1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Tile[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Tile[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Tile[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
971 Tile[x][y] == EL_EM_EXIT_OPEN || \
972 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
973 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Tile[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
986 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebaNeighbourNr(int, int);
1096 void AmoebaToDiamond(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Tile[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Tile[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Tile[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Tile[x][y];
1771 #if DEBUG_INIT_PLAYER
1772 Debug("game:init:player", "- player element %d activated",
1773 player->element_nr);
1774 Debug("game:init:player", " (local player is %d and currently %s)",
1775 local_player->element_nr,
1776 local_player->active ? "active" : "not active");
1780 Tile[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1786 // always check if player was just killed and should be reanimated
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Tile[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Tile[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1828 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1830 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1834 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1878 case EL_SPRING_LEFT:
1879 case EL_SPRING_RIGHT:
1883 case EL_AMOEBA_FULL:
1888 case EL_AMOEBA_DROP:
1889 if (y == lev_fieldy - 1)
1891 Tile[x][y] = EL_AMOEBA_GROWING;
1892 Store[x][y] = EL_AMOEBA_WET;
1896 case EL_DYNAMITE_ACTIVE:
1897 case EL_SP_DISK_RED_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902 MovDelay[x][y] = 96;
1905 case EL_EM_DYNAMITE_ACTIVE:
1906 MovDelay[x][y] = 32;
1910 game.lights_still_needed++;
1914 game.friends_still_needed++;
1919 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1922 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1936 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1937 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1938 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1940 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1942 game.belt_dir[belt_nr] = belt_dir;
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 else // more than one switch -- set it like the first switch
1947 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1952 case EL_LIGHT_SWITCH_ACTIVE:
1954 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1957 case EL_INVISIBLE_STEELWALL:
1958 case EL_INVISIBLE_WALL:
1959 case EL_INVISIBLE_SAND:
1960 if (game.light_time_left > 0 ||
1961 game.lenses_time_left > 0)
1962 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1965 case EL_EMC_MAGIC_BALL:
1966 if (game.ball_active)
1967 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1970 case EL_EMC_MAGIC_BALL_SWITCH:
1971 if (game.ball_active)
1972 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1975 case EL_TRIGGER_PLAYER:
1976 case EL_TRIGGER_ELEMENT:
1977 case EL_TRIGGER_CE_VALUE:
1978 case EL_TRIGGER_CE_SCORE:
1980 case EL_ANY_ELEMENT:
1981 case EL_CURRENT_CE_VALUE:
1982 case EL_CURRENT_CE_SCORE:
1999 // reference elements should not be used on the playfield
2000 Tile[x][y] = EL_EMPTY;
2004 if (IS_CUSTOM_ELEMENT(element))
2006 if (CAN_MOVE(element))
2009 if (!element_info[element].use_last_ce_value || init_game)
2010 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2012 else if (IS_GROUP_ELEMENT(element))
2014 Tile[x][y] = GetElementFromGroupElement(element);
2016 InitField(x, y, init_game);
2023 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2026 static void InitField_WithBug1(int x, int y, boolean init_game)
2028 InitField(x, y, init_game);
2030 // not needed to call InitMovDir() -- already done by InitField()!
2031 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2032 CAN_MOVE(Tile[x][y]))
2036 static void InitField_WithBug2(int x, int y, boolean init_game)
2038 int old_element = Tile[x][y];
2040 InitField(x, y, init_game);
2042 // not needed to call InitMovDir() -- already done by InitField()!
2043 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2044 CAN_MOVE(old_element) &&
2045 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2048 /* this case is in fact a combination of not less than three bugs:
2049 first, it calls InitMovDir() for elements that can move, although this is
2050 already done by InitField(); then, it checks the element that was at this
2051 field _before_ the call to InitField() (which can change it); lastly, it
2052 was not called for "mole with direction" elements, which were treated as
2053 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2057 static int get_key_element_from_nr(int key_nr)
2059 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061 EL_EM_KEY_1 : EL_KEY_1);
2063 return key_base_element + key_nr;
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2068 return (player->inventory_size > 0 ?
2069 player->inventory_element[player->inventory_size - 1] :
2070 player->inventory_infinite_element != EL_UNDEFINED ?
2071 player->inventory_infinite_element :
2072 player->dynabombs_left > 0 ?
2073 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2079 // pos >= 0: get element from bottom of the stack;
2080 // pos < 0: get element from top of the stack
2084 int min_inventory_size = -pos;
2085 int inventory_pos = player->inventory_size - min_inventory_size;
2086 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2088 return (player->inventory_size >= min_inventory_size ?
2089 player->inventory_element[inventory_pos] :
2090 player->inventory_infinite_element != EL_UNDEFINED ?
2091 player->inventory_infinite_element :
2092 player->dynabombs_left >= min_dynabombs_left ?
2093 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2098 int min_dynabombs_left = pos + 1;
2099 int min_inventory_size = pos + 1 - player->dynabombs_left;
2100 int inventory_pos = pos - player->dynabombs_left;
2102 return (player->inventory_infinite_element != EL_UNDEFINED ?
2103 player->inventory_infinite_element :
2104 player->dynabombs_left >= min_dynabombs_left ?
2105 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106 player->inventory_size >= min_inventory_size ?
2107 player->inventory_element[inventory_pos] :
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2114 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2118 if (gpo1->sort_priority != gpo2->sort_priority)
2119 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2121 compare_result = gpo1->nr - gpo2->nr;
2123 return compare_result;
2126 int getPlayerInventorySize(int player_nr)
2128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2129 return game_em.ply[player_nr]->dynamite;
2130 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2131 return game_sp.red_disk_count;
2133 return stored_player[player_nr].inventory_size;
2136 static void InitGameControlValues(void)
2140 for (i = 0; game_panel_controls[i].nr != -1; i++)
2142 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2143 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2144 struct TextPosInfo *pos = gpc->pos;
2146 int type = gpc->type;
2150 Error("'game_panel_controls' structure corrupted at %d", i);
2152 Fail("this should not happen -- please debug");
2155 // force update of game controls after initialization
2156 gpc->value = gpc->last_value = -1;
2157 gpc->frame = gpc->last_frame = -1;
2158 gpc->gfx_frame = -1;
2160 // determine panel value width for later calculation of alignment
2161 if (type == TYPE_INTEGER || type == TYPE_STRING)
2163 pos->width = pos->size * getFontWidth(pos->font);
2164 pos->height = getFontHeight(pos->font);
2166 else if (type == TYPE_ELEMENT)
2168 pos->width = pos->size;
2169 pos->height = pos->size;
2172 // fill structure for game panel draw order
2174 gpo->sort_priority = pos->sort_priority;
2177 // sort game panel controls according to sort_priority and control number
2178 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2179 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2182 static void UpdatePlayfieldElementCount(void)
2184 boolean use_element_count = FALSE;
2187 // first check if it is needed at all to calculate playfield element count
2188 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2189 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2190 use_element_count = TRUE;
2192 if (!use_element_count)
2195 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2196 element_info[i].element_count = 0;
2198 SCAN_PLAYFIELD(x, y)
2200 element_info[Tile[x][y]].element_count++;
2203 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2204 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2205 if (IS_IN_GROUP(j, i))
2206 element_info[EL_GROUP_START + i].element_count +=
2207 element_info[j].element_count;
2210 static void UpdateGameControlValues(void)
2213 int time = (game.LevelSolved ?
2214 game.LevelSolved_CountingTime :
2215 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2217 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2218 game_sp.time_played :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 game_mm.energy_left :
2221 game.no_time_limit ? TimePlayed : TimeLeft);
2222 int score = (game.LevelSolved ?
2223 game.LevelSolved_CountingScore :
2224 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2225 game_em.lev->score :
2226 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2228 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2231 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2232 game_em.lev->gems_needed :
2233 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2234 game_sp.infotrons_still_needed :
2235 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2236 game_mm.kettles_still_needed :
2237 game.gems_still_needed);
2238 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2239 game_em.lev->gems_needed > 0 :
2240 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2241 game_sp.infotrons_still_needed > 0 :
2242 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2243 game_mm.kettles_still_needed > 0 ||
2244 game_mm.lights_still_needed > 0 :
2245 game.gems_still_needed > 0 ||
2246 game.sokoban_fields_still_needed > 0 ||
2247 game.sokoban_objects_still_needed > 0 ||
2248 game.lights_still_needed > 0);
2249 int health = (game.LevelSolved ?
2250 game.LevelSolved_CountingHealth :
2251 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2252 MM_HEALTH(game_mm.laser_overload_value) :
2255 UpdatePlayfieldElementCount();
2257 // update game panel control values
2259 // used instead of "level_nr" (for network games)
2260 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2261 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2263 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2264 for (i = 0; i < MAX_NUM_KEYS; i++)
2265 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2266 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2267 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2269 if (game.centered_player_nr == -1)
2271 for (i = 0; i < MAX_PLAYERS; i++)
2273 // only one player in Supaplex game engine
2274 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2277 for (k = 0; k < MAX_NUM_KEYS; k++)
2279 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2281 if (game_em.ply[i]->keys & (1 << k))
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2285 else if (stored_player[i].key[k])
2286 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2287 get_key_element_from_nr(k);
2290 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2291 getPlayerInventorySize(i);
2293 if (stored_player[i].num_white_keys > 0)
2294 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2298 stored_player[i].num_white_keys;
2303 int player_nr = game.centered_player_nr;
2305 for (k = 0; k < MAX_NUM_KEYS; k++)
2307 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2309 if (game_em.ply[player_nr]->keys & (1 << k))
2310 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2311 get_key_element_from_nr(k);
2313 else if (stored_player[player_nr].key[k])
2314 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2315 get_key_element_from_nr(k);
2318 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2319 getPlayerInventorySize(player_nr);
2321 if (stored_player[player_nr].num_white_keys > 0)
2322 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2324 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2325 stored_player[player_nr].num_white_keys;
2328 // try to display as many collected keys as possible in the default game panel
2329 for (i = STD_NUM_KEYS; i < MAX_NUM_KEYS + 1; i++) // EMC keys + white key
2331 int nr = GAME_PANEL_KEY_1 + i;
2332 int emc_key = get_key_element_from_nr(i);
2333 int element = (i < MAX_NUM_KEYS ? emc_key : EL_DC_KEY_WHITE);
2334 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2335 struct TextPosInfo *pos = gpc->pos;
2337 // check if panel position is undefined for a certain EMC key or white key
2338 if (gpc->value != EL_EMPTY && pos->x == -1 && pos->y == -1)
2340 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2342 // 1st try: display key at the same position as normal or EM keys
2343 if (game_panel_controls[nr_new].value == EL_EMPTY)
2345 game_panel_controls[nr_new].value = element;
2349 // 2nd try: display key at the next free position in the key panel
2350 for (k = 0; k < STD_NUM_KEYS; k++)
2352 nr_new = GAME_PANEL_KEY_1 + k;
2354 if (game_panel_controls[nr_new].value == EL_EMPTY)
2356 game_panel_controls[nr_new].value = element;
2365 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2367 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2368 get_inventory_element_from_pos(local_player, i);
2369 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2370 get_inventory_element_from_pos(local_player, -i - 1);
2373 game_panel_controls[GAME_PANEL_SCORE].value = score;
2374 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2376 game_panel_controls[GAME_PANEL_TIME].value = time;
2378 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2379 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2380 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2382 if (level.time == 0)
2383 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2385 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2387 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2388 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2390 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2392 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2393 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2395 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2396 local_player->shield_normal_time_left;
2397 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2398 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2400 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2401 local_player->shield_deadly_time_left;
2403 game_panel_controls[GAME_PANEL_EXIT].value =
2404 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2406 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2407 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2408 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2409 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2410 EL_EMC_MAGIC_BALL_SWITCH);
2412 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2413 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2414 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2415 game.light_time_left;
2417 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2418 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2419 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2420 game.timegate_time_left;
2422 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2423 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2425 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2426 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2427 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2428 game.lenses_time_left;
2430 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2431 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2432 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2433 game.magnify_time_left;
2435 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2436 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2437 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2438 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2439 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2440 EL_BALLOON_SWITCH_NONE);
2442 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2443 local_player->dynabomb_count;
2444 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2445 local_player->dynabomb_size;
2446 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2447 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2449 game_panel_controls[GAME_PANEL_PENGUINS].value =
2450 game.friends_still_needed;
2452 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2453 game.sokoban_objects_still_needed;
2454 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2455 game.sokoban_fields_still_needed;
2457 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2458 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2460 for (i = 0; i < NUM_BELTS; i++)
2462 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2463 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2464 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2465 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2466 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2469 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2470 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2471 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2472 game.magic_wall_time_left;
2474 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2475 local_player->gravity;
2477 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2478 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2480 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2481 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2482 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2483 game.panel.element[i].id : EL_UNDEFINED);
2485 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2486 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2487 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2488 element_info[game.panel.element_count[i].id].element_count : 0);
2490 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2491 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2492 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2493 element_info[game.panel.ce_score[i].id].collect_score : 0);
2495 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2496 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2497 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2498 element_info[game.panel.ce_score_element[i].id].collect_score :
2501 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2502 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2503 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2505 // update game panel control frames
2507 for (i = 0; game_panel_controls[i].nr != -1; i++)
2509 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2511 if (gpc->type == TYPE_ELEMENT)
2513 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2515 int last_anim_random_frame = gfx.anim_random_frame;
2516 int element = gpc->value;
2517 int graphic = el2panelimg(element);
2519 if (gpc->value != gpc->last_value)
2522 gpc->gfx_random = INIT_GFX_RANDOM();
2528 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2529 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2530 gpc->gfx_random = INIT_GFX_RANDOM();
2533 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2534 gfx.anim_random_frame = gpc->gfx_random;
2536 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2537 gpc->gfx_frame = element_info[element].collect_score;
2539 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2542 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2543 gfx.anim_random_frame = last_anim_random_frame;
2546 else if (gpc->type == TYPE_GRAPHIC)
2548 if (gpc->graphic != IMG_UNDEFINED)
2550 int last_anim_random_frame = gfx.anim_random_frame;
2551 int graphic = gpc->graphic;
2553 if (gpc->value != gpc->last_value)
2556 gpc->gfx_random = INIT_GFX_RANDOM();
2562 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2563 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2564 gpc->gfx_random = INIT_GFX_RANDOM();
2567 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2568 gfx.anim_random_frame = gpc->gfx_random;
2570 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2572 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2573 gfx.anim_random_frame = last_anim_random_frame;
2579 static void DisplayGameControlValues(void)
2581 boolean redraw_panel = FALSE;
2584 for (i = 0; game_panel_controls[i].nr != -1; i++)
2586 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2588 if (PANEL_DEACTIVATED(gpc->pos))
2591 if (gpc->value == gpc->last_value &&
2592 gpc->frame == gpc->last_frame)
2595 redraw_panel = TRUE;
2601 // copy default game door content to main double buffer
2603 // !!! CHECK AGAIN !!!
2604 SetPanelBackground();
2605 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2606 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2608 // redraw game control buttons
2609 RedrawGameButtons();
2611 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2613 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2615 int nr = game_panel_order[i].nr;
2616 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2617 struct TextPosInfo *pos = gpc->pos;
2618 int type = gpc->type;
2619 int value = gpc->value;
2620 int frame = gpc->frame;
2621 int size = pos->size;
2622 int font = pos->font;
2623 boolean draw_masked = pos->draw_masked;
2624 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2626 if (PANEL_DEACTIVATED(pos))
2629 gpc->last_value = value;
2630 gpc->last_frame = frame;
2632 if (type == TYPE_INTEGER)
2634 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2635 nr == GAME_PANEL_TIME)
2637 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2639 if (use_dynamic_size) // use dynamic number of digits
2641 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2642 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2643 int size2 = size1 + 1;
2644 int font1 = pos->font;
2645 int font2 = pos->font_alt;
2647 size = (value < value_change ? size1 : size2);
2648 font = (value < value_change ? font1 : font2);
2652 // correct text size if "digits" is zero or less
2654 size = strlen(int2str(value, size));
2656 // dynamically correct text alignment
2657 pos->width = size * getFontWidth(font);
2659 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2660 int2str(value, size), font, mask_mode);
2662 else if (type == TYPE_ELEMENT)
2664 int element, graphic;
2668 int dst_x = PANEL_XPOS(pos);
2669 int dst_y = PANEL_YPOS(pos);
2671 if (value != EL_UNDEFINED && value != EL_EMPTY)
2674 graphic = el2panelimg(value);
2677 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2678 element, EL_NAME(element), size);
2681 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2684 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2687 width = graphic_info[graphic].width * size / TILESIZE;
2688 height = graphic_info[graphic].height * size / TILESIZE;
2691 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2694 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2698 else if (type == TYPE_GRAPHIC)
2700 int graphic = gpc->graphic;
2701 int graphic_active = gpc->graphic_active;
2705 int dst_x = PANEL_XPOS(pos);
2706 int dst_y = PANEL_YPOS(pos);
2707 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2708 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2710 if (graphic != IMG_UNDEFINED && !skip)
2712 if (pos->style == STYLE_REVERSE)
2713 value = 100 - value;
2715 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2717 if (pos->direction & MV_HORIZONTAL)
2719 width = graphic_info[graphic_active].width * value / 100;
2720 height = graphic_info[graphic_active].height;
2722 if (pos->direction == MV_LEFT)
2724 src_x += graphic_info[graphic_active].width - width;
2725 dst_x += graphic_info[graphic_active].width - width;
2730 width = graphic_info[graphic_active].width;
2731 height = graphic_info[graphic_active].height * value / 100;
2733 if (pos->direction == MV_UP)
2735 src_y += graphic_info[graphic_active].height - height;
2736 dst_y += graphic_info[graphic_active].height - height;
2741 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2744 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2747 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2749 if (pos->direction & MV_HORIZONTAL)
2751 if (pos->direction == MV_RIGHT)
2758 dst_x = PANEL_XPOS(pos);
2761 width = graphic_info[graphic].width - width;
2765 if (pos->direction == MV_DOWN)
2772 dst_y = PANEL_YPOS(pos);
2775 height = graphic_info[graphic].height - height;
2779 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2782 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2786 else if (type == TYPE_STRING)
2788 boolean active = (value != 0);
2789 char *state_normal = "off";
2790 char *state_active = "on";
2791 char *state = (active ? state_active : state_normal);
2792 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2793 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2794 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2795 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2797 if (nr == GAME_PANEL_GRAVITY_STATE)
2799 int font1 = pos->font; // (used for normal state)
2800 int font2 = pos->font_alt; // (used for active state)
2802 font = (active ? font2 : font1);
2811 // don't truncate output if "chars" is zero or less
2814 // dynamically correct text alignment
2815 pos->width = size * getFontWidth(font);
2818 s_cut = getStringCopyN(s, size);
2820 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2821 s_cut, font, mask_mode);
2827 redraw_mask |= REDRAW_DOOR_1;
2830 SetGameStatus(GAME_MODE_PLAYING);
2833 void UpdateAndDisplayGameControlValues(void)
2835 if (tape.deactivate_display)
2838 UpdateGameControlValues();
2839 DisplayGameControlValues();
2843 static void UpdateGameDoorValues(void)
2845 UpdateGameControlValues();
2849 void DrawGameDoorValues(void)
2851 DisplayGameControlValues();
2855 // ============================================================================
2857 // ----------------------------------------------------------------------------
2858 // initialize game engine due to level / tape version number
2859 // ============================================================================
2861 static void InitGameEngine(void)
2863 int i, j, k, l, x, y;
2865 // set game engine from tape file when re-playing, else from level file
2866 game.engine_version = (tape.playing ? tape.engine_version :
2867 level.game_version);
2869 // set single or multi-player game mode (needed for re-playing tapes)
2870 game.team_mode = setup.team_mode;
2874 int num_players = 0;
2876 for (i = 0; i < MAX_PLAYERS; i++)
2877 if (tape.player_participates[i])
2880 // multi-player tapes contain input data for more than one player
2881 game.team_mode = (num_players > 1);
2885 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2886 level.game_version);
2887 Debug("game:init:level", " tape.file_version == %06d",
2889 Debug("game:init:level", " tape.game_version == %06d",
2891 Debug("game:init:level", " tape.engine_version == %06d",
2892 tape.engine_version);
2893 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2894 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2897 // --------------------------------------------------------------------------
2898 // set flags for bugs and changes according to active game engine version
2899 // --------------------------------------------------------------------------
2903 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2905 Bug was introduced in version:
2908 Bug was fixed in version:
2912 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2913 but the property "can fall" was missing, which caused some levels to be
2914 unsolvable. This was fixed in version 4.2.0.0.
2916 Affected levels/tapes:
2917 An example for a tape that was fixed by this bugfix is tape 029 from the
2918 level set "rnd_sam_bateman".
2919 The wrong behaviour will still be used for all levels or tapes that were
2920 created/recorded with it. An example for this is tape 023 from the level
2921 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2924 boolean use_amoeba_dropping_cannot_fall_bug =
2925 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2926 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2928 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2929 tape.game_version < VERSION_IDENT(4,2,0,0)));
2932 Summary of bugfix/change:
2933 Fixed move speed of elements entering or leaving magic wall.
2935 Fixed/changed in version:
2939 Before 2.0.1, move speed of elements entering or leaving magic wall was
2940 twice as fast as it is now.
2941 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2943 Affected levels/tapes:
2944 The first condition is generally needed for all levels/tapes before version
2945 2.0.1, which might use the old behaviour before it was changed; known tapes
2946 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2947 The second condition is an exception from the above case and is needed for
2948 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2949 above, but before it was known that this change would break tapes like the
2950 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2951 although the engine version while recording maybe was before 2.0.1. There
2952 are a lot of tapes that are affected by this exception, like tape 006 from
2953 the level set "rnd_conor_mancone".
2956 boolean use_old_move_stepsize_for_magic_wall =
2957 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2959 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2960 tape.game_version < VERSION_IDENT(4,2,0,0)));
2963 Summary of bugfix/change:
2964 Fixed handling for custom elements that change when pushed by the player.
2966 Fixed/changed in version:
2970 Before 3.1.0, custom elements that "change when pushing" changed directly
2971 after the player started pushing them (until then handled in "DigField()").
2972 Since 3.1.0, these custom elements are not changed until the "pushing"
2973 move of the element is finished (now handled in "ContinueMoving()").
2975 Affected levels/tapes:
2976 The first condition is generally needed for all levels/tapes before version
2977 3.1.0, which might use the old behaviour before it was changed; known tapes
2978 that are affected are some tapes from the level set "Walpurgis Gardens" by
2980 The second condition is an exception from the above case and is needed for
2981 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2982 above (including some development versions of 3.1.0), but before it was
2983 known that this change would break tapes like the above and was fixed in
2984 3.1.1, so that the changed behaviour was active although the engine version
2985 while recording maybe was before 3.1.0. There is at least one tape that is
2986 affected by this exception, which is the tape for the one-level set "Bug
2987 Machine" by Juergen Bonhagen.
2990 game.use_change_when_pushing_bug =
2991 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2993 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2994 tape.game_version < VERSION_IDENT(3,1,1,0)));
2997 Summary of bugfix/change:
2998 Fixed handling for blocking the field the player leaves when moving.
3000 Fixed/changed in version:
3004 Before 3.1.1, when "block last field when moving" was enabled, the field
3005 the player is leaving when moving was blocked for the time of the move,
3006 and was directly unblocked afterwards. This resulted in the last field
3007 being blocked for exactly one less than the number of frames of one player
3008 move. Additionally, even when blocking was disabled, the last field was
3009 blocked for exactly one frame.
3010 Since 3.1.1, due to changes in player movement handling, the last field
3011 is not blocked at all when blocking is disabled. When blocking is enabled,
3012 the last field is blocked for exactly the number of frames of one player
3013 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3014 last field is blocked for exactly one more than the number of frames of
3017 Affected levels/tapes:
3018 (!!! yet to be determined -- probably many !!!)
3021 game.use_block_last_field_bug =
3022 (game.engine_version < VERSION_IDENT(3,1,1,0));
3024 /* various special flags and settings for native Emerald Mine game engine */
3026 game_em.use_single_button =
3027 (game.engine_version > VERSION_IDENT(4,0,0,2));
3029 game_em.use_snap_key_bug =
3030 (game.engine_version < VERSION_IDENT(4,0,1,0));
3032 game_em.use_random_bug =
3033 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3035 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3037 game_em.use_old_explosions = use_old_em_engine;
3038 game_em.use_old_android = use_old_em_engine;
3039 game_em.use_old_push_elements = use_old_em_engine;
3040 game_em.use_old_push_into_acid = use_old_em_engine;
3042 game_em.use_wrap_around = !use_old_em_engine;
3044 // --------------------------------------------------------------------------
3046 // set maximal allowed number of custom element changes per game frame
3047 game.max_num_changes_per_frame = 1;
3049 // default scan direction: scan playfield from top/left to bottom/right
3050 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3052 // dynamically adjust element properties according to game engine version
3053 InitElementPropertiesEngine(game.engine_version);
3055 // ---------- initialize special element properties -------------------------
3057 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3058 if (use_amoeba_dropping_cannot_fall_bug)
3059 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3061 // ---------- initialize player's initial move delay ------------------------
3063 // dynamically adjust player properties according to level information
3064 for (i = 0; i < MAX_PLAYERS; i++)
3065 game.initial_move_delay_value[i] =
3066 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3068 // dynamically adjust player properties according to game engine version
3069 for (i = 0; i < MAX_PLAYERS; i++)
3070 game.initial_move_delay[i] =
3071 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3072 game.initial_move_delay_value[i] : 0);
3074 // ---------- initialize player's initial push delay ------------------------
3076 // dynamically adjust player properties according to game engine version
3077 game.initial_push_delay_value =
3078 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3080 // ---------- initialize changing elements ----------------------------------
3082 // initialize changing elements information
3083 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3085 struct ElementInfo *ei = &element_info[i];
3087 // this pointer might have been changed in the level editor
3088 ei->change = &ei->change_page[0];
3090 if (!IS_CUSTOM_ELEMENT(i))
3092 ei->change->target_element = EL_EMPTY_SPACE;
3093 ei->change->delay_fixed = 0;
3094 ei->change->delay_random = 0;
3095 ei->change->delay_frames = 1;
3098 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3100 ei->has_change_event[j] = FALSE;
3102 ei->event_page_nr[j] = 0;
3103 ei->event_page[j] = &ei->change_page[0];
3107 // add changing elements from pre-defined list
3108 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3110 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3111 struct ElementInfo *ei = &element_info[ch_delay->element];
3113 ei->change->target_element = ch_delay->target_element;
3114 ei->change->delay_fixed = ch_delay->change_delay;
3116 ei->change->pre_change_function = ch_delay->pre_change_function;
3117 ei->change->change_function = ch_delay->change_function;
3118 ei->change->post_change_function = ch_delay->post_change_function;
3120 ei->change->can_change = TRUE;
3121 ei->change->can_change_or_has_action = TRUE;
3123 ei->has_change_event[CE_DELAY] = TRUE;
3125 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3126 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3129 // ---------- initialize internal run-time variables ------------------------
3131 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3133 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3135 for (j = 0; j < ei->num_change_pages; j++)
3137 ei->change_page[j].can_change_or_has_action =
3138 (ei->change_page[j].can_change |
3139 ei->change_page[j].has_action);
3143 // add change events from custom element configuration
3144 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3146 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3148 for (j = 0; j < ei->num_change_pages; j++)
3150 if (!ei->change_page[j].can_change_or_has_action)
3153 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3155 // only add event page for the first page found with this event
3156 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3158 ei->has_change_event[k] = TRUE;
3160 ei->event_page_nr[k] = j;
3161 ei->event_page[k] = &ei->change_page[j];
3167 // ---------- initialize reference elements in change conditions ------------
3169 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3171 int element = EL_CUSTOM_START + i;
3172 struct ElementInfo *ei = &element_info[element];
3174 for (j = 0; j < ei->num_change_pages; j++)
3176 int trigger_element = ei->change_page[j].initial_trigger_element;
3178 if (trigger_element >= EL_PREV_CE_8 &&
3179 trigger_element <= EL_NEXT_CE_8)
3180 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3182 ei->change_page[j].trigger_element = trigger_element;
3186 // ---------- initialize run-time trigger player and element ----------------
3188 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3190 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3192 for (j = 0; j < ei->num_change_pages; j++)
3194 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3195 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3196 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3197 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3198 ei->change_page[j].actual_trigger_ce_value = 0;
3199 ei->change_page[j].actual_trigger_ce_score = 0;
3203 // ---------- initialize trigger events -------------------------------------
3205 // initialize trigger events information
3206 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3207 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3208 trigger_events[i][j] = FALSE;
3210 // add trigger events from element change event properties
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 if (!ei->change_page[j].can_change_or_has_action)
3220 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3222 int trigger_element = ei->change_page[j].trigger_element;
3224 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3226 if (ei->change_page[j].has_event[k])
3228 if (IS_GROUP_ELEMENT(trigger_element))
3230 struct ElementGroupInfo *group =
3231 element_info[trigger_element].group;
3233 for (l = 0; l < group->num_elements_resolved; l++)
3234 trigger_events[group->element_resolved[l]][k] = TRUE;
3236 else if (trigger_element == EL_ANY_ELEMENT)
3237 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3238 trigger_events[l][k] = TRUE;
3240 trigger_events[trigger_element][k] = TRUE;
3247 // ---------- initialize push delay -----------------------------------------
3249 // initialize push delay values to default
3250 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3252 if (!IS_CUSTOM_ELEMENT(i))
3254 // set default push delay values (corrected since version 3.0.7-1)
3255 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3257 element_info[i].push_delay_fixed = 2;
3258 element_info[i].push_delay_random = 8;
3262 element_info[i].push_delay_fixed = 8;
3263 element_info[i].push_delay_random = 8;
3268 // set push delay value for certain elements from pre-defined list
3269 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3271 int e = push_delay_list[i].element;
3273 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3274 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3277 // set push delay value for Supaplex elements for newer engine versions
3278 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3280 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3282 if (IS_SP_ELEMENT(i))
3284 // set SP push delay to just enough to push under a falling zonk
3285 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3287 element_info[i].push_delay_fixed = delay;
3288 element_info[i].push_delay_random = 0;
3293 // ---------- initialize move stepsize --------------------------------------
3295 // initialize move stepsize values to default
3296 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3297 if (!IS_CUSTOM_ELEMENT(i))
3298 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3300 // set move stepsize value for certain elements from pre-defined list
3301 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3303 int e = move_stepsize_list[i].element;
3305 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3307 // set move stepsize value for certain elements for older engine versions
3308 if (use_old_move_stepsize_for_magic_wall)
3310 if (e == EL_MAGIC_WALL_FILLING ||
3311 e == EL_MAGIC_WALL_EMPTYING ||
3312 e == EL_BD_MAGIC_WALL_FILLING ||
3313 e == EL_BD_MAGIC_WALL_EMPTYING)
3314 element_info[e].move_stepsize *= 2;
3318 // ---------- initialize collect score --------------------------------------
3320 // initialize collect score values for custom elements from initial value
3321 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3322 if (IS_CUSTOM_ELEMENT(i))
3323 element_info[i].collect_score = element_info[i].collect_score_initial;
3325 // ---------- initialize collect count --------------------------------------
3327 // initialize collect count values for non-custom elements
3328 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3329 if (!IS_CUSTOM_ELEMENT(i))
3330 element_info[i].collect_count_initial = 0;
3332 // add collect count values for all elements from pre-defined list
3333 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3334 element_info[collect_count_list[i].element].collect_count_initial =
3335 collect_count_list[i].count;
3337 // ---------- initialize access direction -----------------------------------
3339 // initialize access direction values to default (access from every side)
3340 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3341 if (!IS_CUSTOM_ELEMENT(i))
3342 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3344 // set access direction value for certain elements from pre-defined list
3345 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3346 element_info[access_direction_list[i].element].access_direction =
3347 access_direction_list[i].direction;
3349 // ---------- initialize explosion content ----------------------------------
3350 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3352 if (IS_CUSTOM_ELEMENT(i))
3355 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3357 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3359 element_info[i].content.e[x][y] =
3360 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3361 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3362 i == EL_PLAYER_3 ? EL_EMERALD :
3363 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3364 i == EL_MOLE ? EL_EMERALD_RED :
3365 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3366 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3367 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3368 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3369 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3370 i == EL_WALL_EMERALD ? EL_EMERALD :
3371 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3372 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3373 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3374 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3375 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3376 i == EL_WALL_PEARL ? EL_PEARL :
3377 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3382 // ---------- initialize recursion detection --------------------------------
3383 recursion_loop_depth = 0;
3384 recursion_loop_detected = FALSE;
3385 recursion_loop_element = EL_UNDEFINED;
3387 // ---------- initialize graphics engine ------------------------------------
3388 game.scroll_delay_value =
3389 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3390 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3391 !setup.forced_scroll_delay ? 0 :
3392 setup.scroll_delay ? setup.scroll_delay_value : 0);
3393 game.scroll_delay_value =
3394 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3396 // ---------- initialize game engine snapshots ------------------------------
3397 for (i = 0; i < MAX_PLAYERS; i++)
3398 game.snapshot.last_action[i] = 0;
3399 game.snapshot.changed_action = FALSE;
3400 game.snapshot.collected_item = FALSE;
3401 game.snapshot.mode =
3402 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3403 SNAPSHOT_MODE_EVERY_STEP :
3404 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3405 SNAPSHOT_MODE_EVERY_MOVE :
3406 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3407 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3408 game.snapshot.save_snapshot = FALSE;
3410 // ---------- initialize level time for Supaplex engine ---------------------
3411 // Supaplex levels with time limit currently unsupported -- should be added
3412 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3415 // ---------- initialize flags for handling game actions --------------------
3417 // set flags for game actions to default values
3418 game.use_key_actions = TRUE;
3419 game.use_mouse_actions = FALSE;
3421 // when using Mirror Magic game engine, handle mouse events only
3422 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3424 game.use_key_actions = FALSE;
3425 game.use_mouse_actions = TRUE;
3428 // check for custom elements with mouse click events
3429 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3431 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3433 int element = EL_CUSTOM_START + i;
3435 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3436 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3437 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3438 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3439 game.use_mouse_actions = TRUE;
3444 static int get_num_special_action(int element, int action_first,
3447 int num_special_action = 0;
3450 for (i = action_first; i <= action_last; i++)
3452 boolean found = FALSE;
3454 for (j = 0; j < NUM_DIRECTIONS; j++)
3455 if (el_act_dir2img(element, i, j) !=
3456 el_act_dir2img(element, ACTION_DEFAULT, j))
3460 num_special_action++;
3465 return num_special_action;
3469 // ============================================================================
3471 // ----------------------------------------------------------------------------
3472 // initialize and start new game
3473 // ============================================================================
3475 #if DEBUG_INIT_PLAYER
3476 static void DebugPrintPlayerStatus(char *message)
3483 Debug("game:init:player", "%s:", message);
3485 for (i = 0; i < MAX_PLAYERS; i++)
3487 struct PlayerInfo *player = &stored_player[i];
3489 Debug("game:init:player",
3490 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3494 player->connected_locally,
3495 player->connected_network,
3497 (local_player == player ? " (local player)" : ""));
3504 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3505 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3506 int fade_mask = REDRAW_FIELD;
3508 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3509 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3510 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3511 int initial_move_dir = MV_DOWN;
3514 // required here to update video display before fading (FIX THIS)
3515 DrawMaskedBorder(REDRAW_DOOR_2);
3517 if (!game.restart_level)
3518 CloseDoor(DOOR_CLOSE_1);
3520 SetGameStatus(GAME_MODE_PLAYING);
3522 if (level_editor_test_game)
3523 FadeSkipNextFadeOut();
3525 FadeSetEnterScreen();
3528 fade_mask = REDRAW_ALL;
3530 FadeLevelSoundsAndMusic();
3532 ExpireSoundLoops(TRUE);
3536 if (level_editor_test_game)
3537 FadeSkipNextFadeIn();
3539 // needed if different viewport properties defined for playing
3540 ChangeViewportPropertiesIfNeeded();
3544 DrawCompleteVideoDisplay();
3546 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3549 InitGameControlValues();
3551 // initialize tape actions from game when recording tape
3554 tape.use_key_actions = game.use_key_actions;
3555 tape.use_mouse_actions = game.use_mouse_actions;
3558 // don't play tapes over network
3559 network_playing = (network.enabled && !tape.playing);
3561 for (i = 0; i < MAX_PLAYERS; i++)
3563 struct PlayerInfo *player = &stored_player[i];
3565 player->index_nr = i;
3566 player->index_bit = (1 << i);
3567 player->element_nr = EL_PLAYER_1 + i;
3569 player->present = FALSE;
3570 player->active = FALSE;
3571 player->mapped = FALSE;
3573 player->killed = FALSE;
3574 player->reanimated = FALSE;
3575 player->buried = FALSE;
3578 player->effective_action = 0;
3579 player->programmed_action = 0;
3580 player->snap_action = 0;
3582 player->mouse_action.lx = 0;
3583 player->mouse_action.ly = 0;
3584 player->mouse_action.button = 0;
3585 player->mouse_action.button_hint = 0;
3587 player->effective_mouse_action.lx = 0;
3588 player->effective_mouse_action.ly = 0;
3589 player->effective_mouse_action.button = 0;
3590 player->effective_mouse_action.button_hint = 0;
3592 for (j = 0; j < MAX_NUM_KEYS; j++)
3593 player->key[j] = FALSE;
3595 player->num_white_keys = 0;
3597 player->dynabomb_count = 0;
3598 player->dynabomb_size = 1;
3599 player->dynabombs_left = 0;
3600 player->dynabomb_xl = FALSE;
3602 player->MovDir = initial_move_dir;
3605 player->GfxDir = initial_move_dir;
3606 player->GfxAction = ACTION_DEFAULT;
3608 player->StepFrame = 0;
3610 player->initial_element = player->element_nr;
3611 player->artwork_element =
3612 (level.use_artwork_element[i] ? level.artwork_element[i] :
3613 player->element_nr);
3614 player->use_murphy = FALSE;
3616 player->block_last_field = FALSE; // initialized in InitPlayerField()
3617 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3619 player->gravity = level.initial_player_gravity[i];
3621 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3623 player->actual_frame_counter = 0;
3625 player->step_counter = 0;
3627 player->last_move_dir = initial_move_dir;
3629 player->is_active = FALSE;
3631 player->is_waiting = FALSE;
3632 player->is_moving = FALSE;
3633 player->is_auto_moving = FALSE;
3634 player->is_digging = FALSE;
3635 player->is_snapping = FALSE;
3636 player->is_collecting = FALSE;
3637 player->is_pushing = FALSE;
3638 player->is_switching = FALSE;
3639 player->is_dropping = FALSE;
3640 player->is_dropping_pressed = FALSE;
3642 player->is_bored = FALSE;
3643 player->is_sleeping = FALSE;
3645 player->was_waiting = TRUE;
3646 player->was_moving = FALSE;
3647 player->was_snapping = FALSE;
3648 player->was_dropping = FALSE;
3650 player->force_dropping = FALSE;
3652 player->frame_counter_bored = -1;
3653 player->frame_counter_sleeping = -1;
3655 player->anim_delay_counter = 0;
3656 player->post_delay_counter = 0;
3658 player->dir_waiting = initial_move_dir;
3659 player->action_waiting = ACTION_DEFAULT;
3660 player->last_action_waiting = ACTION_DEFAULT;
3661 player->special_action_bored = ACTION_DEFAULT;
3662 player->special_action_sleeping = ACTION_DEFAULT;
3664 player->switch_x = -1;
3665 player->switch_y = -1;
3667 player->drop_x = -1;
3668 player->drop_y = -1;
3670 player->show_envelope = 0;
3672 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3674 player->push_delay = -1; // initialized when pushing starts
3675 player->push_delay_value = game.initial_push_delay_value;
3677 player->drop_delay = 0;
3678 player->drop_pressed_delay = 0;
3680 player->last_jx = -1;
3681 player->last_jy = -1;
3685 player->shield_normal_time_left = 0;
3686 player->shield_deadly_time_left = 0;
3688 player->inventory_infinite_element = EL_UNDEFINED;
3689 player->inventory_size = 0;
3691 if (level.use_initial_inventory[i])
3693 for (j = 0; j < level.initial_inventory_size[i]; j++)
3695 int element = level.initial_inventory_content[i][j];
3696 int collect_count = element_info[element].collect_count_initial;
3699 if (!IS_CUSTOM_ELEMENT(element))
3702 if (collect_count == 0)
3703 player->inventory_infinite_element = element;
3705 for (k = 0; k < collect_count; k++)
3706 if (player->inventory_size < MAX_INVENTORY_SIZE)
3707 player->inventory_element[player->inventory_size++] = element;
3711 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3712 SnapField(player, 0, 0);
3714 map_player_action[i] = i;
3717 network_player_action_received = FALSE;
3719 // initial null action
3720 if (network_playing)
3721 SendToServer_MovePlayer(MV_NONE);
3726 TimeLeft = level.time;
3729 ScreenMovDir = MV_NONE;
3733 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3735 game.robot_wheel_x = -1;
3736 game.robot_wheel_y = -1;
3741 game.all_players_gone = FALSE;
3743 game.LevelSolved = FALSE;
3744 game.GameOver = FALSE;
3746 game.GamePlayed = !tape.playing;
3748 game.LevelSolved_GameWon = FALSE;
3749 game.LevelSolved_GameEnd = FALSE;
3750 game.LevelSolved_SaveTape = FALSE;
3751 game.LevelSolved_SaveScore = FALSE;
3753 game.LevelSolved_CountingTime = 0;
3754 game.LevelSolved_CountingScore = 0;
3755 game.LevelSolved_CountingHealth = 0;
3757 game.panel.active = TRUE;
3759 game.no_time_limit = (level.time == 0);
3761 game.yamyam_content_nr = 0;
3762 game.robot_wheel_active = FALSE;
3763 game.magic_wall_active = FALSE;
3764 game.magic_wall_time_left = 0;
3765 game.light_time_left = 0;
3766 game.timegate_time_left = 0;
3767 game.switchgate_pos = 0;
3768 game.wind_direction = level.wind_direction_initial;
3771 game.score_final = 0;
3773 game.health = MAX_HEALTH;
3774 game.health_final = MAX_HEALTH;
3776 game.gems_still_needed = level.gems_needed;
3777 game.sokoban_fields_still_needed = 0;
3778 game.sokoban_objects_still_needed = 0;
3779 game.lights_still_needed = 0;
3780 game.players_still_needed = 0;
3781 game.friends_still_needed = 0;
3783 game.lenses_time_left = 0;
3784 game.magnify_time_left = 0;
3786 game.ball_active = level.ball_active_initial;
3787 game.ball_content_nr = 0;
3789 game.explosions_delayed = TRUE;
3791 game.envelope_active = FALSE;
3793 for (i = 0; i < NUM_BELTS; i++)
3795 game.belt_dir[i] = MV_NONE;
3796 game.belt_dir_nr[i] = 3; // not moving, next moving left
3799 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3800 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3802 #if DEBUG_INIT_PLAYER
3803 DebugPrintPlayerStatus("Player status at level initialization");
3806 SCAN_PLAYFIELD(x, y)
3808 Tile[x][y] = Last[x][y] = level.field[x][y];
3809 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3810 ChangeDelay[x][y] = 0;
3811 ChangePage[x][y] = -1;
3812 CustomValue[x][y] = 0; // initialized in InitField()
3813 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3815 WasJustMoving[x][y] = 0;
3816 WasJustFalling[x][y] = 0;
3817 CheckCollision[x][y] = 0;
3818 CheckImpact[x][y] = 0;
3820 Pushed[x][y] = FALSE;
3822 ChangeCount[x][y] = 0;
3823 ChangeEvent[x][y] = -1;
3825 ExplodePhase[x][y] = 0;
3826 ExplodeDelay[x][y] = 0;
3827 ExplodeField[x][y] = EX_TYPE_NONE;
3829 RunnerVisit[x][y] = 0;
3830 PlayerVisit[x][y] = 0;
3833 GfxRandom[x][y] = INIT_GFX_RANDOM();
3834 GfxElement[x][y] = EL_UNDEFINED;
3835 GfxAction[x][y] = ACTION_DEFAULT;
3836 GfxDir[x][y] = MV_NONE;
3837 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3840 SCAN_PLAYFIELD(x, y)
3842 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3844 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3846 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3849 InitField(x, y, TRUE);
3851 ResetGfxAnimation(x, y);
3856 for (i = 0; i < MAX_PLAYERS; i++)
3858 struct PlayerInfo *player = &stored_player[i];
3860 // set number of special actions for bored and sleeping animation
3861 player->num_special_action_bored =
3862 get_num_special_action(player->artwork_element,
3863 ACTION_BORING_1, ACTION_BORING_LAST);
3864 player->num_special_action_sleeping =
3865 get_num_special_action(player->artwork_element,
3866 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3869 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3870 emulate_sb ? EMU_SOKOBAN :
3871 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3873 // initialize type of slippery elements
3874 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3876 if (!IS_CUSTOM_ELEMENT(i))
3878 // default: elements slip down either to the left or right randomly
3879 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3881 // SP style elements prefer to slip down on the left side
3882 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3883 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3885 // BD style elements prefer to slip down on the left side
3886 if (game.emulation == EMU_BOULDERDASH)
3887 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3891 // initialize explosion and ignition delay
3892 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3894 if (!IS_CUSTOM_ELEMENT(i))
3897 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3898 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3899 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3900 int last_phase = (num_phase + 1) * delay;
3901 int half_phase = (num_phase / 2) * delay;
3903 element_info[i].explosion_delay = last_phase - 1;
3904 element_info[i].ignition_delay = half_phase;
3906 if (i == EL_BLACK_ORB)
3907 element_info[i].ignition_delay = 1;
3911 // correct non-moving belts to start moving left
3912 for (i = 0; i < NUM_BELTS; i++)
3913 if (game.belt_dir[i] == MV_NONE)
3914 game.belt_dir_nr[i] = 3; // not moving, next moving left
3916 #if USE_NEW_PLAYER_ASSIGNMENTS
3917 // use preferred player also in local single-player mode
3918 if (!network.enabled && !game.team_mode)
3920 int new_index_nr = setup.network_player_nr;
3922 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3924 for (i = 0; i < MAX_PLAYERS; i++)
3925 stored_player[i].connected_locally = FALSE;
3927 stored_player[new_index_nr].connected_locally = TRUE;
3931 for (i = 0; i < MAX_PLAYERS; i++)
3933 stored_player[i].connected = FALSE;
3935 // in network game mode, the local player might not be the first player
3936 if (stored_player[i].connected_locally)
3937 local_player = &stored_player[i];
3940 if (!network.enabled)
3941 local_player->connected = TRUE;
3945 for (i = 0; i < MAX_PLAYERS; i++)
3946 stored_player[i].connected = tape.player_participates[i];
3948 else if (network.enabled)
3950 // add team mode players connected over the network (needed for correct
3951 // assignment of player figures from level to locally playing players)
3953 for (i = 0; i < MAX_PLAYERS; i++)
3954 if (stored_player[i].connected_network)
3955 stored_player[i].connected = TRUE;
3957 else if (game.team_mode)
3959 // try to guess locally connected team mode players (needed for correct
3960 // assignment of player figures from level to locally playing players)
3962 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (setup.input[i].use_joystick ||
3964 setup.input[i].key.left != KSYM_UNDEFINED)
3965 stored_player[i].connected = TRUE;
3968 #if DEBUG_INIT_PLAYER
3969 DebugPrintPlayerStatus("Player status after level initialization");
3972 #if DEBUG_INIT_PLAYER
3973 Debug("game:init:player", "Reassigning players ...");
3976 // check if any connected player was not found in playfield
3977 for (i = 0; i < MAX_PLAYERS; i++)
3979 struct PlayerInfo *player = &stored_player[i];
3981 if (player->connected && !player->present)
3983 struct PlayerInfo *field_player = NULL;
3985 #if DEBUG_INIT_PLAYER
3986 Debug("game:init:player",
3987 "- looking for field player for player %d ...", i + 1);
3990 // assign first free player found that is present in the playfield
3992 // first try: look for unmapped playfield player that is not connected
3993 for (j = 0; j < MAX_PLAYERS; j++)
3994 if (field_player == NULL &&
3995 stored_player[j].present &&
3996 !stored_player[j].mapped &&
3997 !stored_player[j].connected)
3998 field_player = &stored_player[j];
4000 // second try: look for *any* unmapped playfield player
4001 for (j = 0; j < MAX_PLAYERS; j++)
4002 if (field_player == NULL &&
4003 stored_player[j].present &&
4004 !stored_player[j].mapped)
4005 field_player = &stored_player[j];
4007 if (field_player != NULL)
4009 int jx = field_player->jx, jy = field_player->jy;
4011 #if DEBUG_INIT_PLAYER
4012 Debug("game:init:player", "- found player %d",
4013 field_player->index_nr + 1);
4016 player->present = FALSE;
4017 player->active = FALSE;
4019 field_player->present = TRUE;
4020 field_player->active = TRUE;
4023 player->initial_element = field_player->initial_element;
4024 player->artwork_element = field_player->artwork_element;
4026 player->block_last_field = field_player->block_last_field;
4027 player->block_delay_adjustment = field_player->block_delay_adjustment;
4030 StorePlayer[jx][jy] = field_player->element_nr;
4032 field_player->jx = field_player->last_jx = jx;
4033 field_player->jy = field_player->last_jy = jy;
4035 if (local_player == player)
4036 local_player = field_player;
4038 map_player_action[field_player->index_nr] = i;
4040 field_player->mapped = TRUE;
4042 #if DEBUG_INIT_PLAYER
4043 Debug("game:init:player", "- map_player_action[%d] == %d",
4044 field_player->index_nr + 1, i + 1);
4049 if (player->connected && player->present)
4050 player->mapped = TRUE;
4053 #if DEBUG_INIT_PLAYER
4054 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4059 // check if any connected player was not found in playfield
4060 for (i = 0; i < MAX_PLAYERS; i++)
4062 struct PlayerInfo *player = &stored_player[i];
4064 if (player->connected && !player->present)
4066 for (j = 0; j < MAX_PLAYERS; j++)
4068 struct PlayerInfo *field_player = &stored_player[j];
4069 int jx = field_player->jx, jy = field_player->jy;
4071 // assign first free player found that is present in the playfield
4072 if (field_player->present && !field_player->connected)
4074 player->present = TRUE;
4075 player->active = TRUE;
4077 field_player->present = FALSE;
4078 field_player->active = FALSE;
4080 player->initial_element = field_player->initial_element;
4081 player->artwork_element = field_player->artwork_element;
4083 player->block_last_field = field_player->block_last_field;
4084 player->block_delay_adjustment = field_player->block_delay_adjustment;
4086 StorePlayer[jx][jy] = player->element_nr;
4088 player->jx = player->last_jx = jx;
4089 player->jy = player->last_jy = jy;
4099 Debug("game:init:player", "local_player->present == %d",
4100 local_player->present);
4103 // set focus to local player for network games, else to all players
4104 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4105 game.centered_player_nr_next = game.centered_player_nr;
4106 game.set_centered_player = FALSE;
4107 game.set_centered_player_wrap = FALSE;
4109 if (network_playing && tape.recording)
4111 // store client dependent player focus when recording network games
4112 tape.centered_player_nr_next = game.centered_player_nr_next;
4113 tape.set_centered_player = TRUE;
4118 // when playing a tape, eliminate all players who do not participate
4120 #if USE_NEW_PLAYER_ASSIGNMENTS
4122 if (!game.team_mode)
4124 for (i = 0; i < MAX_PLAYERS; i++)
4126 if (stored_player[i].active &&
4127 !tape.player_participates[map_player_action[i]])
4129 struct PlayerInfo *player = &stored_player[i];
4130 int jx = player->jx, jy = player->jy;
4132 #if DEBUG_INIT_PLAYER
4133 Debug("game:init:player", "Removing player %d at (%d, %d)",
4137 player->active = FALSE;
4138 StorePlayer[jx][jy] = 0;
4139 Tile[jx][jy] = EL_EMPTY;
4146 for (i = 0; i < MAX_PLAYERS; i++)
4148 if (stored_player[i].active &&
4149 !tape.player_participates[i])
4151 struct PlayerInfo *player = &stored_player[i];
4152 int jx = player->jx, jy = player->jy;
4154 player->active = FALSE;
4155 StorePlayer[jx][jy] = 0;
4156 Tile[jx][jy] = EL_EMPTY;
4161 else if (!network.enabled && !game.team_mode) // && !tape.playing
4163 // when in single player mode, eliminate all but the local player
4165 for (i = 0; i < MAX_PLAYERS; i++)
4167 struct PlayerInfo *player = &stored_player[i];
4169 if (player->active && player != local_player)
4171 int jx = player->jx, jy = player->jy;
4173 player->active = FALSE;
4174 player->present = FALSE;
4176 StorePlayer[jx][jy] = 0;
4177 Tile[jx][jy] = EL_EMPTY;
4182 for (i = 0; i < MAX_PLAYERS; i++)
4183 if (stored_player[i].active)
4184 game.players_still_needed++;
4186 if (level.solved_by_one_player)
4187 game.players_still_needed = 1;
4189 // when recording the game, store which players take part in the game
4192 #if USE_NEW_PLAYER_ASSIGNMENTS
4193 for (i = 0; i < MAX_PLAYERS; i++)
4194 if (stored_player[i].connected)
4195 tape.player_participates[i] = TRUE;
4197 for (i = 0; i < MAX_PLAYERS; i++)
4198 if (stored_player[i].active)
4199 tape.player_participates[i] = TRUE;
4203 #if DEBUG_INIT_PLAYER
4204 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4207 if (BorderElement == EL_EMPTY)
4210 SBX_Right = lev_fieldx - SCR_FIELDX;
4212 SBY_Lower = lev_fieldy - SCR_FIELDY;
4217 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4219 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4222 if (full_lev_fieldx <= SCR_FIELDX)
4223 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4224 if (full_lev_fieldy <= SCR_FIELDY)
4225 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4227 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4229 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4232 // if local player not found, look for custom element that might create
4233 // the player (make some assumptions about the right custom element)
4234 if (!local_player->present)
4236 int start_x = 0, start_y = 0;
4237 int found_rating = 0;
4238 int found_element = EL_UNDEFINED;
4239 int player_nr = local_player->index_nr;
4241 SCAN_PLAYFIELD(x, y)
4243 int element = Tile[x][y];
4248 if (level.use_start_element[player_nr] &&
4249 level.start_element[player_nr] == element &&
4256 found_element = element;
4259 if (!IS_CUSTOM_ELEMENT(element))
4262 if (CAN_CHANGE(element))
4264 for (i = 0; i < element_info[element].num_change_pages; i++)
4266 // check for player created from custom element as single target
4267 content = element_info[element].change_page[i].target_element;
4268 is_player = ELEM_IS_PLAYER(content);
4270 if (is_player && (found_rating < 3 ||
4271 (found_rating == 3 && element < found_element)))
4277 found_element = element;
4282 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4284 // check for player created from custom element as explosion content
4285 content = element_info[element].content.e[xx][yy];
4286 is_player = ELEM_IS_PLAYER(content);
4288 if (is_player && (found_rating < 2 ||
4289 (found_rating == 2 && element < found_element)))
4291 start_x = x + xx - 1;
4292 start_y = y + yy - 1;
4295 found_element = element;
4298 if (!CAN_CHANGE(element))
4301 for (i = 0; i < element_info[element].num_change_pages; i++)
4303 // check for player created from custom element as extended target
4305 element_info[element].change_page[i].target_content.e[xx][yy];
4307 is_player = ELEM_IS_PLAYER(content);
4309 if (is_player && (found_rating < 1 ||
4310 (found_rating == 1 && element < found_element)))
4312 start_x = x + xx - 1;
4313 start_y = y + yy - 1;
4316 found_element = element;
4322 scroll_x = SCROLL_POSITION_X(start_x);
4323 scroll_y = SCROLL_POSITION_Y(start_y);
4327 scroll_x = SCROLL_POSITION_X(local_player->jx);
4328 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4331 // !!! FIX THIS (START) !!!
4332 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4334 InitGameEngine_EM();
4336 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4338 InitGameEngine_SP();
4340 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4342 InitGameEngine_MM();
4346 DrawLevel(REDRAW_FIELD);
4349 // after drawing the level, correct some elements
4350 if (game.timegate_time_left == 0)
4351 CloseAllOpenTimegates();
4354 // blit playfield from scroll buffer to normal back buffer for fading in
4355 BlitScreenToBitmap(backbuffer);
4356 // !!! FIX THIS (END) !!!
4358 DrawMaskedBorder(fade_mask);
4363 // full screen redraw is required at this point in the following cases:
4364 // - special editor door undrawn when game was started from level editor
4365 // - drawing area (playfield) was changed and has to be removed completely
4366 redraw_mask = REDRAW_ALL;
4370 if (!game.restart_level)
4372 // copy default game door content to main double buffer
4374 // !!! CHECK AGAIN !!!
4375 SetPanelBackground();
4376 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4377 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4380 SetPanelBackground();
4381 SetDrawBackgroundMask(REDRAW_DOOR_1);
4383 UpdateAndDisplayGameControlValues();
4385 if (!game.restart_level)
4391 CreateGameButtons();
4396 // copy actual game door content to door double buffer for OpenDoor()
4397 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4399 OpenDoor(DOOR_OPEN_ALL);
4401 KeyboardAutoRepeatOffUnlessAutoplay();
4403 #if DEBUG_INIT_PLAYER
4404 DebugPrintPlayerStatus("Player status (final)");
4413 if (!game.restart_level && !tape.playing)
4415 LevelStats_incPlayed(level_nr);
4417 SaveLevelSetup_SeriesInfo();
4420 game.restart_level = FALSE;
4421 game.restart_game_message = NULL;
4422 game.request_active = FALSE;
4424 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4425 InitGameActions_MM();
4427 SaveEngineSnapshotToListInitial();
4429 if (!game.restart_level)
4431 PlaySound(SND_GAME_STARTING);
4433 if (setup.sound_music)
4438 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4439 int actual_player_x, int actual_player_y)
4441 // this is used for non-R'n'D game engines to update certain engine values
4443 // needed to determine if sounds are played within the visible screen area
4444 scroll_x = actual_scroll_x;
4445 scroll_y = actual_scroll_y;
4447 // needed to get player position for "follow finger" playing input method
4448 local_player->jx = actual_player_x;
4449 local_player->jy = actual_player_y;
4452 void InitMovDir(int x, int y)
4454 int i, element = Tile[x][y];
4455 static int xy[4][2] =
4462 static int direction[3][4] =
4464 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4465 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4466 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4475 Tile[x][y] = EL_BUG;
4476 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4479 case EL_SPACESHIP_RIGHT:
4480 case EL_SPACESHIP_UP:
4481 case EL_SPACESHIP_LEFT:
4482 case EL_SPACESHIP_DOWN:
4483 Tile[x][y] = EL_SPACESHIP;
4484 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4487 case EL_BD_BUTTERFLY_RIGHT:
4488 case EL_BD_BUTTERFLY_UP:
4489 case EL_BD_BUTTERFLY_LEFT:
4490 case EL_BD_BUTTERFLY_DOWN:
4491 Tile[x][y] = EL_BD_BUTTERFLY;
4492 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4495 case EL_BD_FIREFLY_RIGHT:
4496 case EL_BD_FIREFLY_UP:
4497 case EL_BD_FIREFLY_LEFT:
4498 case EL_BD_FIREFLY_DOWN:
4499 Tile[x][y] = EL_BD_FIREFLY;
4500 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4503 case EL_PACMAN_RIGHT:
4505 case EL_PACMAN_LEFT:
4506 case EL_PACMAN_DOWN:
4507 Tile[x][y] = EL_PACMAN;
4508 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4511 case EL_YAMYAM_LEFT:
4512 case EL_YAMYAM_RIGHT:
4514 case EL_YAMYAM_DOWN:
4515 Tile[x][y] = EL_YAMYAM;
4516 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4519 case EL_SP_SNIKSNAK:
4520 MovDir[x][y] = MV_UP;
4523 case EL_SP_ELECTRON:
4524 MovDir[x][y] = MV_LEFT;
4531 Tile[x][y] = EL_MOLE;
4532 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4535 case EL_SPRING_LEFT:
4536 case EL_SPRING_RIGHT:
4537 Tile[x][y] = EL_SPRING;
4538 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4542 if (IS_CUSTOM_ELEMENT(element))
4544 struct ElementInfo *ei = &element_info[element];
4545 int move_direction_initial = ei->move_direction_initial;
4546 int move_pattern = ei->move_pattern;
4548 if (move_direction_initial == MV_START_PREVIOUS)
4550 if (MovDir[x][y] != MV_NONE)
4553 move_direction_initial = MV_START_AUTOMATIC;
4556 if (move_direction_initial == MV_START_RANDOM)
4557 MovDir[x][y] = 1 << RND(4);
4558 else if (move_direction_initial & MV_ANY_DIRECTION)
4559 MovDir[x][y] = move_direction_initial;
4560 else if (move_pattern == MV_ALL_DIRECTIONS ||
4561 move_pattern == MV_TURNING_LEFT ||
4562 move_pattern == MV_TURNING_RIGHT ||
4563 move_pattern == MV_TURNING_LEFT_RIGHT ||
4564 move_pattern == MV_TURNING_RIGHT_LEFT ||
4565 move_pattern == MV_TURNING_RANDOM)
4566 MovDir[x][y] = 1 << RND(4);
4567 else if (move_pattern == MV_HORIZONTAL)
4568 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4569 else if (move_pattern == MV_VERTICAL)
4570 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4571 else if (move_pattern & MV_ANY_DIRECTION)
4572 MovDir[x][y] = element_info[element].move_pattern;
4573 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4574 move_pattern == MV_ALONG_RIGHT_SIDE)
4576 // use random direction as default start direction
4577 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4578 MovDir[x][y] = 1 << RND(4);
4580 for (i = 0; i < NUM_DIRECTIONS; i++)
4582 int x1 = x + xy[i][0];
4583 int y1 = y + xy[i][1];
4585 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4587 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4588 MovDir[x][y] = direction[0][i];
4590 MovDir[x][y] = direction[1][i];
4599 MovDir[x][y] = 1 << RND(4);
4601 if (element != EL_BUG &&
4602 element != EL_SPACESHIP &&
4603 element != EL_BD_BUTTERFLY &&
4604 element != EL_BD_FIREFLY)
4607 for (i = 0; i < NUM_DIRECTIONS; i++)
4609 int x1 = x + xy[i][0];
4610 int y1 = y + xy[i][1];
4612 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4614 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4616 MovDir[x][y] = direction[0][i];
4619 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4620 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4622 MovDir[x][y] = direction[1][i];
4631 GfxDir[x][y] = MovDir[x][y];
4634 void InitAmoebaNr(int x, int y)
4637 int group_nr = AmoebaNeighbourNr(x, y);
4641 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4643 if (AmoebaCnt[i] == 0)
4651 AmoebaNr[x][y] = group_nr;
4652 AmoebaCnt[group_nr]++;
4653 AmoebaCnt2[group_nr]++;
4656 static void LevelSolved(void)
4658 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4659 game.players_still_needed > 0)
4662 game.LevelSolved = TRUE;
4663 game.GameOver = TRUE;
4665 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4666 game_em.lev->score :
4667 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4670 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4671 MM_HEALTH(game_mm.laser_overload_value) :
4674 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4675 game.LevelSolved_CountingScore = game.score_final;
4676 game.LevelSolved_CountingHealth = game.health_final;
4681 static int time_count_steps;
4682 static int time, time_final;
4683 static int score, score_final;
4684 static int health, health_final;
4685 static int game_over_delay_1 = 0;
4686 static int game_over_delay_2 = 0;
4687 static int game_over_delay_3 = 0;
4688 int game_over_delay_value_1 = 50;
4689 int game_over_delay_value_2 = 25;
4690 int game_over_delay_value_3 = 50;
4692 if (!game.LevelSolved_GameWon)
4696 // do not start end game actions before the player stops moving (to exit)
4697 if (local_player->active && local_player->MovPos)
4700 game.LevelSolved_GameWon = TRUE;
4701 game.LevelSolved_SaveTape = tape.recording;
4702 game.LevelSolved_SaveScore = !tape.playing;
4706 LevelStats_incSolved(level_nr);
4708 SaveLevelSetup_SeriesInfo();
4711 if (tape.auto_play) // tape might already be stopped here
4712 tape.auto_play_level_solved = TRUE;
4716 game_over_delay_1 = 0;
4717 game_over_delay_2 = 0;
4718 game_over_delay_3 = game_over_delay_value_3;
4720 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4721 score = score_final = game.score_final;
4722 health = health_final = game.health_final;
4724 if (level.score[SC_TIME_BONUS] > 0)
4729 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4731 else if (game.no_time_limit && TimePlayed < 999)
4734 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4737 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4739 game_over_delay_1 = game_over_delay_value_1;
4741 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4744 score_final += health * level.score[SC_TIME_BONUS];
4746 game_over_delay_2 = game_over_delay_value_2;
4749 game.score_final = score_final;
4750 game.health_final = health_final;
4753 if (level_editor_test_game)
4756 score = score_final;
4758 game.LevelSolved_CountingTime = time;
4759 game.LevelSolved_CountingScore = score;
4761 game_panel_controls[GAME_PANEL_TIME].value = time;
4762 game_panel_controls[GAME_PANEL_SCORE].value = score;
4764 DisplayGameControlValues();
4767 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4769 // check if last player has left the level
4770 if (game.exit_x >= 0 &&
4773 int x = game.exit_x;
4774 int y = game.exit_y;
4775 int element = Tile[x][y];
4777 // close exit door after last player
4778 if ((game.all_players_gone &&
4779 (element == EL_EXIT_OPEN ||
4780 element == EL_SP_EXIT_OPEN ||
4781 element == EL_STEEL_EXIT_OPEN)) ||
4782 element == EL_EM_EXIT_OPEN ||
4783 element == EL_EM_STEEL_EXIT_OPEN)
4787 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4788 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4789 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4790 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4791 EL_EM_STEEL_EXIT_CLOSING);
4793 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4796 // player disappears
4797 DrawLevelField(x, y);
4800 for (i = 0; i < MAX_PLAYERS; i++)
4802 struct PlayerInfo *player = &stored_player[i];
4804 if (player->present)
4806 RemovePlayer(player);
4808 // player disappears
4809 DrawLevelField(player->jx, player->jy);
4814 PlaySound(SND_GAME_WINNING);
4817 if (game_over_delay_1 > 0)
4819 game_over_delay_1--;
4824 if (time != time_final)
4826 int time_to_go = ABS(time_final - time);
4827 int time_count_dir = (time < time_final ? +1 : -1);
4829 if (time_to_go < time_count_steps)
4830 time_count_steps = 1;
4832 time += time_count_steps * time_count_dir;
4833 score += time_count_steps * level.score[SC_TIME_BONUS];
4835 game.LevelSolved_CountingTime = time;
4836 game.LevelSolved_CountingScore = score;
4838 game_panel_controls[GAME_PANEL_TIME].value = time;
4839 game_panel_controls[GAME_PANEL_SCORE].value = score;
4841 DisplayGameControlValues();
4843 if (time == time_final)
4844 StopSound(SND_GAME_LEVELTIME_BONUS);
4845 else if (setup.sound_loops)
4846 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4848 PlaySound(SND_GAME_LEVELTIME_BONUS);
4853 if (game_over_delay_2 > 0)
4855 game_over_delay_2--;
4860 if (health != health_final)
4862 int health_count_dir = (health < health_final ? +1 : -1);
4864 health += health_count_dir;
4865 score += level.score[SC_TIME_BONUS];
4867 game.LevelSolved_CountingHealth = health;
4868 game.LevelSolved_CountingScore = score;
4870 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4871 game_panel_controls[GAME_PANEL_SCORE].value = score;
4873 DisplayGameControlValues();
4875 if (health == health_final)
4876 StopSound(SND_GAME_LEVELTIME_BONUS);
4877 else if (setup.sound_loops)
4878 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4880 PlaySound(SND_GAME_LEVELTIME_BONUS);
4885 game.panel.active = FALSE;
4887 if (game_over_delay_3 > 0)
4889 game_over_delay_3--;
4899 // used instead of "level_nr" (needed for network games)
4900 int last_level_nr = levelset.level_nr;
4903 game.LevelSolved_GameEnd = TRUE;
4905 if (game.LevelSolved_SaveTape)
4907 // make sure that request dialog to save tape does not open door again
4908 if (!global.use_envelope_request)
4909 CloseDoor(DOOR_CLOSE_1);
4911 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4914 // if no tape is to be saved, close both doors simultaneously
4915 CloseDoor(DOOR_CLOSE_ALL);
4917 if (level_editor_test_game)
4919 SetGameStatus(GAME_MODE_MAIN);
4926 if (!game.LevelSolved_SaveScore)
4928 SetGameStatus(GAME_MODE_MAIN);
4935 if (level_nr == leveldir_current->handicap_level)
4937 leveldir_current->handicap_level++;
4939 SaveLevelSetup_SeriesInfo();
4942 if (setup.increment_levels &&
4943 level_nr < leveldir_current->last_level &&
4946 level_nr++; // advance to next level
4947 TapeErase(); // start with empty tape
4949 if (setup.auto_play_next_level)
4951 LoadLevel(level_nr);
4953 SaveLevelSetup_SeriesInfo();
4957 hi_pos = NewHiScore(last_level_nr);
4959 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4961 SetGameStatus(GAME_MODE_SCORES);
4963 DrawHallOfFame(last_level_nr, hi_pos);
4965 else if (setup.auto_play_next_level && setup.increment_levels &&
4966 last_level_nr < leveldir_current->last_level &&
4969 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4973 SetGameStatus(GAME_MODE_MAIN);
4979 int NewHiScore(int level_nr)
4983 boolean one_score_entry_per_name = !program.many_scores_per_name;
4985 LoadScore(level_nr);
4987 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4988 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4991 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4993 if (game.score_final > highscore[k].Score)
4995 // player has made it to the hall of fame
4997 if (k < MAX_SCORE_ENTRIES - 1)
4999 int m = MAX_SCORE_ENTRIES - 1;
5001 if (one_score_entry_per_name)
5003 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5004 if (strEqual(setup.player_name, highscore[l].Name))
5007 if (m == k) // player's new highscore overwrites his old one
5011 for (l = m; l > k; l--)
5013 strcpy(highscore[l].Name, highscore[l - 1].Name);
5014 highscore[l].Score = highscore[l - 1].Score;
5020 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5021 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5022 highscore[k].Score = game.score_final;
5027 else if (one_score_entry_per_name &&
5028 !strncmp(setup.player_name, highscore[k].Name,
5029 MAX_PLAYER_NAME_LEN))
5030 break; // player already there with a higher score
5034 SaveScore(level_nr);
5039 static int getElementMoveStepsizeExt(int x, int y, int direction)
5041 int element = Tile[x][y];
5042 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5043 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5044 int horiz_move = (dx != 0);
5045 int sign = (horiz_move ? dx : dy);
5046 int step = sign * element_info[element].move_stepsize;
5048 // special values for move stepsize for spring and things on conveyor belt
5051 if (CAN_FALL(element) &&
5052 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5053 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5054 else if (element == EL_SPRING)
5055 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5061 static int getElementMoveStepsize(int x, int y)
5063 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5066 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5068 if (player->GfxAction != action || player->GfxDir != dir)
5070 player->GfxAction = action;
5071 player->GfxDir = dir;
5073 player->StepFrame = 0;
5077 static void ResetGfxFrame(int x, int y)
5079 // profiling showed that "autotest" spends 10~20% of its time in this function
5080 if (DrawingDeactivatedField())
5083 int element = Tile[x][y];
5084 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5086 if (graphic_info[graphic].anim_global_sync)
5087 GfxFrame[x][y] = FrameCounter;
5088 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5089 GfxFrame[x][y] = CustomValue[x][y];
5090 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5091 GfxFrame[x][y] = element_info[element].collect_score;
5092 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5093 GfxFrame[x][y] = ChangeDelay[x][y];
5096 static void ResetGfxAnimation(int x, int y)
5098 GfxAction[x][y] = ACTION_DEFAULT;
5099 GfxDir[x][y] = MovDir[x][y];
5102 ResetGfxFrame(x, y);
5105 static void ResetRandomAnimationValue(int x, int y)
5107 GfxRandom[x][y] = INIT_GFX_RANDOM();
5110 static void InitMovingField(int x, int y, int direction)
5112 int element = Tile[x][y];
5113 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5114 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5117 boolean is_moving_before, is_moving_after;
5119 // check if element was/is moving or being moved before/after mode change
5120 is_moving_before = (WasJustMoving[x][y] != 0);
5121 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5123 // reset animation only for moving elements which change direction of moving
5124 // or which just started or stopped moving
5125 // (else CEs with property "can move" / "not moving" are reset each frame)
5126 if (is_moving_before != is_moving_after ||
5127 direction != MovDir[x][y])
5128 ResetGfxAnimation(x, y);
5130 MovDir[x][y] = direction;
5131 GfxDir[x][y] = direction;
5133 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5134 direction == MV_DOWN && CAN_FALL(element) ?
5135 ACTION_FALLING : ACTION_MOVING);
5137 // this is needed for CEs with property "can move" / "not moving"
5139 if (is_moving_after)
5141 if (Tile[newx][newy] == EL_EMPTY)
5142 Tile[newx][newy] = EL_BLOCKED;
5144 MovDir[newx][newy] = MovDir[x][y];
5146 CustomValue[newx][newy] = CustomValue[x][y];
5148 GfxFrame[newx][newy] = GfxFrame[x][y];
5149 GfxRandom[newx][newy] = GfxRandom[x][y];
5150 GfxAction[newx][newy] = GfxAction[x][y];
5151 GfxDir[newx][newy] = GfxDir[x][y];
5155 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5157 int direction = MovDir[x][y];
5158 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5159 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5165 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5167 int oldx = x, oldy = y;
5168 int direction = MovDir[x][y];
5170 if (direction == MV_LEFT)
5172 else if (direction == MV_RIGHT)
5174 else if (direction == MV_UP)
5176 else if (direction == MV_DOWN)
5179 *comes_from_x = oldx;
5180 *comes_from_y = oldy;
5183 static int MovingOrBlocked2Element(int x, int y)
5185 int element = Tile[x][y];
5187 if (element == EL_BLOCKED)
5191 Blocked2Moving(x, y, &oldx, &oldy);
5192 return Tile[oldx][oldy];
5198 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5200 // like MovingOrBlocked2Element(), but if element is moving
5201 // and (x,y) is the field the moving element is just leaving,
5202 // return EL_BLOCKED instead of the element value
5203 int element = Tile[x][y];
5205 if (IS_MOVING(x, y))
5207 if (element == EL_BLOCKED)
5211 Blocked2Moving(x, y, &oldx, &oldy);
5212 return Tile[oldx][oldy];
5221 static void RemoveField(int x, int y)
5223 Tile[x][y] = EL_EMPTY;
5229 CustomValue[x][y] = 0;
5232 ChangeDelay[x][y] = 0;
5233 ChangePage[x][y] = -1;
5234 Pushed[x][y] = FALSE;
5236 GfxElement[x][y] = EL_UNDEFINED;
5237 GfxAction[x][y] = ACTION_DEFAULT;
5238 GfxDir[x][y] = MV_NONE;
5241 static void RemoveMovingField(int x, int y)
5243 int oldx = x, oldy = y, newx = x, newy = y;
5244 int element = Tile[x][y];
5245 int next_element = EL_UNDEFINED;
5247 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5250 if (IS_MOVING(x, y))
5252 Moving2Blocked(x, y, &newx, &newy);
5254 if (Tile[newx][newy] != EL_BLOCKED)
5256 // element is moving, but target field is not free (blocked), but
5257 // already occupied by something different (example: acid pool);
5258 // in this case, only remove the moving field, but not the target
5260 RemoveField(oldx, oldy);
5262 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5264 TEST_DrawLevelField(oldx, oldy);
5269 else if (element == EL_BLOCKED)
5271 Blocked2Moving(x, y, &oldx, &oldy);
5272 if (!IS_MOVING(oldx, oldy))
5276 if (element == EL_BLOCKED &&
5277 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5278 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5279 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5280 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5281 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5282 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5283 next_element = get_next_element(Tile[oldx][oldy]);
5285 RemoveField(oldx, oldy);
5286 RemoveField(newx, newy);
5288 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5290 if (next_element != EL_UNDEFINED)
5291 Tile[oldx][oldy] = next_element;
5293 TEST_DrawLevelField(oldx, oldy);
5294 TEST_DrawLevelField(newx, newy);
5297 void DrawDynamite(int x, int y)
5299 int sx = SCREENX(x), sy = SCREENY(y);
5300 int graphic = el2img(Tile[x][y]);
5303 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5306 if (IS_WALKABLE_INSIDE(Back[x][y]))
5310 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5311 else if (Store[x][y])
5312 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5314 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5316 if (Back[x][y] || Store[x][y])
5317 DrawGraphicThruMask(sx, sy, graphic, frame);
5319 DrawGraphic(sx, sy, graphic, frame);
5322 static void CheckDynamite(int x, int y)
5324 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5328 if (MovDelay[x][y] != 0)
5331 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5337 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5342 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5344 boolean num_checked_players = 0;
5347 for (i = 0; i < MAX_PLAYERS; i++)
5349 if (stored_player[i].active)
5351 int sx = stored_player[i].jx;
5352 int sy = stored_player[i].jy;
5354 if (num_checked_players == 0)
5361 *sx1 = MIN(*sx1, sx);
5362 *sy1 = MIN(*sy1, sy);
5363 *sx2 = MAX(*sx2, sx);
5364 *sy2 = MAX(*sy2, sy);
5367 num_checked_players++;
5372 static boolean checkIfAllPlayersFitToScreen_RND(void)
5374 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5376 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5378 return (sx2 - sx1 < SCR_FIELDX &&
5379 sy2 - sy1 < SCR_FIELDY);
5382 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5384 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5386 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5388 *sx = (sx1 + sx2) / 2;
5389 *sy = (sy1 + sy2) / 2;
5392 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5393 boolean center_screen, boolean quick_relocation)
5395 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5396 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5397 boolean no_delay = (tape.warp_forward);
5398 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5399 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5400 int new_scroll_x, new_scroll_y;
5402 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5404 // case 1: quick relocation inside visible screen (without scrolling)
5411 if (!level.shifted_relocation || center_screen)
5413 // relocation _with_ centering of screen
5415 new_scroll_x = SCROLL_POSITION_X(x);
5416 new_scroll_y = SCROLL_POSITION_Y(y);
5420 // relocation _without_ centering of screen
5422 int center_scroll_x = SCROLL_POSITION_X(old_x);
5423 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5424 int offset_x = x + (scroll_x - center_scroll_x);
5425 int offset_y = y + (scroll_y - center_scroll_y);
5427 // for new screen position, apply previous offset to center position
5428 new_scroll_x = SCROLL_POSITION_X(offset_x);
5429 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5432 if (quick_relocation)
5434 // case 2: quick relocation (redraw without visible scrolling)
5436 scroll_x = new_scroll_x;
5437 scroll_y = new_scroll_y;
5444 // case 3: visible relocation (with scrolling to new position)
5446 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5448 SetVideoFrameDelay(wait_delay_value);
5450 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5452 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5453 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5455 if (dx == 0 && dy == 0) // no scrolling needed at all
5461 // set values for horizontal/vertical screen scrolling (half tile size)
5462 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5463 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5464 int pos_x = dx * TILEX / 2;
5465 int pos_y = dy * TILEY / 2;
5466 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5467 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5469 ScrollLevel(dx, dy);
5472 // scroll in two steps of half tile size to make things smoother
5473 BlitScreenToBitmapExt_RND(window, fx, fy);
5475 // scroll second step to align at full tile size
5476 BlitScreenToBitmap(window);
5482 SetVideoFrameDelay(frame_delay_value_old);
5485 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5487 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5488 int player_nr = GET_PLAYER_NR(el_player);
5489 struct PlayerInfo *player = &stored_player[player_nr];
5490 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5491 boolean no_delay = (tape.warp_forward);
5492 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5493 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5494 int old_jx = player->jx;
5495 int old_jy = player->jy;
5496 int old_element = Tile[old_jx][old_jy];
5497 int element = Tile[jx][jy];
5498 boolean player_relocated = (old_jx != jx || old_jy != jy);
5500 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5501 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5502 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5503 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5504 int leave_side_horiz = move_dir_horiz;
5505 int leave_side_vert = move_dir_vert;
5506 int enter_side = enter_side_horiz | enter_side_vert;
5507 int leave_side = leave_side_horiz | leave_side_vert;
5509 if (player->buried) // do not reanimate dead player
5512 if (!player_relocated) // no need to relocate the player
5515 if (IS_PLAYER(jx, jy)) // player already placed at new position
5517 RemoveField(jx, jy); // temporarily remove newly placed player
5518 DrawLevelField(jx, jy);
5521 if (player->present)
5523 while (player->MovPos)
5525 ScrollPlayer(player, SCROLL_GO_ON);
5526 ScrollScreen(NULL, SCROLL_GO_ON);
5528 AdvanceFrameAndPlayerCounters(player->index_nr);
5532 BackToFront_WithFrameDelay(wait_delay_value);
5535 DrawPlayer(player); // needed here only to cleanup last field
5536 DrawLevelField(player->jx, player->jy); // remove player graphic
5538 player->is_moving = FALSE;
5541 if (IS_CUSTOM_ELEMENT(old_element))
5542 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5544 player->index_bit, leave_side);
5546 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5548 player->index_bit, leave_side);
5550 Tile[jx][jy] = el_player;
5551 InitPlayerField(jx, jy, el_player, TRUE);
5553 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5554 possible that the relocation target field did not contain a player element,
5555 but a walkable element, to which the new player was relocated -- in this
5556 case, restore that (already initialized!) element on the player field */
5557 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5559 Tile[jx][jy] = element; // restore previously existing element
5562 // only visually relocate centered player
5563 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5564 FALSE, level.instant_relocation);
5566 TestIfPlayerTouchesBadThing(jx, jy);
5567 TestIfPlayerTouchesCustomElement(jx, jy);
5569 if (IS_CUSTOM_ELEMENT(element))
5570 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5571 player->index_bit, enter_side);
5573 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5574 player->index_bit, enter_side);
5576 if (player->is_switching)
5578 /* ensure that relocation while still switching an element does not cause
5579 a new element to be treated as also switched directly after relocation
5580 (this is important for teleporter switches that teleport the player to
5581 a place where another teleporter switch is in the same direction, which
5582 would then incorrectly be treated as immediately switched before the
5583 direction key that caused the switch was released) */
5585 player->switch_x += jx - old_jx;
5586 player->switch_y += jy - old_jy;
5590 static void Explode(int ex, int ey, int phase, int mode)
5596 // !!! eliminate this variable !!!
5597 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5599 if (game.explosions_delayed)
5601 ExplodeField[ex][ey] = mode;
5605 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5607 int center_element = Tile[ex][ey];
5608 int artwork_element, explosion_element; // set these values later
5610 // remove things displayed in background while burning dynamite
5611 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5614 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5616 // put moving element to center field (and let it explode there)
5617 center_element = MovingOrBlocked2Element(ex, ey);
5618 RemoveMovingField(ex, ey);
5619 Tile[ex][ey] = center_element;
5622 // now "center_element" is finally determined -- set related values now
5623 artwork_element = center_element; // for custom player artwork
5624 explosion_element = center_element; // for custom player artwork
5626 if (IS_PLAYER(ex, ey))
5628 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5630 artwork_element = stored_player[player_nr].artwork_element;
5632 if (level.use_explosion_element[player_nr])
5634 explosion_element = level.explosion_element[player_nr];
5635 artwork_element = explosion_element;
5639 if (mode == EX_TYPE_NORMAL ||
5640 mode == EX_TYPE_CENTER ||
5641 mode == EX_TYPE_CROSS)
5642 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5644 last_phase = element_info[explosion_element].explosion_delay + 1;
5646 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5648 int xx = x - ex + 1;
5649 int yy = y - ey + 1;
5652 if (!IN_LEV_FIELD(x, y) ||
5653 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5654 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5657 element = Tile[x][y];
5659 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5661 element = MovingOrBlocked2Element(x, y);
5663 if (!IS_EXPLOSION_PROOF(element))
5664 RemoveMovingField(x, y);
5667 // indestructible elements can only explode in center (but not flames)
5668 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5669 mode == EX_TYPE_BORDER)) ||
5670 element == EL_FLAMES)
5673 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5674 behaviour, for example when touching a yamyam that explodes to rocks
5675 with active deadly shield, a rock is created under the player !!! */
5676 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5678 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5679 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5680 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5682 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5685 if (IS_ACTIVE_BOMB(element))
5687 // re-activate things under the bomb like gate or penguin
5688 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5695 // save walkable background elements while explosion on same tile
5696 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5697 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5698 Back[x][y] = element;
5700 // ignite explodable elements reached by other explosion
5701 if (element == EL_EXPLOSION)
5702 element = Store2[x][y];
5704 if (AmoebaNr[x][y] &&
5705 (element == EL_AMOEBA_FULL ||
5706 element == EL_BD_AMOEBA ||
5707 element == EL_AMOEBA_GROWING))
5709 AmoebaCnt[AmoebaNr[x][y]]--;
5710 AmoebaCnt2[AmoebaNr[x][y]]--;
5715 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5717 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5719 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5721 if (PLAYERINFO(ex, ey)->use_murphy)
5722 Store[x][y] = EL_EMPTY;
5725 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5726 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5727 else if (ELEM_IS_PLAYER(center_element))
5728 Store[x][y] = EL_EMPTY;
5729 else if (center_element == EL_YAMYAM)
5730 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5731 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5732 Store[x][y] = element_info[center_element].content.e[xx][yy];
5734 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5735 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5736 // otherwise) -- FIX THIS !!!
5737 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5738 Store[x][y] = element_info[element].content.e[1][1];
5740 else if (!CAN_EXPLODE(element))
5741 Store[x][y] = element_info[element].content.e[1][1];
5744 Store[x][y] = EL_EMPTY;
5746 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5747 center_element == EL_AMOEBA_TO_DIAMOND)
5748 Store2[x][y] = element;
5750 Tile[x][y] = EL_EXPLOSION;
5751 GfxElement[x][y] = artwork_element;
5753 ExplodePhase[x][y] = 1;
5754 ExplodeDelay[x][y] = last_phase;
5759 if (center_element == EL_YAMYAM)
5760 game.yamyam_content_nr =
5761 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5773 GfxFrame[x][y] = 0; // restart explosion animation
5775 last_phase = ExplodeDelay[x][y];
5777 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5779 // this can happen if the player leaves an explosion just in time
5780 if (GfxElement[x][y] == EL_UNDEFINED)
5781 GfxElement[x][y] = EL_EMPTY;
5783 border_element = Store2[x][y];
5784 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5785 border_element = StorePlayer[x][y];
5787 if (phase == element_info[border_element].ignition_delay ||
5788 phase == last_phase)
5790 boolean border_explosion = FALSE;
5792 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5793 !PLAYER_EXPLOSION_PROTECTED(x, y))
5795 KillPlayerUnlessExplosionProtected(x, y);
5796 border_explosion = TRUE;
5798 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5800 Tile[x][y] = Store2[x][y];
5803 border_explosion = TRUE;
5805 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5807 AmoebaToDiamond(x, y);
5809 border_explosion = TRUE;
5812 // if an element just explodes due to another explosion (chain-reaction),
5813 // do not immediately end the new explosion when it was the last frame of
5814 // the explosion (as it would be done in the following "if"-statement!)
5815 if (border_explosion && phase == last_phase)
5819 if (phase == last_phase)
5823 element = Tile[x][y] = Store[x][y];
5824 Store[x][y] = Store2[x][y] = 0;
5825 GfxElement[x][y] = EL_UNDEFINED;
5827 // player can escape from explosions and might therefore be still alive
5828 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5829 element <= EL_PLAYER_IS_EXPLODING_4)
5831 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5832 int explosion_element = EL_PLAYER_1 + player_nr;
5833 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5834 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5836 if (level.use_explosion_element[player_nr])
5837 explosion_element = level.explosion_element[player_nr];
5839 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5840 element_info[explosion_element].content.e[xx][yy]);
5843 // restore probably existing indestructible background element
5844 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5845 element = Tile[x][y] = Back[x][y];
5848 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5849 GfxDir[x][y] = MV_NONE;
5850 ChangeDelay[x][y] = 0;
5851 ChangePage[x][y] = -1;
5853 CustomValue[x][y] = 0;
5855 InitField_WithBug2(x, y, FALSE);
5857 TEST_DrawLevelField(x, y);
5859 TestIfElementTouchesCustomElement(x, y);
5861 if (GFX_CRUMBLED(element))
5862 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5864 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5865 StorePlayer[x][y] = 0;
5867 if (ELEM_IS_PLAYER(element))
5868 RelocatePlayer(x, y, element);
5870 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5872 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5873 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5876 TEST_DrawLevelFieldCrumbled(x, y);
5878 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5880 DrawLevelElement(x, y, Back[x][y]);
5881 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5883 else if (IS_WALKABLE_UNDER(Back[x][y]))
5885 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5886 DrawLevelElementThruMask(x, y, Back[x][y]);
5888 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5889 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5893 static void DynaExplode(int ex, int ey)
5896 int dynabomb_element = Tile[ex][ey];
5897 int dynabomb_size = 1;
5898 boolean dynabomb_xl = FALSE;
5899 struct PlayerInfo *player;
5900 static int xy[4][2] =
5908 if (IS_ACTIVE_BOMB(dynabomb_element))
5910 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5911 dynabomb_size = player->dynabomb_size;
5912 dynabomb_xl = player->dynabomb_xl;
5913 player->dynabombs_left++;
5916 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5918 for (i = 0; i < NUM_DIRECTIONS; i++)
5920 for (j = 1; j <= dynabomb_size; j++)
5922 int x = ex + j * xy[i][0];
5923 int y = ey + j * xy[i][1];
5926 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
5929 element = Tile[x][y];
5931 // do not restart explosions of fields with active bombs
5932 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5935 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5937 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5938 !IS_DIGGABLE(element) && !dynabomb_xl)
5944 void Bang(int x, int y)
5946 int element = MovingOrBlocked2Element(x, y);
5947 int explosion_type = EX_TYPE_NORMAL;
5949 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5951 struct PlayerInfo *player = PLAYERINFO(x, y);
5953 element = Tile[x][y] = player->initial_element;
5955 if (level.use_explosion_element[player->index_nr])
5957 int explosion_element = level.explosion_element[player->index_nr];
5959 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5960 explosion_type = EX_TYPE_CROSS;
5961 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5962 explosion_type = EX_TYPE_CENTER;
5970 case EL_BD_BUTTERFLY:
5973 case EL_DARK_YAMYAM:
5977 RaiseScoreElement(element);
5980 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5981 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5982 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5983 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5984 case EL_DYNABOMB_INCREASE_NUMBER:
5985 case EL_DYNABOMB_INCREASE_SIZE:
5986 case EL_DYNABOMB_INCREASE_POWER:
5987 explosion_type = EX_TYPE_DYNA;
5990 case EL_DC_LANDMINE:
5991 explosion_type = EX_TYPE_CENTER;
5996 case EL_LAMP_ACTIVE:
5997 case EL_AMOEBA_TO_DIAMOND:
5998 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5999 explosion_type = EX_TYPE_CENTER;
6003 if (element_info[element].explosion_type == EXPLODES_CROSS)
6004 explosion_type = EX_TYPE_CROSS;
6005 else if (element_info[element].explosion_type == EXPLODES_1X1)
6006 explosion_type = EX_TYPE_CENTER;
6010 if (explosion_type == EX_TYPE_DYNA)
6013 Explode(x, y, EX_PHASE_START, explosion_type);
6015 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6018 static void SplashAcid(int x, int y)
6020 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6021 (!IN_LEV_FIELD(x - 1, y - 2) ||
6022 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6023 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6025 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6026 (!IN_LEV_FIELD(x + 1, y - 2) ||
6027 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6028 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6030 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6033 static void InitBeltMovement(void)
6035 static int belt_base_element[4] =
6037 EL_CONVEYOR_BELT_1_LEFT,
6038 EL_CONVEYOR_BELT_2_LEFT,
6039 EL_CONVEYOR_BELT_3_LEFT,
6040 EL_CONVEYOR_BELT_4_LEFT
6042 static int belt_base_active_element[4] =
6044 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6045 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6046 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6047 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6052 // set frame order for belt animation graphic according to belt direction
6053 for (i = 0; i < NUM_BELTS; i++)
6057 for (j = 0; j < NUM_BELT_PARTS; j++)
6059 int element = belt_base_active_element[belt_nr] + j;
6060 int graphic_1 = el2img(element);
6061 int graphic_2 = el2panelimg(element);
6063 if (game.belt_dir[i] == MV_LEFT)
6065 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6066 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6070 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6071 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6076 SCAN_PLAYFIELD(x, y)
6078 int element = Tile[x][y];
6080 for (i = 0; i < NUM_BELTS; i++)
6082 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6084 int e_belt_nr = getBeltNrFromBeltElement(element);
6087 if (e_belt_nr == belt_nr)
6089 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6091 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6098 static void ToggleBeltSwitch(int x, int y)
6100 static int belt_base_element[4] =
6102 EL_CONVEYOR_BELT_1_LEFT,
6103 EL_CONVEYOR_BELT_2_LEFT,
6104 EL_CONVEYOR_BELT_3_LEFT,
6105 EL_CONVEYOR_BELT_4_LEFT
6107 static int belt_base_active_element[4] =
6109 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6110 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6111 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6112 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6114 static int belt_base_switch_element[4] =
6116 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6117 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6118 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6119 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6121 static int belt_move_dir[4] =
6129 int element = Tile[x][y];
6130 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6131 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6132 int belt_dir = belt_move_dir[belt_dir_nr];
6135 if (!IS_BELT_SWITCH(element))
6138 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6139 game.belt_dir[belt_nr] = belt_dir;
6141 if (belt_dir_nr == 3)
6144 // set frame order for belt animation graphic according to belt direction
6145 for (i = 0; i < NUM_BELT_PARTS; i++)
6147 int element = belt_base_active_element[belt_nr] + i;
6148 int graphic_1 = el2img(element);
6149 int graphic_2 = el2panelimg(element);
6151 if (belt_dir == MV_LEFT)
6153 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6154 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6158 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6159 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6163 SCAN_PLAYFIELD(xx, yy)
6165 int element = Tile[xx][yy];
6167 if (IS_BELT_SWITCH(element))
6169 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6171 if (e_belt_nr == belt_nr)
6173 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6174 TEST_DrawLevelField(xx, yy);
6177 else if (IS_BELT(element) && belt_dir != MV_NONE)
6179 int e_belt_nr = getBeltNrFromBeltElement(element);
6181 if (e_belt_nr == belt_nr)
6183 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6185 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6186 TEST_DrawLevelField(xx, yy);
6189 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6191 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6193 if (e_belt_nr == belt_nr)
6195 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6197 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6198 TEST_DrawLevelField(xx, yy);
6204 static void ToggleSwitchgateSwitch(int x, int y)
6208 game.switchgate_pos = !game.switchgate_pos;
6210 SCAN_PLAYFIELD(xx, yy)
6212 int element = Tile[xx][yy];
6214 if (element == EL_SWITCHGATE_SWITCH_UP)
6216 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6217 TEST_DrawLevelField(xx, yy);
6219 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6221 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6222 TEST_DrawLevelField(xx, yy);
6224 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6226 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6227 TEST_DrawLevelField(xx, yy);
6229 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6231 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6232 TEST_DrawLevelField(xx, yy);
6234 else if (element == EL_SWITCHGATE_OPEN ||
6235 element == EL_SWITCHGATE_OPENING)
6237 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6239 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6241 else if (element == EL_SWITCHGATE_CLOSED ||
6242 element == EL_SWITCHGATE_CLOSING)
6244 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6246 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6251 static int getInvisibleActiveFromInvisibleElement(int element)
6253 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6254 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6255 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6259 static int getInvisibleFromInvisibleActiveElement(int element)
6261 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6262 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6263 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6267 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6271 SCAN_PLAYFIELD(x, y)
6273 int element = Tile[x][y];
6275 if (element == EL_LIGHT_SWITCH &&
6276 game.light_time_left > 0)
6278 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6279 TEST_DrawLevelField(x, y);
6281 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6282 game.light_time_left == 0)
6284 Tile[x][y] = EL_LIGHT_SWITCH;
6285 TEST_DrawLevelField(x, y);
6287 else if (element == EL_EMC_DRIPPER &&
6288 game.light_time_left > 0)
6290 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6291 TEST_DrawLevelField(x, y);
6293 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6294 game.light_time_left == 0)
6296 Tile[x][y] = EL_EMC_DRIPPER;
6297 TEST_DrawLevelField(x, y);
6299 else if (element == EL_INVISIBLE_STEELWALL ||
6300 element == EL_INVISIBLE_WALL ||
6301 element == EL_INVISIBLE_SAND)
6303 if (game.light_time_left > 0)
6304 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6306 TEST_DrawLevelField(x, y);
6308 // uncrumble neighbour fields, if needed
6309 if (element == EL_INVISIBLE_SAND)
6310 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6312 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6313 element == EL_INVISIBLE_WALL_ACTIVE ||
6314 element == EL_INVISIBLE_SAND_ACTIVE)
6316 if (game.light_time_left == 0)
6317 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6319 TEST_DrawLevelField(x, y);
6321 // re-crumble neighbour fields, if needed
6322 if (element == EL_INVISIBLE_SAND)
6323 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6328 static void RedrawAllInvisibleElementsForLenses(void)
6332 SCAN_PLAYFIELD(x, y)
6334 int element = Tile[x][y];
6336 if (element == EL_EMC_DRIPPER &&
6337 game.lenses_time_left > 0)
6339 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6340 TEST_DrawLevelField(x, y);
6342 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6343 game.lenses_time_left == 0)
6345 Tile[x][y] = EL_EMC_DRIPPER;
6346 TEST_DrawLevelField(x, y);
6348 else if (element == EL_INVISIBLE_STEELWALL ||
6349 element == EL_INVISIBLE_WALL ||
6350 element == EL_INVISIBLE_SAND)
6352 if (game.lenses_time_left > 0)
6353 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6355 TEST_DrawLevelField(x, y);
6357 // uncrumble neighbour fields, if needed
6358 if (element == EL_INVISIBLE_SAND)
6359 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6361 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6362 element == EL_INVISIBLE_WALL_ACTIVE ||
6363 element == EL_INVISIBLE_SAND_ACTIVE)
6365 if (game.lenses_time_left == 0)
6366 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6368 TEST_DrawLevelField(x, y);
6370 // re-crumble neighbour fields, if needed
6371 if (element == EL_INVISIBLE_SAND)
6372 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6377 static void RedrawAllInvisibleElementsForMagnifier(void)
6381 SCAN_PLAYFIELD(x, y)
6383 int element = Tile[x][y];
6385 if (element == EL_EMC_FAKE_GRASS &&
6386 game.magnify_time_left > 0)
6388 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6389 TEST_DrawLevelField(x, y);
6391 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6392 game.magnify_time_left == 0)
6394 Tile[x][y] = EL_EMC_FAKE_GRASS;
6395 TEST_DrawLevelField(x, y);
6397 else if (IS_GATE_GRAY(element) &&
6398 game.magnify_time_left > 0)
6400 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6401 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6402 IS_EM_GATE_GRAY(element) ?
6403 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6404 IS_EMC_GATE_GRAY(element) ?
6405 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6406 IS_DC_GATE_GRAY(element) ?
6407 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6409 TEST_DrawLevelField(x, y);
6411 else if (IS_GATE_GRAY_ACTIVE(element) &&
6412 game.magnify_time_left == 0)
6414 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6415 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6416 IS_EM_GATE_GRAY_ACTIVE(element) ?
6417 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6418 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6419 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6420 IS_DC_GATE_GRAY_ACTIVE(element) ?
6421 EL_DC_GATE_WHITE_GRAY :
6423 TEST_DrawLevelField(x, y);
6428 static void ToggleLightSwitch(int x, int y)
6430 int element = Tile[x][y];
6432 game.light_time_left =
6433 (element == EL_LIGHT_SWITCH ?
6434 level.time_light * FRAMES_PER_SECOND : 0);
6436 RedrawAllLightSwitchesAndInvisibleElements();
6439 static void ActivateTimegateSwitch(int x, int y)
6443 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6445 SCAN_PLAYFIELD(xx, yy)
6447 int element = Tile[xx][yy];
6449 if (element == EL_TIMEGATE_CLOSED ||
6450 element == EL_TIMEGATE_CLOSING)
6452 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6453 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6457 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6459 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6460 TEST_DrawLevelField(xx, yy);
6466 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6467 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6470 static void Impact(int x, int y)
6472 boolean last_line = (y == lev_fieldy - 1);
6473 boolean object_hit = FALSE;
6474 boolean impact = (last_line || object_hit);
6475 int element = Tile[x][y];
6476 int smashed = EL_STEELWALL;
6478 if (!last_line) // check if element below was hit
6480 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6483 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6484 MovDir[x][y + 1] != MV_DOWN ||
6485 MovPos[x][y + 1] <= TILEY / 2));
6487 // do not smash moving elements that left the smashed field in time
6488 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6489 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6492 #if USE_QUICKSAND_IMPACT_BUGFIX
6493 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6495 RemoveMovingField(x, y + 1);
6496 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6497 Tile[x][y + 2] = EL_ROCK;
6498 TEST_DrawLevelField(x, y + 2);
6503 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6505 RemoveMovingField(x, y + 1);
6506 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6507 Tile[x][y + 2] = EL_ROCK;
6508 TEST_DrawLevelField(x, y + 2);
6515 smashed = MovingOrBlocked2Element(x, y + 1);
6517 impact = (last_line || object_hit);
6520 if (!last_line && smashed == EL_ACID) // element falls into acid
6522 SplashAcid(x, y + 1);
6526 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6527 // only reset graphic animation if graphic really changes after impact
6529 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6531 ResetGfxAnimation(x, y);
6532 TEST_DrawLevelField(x, y);
6535 if (impact && CAN_EXPLODE_IMPACT(element))
6540 else if (impact && element == EL_PEARL &&
6541 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6543 ResetGfxAnimation(x, y);
6545 Tile[x][y] = EL_PEARL_BREAKING;
6546 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6549 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6551 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6556 if (impact && element == EL_AMOEBA_DROP)
6558 if (object_hit && IS_PLAYER(x, y + 1))
6559 KillPlayerUnlessEnemyProtected(x, y + 1);
6560 else if (object_hit && smashed == EL_PENGUIN)
6564 Tile[x][y] = EL_AMOEBA_GROWING;
6565 Store[x][y] = EL_AMOEBA_WET;
6567 ResetRandomAnimationValue(x, y);
6572 if (object_hit) // check which object was hit
6574 if ((CAN_PASS_MAGIC_WALL(element) &&
6575 (smashed == EL_MAGIC_WALL ||
6576 smashed == EL_BD_MAGIC_WALL)) ||
6577 (CAN_PASS_DC_MAGIC_WALL(element) &&
6578 smashed == EL_DC_MAGIC_WALL))
6581 int activated_magic_wall =
6582 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6583 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6584 EL_DC_MAGIC_WALL_ACTIVE);
6586 // activate magic wall / mill
6587 SCAN_PLAYFIELD(xx, yy)
6589 if (Tile[xx][yy] == smashed)
6590 Tile[xx][yy] = activated_magic_wall;
6593 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6594 game.magic_wall_active = TRUE;
6596 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6597 SND_MAGIC_WALL_ACTIVATING :
6598 smashed == EL_BD_MAGIC_WALL ?
6599 SND_BD_MAGIC_WALL_ACTIVATING :
6600 SND_DC_MAGIC_WALL_ACTIVATING));
6603 if (IS_PLAYER(x, y + 1))
6605 if (CAN_SMASH_PLAYER(element))
6607 KillPlayerUnlessEnemyProtected(x, y + 1);
6611 else if (smashed == EL_PENGUIN)
6613 if (CAN_SMASH_PLAYER(element))
6619 else if (element == EL_BD_DIAMOND)
6621 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6627 else if (((element == EL_SP_INFOTRON ||
6628 element == EL_SP_ZONK) &&
6629 (smashed == EL_SP_SNIKSNAK ||
6630 smashed == EL_SP_ELECTRON ||
6631 smashed == EL_SP_DISK_ORANGE)) ||
6632 (element == EL_SP_INFOTRON &&
6633 smashed == EL_SP_DISK_YELLOW))
6638 else if (CAN_SMASH_EVERYTHING(element))
6640 if (IS_CLASSIC_ENEMY(smashed) ||
6641 CAN_EXPLODE_SMASHED(smashed))
6646 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6648 if (smashed == EL_LAMP ||
6649 smashed == EL_LAMP_ACTIVE)
6654 else if (smashed == EL_NUT)
6656 Tile[x][y + 1] = EL_NUT_BREAKING;
6657 PlayLevelSound(x, y, SND_NUT_BREAKING);
6658 RaiseScoreElement(EL_NUT);
6661 else if (smashed == EL_PEARL)
6663 ResetGfxAnimation(x, y);
6665 Tile[x][y + 1] = EL_PEARL_BREAKING;
6666 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6669 else if (smashed == EL_DIAMOND)
6671 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6672 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6675 else if (IS_BELT_SWITCH(smashed))
6677 ToggleBeltSwitch(x, y + 1);
6679 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6680 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6681 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6682 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6684 ToggleSwitchgateSwitch(x, y + 1);
6686 else if (smashed == EL_LIGHT_SWITCH ||
6687 smashed == EL_LIGHT_SWITCH_ACTIVE)
6689 ToggleLightSwitch(x, y + 1);
6693 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6695 CheckElementChangeBySide(x, y + 1, smashed, element,
6696 CE_SWITCHED, CH_SIDE_TOP);
6697 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6703 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6708 // play sound of magic wall / mill
6710 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6711 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6712 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6714 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6715 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6716 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6717 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6718 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6719 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6724 // play sound of object that hits the ground
6725 if (last_line || object_hit)
6726 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6729 static void TurnRoundExt(int x, int y)
6741 { 0, 0 }, { 0, 0 }, { 0, 0 },
6746 int left, right, back;
6750 { MV_DOWN, MV_UP, MV_RIGHT },
6751 { MV_UP, MV_DOWN, MV_LEFT },
6753 { MV_LEFT, MV_RIGHT, MV_DOWN },
6757 { MV_RIGHT, MV_LEFT, MV_UP }
6760 int element = Tile[x][y];
6761 int move_pattern = element_info[element].move_pattern;
6763 int old_move_dir = MovDir[x][y];
6764 int left_dir = turn[old_move_dir].left;
6765 int right_dir = turn[old_move_dir].right;
6766 int back_dir = turn[old_move_dir].back;
6768 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6769 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6770 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6771 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6773 int left_x = x + left_dx, left_y = y + left_dy;
6774 int right_x = x + right_dx, right_y = y + right_dy;
6775 int move_x = x + move_dx, move_y = y + move_dy;
6779 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6781 TestIfBadThingTouchesOtherBadThing(x, y);
6783 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6784 MovDir[x][y] = right_dir;
6785 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6786 MovDir[x][y] = left_dir;
6788 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6790 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6793 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6795 TestIfBadThingTouchesOtherBadThing(x, y);
6797 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6798 MovDir[x][y] = left_dir;
6799 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6800 MovDir[x][y] = right_dir;
6802 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6804 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6807 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6809 TestIfBadThingTouchesOtherBadThing(x, y);
6811 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6812 MovDir[x][y] = left_dir;
6813 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6814 MovDir[x][y] = right_dir;
6816 if (MovDir[x][y] != old_move_dir)
6819 else if (element == EL_YAMYAM)
6821 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6822 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6824 if (can_turn_left && can_turn_right)
6825 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6826 else if (can_turn_left)
6827 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6828 else if (can_turn_right)
6829 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6831 MovDir[x][y] = back_dir;
6833 MovDelay[x][y] = 16 + 16 * RND(3);
6835 else if (element == EL_DARK_YAMYAM)
6837 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6839 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6842 if (can_turn_left && can_turn_right)
6843 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6844 else if (can_turn_left)
6845 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6846 else if (can_turn_right)
6847 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6849 MovDir[x][y] = back_dir;
6851 MovDelay[x][y] = 16 + 16 * RND(3);
6853 else if (element == EL_PACMAN)
6855 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6856 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6858 if (can_turn_left && can_turn_right)
6859 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6860 else if (can_turn_left)
6861 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6862 else if (can_turn_right)
6863 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6865 MovDir[x][y] = back_dir;
6867 MovDelay[x][y] = 6 + RND(40);
6869 else if (element == EL_PIG)
6871 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6872 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6873 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6874 boolean should_turn_left, should_turn_right, should_move_on;
6876 int rnd = RND(rnd_value);
6878 should_turn_left = (can_turn_left &&
6880 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6881 y + back_dy + left_dy)));
6882 should_turn_right = (can_turn_right &&
6884 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6885 y + back_dy + right_dy)));
6886 should_move_on = (can_move_on &&
6889 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6890 y + move_dy + left_dy) ||
6891 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6892 y + move_dy + right_dy)));
6894 if (should_turn_left || should_turn_right || should_move_on)
6896 if (should_turn_left && should_turn_right && should_move_on)
6897 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6898 rnd < 2 * rnd_value / 3 ? right_dir :
6900 else if (should_turn_left && should_turn_right)
6901 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6902 else if (should_turn_left && should_move_on)
6903 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6904 else if (should_turn_right && should_move_on)
6905 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6906 else if (should_turn_left)
6907 MovDir[x][y] = left_dir;
6908 else if (should_turn_right)
6909 MovDir[x][y] = right_dir;
6910 else if (should_move_on)
6911 MovDir[x][y] = old_move_dir;
6913 else if (can_move_on && rnd > rnd_value / 8)
6914 MovDir[x][y] = old_move_dir;
6915 else if (can_turn_left && can_turn_right)
6916 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6917 else if (can_turn_left && rnd > rnd_value / 8)
6918 MovDir[x][y] = left_dir;
6919 else if (can_turn_right && rnd > rnd_value/8)
6920 MovDir[x][y] = right_dir;
6922 MovDir[x][y] = back_dir;
6924 xx = x + move_xy[MovDir[x][y]].dx;
6925 yy = y + move_xy[MovDir[x][y]].dy;
6927 if (!IN_LEV_FIELD(xx, yy) ||
6928 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
6929 MovDir[x][y] = old_move_dir;
6933 else if (element == EL_DRAGON)
6935 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6936 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6937 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6939 int rnd = RND(rnd_value);
6941 if (can_move_on && rnd > rnd_value / 8)
6942 MovDir[x][y] = old_move_dir;
6943 else if (can_turn_left && can_turn_right)
6944 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6945 else if (can_turn_left && rnd > rnd_value / 8)
6946 MovDir[x][y] = left_dir;
6947 else if (can_turn_right && rnd > rnd_value / 8)
6948 MovDir[x][y] = right_dir;
6950 MovDir[x][y] = back_dir;
6952 xx = x + move_xy[MovDir[x][y]].dx;
6953 yy = y + move_xy[MovDir[x][y]].dy;
6955 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6956 MovDir[x][y] = old_move_dir;
6960 else if (element == EL_MOLE)
6962 boolean can_move_on =
6963 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6964 IS_AMOEBOID(Tile[move_x][move_y]) ||
6965 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
6968 boolean can_turn_left =
6969 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6970 IS_AMOEBOID(Tile[left_x][left_y])));
6972 boolean can_turn_right =
6973 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6974 IS_AMOEBOID(Tile[right_x][right_y])));
6976 if (can_turn_left && can_turn_right)
6977 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6978 else if (can_turn_left)
6979 MovDir[x][y] = left_dir;
6981 MovDir[x][y] = right_dir;
6984 if (MovDir[x][y] != old_move_dir)
6987 else if (element == EL_BALLOON)
6989 MovDir[x][y] = game.wind_direction;
6992 else if (element == EL_SPRING)
6994 if (MovDir[x][y] & MV_HORIZONTAL)
6996 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6997 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6999 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7000 ResetGfxAnimation(move_x, move_y);
7001 TEST_DrawLevelField(move_x, move_y);
7003 MovDir[x][y] = back_dir;
7005 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7006 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7007 MovDir[x][y] = MV_NONE;
7012 else if (element == EL_ROBOT ||
7013 element == EL_SATELLITE ||
7014 element == EL_PENGUIN ||
7015 element == EL_EMC_ANDROID)
7017 int attr_x = -1, attr_y = -1;
7019 if (game.all_players_gone)
7021 attr_x = game.exit_x;
7022 attr_y = game.exit_y;
7028 for (i = 0; i < MAX_PLAYERS; i++)
7030 struct PlayerInfo *player = &stored_player[i];
7031 int jx = player->jx, jy = player->jy;
7033 if (!player->active)
7037 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7045 if (element == EL_ROBOT &&
7046 game.robot_wheel_x >= 0 &&
7047 game.robot_wheel_y >= 0 &&
7048 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7049 game.engine_version < VERSION_IDENT(3,1,0,0)))
7051 attr_x = game.robot_wheel_x;
7052 attr_y = game.robot_wheel_y;
7055 if (element == EL_PENGUIN)
7058 static int xy[4][2] =
7066 for (i = 0; i < NUM_DIRECTIONS; i++)
7068 int ex = x + xy[i][0];
7069 int ey = y + xy[i][1];
7071 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7072 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7073 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7074 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7083 MovDir[x][y] = MV_NONE;
7085 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7086 else if (attr_x > x)
7087 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7089 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7090 else if (attr_y > y)
7091 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7093 if (element == EL_ROBOT)
7097 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7098 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7099 Moving2Blocked(x, y, &newx, &newy);
7101 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7102 MovDelay[x][y] = 8 + 8 * !RND(3);
7104 MovDelay[x][y] = 16;
7106 else if (element == EL_PENGUIN)
7112 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7114 boolean first_horiz = RND(2);
7115 int new_move_dir = MovDir[x][y];
7118 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7119 Moving2Blocked(x, y, &newx, &newy);
7121 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7125 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7126 Moving2Blocked(x, y, &newx, &newy);
7128 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7131 MovDir[x][y] = old_move_dir;
7135 else if (element == EL_SATELLITE)
7141 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7143 boolean first_horiz = RND(2);
7144 int new_move_dir = MovDir[x][y];
7147 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7148 Moving2Blocked(x, y, &newx, &newy);
7150 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7154 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7155 Moving2Blocked(x, y, &newx, &newy);
7157 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7160 MovDir[x][y] = old_move_dir;
7164 else if (element == EL_EMC_ANDROID)
7166 static int check_pos[16] =
7168 -1, // 0 => (invalid)
7171 -1, // 3 => (invalid)
7173 0, // 5 => MV_LEFT | MV_UP
7174 2, // 6 => MV_RIGHT | MV_UP
7175 -1, // 7 => (invalid)
7177 6, // 9 => MV_LEFT | MV_DOWN
7178 4, // 10 => MV_RIGHT | MV_DOWN
7179 -1, // 11 => (invalid)
7180 -1, // 12 => (invalid)
7181 -1, // 13 => (invalid)
7182 -1, // 14 => (invalid)
7183 -1, // 15 => (invalid)
7191 { -1, -1, MV_LEFT | MV_UP },
7193 { +1, -1, MV_RIGHT | MV_UP },
7194 { +1, 0, MV_RIGHT },
7195 { +1, +1, MV_RIGHT | MV_DOWN },
7197 { -1, +1, MV_LEFT | MV_DOWN },
7200 int start_pos, check_order;
7201 boolean can_clone = FALSE;
7204 // check if there is any free field around current position
7205 for (i = 0; i < 8; i++)
7207 int newx = x + check_xy[i].dx;
7208 int newy = y + check_xy[i].dy;
7210 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7218 if (can_clone) // randomly find an element to clone
7222 start_pos = check_pos[RND(8)];
7223 check_order = (RND(2) ? -1 : +1);
7225 for (i = 0; i < 8; i++)
7227 int pos_raw = start_pos + i * check_order;
7228 int pos = (pos_raw + 8) % 8;
7229 int newx = x + check_xy[pos].dx;
7230 int newy = y + check_xy[pos].dy;
7232 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7234 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7235 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7237 Store[x][y] = Tile[newx][newy];
7246 if (can_clone) // randomly find a direction to move
7250 start_pos = check_pos[RND(8)];
7251 check_order = (RND(2) ? -1 : +1);
7253 for (i = 0; i < 8; i++)
7255 int pos_raw = start_pos + i * check_order;
7256 int pos = (pos_raw + 8) % 8;
7257 int newx = x + check_xy[pos].dx;
7258 int newy = y + check_xy[pos].dy;
7259 int new_move_dir = check_xy[pos].dir;
7261 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7263 MovDir[x][y] = new_move_dir;
7264 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7273 if (can_clone) // cloning and moving successful
7276 // cannot clone -- try to move towards player
7278 start_pos = check_pos[MovDir[x][y] & 0x0f];
7279 check_order = (RND(2) ? -1 : +1);
7281 for (i = 0; i < 3; i++)
7283 // first check start_pos, then previous/next or (next/previous) pos
7284 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7285 int pos = (pos_raw + 8) % 8;
7286 int newx = x + check_xy[pos].dx;
7287 int newy = y + check_xy[pos].dy;
7288 int new_move_dir = check_xy[pos].dir;
7290 if (IS_PLAYER(newx, newy))
7293 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7295 MovDir[x][y] = new_move_dir;
7296 MovDelay[x][y] = level.android_move_time * 8 + 1;
7303 else if (move_pattern == MV_TURNING_LEFT ||
7304 move_pattern == MV_TURNING_RIGHT ||
7305 move_pattern == MV_TURNING_LEFT_RIGHT ||
7306 move_pattern == MV_TURNING_RIGHT_LEFT ||
7307 move_pattern == MV_TURNING_RANDOM ||
7308 move_pattern == MV_ALL_DIRECTIONS)
7310 boolean can_turn_left =
7311 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7312 boolean can_turn_right =
7313 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7315 if (element_info[element].move_stepsize == 0) // "not moving"
7318 if (move_pattern == MV_TURNING_LEFT)
7319 MovDir[x][y] = left_dir;
7320 else if (move_pattern == MV_TURNING_RIGHT)
7321 MovDir[x][y] = right_dir;
7322 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7323 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7324 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7325 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7326 else if (move_pattern == MV_TURNING_RANDOM)
7327 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7328 can_turn_right && !can_turn_left ? right_dir :
7329 RND(2) ? left_dir : right_dir);
7330 else if (can_turn_left && can_turn_right)
7331 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7332 else if (can_turn_left)
7333 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7334 else if (can_turn_right)
7335 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7337 MovDir[x][y] = back_dir;
7339 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7341 else if (move_pattern == MV_HORIZONTAL ||
7342 move_pattern == MV_VERTICAL)
7344 if (move_pattern & old_move_dir)
7345 MovDir[x][y] = back_dir;
7346 else if (move_pattern == MV_HORIZONTAL)
7347 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7348 else if (move_pattern == MV_VERTICAL)
7349 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7351 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7353 else if (move_pattern & MV_ANY_DIRECTION)
7355 MovDir[x][y] = move_pattern;
7356 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7358 else if (move_pattern & MV_WIND_DIRECTION)
7360 MovDir[x][y] = game.wind_direction;
7361 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7363 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7365 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7366 MovDir[x][y] = left_dir;
7367 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7368 MovDir[x][y] = right_dir;
7370 if (MovDir[x][y] != old_move_dir)
7371 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7373 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7375 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7376 MovDir[x][y] = right_dir;
7377 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7378 MovDir[x][y] = left_dir;
7380 if (MovDir[x][y] != old_move_dir)
7381 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7383 else if (move_pattern == MV_TOWARDS_PLAYER ||
7384 move_pattern == MV_AWAY_FROM_PLAYER)
7386 int attr_x = -1, attr_y = -1;
7388 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7390 if (game.all_players_gone)
7392 attr_x = game.exit_x;
7393 attr_y = game.exit_y;
7399 for (i = 0; i < MAX_PLAYERS; i++)
7401 struct PlayerInfo *player = &stored_player[i];
7402 int jx = player->jx, jy = player->jy;
7404 if (!player->active)
7408 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7416 MovDir[x][y] = MV_NONE;
7418 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7419 else if (attr_x > x)
7420 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7422 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7423 else if (attr_y > y)
7424 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7426 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7428 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7430 boolean first_horiz = RND(2);
7431 int new_move_dir = MovDir[x][y];
7433 if (element_info[element].move_stepsize == 0) // "not moving"
7435 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7436 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7442 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7443 Moving2Blocked(x, y, &newx, &newy);
7445 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7449 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7450 Moving2Blocked(x, y, &newx, &newy);
7452 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7455 MovDir[x][y] = old_move_dir;
7458 else if (move_pattern == MV_WHEN_PUSHED ||
7459 move_pattern == MV_WHEN_DROPPED)
7461 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7462 MovDir[x][y] = MV_NONE;
7466 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7468 static int test_xy[7][2] =
7478 static int test_dir[7] =
7488 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7489 int move_preference = -1000000; // start with very low preference
7490 int new_move_dir = MV_NONE;
7491 int start_test = RND(4);
7494 for (i = 0; i < NUM_DIRECTIONS; i++)
7496 int move_dir = test_dir[start_test + i];
7497 int move_dir_preference;
7499 xx = x + test_xy[start_test + i][0];
7500 yy = y + test_xy[start_test + i][1];
7502 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7503 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7505 new_move_dir = move_dir;
7510 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7513 move_dir_preference = -1 * RunnerVisit[xx][yy];
7514 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7515 move_dir_preference = PlayerVisit[xx][yy];
7517 if (move_dir_preference > move_preference)
7519 // prefer field that has not been visited for the longest time
7520 move_preference = move_dir_preference;
7521 new_move_dir = move_dir;
7523 else if (move_dir_preference == move_preference &&
7524 move_dir == old_move_dir)
7526 // prefer last direction when all directions are preferred equally
7527 move_preference = move_dir_preference;
7528 new_move_dir = move_dir;
7532 MovDir[x][y] = new_move_dir;
7533 if (old_move_dir != new_move_dir)
7534 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7538 static void TurnRound(int x, int y)
7540 int direction = MovDir[x][y];
7544 GfxDir[x][y] = MovDir[x][y];
7546 if (direction != MovDir[x][y])
7550 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7552 ResetGfxFrame(x, y);
7555 static boolean JustBeingPushed(int x, int y)
7559 for (i = 0; i < MAX_PLAYERS; i++)
7561 struct PlayerInfo *player = &stored_player[i];
7563 if (player->active && player->is_pushing && player->MovPos)
7565 int next_jx = player->jx + (player->jx - player->last_jx);
7566 int next_jy = player->jy + (player->jy - player->last_jy);
7568 if (x == next_jx && y == next_jy)
7576 static void StartMoving(int x, int y)
7578 boolean started_moving = FALSE; // some elements can fall _and_ move
7579 int element = Tile[x][y];
7584 if (MovDelay[x][y] == 0)
7585 GfxAction[x][y] = ACTION_DEFAULT;
7587 if (CAN_FALL(element) && y < lev_fieldy - 1)
7589 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7590 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7591 if (JustBeingPushed(x, y))
7594 if (element == EL_QUICKSAND_FULL)
7596 if (IS_FREE(x, y + 1))
7598 InitMovingField(x, y, MV_DOWN);
7599 started_moving = TRUE;
7601 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7602 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7603 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7604 Store[x][y] = EL_ROCK;
7606 Store[x][y] = EL_ROCK;
7609 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7611 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7613 if (!MovDelay[x][y])
7615 MovDelay[x][y] = TILEY + 1;
7617 ResetGfxAnimation(x, y);
7618 ResetGfxAnimation(x, y + 1);
7623 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7624 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7631 Tile[x][y] = EL_QUICKSAND_EMPTY;
7632 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7633 Store[x][y + 1] = Store[x][y];
7636 PlayLevelSoundAction(x, y, ACTION_FILLING);
7638 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7640 if (!MovDelay[x][y])
7642 MovDelay[x][y] = TILEY + 1;
7644 ResetGfxAnimation(x, y);
7645 ResetGfxAnimation(x, y + 1);
7650 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7651 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7658 Tile[x][y] = EL_QUICKSAND_EMPTY;
7659 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7660 Store[x][y + 1] = Store[x][y];
7663 PlayLevelSoundAction(x, y, ACTION_FILLING);
7666 else if (element == EL_QUICKSAND_FAST_FULL)
7668 if (IS_FREE(x, y + 1))
7670 InitMovingField(x, y, MV_DOWN);
7671 started_moving = TRUE;
7673 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7674 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7675 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7676 Store[x][y] = EL_ROCK;
7678 Store[x][y] = EL_ROCK;
7681 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7683 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7685 if (!MovDelay[x][y])
7687 MovDelay[x][y] = TILEY + 1;
7689 ResetGfxAnimation(x, y);
7690 ResetGfxAnimation(x, y + 1);
7695 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7696 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7703 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7704 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7705 Store[x][y + 1] = Store[x][y];
7708 PlayLevelSoundAction(x, y, ACTION_FILLING);
7710 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7712 if (!MovDelay[x][y])
7714 MovDelay[x][y] = TILEY + 1;
7716 ResetGfxAnimation(x, y);
7717 ResetGfxAnimation(x, y + 1);
7722 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7723 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7730 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7731 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7732 Store[x][y + 1] = Store[x][y];
7735 PlayLevelSoundAction(x, y, ACTION_FILLING);
7738 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7739 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7741 InitMovingField(x, y, MV_DOWN);
7742 started_moving = TRUE;
7744 Tile[x][y] = EL_QUICKSAND_FILLING;
7745 Store[x][y] = element;
7747 PlayLevelSoundAction(x, y, ACTION_FILLING);
7749 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7750 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7752 InitMovingField(x, y, MV_DOWN);
7753 started_moving = TRUE;
7755 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7756 Store[x][y] = element;
7758 PlayLevelSoundAction(x, y, ACTION_FILLING);
7760 else if (element == EL_MAGIC_WALL_FULL)
7762 if (IS_FREE(x, y + 1))
7764 InitMovingField(x, y, MV_DOWN);
7765 started_moving = TRUE;
7767 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7768 Store[x][y] = EL_CHANGED(Store[x][y]);
7770 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7772 if (!MovDelay[x][y])
7773 MovDelay[x][y] = TILEY / 4 + 1;
7782 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7783 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7784 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7788 else if (element == EL_BD_MAGIC_WALL_FULL)
7790 if (IS_FREE(x, y + 1))
7792 InitMovingField(x, y, MV_DOWN);
7793 started_moving = TRUE;
7795 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7796 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7798 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7800 if (!MovDelay[x][y])
7801 MovDelay[x][y] = TILEY / 4 + 1;
7810 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7811 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7812 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7816 else if (element == EL_DC_MAGIC_WALL_FULL)
7818 if (IS_FREE(x, y + 1))
7820 InitMovingField(x, y, MV_DOWN);
7821 started_moving = TRUE;
7823 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7824 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7826 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7828 if (!MovDelay[x][y])
7829 MovDelay[x][y] = TILEY / 4 + 1;
7838 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7839 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7840 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7844 else if ((CAN_PASS_MAGIC_WALL(element) &&
7845 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7846 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7847 (CAN_PASS_DC_MAGIC_WALL(element) &&
7848 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7851 InitMovingField(x, y, MV_DOWN);
7852 started_moving = TRUE;
7855 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7856 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7857 EL_DC_MAGIC_WALL_FILLING);
7858 Store[x][y] = element;
7860 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7862 SplashAcid(x, y + 1);
7864 InitMovingField(x, y, MV_DOWN);
7865 started_moving = TRUE;
7867 Store[x][y] = EL_ACID;
7870 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7871 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7872 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7873 CAN_FALL(element) && WasJustFalling[x][y] &&
7874 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7876 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7877 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7878 (Tile[x][y + 1] == EL_BLOCKED)))
7880 /* this is needed for a special case not covered by calling "Impact()"
7881 from "ContinueMoving()": if an element moves to a tile directly below
7882 another element which was just falling on that tile (which was empty
7883 in the previous frame), the falling element above would just stop
7884 instead of smashing the element below (in previous version, the above
7885 element was just checked for "moving" instead of "falling", resulting
7886 in incorrect smashes caused by horizontal movement of the above
7887 element; also, the case of the player being the element to smash was
7888 simply not covered here... :-/ ) */
7890 CheckCollision[x][y] = 0;
7891 CheckImpact[x][y] = 0;
7895 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7897 if (MovDir[x][y] == MV_NONE)
7899 InitMovingField(x, y, MV_DOWN);
7900 started_moving = TRUE;
7903 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7905 if (WasJustFalling[x][y]) // prevent animation from being restarted
7906 MovDir[x][y] = MV_DOWN;
7908 InitMovingField(x, y, MV_DOWN);
7909 started_moving = TRUE;
7911 else if (element == EL_AMOEBA_DROP)
7913 Tile[x][y] = EL_AMOEBA_GROWING;
7914 Store[x][y] = EL_AMOEBA_WET;
7916 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7917 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
7918 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7919 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7921 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7922 (IS_FREE(x - 1, y + 1) ||
7923 Tile[x - 1][y + 1] == EL_ACID));
7924 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7925 (IS_FREE(x + 1, y + 1) ||
7926 Tile[x + 1][y + 1] == EL_ACID));
7927 boolean can_fall_any = (can_fall_left || can_fall_right);
7928 boolean can_fall_both = (can_fall_left && can_fall_right);
7929 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
7931 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7933 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7934 can_fall_right = FALSE;
7935 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7936 can_fall_left = FALSE;
7937 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7938 can_fall_right = FALSE;
7939 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7940 can_fall_left = FALSE;
7942 can_fall_any = (can_fall_left || can_fall_right);
7943 can_fall_both = FALSE;
7948 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7949 can_fall_right = FALSE; // slip down on left side
7951 can_fall_left = !(can_fall_right = RND(2));
7953 can_fall_both = FALSE;
7958 // if not determined otherwise, prefer left side for slipping down
7959 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7960 started_moving = TRUE;
7963 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
7965 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7966 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7967 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
7968 int belt_dir = game.belt_dir[belt_nr];
7970 if ((belt_dir == MV_LEFT && left_is_free) ||
7971 (belt_dir == MV_RIGHT && right_is_free))
7973 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7975 InitMovingField(x, y, belt_dir);
7976 started_moving = TRUE;
7978 Pushed[x][y] = TRUE;
7979 Pushed[nextx][y] = TRUE;
7981 GfxAction[x][y] = ACTION_DEFAULT;
7985 MovDir[x][y] = 0; // if element was moving, stop it
7990 // not "else if" because of elements that can fall and move (EL_SPRING)
7991 if (CAN_MOVE(element) && !started_moving)
7993 int move_pattern = element_info[element].move_pattern;
7996 Moving2Blocked(x, y, &newx, &newy);
7998 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8001 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8002 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8004 WasJustMoving[x][y] = 0;
8005 CheckCollision[x][y] = 0;
8007 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8009 if (Tile[x][y] != element) // element has changed
8013 if (!MovDelay[x][y]) // start new movement phase
8015 // all objects that can change their move direction after each step
8016 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8018 if (element != EL_YAMYAM &&
8019 element != EL_DARK_YAMYAM &&
8020 element != EL_PACMAN &&
8021 !(move_pattern & MV_ANY_DIRECTION) &&
8022 move_pattern != MV_TURNING_LEFT &&
8023 move_pattern != MV_TURNING_RIGHT &&
8024 move_pattern != MV_TURNING_LEFT_RIGHT &&
8025 move_pattern != MV_TURNING_RIGHT_LEFT &&
8026 move_pattern != MV_TURNING_RANDOM)
8030 if (MovDelay[x][y] && (element == EL_BUG ||
8031 element == EL_SPACESHIP ||
8032 element == EL_SP_SNIKSNAK ||
8033 element == EL_SP_ELECTRON ||
8034 element == EL_MOLE))
8035 TEST_DrawLevelField(x, y);
8039 if (MovDelay[x][y]) // wait some time before next movement
8043 if (element == EL_ROBOT ||
8044 element == EL_YAMYAM ||
8045 element == EL_DARK_YAMYAM)
8047 DrawLevelElementAnimationIfNeeded(x, y, element);
8048 PlayLevelSoundAction(x, y, ACTION_WAITING);
8050 else if (element == EL_SP_ELECTRON)
8051 DrawLevelElementAnimationIfNeeded(x, y, element);
8052 else if (element == EL_DRAGON)
8055 int dir = MovDir[x][y];
8056 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8057 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8058 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8059 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8060 dir == MV_UP ? IMG_FLAMES_1_UP :
8061 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8062 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8064 GfxAction[x][y] = ACTION_ATTACKING;
8066 if (IS_PLAYER(x, y))
8067 DrawPlayerField(x, y);
8069 TEST_DrawLevelField(x, y);
8071 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8073 for (i = 1; i <= 3; i++)
8075 int xx = x + i * dx;
8076 int yy = y + i * dy;
8077 int sx = SCREENX(xx);
8078 int sy = SCREENY(yy);
8079 int flame_graphic = graphic + (i - 1);
8081 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8086 int flamed = MovingOrBlocked2Element(xx, yy);
8088 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8091 RemoveMovingField(xx, yy);
8093 ChangeDelay[xx][yy] = 0;
8095 Tile[xx][yy] = EL_FLAMES;
8097 if (IN_SCR_FIELD(sx, sy))
8099 TEST_DrawLevelFieldCrumbled(xx, yy);
8100 DrawGraphic(sx, sy, flame_graphic, frame);
8105 if (Tile[xx][yy] == EL_FLAMES)
8106 Tile[xx][yy] = EL_EMPTY;
8107 TEST_DrawLevelField(xx, yy);
8112 if (MovDelay[x][y]) // element still has to wait some time
8114 PlayLevelSoundAction(x, y, ACTION_WAITING);
8120 // now make next step
8122 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8124 if (DONT_COLLIDE_WITH(element) &&
8125 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8126 !PLAYER_ENEMY_PROTECTED(newx, newy))
8128 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8133 else if (CAN_MOVE_INTO_ACID(element) &&
8134 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8135 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8136 (MovDir[x][y] == MV_DOWN ||
8137 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8139 SplashAcid(newx, newy);
8140 Store[x][y] = EL_ACID;
8142 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8144 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8145 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8146 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8147 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8150 TEST_DrawLevelField(x, y);
8152 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8153 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8154 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8156 game.friends_still_needed--;
8157 if (!game.friends_still_needed &&
8159 game.all_players_gone)
8164 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8166 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8167 TEST_DrawLevelField(newx, newy);
8169 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8171 else if (!IS_FREE(newx, newy))
8173 GfxAction[x][y] = ACTION_WAITING;
8175 if (IS_PLAYER(x, y))
8176 DrawPlayerField(x, y);
8178 TEST_DrawLevelField(x, y);
8183 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8185 if (IS_FOOD_PIG(Tile[newx][newy]))
8187 if (IS_MOVING(newx, newy))
8188 RemoveMovingField(newx, newy);
8191 Tile[newx][newy] = EL_EMPTY;
8192 TEST_DrawLevelField(newx, newy);
8195 PlayLevelSound(x, y, SND_PIG_DIGGING);
8197 else if (!IS_FREE(newx, newy))
8199 if (IS_PLAYER(x, y))
8200 DrawPlayerField(x, y);
8202 TEST_DrawLevelField(x, y);
8207 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8209 if (Store[x][y] != EL_EMPTY)
8211 boolean can_clone = FALSE;
8214 // check if element to clone is still there
8215 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8217 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8225 // cannot clone or target field not free anymore -- do not clone
8226 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8227 Store[x][y] = EL_EMPTY;
8230 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8232 if (IS_MV_DIAGONAL(MovDir[x][y]))
8234 int diagonal_move_dir = MovDir[x][y];
8235 int stored = Store[x][y];
8236 int change_delay = 8;
8239 // android is moving diagonally
8241 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8243 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8244 GfxElement[x][y] = EL_EMC_ANDROID;
8245 GfxAction[x][y] = ACTION_SHRINKING;
8246 GfxDir[x][y] = diagonal_move_dir;
8247 ChangeDelay[x][y] = change_delay;
8249 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8252 DrawLevelGraphicAnimation(x, y, graphic);
8253 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8255 if (Tile[newx][newy] == EL_ACID)
8257 SplashAcid(newx, newy);
8262 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8264 Store[newx][newy] = EL_EMC_ANDROID;
8265 GfxElement[newx][newy] = EL_EMC_ANDROID;
8266 GfxAction[newx][newy] = ACTION_GROWING;
8267 GfxDir[newx][newy] = diagonal_move_dir;
8268 ChangeDelay[newx][newy] = change_delay;
8270 graphic = el_act_dir2img(GfxElement[newx][newy],
8271 GfxAction[newx][newy], GfxDir[newx][newy]);
8273 DrawLevelGraphicAnimation(newx, newy, graphic);
8274 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8280 Tile[newx][newy] = EL_EMPTY;
8281 TEST_DrawLevelField(newx, newy);
8283 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8286 else if (!IS_FREE(newx, newy))
8291 else if (IS_CUSTOM_ELEMENT(element) &&
8292 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8294 if (!DigFieldByCE(newx, newy, element))
8297 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8299 RunnerVisit[x][y] = FrameCounter;
8300 PlayerVisit[x][y] /= 8; // expire player visit path
8303 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8305 if (!IS_FREE(newx, newy))
8307 if (IS_PLAYER(x, y))
8308 DrawPlayerField(x, y);
8310 TEST_DrawLevelField(x, y);
8316 boolean wanna_flame = !RND(10);
8317 int dx = newx - x, dy = newy - y;
8318 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8319 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8320 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8321 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8322 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8323 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8326 IS_CLASSIC_ENEMY(element1) ||
8327 IS_CLASSIC_ENEMY(element2)) &&
8328 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8329 element1 != EL_FLAMES && element2 != EL_FLAMES)
8331 ResetGfxAnimation(x, y);
8332 GfxAction[x][y] = ACTION_ATTACKING;
8334 if (IS_PLAYER(x, y))
8335 DrawPlayerField(x, y);
8337 TEST_DrawLevelField(x, y);
8339 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8341 MovDelay[x][y] = 50;
8343 Tile[newx][newy] = EL_FLAMES;
8344 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8345 Tile[newx1][newy1] = EL_FLAMES;
8346 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8347 Tile[newx2][newy2] = EL_FLAMES;
8353 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8354 Tile[newx][newy] == EL_DIAMOND)
8356 if (IS_MOVING(newx, newy))
8357 RemoveMovingField(newx, newy);
8360 Tile[newx][newy] = EL_EMPTY;
8361 TEST_DrawLevelField(newx, newy);
8364 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8366 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8367 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8369 if (AmoebaNr[newx][newy])
8371 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8372 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8373 Tile[newx][newy] == EL_BD_AMOEBA)
8374 AmoebaCnt[AmoebaNr[newx][newy]]--;
8377 if (IS_MOVING(newx, newy))
8379 RemoveMovingField(newx, newy);
8383 Tile[newx][newy] = EL_EMPTY;
8384 TEST_DrawLevelField(newx, newy);
8387 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8389 else if ((element == EL_PACMAN || element == EL_MOLE)
8390 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8392 if (AmoebaNr[newx][newy])
8394 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8395 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8396 Tile[newx][newy] == EL_BD_AMOEBA)
8397 AmoebaCnt[AmoebaNr[newx][newy]]--;
8400 if (element == EL_MOLE)
8402 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8403 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8405 ResetGfxAnimation(x, y);
8406 GfxAction[x][y] = ACTION_DIGGING;
8407 TEST_DrawLevelField(x, y);
8409 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8411 return; // wait for shrinking amoeba
8413 else // element == EL_PACMAN
8415 Tile[newx][newy] = EL_EMPTY;
8416 TEST_DrawLevelField(newx, newy);
8417 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8420 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8421 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8422 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8424 // wait for shrinking amoeba to completely disappear
8427 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8429 // object was running against a wall
8433 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8434 DrawLevelElementAnimation(x, y, element);
8436 if (DONT_TOUCH(element))
8437 TestIfBadThingTouchesPlayer(x, y);
8442 InitMovingField(x, y, MovDir[x][y]);
8444 PlayLevelSoundAction(x, y, ACTION_MOVING);
8448 ContinueMoving(x, y);
8451 void ContinueMoving(int x, int y)
8453 int element = Tile[x][y];
8454 struct ElementInfo *ei = &element_info[element];
8455 int direction = MovDir[x][y];
8456 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8457 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8458 int newx = x + dx, newy = y + dy;
8459 int stored = Store[x][y];
8460 int stored_new = Store[newx][newy];
8461 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8462 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8463 boolean last_line = (newy == lev_fieldy - 1);
8465 MovPos[x][y] += getElementMoveStepsize(x, y);
8467 if (pushed_by_player) // special case: moving object pushed by player
8468 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8470 if (ABS(MovPos[x][y]) < TILEX)
8472 TEST_DrawLevelField(x, y);
8474 return; // element is still moving
8477 // element reached destination field
8479 Tile[x][y] = EL_EMPTY;
8480 Tile[newx][newy] = element;
8481 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8483 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8485 element = Tile[newx][newy] = EL_ACID;
8487 else if (element == EL_MOLE)
8489 Tile[x][y] = EL_SAND;
8491 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8493 else if (element == EL_QUICKSAND_FILLING)
8495 element = Tile[newx][newy] = get_next_element(element);
8496 Store[newx][newy] = Store[x][y];
8498 else if (element == EL_QUICKSAND_EMPTYING)
8500 Tile[x][y] = get_next_element(element);
8501 element = Tile[newx][newy] = Store[x][y];
8503 else if (element == EL_QUICKSAND_FAST_FILLING)
8505 element = Tile[newx][newy] = get_next_element(element);
8506 Store[newx][newy] = Store[x][y];
8508 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8510 Tile[x][y] = get_next_element(element);
8511 element = Tile[newx][newy] = Store[x][y];
8513 else if (element == EL_MAGIC_WALL_FILLING)
8515 element = Tile[newx][newy] = get_next_element(element);
8516 if (!game.magic_wall_active)
8517 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8518 Store[newx][newy] = Store[x][y];
8520 else if (element == EL_MAGIC_WALL_EMPTYING)
8522 Tile[x][y] = get_next_element(element);
8523 if (!game.magic_wall_active)
8524 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8525 element = Tile[newx][newy] = Store[x][y];
8527 InitField(newx, newy, FALSE);
8529 else if (element == EL_BD_MAGIC_WALL_FILLING)
8531 element = Tile[newx][newy] = get_next_element(element);
8532 if (!game.magic_wall_active)
8533 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8534 Store[newx][newy] = Store[x][y];
8536 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8538 Tile[x][y] = get_next_element(element);
8539 if (!game.magic_wall_active)
8540 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8541 element = Tile[newx][newy] = Store[x][y];
8543 InitField(newx, newy, FALSE);
8545 else if (element == EL_DC_MAGIC_WALL_FILLING)
8547 element = Tile[newx][newy] = get_next_element(element);
8548 if (!game.magic_wall_active)
8549 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8550 Store[newx][newy] = Store[x][y];
8552 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8554 Tile[x][y] = get_next_element(element);
8555 if (!game.magic_wall_active)
8556 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8557 element = Tile[newx][newy] = Store[x][y];
8559 InitField(newx, newy, FALSE);
8561 else if (element == EL_AMOEBA_DROPPING)
8563 Tile[x][y] = get_next_element(element);
8564 element = Tile[newx][newy] = Store[x][y];
8566 else if (element == EL_SOKOBAN_OBJECT)
8569 Tile[x][y] = Back[x][y];
8571 if (Back[newx][newy])
8572 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8574 Back[x][y] = Back[newx][newy] = 0;
8577 Store[x][y] = EL_EMPTY;
8582 MovDelay[newx][newy] = 0;
8584 if (CAN_CHANGE_OR_HAS_ACTION(element))
8586 // copy element change control values to new field
8587 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8588 ChangePage[newx][newy] = ChangePage[x][y];
8589 ChangeCount[newx][newy] = ChangeCount[x][y];
8590 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8593 CustomValue[newx][newy] = CustomValue[x][y];
8595 ChangeDelay[x][y] = 0;
8596 ChangePage[x][y] = -1;
8597 ChangeCount[x][y] = 0;
8598 ChangeEvent[x][y] = -1;
8600 CustomValue[x][y] = 0;
8602 // copy animation control values to new field
8603 GfxFrame[newx][newy] = GfxFrame[x][y];
8604 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8605 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8606 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8608 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8610 // some elements can leave other elements behind after moving
8611 if (ei->move_leave_element != EL_EMPTY &&
8612 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8613 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8615 int move_leave_element = ei->move_leave_element;
8617 // this makes it possible to leave the removed element again
8618 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8619 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8621 Tile[x][y] = move_leave_element;
8623 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8624 MovDir[x][y] = direction;
8626 InitField(x, y, FALSE);
8628 if (GFX_CRUMBLED(Tile[x][y]))
8629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8631 if (ELEM_IS_PLAYER(move_leave_element))
8632 RelocatePlayer(x, y, move_leave_element);
8635 // do this after checking for left-behind element
8636 ResetGfxAnimation(x, y); // reset animation values for old field
8638 if (!CAN_MOVE(element) ||
8639 (CAN_FALL(element) && direction == MV_DOWN &&
8640 (element == EL_SPRING ||
8641 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8642 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8643 GfxDir[x][y] = MovDir[newx][newy] = 0;
8645 TEST_DrawLevelField(x, y);
8646 TEST_DrawLevelField(newx, newy);
8648 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8650 // prevent pushed element from moving on in pushed direction
8651 if (pushed_by_player && CAN_MOVE(element) &&
8652 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8653 !(element_info[element].move_pattern & direction))
8654 TurnRound(newx, newy);
8656 // prevent elements on conveyor belt from moving on in last direction
8657 if (pushed_by_conveyor && CAN_FALL(element) &&
8658 direction & MV_HORIZONTAL)
8659 MovDir[newx][newy] = 0;
8661 if (!pushed_by_player)
8663 int nextx = newx + dx, nexty = newy + dy;
8664 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8666 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8668 if (CAN_FALL(element) && direction == MV_DOWN)
8669 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8671 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8672 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8674 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8675 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8678 if (DONT_TOUCH(element)) // object may be nasty to player or others
8680 TestIfBadThingTouchesPlayer(newx, newy);
8681 TestIfBadThingTouchesFriend(newx, newy);
8683 if (!IS_CUSTOM_ELEMENT(element))
8684 TestIfBadThingTouchesOtherBadThing(newx, newy);
8686 else if (element == EL_PENGUIN)
8687 TestIfFriendTouchesBadThing(newx, newy);
8689 if (DONT_GET_HIT_BY(element))
8691 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8694 // give the player one last chance (one more frame) to move away
8695 if (CAN_FALL(element) && direction == MV_DOWN &&
8696 (last_line || (!IS_FREE(x, newy + 1) &&
8697 (!IS_PLAYER(x, newy + 1) ||
8698 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8701 if (pushed_by_player && !game.use_change_when_pushing_bug)
8703 int push_side = MV_DIR_OPPOSITE(direction);
8704 struct PlayerInfo *player = PLAYERINFO(x, y);
8706 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8707 player->index_bit, push_side);
8708 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8709 player->index_bit, push_side);
8712 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8713 MovDelay[newx][newy] = 1;
8715 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8717 TestIfElementTouchesCustomElement(x, y); // empty or new element
8718 TestIfElementHitsCustomElement(newx, newy, direction);
8719 TestIfPlayerTouchesCustomElement(newx, newy);
8720 TestIfElementTouchesCustomElement(newx, newy);
8722 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8723 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8724 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8725 MV_DIR_OPPOSITE(direction));
8728 int AmoebaNeighbourNr(int ax, int ay)
8731 int element = Tile[ax][ay];
8733 static int xy[4][2] =
8741 for (i = 0; i < NUM_DIRECTIONS; i++)
8743 int x = ax + xy[i][0];
8744 int y = ay + xy[i][1];
8746 if (!IN_LEV_FIELD(x, y))
8749 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8750 group_nr = AmoebaNr[x][y];
8756 static void AmoebaMerge(int ax, int ay)
8758 int i, x, y, xx, yy;
8759 int new_group_nr = AmoebaNr[ax][ay];
8760 static int xy[4][2] =
8768 if (new_group_nr == 0)
8771 for (i = 0; i < NUM_DIRECTIONS; i++)
8776 if (!IN_LEV_FIELD(x, y))
8779 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8780 Tile[x][y] == EL_BD_AMOEBA ||
8781 Tile[x][y] == EL_AMOEBA_DEAD) &&
8782 AmoebaNr[x][y] != new_group_nr)
8784 int old_group_nr = AmoebaNr[x][y];
8786 if (old_group_nr == 0)
8789 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8790 AmoebaCnt[old_group_nr] = 0;
8791 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8792 AmoebaCnt2[old_group_nr] = 0;
8794 SCAN_PLAYFIELD(xx, yy)
8796 if (AmoebaNr[xx][yy] == old_group_nr)
8797 AmoebaNr[xx][yy] = new_group_nr;
8803 void AmoebaToDiamond(int ax, int ay)
8807 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8809 int group_nr = AmoebaNr[ax][ay];
8814 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8815 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8821 SCAN_PLAYFIELD(x, y)
8823 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8826 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8830 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8831 SND_AMOEBA_TURNING_TO_GEM :
8832 SND_AMOEBA_TURNING_TO_ROCK));
8837 static int xy[4][2] =
8845 for (i = 0; i < NUM_DIRECTIONS; i++)
8850 if (!IN_LEV_FIELD(x, y))
8853 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8855 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8856 SND_AMOEBA_TURNING_TO_GEM :
8857 SND_AMOEBA_TURNING_TO_ROCK));
8864 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8867 int group_nr = AmoebaNr[ax][ay];
8868 boolean done = FALSE;
8873 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8874 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8880 SCAN_PLAYFIELD(x, y)
8882 if (AmoebaNr[x][y] == group_nr &&
8883 (Tile[x][y] == EL_AMOEBA_DEAD ||
8884 Tile[x][y] == EL_BD_AMOEBA ||
8885 Tile[x][y] == EL_AMOEBA_GROWING))
8888 Tile[x][y] = new_element;
8889 InitField(x, y, FALSE);
8890 TEST_DrawLevelField(x, y);
8896 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8897 SND_BD_AMOEBA_TURNING_TO_ROCK :
8898 SND_BD_AMOEBA_TURNING_TO_GEM));
8901 static void AmoebaGrowing(int x, int y)
8903 static unsigned int sound_delay = 0;
8904 static unsigned int sound_delay_value = 0;
8906 if (!MovDelay[x][y]) // start new growing cycle
8910 if (DelayReached(&sound_delay, sound_delay_value))
8912 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8913 sound_delay_value = 30;
8917 if (MovDelay[x][y]) // wait some time before growing bigger
8920 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8922 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8923 6 - MovDelay[x][y]);
8925 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8928 if (!MovDelay[x][y])
8930 Tile[x][y] = Store[x][y];
8932 TEST_DrawLevelField(x, y);
8937 static void AmoebaShrinking(int x, int y)
8939 static unsigned int sound_delay = 0;
8940 static unsigned int sound_delay_value = 0;
8942 if (!MovDelay[x][y]) // start new shrinking cycle
8946 if (DelayReached(&sound_delay, sound_delay_value))
8947 sound_delay_value = 30;
8950 if (MovDelay[x][y]) // wait some time before shrinking
8953 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8955 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8956 6 - MovDelay[x][y]);
8958 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8961 if (!MovDelay[x][y])
8963 Tile[x][y] = EL_EMPTY;
8964 TEST_DrawLevelField(x, y);
8966 // don't let mole enter this field in this cycle;
8967 // (give priority to objects falling to this field from above)
8973 static void AmoebaReproduce(int ax, int ay)
8976 int element = Tile[ax][ay];
8977 int graphic = el2img(element);
8978 int newax = ax, neway = ay;
8979 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8980 static int xy[4][2] =
8988 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8990 Tile[ax][ay] = EL_AMOEBA_DEAD;
8991 TEST_DrawLevelField(ax, ay);
8995 if (IS_ANIMATED(graphic))
8996 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8998 if (!MovDelay[ax][ay]) // start making new amoeba field
8999 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9001 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9004 if (MovDelay[ax][ay])
9008 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9011 int x = ax + xy[start][0];
9012 int y = ay + xy[start][1];
9014 if (!IN_LEV_FIELD(x, y))
9017 if (IS_FREE(x, y) ||
9018 CAN_GROW_INTO(Tile[x][y]) ||
9019 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9020 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9026 if (newax == ax && neway == ay)
9029 else // normal or "filled" (BD style) amoeba
9032 boolean waiting_for_player = FALSE;
9034 for (i = 0; i < NUM_DIRECTIONS; i++)
9036 int j = (start + i) % 4;
9037 int x = ax + xy[j][0];
9038 int y = ay + xy[j][1];
9040 if (!IN_LEV_FIELD(x, y))
9043 if (IS_FREE(x, y) ||
9044 CAN_GROW_INTO(Tile[x][y]) ||
9045 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9046 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9052 else if (IS_PLAYER(x, y))
9053 waiting_for_player = TRUE;
9056 if (newax == ax && neway == ay) // amoeba cannot grow
9058 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9060 Tile[ax][ay] = EL_AMOEBA_DEAD;
9061 TEST_DrawLevelField(ax, ay);
9062 AmoebaCnt[AmoebaNr[ax][ay]]--;
9064 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9066 if (element == EL_AMOEBA_FULL)
9067 AmoebaToDiamond(ax, ay);
9068 else if (element == EL_BD_AMOEBA)
9069 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9074 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9076 // amoeba gets larger by growing in some direction
9078 int new_group_nr = AmoebaNr[ax][ay];
9081 if (new_group_nr == 0)
9083 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9085 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9091 AmoebaNr[newax][neway] = new_group_nr;
9092 AmoebaCnt[new_group_nr]++;
9093 AmoebaCnt2[new_group_nr]++;
9095 // if amoeba touches other amoeba(s) after growing, unify them
9096 AmoebaMerge(newax, neway);
9098 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9100 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9106 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9107 (neway == lev_fieldy - 1 && newax != ax))
9109 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9110 Store[newax][neway] = element;
9112 else if (neway == ay || element == EL_EMC_DRIPPER)
9114 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9116 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9120 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9121 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9122 Store[ax][ay] = EL_AMOEBA_DROP;
9123 ContinueMoving(ax, ay);
9127 TEST_DrawLevelField(newax, neway);
9130 static void Life(int ax, int ay)
9134 int element = Tile[ax][ay];
9135 int graphic = el2img(element);
9136 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9138 boolean changed = FALSE;
9140 if (IS_ANIMATED(graphic))
9141 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9146 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9147 MovDelay[ax][ay] = life_time;
9149 if (MovDelay[ax][ay]) // wait some time before next cycle
9152 if (MovDelay[ax][ay])
9156 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9158 int xx = ax+x1, yy = ay+y1;
9159 int old_element = Tile[xx][yy];
9160 int num_neighbours = 0;
9162 if (!IN_LEV_FIELD(xx, yy))
9165 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9167 int x = xx+x2, y = yy+y2;
9169 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9172 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9173 boolean is_neighbour = FALSE;
9175 if (level.use_life_bugs)
9177 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9178 (IS_FREE(x, y) && Stop[x][y]));
9181 (Last[x][y] == element || is_player_cell);
9187 boolean is_free = FALSE;
9189 if (level.use_life_bugs)
9190 is_free = (IS_FREE(xx, yy));
9192 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9194 if (xx == ax && yy == ay) // field in the middle
9196 if (num_neighbours < life_parameter[0] ||
9197 num_neighbours > life_parameter[1])
9199 Tile[xx][yy] = EL_EMPTY;
9200 if (Tile[xx][yy] != old_element)
9201 TEST_DrawLevelField(xx, yy);
9202 Stop[xx][yy] = TRUE;
9206 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9207 { // free border field
9208 if (num_neighbours >= life_parameter[2] &&
9209 num_neighbours <= life_parameter[3])
9211 Tile[xx][yy] = element;
9212 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9213 if (Tile[xx][yy] != old_element)
9214 TEST_DrawLevelField(xx, yy);
9215 Stop[xx][yy] = TRUE;
9222 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9223 SND_GAME_OF_LIFE_GROWING);
9226 static void InitRobotWheel(int x, int y)
9228 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9231 static void RunRobotWheel(int x, int y)
9233 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9236 static void StopRobotWheel(int x, int y)
9238 if (game.robot_wheel_x == x &&
9239 game.robot_wheel_y == y)
9241 game.robot_wheel_x = -1;
9242 game.robot_wheel_y = -1;
9243 game.robot_wheel_active = FALSE;
9247 static void InitTimegateWheel(int x, int y)
9249 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9252 static void RunTimegateWheel(int x, int y)
9254 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9257 static void InitMagicBallDelay(int x, int y)
9259 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9262 static void ActivateMagicBall(int bx, int by)
9266 if (level.ball_random)
9268 int pos_border = RND(8); // select one of the eight border elements
9269 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9270 int xx = pos_content % 3;
9271 int yy = pos_content / 3;
9276 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9277 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9281 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9283 int xx = x - bx + 1;
9284 int yy = y - by + 1;
9286 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9287 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9291 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9294 static void CheckExit(int x, int y)
9296 if (game.gems_still_needed > 0 ||
9297 game.sokoban_fields_still_needed > 0 ||
9298 game.sokoban_objects_still_needed > 0 ||
9299 game.lights_still_needed > 0)
9301 int element = Tile[x][y];
9302 int graphic = el2img(element);
9304 if (IS_ANIMATED(graphic))
9305 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9310 // do not re-open exit door closed after last player
9311 if (game.all_players_gone)
9314 Tile[x][y] = EL_EXIT_OPENING;
9316 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9319 static void CheckExitEM(int x, int y)
9321 if (game.gems_still_needed > 0 ||
9322 game.sokoban_fields_still_needed > 0 ||
9323 game.sokoban_objects_still_needed > 0 ||
9324 game.lights_still_needed > 0)
9326 int element = Tile[x][y];
9327 int graphic = el2img(element);
9329 if (IS_ANIMATED(graphic))
9330 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9335 // do not re-open exit door closed after last player
9336 if (game.all_players_gone)
9339 Tile[x][y] = EL_EM_EXIT_OPENING;
9341 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9344 static void CheckExitSteel(int x, int y)
9346 if (game.gems_still_needed > 0 ||
9347 game.sokoban_fields_still_needed > 0 ||
9348 game.sokoban_objects_still_needed > 0 ||
9349 game.lights_still_needed > 0)
9351 int element = Tile[x][y];
9352 int graphic = el2img(element);
9354 if (IS_ANIMATED(graphic))
9355 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9360 // do not re-open exit door closed after last player
9361 if (game.all_players_gone)
9364 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9366 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9369 static void CheckExitSteelEM(int x, int y)
9371 if (game.gems_still_needed > 0 ||
9372 game.sokoban_fields_still_needed > 0 ||
9373 game.sokoban_objects_still_needed > 0 ||
9374 game.lights_still_needed > 0)
9376 int element = Tile[x][y];
9377 int graphic = el2img(element);
9379 if (IS_ANIMATED(graphic))
9380 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9385 // do not re-open exit door closed after last player
9386 if (game.all_players_gone)
9389 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9391 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9394 static void CheckExitSP(int x, int y)
9396 if (game.gems_still_needed > 0)
9398 int element = Tile[x][y];
9399 int graphic = el2img(element);
9401 if (IS_ANIMATED(graphic))
9402 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9407 // do not re-open exit door closed after last player
9408 if (game.all_players_gone)
9411 Tile[x][y] = EL_SP_EXIT_OPENING;
9413 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9416 static void CloseAllOpenTimegates(void)
9420 SCAN_PLAYFIELD(x, y)
9422 int element = Tile[x][y];
9424 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9426 Tile[x][y] = EL_TIMEGATE_CLOSING;
9428 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9433 static void DrawTwinkleOnField(int x, int y)
9435 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9438 if (Tile[x][y] == EL_BD_DIAMOND)
9441 if (MovDelay[x][y] == 0) // next animation frame
9442 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9444 if (MovDelay[x][y] != 0) // wait some time before next frame
9448 DrawLevelElementAnimation(x, y, Tile[x][y]);
9450 if (MovDelay[x][y] != 0)
9452 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9453 10 - MovDelay[x][y]);
9455 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9460 static void MauerWaechst(int x, int y)
9464 if (!MovDelay[x][y]) // next animation frame
9465 MovDelay[x][y] = 3 * delay;
9467 if (MovDelay[x][y]) // wait some time before next frame
9471 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9473 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9474 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9476 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9479 if (!MovDelay[x][y])
9481 if (MovDir[x][y] == MV_LEFT)
9483 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9484 TEST_DrawLevelField(x - 1, y);
9486 else if (MovDir[x][y] == MV_RIGHT)
9488 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9489 TEST_DrawLevelField(x + 1, y);
9491 else if (MovDir[x][y] == MV_UP)
9493 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9494 TEST_DrawLevelField(x, y - 1);
9498 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9499 TEST_DrawLevelField(x, y + 1);
9502 Tile[x][y] = Store[x][y];
9504 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9505 TEST_DrawLevelField(x, y);
9510 static void MauerAbleger(int ax, int ay)
9512 int element = Tile[ax][ay];
9513 int graphic = el2img(element);
9514 boolean oben_frei = FALSE, unten_frei = FALSE;
9515 boolean links_frei = FALSE, rechts_frei = FALSE;
9516 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9517 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9518 boolean new_wall = FALSE;
9520 if (IS_ANIMATED(graphic))
9521 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9523 if (!MovDelay[ax][ay]) // start building new wall
9524 MovDelay[ax][ay] = 6;
9526 if (MovDelay[ax][ay]) // wait some time before building new wall
9529 if (MovDelay[ax][ay])
9533 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9535 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9537 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9539 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9542 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9543 element == EL_EXPANDABLE_WALL_ANY)
9547 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9548 Store[ax][ay-1] = element;
9549 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9550 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9551 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9552 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9557 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9558 Store[ax][ay+1] = element;
9559 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9560 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9561 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9562 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9567 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9568 element == EL_EXPANDABLE_WALL_ANY ||
9569 element == EL_EXPANDABLE_WALL ||
9570 element == EL_BD_EXPANDABLE_WALL)
9574 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9575 Store[ax-1][ay] = element;
9576 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9577 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9578 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9579 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9585 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9586 Store[ax+1][ay] = element;
9587 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9588 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9589 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9590 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9595 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9596 TEST_DrawLevelField(ax, ay);
9598 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9600 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9601 unten_massiv = TRUE;
9602 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9603 links_massiv = TRUE;
9604 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9605 rechts_massiv = TRUE;
9607 if (((oben_massiv && unten_massiv) ||
9608 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9609 element == EL_EXPANDABLE_WALL) &&
9610 ((links_massiv && rechts_massiv) ||
9611 element == EL_EXPANDABLE_WALL_VERTICAL))
9612 Tile[ax][ay] = EL_WALL;
9615 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9618 static void MauerAblegerStahl(int ax, int ay)
9620 int element = Tile[ax][ay];
9621 int graphic = el2img(element);
9622 boolean oben_frei = FALSE, unten_frei = FALSE;
9623 boolean links_frei = FALSE, rechts_frei = FALSE;
9624 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9625 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9626 boolean new_wall = FALSE;
9628 if (IS_ANIMATED(graphic))
9629 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9631 if (!MovDelay[ax][ay]) // start building new wall
9632 MovDelay[ax][ay] = 6;
9634 if (MovDelay[ax][ay]) // wait some time before building new wall
9637 if (MovDelay[ax][ay])
9641 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9643 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9645 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9647 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9650 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9651 element == EL_EXPANDABLE_STEELWALL_ANY)
9655 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9656 Store[ax][ay-1] = element;
9657 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9658 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9659 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9660 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9665 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9666 Store[ax][ay+1] = element;
9667 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9668 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9669 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9670 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9675 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9676 element == EL_EXPANDABLE_STEELWALL_ANY)
9680 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9681 Store[ax-1][ay] = element;
9682 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9683 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9684 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9685 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9691 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9692 Store[ax+1][ay] = element;
9693 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9694 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9695 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9696 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9701 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9703 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9704 unten_massiv = TRUE;
9705 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9706 links_massiv = TRUE;
9707 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9708 rechts_massiv = TRUE;
9710 if (((oben_massiv && unten_massiv) ||
9711 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9712 ((links_massiv && rechts_massiv) ||
9713 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9714 Tile[ax][ay] = EL_STEELWALL;
9717 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9720 static void CheckForDragon(int x, int y)
9723 boolean dragon_found = FALSE;
9724 static int xy[4][2] =
9732 for (i = 0; i < NUM_DIRECTIONS; i++)
9734 for (j = 0; j < 4; j++)
9736 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9738 if (IN_LEV_FIELD(xx, yy) &&
9739 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9741 if (Tile[xx][yy] == EL_DRAGON)
9742 dragon_found = TRUE;
9751 for (i = 0; i < NUM_DIRECTIONS; i++)
9753 for (j = 0; j < 3; j++)
9755 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9757 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9759 Tile[xx][yy] = EL_EMPTY;
9760 TEST_DrawLevelField(xx, yy);
9769 static void InitBuggyBase(int x, int y)
9771 int element = Tile[x][y];
9772 int activating_delay = FRAMES_PER_SECOND / 4;
9775 (element == EL_SP_BUGGY_BASE ?
9776 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9777 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9779 element == EL_SP_BUGGY_BASE_ACTIVE ?
9780 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9783 static void WarnBuggyBase(int x, int y)
9786 static int xy[4][2] =
9794 for (i = 0; i < NUM_DIRECTIONS; i++)
9796 int xx = x + xy[i][0];
9797 int yy = y + xy[i][1];
9799 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9801 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9808 static void InitTrap(int x, int y)
9810 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9813 static void ActivateTrap(int x, int y)
9815 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9818 static void ChangeActiveTrap(int x, int y)
9820 int graphic = IMG_TRAP_ACTIVE;
9822 // if new animation frame was drawn, correct crumbled sand border
9823 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9824 TEST_DrawLevelFieldCrumbled(x, y);
9827 static int getSpecialActionElement(int element, int number, int base_element)
9829 return (element != EL_EMPTY ? element :
9830 number != -1 ? base_element + number - 1 :
9834 static int getModifiedActionNumber(int value_old, int operator, int operand,
9835 int value_min, int value_max)
9837 int value_new = (operator == CA_MODE_SET ? operand :
9838 operator == CA_MODE_ADD ? value_old + operand :
9839 operator == CA_MODE_SUBTRACT ? value_old - operand :
9840 operator == CA_MODE_MULTIPLY ? value_old * operand :
9841 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9842 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9845 return (value_new < value_min ? value_min :
9846 value_new > value_max ? value_max :
9850 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9852 struct ElementInfo *ei = &element_info[element];
9853 struct ElementChangeInfo *change = &ei->change_page[page];
9854 int target_element = change->target_element;
9855 int action_type = change->action_type;
9856 int action_mode = change->action_mode;
9857 int action_arg = change->action_arg;
9858 int action_element = change->action_element;
9861 if (!change->has_action)
9864 // ---------- determine action paramater values -----------------------------
9866 int level_time_value =
9867 (level.time > 0 ? TimeLeft :
9870 int action_arg_element_raw =
9871 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9872 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9873 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9874 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9875 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9876 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9877 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9879 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9881 int action_arg_direction =
9882 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9883 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9884 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9885 change->actual_trigger_side :
9886 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9887 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9890 int action_arg_number_min =
9891 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9894 int action_arg_number_max =
9895 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9896 action_type == CA_SET_LEVEL_GEMS ? 999 :
9897 action_type == CA_SET_LEVEL_TIME ? 9999 :
9898 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9899 action_type == CA_SET_CE_VALUE ? 9999 :
9900 action_type == CA_SET_CE_SCORE ? 9999 :
9903 int action_arg_number_reset =
9904 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9905 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9906 action_type == CA_SET_LEVEL_TIME ? level.time :
9907 action_type == CA_SET_LEVEL_SCORE ? 0 :
9908 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9909 action_type == CA_SET_CE_SCORE ? 0 :
9912 int action_arg_number =
9913 (action_arg <= CA_ARG_MAX ? action_arg :
9914 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9915 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9916 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9917 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9918 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9919 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9920 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9921 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9922 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9923 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9924 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9925 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9926 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9927 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9928 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9929 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9930 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9931 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9932 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9933 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9934 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9937 int action_arg_number_old =
9938 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9939 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9940 action_type == CA_SET_LEVEL_SCORE ? game.score :
9941 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9942 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9945 int action_arg_number_new =
9946 getModifiedActionNumber(action_arg_number_old,
9947 action_mode, action_arg_number,
9948 action_arg_number_min, action_arg_number_max);
9950 int trigger_player_bits =
9951 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9952 change->actual_trigger_player_bits : change->trigger_player);
9954 int action_arg_player_bits =
9955 (action_arg >= CA_ARG_PLAYER_1 &&
9956 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9957 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9958 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9961 // ---------- execute action -----------------------------------------------
9963 switch (action_type)
9970 // ---------- level actions ----------------------------------------------
9972 case CA_RESTART_LEVEL:
9974 game.restart_level = TRUE;
9979 case CA_SHOW_ENVELOPE:
9981 int element = getSpecialActionElement(action_arg_element,
9982 action_arg_number, EL_ENVELOPE_1);
9984 if (IS_ENVELOPE(element))
9985 local_player->show_envelope = element;
9990 case CA_SET_LEVEL_TIME:
9992 if (level.time > 0) // only modify limited time value
9994 TimeLeft = action_arg_number_new;
9996 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9998 DisplayGameControlValues();
10000 if (!TimeLeft && setup.time_limit)
10001 for (i = 0; i < MAX_PLAYERS; i++)
10002 KillPlayer(&stored_player[i]);
10008 case CA_SET_LEVEL_SCORE:
10010 game.score = action_arg_number_new;
10012 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10014 DisplayGameControlValues();
10019 case CA_SET_LEVEL_GEMS:
10021 game.gems_still_needed = action_arg_number_new;
10023 game.snapshot.collected_item = TRUE;
10025 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10027 DisplayGameControlValues();
10032 case CA_SET_LEVEL_WIND:
10034 game.wind_direction = action_arg_direction;
10039 case CA_SET_LEVEL_RANDOM_SEED:
10041 // ensure that setting a new random seed while playing is predictable
10042 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10047 // ---------- player actions ---------------------------------------------
10049 case CA_MOVE_PLAYER:
10050 case CA_MOVE_PLAYER_NEW:
10052 // automatically move to the next field in specified direction
10053 for (i = 0; i < MAX_PLAYERS; i++)
10054 if (trigger_player_bits & (1 << i))
10055 if (action_type == CA_MOVE_PLAYER ||
10056 stored_player[i].MovPos == 0)
10057 stored_player[i].programmed_action = action_arg_direction;
10062 case CA_EXIT_PLAYER:
10064 for (i = 0; i < MAX_PLAYERS; i++)
10065 if (action_arg_player_bits & (1 << i))
10066 ExitPlayer(&stored_player[i]);
10068 if (game.players_still_needed == 0)
10074 case CA_KILL_PLAYER:
10076 for (i = 0; i < MAX_PLAYERS; i++)
10077 if (action_arg_player_bits & (1 << i))
10078 KillPlayer(&stored_player[i]);
10083 case CA_SET_PLAYER_KEYS:
10085 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10086 int element = getSpecialActionElement(action_arg_element,
10087 action_arg_number, EL_KEY_1);
10089 if (IS_KEY(element))
10091 for (i = 0; i < MAX_PLAYERS; i++)
10093 if (trigger_player_bits & (1 << i))
10095 stored_player[i].key[KEY_NR(element)] = key_state;
10097 DrawGameDoorValues();
10105 case CA_SET_PLAYER_SPEED:
10107 for (i = 0; i < MAX_PLAYERS; i++)
10109 if (trigger_player_bits & (1 << i))
10111 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10113 if (action_arg == CA_ARG_SPEED_FASTER &&
10114 stored_player[i].cannot_move)
10116 action_arg_number = STEPSIZE_VERY_SLOW;
10118 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10119 action_arg == CA_ARG_SPEED_FASTER)
10121 action_arg_number = 2;
10122 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10125 else if (action_arg == CA_ARG_NUMBER_RESET)
10127 action_arg_number = level.initial_player_stepsize[i];
10131 getModifiedActionNumber(move_stepsize,
10134 action_arg_number_min,
10135 action_arg_number_max);
10137 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10144 case CA_SET_PLAYER_SHIELD:
10146 for (i = 0; i < MAX_PLAYERS; i++)
10148 if (trigger_player_bits & (1 << i))
10150 if (action_arg == CA_ARG_SHIELD_OFF)
10152 stored_player[i].shield_normal_time_left = 0;
10153 stored_player[i].shield_deadly_time_left = 0;
10155 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10157 stored_player[i].shield_normal_time_left = 999999;
10159 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10161 stored_player[i].shield_normal_time_left = 999999;
10162 stored_player[i].shield_deadly_time_left = 999999;
10170 case CA_SET_PLAYER_GRAVITY:
10172 for (i = 0; i < MAX_PLAYERS; i++)
10174 if (trigger_player_bits & (1 << i))
10176 stored_player[i].gravity =
10177 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10178 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10179 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10180 stored_player[i].gravity);
10187 case CA_SET_PLAYER_ARTWORK:
10189 for (i = 0; i < MAX_PLAYERS; i++)
10191 if (trigger_player_bits & (1 << i))
10193 int artwork_element = action_arg_element;
10195 if (action_arg == CA_ARG_ELEMENT_RESET)
10197 (level.use_artwork_element[i] ? level.artwork_element[i] :
10198 stored_player[i].element_nr);
10200 if (stored_player[i].artwork_element != artwork_element)
10201 stored_player[i].Frame = 0;
10203 stored_player[i].artwork_element = artwork_element;
10205 SetPlayerWaiting(&stored_player[i], FALSE);
10207 // set number of special actions for bored and sleeping animation
10208 stored_player[i].num_special_action_bored =
10209 get_num_special_action(artwork_element,
10210 ACTION_BORING_1, ACTION_BORING_LAST);
10211 stored_player[i].num_special_action_sleeping =
10212 get_num_special_action(artwork_element,
10213 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10220 case CA_SET_PLAYER_INVENTORY:
10222 for (i = 0; i < MAX_PLAYERS; i++)
10224 struct PlayerInfo *player = &stored_player[i];
10227 if (trigger_player_bits & (1 << i))
10229 int inventory_element = action_arg_element;
10231 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10232 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10233 action_arg == CA_ARG_ELEMENT_ACTION)
10235 int element = inventory_element;
10236 int collect_count = element_info[element].collect_count_initial;
10238 if (!IS_CUSTOM_ELEMENT(element))
10241 if (collect_count == 0)
10242 player->inventory_infinite_element = element;
10244 for (k = 0; k < collect_count; k++)
10245 if (player->inventory_size < MAX_INVENTORY_SIZE)
10246 player->inventory_element[player->inventory_size++] =
10249 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10250 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10251 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10253 if (player->inventory_infinite_element != EL_UNDEFINED &&
10254 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10255 action_arg_element_raw))
10256 player->inventory_infinite_element = EL_UNDEFINED;
10258 for (k = 0, j = 0; j < player->inventory_size; j++)
10260 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10261 action_arg_element_raw))
10262 player->inventory_element[k++] = player->inventory_element[j];
10265 player->inventory_size = k;
10267 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10269 if (player->inventory_size > 0)
10271 for (j = 0; j < player->inventory_size - 1; j++)
10272 player->inventory_element[j] = player->inventory_element[j + 1];
10274 player->inventory_size--;
10277 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10279 if (player->inventory_size > 0)
10280 player->inventory_size--;
10282 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10284 player->inventory_infinite_element = EL_UNDEFINED;
10285 player->inventory_size = 0;
10287 else if (action_arg == CA_ARG_INVENTORY_RESET)
10289 player->inventory_infinite_element = EL_UNDEFINED;
10290 player->inventory_size = 0;
10292 if (level.use_initial_inventory[i])
10294 for (j = 0; j < level.initial_inventory_size[i]; j++)
10296 int element = level.initial_inventory_content[i][j];
10297 int collect_count = element_info[element].collect_count_initial;
10299 if (!IS_CUSTOM_ELEMENT(element))
10302 if (collect_count == 0)
10303 player->inventory_infinite_element = element;
10305 for (k = 0; k < collect_count; k++)
10306 if (player->inventory_size < MAX_INVENTORY_SIZE)
10307 player->inventory_element[player->inventory_size++] =
10318 // ---------- CE actions -------------------------------------------------
10320 case CA_SET_CE_VALUE:
10322 int last_ce_value = CustomValue[x][y];
10324 CustomValue[x][y] = action_arg_number_new;
10326 if (CustomValue[x][y] != last_ce_value)
10328 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10329 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10331 if (CustomValue[x][y] == 0)
10333 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10334 ChangeCount[x][y] = 0; // allow at least one more change
10336 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10337 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10344 case CA_SET_CE_SCORE:
10346 int last_ce_score = ei->collect_score;
10348 ei->collect_score = action_arg_number_new;
10350 if (ei->collect_score != last_ce_score)
10352 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10353 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10355 if (ei->collect_score == 0)
10359 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10360 ChangeCount[x][y] = 0; // allow at least one more change
10362 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10363 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10366 This is a very special case that seems to be a mixture between
10367 CheckElementChange() and CheckTriggeredElementChange(): while
10368 the first one only affects single elements that are triggered
10369 directly, the second one affects multiple elements in the playfield
10370 that are triggered indirectly by another element. This is a third
10371 case: Changing the CE score always affects multiple identical CEs,
10372 so every affected CE must be checked, not only the single CE for
10373 which the CE score was changed in the first place (as every instance
10374 of that CE shares the same CE score, and therefore also can change)!
10376 SCAN_PLAYFIELD(xx, yy)
10378 if (Tile[xx][yy] == element)
10379 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10380 CE_SCORE_GETS_ZERO);
10388 case CA_SET_CE_ARTWORK:
10390 int artwork_element = action_arg_element;
10391 boolean reset_frame = FALSE;
10394 if (action_arg == CA_ARG_ELEMENT_RESET)
10395 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10398 if (ei->gfx_element != artwork_element)
10399 reset_frame = TRUE;
10401 ei->gfx_element = artwork_element;
10403 SCAN_PLAYFIELD(xx, yy)
10405 if (Tile[xx][yy] == element)
10409 ResetGfxAnimation(xx, yy);
10410 ResetRandomAnimationValue(xx, yy);
10413 TEST_DrawLevelField(xx, yy);
10420 // ---------- engine actions ---------------------------------------------
10422 case CA_SET_ENGINE_SCAN_MODE:
10424 InitPlayfieldScanMode(action_arg);
10434 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10436 int old_element = Tile[x][y];
10437 int new_element = GetElementFromGroupElement(element);
10438 int previous_move_direction = MovDir[x][y];
10439 int last_ce_value = CustomValue[x][y];
10440 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10441 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10442 boolean add_player_onto_element = (new_element_is_player &&
10443 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10444 IS_WALKABLE(old_element));
10446 if (!add_player_onto_element)
10448 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10449 RemoveMovingField(x, y);
10453 Tile[x][y] = new_element;
10455 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10456 MovDir[x][y] = previous_move_direction;
10458 if (element_info[new_element].use_last_ce_value)
10459 CustomValue[x][y] = last_ce_value;
10461 InitField_WithBug1(x, y, FALSE);
10463 new_element = Tile[x][y]; // element may have changed
10465 ResetGfxAnimation(x, y);
10466 ResetRandomAnimationValue(x, y);
10468 TEST_DrawLevelField(x, y);
10470 if (GFX_CRUMBLED(new_element))
10471 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10474 // check if element under the player changes from accessible to unaccessible
10475 // (needed for special case of dropping element which then changes)
10476 // (must be checked after creating new element for walkable group elements)
10477 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10478 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10485 // "ChangeCount" not set yet to allow "entered by player" change one time
10486 if (new_element_is_player)
10487 RelocatePlayer(x, y, new_element);
10490 ChangeCount[x][y]++; // count number of changes in the same frame
10492 TestIfBadThingTouchesPlayer(x, y);
10493 TestIfPlayerTouchesCustomElement(x, y);
10494 TestIfElementTouchesCustomElement(x, y);
10497 static void CreateField(int x, int y, int element)
10499 CreateFieldExt(x, y, element, FALSE);
10502 static void CreateElementFromChange(int x, int y, int element)
10504 element = GET_VALID_RUNTIME_ELEMENT(element);
10506 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10508 int old_element = Tile[x][y];
10510 // prevent changed element from moving in same engine frame
10511 // unless both old and new element can either fall or move
10512 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10513 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10517 CreateFieldExt(x, y, element, TRUE);
10520 static boolean ChangeElement(int x, int y, int element, int page)
10522 struct ElementInfo *ei = &element_info[element];
10523 struct ElementChangeInfo *change = &ei->change_page[page];
10524 int ce_value = CustomValue[x][y];
10525 int ce_score = ei->collect_score;
10526 int target_element;
10527 int old_element = Tile[x][y];
10529 // always use default change event to prevent running into a loop
10530 if (ChangeEvent[x][y] == -1)
10531 ChangeEvent[x][y] = CE_DELAY;
10533 if (ChangeEvent[x][y] == CE_DELAY)
10535 // reset actual trigger element, trigger player and action element
10536 change->actual_trigger_element = EL_EMPTY;
10537 change->actual_trigger_player = EL_EMPTY;
10538 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10539 change->actual_trigger_side = CH_SIDE_NONE;
10540 change->actual_trigger_ce_value = 0;
10541 change->actual_trigger_ce_score = 0;
10544 // do not change elements more than a specified maximum number of changes
10545 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10548 ChangeCount[x][y]++; // count number of changes in the same frame
10550 if (change->explode)
10557 if (change->use_target_content)
10559 boolean complete_replace = TRUE;
10560 boolean can_replace[3][3];
10563 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10566 boolean is_walkable;
10567 boolean is_diggable;
10568 boolean is_collectible;
10569 boolean is_removable;
10570 boolean is_destructible;
10571 int ex = x + xx - 1;
10572 int ey = y + yy - 1;
10573 int content_element = change->target_content.e[xx][yy];
10576 can_replace[xx][yy] = TRUE;
10578 if (ex == x && ey == y) // do not check changing element itself
10581 if (content_element == EL_EMPTY_SPACE)
10583 can_replace[xx][yy] = FALSE; // do not replace border with space
10588 if (!IN_LEV_FIELD(ex, ey))
10590 can_replace[xx][yy] = FALSE;
10591 complete_replace = FALSE;
10598 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10599 e = MovingOrBlocked2Element(ex, ey);
10601 is_empty = (IS_FREE(ex, ey) ||
10602 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10604 is_walkable = (is_empty || IS_WALKABLE(e));
10605 is_diggable = (is_empty || IS_DIGGABLE(e));
10606 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10607 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10608 is_removable = (is_diggable || is_collectible);
10610 can_replace[xx][yy] =
10611 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10612 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10613 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10614 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10615 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10616 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10617 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10619 if (!can_replace[xx][yy])
10620 complete_replace = FALSE;
10623 if (!change->only_if_complete || complete_replace)
10625 boolean something_has_changed = FALSE;
10627 if (change->only_if_complete && change->use_random_replace &&
10628 RND(100) < change->random_percentage)
10631 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10633 int ex = x + xx - 1;
10634 int ey = y + yy - 1;
10635 int content_element;
10637 if (can_replace[xx][yy] && (!change->use_random_replace ||
10638 RND(100) < change->random_percentage))
10640 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10641 RemoveMovingField(ex, ey);
10643 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10645 content_element = change->target_content.e[xx][yy];
10646 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10647 ce_value, ce_score);
10649 CreateElementFromChange(ex, ey, target_element);
10651 something_has_changed = TRUE;
10653 // for symmetry reasons, freeze newly created border elements
10654 if (ex != x || ey != y)
10655 Stop[ex][ey] = TRUE; // no more moving in this frame
10659 if (something_has_changed)
10661 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10662 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10668 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10669 ce_value, ce_score);
10671 if (element == EL_DIAGONAL_GROWING ||
10672 element == EL_DIAGONAL_SHRINKING)
10674 target_element = Store[x][y];
10676 Store[x][y] = EL_EMPTY;
10679 CreateElementFromChange(x, y, target_element);
10681 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10682 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10685 // this uses direct change before indirect change
10686 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10691 static void HandleElementChange(int x, int y, int page)
10693 int element = MovingOrBlocked2Element(x, y);
10694 struct ElementInfo *ei = &element_info[element];
10695 struct ElementChangeInfo *change = &ei->change_page[page];
10696 boolean handle_action_before_change = FALSE;
10699 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10700 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10702 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10703 x, y, element, element_info[element].token_name);
10704 Debug("game:playing:HandleElementChange", "This should never happen!");
10708 // this can happen with classic bombs on walkable, changing elements
10709 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10714 if (ChangeDelay[x][y] == 0) // initialize element change
10716 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10718 if (change->can_change)
10720 // !!! not clear why graphic animation should be reset at all here !!!
10721 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10722 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10725 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10727 When using an animation frame delay of 1 (this only happens with
10728 "sp_zonk.moving.left/right" in the classic graphics), the default
10729 (non-moving) animation shows wrong animation frames (while the
10730 moving animation, like "sp_zonk.moving.left/right", is correct,
10731 so this graphical bug never shows up with the classic graphics).
10732 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10733 be drawn instead of the correct frames 0,1,2,3. This is caused by
10734 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10735 an element change: First when the change delay ("ChangeDelay[][]")
10736 counter has reached zero after decrementing, then a second time in
10737 the next frame (after "GfxFrame[][]" was already incremented) when
10738 "ChangeDelay[][]" is reset to the initial delay value again.
10740 This causes frame 0 to be drawn twice, while the last frame won't
10741 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10743 As some animations may already be cleverly designed around this bug
10744 (at least the "Snake Bite" snake tail animation does this), it cannot
10745 simply be fixed here without breaking such existing animations.
10746 Unfortunately, it cannot easily be detected if a graphics set was
10747 designed "before" or "after" the bug was fixed. As a workaround,
10748 a new graphics set option "game.graphics_engine_version" was added
10749 to be able to specify the game's major release version for which the
10750 graphics set was designed, which can then be used to decide if the
10751 bugfix should be used (version 4 and above) or not (version 3 or
10752 below, or if no version was specified at all, as with old sets).
10754 (The wrong/fixed animation frames can be tested with the test level set
10755 "test_gfxframe" and level "000", which contains a specially prepared
10756 custom element at level position (x/y) == (11/9) which uses the zonk
10757 animation mentioned above. Using "game.graphics_engine_version: 4"
10758 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10759 This can also be seen from the debug output for this test element.)
10762 // when a custom element is about to change (for example by change delay),
10763 // do not reset graphic animation when the custom element is moving
10764 if (game.graphics_engine_version < 4 &&
10767 ResetGfxAnimation(x, y);
10768 ResetRandomAnimationValue(x, y);
10771 if (change->pre_change_function)
10772 change->pre_change_function(x, y);
10776 ChangeDelay[x][y]--;
10778 if (ChangeDelay[x][y] != 0) // continue element change
10780 if (change->can_change)
10782 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10784 if (IS_ANIMATED(graphic))
10785 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10787 if (change->change_function)
10788 change->change_function(x, y);
10791 else // finish element change
10793 if (ChangePage[x][y] != -1) // remember page from delayed change
10795 page = ChangePage[x][y];
10796 ChangePage[x][y] = -1;
10798 change = &ei->change_page[page];
10801 if (IS_MOVING(x, y)) // never change a running system ;-)
10803 ChangeDelay[x][y] = 1; // try change after next move step
10804 ChangePage[x][y] = page; // remember page to use for change
10809 // special case: set new level random seed before changing element
10810 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10811 handle_action_before_change = TRUE;
10813 if (change->has_action && handle_action_before_change)
10814 ExecuteCustomElementAction(x, y, element, page);
10816 if (change->can_change)
10818 if (ChangeElement(x, y, element, page))
10820 if (change->post_change_function)
10821 change->post_change_function(x, y);
10825 if (change->has_action && !handle_action_before_change)
10826 ExecuteCustomElementAction(x, y, element, page);
10830 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10831 int trigger_element,
10833 int trigger_player,
10837 boolean change_done_any = FALSE;
10838 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10841 if (!(trigger_events[trigger_element][trigger_event]))
10844 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10846 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10848 int element = EL_CUSTOM_START + i;
10849 boolean change_done = FALSE;
10852 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10853 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10856 for (p = 0; p < element_info[element].num_change_pages; p++)
10858 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10860 if (change->can_change_or_has_action &&
10861 change->has_event[trigger_event] &&
10862 change->trigger_side & trigger_side &&
10863 change->trigger_player & trigger_player &&
10864 change->trigger_page & trigger_page_bits &&
10865 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10867 change->actual_trigger_element = trigger_element;
10868 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10869 change->actual_trigger_player_bits = trigger_player;
10870 change->actual_trigger_side = trigger_side;
10871 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10872 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10874 if ((change->can_change && !change_done) || change->has_action)
10878 SCAN_PLAYFIELD(x, y)
10880 if (Tile[x][y] == element)
10882 if (change->can_change && !change_done)
10884 // if element already changed in this frame, not only prevent
10885 // another element change (checked in ChangeElement()), but
10886 // also prevent additional element actions for this element
10888 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10889 !level.use_action_after_change_bug)
10892 ChangeDelay[x][y] = 1;
10893 ChangeEvent[x][y] = trigger_event;
10895 HandleElementChange(x, y, p);
10897 else if (change->has_action)
10899 // if element already changed in this frame, not only prevent
10900 // another element change (checked in ChangeElement()), but
10901 // also prevent additional element actions for this element
10903 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10904 !level.use_action_after_change_bug)
10907 ExecuteCustomElementAction(x, y, element, p);
10908 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10913 if (change->can_change)
10915 change_done = TRUE;
10916 change_done_any = TRUE;
10923 RECURSION_LOOP_DETECTION_END();
10925 return change_done_any;
10928 static boolean CheckElementChangeExt(int x, int y,
10930 int trigger_element,
10932 int trigger_player,
10935 boolean change_done = FALSE;
10938 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10939 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10942 if (Tile[x][y] == EL_BLOCKED)
10944 Blocked2Moving(x, y, &x, &y);
10945 element = Tile[x][y];
10948 // check if element has already changed or is about to change after moving
10949 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10950 Tile[x][y] != element) ||
10952 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10953 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10954 ChangePage[x][y] != -1)))
10957 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10959 for (p = 0; p < element_info[element].num_change_pages; p++)
10961 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10963 /* check trigger element for all events where the element that is checked
10964 for changing interacts with a directly adjacent element -- this is
10965 different to element changes that affect other elements to change on the
10966 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10967 boolean check_trigger_element =
10968 (trigger_event == CE_TOUCHING_X ||
10969 trigger_event == CE_HITTING_X ||
10970 trigger_event == CE_HIT_BY_X ||
10971 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10973 if (change->can_change_or_has_action &&
10974 change->has_event[trigger_event] &&
10975 change->trigger_side & trigger_side &&
10976 change->trigger_player & trigger_player &&
10977 (!check_trigger_element ||
10978 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10980 change->actual_trigger_element = trigger_element;
10981 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10982 change->actual_trigger_player_bits = trigger_player;
10983 change->actual_trigger_side = trigger_side;
10984 change->actual_trigger_ce_value = CustomValue[x][y];
10985 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10987 // special case: trigger element not at (x,y) position for some events
10988 if (check_trigger_element)
11000 { 0, 0 }, { 0, 0 }, { 0, 0 },
11004 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11005 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11007 change->actual_trigger_ce_value = CustomValue[xx][yy];
11008 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11011 if (change->can_change && !change_done)
11013 ChangeDelay[x][y] = 1;
11014 ChangeEvent[x][y] = trigger_event;
11016 HandleElementChange(x, y, p);
11018 change_done = TRUE;
11020 else if (change->has_action)
11022 ExecuteCustomElementAction(x, y, element, p);
11023 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11028 RECURSION_LOOP_DETECTION_END();
11030 return change_done;
11033 static void PlayPlayerSound(struct PlayerInfo *player)
11035 int jx = player->jx, jy = player->jy;
11036 int sound_element = player->artwork_element;
11037 int last_action = player->last_action_waiting;
11038 int action = player->action_waiting;
11040 if (player->is_waiting)
11042 if (action != last_action)
11043 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11045 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11049 if (action != last_action)
11050 StopSound(element_info[sound_element].sound[last_action]);
11052 if (last_action == ACTION_SLEEPING)
11053 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11057 static void PlayAllPlayersSound(void)
11061 for (i = 0; i < MAX_PLAYERS; i++)
11062 if (stored_player[i].active)
11063 PlayPlayerSound(&stored_player[i]);
11066 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11068 boolean last_waiting = player->is_waiting;
11069 int move_dir = player->MovDir;
11071 player->dir_waiting = move_dir;
11072 player->last_action_waiting = player->action_waiting;
11076 if (!last_waiting) // not waiting -> waiting
11078 player->is_waiting = TRUE;
11080 player->frame_counter_bored =
11082 game.player_boring_delay_fixed +
11083 GetSimpleRandom(game.player_boring_delay_random);
11084 player->frame_counter_sleeping =
11086 game.player_sleeping_delay_fixed +
11087 GetSimpleRandom(game.player_sleeping_delay_random);
11089 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11092 if (game.player_sleeping_delay_fixed +
11093 game.player_sleeping_delay_random > 0 &&
11094 player->anim_delay_counter == 0 &&
11095 player->post_delay_counter == 0 &&
11096 FrameCounter >= player->frame_counter_sleeping)
11097 player->is_sleeping = TRUE;
11098 else if (game.player_boring_delay_fixed +
11099 game.player_boring_delay_random > 0 &&
11100 FrameCounter >= player->frame_counter_bored)
11101 player->is_bored = TRUE;
11103 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11104 player->is_bored ? ACTION_BORING :
11107 if (player->is_sleeping && player->use_murphy)
11109 // special case for sleeping Murphy when leaning against non-free tile
11111 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11112 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11113 !IS_MOVING(player->jx - 1, player->jy)))
11114 move_dir = MV_LEFT;
11115 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11116 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11117 !IS_MOVING(player->jx + 1, player->jy)))
11118 move_dir = MV_RIGHT;
11120 player->is_sleeping = FALSE;
11122 player->dir_waiting = move_dir;
11125 if (player->is_sleeping)
11127 if (player->num_special_action_sleeping > 0)
11129 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11131 int last_special_action = player->special_action_sleeping;
11132 int num_special_action = player->num_special_action_sleeping;
11133 int special_action =
11134 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11135 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11136 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11137 last_special_action + 1 : ACTION_SLEEPING);
11138 int special_graphic =
11139 el_act_dir2img(player->artwork_element, special_action, move_dir);
11141 player->anim_delay_counter =
11142 graphic_info[special_graphic].anim_delay_fixed +
11143 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11144 player->post_delay_counter =
11145 graphic_info[special_graphic].post_delay_fixed +
11146 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11148 player->special_action_sleeping = special_action;
11151 if (player->anim_delay_counter > 0)
11153 player->action_waiting = player->special_action_sleeping;
11154 player->anim_delay_counter--;
11156 else if (player->post_delay_counter > 0)
11158 player->post_delay_counter--;
11162 else if (player->is_bored)
11164 if (player->num_special_action_bored > 0)
11166 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11168 int special_action =
11169 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11170 int special_graphic =
11171 el_act_dir2img(player->artwork_element, special_action, move_dir);
11173 player->anim_delay_counter =
11174 graphic_info[special_graphic].anim_delay_fixed +
11175 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11176 player->post_delay_counter =
11177 graphic_info[special_graphic].post_delay_fixed +
11178 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11180 player->special_action_bored = special_action;
11183 if (player->anim_delay_counter > 0)
11185 player->action_waiting = player->special_action_bored;
11186 player->anim_delay_counter--;
11188 else if (player->post_delay_counter > 0)
11190 player->post_delay_counter--;
11195 else if (last_waiting) // waiting -> not waiting
11197 player->is_waiting = FALSE;
11198 player->is_bored = FALSE;
11199 player->is_sleeping = FALSE;
11201 player->frame_counter_bored = -1;
11202 player->frame_counter_sleeping = -1;
11204 player->anim_delay_counter = 0;
11205 player->post_delay_counter = 0;
11207 player->dir_waiting = player->MovDir;
11208 player->action_waiting = ACTION_DEFAULT;
11210 player->special_action_bored = ACTION_DEFAULT;
11211 player->special_action_sleeping = ACTION_DEFAULT;
11215 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11217 if ((!player->is_moving && player->was_moving) ||
11218 (player->MovPos == 0 && player->was_moving) ||
11219 (player->is_snapping && !player->was_snapping) ||
11220 (player->is_dropping && !player->was_dropping))
11222 if (!CheckSaveEngineSnapshotToList())
11225 player->was_moving = FALSE;
11226 player->was_snapping = TRUE;
11227 player->was_dropping = TRUE;
11231 if (player->is_moving)
11232 player->was_moving = TRUE;
11234 if (!player->is_snapping)
11235 player->was_snapping = FALSE;
11237 if (!player->is_dropping)
11238 player->was_dropping = FALSE;
11241 static struct MouseActionInfo mouse_action_last = { 0 };
11242 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11243 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11246 CheckSaveEngineSnapshotToList();
11248 mouse_action_last = mouse_action;
11251 static void CheckSingleStepMode(struct PlayerInfo *player)
11253 if (tape.single_step && tape.recording && !tape.pausing)
11255 /* as it is called "single step mode", just return to pause mode when the
11256 player stopped moving after one tile (or never starts moving at all) */
11257 if (!player->is_moving &&
11258 !player->is_pushing &&
11259 !player->is_dropping_pressed &&
11260 !player->effective_mouse_action.button)
11261 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11264 CheckSaveEngineSnapshot(player);
11267 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11269 int left = player_action & JOY_LEFT;
11270 int right = player_action & JOY_RIGHT;
11271 int up = player_action & JOY_UP;
11272 int down = player_action & JOY_DOWN;
11273 int button1 = player_action & JOY_BUTTON_1;
11274 int button2 = player_action & JOY_BUTTON_2;
11275 int dx = (left ? -1 : right ? 1 : 0);
11276 int dy = (up ? -1 : down ? 1 : 0);
11278 if (!player->active || tape.pausing)
11284 SnapField(player, dx, dy);
11288 DropElement(player);
11290 MovePlayer(player, dx, dy);
11293 CheckSingleStepMode(player);
11295 SetPlayerWaiting(player, FALSE);
11297 return player_action;
11301 // no actions for this player (no input at player's configured device)
11303 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11304 SnapField(player, 0, 0);
11305 CheckGravityMovementWhenNotMoving(player);
11307 if (player->MovPos == 0)
11308 SetPlayerWaiting(player, TRUE);
11310 if (player->MovPos == 0) // needed for tape.playing
11311 player->is_moving = FALSE;
11313 player->is_dropping = FALSE;
11314 player->is_dropping_pressed = FALSE;
11315 player->drop_pressed_delay = 0;
11317 CheckSingleStepMode(player);
11323 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11326 if (!tape.use_mouse_actions)
11329 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11330 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11331 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11334 static void SetTapeActionFromMouseAction(byte *tape_action,
11335 struct MouseActionInfo *mouse_action)
11337 if (!tape.use_mouse_actions)
11340 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11341 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11342 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11345 static void CheckLevelSolved(void)
11347 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11349 if (game_em.level_solved &&
11350 !game_em.game_over) // game won
11354 game_em.game_over = TRUE;
11356 game.all_players_gone = TRUE;
11359 if (game_em.game_over) // game lost
11360 game.all_players_gone = TRUE;
11362 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11364 if (game_sp.level_solved &&
11365 !game_sp.game_over) // game won
11369 game_sp.game_over = TRUE;
11371 game.all_players_gone = TRUE;
11374 if (game_sp.game_over) // game lost
11375 game.all_players_gone = TRUE;
11377 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11379 if (game_mm.level_solved &&
11380 !game_mm.game_over) // game won
11384 game_mm.game_over = TRUE;
11386 game.all_players_gone = TRUE;
11389 if (game_mm.game_over) // game lost
11390 game.all_players_gone = TRUE;
11394 static void CheckLevelTime(void)
11398 if (TimeFrames >= FRAMES_PER_SECOND)
11403 for (i = 0; i < MAX_PLAYERS; i++)
11405 struct PlayerInfo *player = &stored_player[i];
11407 if (SHIELD_ON(player))
11409 player->shield_normal_time_left--;
11411 if (player->shield_deadly_time_left > 0)
11412 player->shield_deadly_time_left--;
11416 if (!game.LevelSolved && !level.use_step_counter)
11424 if (TimeLeft <= 10 && setup.time_limit)
11425 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11427 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11428 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11430 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11432 if (!TimeLeft && setup.time_limit)
11434 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11435 game_em.lev->killed_out_of_time = TRUE;
11437 for (i = 0; i < MAX_PLAYERS; i++)
11438 KillPlayer(&stored_player[i]);
11441 else if (game.no_time_limit && !game.all_players_gone)
11443 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11446 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11449 if (tape.recording || tape.playing)
11450 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11453 if (tape.recording || tape.playing)
11454 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11456 UpdateAndDisplayGameControlValues();
11459 void AdvanceFrameAndPlayerCounters(int player_nr)
11463 // advance frame counters (global frame counter and time frame counter)
11467 // advance player counters (counters for move delay, move animation etc.)
11468 for (i = 0; i < MAX_PLAYERS; i++)
11470 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11471 int move_delay_value = stored_player[i].move_delay_value;
11472 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11474 if (!advance_player_counters) // not all players may be affected
11477 if (move_frames == 0) // less than one move per game frame
11479 int stepsize = TILEX / move_delay_value;
11480 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11481 int count = (stored_player[i].is_moving ?
11482 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11484 if (count % delay == 0)
11488 stored_player[i].Frame += move_frames;
11490 if (stored_player[i].MovPos != 0)
11491 stored_player[i].StepFrame += move_frames;
11493 if (stored_player[i].move_delay > 0)
11494 stored_player[i].move_delay--;
11496 // due to bugs in previous versions, counter must count up, not down
11497 if (stored_player[i].push_delay != -1)
11498 stored_player[i].push_delay++;
11500 if (stored_player[i].drop_delay > 0)
11501 stored_player[i].drop_delay--;
11503 if (stored_player[i].is_dropping_pressed)
11504 stored_player[i].drop_pressed_delay++;
11508 void StartGameActions(boolean init_network_game, boolean record_tape,
11511 unsigned int new_random_seed = InitRND(random_seed);
11514 TapeStartRecording(new_random_seed);
11516 if (init_network_game)
11518 SendToServer_LevelFile();
11519 SendToServer_StartPlaying();
11527 static void GameActionsExt(void)
11530 static unsigned int game_frame_delay = 0;
11532 unsigned int game_frame_delay_value;
11533 byte *recorded_player_action;
11534 byte summarized_player_action = 0;
11535 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11538 // detect endless loops, caused by custom element programming
11539 if (recursion_loop_detected && recursion_loop_depth == 0)
11541 char *message = getStringCat3("Internal Error! Element ",
11542 EL_NAME(recursion_loop_element),
11543 " caused endless loop! Quit the game?");
11545 Warn("element '%s' caused endless loop in game engine",
11546 EL_NAME(recursion_loop_element));
11548 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11550 recursion_loop_detected = FALSE; // if game should be continued
11557 if (game.restart_level)
11558 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11560 CheckLevelSolved();
11562 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11565 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11568 if (game_status != GAME_MODE_PLAYING) // status might have changed
11571 game_frame_delay_value =
11572 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11574 if (tape.playing && tape.warp_forward && !tape.pausing)
11575 game_frame_delay_value = 0;
11577 SetVideoFrameDelay(game_frame_delay_value);
11579 // (de)activate virtual buttons depending on current game status
11580 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11582 if (game.all_players_gone) // if no players there to be controlled anymore
11583 SetOverlayActive(FALSE);
11584 else if (!tape.playing) // if game continues after tape stopped playing
11585 SetOverlayActive(TRUE);
11590 // ---------- main game synchronization point ----------
11592 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11594 Debug("game:playing:skip", "skip == %d", skip);
11597 // ---------- main game synchronization point ----------
11599 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11603 if (network_playing && !network_player_action_received)
11605 // try to get network player actions in time
11607 // last chance to get network player actions without main loop delay
11608 HandleNetworking();
11610 // game was quit by network peer
11611 if (game_status != GAME_MODE_PLAYING)
11614 // check if network player actions still missing and game still running
11615 if (!network_player_action_received && !checkGameEnded())
11616 return; // failed to get network player actions in time
11618 // do not yet reset "network_player_action_received" (for tape.pausing)
11624 // at this point we know that we really continue executing the game
11626 network_player_action_received = FALSE;
11628 // when playing tape, read previously recorded player input from tape data
11629 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11631 local_player->effective_mouse_action = local_player->mouse_action;
11633 if (recorded_player_action != NULL)
11634 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11635 recorded_player_action);
11637 // TapePlayAction() may return NULL when toggling to "pause before death"
11641 if (tape.set_centered_player)
11643 game.centered_player_nr_next = tape.centered_player_nr_next;
11644 game.set_centered_player = TRUE;
11647 for (i = 0; i < MAX_PLAYERS; i++)
11649 summarized_player_action |= stored_player[i].action;
11651 if (!network_playing && (game.team_mode || tape.playing))
11652 stored_player[i].effective_action = stored_player[i].action;
11655 if (network_playing && !checkGameEnded())
11656 SendToServer_MovePlayer(summarized_player_action);
11658 // summarize all actions at local players mapped input device position
11659 // (this allows using different input devices in single player mode)
11660 if (!network.enabled && !game.team_mode)
11661 stored_player[map_player_action[local_player->index_nr]].effective_action =
11662 summarized_player_action;
11664 // summarize all actions at centered player in local team mode
11665 if (tape.recording &&
11666 setup.team_mode && !network.enabled &&
11667 setup.input_on_focus &&
11668 game.centered_player_nr != -1)
11670 for (i = 0; i < MAX_PLAYERS; i++)
11671 stored_player[map_player_action[i]].effective_action =
11672 (i == game.centered_player_nr ? summarized_player_action : 0);
11675 if (recorded_player_action != NULL)
11676 for (i = 0; i < MAX_PLAYERS; i++)
11677 stored_player[i].effective_action = recorded_player_action[i];
11679 for (i = 0; i < MAX_PLAYERS; i++)
11681 tape_action[i] = stored_player[i].effective_action;
11683 /* (this may happen in the RND game engine if a player was not present on
11684 the playfield on level start, but appeared later from a custom element */
11685 if (setup.team_mode &&
11688 !tape.player_participates[i])
11689 tape.player_participates[i] = TRUE;
11692 SetTapeActionFromMouseAction(tape_action,
11693 &local_player->effective_mouse_action);
11695 // only record actions from input devices, but not programmed actions
11696 if (tape.recording)
11697 TapeRecordAction(tape_action);
11699 // remember if game was played (especially after tape stopped playing)
11700 if (!tape.playing && summarized_player_action)
11701 game.GamePlayed = TRUE;
11703 #if USE_NEW_PLAYER_ASSIGNMENTS
11704 // !!! also map player actions in single player mode !!!
11705 // if (game.team_mode)
11708 byte mapped_action[MAX_PLAYERS];
11710 #if DEBUG_PLAYER_ACTIONS
11711 for (i = 0; i < MAX_PLAYERS; i++)
11712 DebugContinued("", "%d, ", stored_player[i].effective_action);
11715 for (i = 0; i < MAX_PLAYERS; i++)
11716 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11718 for (i = 0; i < MAX_PLAYERS; i++)
11719 stored_player[i].effective_action = mapped_action[i];
11721 #if DEBUG_PLAYER_ACTIONS
11722 DebugContinued("", "=> ");
11723 for (i = 0; i < MAX_PLAYERS; i++)
11724 DebugContinued("", "%d, ", stored_player[i].effective_action);
11725 DebugContinued("game:playing:player", "\n");
11728 #if DEBUG_PLAYER_ACTIONS
11731 for (i = 0; i < MAX_PLAYERS; i++)
11732 DebugContinued("", "%d, ", stored_player[i].effective_action);
11733 DebugContinued("game:playing:player", "\n");
11738 for (i = 0; i < MAX_PLAYERS; i++)
11740 // allow engine snapshot in case of changed movement attempt
11741 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11742 (stored_player[i].effective_action & KEY_MOTION))
11743 game.snapshot.changed_action = TRUE;
11745 // allow engine snapshot in case of snapping/dropping attempt
11746 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11747 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11748 game.snapshot.changed_action = TRUE;
11750 game.snapshot.last_action[i] = stored_player[i].effective_action;
11753 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11755 GameActions_EM_Main();
11757 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11759 GameActions_SP_Main();
11761 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11763 GameActions_MM_Main();
11767 GameActions_RND_Main();
11770 BlitScreenToBitmap(backbuffer);
11772 CheckLevelSolved();
11775 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11777 if (global.show_frames_per_second)
11779 static unsigned int fps_counter = 0;
11780 static int fps_frames = 0;
11781 unsigned int fps_delay_ms = Counter() - fps_counter;
11785 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11787 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11790 fps_counter = Counter();
11792 // always draw FPS to screen after FPS value was updated
11793 redraw_mask |= REDRAW_FPS;
11796 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11797 if (GetDrawDeactivationMask() == REDRAW_NONE)
11798 redraw_mask |= REDRAW_FPS;
11802 static void GameActions_CheckSaveEngineSnapshot(void)
11804 if (!game.snapshot.save_snapshot)
11807 // clear flag for saving snapshot _before_ saving snapshot
11808 game.snapshot.save_snapshot = FALSE;
11810 SaveEngineSnapshotToList();
11813 void GameActions(void)
11817 GameActions_CheckSaveEngineSnapshot();
11820 void GameActions_EM_Main(void)
11822 byte effective_action[MAX_PLAYERS];
11823 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11826 for (i = 0; i < MAX_PLAYERS; i++)
11827 effective_action[i] = stored_player[i].effective_action;
11829 GameActions_EM(effective_action, warp_mode);
11832 void GameActions_SP_Main(void)
11834 byte effective_action[MAX_PLAYERS];
11835 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11838 for (i = 0; i < MAX_PLAYERS; i++)
11839 effective_action[i] = stored_player[i].effective_action;
11841 GameActions_SP(effective_action, warp_mode);
11843 for (i = 0; i < MAX_PLAYERS; i++)
11845 if (stored_player[i].force_dropping)
11846 stored_player[i].action |= KEY_BUTTON_DROP;
11848 stored_player[i].force_dropping = FALSE;
11852 void GameActions_MM_Main(void)
11854 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11856 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11859 void GameActions_RND_Main(void)
11864 void GameActions_RND(void)
11866 static struct MouseActionInfo mouse_action_last = { 0 };
11867 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11868 int magic_wall_x = 0, magic_wall_y = 0;
11869 int i, x, y, element, graphic, last_gfx_frame;
11871 InitPlayfieldScanModeVars();
11873 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11875 SCAN_PLAYFIELD(x, y)
11877 ChangeCount[x][y] = 0;
11878 ChangeEvent[x][y] = -1;
11882 if (game.set_centered_player)
11884 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11886 // switching to "all players" only possible if all players fit to screen
11887 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11889 game.centered_player_nr_next = game.centered_player_nr;
11890 game.set_centered_player = FALSE;
11893 // do not switch focus to non-existing (or non-active) player
11894 if (game.centered_player_nr_next >= 0 &&
11895 !stored_player[game.centered_player_nr_next].active)
11897 game.centered_player_nr_next = game.centered_player_nr;
11898 game.set_centered_player = FALSE;
11902 if (game.set_centered_player &&
11903 ScreenMovPos == 0) // screen currently aligned at tile position
11907 if (game.centered_player_nr_next == -1)
11909 setScreenCenteredToAllPlayers(&sx, &sy);
11913 sx = stored_player[game.centered_player_nr_next].jx;
11914 sy = stored_player[game.centered_player_nr_next].jy;
11917 game.centered_player_nr = game.centered_player_nr_next;
11918 game.set_centered_player = FALSE;
11920 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11921 DrawGameDoorValues();
11924 for (i = 0; i < MAX_PLAYERS; i++)
11926 int actual_player_action = stored_player[i].effective_action;
11929 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11930 - rnd_equinox_tetrachloride 048
11931 - rnd_equinox_tetrachloride_ii 096
11932 - rnd_emanuel_schmieg 002
11933 - doctor_sloan_ww 001, 020
11935 if (stored_player[i].MovPos == 0)
11936 CheckGravityMovement(&stored_player[i]);
11939 // overwrite programmed action with tape action
11940 if (stored_player[i].programmed_action)
11941 actual_player_action = stored_player[i].programmed_action;
11943 PlayerActions(&stored_player[i], actual_player_action);
11945 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11948 ScrollScreen(NULL, SCROLL_GO_ON);
11950 /* for backwards compatibility, the following code emulates a fixed bug that
11951 occured when pushing elements (causing elements that just made their last
11952 pushing step to already (if possible) make their first falling step in the
11953 same game frame, which is bad); this code is also needed to use the famous
11954 "spring push bug" which is used in older levels and might be wanted to be
11955 used also in newer levels, but in this case the buggy pushing code is only
11956 affecting the "spring" element and no other elements */
11958 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11960 for (i = 0; i < MAX_PLAYERS; i++)
11962 struct PlayerInfo *player = &stored_player[i];
11963 int x = player->jx;
11964 int y = player->jy;
11966 if (player->active && player->is_pushing && player->is_moving &&
11968 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11969 Tile[x][y] == EL_SPRING))
11971 ContinueMoving(x, y);
11973 // continue moving after pushing (this is actually a bug)
11974 if (!IS_MOVING(x, y))
11975 Stop[x][y] = FALSE;
11980 SCAN_PLAYFIELD(x, y)
11982 Last[x][y] = Tile[x][y];
11984 ChangeCount[x][y] = 0;
11985 ChangeEvent[x][y] = -1;
11987 // this must be handled before main playfield loop
11988 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
11991 if (MovDelay[x][y] <= 0)
11995 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
11998 if (MovDelay[x][y] <= 0)
12001 TEST_DrawLevelField(x, y);
12003 TestIfElementTouchesCustomElement(x, y); // for empty space
12008 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12010 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12012 Debug("game:playing:GameActions_RND", "This should never happen!");
12014 ChangePage[x][y] = -1;
12018 Stop[x][y] = FALSE;
12019 if (WasJustMoving[x][y] > 0)
12020 WasJustMoving[x][y]--;
12021 if (WasJustFalling[x][y] > 0)
12022 WasJustFalling[x][y]--;
12023 if (CheckCollision[x][y] > 0)
12024 CheckCollision[x][y]--;
12025 if (CheckImpact[x][y] > 0)
12026 CheckImpact[x][y]--;
12030 /* reset finished pushing action (not done in ContinueMoving() to allow
12031 continuous pushing animation for elements with zero push delay) */
12032 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12034 ResetGfxAnimation(x, y);
12035 TEST_DrawLevelField(x, y);
12039 if (IS_BLOCKED(x, y))
12043 Blocked2Moving(x, y, &oldx, &oldy);
12044 if (!IS_MOVING(oldx, oldy))
12046 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12047 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12048 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12049 Debug("game:playing:GameActions_RND", "This should never happen!");
12055 if (mouse_action.button)
12057 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12059 x = mouse_action.lx;
12060 y = mouse_action.ly;
12061 element = Tile[x][y];
12065 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12066 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12069 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12070 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12073 SCAN_PLAYFIELD(x, y)
12075 element = Tile[x][y];
12076 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12077 last_gfx_frame = GfxFrame[x][y];
12079 ResetGfxFrame(x, y);
12081 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12082 DrawLevelGraphicAnimation(x, y, graphic);
12084 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12085 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12086 ResetRandomAnimationValue(x, y);
12088 SetRandomAnimationValue(x, y);
12090 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12092 if (IS_INACTIVE(element))
12094 if (IS_ANIMATED(graphic))
12095 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12100 // this may take place after moving, so 'element' may have changed
12101 if (IS_CHANGING(x, y) &&
12102 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12104 int page = element_info[element].event_page_nr[CE_DELAY];
12106 HandleElementChange(x, y, page);
12108 element = Tile[x][y];
12109 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12112 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12116 element = Tile[x][y];
12117 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12119 if (IS_ANIMATED(graphic) &&
12120 !IS_MOVING(x, y) &&
12122 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12124 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12125 TEST_DrawTwinkleOnField(x, y);
12127 else if (element == EL_ACID)
12130 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12132 else if ((element == EL_EXIT_OPEN ||
12133 element == EL_EM_EXIT_OPEN ||
12134 element == EL_SP_EXIT_OPEN ||
12135 element == EL_STEEL_EXIT_OPEN ||
12136 element == EL_EM_STEEL_EXIT_OPEN ||
12137 element == EL_SP_TERMINAL ||
12138 element == EL_SP_TERMINAL_ACTIVE ||
12139 element == EL_EXTRA_TIME ||
12140 element == EL_SHIELD_NORMAL ||
12141 element == EL_SHIELD_DEADLY) &&
12142 IS_ANIMATED(graphic))
12143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12144 else if (IS_MOVING(x, y))
12145 ContinueMoving(x, y);
12146 else if (IS_ACTIVE_BOMB(element))
12147 CheckDynamite(x, y);
12148 else if (element == EL_AMOEBA_GROWING)
12149 AmoebaGrowing(x, y);
12150 else if (element == EL_AMOEBA_SHRINKING)
12151 AmoebaShrinking(x, y);
12153 #if !USE_NEW_AMOEBA_CODE
12154 else if (IS_AMOEBALIVE(element))
12155 AmoebaReproduce(x, y);
12158 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12160 else if (element == EL_EXIT_CLOSED)
12162 else if (element == EL_EM_EXIT_CLOSED)
12164 else if (element == EL_STEEL_EXIT_CLOSED)
12165 CheckExitSteel(x, y);
12166 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12167 CheckExitSteelEM(x, y);
12168 else if (element == EL_SP_EXIT_CLOSED)
12170 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12171 element == EL_EXPANDABLE_STEELWALL_GROWING)
12172 MauerWaechst(x, y);
12173 else if (element == EL_EXPANDABLE_WALL ||
12174 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12175 element == EL_EXPANDABLE_WALL_VERTICAL ||
12176 element == EL_EXPANDABLE_WALL_ANY ||
12177 element == EL_BD_EXPANDABLE_WALL)
12178 MauerAbleger(x, y);
12179 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12180 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12181 element == EL_EXPANDABLE_STEELWALL_ANY)
12182 MauerAblegerStahl(x, y);
12183 else if (element == EL_FLAMES)
12184 CheckForDragon(x, y);
12185 else if (element == EL_EXPLOSION)
12186 ; // drawing of correct explosion animation is handled separately
12187 else if (element == EL_ELEMENT_SNAPPING ||
12188 element == EL_DIAGONAL_SHRINKING ||
12189 element == EL_DIAGONAL_GROWING)
12191 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12193 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12195 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12196 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12198 if (IS_BELT_ACTIVE(element))
12199 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12201 if (game.magic_wall_active)
12203 int jx = local_player->jx, jy = local_player->jy;
12205 // play the element sound at the position nearest to the player
12206 if ((element == EL_MAGIC_WALL_FULL ||
12207 element == EL_MAGIC_WALL_ACTIVE ||
12208 element == EL_MAGIC_WALL_EMPTYING ||
12209 element == EL_BD_MAGIC_WALL_FULL ||
12210 element == EL_BD_MAGIC_WALL_ACTIVE ||
12211 element == EL_BD_MAGIC_WALL_EMPTYING ||
12212 element == EL_DC_MAGIC_WALL_FULL ||
12213 element == EL_DC_MAGIC_WALL_ACTIVE ||
12214 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12215 ABS(x - jx) + ABS(y - jy) <
12216 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12224 #if USE_NEW_AMOEBA_CODE
12225 // new experimental amoeba growth stuff
12226 if (!(FrameCounter % 8))
12228 static unsigned int random = 1684108901;
12230 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12232 x = RND(lev_fieldx);
12233 y = RND(lev_fieldy);
12234 element = Tile[x][y];
12236 if (!IS_PLAYER(x,y) &&
12237 (element == EL_EMPTY ||
12238 CAN_GROW_INTO(element) ||
12239 element == EL_QUICKSAND_EMPTY ||
12240 element == EL_QUICKSAND_FAST_EMPTY ||
12241 element == EL_ACID_SPLASH_LEFT ||
12242 element == EL_ACID_SPLASH_RIGHT))
12244 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12245 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12246 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12247 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12248 Tile[x][y] = EL_AMOEBA_DROP;
12251 random = random * 129 + 1;
12256 game.explosions_delayed = FALSE;
12258 SCAN_PLAYFIELD(x, y)
12260 element = Tile[x][y];
12262 if (ExplodeField[x][y])
12263 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12264 else if (element == EL_EXPLOSION)
12265 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12267 ExplodeField[x][y] = EX_TYPE_NONE;
12270 game.explosions_delayed = TRUE;
12272 if (game.magic_wall_active)
12274 if (!(game.magic_wall_time_left % 4))
12276 int element = Tile[magic_wall_x][magic_wall_y];
12278 if (element == EL_BD_MAGIC_WALL_FULL ||
12279 element == EL_BD_MAGIC_WALL_ACTIVE ||
12280 element == EL_BD_MAGIC_WALL_EMPTYING)
12281 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12282 else if (element == EL_DC_MAGIC_WALL_FULL ||
12283 element == EL_DC_MAGIC_WALL_ACTIVE ||
12284 element == EL_DC_MAGIC_WALL_EMPTYING)
12285 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12287 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12290 if (game.magic_wall_time_left > 0)
12292 game.magic_wall_time_left--;
12294 if (!game.magic_wall_time_left)
12296 SCAN_PLAYFIELD(x, y)
12298 element = Tile[x][y];
12300 if (element == EL_MAGIC_WALL_ACTIVE ||
12301 element == EL_MAGIC_WALL_FULL)
12303 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12304 TEST_DrawLevelField(x, y);
12306 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12307 element == EL_BD_MAGIC_WALL_FULL)
12309 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12310 TEST_DrawLevelField(x, y);
12312 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12313 element == EL_DC_MAGIC_WALL_FULL)
12315 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12316 TEST_DrawLevelField(x, y);
12320 game.magic_wall_active = FALSE;
12325 if (game.light_time_left > 0)
12327 game.light_time_left--;
12329 if (game.light_time_left == 0)
12330 RedrawAllLightSwitchesAndInvisibleElements();
12333 if (game.timegate_time_left > 0)
12335 game.timegate_time_left--;
12337 if (game.timegate_time_left == 0)
12338 CloseAllOpenTimegates();
12341 if (game.lenses_time_left > 0)
12343 game.lenses_time_left--;
12345 if (game.lenses_time_left == 0)
12346 RedrawAllInvisibleElementsForLenses();
12349 if (game.magnify_time_left > 0)
12351 game.magnify_time_left--;
12353 if (game.magnify_time_left == 0)
12354 RedrawAllInvisibleElementsForMagnifier();
12357 for (i = 0; i < MAX_PLAYERS; i++)
12359 struct PlayerInfo *player = &stored_player[i];
12361 if (SHIELD_ON(player))
12363 if (player->shield_deadly_time_left)
12364 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12365 else if (player->shield_normal_time_left)
12366 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12370 #if USE_DELAYED_GFX_REDRAW
12371 SCAN_PLAYFIELD(x, y)
12373 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12375 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12376 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12378 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12379 DrawLevelField(x, y);
12381 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12382 DrawLevelFieldCrumbled(x, y);
12384 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12385 DrawLevelFieldCrumbledNeighbours(x, y);
12387 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12388 DrawTwinkleOnField(x, y);
12391 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12396 PlayAllPlayersSound();
12398 for (i = 0; i < MAX_PLAYERS; i++)
12400 struct PlayerInfo *player = &stored_player[i];
12402 if (player->show_envelope != 0 && (!player->active ||
12403 player->MovPos == 0))
12405 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12407 player->show_envelope = 0;
12411 // use random number generator in every frame to make it less predictable
12412 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12415 mouse_action_last = mouse_action;
12418 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12420 int min_x = x, min_y = y, max_x = x, max_y = y;
12423 for (i = 0; i < MAX_PLAYERS; i++)
12425 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12427 if (!stored_player[i].active || &stored_player[i] == player)
12430 min_x = MIN(min_x, jx);
12431 min_y = MIN(min_y, jy);
12432 max_x = MAX(max_x, jx);
12433 max_y = MAX(max_y, jy);
12436 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12439 static boolean AllPlayersInVisibleScreen(void)
12443 for (i = 0; i < MAX_PLAYERS; i++)
12445 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12447 if (!stored_player[i].active)
12450 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12457 void ScrollLevel(int dx, int dy)
12459 int scroll_offset = 2 * TILEX_VAR;
12462 BlitBitmap(drawto_field, drawto_field,
12463 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12464 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12465 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12466 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12467 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12468 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12472 x = (dx == 1 ? BX1 : BX2);
12473 for (y = BY1; y <= BY2; y++)
12474 DrawScreenField(x, y);
12479 y = (dy == 1 ? BY1 : BY2);
12480 for (x = BX1; x <= BX2; x++)
12481 DrawScreenField(x, y);
12484 redraw_mask |= REDRAW_FIELD;
12487 static boolean canFallDown(struct PlayerInfo *player)
12489 int jx = player->jx, jy = player->jy;
12491 return (IN_LEV_FIELD(jx, jy + 1) &&
12492 (IS_FREE(jx, jy + 1) ||
12493 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12494 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12495 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12498 static boolean canPassField(int x, int y, int move_dir)
12500 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12501 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12502 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12503 int nextx = x + dx;
12504 int nexty = y + dy;
12505 int element = Tile[x][y];
12507 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12508 !CAN_MOVE(element) &&
12509 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12510 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12511 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12514 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12516 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12517 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12518 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12522 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12523 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12524 (IS_DIGGABLE(Tile[newx][newy]) ||
12525 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12526 canPassField(newx, newy, move_dir)));
12529 static void CheckGravityMovement(struct PlayerInfo *player)
12531 if (player->gravity && !player->programmed_action)
12533 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12534 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12535 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12536 int jx = player->jx, jy = player->jy;
12537 boolean player_is_moving_to_valid_field =
12538 (!player_is_snapping &&
12539 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12540 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12541 boolean player_can_fall_down = canFallDown(player);
12543 if (player_can_fall_down &&
12544 !player_is_moving_to_valid_field)
12545 player->programmed_action = MV_DOWN;
12549 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12551 return CheckGravityMovement(player);
12553 if (player->gravity && !player->programmed_action)
12555 int jx = player->jx, jy = player->jy;
12556 boolean field_under_player_is_free =
12557 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12558 boolean player_is_standing_on_valid_field =
12559 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12560 (IS_WALKABLE(Tile[jx][jy]) &&
12561 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12563 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12564 player->programmed_action = MV_DOWN;
12569 MovePlayerOneStep()
12570 -----------------------------------------------------------------------------
12571 dx, dy: direction (non-diagonal) to try to move the player to
12572 real_dx, real_dy: direction as read from input device (can be diagonal)
12575 boolean MovePlayerOneStep(struct PlayerInfo *player,
12576 int dx, int dy, int real_dx, int real_dy)
12578 int jx = player->jx, jy = player->jy;
12579 int new_jx = jx + dx, new_jy = jy + dy;
12581 boolean player_can_move = !player->cannot_move;
12583 if (!player->active || (!dx && !dy))
12584 return MP_NO_ACTION;
12586 player->MovDir = (dx < 0 ? MV_LEFT :
12587 dx > 0 ? MV_RIGHT :
12589 dy > 0 ? MV_DOWN : MV_NONE);
12591 if (!IN_LEV_FIELD(new_jx, new_jy))
12592 return MP_NO_ACTION;
12594 if (!player_can_move)
12596 if (player->MovPos == 0)
12598 player->is_moving = FALSE;
12599 player->is_digging = FALSE;
12600 player->is_collecting = FALSE;
12601 player->is_snapping = FALSE;
12602 player->is_pushing = FALSE;
12606 if (!network.enabled && game.centered_player_nr == -1 &&
12607 !AllPlayersInSight(player, new_jx, new_jy))
12608 return MP_NO_ACTION;
12610 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12611 if (can_move != MP_MOVING)
12614 // check if DigField() has caused relocation of the player
12615 if (player->jx != jx || player->jy != jy)
12616 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12618 StorePlayer[jx][jy] = 0;
12619 player->last_jx = jx;
12620 player->last_jy = jy;
12621 player->jx = new_jx;
12622 player->jy = new_jy;
12623 StorePlayer[new_jx][new_jy] = player->element_nr;
12625 if (player->move_delay_value_next != -1)
12627 player->move_delay_value = player->move_delay_value_next;
12628 player->move_delay_value_next = -1;
12632 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12634 player->step_counter++;
12636 PlayerVisit[jx][jy] = FrameCounter;
12638 player->is_moving = TRUE;
12641 // should better be called in MovePlayer(), but this breaks some tapes
12642 ScrollPlayer(player, SCROLL_INIT);
12648 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12650 int jx = player->jx, jy = player->jy;
12651 int old_jx = jx, old_jy = jy;
12652 int moved = MP_NO_ACTION;
12654 if (!player->active)
12659 if (player->MovPos == 0)
12661 player->is_moving = FALSE;
12662 player->is_digging = FALSE;
12663 player->is_collecting = FALSE;
12664 player->is_snapping = FALSE;
12665 player->is_pushing = FALSE;
12671 if (player->move_delay > 0)
12674 player->move_delay = -1; // set to "uninitialized" value
12676 // store if player is automatically moved to next field
12677 player->is_auto_moving = (player->programmed_action != MV_NONE);
12679 // remove the last programmed player action
12680 player->programmed_action = 0;
12682 if (player->MovPos)
12684 // should only happen if pre-1.2 tape recordings are played
12685 // this is only for backward compatibility
12687 int original_move_delay_value = player->move_delay_value;
12690 Debug("game:playing:MovePlayer",
12691 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12695 // scroll remaining steps with finest movement resolution
12696 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12698 while (player->MovPos)
12700 ScrollPlayer(player, SCROLL_GO_ON);
12701 ScrollScreen(NULL, SCROLL_GO_ON);
12703 AdvanceFrameAndPlayerCounters(player->index_nr);
12706 BackToFront_WithFrameDelay(0);
12709 player->move_delay_value = original_move_delay_value;
12712 player->is_active = FALSE;
12714 if (player->last_move_dir & MV_HORIZONTAL)
12716 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12717 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12721 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12722 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12725 if (!moved && !player->is_active)
12727 player->is_moving = FALSE;
12728 player->is_digging = FALSE;
12729 player->is_collecting = FALSE;
12730 player->is_snapping = FALSE;
12731 player->is_pushing = FALSE;
12737 if (moved & MP_MOVING && !ScreenMovPos &&
12738 (player->index_nr == game.centered_player_nr ||
12739 game.centered_player_nr == -1))
12741 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12743 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12745 // actual player has left the screen -- scroll in that direction
12746 if (jx != old_jx) // player has moved horizontally
12747 scroll_x += (jx - old_jx);
12748 else // player has moved vertically
12749 scroll_y += (jy - old_jy);
12753 int offset_raw = game.scroll_delay_value;
12755 if (jx != old_jx) // player has moved horizontally
12757 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12758 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12759 int new_scroll_x = jx - MIDPOSX + offset_x;
12761 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12762 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12763 scroll_x = new_scroll_x;
12765 // don't scroll over playfield boundaries
12766 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12768 // don't scroll more than one field at a time
12769 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12771 // don't scroll against the player's moving direction
12772 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12773 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12774 scroll_x = old_scroll_x;
12776 else // player has moved vertically
12778 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12779 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12780 int new_scroll_y = jy - MIDPOSY + offset_y;
12782 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12783 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12784 scroll_y = new_scroll_y;
12786 // don't scroll over playfield boundaries
12787 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12789 // don't scroll more than one field at a time
12790 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12792 // don't scroll against the player's moving direction
12793 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12794 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12795 scroll_y = old_scroll_y;
12799 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12801 if (!network.enabled && game.centered_player_nr == -1 &&
12802 !AllPlayersInVisibleScreen())
12804 scroll_x = old_scroll_x;
12805 scroll_y = old_scroll_y;
12809 ScrollScreen(player, SCROLL_INIT);
12810 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12815 player->StepFrame = 0;
12817 if (moved & MP_MOVING)
12819 if (old_jx != jx && old_jy == jy)
12820 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12821 else if (old_jx == jx && old_jy != jy)
12822 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12824 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12826 player->last_move_dir = player->MovDir;
12827 player->is_moving = TRUE;
12828 player->is_snapping = FALSE;
12829 player->is_switching = FALSE;
12830 player->is_dropping = FALSE;
12831 player->is_dropping_pressed = FALSE;
12832 player->drop_pressed_delay = 0;
12835 // should better be called here than above, but this breaks some tapes
12836 ScrollPlayer(player, SCROLL_INIT);
12841 CheckGravityMovementWhenNotMoving(player);
12843 player->is_moving = FALSE;
12845 /* at this point, the player is allowed to move, but cannot move right now
12846 (e.g. because of something blocking the way) -- ensure that the player
12847 is also allowed to move in the next frame (in old versions before 3.1.1,
12848 the player was forced to wait again for eight frames before next try) */
12850 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12851 player->move_delay = 0; // allow direct movement in the next frame
12854 if (player->move_delay == -1) // not yet initialized by DigField()
12855 player->move_delay = player->move_delay_value;
12857 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12859 TestIfPlayerTouchesBadThing(jx, jy);
12860 TestIfPlayerTouchesCustomElement(jx, jy);
12863 if (!player->active)
12864 RemovePlayer(player);
12869 void ScrollPlayer(struct PlayerInfo *player, int mode)
12871 int jx = player->jx, jy = player->jy;
12872 int last_jx = player->last_jx, last_jy = player->last_jy;
12873 int move_stepsize = TILEX / player->move_delay_value;
12875 if (!player->active)
12878 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12881 if (mode == SCROLL_INIT)
12883 player->actual_frame_counter = FrameCounter;
12884 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12886 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12887 Tile[last_jx][last_jy] == EL_EMPTY)
12889 int last_field_block_delay = 0; // start with no blocking at all
12890 int block_delay_adjustment = player->block_delay_adjustment;
12892 // if player blocks last field, add delay for exactly one move
12893 if (player->block_last_field)
12895 last_field_block_delay += player->move_delay_value;
12897 // when blocking enabled, prevent moving up despite gravity
12898 if (player->gravity && player->MovDir == MV_UP)
12899 block_delay_adjustment = -1;
12902 // add block delay adjustment (also possible when not blocking)
12903 last_field_block_delay += block_delay_adjustment;
12905 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12906 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12909 if (player->MovPos != 0) // player has not yet reached destination
12912 else if (!FrameReached(&player->actual_frame_counter, 1))
12915 if (player->MovPos != 0)
12917 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12918 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12920 // before DrawPlayer() to draw correct player graphic for this case
12921 if (player->MovPos == 0)
12922 CheckGravityMovement(player);
12925 if (player->MovPos == 0) // player reached destination field
12927 if (player->move_delay_reset_counter > 0)
12929 player->move_delay_reset_counter--;
12931 if (player->move_delay_reset_counter == 0)
12933 // continue with normal speed after quickly moving through gate
12934 HALVE_PLAYER_SPEED(player);
12936 // be able to make the next move without delay
12937 player->move_delay = 0;
12941 player->last_jx = jx;
12942 player->last_jy = jy;
12944 if (Tile[jx][jy] == EL_EXIT_OPEN ||
12945 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
12946 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
12947 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
12948 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12949 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12950 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
12951 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12953 ExitPlayer(player);
12955 if (game.players_still_needed == 0 &&
12956 (game.friends_still_needed == 0 ||
12957 IS_SP_ELEMENT(Tile[jx][jy])))
12961 // this breaks one level: "machine", level 000
12963 int move_direction = player->MovDir;
12964 int enter_side = MV_DIR_OPPOSITE(move_direction);
12965 int leave_side = move_direction;
12966 int old_jx = last_jx;
12967 int old_jy = last_jy;
12968 int old_element = Tile[old_jx][old_jy];
12969 int new_element = Tile[jx][jy];
12971 if (IS_CUSTOM_ELEMENT(old_element))
12972 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12974 player->index_bit, leave_side);
12976 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12977 CE_PLAYER_LEAVES_X,
12978 player->index_bit, leave_side);
12980 if (IS_CUSTOM_ELEMENT(new_element))
12981 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12982 player->index_bit, enter_side);
12984 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12985 CE_PLAYER_ENTERS_X,
12986 player->index_bit, enter_side);
12988 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12989 CE_MOVE_OF_X, move_direction);
12992 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12994 TestIfPlayerTouchesBadThing(jx, jy);
12995 TestIfPlayerTouchesCustomElement(jx, jy);
12997 /* needed because pushed element has not yet reached its destination,
12998 so it would trigger a change event at its previous field location */
12999 if (!player->is_pushing)
13000 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13002 if (!player->active)
13003 RemovePlayer(player);
13006 if (!game.LevelSolved && level.use_step_counter)
13016 if (TimeLeft <= 10 && setup.time_limit)
13017 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13019 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13021 DisplayGameControlValues();
13023 if (!TimeLeft && setup.time_limit)
13024 for (i = 0; i < MAX_PLAYERS; i++)
13025 KillPlayer(&stored_player[i]);
13027 else if (game.no_time_limit && !game.all_players_gone)
13029 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13031 DisplayGameControlValues();
13035 if (tape.single_step && tape.recording && !tape.pausing &&
13036 !player->programmed_action)
13037 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13039 if (!player->programmed_action)
13040 CheckSaveEngineSnapshot(player);
13044 void ScrollScreen(struct PlayerInfo *player, int mode)
13046 static unsigned int screen_frame_counter = 0;
13048 if (mode == SCROLL_INIT)
13050 // set scrolling step size according to actual player's moving speed
13051 ScrollStepSize = TILEX / player->move_delay_value;
13053 screen_frame_counter = FrameCounter;
13054 ScreenMovDir = player->MovDir;
13055 ScreenMovPos = player->MovPos;
13056 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13059 else if (!FrameReached(&screen_frame_counter, 1))
13064 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13065 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13066 redraw_mask |= REDRAW_FIELD;
13069 ScreenMovDir = MV_NONE;
13072 void TestIfPlayerTouchesCustomElement(int x, int y)
13074 static int xy[4][2] =
13081 static int trigger_sides[4][2] =
13083 // center side border side
13084 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13085 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13086 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13087 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13089 static int touch_dir[4] =
13091 MV_LEFT | MV_RIGHT,
13096 int center_element = Tile[x][y]; // should always be non-moving!
13099 for (i = 0; i < NUM_DIRECTIONS; i++)
13101 int xx = x + xy[i][0];
13102 int yy = y + xy[i][1];
13103 int center_side = trigger_sides[i][0];
13104 int border_side = trigger_sides[i][1];
13105 int border_element;
13107 if (!IN_LEV_FIELD(xx, yy))
13110 if (IS_PLAYER(x, y)) // player found at center element
13112 struct PlayerInfo *player = PLAYERINFO(x, y);
13114 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13115 border_element = Tile[xx][yy]; // may be moving!
13116 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13117 border_element = Tile[xx][yy];
13118 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13119 border_element = MovingOrBlocked2Element(xx, yy);
13121 continue; // center and border element do not touch
13123 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13124 player->index_bit, border_side);
13125 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13126 CE_PLAYER_TOUCHES_X,
13127 player->index_bit, border_side);
13130 /* use player element that is initially defined in the level playfield,
13131 not the player element that corresponds to the runtime player number
13132 (example: a level that contains EL_PLAYER_3 as the only player would
13133 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13134 int player_element = PLAYERINFO(x, y)->initial_element;
13136 CheckElementChangeBySide(xx, yy, border_element, player_element,
13137 CE_TOUCHING_X, border_side);
13140 else if (IS_PLAYER(xx, yy)) // player found at border element
13142 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13144 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13146 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13147 continue; // center and border element do not touch
13150 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13151 player->index_bit, center_side);
13152 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13153 CE_PLAYER_TOUCHES_X,
13154 player->index_bit, center_side);
13157 /* use player element that is initially defined in the level playfield,
13158 not the player element that corresponds to the runtime player number
13159 (example: a level that contains EL_PLAYER_3 as the only player would
13160 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13161 int player_element = PLAYERINFO(xx, yy)->initial_element;
13163 CheckElementChangeBySide(x, y, center_element, player_element,
13164 CE_TOUCHING_X, center_side);
13172 void TestIfElementTouchesCustomElement(int x, int y)
13174 static int xy[4][2] =
13181 static int trigger_sides[4][2] =
13183 // center side border side
13184 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13185 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13186 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13187 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13189 static int touch_dir[4] =
13191 MV_LEFT | MV_RIGHT,
13196 boolean change_center_element = FALSE;
13197 int center_element = Tile[x][y]; // should always be non-moving!
13198 int border_element_old[NUM_DIRECTIONS];
13201 for (i = 0; i < NUM_DIRECTIONS; i++)
13203 int xx = x + xy[i][0];
13204 int yy = y + xy[i][1];
13205 int border_element;
13207 border_element_old[i] = -1;
13209 if (!IN_LEV_FIELD(xx, yy))
13212 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13213 border_element = Tile[xx][yy]; // may be moving!
13214 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13215 border_element = Tile[xx][yy];
13216 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13217 border_element = MovingOrBlocked2Element(xx, yy);
13219 continue; // center and border element do not touch
13221 border_element_old[i] = border_element;
13224 for (i = 0; i < NUM_DIRECTIONS; i++)
13226 int xx = x + xy[i][0];
13227 int yy = y + xy[i][1];
13228 int center_side = trigger_sides[i][0];
13229 int border_element = border_element_old[i];
13231 if (border_element == -1)
13234 // check for change of border element
13235 CheckElementChangeBySide(xx, yy, border_element, center_element,
13236 CE_TOUCHING_X, center_side);
13238 // (center element cannot be player, so we dont have to check this here)
13241 for (i = 0; i < NUM_DIRECTIONS; i++)
13243 int xx = x + xy[i][0];
13244 int yy = y + xy[i][1];
13245 int border_side = trigger_sides[i][1];
13246 int border_element = border_element_old[i];
13248 if (border_element == -1)
13251 // check for change of center element (but change it only once)
13252 if (!change_center_element)
13253 change_center_element =
13254 CheckElementChangeBySide(x, y, center_element, border_element,
13255 CE_TOUCHING_X, border_side);
13257 if (IS_PLAYER(xx, yy))
13259 /* use player element that is initially defined in the level playfield,
13260 not the player element that corresponds to the runtime player number
13261 (example: a level that contains EL_PLAYER_3 as the only player would
13262 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13263 int player_element = PLAYERINFO(xx, yy)->initial_element;
13265 CheckElementChangeBySide(x, y, center_element, player_element,
13266 CE_TOUCHING_X, border_side);
13271 void TestIfElementHitsCustomElement(int x, int y, int direction)
13273 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13274 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13275 int hitx = x + dx, hity = y + dy;
13276 int hitting_element = Tile[x][y];
13277 int touched_element;
13279 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13282 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13283 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13285 if (IN_LEV_FIELD(hitx, hity))
13287 int opposite_direction = MV_DIR_OPPOSITE(direction);
13288 int hitting_side = direction;
13289 int touched_side = opposite_direction;
13290 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13291 MovDir[hitx][hity] != direction ||
13292 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13298 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13299 CE_HITTING_X, touched_side);
13301 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13302 CE_HIT_BY_X, hitting_side);
13304 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13305 CE_HIT_BY_SOMETHING, opposite_direction);
13307 if (IS_PLAYER(hitx, hity))
13309 /* use player element that is initially defined in the level playfield,
13310 not the player element that corresponds to the runtime player number
13311 (example: a level that contains EL_PLAYER_3 as the only player would
13312 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13313 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13315 CheckElementChangeBySide(x, y, hitting_element, player_element,
13316 CE_HITTING_X, touched_side);
13321 // "hitting something" is also true when hitting the playfield border
13322 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13323 CE_HITTING_SOMETHING, direction);
13326 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13328 int i, kill_x = -1, kill_y = -1;
13330 int bad_element = -1;
13331 static int test_xy[4][2] =
13338 static int test_dir[4] =
13346 for (i = 0; i < NUM_DIRECTIONS; i++)
13348 int test_x, test_y, test_move_dir, test_element;
13350 test_x = good_x + test_xy[i][0];
13351 test_y = good_y + test_xy[i][1];
13353 if (!IN_LEV_FIELD(test_x, test_y))
13357 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13359 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13361 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13362 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13364 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13365 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13369 bad_element = test_element;
13375 if (kill_x != -1 || kill_y != -1)
13377 if (IS_PLAYER(good_x, good_y))
13379 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13381 if (player->shield_deadly_time_left > 0 &&
13382 !IS_INDESTRUCTIBLE(bad_element))
13383 Bang(kill_x, kill_y);
13384 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13385 KillPlayer(player);
13388 Bang(good_x, good_y);
13392 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13394 int i, kill_x = -1, kill_y = -1;
13395 int bad_element = Tile[bad_x][bad_y];
13396 static int test_xy[4][2] =
13403 static int touch_dir[4] =
13405 MV_LEFT | MV_RIGHT,
13410 static int test_dir[4] =
13418 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13421 for (i = 0; i < NUM_DIRECTIONS; i++)
13423 int test_x, test_y, test_move_dir, test_element;
13425 test_x = bad_x + test_xy[i][0];
13426 test_y = bad_y + test_xy[i][1];
13428 if (!IN_LEV_FIELD(test_x, test_y))
13432 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13434 test_element = Tile[test_x][test_y];
13436 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13437 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13439 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13440 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13442 // good thing is player or penguin that does not move away
13443 if (IS_PLAYER(test_x, test_y))
13445 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13447 if (bad_element == EL_ROBOT && player->is_moving)
13448 continue; // robot does not kill player if he is moving
13450 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13452 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13453 continue; // center and border element do not touch
13461 else if (test_element == EL_PENGUIN)
13471 if (kill_x != -1 || kill_y != -1)
13473 if (IS_PLAYER(kill_x, kill_y))
13475 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13477 if (player->shield_deadly_time_left > 0 &&
13478 !IS_INDESTRUCTIBLE(bad_element))
13479 Bang(bad_x, bad_y);
13480 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13481 KillPlayer(player);
13484 Bang(kill_x, kill_y);
13488 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13490 int bad_element = Tile[bad_x][bad_y];
13491 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13492 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13493 int test_x = bad_x + dx, test_y = bad_y + dy;
13494 int test_move_dir, test_element;
13495 int kill_x = -1, kill_y = -1;
13497 if (!IN_LEV_FIELD(test_x, test_y))
13501 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13503 test_element = Tile[test_x][test_y];
13505 if (test_move_dir != bad_move_dir)
13507 // good thing can be player or penguin that does not move away
13508 if (IS_PLAYER(test_x, test_y))
13510 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13512 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13513 player as being hit when he is moving towards the bad thing, because
13514 the "get hit by" condition would be lost after the player stops) */
13515 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13516 return; // player moves away from bad thing
13521 else if (test_element == EL_PENGUIN)
13528 if (kill_x != -1 || kill_y != -1)
13530 if (IS_PLAYER(kill_x, kill_y))
13532 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13534 if (player->shield_deadly_time_left > 0 &&
13535 !IS_INDESTRUCTIBLE(bad_element))
13536 Bang(bad_x, bad_y);
13537 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13538 KillPlayer(player);
13541 Bang(kill_x, kill_y);
13545 void TestIfPlayerTouchesBadThing(int x, int y)
13547 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13550 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13552 TestIfGoodThingHitsBadThing(x, y, move_dir);
13555 void TestIfBadThingTouchesPlayer(int x, int y)
13557 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13560 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13562 TestIfBadThingHitsGoodThing(x, y, move_dir);
13565 void TestIfFriendTouchesBadThing(int x, int y)
13567 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13570 void TestIfBadThingTouchesFriend(int x, int y)
13572 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13575 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13577 int i, kill_x = bad_x, kill_y = bad_y;
13578 static int xy[4][2] =
13586 for (i = 0; i < NUM_DIRECTIONS; i++)
13590 x = bad_x + xy[i][0];
13591 y = bad_y + xy[i][1];
13592 if (!IN_LEV_FIELD(x, y))
13595 element = Tile[x][y];
13596 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13597 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13605 if (kill_x != bad_x || kill_y != bad_y)
13606 Bang(bad_x, bad_y);
13609 void KillPlayer(struct PlayerInfo *player)
13611 int jx = player->jx, jy = player->jy;
13613 if (!player->active)
13617 Debug("game:playing:KillPlayer",
13618 "0: killed == %d, active == %d, reanimated == %d",
13619 player->killed, player->active, player->reanimated);
13622 /* the following code was introduced to prevent an infinite loop when calling
13624 -> CheckTriggeredElementChangeExt()
13625 -> ExecuteCustomElementAction()
13627 -> (infinitely repeating the above sequence of function calls)
13628 which occurs when killing the player while having a CE with the setting
13629 "kill player X when explosion of <player X>"; the solution using a new
13630 field "player->killed" was chosen for backwards compatibility, although
13631 clever use of the fields "player->active" etc. would probably also work */
13633 if (player->killed)
13637 player->killed = TRUE;
13639 // remove accessible field at the player's position
13640 Tile[jx][jy] = EL_EMPTY;
13642 // deactivate shield (else Bang()/Explode() would not work right)
13643 player->shield_normal_time_left = 0;
13644 player->shield_deadly_time_left = 0;
13647 Debug("game:playing:KillPlayer",
13648 "1: killed == %d, active == %d, reanimated == %d",
13649 player->killed, player->active, player->reanimated);
13655 Debug("game:playing:KillPlayer",
13656 "2: killed == %d, active == %d, reanimated == %d",
13657 player->killed, player->active, player->reanimated);
13660 if (player->reanimated) // killed player may have been reanimated
13661 player->killed = player->reanimated = FALSE;
13663 BuryPlayer(player);
13666 static void KillPlayerUnlessEnemyProtected(int x, int y)
13668 if (!PLAYER_ENEMY_PROTECTED(x, y))
13669 KillPlayer(PLAYERINFO(x, y));
13672 static void KillPlayerUnlessExplosionProtected(int x, int y)
13674 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13675 KillPlayer(PLAYERINFO(x, y));
13678 void BuryPlayer(struct PlayerInfo *player)
13680 int jx = player->jx, jy = player->jy;
13682 if (!player->active)
13685 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13686 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13688 RemovePlayer(player);
13690 player->buried = TRUE;
13692 if (game.all_players_gone)
13693 game.GameOver = TRUE;
13696 void RemovePlayer(struct PlayerInfo *player)
13698 int jx = player->jx, jy = player->jy;
13699 int i, found = FALSE;
13701 player->present = FALSE;
13702 player->active = FALSE;
13704 // required for some CE actions (even if the player is not active anymore)
13705 player->MovPos = 0;
13707 if (!ExplodeField[jx][jy])
13708 StorePlayer[jx][jy] = 0;
13710 if (player->is_moving)
13711 TEST_DrawLevelField(player->last_jx, player->last_jy);
13713 for (i = 0; i < MAX_PLAYERS; i++)
13714 if (stored_player[i].active)
13719 game.all_players_gone = TRUE;
13720 game.GameOver = TRUE;
13723 game.exit_x = game.robot_wheel_x = jx;
13724 game.exit_y = game.robot_wheel_y = jy;
13727 void ExitPlayer(struct PlayerInfo *player)
13729 DrawPlayer(player); // needed here only to cleanup last field
13730 RemovePlayer(player);
13732 if (game.players_still_needed > 0)
13733 game.players_still_needed--;
13736 static void setFieldForSnapping(int x, int y, int element, int direction)
13738 struct ElementInfo *ei = &element_info[element];
13739 int direction_bit = MV_DIR_TO_BIT(direction);
13740 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13741 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13742 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13744 Tile[x][y] = EL_ELEMENT_SNAPPING;
13745 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13747 ResetGfxAnimation(x, y);
13749 GfxElement[x][y] = element;
13750 GfxAction[x][y] = action;
13751 GfxDir[x][y] = direction;
13752 GfxFrame[x][y] = -1;
13756 =============================================================================
13757 checkDiagonalPushing()
13758 -----------------------------------------------------------------------------
13759 check if diagonal input device direction results in pushing of object
13760 (by checking if the alternative direction is walkable, diggable, ...)
13761 =============================================================================
13764 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13765 int x, int y, int real_dx, int real_dy)
13767 int jx, jy, dx, dy, xx, yy;
13769 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13772 // diagonal direction: check alternative direction
13777 xx = jx + (dx == 0 ? real_dx : 0);
13778 yy = jy + (dy == 0 ? real_dy : 0);
13780 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13784 =============================================================================
13786 -----------------------------------------------------------------------------
13787 x, y: field next to player (non-diagonal) to try to dig to
13788 real_dx, real_dy: direction as read from input device (can be diagonal)
13789 =============================================================================
13792 static int DigField(struct PlayerInfo *player,
13793 int oldx, int oldy, int x, int y,
13794 int real_dx, int real_dy, int mode)
13796 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13797 boolean player_was_pushing = player->is_pushing;
13798 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13799 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13800 int jx = oldx, jy = oldy;
13801 int dx = x - jx, dy = y - jy;
13802 int nextx = x + dx, nexty = y + dy;
13803 int move_direction = (dx == -1 ? MV_LEFT :
13804 dx == +1 ? MV_RIGHT :
13806 dy == +1 ? MV_DOWN : MV_NONE);
13807 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13808 int dig_side = MV_DIR_OPPOSITE(move_direction);
13809 int old_element = Tile[jx][jy];
13810 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13813 if (is_player) // function can also be called by EL_PENGUIN
13815 if (player->MovPos == 0)
13817 player->is_digging = FALSE;
13818 player->is_collecting = FALSE;
13821 if (player->MovPos == 0) // last pushing move finished
13822 player->is_pushing = FALSE;
13824 if (mode == DF_NO_PUSH) // player just stopped pushing
13826 player->is_switching = FALSE;
13827 player->push_delay = -1;
13829 return MP_NO_ACTION;
13833 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13834 old_element = Back[jx][jy];
13836 // in case of element dropped at player position, check background
13837 else if (Back[jx][jy] != EL_EMPTY &&
13838 game.engine_version >= VERSION_IDENT(2,2,0,0))
13839 old_element = Back[jx][jy];
13841 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13842 return MP_NO_ACTION; // field has no opening in this direction
13844 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13845 return MP_NO_ACTION; // field has no opening in this direction
13847 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13851 Tile[jx][jy] = player->artwork_element;
13852 InitMovingField(jx, jy, MV_DOWN);
13853 Store[jx][jy] = EL_ACID;
13854 ContinueMoving(jx, jy);
13855 BuryPlayer(player);
13857 return MP_DONT_RUN_INTO;
13860 if (player_can_move && DONT_RUN_INTO(element))
13862 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13864 return MP_DONT_RUN_INTO;
13867 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13868 return MP_NO_ACTION;
13870 collect_count = element_info[element].collect_count_initial;
13872 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13873 return MP_NO_ACTION;
13875 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13876 player_can_move = player_can_move_or_snap;
13878 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13879 game.engine_version >= VERSION_IDENT(2,2,0,0))
13881 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13882 player->index_bit, dig_side);
13883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13884 player->index_bit, dig_side);
13886 if (element == EL_DC_LANDMINE)
13889 if (Tile[x][y] != element) // field changed by snapping
13892 return MP_NO_ACTION;
13895 if (player->gravity && is_player && !player->is_auto_moving &&
13896 canFallDown(player) && move_direction != MV_DOWN &&
13897 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13898 return MP_NO_ACTION; // player cannot walk here due to gravity
13900 if (player_can_move &&
13901 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13903 int sound_element = SND_ELEMENT(element);
13904 int sound_action = ACTION_WALKING;
13906 if (IS_RND_GATE(element))
13908 if (!player->key[RND_GATE_NR(element)])
13909 return MP_NO_ACTION;
13911 else if (IS_RND_GATE_GRAY(element))
13913 if (!player->key[RND_GATE_GRAY_NR(element)])
13914 return MP_NO_ACTION;
13916 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13918 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13919 return MP_NO_ACTION;
13921 else if (element == EL_EXIT_OPEN ||
13922 element == EL_EM_EXIT_OPEN ||
13923 element == EL_EM_EXIT_OPENING ||
13924 element == EL_STEEL_EXIT_OPEN ||
13925 element == EL_EM_STEEL_EXIT_OPEN ||
13926 element == EL_EM_STEEL_EXIT_OPENING ||
13927 element == EL_SP_EXIT_OPEN ||
13928 element == EL_SP_EXIT_OPENING)
13930 sound_action = ACTION_PASSING; // player is passing exit
13932 else if (element == EL_EMPTY)
13934 sound_action = ACTION_MOVING; // nothing to walk on
13937 // play sound from background or player, whatever is available
13938 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13939 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13941 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13943 else if (player_can_move &&
13944 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13946 if (!ACCESS_FROM(element, opposite_direction))
13947 return MP_NO_ACTION; // field not accessible from this direction
13949 if (CAN_MOVE(element)) // only fixed elements can be passed!
13950 return MP_NO_ACTION;
13952 if (IS_EM_GATE(element))
13954 if (!player->key[EM_GATE_NR(element)])
13955 return MP_NO_ACTION;
13957 else if (IS_EM_GATE_GRAY(element))
13959 if (!player->key[EM_GATE_GRAY_NR(element)])
13960 return MP_NO_ACTION;
13962 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13964 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13965 return MP_NO_ACTION;
13967 else if (IS_EMC_GATE(element))
13969 if (!player->key[EMC_GATE_NR(element)])
13970 return MP_NO_ACTION;
13972 else if (IS_EMC_GATE_GRAY(element))
13974 if (!player->key[EMC_GATE_GRAY_NR(element)])
13975 return MP_NO_ACTION;
13977 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13979 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13980 return MP_NO_ACTION;
13982 else if (element == EL_DC_GATE_WHITE ||
13983 element == EL_DC_GATE_WHITE_GRAY ||
13984 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13986 if (player->num_white_keys == 0)
13987 return MP_NO_ACTION;
13989 player->num_white_keys--;
13991 else if (IS_SP_PORT(element))
13993 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13994 element == EL_SP_GRAVITY_PORT_RIGHT ||
13995 element == EL_SP_GRAVITY_PORT_UP ||
13996 element == EL_SP_GRAVITY_PORT_DOWN)
13997 player->gravity = !player->gravity;
13998 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13999 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14000 element == EL_SP_GRAVITY_ON_PORT_UP ||
14001 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14002 player->gravity = TRUE;
14003 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14004 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14005 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14006 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14007 player->gravity = FALSE;
14010 // automatically move to the next field with double speed
14011 player->programmed_action = move_direction;
14013 if (player->move_delay_reset_counter == 0)
14015 player->move_delay_reset_counter = 2; // two double speed steps
14017 DOUBLE_PLAYER_SPEED(player);
14020 PlayLevelSoundAction(x, y, ACTION_PASSING);
14022 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14026 if (mode != DF_SNAP)
14028 GfxElement[x][y] = GFX_ELEMENT(element);
14029 player->is_digging = TRUE;
14032 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14034 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14035 player->index_bit, dig_side);
14037 // if digging triggered player relocation, finish digging tile
14038 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14039 setFieldForSnapping(x, y, element, move_direction);
14041 if (mode == DF_SNAP)
14043 if (level.block_snap_field)
14044 setFieldForSnapping(x, y, element, move_direction);
14046 TestIfElementTouchesCustomElement(x, y); // for empty space
14048 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14049 player->index_bit, dig_side);
14052 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14056 if (is_player && mode != DF_SNAP)
14058 GfxElement[x][y] = element;
14059 player->is_collecting = TRUE;
14062 if (element == EL_SPEED_PILL)
14064 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14066 else if (element == EL_EXTRA_TIME && level.time > 0)
14068 TimeLeft += level.extra_time;
14070 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14072 DisplayGameControlValues();
14074 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14076 player->shield_normal_time_left += level.shield_normal_time;
14077 if (element == EL_SHIELD_DEADLY)
14078 player->shield_deadly_time_left += level.shield_deadly_time;
14080 else if (element == EL_DYNAMITE ||
14081 element == EL_EM_DYNAMITE ||
14082 element == EL_SP_DISK_RED)
14084 if (player->inventory_size < MAX_INVENTORY_SIZE)
14085 player->inventory_element[player->inventory_size++] = element;
14087 DrawGameDoorValues();
14089 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14091 player->dynabomb_count++;
14092 player->dynabombs_left++;
14094 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14096 player->dynabomb_size++;
14098 else if (element == EL_DYNABOMB_INCREASE_POWER)
14100 player->dynabomb_xl = TRUE;
14102 else if (IS_KEY(element))
14104 player->key[KEY_NR(element)] = TRUE;
14106 DrawGameDoorValues();
14108 else if (element == EL_DC_KEY_WHITE)
14110 player->num_white_keys++;
14112 // display white keys?
14113 // DrawGameDoorValues();
14115 else if (IS_ENVELOPE(element))
14117 player->show_envelope = element;
14119 else if (element == EL_EMC_LENSES)
14121 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14123 RedrawAllInvisibleElementsForLenses();
14125 else if (element == EL_EMC_MAGNIFIER)
14127 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14129 RedrawAllInvisibleElementsForMagnifier();
14131 else if (IS_DROPPABLE(element) ||
14132 IS_THROWABLE(element)) // can be collected and dropped
14136 if (collect_count == 0)
14137 player->inventory_infinite_element = element;
14139 for (i = 0; i < collect_count; i++)
14140 if (player->inventory_size < MAX_INVENTORY_SIZE)
14141 player->inventory_element[player->inventory_size++] = element;
14143 DrawGameDoorValues();
14145 else if (collect_count > 0)
14147 game.gems_still_needed -= collect_count;
14148 if (game.gems_still_needed < 0)
14149 game.gems_still_needed = 0;
14151 game.snapshot.collected_item = TRUE;
14153 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14155 DisplayGameControlValues();
14158 RaiseScoreElement(element);
14159 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14163 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14164 player->index_bit, dig_side);
14166 // if collecting triggered player relocation, finish collecting tile
14167 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14168 setFieldForSnapping(x, y, element, move_direction);
14171 if (mode == DF_SNAP)
14173 if (level.block_snap_field)
14174 setFieldForSnapping(x, y, element, move_direction);
14176 TestIfElementTouchesCustomElement(x, y); // for empty space
14178 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14179 player->index_bit, dig_side);
14182 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14184 if (mode == DF_SNAP && element != EL_BD_ROCK)
14185 return MP_NO_ACTION;
14187 if (CAN_FALL(element) && dy)
14188 return MP_NO_ACTION;
14190 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14191 !(element == EL_SPRING && level.use_spring_bug))
14192 return MP_NO_ACTION;
14194 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14195 ((move_direction & MV_VERTICAL &&
14196 ((element_info[element].move_pattern & MV_LEFT &&
14197 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14198 (element_info[element].move_pattern & MV_RIGHT &&
14199 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14200 (move_direction & MV_HORIZONTAL &&
14201 ((element_info[element].move_pattern & MV_UP &&
14202 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14203 (element_info[element].move_pattern & MV_DOWN &&
14204 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14205 return MP_NO_ACTION;
14207 // do not push elements already moving away faster than player
14208 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14209 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14210 return MP_NO_ACTION;
14212 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14214 if (player->push_delay_value == -1 || !player_was_pushing)
14215 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14217 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14219 if (player->push_delay_value == -1)
14220 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14222 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14224 if (!player->is_pushing)
14225 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14228 player->is_pushing = TRUE;
14229 player->is_active = TRUE;
14231 if (!(IN_LEV_FIELD(nextx, nexty) &&
14232 (IS_FREE(nextx, nexty) ||
14233 (IS_SB_ELEMENT(element) &&
14234 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14235 (IS_CUSTOM_ELEMENT(element) &&
14236 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14237 return MP_NO_ACTION;
14239 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14240 return MP_NO_ACTION;
14242 if (player->push_delay == -1) // new pushing; restart delay
14243 player->push_delay = 0;
14245 if (player->push_delay < player->push_delay_value &&
14246 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14247 element != EL_SPRING && element != EL_BALLOON)
14249 // make sure that there is no move delay before next try to push
14250 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14251 player->move_delay = 0;
14253 return MP_NO_ACTION;
14256 if (IS_CUSTOM_ELEMENT(element) &&
14257 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14259 if (!DigFieldByCE(nextx, nexty, element))
14260 return MP_NO_ACTION;
14263 if (IS_SB_ELEMENT(element))
14265 boolean sokoban_task_solved = FALSE;
14267 if (element == EL_SOKOBAN_FIELD_FULL)
14269 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14271 IncrementSokobanFieldsNeeded();
14272 IncrementSokobanObjectsNeeded();
14275 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14277 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14279 DecrementSokobanFieldsNeeded();
14280 DecrementSokobanObjectsNeeded();
14282 // sokoban object was pushed from empty field to sokoban field
14283 if (Back[x][y] == EL_EMPTY)
14284 sokoban_task_solved = TRUE;
14287 Tile[x][y] = EL_SOKOBAN_OBJECT;
14289 if (Back[x][y] == Back[nextx][nexty])
14290 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14291 else if (Back[x][y] != 0)
14292 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14295 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14298 if (sokoban_task_solved &&
14299 game.sokoban_fields_still_needed == 0 &&
14300 game.sokoban_objects_still_needed == 0 &&
14301 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14303 game.players_still_needed = 0;
14307 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14313 InitMovingField(x, y, move_direction);
14314 GfxAction[x][y] = ACTION_PUSHING;
14316 if (mode == DF_SNAP)
14317 ContinueMoving(x, y);
14319 MovPos[x][y] = (dx != 0 ? dx : dy);
14321 Pushed[x][y] = TRUE;
14322 Pushed[nextx][nexty] = TRUE;
14324 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14325 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14327 player->push_delay_value = -1; // get new value later
14329 // check for element change _after_ element has been pushed
14330 if (game.use_change_when_pushing_bug)
14332 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14333 player->index_bit, dig_side);
14334 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14335 player->index_bit, dig_side);
14338 else if (IS_SWITCHABLE(element))
14340 if (PLAYER_SWITCHING(player, x, y))
14342 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14343 player->index_bit, dig_side);
14348 player->is_switching = TRUE;
14349 player->switch_x = x;
14350 player->switch_y = y;
14352 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14354 if (element == EL_ROBOT_WHEEL)
14356 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14358 game.robot_wheel_x = x;
14359 game.robot_wheel_y = y;
14360 game.robot_wheel_active = TRUE;
14362 TEST_DrawLevelField(x, y);
14364 else if (element == EL_SP_TERMINAL)
14368 SCAN_PLAYFIELD(xx, yy)
14370 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14374 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14376 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14378 ResetGfxAnimation(xx, yy);
14379 TEST_DrawLevelField(xx, yy);
14383 else if (IS_BELT_SWITCH(element))
14385 ToggleBeltSwitch(x, y);
14387 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14388 element == EL_SWITCHGATE_SWITCH_DOWN ||
14389 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14390 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14392 ToggleSwitchgateSwitch(x, y);
14394 else if (element == EL_LIGHT_SWITCH ||
14395 element == EL_LIGHT_SWITCH_ACTIVE)
14397 ToggleLightSwitch(x, y);
14399 else if (element == EL_TIMEGATE_SWITCH ||
14400 element == EL_DC_TIMEGATE_SWITCH)
14402 ActivateTimegateSwitch(x, y);
14404 else if (element == EL_BALLOON_SWITCH_LEFT ||
14405 element == EL_BALLOON_SWITCH_RIGHT ||
14406 element == EL_BALLOON_SWITCH_UP ||
14407 element == EL_BALLOON_SWITCH_DOWN ||
14408 element == EL_BALLOON_SWITCH_NONE ||
14409 element == EL_BALLOON_SWITCH_ANY)
14411 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14412 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14413 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14414 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14415 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14418 else if (element == EL_LAMP)
14420 Tile[x][y] = EL_LAMP_ACTIVE;
14421 game.lights_still_needed--;
14423 ResetGfxAnimation(x, y);
14424 TEST_DrawLevelField(x, y);
14426 else if (element == EL_TIME_ORB_FULL)
14428 Tile[x][y] = EL_TIME_ORB_EMPTY;
14430 if (level.time > 0 || level.use_time_orb_bug)
14432 TimeLeft += level.time_orb_time;
14433 game.no_time_limit = FALSE;
14435 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14437 DisplayGameControlValues();
14440 ResetGfxAnimation(x, y);
14441 TEST_DrawLevelField(x, y);
14443 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14444 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14448 game.ball_active = !game.ball_active;
14450 SCAN_PLAYFIELD(xx, yy)
14452 int e = Tile[xx][yy];
14454 if (game.ball_active)
14456 if (e == EL_EMC_MAGIC_BALL)
14457 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14458 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14459 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14463 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14464 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14465 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14466 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14471 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14472 player->index_bit, dig_side);
14474 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14475 player->index_bit, dig_side);
14477 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14478 player->index_bit, dig_side);
14484 if (!PLAYER_SWITCHING(player, x, y))
14486 player->is_switching = TRUE;
14487 player->switch_x = x;
14488 player->switch_y = y;
14490 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14491 player->index_bit, dig_side);
14492 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14493 player->index_bit, dig_side);
14495 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14496 player->index_bit, dig_side);
14497 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14498 player->index_bit, dig_side);
14501 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14502 player->index_bit, dig_side);
14503 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14504 player->index_bit, dig_side);
14506 return MP_NO_ACTION;
14509 player->push_delay = -1;
14511 if (is_player) // function can also be called by EL_PENGUIN
14513 if (Tile[x][y] != element) // really digged/collected something
14515 player->is_collecting = !player->is_digging;
14516 player->is_active = TRUE;
14523 static boolean DigFieldByCE(int x, int y, int digging_element)
14525 int element = Tile[x][y];
14527 if (!IS_FREE(x, y))
14529 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14530 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14533 // no element can dig solid indestructible elements
14534 if (IS_INDESTRUCTIBLE(element) &&
14535 !IS_DIGGABLE(element) &&
14536 !IS_COLLECTIBLE(element))
14539 if (AmoebaNr[x][y] &&
14540 (element == EL_AMOEBA_FULL ||
14541 element == EL_BD_AMOEBA ||
14542 element == EL_AMOEBA_GROWING))
14544 AmoebaCnt[AmoebaNr[x][y]]--;
14545 AmoebaCnt2[AmoebaNr[x][y]]--;
14548 if (IS_MOVING(x, y))
14549 RemoveMovingField(x, y);
14553 TEST_DrawLevelField(x, y);
14556 // if digged element was about to explode, prevent the explosion
14557 ExplodeField[x][y] = EX_TYPE_NONE;
14559 PlayLevelSoundAction(x, y, action);
14562 Store[x][y] = EL_EMPTY;
14564 // this makes it possible to leave the removed element again
14565 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14566 Store[x][y] = element;
14571 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14573 int jx = player->jx, jy = player->jy;
14574 int x = jx + dx, y = jy + dy;
14575 int snap_direction = (dx == -1 ? MV_LEFT :
14576 dx == +1 ? MV_RIGHT :
14578 dy == +1 ? MV_DOWN : MV_NONE);
14579 boolean can_continue_snapping = (level.continuous_snapping &&
14580 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14582 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14585 if (!player->active || !IN_LEV_FIELD(x, y))
14593 if (player->MovPos == 0)
14594 player->is_pushing = FALSE;
14596 player->is_snapping = FALSE;
14598 if (player->MovPos == 0)
14600 player->is_moving = FALSE;
14601 player->is_digging = FALSE;
14602 player->is_collecting = FALSE;
14608 // prevent snapping with already pressed snap key when not allowed
14609 if (player->is_snapping && !can_continue_snapping)
14612 player->MovDir = snap_direction;
14614 if (player->MovPos == 0)
14616 player->is_moving = FALSE;
14617 player->is_digging = FALSE;
14618 player->is_collecting = FALSE;
14621 player->is_dropping = FALSE;
14622 player->is_dropping_pressed = FALSE;
14623 player->drop_pressed_delay = 0;
14625 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14628 player->is_snapping = TRUE;
14629 player->is_active = TRUE;
14631 if (player->MovPos == 0)
14633 player->is_moving = FALSE;
14634 player->is_digging = FALSE;
14635 player->is_collecting = FALSE;
14638 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14639 TEST_DrawLevelField(player->last_jx, player->last_jy);
14641 TEST_DrawLevelField(x, y);
14646 static boolean DropElement(struct PlayerInfo *player)
14648 int old_element, new_element;
14649 int dropx = player->jx, dropy = player->jy;
14650 int drop_direction = player->MovDir;
14651 int drop_side = drop_direction;
14652 int drop_element = get_next_dropped_element(player);
14654 /* do not drop an element on top of another element; when holding drop key
14655 pressed without moving, dropped element must move away before the next
14656 element can be dropped (this is especially important if the next element
14657 is dynamite, which can be placed on background for historical reasons) */
14658 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14661 if (IS_THROWABLE(drop_element))
14663 dropx += GET_DX_FROM_DIR(drop_direction);
14664 dropy += GET_DY_FROM_DIR(drop_direction);
14666 if (!IN_LEV_FIELD(dropx, dropy))
14670 old_element = Tile[dropx][dropy]; // old element at dropping position
14671 new_element = drop_element; // default: no change when dropping
14673 // check if player is active, not moving and ready to drop
14674 if (!player->active || player->MovPos || player->drop_delay > 0)
14677 // check if player has anything that can be dropped
14678 if (new_element == EL_UNDEFINED)
14681 // only set if player has anything that can be dropped
14682 player->is_dropping_pressed = TRUE;
14684 // check if drop key was pressed long enough for EM style dynamite
14685 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14688 // check if anything can be dropped at the current position
14689 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14692 // collected custom elements can only be dropped on empty fields
14693 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14696 if (old_element != EL_EMPTY)
14697 Back[dropx][dropy] = old_element; // store old element on this field
14699 ResetGfxAnimation(dropx, dropy);
14700 ResetRandomAnimationValue(dropx, dropy);
14702 if (player->inventory_size > 0 ||
14703 player->inventory_infinite_element != EL_UNDEFINED)
14705 if (player->inventory_size > 0)
14707 player->inventory_size--;
14709 DrawGameDoorValues();
14711 if (new_element == EL_DYNAMITE)
14712 new_element = EL_DYNAMITE_ACTIVE;
14713 else if (new_element == EL_EM_DYNAMITE)
14714 new_element = EL_EM_DYNAMITE_ACTIVE;
14715 else if (new_element == EL_SP_DISK_RED)
14716 new_element = EL_SP_DISK_RED_ACTIVE;
14719 Tile[dropx][dropy] = new_element;
14721 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14722 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14723 el2img(Tile[dropx][dropy]), 0);
14725 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14727 // needed if previous element just changed to "empty" in the last frame
14728 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14730 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14731 player->index_bit, drop_side);
14732 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14734 player->index_bit, drop_side);
14736 TestIfElementTouchesCustomElement(dropx, dropy);
14738 else // player is dropping a dyna bomb
14740 player->dynabombs_left--;
14742 Tile[dropx][dropy] = new_element;
14744 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14745 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14746 el2img(Tile[dropx][dropy]), 0);
14748 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14751 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14752 InitField_WithBug1(dropx, dropy, FALSE);
14754 new_element = Tile[dropx][dropy]; // element might have changed
14756 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14757 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14759 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14760 MovDir[dropx][dropy] = drop_direction;
14762 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14764 // do not cause impact style collision by dropping elements that can fall
14765 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14768 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14769 player->is_dropping = TRUE;
14771 player->drop_pressed_delay = 0;
14772 player->is_dropping_pressed = FALSE;
14774 player->drop_x = dropx;
14775 player->drop_y = dropy;
14780 // ----------------------------------------------------------------------------
14781 // game sound playing functions
14782 // ----------------------------------------------------------------------------
14784 static int *loop_sound_frame = NULL;
14785 static int *loop_sound_volume = NULL;
14787 void InitPlayLevelSound(void)
14789 int num_sounds = getSoundListSize();
14791 checked_free(loop_sound_frame);
14792 checked_free(loop_sound_volume);
14794 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14795 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14798 static void PlayLevelSound(int x, int y, int nr)
14800 int sx = SCREENX(x), sy = SCREENY(y);
14801 int volume, stereo_position;
14802 int max_distance = 8;
14803 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14805 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14806 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14809 if (!IN_LEV_FIELD(x, y) ||
14810 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14811 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14814 volume = SOUND_MAX_VOLUME;
14816 if (!IN_SCR_FIELD(sx, sy))
14818 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14819 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14821 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14824 stereo_position = (SOUND_MAX_LEFT +
14825 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14826 (SCR_FIELDX + 2 * max_distance));
14828 if (IS_LOOP_SOUND(nr))
14830 /* This assures that quieter loop sounds do not overwrite louder ones,
14831 while restarting sound volume comparison with each new game frame. */
14833 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14836 loop_sound_volume[nr] = volume;
14837 loop_sound_frame[nr] = FrameCounter;
14840 PlaySoundExt(nr, volume, stereo_position, type);
14843 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14845 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14846 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14847 y < LEVELY(BY1) ? LEVELY(BY1) :
14848 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14852 static void PlayLevelSoundAction(int x, int y, int action)
14854 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
14857 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14859 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14861 if (sound_effect != SND_UNDEFINED)
14862 PlayLevelSound(x, y, sound_effect);
14865 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14868 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14870 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14871 PlayLevelSound(x, y, sound_effect);
14874 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14876 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14878 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14879 PlayLevelSound(x, y, sound_effect);
14882 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14884 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
14886 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14887 StopSound(sound_effect);
14890 static int getLevelMusicNr(void)
14892 if (levelset.music[level_nr] != MUS_UNDEFINED)
14893 return levelset.music[level_nr]; // from config file
14895 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14898 static void FadeLevelSounds(void)
14903 static void FadeLevelMusic(void)
14905 int music_nr = getLevelMusicNr();
14906 char *curr_music = getCurrentlyPlayingMusicFilename();
14907 char *next_music = getMusicInfoEntryFilename(music_nr);
14909 if (!strEqual(curr_music, next_music))
14913 void FadeLevelSoundsAndMusic(void)
14919 static void PlayLevelMusic(void)
14921 int music_nr = getLevelMusicNr();
14922 char *curr_music = getCurrentlyPlayingMusicFilename();
14923 char *next_music = getMusicInfoEntryFilename(music_nr);
14925 if (!strEqual(curr_music, next_music))
14926 PlayMusicLoop(music_nr);
14929 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14931 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14933 int x = xx - offset;
14934 int y = yy - offset;
14939 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14943 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14947 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14951 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14955 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14959 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14963 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14966 case SOUND_android_clone:
14967 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14970 case SOUND_android_move:
14971 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14975 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14979 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14983 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14986 case SOUND_eater_eat:
14987 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14991 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14994 case SOUND_collect:
14995 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14998 case SOUND_diamond:
14999 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15003 // !!! CHECK THIS !!!
15005 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15007 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15011 case SOUND_wonderfall:
15012 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15016 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15020 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15024 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15028 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15032 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15036 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15040 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15044 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15047 case SOUND_exit_open:
15048 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15051 case SOUND_exit_leave:
15052 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15055 case SOUND_dynamite:
15056 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15060 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15064 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15068 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15072 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15076 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15080 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15084 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15089 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15091 int element = map_element_SP_to_RND(element_sp);
15092 int action = map_action_SP_to_RND(action_sp);
15093 int offset = (setup.sp_show_border_elements ? 0 : 1);
15094 int x = xx - offset;
15095 int y = yy - offset;
15097 PlayLevelSoundElementAction(x, y, element, action);
15100 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15102 int element = map_element_MM_to_RND(element_mm);
15103 int action = map_action_MM_to_RND(action_mm);
15105 int x = xx - offset;
15106 int y = yy - offset;
15108 if (!IS_MM_ELEMENT(element))
15109 element = EL_MM_DEFAULT;
15111 PlayLevelSoundElementAction(x, y, element, action);
15114 void PlaySound_MM(int sound_mm)
15116 int sound = map_sound_MM_to_RND(sound_mm);
15118 if (sound == SND_UNDEFINED)
15124 void PlaySoundLoop_MM(int sound_mm)
15126 int sound = map_sound_MM_to_RND(sound_mm);
15128 if (sound == SND_UNDEFINED)
15131 PlaySoundLoop(sound);
15134 void StopSound_MM(int sound_mm)
15136 int sound = map_sound_MM_to_RND(sound_mm);
15138 if (sound == SND_UNDEFINED)
15144 void RaiseScore(int value)
15146 game.score += value;
15148 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15150 DisplayGameControlValues();
15153 void RaiseScoreElement(int element)
15158 case EL_BD_DIAMOND:
15159 case EL_EMERALD_YELLOW:
15160 case EL_EMERALD_RED:
15161 case EL_EMERALD_PURPLE:
15162 case EL_SP_INFOTRON:
15163 RaiseScore(level.score[SC_EMERALD]);
15166 RaiseScore(level.score[SC_DIAMOND]);
15169 RaiseScore(level.score[SC_CRYSTAL]);
15172 RaiseScore(level.score[SC_PEARL]);
15175 case EL_BD_BUTTERFLY:
15176 case EL_SP_ELECTRON:
15177 RaiseScore(level.score[SC_BUG]);
15180 case EL_BD_FIREFLY:
15181 case EL_SP_SNIKSNAK:
15182 RaiseScore(level.score[SC_SPACESHIP]);
15185 case EL_DARK_YAMYAM:
15186 RaiseScore(level.score[SC_YAMYAM]);
15189 RaiseScore(level.score[SC_ROBOT]);
15192 RaiseScore(level.score[SC_PACMAN]);
15195 RaiseScore(level.score[SC_NUT]);
15198 case EL_EM_DYNAMITE:
15199 case EL_SP_DISK_RED:
15200 case EL_DYNABOMB_INCREASE_NUMBER:
15201 case EL_DYNABOMB_INCREASE_SIZE:
15202 case EL_DYNABOMB_INCREASE_POWER:
15203 RaiseScore(level.score[SC_DYNAMITE]);
15205 case EL_SHIELD_NORMAL:
15206 case EL_SHIELD_DEADLY:
15207 RaiseScore(level.score[SC_SHIELD]);
15209 case EL_EXTRA_TIME:
15210 RaiseScore(level.extra_time_score);
15224 case EL_DC_KEY_WHITE:
15225 RaiseScore(level.score[SC_KEY]);
15228 RaiseScore(element_info[element].collect_score);
15233 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15235 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15237 // closing door required in case of envelope style request dialogs
15240 // prevent short reactivation of overlay buttons while closing door
15241 SetOverlayActive(FALSE);
15243 CloseDoor(DOOR_CLOSE_1);
15246 if (network.enabled)
15247 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15251 FadeSkipNextFadeIn();
15253 SetGameStatus(GAME_MODE_MAIN);
15258 else // continue playing the game
15260 if (tape.playing && tape.deactivate_display)
15261 TapeDeactivateDisplayOff(TRUE);
15263 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15265 if (tape.playing && tape.deactivate_display)
15266 TapeDeactivateDisplayOn();
15270 void RequestQuitGame(boolean ask_if_really_quit)
15272 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15273 boolean skip_request = game.all_players_gone || quick_quit;
15275 RequestQuitGameExt(skip_request, quick_quit,
15276 "Do you really want to quit the game?");
15279 void RequestRestartGame(char *message)
15281 game.restart_game_message = NULL;
15283 boolean has_started_game = hasStartedNetworkGame();
15284 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15286 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15288 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15292 // needed in case of envelope request to close game panel
15293 CloseDoor(DOOR_CLOSE_1);
15295 SetGameStatus(GAME_MODE_MAIN);
15301 void CheckGameOver(void)
15303 static boolean last_game_over = FALSE;
15304 static int game_over_delay = 0;
15305 int game_over_delay_value = 50;
15306 boolean game_over = checkGameFailed();
15308 // do not handle game over if request dialog is already active
15309 if (game.request_active)
15312 // do not ask to play again if game was never actually played
15313 if (!game.GamePlayed)
15318 last_game_over = FALSE;
15319 game_over_delay = game_over_delay_value;
15324 if (game_over_delay > 0)
15331 if (last_game_over != game_over)
15332 game.restart_game_message = (hasStartedNetworkGame() ?
15333 "Game over! Play it again?" :
15336 last_game_over = game_over;
15339 boolean checkGameSolved(void)
15341 // set for all game engines if level was solved
15342 return game.LevelSolved_GameEnd;
15345 boolean checkGameFailed(void)
15347 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15348 return (game_em.game_over && !game_em.level_solved);
15349 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15350 return (game_sp.game_over && !game_sp.level_solved);
15351 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15352 return (game_mm.game_over && !game_mm.level_solved);
15353 else // GAME_ENGINE_TYPE_RND
15354 return (game.GameOver && !game.LevelSolved);
15357 boolean checkGameEnded(void)
15359 return (checkGameSolved() || checkGameFailed());
15363 // ----------------------------------------------------------------------------
15364 // random generator functions
15365 // ----------------------------------------------------------------------------
15367 unsigned int InitEngineRandom_RND(int seed)
15369 game.num_random_calls = 0;
15371 return InitEngineRandom(seed);
15374 unsigned int RND(int max)
15378 game.num_random_calls++;
15380 return GetEngineRandom(max);
15387 // ----------------------------------------------------------------------------
15388 // game engine snapshot handling functions
15389 // ----------------------------------------------------------------------------
15391 struct EngineSnapshotInfo
15393 // runtime values for custom element collect score
15394 int collect_score[NUM_CUSTOM_ELEMENTS];
15396 // runtime values for group element choice position
15397 int choice_pos[NUM_GROUP_ELEMENTS];
15399 // runtime values for belt position animations
15400 int belt_graphic[4][NUM_BELT_PARTS];
15401 int belt_anim_mode[4][NUM_BELT_PARTS];
15404 static struct EngineSnapshotInfo engine_snapshot_rnd;
15405 static char *snapshot_level_identifier = NULL;
15406 static int snapshot_level_nr = -1;
15408 static void SaveEngineSnapshotValues_RND(void)
15410 static int belt_base_active_element[4] =
15412 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15413 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15414 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15415 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15419 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15421 int element = EL_CUSTOM_START + i;
15423 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15426 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15428 int element = EL_GROUP_START + i;
15430 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15433 for (i = 0; i < 4; i++)
15435 for (j = 0; j < NUM_BELT_PARTS; j++)
15437 int element = belt_base_active_element[i] + j;
15438 int graphic = el2img(element);
15439 int anim_mode = graphic_info[graphic].anim_mode;
15441 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15442 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15447 static void LoadEngineSnapshotValues_RND(void)
15449 unsigned int num_random_calls = game.num_random_calls;
15452 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15454 int element = EL_CUSTOM_START + i;
15456 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15459 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15461 int element = EL_GROUP_START + i;
15463 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15466 for (i = 0; i < 4; i++)
15468 for (j = 0; j < NUM_BELT_PARTS; j++)
15470 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15471 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15473 graphic_info[graphic].anim_mode = anim_mode;
15477 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15479 InitRND(tape.random_seed);
15480 for (i = 0; i < num_random_calls; i++)
15484 if (game.num_random_calls != num_random_calls)
15486 Error("number of random calls out of sync");
15487 Error("number of random calls should be %d", num_random_calls);
15488 Error("number of random calls is %d", game.num_random_calls);
15490 Fail("this should not happen -- please debug");
15494 void FreeEngineSnapshotSingle(void)
15496 FreeSnapshotSingle();
15498 setString(&snapshot_level_identifier, NULL);
15499 snapshot_level_nr = -1;
15502 void FreeEngineSnapshotList(void)
15504 FreeSnapshotList();
15507 static ListNode *SaveEngineSnapshotBuffers(void)
15509 ListNode *buffers = NULL;
15511 // copy some special values to a structure better suited for the snapshot
15513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15514 SaveEngineSnapshotValues_RND();
15515 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15516 SaveEngineSnapshotValues_EM();
15517 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15518 SaveEngineSnapshotValues_SP(&buffers);
15519 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15520 SaveEngineSnapshotValues_MM(&buffers);
15522 // save values stored in special snapshot structure
15524 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15525 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15526 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15527 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15528 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15529 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15530 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15531 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15533 // save further RND engine values
15535 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15536 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15537 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15539 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15540 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15541 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15542 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15543 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15545 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15546 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15547 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15549 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15551 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15552 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15554 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15555 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15556 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15557 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15558 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15559 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15560 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15561 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15562 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15563 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15564 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15565 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15566 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15567 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15568 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15569 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15570 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15571 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15573 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15574 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15576 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15577 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15578 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15580 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15581 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15583 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15584 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15585 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15586 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15587 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15589 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15590 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15593 ListNode *node = engine_snapshot_list_rnd;
15596 while (node != NULL)
15598 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15603 Debug("game:playing:SaveEngineSnapshotBuffers",
15604 "size of engine snapshot: %d bytes", num_bytes);
15610 void SaveEngineSnapshotSingle(void)
15612 ListNode *buffers = SaveEngineSnapshotBuffers();
15614 // finally save all snapshot buffers to single snapshot
15615 SaveSnapshotSingle(buffers);
15617 // save level identification information
15618 setString(&snapshot_level_identifier, leveldir_current->identifier);
15619 snapshot_level_nr = level_nr;
15622 boolean CheckSaveEngineSnapshotToList(void)
15624 boolean save_snapshot =
15625 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15626 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15627 game.snapshot.changed_action) ||
15628 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15629 game.snapshot.collected_item));
15631 game.snapshot.changed_action = FALSE;
15632 game.snapshot.collected_item = FALSE;
15633 game.snapshot.save_snapshot = save_snapshot;
15635 return save_snapshot;
15638 void SaveEngineSnapshotToList(void)
15640 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15644 ListNode *buffers = SaveEngineSnapshotBuffers();
15646 // finally save all snapshot buffers to snapshot list
15647 SaveSnapshotToList(buffers);
15650 void SaveEngineSnapshotToListInitial(void)
15652 FreeEngineSnapshotList();
15654 SaveEngineSnapshotToList();
15657 static void LoadEngineSnapshotValues(void)
15659 // restore special values from snapshot structure
15661 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15662 LoadEngineSnapshotValues_RND();
15663 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15664 LoadEngineSnapshotValues_EM();
15665 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15666 LoadEngineSnapshotValues_SP();
15667 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15668 LoadEngineSnapshotValues_MM();
15671 void LoadEngineSnapshotSingle(void)
15673 LoadSnapshotSingle();
15675 LoadEngineSnapshotValues();
15678 static void LoadEngineSnapshot_Undo(int steps)
15680 LoadSnapshotFromList_Older(steps);
15682 LoadEngineSnapshotValues();
15685 static void LoadEngineSnapshot_Redo(int steps)
15687 LoadSnapshotFromList_Newer(steps);
15689 LoadEngineSnapshotValues();
15692 boolean CheckEngineSnapshotSingle(void)
15694 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15695 snapshot_level_nr == level_nr);
15698 boolean CheckEngineSnapshotList(void)
15700 return CheckSnapshotList();
15704 // ---------- new game button stuff -------------------------------------------
15711 boolean *setup_value;
15712 boolean allowed_on_tape;
15713 boolean is_touch_button;
15715 } gamebutton_info[NUM_GAME_BUTTONS] =
15718 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15719 GAME_CTRL_ID_STOP, NULL,
15720 TRUE, FALSE, "stop game"
15723 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15724 GAME_CTRL_ID_PAUSE, NULL,
15725 TRUE, FALSE, "pause game"
15728 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15729 GAME_CTRL_ID_PLAY, NULL,
15730 TRUE, FALSE, "play game"
15733 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15734 GAME_CTRL_ID_UNDO, NULL,
15735 TRUE, FALSE, "undo step"
15738 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15739 GAME_CTRL_ID_REDO, NULL,
15740 TRUE, FALSE, "redo step"
15743 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15744 GAME_CTRL_ID_SAVE, NULL,
15745 TRUE, FALSE, "save game"
15748 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15749 GAME_CTRL_ID_PAUSE2, NULL,
15750 TRUE, FALSE, "pause game"
15753 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15754 GAME_CTRL_ID_LOAD, NULL,
15755 TRUE, FALSE, "load game"
15758 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15759 GAME_CTRL_ID_PANEL_STOP, NULL,
15760 FALSE, FALSE, "stop game"
15763 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15764 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15765 FALSE, FALSE, "pause game"
15768 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15769 GAME_CTRL_ID_PANEL_PLAY, NULL,
15770 FALSE, FALSE, "play game"
15773 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15774 GAME_CTRL_ID_TOUCH_STOP, NULL,
15775 FALSE, TRUE, "stop game"
15778 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15779 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15780 FALSE, TRUE, "pause game"
15783 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15784 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15785 TRUE, FALSE, "background music on/off"
15788 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15789 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15790 TRUE, FALSE, "sound loops on/off"
15793 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15794 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15795 TRUE, FALSE, "normal sounds on/off"
15798 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15799 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15800 FALSE, FALSE, "background music on/off"
15803 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15804 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15805 FALSE, FALSE, "sound loops on/off"
15808 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15809 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15810 FALSE, FALSE, "normal sounds on/off"
15814 void CreateGameButtons(void)
15818 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15820 int graphic = gamebutton_info[i].graphic;
15821 struct GraphicInfo *gfx = &graphic_info[graphic];
15822 struct XY *pos = gamebutton_info[i].pos;
15823 struct GadgetInfo *gi;
15826 unsigned int event_mask;
15827 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15828 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15829 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15830 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15831 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15832 int gd_x = gfx->src_x;
15833 int gd_y = gfx->src_y;
15834 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15835 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15836 int gd_xa = gfx->src_x + gfx->active_xoffset;
15837 int gd_ya = gfx->src_y + gfx->active_yoffset;
15838 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15839 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15840 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15841 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15844 if (gfx->bitmap == NULL)
15846 game_gadget[id] = NULL;
15851 if (id == GAME_CTRL_ID_STOP ||
15852 id == GAME_CTRL_ID_PANEL_STOP ||
15853 id == GAME_CTRL_ID_TOUCH_STOP ||
15854 id == GAME_CTRL_ID_PLAY ||
15855 id == GAME_CTRL_ID_PANEL_PLAY ||
15856 id == GAME_CTRL_ID_SAVE ||
15857 id == GAME_CTRL_ID_LOAD)
15859 button_type = GD_TYPE_NORMAL_BUTTON;
15861 event_mask = GD_EVENT_RELEASED;
15863 else if (id == GAME_CTRL_ID_UNDO ||
15864 id == GAME_CTRL_ID_REDO)
15866 button_type = GD_TYPE_NORMAL_BUTTON;
15868 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15872 button_type = GD_TYPE_CHECK_BUTTON;
15873 checked = (gamebutton_info[i].setup_value != NULL ?
15874 *gamebutton_info[i].setup_value : FALSE);
15875 event_mask = GD_EVENT_PRESSED;
15878 gi = CreateGadget(GDI_CUSTOM_ID, id,
15879 GDI_IMAGE_ID, graphic,
15880 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15883 GDI_WIDTH, gfx->width,
15884 GDI_HEIGHT, gfx->height,
15885 GDI_TYPE, button_type,
15886 GDI_STATE, GD_BUTTON_UNPRESSED,
15887 GDI_CHECKED, checked,
15888 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15889 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15890 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15891 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15892 GDI_DIRECT_DRAW, FALSE,
15893 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15894 GDI_EVENT_MASK, event_mask,
15895 GDI_CALLBACK_ACTION, HandleGameButtons,
15899 Fail("cannot create gadget");
15901 game_gadget[id] = gi;
15905 void FreeGameButtons(void)
15909 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15910 FreeGadget(game_gadget[i]);
15913 static void UnmapGameButtonsAtSamePosition(int id)
15917 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15919 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15920 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15921 UnmapGadget(game_gadget[i]);
15924 static void UnmapGameButtonsAtSamePosition_All(void)
15926 if (setup.show_snapshot_buttons)
15928 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15929 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15930 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15934 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15935 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15936 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15938 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15939 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15940 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15944 static void MapGameButtonsAtSamePosition(int id)
15948 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15950 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15951 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15952 MapGadget(game_gadget[i]);
15954 UnmapGameButtonsAtSamePosition_All();
15957 void MapUndoRedoButtons(void)
15959 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15960 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15962 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15963 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15966 void UnmapUndoRedoButtons(void)
15968 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15969 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15971 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15972 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15975 void ModifyPauseButtons(void)
15979 GAME_CTRL_ID_PAUSE,
15980 GAME_CTRL_ID_PAUSE2,
15981 GAME_CTRL_ID_PANEL_PAUSE,
15982 GAME_CTRL_ID_TOUCH_PAUSE,
15987 for (i = 0; ids[i] > -1; i++)
15988 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15991 static void MapGameButtonsExt(boolean on_tape)
15995 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15996 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15997 i != GAME_CTRL_ID_UNDO &&
15998 i != GAME_CTRL_ID_REDO)
15999 MapGadget(game_gadget[i]);
16001 UnmapGameButtonsAtSamePosition_All();
16003 RedrawGameButtons();
16006 static void UnmapGameButtonsExt(boolean on_tape)
16010 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16011 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16012 UnmapGadget(game_gadget[i]);
16015 static void RedrawGameButtonsExt(boolean on_tape)
16019 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16020 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16021 RedrawGadget(game_gadget[i]);
16024 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16029 gi->checked = state;
16032 static void RedrawSoundButtonGadget(int id)
16034 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16035 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16036 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16037 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16038 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16039 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16042 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16043 RedrawGadget(game_gadget[id2]);
16046 void MapGameButtons(void)
16048 MapGameButtonsExt(FALSE);
16051 void UnmapGameButtons(void)
16053 UnmapGameButtonsExt(FALSE);
16056 void RedrawGameButtons(void)
16058 RedrawGameButtonsExt(FALSE);
16061 void MapGameButtonsOnTape(void)
16063 MapGameButtonsExt(TRUE);
16066 void UnmapGameButtonsOnTape(void)
16068 UnmapGameButtonsExt(TRUE);
16071 void RedrawGameButtonsOnTape(void)
16073 RedrawGameButtonsExt(TRUE);
16076 static void GameUndoRedoExt(void)
16078 ClearPlayerAction();
16080 tape.pausing = TRUE;
16083 UpdateAndDisplayGameControlValues();
16085 DrawCompleteVideoDisplay();
16086 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16087 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16088 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16093 static void GameUndo(int steps)
16095 if (!CheckEngineSnapshotList())
16098 LoadEngineSnapshot_Undo(steps);
16103 static void GameRedo(int steps)
16105 if (!CheckEngineSnapshotList())
16108 LoadEngineSnapshot_Redo(steps);
16113 static void HandleGameButtonsExt(int id, int button)
16115 static boolean game_undo_executed = FALSE;
16116 int steps = BUTTON_STEPSIZE(button);
16117 boolean handle_game_buttons =
16118 (game_status == GAME_MODE_PLAYING ||
16119 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16121 if (!handle_game_buttons)
16126 case GAME_CTRL_ID_STOP:
16127 case GAME_CTRL_ID_PANEL_STOP:
16128 case GAME_CTRL_ID_TOUCH_STOP:
16129 if (game_status == GAME_MODE_MAIN)
16135 RequestQuitGame(TRUE);
16139 case GAME_CTRL_ID_PAUSE:
16140 case GAME_CTRL_ID_PAUSE2:
16141 case GAME_CTRL_ID_PANEL_PAUSE:
16142 case GAME_CTRL_ID_TOUCH_PAUSE:
16143 if (network.enabled && game_status == GAME_MODE_PLAYING)
16146 SendToServer_ContinuePlaying();
16148 SendToServer_PausePlaying();
16151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16153 game_undo_executed = FALSE;
16157 case GAME_CTRL_ID_PLAY:
16158 case GAME_CTRL_ID_PANEL_PLAY:
16159 if (game_status == GAME_MODE_MAIN)
16161 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16163 else if (tape.pausing)
16165 if (network.enabled)
16166 SendToServer_ContinuePlaying();
16168 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16172 case GAME_CTRL_ID_UNDO:
16173 // Important: When using "save snapshot when collecting an item" mode,
16174 // load last (current) snapshot for first "undo" after pressing "pause"
16175 // (else the last-but-one snapshot would be loaded, because the snapshot
16176 // pointer already points to the last snapshot when pressing "pause",
16177 // which is fine for "every step/move" mode, but not for "every collect")
16178 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16179 !game_undo_executed)
16182 game_undo_executed = TRUE;
16187 case GAME_CTRL_ID_REDO:
16191 case GAME_CTRL_ID_SAVE:
16195 case GAME_CTRL_ID_LOAD:
16199 case SOUND_CTRL_ID_MUSIC:
16200 case SOUND_CTRL_ID_PANEL_MUSIC:
16201 if (setup.sound_music)
16203 setup.sound_music = FALSE;
16207 else if (audio.music_available)
16209 setup.sound = setup.sound_music = TRUE;
16211 SetAudioMode(setup.sound);
16213 if (game_status == GAME_MODE_PLAYING)
16217 RedrawSoundButtonGadget(id);
16221 case SOUND_CTRL_ID_LOOPS:
16222 case SOUND_CTRL_ID_PANEL_LOOPS:
16223 if (setup.sound_loops)
16224 setup.sound_loops = FALSE;
16225 else if (audio.loops_available)
16227 setup.sound = setup.sound_loops = TRUE;
16229 SetAudioMode(setup.sound);
16232 RedrawSoundButtonGadget(id);
16236 case SOUND_CTRL_ID_SIMPLE:
16237 case SOUND_CTRL_ID_PANEL_SIMPLE:
16238 if (setup.sound_simple)
16239 setup.sound_simple = FALSE;
16240 else if (audio.sound_available)
16242 setup.sound = setup.sound_simple = TRUE;
16244 SetAudioMode(setup.sound);
16247 RedrawSoundButtonGadget(id);
16256 static void HandleGameButtons(struct GadgetInfo *gi)
16258 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16261 void HandleSoundButtonKeys(Key key)
16263 if (key == setup.shortcut.sound_simple)
16264 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16265 else if (key == setup.shortcut.sound_loops)
16266 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16267 else if (key == setup.shortcut.sound_music)
16268 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);