitRND(tape.random_seed);
15421 for (i = 0; i < num_random_calls; i++)
15425 if (game.num_random_calls != num_random_calls)
15427 Error(ERR_INFO, "number of random calls out of sync");
15428 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15429 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15430 Error(ERR_EXIT, "this should not happen -- please debug");
15434 void FreeEngineSnapshotSingle(void)
15436 FreeSnapshotSingle();
15438 setString(&snapshot_level_identifier, NULL);
15439 snapshot_level_nr = -1;
15442 void FreeEngineSnapshotList(void)
15444 FreeSnapshotList();
15447 static ListNode *SaveEngineSnapshotBuffers(void)
15449 ListNode *buffers = NULL;
15451 // copy some special values to a structure better suited for the snapshot
15453 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15454 SaveEngineSnapshotValues_RND();
15455 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15456 SaveEngineSnapshotValues_EM();
15457 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15458 SaveEngineSnapshotValues_SP(&buffers);
15459 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15460 SaveEngineSnapshotValues_MM(&buffers);
15462 // save values stored in special snapshot structure
15464 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15465 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15466 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15467 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15468 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15469 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15470 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15471 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15473 // save further RND engine values
15475 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15476 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15477 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15479 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15480 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15481 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15482 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15483 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15485 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15486 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15487 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15489 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15491 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15492 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15494 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15495 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15496 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15497 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15498 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15499 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15500 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15501 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15502 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15503 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15504 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15505 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15506 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15507 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15508 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15509 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15510 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15511 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15513 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15514 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15516 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15517 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15518 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15520 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15521 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15523 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15524 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15525 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15526 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15527 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15529 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15530 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15533 ListNode *node = engine_snapshot_list_rnd;
15536 while (node != NULL)
15538 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15543 Debug("game:playing:SaveEngineSnapshotBuffers",
15544 "size of engine snapshot: %d bytes", num_bytes);
15550 void SaveEngineSnapshotSingle(void)
15552 ListNode *buffers = SaveEngineSnapshotBuffers();
15554 // finally save all snapshot buffers to single snapshot
15555 SaveSnapshotSingle(buffers);
15557 // save level identification information
15558 setString(&snapshot_level_identifier, leveldir_current->identifier);
15559 snapshot_level_nr = level_nr;
15562 boolean CheckSaveEngineSnapshotToList(void)
15564 boolean save_snapshot =
15565 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15566 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15567 game.snapshot.changed_action) ||
15568 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15569 game.snapshot.collected_item));
15571 game.snapshot.changed_action = FALSE;
15572 game.snapshot.collected_item = FALSE;
15573 game.snapshot.save_snapshot = save_snapshot;
15575 return save_snapshot;
15578 void SaveEngineSnapshotToList(void)
15580 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15584 ListNode *buffers = SaveEngineSnapshotBuffers();
15586 // finally save all snapshot buffers to snapshot list
15587 SaveSnapshotToList(buffers);
15590 void SaveEngineSnapshotToListInitial(void)
15592 FreeEngineSnapshotList();
15594 SaveEngineSnapshotToList();
15597 static void LoadEngineSnapshotValues(void)
15599 // restore special values from snapshot structure
15601 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15602 LoadEngineSnapshotValues_RND();
15603 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15604 LoadEngineSnapshotValues_EM();
15605 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15606 LoadEngineSnapshotValues_SP();
15607 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15608 LoadEngineSnapshotValues_MM();
15611 void LoadEngineSnapshotSingle(void)
15613 LoadSnapshotSingle();
15615 LoadEngineSnapshotValues();
15618 static void LoadEngineSnapshot_Undo(int steps)
15620 LoadSnapshotFromList_Older(steps);
15622 LoadEngineSnapshotValues();
15625 static void LoadEngineSnapshot_Redo(int steps)
15627 LoadSnapshotFromList_Newer(steps);
15629 LoadEngineSnapshotValues();
15632 boolean CheckEngineSnapshotSingle(void)
15634 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15635 snapshot_level_nr == level_nr);
15638 boolean CheckEngineSnapshotList(void)
15640 return CheckSnapshotList();
15644 // ---------- new game button stuff -------------------------------------------
15651 boolean *setup_value;
15652 boolean allowed_on_tape;
15653 boolean is_touch_button;
15655 } gamebutton_info[NUM_GAME_BUTTONS] =
15658 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15659 GAME_CTRL_ID_STOP, NULL,
15660 TRUE, FALSE, "stop game"
15663 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15664 GAME_CTRL_ID_PAUSE, NULL,
15665 TRUE, FALSE, "pause game"
15668 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15669 GAME_CTRL_ID_PLAY, NULL,
15670 TRUE, FALSE, "play game"
15673 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15674 GAME_CTRL_ID_UNDO, NULL,
15675 TRUE, FALSE, "undo step"
15678 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15679 GAME_CTRL_ID_REDO, NULL,
15680 TRUE, FALSE, "redo step"
15683 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15684 GAME_CTRL_ID_SAVE, NULL,
15685 TRUE, FALSE, "save game"
15688 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15689 GAME_CTRL_ID_PAUSE2, NULL,
15690 TRUE, FALSE, "pause game"
15693 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15694 GAME_CTRL_ID_LOAD, NULL,
15695 TRUE, FALSE, "load game"
15698 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15699 GAME_CTRL_ID_PANEL_STOP, NULL,
15700 FALSE, FALSE, "stop game"
15703 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15704 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15705 FALSE, FALSE, "pause game"
15708 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15709 GAME_CTRL_ID_PANEL_PLAY, NULL,
15710 FALSE, FALSE, "play game"
15713 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15714 GAME_CTRL_ID_TOUCH_STOP, NULL,
15715 FALSE, TRUE, "stop game"
15718 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15719 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15720 FALSE, TRUE, "pause game"
15723 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15724 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15725 TRUE, FALSE, "background music on/off"
15728 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15729 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15730 TRUE, FALSE, "sound loops on/off"
15733 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15734 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15735 TRUE, FALSE, "normal sounds on/off"
15738 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15739 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15740 FALSE, FALSE, "background music on/off"
15743 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15744 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15745 FALSE, FALSE, "sound loops on/off"
15748 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15749 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15750 FALSE, FALSE, "normal sounds on/off"
15754 void CreateGameButtons(void)
15758 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15760 int graphic = gamebutton_info[i].graphic;
15761 struct GraphicInfo *gfx = &graphic_info[graphic];
15762 struct XY *pos = gamebutton_info[i].pos;
15763 struct GadgetInfo *gi;
15766 unsigned int event_mask;
15767 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15768 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15769 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15770 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15771 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15772 int gd_x = gfx->src_x;
15773 int gd_y = gfx->src_y;
15774 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15775 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15776 int gd_xa = gfx->src_x + gfx->active_xoffset;
15777 int gd_ya = gfx->src_y + gfx->active_yoffset;
15778 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15779 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15780 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15781 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15784 if (gfx->bitmap == NULL)
15786 game_gadget[id] = NULL;
15791 if (id == GAME_CTRL_ID_STOP ||
15792 id == GAME_CTRL_ID_PANEL_STOP ||
15793 id == GAME_CTRL_ID_TOUCH_STOP ||
15794 id == GAME_CTRL_ID_PLAY ||
15795 id == GAME_CTRL_ID_PANEL_PLAY ||
15796 id == GAME_CTRL_ID_SAVE ||
15797 id == GAME_CTRL_ID_LOAD)
15799 button_type = GD_TYPE_NORMAL_BUTTON;
15801 event_mask = GD_EVENT_RELEASED;
15803 else if (id == GAME_CTRL_ID_UNDO ||
15804 id == GAME_CTRL_ID_REDO)
15806 button_type = GD_TYPE_NORMAL_BUTTON;
15808 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15812 button_type = GD_TYPE_CHECK_BUTTON;
15813 checked = (gamebutton_info[i].setup_value != NULL ?
15814 *gamebutton_info[i].setup_value : FALSE);
15815 event_mask = GD_EVENT_PRESSED;
15818 gi = CreateGadget(GDI_CUSTOM_ID, id,
15819 GDI_IMAGE_ID, graphic,
15820 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15823 GDI_WIDTH, gfx->width,
15824 GDI_HEIGHT, gfx->height,
15825 GDI_TYPE, button_type,
15826 GDI_STATE, GD_BUTTON_UNPRESSED,
15827 GDI_CHECKED, checked,
15828 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15829 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15830 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15831 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15832 GDI_DIRECT_DRAW, FALSE,
15833 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15834 GDI_EVENT_MASK, event_mask,
15835 GDI_CALLBACK_ACTION, HandleGameButtons,
15839 Error(ERR_EXIT, "cannot create gadget");
15841 game_gadget[id] = gi;
15845 void FreeGameButtons(void)
15849 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15850 FreeGadget(game_gadget[i]);
15853 static void UnmapGameButtonsAtSamePosition(int id)
15857 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15859 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15860 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15861 UnmapGadget(game_gadget[i]);
15864 static void UnmapGameButtonsAtSamePosition_All(void)
15866 if (setup.show_snapshot_buttons)
15868 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15869 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15870 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15874 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15875 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15876 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15878 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15879 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15880 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15884 static void MapGameButtonsAtSamePosition(int id)
15888 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15890 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15891 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15892 MapGadget(game_gadget[i]);
15894 UnmapGameButtonsAtSamePosition_All();
15897 void MapUndoRedoButtons(void)
15899 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15900 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15902 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15903 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15906 void UnmapUndoRedoButtons(void)
15908 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15909 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15911 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15912 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15915 void ModifyPauseButtons(void)
15919 GAME_CTRL_ID_PAUSE,
15920 GAME_CTRL_ID_PAUSE2,
15921 GAME_CTRL_ID_PANEL_PAUSE,
15922 GAME_CTRL_ID_TOUCH_PAUSE,
15927 for (i = 0; ids[i] > -1; i++)
15928 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15931 static void MapGameButtonsExt(boolean on_tape)
15935 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15936 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15937 i != GAME_CTRL_ID_UNDO &&
15938 i != GAME_CTRL_ID_REDO)
15939 MapGadget(game_gadget[i]);
15941 UnmapGameButtonsAtSamePosition_All();
15943 RedrawGameButtons();
15946 static void UnmapGameButtonsExt(boolean on_tape)
15950 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15951 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15952 UnmapGadget(game_gadget[i]);
15955 static void RedrawGameButtonsExt(boolean on_tape)
15959 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15960 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15961 RedrawGadget(game_gadget[i]);
15964 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15969 gi->checked = state;
15972 static void RedrawSoundButtonGadget(int id)
15974 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15975 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15976 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15977 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15978 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15979 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15982 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15983 RedrawGadget(game_gadget[id2]);
15986 void MapGameButtons(void)
15988 MapGameButtonsExt(FALSE);
15991 void UnmapGameButtons(void)
15993 UnmapGameButtonsExt(FALSE);
15996 void RedrawGameButtons(void)
15998 RedrawGameButtonsExt(FALSE);
16001 void MapGameButtonsOnTape(void)
16003 MapGameButtonsExt(TRUE);
16006 void UnmapGameButtonsOnTape(void)
16008 UnmapGameButtonsExt(TRUE);
16011 void RedrawGameButtonsOnTape(void)
16013 RedrawGameButtonsExt(TRUE);
16016 static void GameUndoRedoExt(void)
16018 ClearPlayerAction();
16020 tape.pausing = TRUE;
16023 UpdateAndDisplayGameControlValues();
16025 DrawCompleteVideoDisplay();
16026 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16027 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16028 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16033 static void GameUndo(int steps)
16035 if (!CheckEngineSnapshotList())
16038 LoadEngineSnapshot_Undo(steps);
16043 static void GameRedo(int steps)
16045 if (!CheckEngineSnapshotList())
16048 LoadEngineSnapshot_Redo(steps);
16053 static void HandleGameButtonsExt(int id, int button)
16055 static boolean game_undo_executed = FALSE;
16056 int steps = BUTTON_STEPSIZE(button);
16057 boolean handle_game_buttons =
16058 (game_status == GAME_MODE_PLAYING ||
16059 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16061 if (!handle_game_buttons)
16066 case GAME_CTRL_ID_STOP:
16067 case GAME_CTRL_ID_PANEL_STOP:
16068 case GAME_CTRL_ID_TOUCH_STOP:
16069 if (game_status == GAME_MODE_MAIN)
16075 RequestQuitGame(TRUE);
16079 case GAME_CTRL_ID_PAUSE:
16080 case GAME_CTRL_ID_PAUSE2:
16081 case GAME_CTRL_ID_PANEL_PAUSE:
16082 case GAME_CTRL_ID_TOUCH_PAUSE:
16083 if (network.enabled && game_status == GAME_MODE_PLAYING)
16086 SendToServer_ContinuePlaying();
16088 SendToServer_PausePlaying();
16091 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16093 game_undo_executed = FALSE;
16097 case GAME_CTRL_ID_PLAY:
16098 case GAME_CTRL_ID_PANEL_PLAY:
16099 if (game_status == GAME_MODE_MAIN)
16101 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16103 else if (tape.pausing)
16105 if (network.enabled)
16106 SendToServer_ContinuePlaying();
16108 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16112 case GAME_CTRL_ID_UNDO:
16113 // Important: When using "save snapshot when collecting an item" mode,
16114 // load last (current) snapshot for first "undo" after pressing "pause"
16115 // (else the last-but-one snapshot would be loaded, because the snapshot
16116 // pointer already points to the last snapshot when pressing "pause",
16117 // which is fine for "every step/move" mode, but not for "every collect")
16118 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16119 !game_undo_executed)
16122 game_undo_executed = TRUE;
16127 case GAME_CTRL_ID_REDO:
16131 case GAME_CTRL_ID_SAVE:
16135 case GAME_CTRL_ID_LOAD:
16139 case SOUND_CTRL_ID_MUSIC:
16140 case SOUND_CTRL_ID_PANEL_MUSIC:
16141 if (setup.sound_music)
16143 setup.sound_music = FALSE;
16147 else if (audio.music_available)
16149 setup.sound = setup.sound_music = TRUE;
16151 SetAudioMode(setup.sound);
16153 if (game_status == GAME_MODE_PLAYING)
16157 RedrawSoundButtonGadget(id);
16161 case SOUND_CTRL_ID_LOOPS:
16162 case SOUND_CTRL_ID_PANEL_LOOPS:
16163 if (setup.sound_loops)
16164 setup.sound_loops = FALSE;
16165 else if (audio.loops_available)
16167 setup.sound = setup.sound_loops = TRUE;
16169 SetAudioMode(setup.sound);
16172 RedrawSoundButtonGadget(id);
16176 case SOUND_CTRL_ID_SIMPLE:
16177 case SOUND_CTRL_ID_PANEL_SIMPLE:
16178 if (setup.sound_simple)
16179 setup.sound_simple = FALSE;
16180 else if (audio.sound_available)
16182 setup.sound = setup.sound_simple = TRUE;
16184 SetAudioMode(setup.sound);
16187 RedrawSoundButtonGadget(id);
16196 static void HandleGameButtons(struct GadgetInfo *gi)
16198 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16201 void HandleSoundButtonKeys(Key key)
16203 if (key == setup.shortcut.sound_simple)
16204 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16205 else if (key == setup.shortcut.sound_loops)
16206 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16207 else if (key == setup.shortcut.sound_music)
16208 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);