1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
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)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
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() (local_player->LevelSolved_PanelOff)
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 Feld[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 Feld[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 Feld[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, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[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, Feld[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(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[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) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[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(Feld[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 SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic();
1089 static void FadeLevelSoundsAndMusic();
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(void);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1116 static int getInvisibleActiveFromInvisibleElement(int);
1117 static int getInvisibleFromInvisibleActiveElement(int);
1119 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1121 /* for detection of endless loops, caused by custom element programming */
1122 /* (using maximal playfield width x 10 is just a rough approximation) */
1123 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1125 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1127 if (recursion_loop_detected) \
1130 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1132 recursion_loop_detected = TRUE; \
1133 recursion_loop_element = (e); \
1136 recursion_loop_depth++; \
1139 #define RECURSION_LOOP_DETECTION_END() \
1141 recursion_loop_depth--; \
1144 static int recursion_loop_depth;
1145 static boolean recursion_loop_detected;
1146 static boolean recursion_loop_element;
1148 static int map_player_action[MAX_PLAYERS];
1151 /* ------------------------------------------------------------------------- */
1152 /* definition of elements that automatically change to other elements after */
1153 /* a specified time, eventually calling a function when changing */
1154 /* ------------------------------------------------------------------------- */
1156 /* forward declaration for changer functions */
1157 static void InitBuggyBase(int, int);
1158 static void WarnBuggyBase(int, int);
1160 static void InitTrap(int, int);
1161 static void ActivateTrap(int, int);
1162 static void ChangeActiveTrap(int, int);
1164 static void InitRobotWheel(int, int);
1165 static void RunRobotWheel(int, int);
1166 static void StopRobotWheel(int, int);
1168 static void InitTimegateWheel(int, int);
1169 static void RunTimegateWheel(int, int);
1171 static void InitMagicBallDelay(int, int);
1172 static void ActivateMagicBall(int, int);
1174 struct ChangingElementInfo
1179 void (*pre_change_function)(int x, int y);
1180 void (*change_function)(int x, int y);
1181 void (*post_change_function)(int x, int y);
1184 static struct ChangingElementInfo change_delay_list[] =
1219 EL_STEEL_EXIT_OPENING,
1227 EL_STEEL_EXIT_CLOSING,
1228 EL_STEEL_EXIT_CLOSED,
1251 EL_EM_STEEL_EXIT_OPENING,
1252 EL_EM_STEEL_EXIT_OPEN,
1259 EL_EM_STEEL_EXIT_CLOSING,
1283 EL_SWITCHGATE_OPENING,
1291 EL_SWITCHGATE_CLOSING,
1292 EL_SWITCHGATE_CLOSED,
1299 EL_TIMEGATE_OPENING,
1307 EL_TIMEGATE_CLOSING,
1316 EL_ACID_SPLASH_LEFT,
1324 EL_ACID_SPLASH_RIGHT,
1333 EL_SP_BUGGY_BASE_ACTIVATING,
1340 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVE,
1348 EL_SP_BUGGY_BASE_ACTIVE,
1372 EL_ROBOT_WHEEL_ACTIVE,
1380 EL_TIMEGATE_SWITCH_ACTIVE,
1388 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH,
1396 EL_EMC_MAGIC_BALL_ACTIVE,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1404 EL_EMC_SPRING_BUMPER_ACTIVE,
1405 EL_EMC_SPRING_BUMPER,
1412 EL_DIAGONAL_SHRINKING,
1420 EL_DIAGONAL_GROWING,
1441 int push_delay_fixed, push_delay_random;
1445 { EL_SPRING, 0, 0 },
1446 { EL_BALLOON, 0, 0 },
1448 { EL_SOKOBAN_OBJECT, 2, 0 },
1449 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1450 { EL_SATELLITE, 2, 0 },
1451 { EL_SP_DISK_YELLOW, 2, 0 },
1453 { EL_UNDEFINED, 0, 0 },
1461 move_stepsize_list[] =
1463 { EL_AMOEBA_DROP, 2 },
1464 { EL_AMOEBA_DROPPING, 2 },
1465 { EL_QUICKSAND_FILLING, 1 },
1466 { EL_QUICKSAND_EMPTYING, 1 },
1467 { EL_QUICKSAND_FAST_FILLING, 2 },
1468 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1469 { EL_MAGIC_WALL_FILLING, 2 },
1470 { EL_MAGIC_WALL_EMPTYING, 2 },
1471 { EL_BD_MAGIC_WALL_FILLING, 2 },
1472 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1473 { EL_DC_MAGIC_WALL_FILLING, 2 },
1474 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_UNDEFINED, 0 },
1484 collect_count_list[] =
1487 { EL_BD_DIAMOND, 1 },
1488 { EL_EMERALD_YELLOW, 1 },
1489 { EL_EMERALD_RED, 1 },
1490 { EL_EMERALD_PURPLE, 1 },
1492 { EL_SP_INFOTRON, 1 },
1496 { EL_UNDEFINED, 0 },
1504 access_direction_list[] =
1506 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1507 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1508 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1509 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1512 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1513 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1514 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1515 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1516 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1518 { EL_SP_PORT_LEFT, MV_RIGHT },
1519 { EL_SP_PORT_RIGHT, MV_LEFT },
1520 { EL_SP_PORT_UP, MV_DOWN },
1521 { EL_SP_PORT_DOWN, MV_UP },
1522 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1523 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1525 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1526 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1527 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1529 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1530 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1531 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1532 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1533 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1534 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1535 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1536 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1538 { EL_UNDEFINED, MV_NONE }
1541 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1543 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1544 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1545 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1546 IS_JUST_CHANGING(x, y))
1548 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1550 /* static variables for playfield scan mode (scanning forward or backward) */
1551 static int playfield_scan_start_x = 0;
1552 static int playfield_scan_start_y = 0;
1553 static int playfield_scan_delta_x = 1;
1554 static int playfield_scan_delta_y = 1;
1556 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1557 (y) >= 0 && (y) <= lev_fieldy - 1; \
1558 (y) += playfield_scan_delta_y) \
1559 for ((x) = playfield_scan_start_x; \
1560 (x) >= 0 && (x) <= lev_fieldx - 1; \
1561 (x) += playfield_scan_delta_x)
1564 void DEBUG_SetMaximumDynamite()
1568 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1569 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1570 local_player->inventory_element[local_player->inventory_size++] =
1575 static void InitPlayfieldScanModeVars()
1577 if (game.use_reverse_scan_direction)
1579 playfield_scan_start_x = lev_fieldx - 1;
1580 playfield_scan_start_y = lev_fieldy - 1;
1582 playfield_scan_delta_x = -1;
1583 playfield_scan_delta_y = -1;
1587 playfield_scan_start_x = 0;
1588 playfield_scan_start_y = 0;
1590 playfield_scan_delta_x = 1;
1591 playfield_scan_delta_y = 1;
1595 static void InitPlayfieldScanMode(int mode)
1597 game.use_reverse_scan_direction =
1598 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1600 InitPlayfieldScanModeVars();
1603 static int get_move_delay_from_stepsize(int move_stepsize)
1606 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1608 /* make sure that stepsize value is always a power of 2 */
1609 move_stepsize = (1 << log_2(move_stepsize));
1611 return TILEX / move_stepsize;
1614 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1617 int player_nr = player->index_nr;
1618 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1619 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1621 /* do no immediately change move delay -- the player might just be moving */
1622 player->move_delay_value_next = move_delay;
1624 /* information if player can move must be set separately */
1625 player->cannot_move = cannot_move;
1629 player->move_delay = game.initial_move_delay[player_nr];
1630 player->move_delay_value = game.initial_move_delay_value[player_nr];
1632 player->move_delay_value_next = -1;
1634 player->move_delay_reset_counter = 0;
1638 void GetPlayerConfig()
1640 GameFrameDelay = setup.game_frame_delay;
1642 if (!audio.sound_available)
1643 setup.sound_simple = FALSE;
1645 if (!audio.loops_available)
1646 setup.sound_loops = FALSE;
1648 if (!audio.music_available)
1649 setup.sound_music = FALSE;
1651 if (!video.fullscreen_available)
1652 setup.fullscreen = FALSE;
1654 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1656 SetAudioMode(setup.sound);
1659 int GetElementFromGroupElement(int element)
1661 if (IS_GROUP_ELEMENT(element))
1663 struct ElementGroupInfo *group = element_info[element].group;
1664 int last_anim_random_frame = gfx.anim_random_frame;
1667 if (group->choice_mode == ANIM_RANDOM)
1668 gfx.anim_random_frame = RND(group->num_elements_resolved);
1670 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1671 group->choice_mode, 0,
1674 if (group->choice_mode == ANIM_RANDOM)
1675 gfx.anim_random_frame = last_anim_random_frame;
1677 group->choice_pos++;
1679 element = group->element_resolved[element_pos];
1685 static void InitPlayerField(int x, int y, int element, boolean init_game)
1687 if (element == EL_SP_MURPHY)
1691 if (stored_player[0].present)
1693 Feld[x][y] = EL_SP_MURPHY_CLONE;
1699 stored_player[0].initial_element = element;
1700 stored_player[0].use_murphy = TRUE;
1702 if (!level.use_artwork_element[0])
1703 stored_player[0].artwork_element = EL_SP_MURPHY;
1706 Feld[x][y] = EL_PLAYER_1;
1712 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1713 int jx = player->jx, jy = player->jy;
1715 player->present = TRUE;
1717 player->block_last_field = (element == EL_SP_MURPHY ?
1718 level.sp_block_last_field :
1719 level.block_last_field);
1721 /* ---------- initialize player's last field block delay --------------- */
1723 /* always start with reliable default value (no adjustment needed) */
1724 player->block_delay_adjustment = 0;
1726 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1727 if (player->block_last_field && element == EL_SP_MURPHY)
1728 player->block_delay_adjustment = 1;
1730 /* special case 2: in game engines before 3.1.1, blocking was different */
1731 if (game.use_block_last_field_bug)
1732 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1734 if (!options.network || player->connected)
1736 player->active = TRUE;
1738 /* remove potentially duplicate players */
1739 if (StorePlayer[jx][jy] == Feld[x][y])
1740 StorePlayer[jx][jy] = 0;
1742 StorePlayer[x][y] = Feld[x][y];
1744 #if DEBUG_INIT_PLAYER
1747 printf("- player element %d activated", player->element_nr);
1748 printf(" (local player is %d and currently %s)\n",
1749 local_player->element_nr,
1750 local_player->active ? "active" : "not active");
1755 Feld[x][y] = EL_EMPTY;
1757 player->jx = player->last_jx = x;
1758 player->jy = player->last_jy = y;
1763 int player_nr = GET_PLAYER_NR(element);
1764 struct PlayerInfo *player = &stored_player[player_nr];
1766 if (player->active && player->killed)
1767 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1771 static void InitField(int x, int y, boolean init_game)
1773 int element = Feld[x][y];
1782 InitPlayerField(x, y, element, init_game);
1785 case EL_SOKOBAN_FIELD_PLAYER:
1786 element = Feld[x][y] = EL_PLAYER_1;
1787 InitField(x, y, init_game);
1789 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1790 InitField(x, y, init_game);
1793 case EL_SOKOBAN_FIELD_EMPTY:
1794 local_player->sokobanfields_still_needed++;
1798 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1799 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1800 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1801 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1802 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1803 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1804 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1805 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1806 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1807 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1816 case EL_SPACESHIP_RIGHT:
1817 case EL_SPACESHIP_UP:
1818 case EL_SPACESHIP_LEFT:
1819 case EL_SPACESHIP_DOWN:
1820 case EL_BD_BUTTERFLY:
1821 case EL_BD_BUTTERFLY_RIGHT:
1822 case EL_BD_BUTTERFLY_UP:
1823 case EL_BD_BUTTERFLY_LEFT:
1824 case EL_BD_BUTTERFLY_DOWN:
1826 case EL_BD_FIREFLY_RIGHT:
1827 case EL_BD_FIREFLY_UP:
1828 case EL_BD_FIREFLY_LEFT:
1829 case EL_BD_FIREFLY_DOWN:
1830 case EL_PACMAN_RIGHT:
1832 case EL_PACMAN_LEFT:
1833 case EL_PACMAN_DOWN:
1835 case EL_YAMYAM_LEFT:
1836 case EL_YAMYAM_RIGHT:
1838 case EL_YAMYAM_DOWN:
1839 case EL_DARK_YAMYAM:
1842 case EL_SP_SNIKSNAK:
1843 case EL_SP_ELECTRON:
1852 case EL_AMOEBA_FULL:
1857 case EL_AMOEBA_DROP:
1858 if (y == lev_fieldy - 1)
1860 Feld[x][y] = EL_AMOEBA_GROWING;
1861 Store[x][y] = EL_AMOEBA_WET;
1865 case EL_DYNAMITE_ACTIVE:
1866 case EL_SP_DISK_RED_ACTIVE:
1867 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1871 MovDelay[x][y] = 96;
1874 case EL_EM_DYNAMITE_ACTIVE:
1875 MovDelay[x][y] = 32;
1879 local_player->lights_still_needed++;
1883 local_player->friends_still_needed++;
1888 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1891 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1892 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1893 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1894 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1896 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1897 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1899 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1900 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1902 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1905 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1906 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1909 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1911 game.belt_dir[belt_nr] = belt_dir;
1912 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1914 else /* more than one switch -- set it like the first switch */
1916 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1921 case EL_LIGHT_SWITCH_ACTIVE:
1923 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1926 case EL_INVISIBLE_STEELWALL:
1927 case EL_INVISIBLE_WALL:
1928 case EL_INVISIBLE_SAND:
1929 if (game.light_time_left > 0 ||
1930 game.lenses_time_left > 0)
1931 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1934 case EL_EMC_MAGIC_BALL:
1935 if (game.ball_state)
1936 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1939 case EL_EMC_MAGIC_BALL_SWITCH:
1940 if (game.ball_state)
1941 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1944 case EL_TRIGGER_PLAYER:
1945 case EL_TRIGGER_ELEMENT:
1946 case EL_TRIGGER_CE_VALUE:
1947 case EL_TRIGGER_CE_SCORE:
1949 case EL_ANY_ELEMENT:
1950 case EL_CURRENT_CE_VALUE:
1951 case EL_CURRENT_CE_SCORE:
1968 /* reference elements should not be used on the playfield */
1969 Feld[x][y] = EL_EMPTY;
1973 if (IS_CUSTOM_ELEMENT(element))
1975 if (CAN_MOVE(element))
1978 if (!element_info[element].use_last_ce_value || init_game)
1979 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1981 else if (IS_GROUP_ELEMENT(element))
1983 Feld[x][y] = GetElementFromGroupElement(element);
1985 InitField(x, y, init_game);
1992 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1995 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1997 InitField(x, y, init_game);
1999 /* not needed to call InitMovDir() -- already done by InitField()! */
2000 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2001 CAN_MOVE(Feld[x][y]))
2005 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2007 int old_element = Feld[x][y];
2009 InitField(x, y, init_game);
2011 /* not needed to call InitMovDir() -- already done by InitField()! */
2012 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2013 CAN_MOVE(old_element) &&
2014 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2017 /* this case is in fact a combination of not less than three bugs:
2018 first, it calls InitMovDir() for elements that can move, although this is
2019 already done by InitField(); then, it checks the element that was at this
2020 field _before_ the call to InitField() (which can change it); lastly, it
2021 was not called for "mole with direction" elements, which were treated as
2022 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2026 static int get_key_element_from_nr(int key_nr)
2028 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2029 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2030 EL_EM_KEY_1 : EL_KEY_1);
2032 return key_base_element + key_nr;
2035 static int get_next_dropped_element(struct PlayerInfo *player)
2037 return (player->inventory_size > 0 ?
2038 player->inventory_element[player->inventory_size - 1] :
2039 player->inventory_infinite_element != EL_UNDEFINED ?
2040 player->inventory_infinite_element :
2041 player->dynabombs_left > 0 ?
2042 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2046 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2048 /* pos >= 0: get element from bottom of the stack;
2049 pos < 0: get element from top of the stack */
2053 int min_inventory_size = -pos;
2054 int inventory_pos = player->inventory_size - min_inventory_size;
2055 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2057 return (player->inventory_size >= min_inventory_size ?
2058 player->inventory_element[inventory_pos] :
2059 player->inventory_infinite_element != EL_UNDEFINED ?
2060 player->inventory_infinite_element :
2061 player->dynabombs_left >= min_dynabombs_left ?
2062 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2067 int min_dynabombs_left = pos + 1;
2068 int min_inventory_size = pos + 1 - player->dynabombs_left;
2069 int inventory_pos = pos - player->dynabombs_left;
2071 return (player->inventory_infinite_element != EL_UNDEFINED ?
2072 player->inventory_infinite_element :
2073 player->dynabombs_left >= min_dynabombs_left ?
2074 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2075 player->inventory_size >= min_inventory_size ?
2076 player->inventory_element[inventory_pos] :
2081 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2083 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2084 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2087 if (gpo1->sort_priority != gpo2->sort_priority)
2088 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2090 compare_result = gpo1->nr - gpo2->nr;
2092 return compare_result;
2095 int getPlayerInventorySize(int player_nr)
2097 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2098 return level.native_em_level->ply[player_nr]->dynamite;
2099 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2100 return level.native_sp_level->game_sp->red_disk_count;
2102 return stored_player[player_nr].inventory_size;
2105 void InitGameControlValues()
2109 for (i = 0; game_panel_controls[i].nr != -1; i++)
2111 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2112 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2113 struct TextPosInfo *pos = gpc->pos;
2115 int type = gpc->type;
2119 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2120 Error(ERR_EXIT, "this should not happen -- please debug");
2123 /* force update of game controls after initialization */
2124 gpc->value = gpc->last_value = -1;
2125 gpc->frame = gpc->last_frame = -1;
2126 gpc->gfx_frame = -1;
2128 /* determine panel value width for later calculation of alignment */
2129 if (type == TYPE_INTEGER || type == TYPE_STRING)
2131 pos->width = pos->size * getFontWidth(pos->font);
2132 pos->height = getFontHeight(pos->font);
2134 else if (type == TYPE_ELEMENT)
2136 pos->width = pos->size;
2137 pos->height = pos->size;
2140 /* fill structure for game panel draw order */
2142 gpo->sort_priority = pos->sort_priority;
2145 /* sort game panel controls according to sort_priority and control number */
2146 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2147 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2150 void UpdatePlayfieldElementCount()
2152 boolean use_element_count = FALSE;
2155 /* first check if it is needed at all to calculate playfield element count */
2156 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2157 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2158 use_element_count = TRUE;
2160 if (!use_element_count)
2163 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2164 element_info[i].element_count = 0;
2166 SCAN_PLAYFIELD(x, y)
2168 element_info[Feld[x][y]].element_count++;
2171 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2172 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2173 if (IS_IN_GROUP(j, i))
2174 element_info[EL_GROUP_START + i].element_count +=
2175 element_info[j].element_count;
2178 void UpdateGameControlValues()
2181 int time = (local_player->LevelSolved ?
2182 local_player->LevelSolved_CountingTime :
2183 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2184 level.native_em_level->lev->time :
2185 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2186 level.native_sp_level->game_sp->time_played :
2187 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2188 game_mm.energy_left :
2189 game.no_time_limit ? TimePlayed : TimeLeft);
2190 int score = (local_player->LevelSolved ?
2191 local_player->LevelSolved_CountingScore :
2192 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2193 level.native_em_level->lev->score :
2194 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2195 level.native_sp_level->game_sp->score :
2196 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2198 local_player->score);
2199 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2200 level.native_em_level->lev->required :
2201 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2202 level.native_sp_level->game_sp->infotrons_still_needed :
2203 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2204 game_mm.kettles_still_needed :
2205 local_player->gems_still_needed);
2206 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2207 level.native_em_level->lev->required > 0 :
2208 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2209 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2210 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2211 game_mm.kettles_still_needed > 0 ||
2212 game_mm.lights_still_needed > 0 :
2213 local_player->gems_still_needed > 0 ||
2214 local_player->sokobanfields_still_needed > 0 ||
2215 local_player->lights_still_needed > 0);
2216 int health = (local_player->LevelSolved ?
2217 local_player->LevelSolved_CountingHealth :
2218 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219 MM_HEALTH(game_mm.laser_overload_value) :
2220 local_player->health);
2222 UpdatePlayfieldElementCount();
2224 /* update game panel control values */
2226 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2227 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2229 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2230 for (i = 0; i < MAX_NUM_KEYS; i++)
2231 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2232 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2233 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2235 if (game.centered_player_nr == -1)
2237 for (i = 0; i < MAX_PLAYERS; i++)
2239 /* only one player in Supaplex game engine */
2240 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2243 for (k = 0; k < MAX_NUM_KEYS; k++)
2245 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2247 if (level.native_em_level->ply[i]->keys & (1 << k))
2248 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2249 get_key_element_from_nr(k);
2251 else if (stored_player[i].key[k])
2252 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2253 get_key_element_from_nr(k);
2256 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2257 getPlayerInventorySize(i);
2259 if (stored_player[i].num_white_keys > 0)
2260 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2263 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2264 stored_player[i].num_white_keys;
2269 int player_nr = game.centered_player_nr;
2271 for (k = 0; k < MAX_NUM_KEYS; k++)
2273 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2275 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2276 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2277 get_key_element_from_nr(k);
2279 else if (stored_player[player_nr].key[k])
2280 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2281 get_key_element_from_nr(k);
2284 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285 getPlayerInventorySize(player_nr);
2287 if (stored_player[player_nr].num_white_keys > 0)
2288 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2290 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2291 stored_player[player_nr].num_white_keys;
2294 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2296 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2297 get_inventory_element_from_pos(local_player, i);
2298 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, -i - 1);
2302 game_panel_controls[GAME_PANEL_SCORE].value = score;
2303 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2305 game_panel_controls[GAME_PANEL_TIME].value = time;
2307 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2308 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2309 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2311 if (game.no_time_limit)
2312 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2316 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2317 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2319 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2321 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2322 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2324 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2325 local_player->shield_normal_time_left;
2326 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2327 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2329 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2330 local_player->shield_deadly_time_left;
2332 game_panel_controls[GAME_PANEL_EXIT].value =
2333 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2335 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2336 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2339 EL_EMC_MAGIC_BALL_SWITCH);
2341 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2342 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2344 game.light_time_left;
2346 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2347 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2349 game.timegate_time_left;
2351 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2352 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2354 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2355 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2356 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2357 game.lenses_time_left;
2359 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2360 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2362 game.magnify_time_left;
2364 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2365 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2366 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2367 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2368 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2369 EL_BALLOON_SWITCH_NONE);
2371 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2372 local_player->dynabomb_count;
2373 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2374 local_player->dynabomb_size;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2376 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2378 game_panel_controls[GAME_PANEL_PENGUINS].value =
2379 local_player->friends_still_needed;
2381 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2382 local_player->sokobanfields_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2384 local_player->sokobanfields_still_needed;
2386 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2387 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2389 for (i = 0; i < NUM_BELTS; i++)
2391 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2392 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2393 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2394 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2395 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2398 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2399 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2401 game.magic_wall_time_left;
2403 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2404 local_player->gravity;
2406 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2407 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2409 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2410 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2411 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2412 game.panel.element[i].id : EL_UNDEFINED);
2414 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2415 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2416 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2417 element_info[game.panel.element_count[i].id].element_count : 0);
2419 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2420 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2421 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2422 element_info[game.panel.ce_score[i].id].collect_score : 0);
2424 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2425 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2426 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2427 element_info[game.panel.ce_score_element[i].id].collect_score :
2430 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2431 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2432 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2434 /* update game panel control frames */
2436 for (i = 0; game_panel_controls[i].nr != -1; i++)
2438 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2440 if (gpc->type == TYPE_ELEMENT)
2442 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2444 int last_anim_random_frame = gfx.anim_random_frame;
2445 int element = gpc->value;
2446 int graphic = el2panelimg(element);
2448 if (gpc->value != gpc->last_value)
2451 gpc->gfx_random = INIT_GFX_RANDOM();
2457 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2458 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2459 gpc->gfx_random = INIT_GFX_RANDOM();
2462 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2463 gfx.anim_random_frame = gpc->gfx_random;
2465 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2466 gpc->gfx_frame = element_info[element].collect_score;
2468 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2471 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2472 gfx.anim_random_frame = last_anim_random_frame;
2475 else if (gpc->type == TYPE_GRAPHIC)
2477 if (gpc->graphic != IMG_UNDEFINED)
2479 int last_anim_random_frame = gfx.anim_random_frame;
2480 int graphic = gpc->graphic;
2482 if (gpc->value != gpc->last_value)
2485 gpc->gfx_random = INIT_GFX_RANDOM();
2491 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2492 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2493 gpc->gfx_random = INIT_GFX_RANDOM();
2496 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2497 gfx.anim_random_frame = gpc->gfx_random;
2499 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2501 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2502 gfx.anim_random_frame = last_anim_random_frame;
2508 void DisplayGameControlValues()
2510 boolean redraw_panel = FALSE;
2513 for (i = 0; game_panel_controls[i].nr != -1; i++)
2515 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2517 if (PANEL_DEACTIVATED(gpc->pos))
2520 if (gpc->value == gpc->last_value &&
2521 gpc->frame == gpc->last_frame)
2524 redraw_panel = TRUE;
2530 /* copy default game door content to main double buffer */
2532 /* !!! CHECK AGAIN !!! */
2533 SetPanelBackground();
2534 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2535 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2537 /* redraw game control buttons */
2538 RedrawGameButtons();
2540 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2542 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2544 int nr = game_panel_order[i].nr;
2545 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2546 struct TextPosInfo *pos = gpc->pos;
2547 int type = gpc->type;
2548 int value = gpc->value;
2549 int frame = gpc->frame;
2550 int size = pos->size;
2551 int font = pos->font;
2552 boolean draw_masked = pos->draw_masked;
2553 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2555 if (PANEL_DEACTIVATED(pos))
2558 gpc->last_value = value;
2559 gpc->last_frame = frame;
2561 if (type == TYPE_INTEGER)
2563 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2564 nr == GAME_PANEL_TIME)
2566 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2568 if (use_dynamic_size) /* use dynamic number of digits */
2570 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2571 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2572 int size2 = size1 + 1;
2573 int font1 = pos->font;
2574 int font2 = pos->font_alt;
2576 size = (value < value_change ? size1 : size2);
2577 font = (value < value_change ? font1 : font2);
2581 /* correct text size if "digits" is zero or less */
2583 size = strlen(int2str(value, size));
2585 /* dynamically correct text alignment */
2586 pos->width = size * getFontWidth(font);
2588 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2589 int2str(value, size), font, mask_mode);
2591 else if (type == TYPE_ELEMENT)
2593 int element, graphic;
2597 int dst_x = PANEL_XPOS(pos);
2598 int dst_y = PANEL_YPOS(pos);
2600 if (value != EL_UNDEFINED && value != EL_EMPTY)
2603 graphic = el2panelimg(value);
2605 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2607 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2610 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2613 width = graphic_info[graphic].width * size / TILESIZE;
2614 height = graphic_info[graphic].height * size / TILESIZE;
2617 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2620 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2624 else if (type == TYPE_GRAPHIC)
2626 int graphic = gpc->graphic;
2627 int graphic_active = gpc->graphic_active;
2631 int dst_x = PANEL_XPOS(pos);
2632 int dst_y = PANEL_YPOS(pos);
2633 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2634 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2636 if (graphic != IMG_UNDEFINED && !skip)
2638 if (pos->style == STYLE_REVERSE)
2639 value = 100 - value;
2641 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2643 if (pos->direction & MV_HORIZONTAL)
2645 width = graphic_info[graphic_active].width * value / 100;
2646 height = graphic_info[graphic_active].height;
2648 if (pos->direction == MV_LEFT)
2650 src_x += graphic_info[graphic_active].width - width;
2651 dst_x += graphic_info[graphic_active].width - width;
2656 width = graphic_info[graphic_active].width;
2657 height = graphic_info[graphic_active].height * value / 100;
2659 if (pos->direction == MV_UP)
2661 src_y += graphic_info[graphic_active].height - height;
2662 dst_y += graphic_info[graphic_active].height - height;
2667 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2670 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2673 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2675 if (pos->direction & MV_HORIZONTAL)
2677 if (pos->direction == MV_RIGHT)
2684 dst_x = PANEL_XPOS(pos);
2687 width = graphic_info[graphic].width - width;
2691 if (pos->direction == MV_DOWN)
2698 dst_y = PANEL_YPOS(pos);
2701 height = graphic_info[graphic].height - height;
2705 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2708 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2712 else if (type == TYPE_STRING)
2714 boolean active = (value != 0);
2715 char *state_normal = "off";
2716 char *state_active = "on";
2717 char *state = (active ? state_active : state_normal);
2718 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2719 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2720 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2721 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2723 if (nr == GAME_PANEL_GRAVITY_STATE)
2725 int font1 = pos->font; /* (used for normal state) */
2726 int font2 = pos->font_alt; /* (used for active state) */
2728 font = (active ? font2 : font1);
2737 /* don't truncate output if "chars" is zero or less */
2740 /* dynamically correct text alignment */
2741 pos->width = size * getFontWidth(font);
2744 s_cut = getStringCopyN(s, size);
2746 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2747 s_cut, font, mask_mode);
2753 redraw_mask |= REDRAW_DOOR_1;
2756 SetGameStatus(GAME_MODE_PLAYING);
2759 void UpdateAndDisplayGameControlValues()
2761 if (tape.deactivate_display)
2764 UpdateGameControlValues();
2765 DisplayGameControlValues();
2768 void UpdateGameDoorValues()
2770 UpdateGameControlValues();
2773 void DrawGameDoorValues()
2775 DisplayGameControlValues();
2780 =============================================================================
2782 -----------------------------------------------------------------------------
2783 initialize game engine due to level / tape version number
2784 =============================================================================
2787 static void InitGameEngine()
2789 int i, j, k, l, x, y;
2791 /* set game engine from tape file when re-playing, else from level file */
2792 game.engine_version = (tape.playing ? tape.engine_version :
2793 level.game_version);
2795 /* set single or multi-player game mode (needed for re-playing tapes) */
2796 game.team_mode = setup.team_mode;
2800 int num_players = 0;
2802 for (i = 0; i < MAX_PLAYERS; i++)
2803 if (tape.player_participates[i])
2806 /* multi-player tapes contain input data for more than one player */
2807 game.team_mode = (num_players > 1);
2810 /* ---------------------------------------------------------------------- */
2811 /* set flags for bugs and changes according to active game engine version */
2812 /* ---------------------------------------------------------------------- */
2815 Summary of bugfix/change:
2816 Fixed handling for custom elements that change when pushed by the player.
2818 Fixed/changed in version:
2822 Before 3.1.0, custom elements that "change when pushing" changed directly
2823 after the player started pushing them (until then handled in "DigField()").
2824 Since 3.1.0, these custom elements are not changed until the "pushing"
2825 move of the element is finished (now handled in "ContinueMoving()").
2827 Affected levels/tapes:
2828 The first condition is generally needed for all levels/tapes before version
2829 3.1.0, which might use the old behaviour before it was changed; known tapes
2830 that are affected are some tapes from the level set "Walpurgis Gardens" by
2832 The second condition is an exception from the above case and is needed for
2833 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2834 above (including some development versions of 3.1.0), but before it was
2835 known that this change would break tapes like the above and was fixed in
2836 3.1.1, so that the changed behaviour was active although the engine version
2837 while recording maybe was before 3.1.0. There is at least one tape that is
2838 affected by this exception, which is the tape for the one-level set "Bug
2839 Machine" by Juergen Bonhagen.
2842 game.use_change_when_pushing_bug =
2843 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2845 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2846 tape.game_version < VERSION_IDENT(3,1,1,0)));
2849 Summary of bugfix/change:
2850 Fixed handling for blocking the field the player leaves when moving.
2852 Fixed/changed in version:
2856 Before 3.1.1, when "block last field when moving" was enabled, the field
2857 the player is leaving when moving was blocked for the time of the move,
2858 and was directly unblocked afterwards. This resulted in the last field
2859 being blocked for exactly one less than the number of frames of one player
2860 move. Additionally, even when blocking was disabled, the last field was
2861 blocked for exactly one frame.
2862 Since 3.1.1, due to changes in player movement handling, the last field
2863 is not blocked at all when blocking is disabled. When blocking is enabled,
2864 the last field is blocked for exactly the number of frames of one player
2865 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2866 last field is blocked for exactly one more than the number of frames of
2869 Affected levels/tapes:
2870 (!!! yet to be determined -- probably many !!!)
2873 game.use_block_last_field_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,1,0));
2876 game_em.use_single_button =
2877 (game.engine_version > VERSION_IDENT(4,0,0,2));
2879 game_em.use_snap_key_bug =
2880 (game.engine_version < VERSION_IDENT(4,0,1,0));
2882 /* ---------------------------------------------------------------------- */
2884 /* set maximal allowed number of custom element changes per game frame */
2885 game.max_num_changes_per_frame = 1;
2887 /* default scan direction: scan playfield from top/left to bottom/right */
2888 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2890 /* dynamically adjust element properties according to game engine version */
2891 InitElementPropertiesEngine(game.engine_version);
2894 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2895 printf(" tape version == %06d [%s] [file: %06d]\n",
2896 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2898 printf(" => game.engine_version == %06d\n", game.engine_version);
2901 /* ---------- initialize player's initial move delay --------------------- */
2903 /* dynamically adjust player properties according to level information */
2904 for (i = 0; i < MAX_PLAYERS; i++)
2905 game.initial_move_delay_value[i] =
2906 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2908 /* dynamically adjust player properties according to game engine version */
2909 for (i = 0; i < MAX_PLAYERS; i++)
2910 game.initial_move_delay[i] =
2911 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2912 game.initial_move_delay_value[i] : 0);
2914 /* ---------- initialize player's initial push delay --------------------- */
2916 /* dynamically adjust player properties according to game engine version */
2917 game.initial_push_delay_value =
2918 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2920 /* ---------- initialize changing elements ------------------------------- */
2922 /* initialize changing elements information */
2923 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2925 struct ElementInfo *ei = &element_info[i];
2927 /* this pointer might have been changed in the level editor */
2928 ei->change = &ei->change_page[0];
2930 if (!IS_CUSTOM_ELEMENT(i))
2932 ei->change->target_element = EL_EMPTY_SPACE;
2933 ei->change->delay_fixed = 0;
2934 ei->change->delay_random = 0;
2935 ei->change->delay_frames = 1;
2938 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2940 ei->has_change_event[j] = FALSE;
2942 ei->event_page_nr[j] = 0;
2943 ei->event_page[j] = &ei->change_page[0];
2947 /* add changing elements from pre-defined list */
2948 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2950 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2951 struct ElementInfo *ei = &element_info[ch_delay->element];
2953 ei->change->target_element = ch_delay->target_element;
2954 ei->change->delay_fixed = ch_delay->change_delay;
2956 ei->change->pre_change_function = ch_delay->pre_change_function;
2957 ei->change->change_function = ch_delay->change_function;
2958 ei->change->post_change_function = ch_delay->post_change_function;
2960 ei->change->can_change = TRUE;
2961 ei->change->can_change_or_has_action = TRUE;
2963 ei->has_change_event[CE_DELAY] = TRUE;
2965 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2966 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2969 /* ---------- initialize internal run-time variables --------------------- */
2971 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2973 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2975 for (j = 0; j < ei->num_change_pages; j++)
2977 ei->change_page[j].can_change_or_has_action =
2978 (ei->change_page[j].can_change |
2979 ei->change_page[j].has_action);
2983 /* add change events from custom element configuration */
2984 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2986 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2988 for (j = 0; j < ei->num_change_pages; j++)
2990 if (!ei->change_page[j].can_change_or_has_action)
2993 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2995 /* only add event page for the first page found with this event */
2996 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2998 ei->has_change_event[k] = TRUE;
3000 ei->event_page_nr[k] = j;
3001 ei->event_page[k] = &ei->change_page[j];
3007 /* ---------- initialize reference elements in change conditions --------- */
3009 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3011 int element = EL_CUSTOM_START + i;
3012 struct ElementInfo *ei = &element_info[element];
3014 for (j = 0; j < ei->num_change_pages; j++)
3016 int trigger_element = ei->change_page[j].initial_trigger_element;
3018 if (trigger_element >= EL_PREV_CE_8 &&
3019 trigger_element <= EL_NEXT_CE_8)
3020 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3022 ei->change_page[j].trigger_element = trigger_element;
3026 /* ---------- initialize run-time trigger player and element ------------- */
3028 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3030 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3032 for (j = 0; j < ei->num_change_pages; j++)
3034 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3035 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3036 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3037 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3038 ei->change_page[j].actual_trigger_ce_value = 0;
3039 ei->change_page[j].actual_trigger_ce_score = 0;
3043 /* ---------- initialize trigger events ---------------------------------- */
3045 /* initialize trigger events information */
3046 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3047 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3048 trigger_events[i][j] = FALSE;
3050 /* add trigger events from element change event properties */
3051 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3053 struct ElementInfo *ei = &element_info[i];
3055 for (j = 0; j < ei->num_change_pages; j++)
3057 if (!ei->change_page[j].can_change_or_has_action)
3060 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3062 int trigger_element = ei->change_page[j].trigger_element;
3064 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3066 if (ei->change_page[j].has_event[k])
3068 if (IS_GROUP_ELEMENT(trigger_element))
3070 struct ElementGroupInfo *group =
3071 element_info[trigger_element].group;
3073 for (l = 0; l < group->num_elements_resolved; l++)
3074 trigger_events[group->element_resolved[l]][k] = TRUE;
3076 else if (trigger_element == EL_ANY_ELEMENT)
3077 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3078 trigger_events[l][k] = TRUE;
3080 trigger_events[trigger_element][k] = TRUE;
3087 /* ---------- initialize push delay -------------------------------------- */
3089 /* initialize push delay values to default */
3090 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3092 if (!IS_CUSTOM_ELEMENT(i))
3094 /* set default push delay values (corrected since version 3.0.7-1) */
3095 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3097 element_info[i].push_delay_fixed = 2;
3098 element_info[i].push_delay_random = 8;
3102 element_info[i].push_delay_fixed = 8;
3103 element_info[i].push_delay_random = 8;
3108 /* set push delay value for certain elements from pre-defined list */
3109 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3111 int e = push_delay_list[i].element;
3113 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3114 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3117 /* set push delay value for Supaplex elements for newer engine versions */
3118 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3120 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3122 if (IS_SP_ELEMENT(i))
3124 /* set SP push delay to just enough to push under a falling zonk */
3125 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3127 element_info[i].push_delay_fixed = delay;
3128 element_info[i].push_delay_random = 0;
3133 /* ---------- initialize move stepsize ----------------------------------- */
3135 /* initialize move stepsize values to default */
3136 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3137 if (!IS_CUSTOM_ELEMENT(i))
3138 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3140 /* set move stepsize value for certain elements from pre-defined list */
3141 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3143 int e = move_stepsize_list[i].element;
3145 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3148 /* ---------- initialize collect score ----------------------------------- */
3150 /* initialize collect score values for custom elements from initial value */
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3152 if (IS_CUSTOM_ELEMENT(i))
3153 element_info[i].collect_score = element_info[i].collect_score_initial;
3155 /* ---------- initialize collect count ----------------------------------- */
3157 /* initialize collect count values for non-custom elements */
3158 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3159 if (!IS_CUSTOM_ELEMENT(i))
3160 element_info[i].collect_count_initial = 0;
3162 /* add collect count values for all elements from pre-defined list */
3163 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3164 element_info[collect_count_list[i].element].collect_count_initial =
3165 collect_count_list[i].count;
3167 /* ---------- initialize access direction -------------------------------- */
3169 /* initialize access direction values to default (access from every side) */
3170 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171 if (!IS_CUSTOM_ELEMENT(i))
3172 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3174 /* set access direction value for certain elements from pre-defined list */
3175 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3176 element_info[access_direction_list[i].element].access_direction =
3177 access_direction_list[i].direction;
3179 /* ---------- initialize explosion content ------------------------------- */
3180 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3182 if (IS_CUSTOM_ELEMENT(i))
3185 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3187 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3189 element_info[i].content.e[x][y] =
3190 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3191 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3192 i == EL_PLAYER_3 ? EL_EMERALD :
3193 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3194 i == EL_MOLE ? EL_EMERALD_RED :
3195 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3196 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3197 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3198 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3199 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3200 i == EL_WALL_EMERALD ? EL_EMERALD :
3201 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3202 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3203 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3204 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3205 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3206 i == EL_WALL_PEARL ? EL_PEARL :
3207 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3212 /* ---------- initialize recursion detection ------------------------------ */
3213 recursion_loop_depth = 0;
3214 recursion_loop_detected = FALSE;
3215 recursion_loop_element = EL_UNDEFINED;
3217 /* ---------- initialize graphics engine ---------------------------------- */
3218 game.scroll_delay_value =
3219 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3220 setup.scroll_delay ? setup.scroll_delay_value : 0);
3221 game.scroll_delay_value =
3222 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3224 /* ---------- initialize game engine snapshots ---------------------------- */
3225 for (i = 0; i < MAX_PLAYERS; i++)
3226 game.snapshot.last_action[i] = 0;
3227 game.snapshot.changed_action = FALSE;
3228 game.snapshot.collected_item = FALSE;
3229 game.snapshot.mode =
3230 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3231 SNAPSHOT_MODE_EVERY_STEP :
3232 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3233 SNAPSHOT_MODE_EVERY_MOVE :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3235 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3236 game.snapshot.save_snapshot = FALSE;
3238 /* ---------- initialize level time for Supaplex engine ------------------- */
3239 /* Supaplex levels with time limit currently unsupported -- should be added */
3240 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3244 int get_num_special_action(int element, int action_first, int action_last)
3246 int num_special_action = 0;
3249 for (i = action_first; i <= action_last; i++)
3251 boolean found = FALSE;
3253 for (j = 0; j < NUM_DIRECTIONS; j++)
3254 if (el_act_dir2img(element, i, j) !=
3255 el_act_dir2img(element, ACTION_DEFAULT, j))
3259 num_special_action++;
3264 return num_special_action;
3269 =============================================================================
3271 -----------------------------------------------------------------------------
3272 initialize and start new game
3273 =============================================================================
3278 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3279 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3280 int fade_mask = REDRAW_FIELD;
3282 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3283 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3284 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3285 int initial_move_dir = MV_DOWN;
3288 // required here to update video display before fading (FIX THIS)
3289 DrawMaskedBorder(REDRAW_DOOR_2);
3291 if (!game.restart_level)
3292 CloseDoor(DOOR_CLOSE_1);
3294 SetGameStatus(GAME_MODE_PLAYING);
3296 if (level_editor_test_game)
3297 FadeSkipNextFadeIn();
3299 FadeSetEnterScreen();
3301 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3302 fade_mask = REDRAW_ALL;
3304 FadeLevelSoundsAndMusic();
3306 ExpireSoundLoops(TRUE);
3310 /* needed if different viewport properties defined for playing */
3311 ChangeViewportPropertiesIfNeeded();
3315 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3317 DrawCompleteVideoDisplay();
3320 InitGameControlValues();
3322 /* don't play tapes over network */
3323 network_playing = (options.network && !tape.playing);
3325 for (i = 0; i < MAX_PLAYERS; i++)
3327 struct PlayerInfo *player = &stored_player[i];
3329 player->index_nr = i;
3330 player->index_bit = (1 << i);
3331 player->element_nr = EL_PLAYER_1 + i;
3333 player->present = FALSE;
3334 player->active = FALSE;
3335 player->mapped = FALSE;
3337 player->killed = FALSE;
3338 player->reanimated = FALSE;
3341 player->effective_action = 0;
3342 player->programmed_action = 0;
3344 player->mouse_action.lx = 0;
3345 player->mouse_action.ly = 0;
3346 player->mouse_action.button = 0;
3348 player->effective_mouse_action.lx = 0;
3349 player->effective_mouse_action.ly = 0;
3350 player->effective_mouse_action.button = 0;
3353 player->score_final = 0;
3355 player->health = MAX_HEALTH;
3356 player->health_final = MAX_HEALTH;
3358 player->gems_still_needed = level.gems_needed;
3359 player->sokobanfields_still_needed = 0;
3360 player->lights_still_needed = 0;
3361 player->friends_still_needed = 0;
3363 for (j = 0; j < MAX_NUM_KEYS; j++)
3364 player->key[j] = FALSE;
3366 player->num_white_keys = 0;
3368 player->dynabomb_count = 0;
3369 player->dynabomb_size = 1;
3370 player->dynabombs_left = 0;
3371 player->dynabomb_xl = FALSE;
3373 player->MovDir = initial_move_dir;
3376 player->GfxDir = initial_move_dir;
3377 player->GfxAction = ACTION_DEFAULT;
3379 player->StepFrame = 0;
3381 player->initial_element = player->element_nr;
3382 player->artwork_element =
3383 (level.use_artwork_element[i] ? level.artwork_element[i] :
3384 player->element_nr);
3385 player->use_murphy = FALSE;
3387 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3388 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3390 player->gravity = level.initial_player_gravity[i];
3392 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3394 player->actual_frame_counter = 0;
3396 player->step_counter = 0;
3398 player->last_move_dir = initial_move_dir;
3400 player->is_active = FALSE;
3402 player->is_waiting = FALSE;
3403 player->is_moving = FALSE;
3404 player->is_auto_moving = FALSE;
3405 player->is_digging = FALSE;
3406 player->is_snapping = FALSE;
3407 player->is_collecting = FALSE;
3408 player->is_pushing = FALSE;
3409 player->is_switching = FALSE;
3410 player->is_dropping = FALSE;
3411 player->is_dropping_pressed = FALSE;
3413 player->is_bored = FALSE;
3414 player->is_sleeping = FALSE;
3416 player->was_waiting = TRUE;
3417 player->was_moving = FALSE;
3418 player->was_snapping = FALSE;
3419 player->was_dropping = FALSE;
3421 player->force_dropping = FALSE;
3423 player->frame_counter_bored = -1;
3424 player->frame_counter_sleeping = -1;
3426 player->anim_delay_counter = 0;
3427 player->post_delay_counter = 0;
3429 player->dir_waiting = initial_move_dir;
3430 player->action_waiting = ACTION_DEFAULT;
3431 player->last_action_waiting = ACTION_DEFAULT;
3432 player->special_action_bored = ACTION_DEFAULT;
3433 player->special_action_sleeping = ACTION_DEFAULT;
3435 player->switch_x = -1;
3436 player->switch_y = -1;
3438 player->drop_x = -1;
3439 player->drop_y = -1;
3441 player->show_envelope = 0;
3443 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3445 player->push_delay = -1; /* initialized when pushing starts */
3446 player->push_delay_value = game.initial_push_delay_value;
3448 player->drop_delay = 0;
3449 player->drop_pressed_delay = 0;
3451 player->last_jx = -1;
3452 player->last_jy = -1;
3456 player->shield_normal_time_left = 0;
3457 player->shield_deadly_time_left = 0;
3459 player->inventory_infinite_element = EL_UNDEFINED;
3460 player->inventory_size = 0;
3462 if (level.use_initial_inventory[i])
3464 for (j = 0; j < level.initial_inventory_size[i]; j++)
3466 int element = level.initial_inventory_content[i][j];
3467 int collect_count = element_info[element].collect_count_initial;
3470 if (!IS_CUSTOM_ELEMENT(element))
3473 if (collect_count == 0)
3474 player->inventory_infinite_element = element;
3476 for (k = 0; k < collect_count; k++)
3477 if (player->inventory_size < MAX_INVENTORY_SIZE)
3478 player->inventory_element[player->inventory_size++] = element;
3482 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3483 SnapField(player, 0, 0);
3485 player->LevelSolved = FALSE;
3486 player->GameOver = FALSE;
3488 player->LevelSolved_GameWon = FALSE;
3489 player->LevelSolved_GameEnd = FALSE;
3490 player->LevelSolved_PanelOff = FALSE;
3491 player->LevelSolved_SaveTape = FALSE;
3492 player->LevelSolved_SaveScore = FALSE;
3494 player->LevelSolved_CountingTime = 0;
3495 player->LevelSolved_CountingScore = 0;
3496 player->LevelSolved_CountingHealth = 0;
3498 map_player_action[i] = i;
3501 network_player_action_received = FALSE;
3503 #if defined(NETWORK_AVALIABLE)
3504 /* initial null action */
3505 if (network_playing)
3506 SendToServer_MovePlayer(MV_NONE);
3515 TimeLeft = level.time;
3518 ScreenMovDir = MV_NONE;
3522 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3524 AllPlayersGone = FALSE;
3526 game.no_time_limit = (level.time == 0);
3528 game.yamyam_content_nr = 0;
3529 game.robot_wheel_active = FALSE;
3530 game.magic_wall_active = FALSE;
3531 game.magic_wall_time_left = 0;
3532 game.light_time_left = 0;
3533 game.timegate_time_left = 0;
3534 game.switchgate_pos = 0;
3535 game.wind_direction = level.wind_direction_initial;
3537 game.lenses_time_left = 0;
3538 game.magnify_time_left = 0;
3540 game.ball_state = level.ball_state_initial;
3541 game.ball_content_nr = 0;
3543 game.envelope_active = FALSE;
3545 /* set focus to local player for network games, else to all players */
3546 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3547 game.centered_player_nr_next = game.centered_player_nr;
3548 game.set_centered_player = FALSE;
3550 if (network_playing && tape.recording)
3552 /* store client dependent player focus when recording network games */
3553 tape.centered_player_nr_next = game.centered_player_nr_next;
3554 tape.set_centered_player = TRUE;
3557 for (i = 0; i < NUM_BELTS; i++)
3559 game.belt_dir[i] = MV_NONE;
3560 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3563 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3564 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3566 #if DEBUG_INIT_PLAYER
3569 printf("Player status at level initialization:\n");
3573 SCAN_PLAYFIELD(x, y)
3575 Feld[x][y] = level.field[x][y];
3576 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3577 ChangeDelay[x][y] = 0;
3578 ChangePage[x][y] = -1;
3579 CustomValue[x][y] = 0; /* initialized in InitField() */
3580 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3582 WasJustMoving[x][y] = 0;
3583 WasJustFalling[x][y] = 0;
3584 CheckCollision[x][y] = 0;
3585 CheckImpact[x][y] = 0;
3587 Pushed[x][y] = FALSE;
3589 ChangeCount[x][y] = 0;
3590 ChangeEvent[x][y] = -1;
3592 ExplodePhase[x][y] = 0;
3593 ExplodeDelay[x][y] = 0;
3594 ExplodeField[x][y] = EX_TYPE_NONE;
3596 RunnerVisit[x][y] = 0;
3597 PlayerVisit[x][y] = 0;
3600 GfxRandom[x][y] = INIT_GFX_RANDOM();
3601 GfxElement[x][y] = EL_UNDEFINED;
3602 GfxAction[x][y] = ACTION_DEFAULT;
3603 GfxDir[x][y] = MV_NONE;
3604 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3607 SCAN_PLAYFIELD(x, y)
3609 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3611 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3613 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3616 InitField(x, y, TRUE);
3618 ResetGfxAnimation(x, y);
3623 for (i = 0; i < MAX_PLAYERS; i++)
3625 struct PlayerInfo *player = &stored_player[i];
3627 /* set number of special actions for bored and sleeping animation */
3628 player->num_special_action_bored =
3629 get_num_special_action(player->artwork_element,
3630 ACTION_BORING_1, ACTION_BORING_LAST);
3631 player->num_special_action_sleeping =
3632 get_num_special_action(player->artwork_element,
3633 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3636 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3637 emulate_sb ? EMU_SOKOBAN :
3638 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3640 /* initialize type of slippery elements */
3641 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3643 if (!IS_CUSTOM_ELEMENT(i))
3645 /* default: elements slip down either to the left or right randomly */
3646 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3648 /* SP style elements prefer to slip down on the left side */
3649 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3650 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3652 /* BD style elements prefer to slip down on the left side */
3653 if (game.emulation == EMU_BOULDERDASH)
3654 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3658 /* initialize explosion and ignition delay */
3659 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3661 if (!IS_CUSTOM_ELEMENT(i))
3664 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3665 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3666 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3667 int last_phase = (num_phase + 1) * delay;
3668 int half_phase = (num_phase / 2) * delay;
3670 element_info[i].explosion_delay = last_phase - 1;
3671 element_info[i].ignition_delay = half_phase;
3673 if (i == EL_BLACK_ORB)
3674 element_info[i].ignition_delay = 1;
3678 /* correct non-moving belts to start moving left */
3679 for (i = 0; i < NUM_BELTS; i++)
3680 if (game.belt_dir[i] == MV_NONE)
3681 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3683 #if USE_NEW_PLAYER_ASSIGNMENTS
3684 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3685 /* choose default local player */
3686 local_player = &stored_player[0];
3688 for (i = 0; i < MAX_PLAYERS; i++)
3689 stored_player[i].connected = FALSE;
3691 local_player->connected = TRUE;
3692 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3696 for (i = 0; i < MAX_PLAYERS; i++)
3697 stored_player[i].connected = tape.player_participates[i];
3699 else if (game.team_mode && !options.network)
3701 /* try to guess locally connected team mode players (needed for correct
3702 assignment of player figures from level to locally playing players) */
3704 for (i = 0; i < MAX_PLAYERS; i++)
3705 if (setup.input[i].use_joystick ||
3706 setup.input[i].key.left != KSYM_UNDEFINED)
3707 stored_player[i].connected = TRUE;
3710 #if DEBUG_INIT_PLAYER
3713 printf("Player status after level initialization:\n");
3715 for (i = 0; i < MAX_PLAYERS; i++)
3717 struct PlayerInfo *player = &stored_player[i];
3719 printf("- player %d: present == %d, connected == %d, active == %d",
3725 if (local_player == player)
3726 printf(" (local player)");
3733 #if DEBUG_INIT_PLAYER
3735 printf("Reassigning players ...\n");
3738 /* check if any connected player was not found in playfield */
3739 for (i = 0; i < MAX_PLAYERS; i++)
3741 struct PlayerInfo *player = &stored_player[i];
3743 if (player->connected && !player->present)
3745 struct PlayerInfo *field_player = NULL;
3747 #if DEBUG_INIT_PLAYER
3749 printf("- looking for field player for player %d ...\n", i + 1);
3752 /* assign first free player found that is present in the playfield */
3754 /* first try: look for unmapped playfield player that is not connected */
3755 for (j = 0; j < MAX_PLAYERS; j++)
3756 if (field_player == NULL &&
3757 stored_player[j].present &&
3758 !stored_player[j].mapped &&
3759 !stored_player[j].connected)
3760 field_player = &stored_player[j];
3762 /* second try: look for *any* unmapped playfield player */
3763 for (j = 0; j < MAX_PLAYERS; j++)
3764 if (field_player == NULL &&
3765 stored_player[j].present &&
3766 !stored_player[j].mapped)
3767 field_player = &stored_player[j];
3769 if (field_player != NULL)
3771 int jx = field_player->jx, jy = field_player->jy;
3773 #if DEBUG_INIT_PLAYER
3775 printf("- found player %d\n", field_player->index_nr + 1);
3778 player->present = FALSE;
3779 player->active = FALSE;
3781 field_player->present = TRUE;
3782 field_player->active = TRUE;
3785 player->initial_element = field_player->initial_element;
3786 player->artwork_element = field_player->artwork_element;
3788 player->block_last_field = field_player->block_last_field;
3789 player->block_delay_adjustment = field_player->block_delay_adjustment;
3792 StorePlayer[jx][jy] = field_player->element_nr;
3794 field_player->jx = field_player->last_jx = jx;
3795 field_player->jy = field_player->last_jy = jy;
3797 if (local_player == player)
3798 local_player = field_player;
3800 map_player_action[field_player->index_nr] = i;
3802 field_player->mapped = TRUE;
3804 #if DEBUG_INIT_PLAYER
3806 printf("- map_player_action[%d] == %d\n",
3807 field_player->index_nr + 1, i + 1);
3812 if (player->connected && player->present)
3813 player->mapped = TRUE;
3816 #if DEBUG_INIT_PLAYER
3819 printf("Player status after player assignment (first stage):\n");
3821 for (i = 0; i < MAX_PLAYERS; i++)
3823 struct PlayerInfo *player = &stored_player[i];
3825 printf("- player %d: present == %d, connected == %d, active == %d",
3831 if (local_player == player)
3832 printf(" (local player)");
3841 /* check if any connected player was not found in playfield */
3842 for (i = 0; i < MAX_PLAYERS; i++)
3844 struct PlayerInfo *player = &stored_player[i];
3846 if (player->connected && !player->present)
3848 for (j = 0; j < MAX_PLAYERS; j++)
3850 struct PlayerInfo *field_player = &stored_player[j];
3851 int jx = field_player->jx, jy = field_player->jy;
3853 /* assign first free player found that is present in the playfield */
3854 if (field_player->present && !field_player->connected)
3856 player->present = TRUE;
3857 player->active = TRUE;
3859 field_player->present = FALSE;
3860 field_player->active = FALSE;
3862 player->initial_element = field_player->initial_element;
3863 player->artwork_element = field_player->artwork_element;
3865 player->block_last_field = field_player->block_last_field;
3866 player->block_delay_adjustment = field_player->block_delay_adjustment;
3868 StorePlayer[jx][jy] = player->element_nr;
3870 player->jx = player->last_jx = jx;
3871 player->jy = player->last_jy = jy;
3881 printf("::: local_player->present == %d\n", local_player->present);
3886 /* when playing a tape, eliminate all players who do not participate */
3888 #if USE_NEW_PLAYER_ASSIGNMENTS
3890 if (!game.team_mode)
3892 for (i = 0; i < MAX_PLAYERS; i++)
3894 if (stored_player[i].active &&
3895 !tape.player_participates[map_player_action[i]])
3897 struct PlayerInfo *player = &stored_player[i];
3898 int jx = player->jx, jy = player->jy;
3900 #if DEBUG_INIT_PLAYER
3902 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3905 player->active = FALSE;
3906 StorePlayer[jx][jy] = 0;
3907 Feld[jx][jy] = EL_EMPTY;
3914 for (i = 0; i < MAX_PLAYERS; i++)
3916 if (stored_player[i].active &&
3917 !tape.player_participates[i])
3919 struct PlayerInfo *player = &stored_player[i];
3920 int jx = player->jx, jy = player->jy;
3922 player->active = FALSE;
3923 StorePlayer[jx][jy] = 0;
3924 Feld[jx][jy] = EL_EMPTY;
3929 else if (!options.network && !game.team_mode) /* && !tape.playing */
3931 /* when in single player mode, eliminate all but the first active player */
3933 for (i = 0; i < MAX_PLAYERS; i++)
3935 if (stored_player[i].active)
3937 for (j = i + 1; j < MAX_PLAYERS; j++)
3939 if (stored_player[j].active)
3941 struct PlayerInfo *player = &stored_player[j];
3942 int jx = player->jx, jy = player->jy;
3944 player->active = FALSE;
3945 player->present = FALSE;
3947 StorePlayer[jx][jy] = 0;
3948 Feld[jx][jy] = EL_EMPTY;
3955 /* when recording the game, store which players take part in the game */
3958 #if USE_NEW_PLAYER_ASSIGNMENTS
3959 for (i = 0; i < MAX_PLAYERS; i++)
3960 if (stored_player[i].connected)
3961 tape.player_participates[i] = TRUE;
3963 for (i = 0; i < MAX_PLAYERS; i++)
3964 if (stored_player[i].active)
3965 tape.player_participates[i] = TRUE;
3969 #if DEBUG_INIT_PLAYER
3972 printf("Player status after player assignment (final stage):\n");
3974 for (i = 0; i < MAX_PLAYERS; i++)
3976 struct PlayerInfo *player = &stored_player[i];
3978 printf("- player %d: present == %d, connected == %d, active == %d",
3984 if (local_player == player)
3985 printf(" (local player)");
3992 if (BorderElement == EL_EMPTY)
3995 SBX_Right = lev_fieldx - SCR_FIELDX;
3997 SBY_Lower = lev_fieldy - SCR_FIELDY;
4002 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4004 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4007 if (full_lev_fieldx <= SCR_FIELDX)
4008 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4009 if (full_lev_fieldy <= SCR_FIELDY)
4010 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4012 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4014 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4017 /* if local player not found, look for custom element that might create
4018 the player (make some assumptions about the right custom element) */
4019 if (!local_player->present)
4021 int start_x = 0, start_y = 0;
4022 int found_rating = 0;
4023 int found_element = EL_UNDEFINED;
4024 int player_nr = local_player->index_nr;
4026 SCAN_PLAYFIELD(x, y)
4028 int element = Feld[x][y];
4033 if (level.use_start_element[player_nr] &&
4034 level.start_element[player_nr] == element &&
4041 found_element = element;
4044 if (!IS_CUSTOM_ELEMENT(element))
4047 if (CAN_CHANGE(element))
4049 for (i = 0; i < element_info[element].num_change_pages; i++)
4051 /* check for player created from custom element as single target */
4052 content = element_info[element].change_page[i].target_element;
4053 is_player = ELEM_IS_PLAYER(content);
4055 if (is_player && (found_rating < 3 ||
4056 (found_rating == 3 && element < found_element)))
4062 found_element = element;
4067 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4069 /* check for player created from custom element as explosion content */
4070 content = element_info[element].content.e[xx][yy];
4071 is_player = ELEM_IS_PLAYER(content);
4073 if (is_player && (found_rating < 2 ||
4074 (found_rating == 2 && element < found_element)))
4076 start_x = x + xx - 1;
4077 start_y = y + yy - 1;
4080 found_element = element;
4083 if (!CAN_CHANGE(element))
4086 for (i = 0; i < element_info[element].num_change_pages; i++)
4088 /* check for player created from custom element as extended target */
4090 element_info[element].change_page[i].target_content.e[xx][yy];
4092 is_player = ELEM_IS_PLAYER(content);
4094 if (is_player && (found_rating < 1 ||
4095 (found_rating == 1 && element < found_element)))
4097 start_x = x + xx - 1;
4098 start_y = y + yy - 1;
4101 found_element = element;
4107 scroll_x = SCROLL_POSITION_X(start_x);
4108 scroll_y = SCROLL_POSITION_Y(start_y);
4112 scroll_x = SCROLL_POSITION_X(local_player->jx);
4113 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4116 /* !!! FIX THIS (START) !!! */
4117 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4119 InitGameEngine_EM();
4121 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4123 InitGameEngine_SP();
4125 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4127 InitGameEngine_MM();
4131 DrawLevel(REDRAW_FIELD);
4134 /* after drawing the level, correct some elements */
4135 if (game.timegate_time_left == 0)
4136 CloseAllOpenTimegates();
4139 /* blit playfield from scroll buffer to normal back buffer for fading in */
4140 BlitScreenToBitmap(backbuffer);
4141 /* !!! FIX THIS (END) !!! */
4143 DrawMaskedBorder(fade_mask);
4148 // full screen redraw is required at this point in the following cases:
4149 // - special editor door undrawn when game was started from level editor
4150 // - drawing area (playfield) was changed and has to be removed completely
4151 redraw_mask = REDRAW_ALL;
4155 if (!game.restart_level)
4157 /* copy default game door content to main double buffer */
4159 /* !!! CHECK AGAIN !!! */
4160 SetPanelBackground();
4161 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4162 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4165 SetPanelBackground();
4166 SetDrawBackgroundMask(REDRAW_DOOR_1);
4168 UpdateAndDisplayGameControlValues();
4170 if (!game.restart_level)
4176 CreateGameButtons();
4181 /* copy actual game door content to door double buffer for OpenDoor() */
4182 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4184 OpenDoor(DOOR_OPEN_ALL);
4186 PlaySound(SND_GAME_STARTING);
4188 if (setup.sound_music)
4191 KeyboardAutoRepeatOffUnlessAutoplay();
4193 #if DEBUG_INIT_PLAYER
4196 printf("Player status (final):\n");
4198 for (i = 0; i < MAX_PLAYERS; i++)
4200 struct PlayerInfo *player = &stored_player[i];
4202 printf("- player %d: present == %d, connected == %d, active == %d",
4208 if (local_player == player)
4209 printf(" (local player)");
4222 if (!game.restart_level && !tape.playing)
4224 LevelStats_incPlayed(level_nr);
4226 SaveLevelSetup_SeriesInfo();
4229 game.restart_level = FALSE;
4231 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4232 InitGameActions_MM();
4234 SaveEngineSnapshotToListInitial();
4237 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4238 int actual_player_x, int actual_player_y)
4240 /* this is used for non-R'n'D game engines to update certain engine values */
4242 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4244 actual_player_x = correctLevelPosX_EM(actual_player_x);
4245 actual_player_y = correctLevelPosY_EM(actual_player_y);
4248 /* needed to determine if sounds are played within the visible screen area */
4249 scroll_x = actual_scroll_x;
4250 scroll_y = actual_scroll_y;
4252 /* needed to get player position for "follow finger" playing input method */
4253 local_player->jx = actual_player_x;
4254 local_player->jy = actual_player_y;
4257 void InitMovDir(int x, int y)
4259 int i, element = Feld[x][y];
4260 static int xy[4][2] =
4267 static int direction[3][4] =
4269 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4270 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4271 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4280 Feld[x][y] = EL_BUG;
4281 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4284 case EL_SPACESHIP_RIGHT:
4285 case EL_SPACESHIP_UP:
4286 case EL_SPACESHIP_LEFT:
4287 case EL_SPACESHIP_DOWN:
4288 Feld[x][y] = EL_SPACESHIP;
4289 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4292 case EL_BD_BUTTERFLY_RIGHT:
4293 case EL_BD_BUTTERFLY_UP:
4294 case EL_BD_BUTTERFLY_LEFT:
4295 case EL_BD_BUTTERFLY_DOWN:
4296 Feld[x][y] = EL_BD_BUTTERFLY;
4297 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4300 case EL_BD_FIREFLY_RIGHT:
4301 case EL_BD_FIREFLY_UP:
4302 case EL_BD_FIREFLY_LEFT:
4303 case EL_BD_FIREFLY_DOWN:
4304 Feld[x][y] = EL_BD_FIREFLY;
4305 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4308 case EL_PACMAN_RIGHT:
4310 case EL_PACMAN_LEFT:
4311 case EL_PACMAN_DOWN:
4312 Feld[x][y] = EL_PACMAN;
4313 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4316 case EL_YAMYAM_LEFT:
4317 case EL_YAMYAM_RIGHT:
4319 case EL_YAMYAM_DOWN:
4320 Feld[x][y] = EL_YAMYAM;
4321 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4324 case EL_SP_SNIKSNAK:
4325 MovDir[x][y] = MV_UP;
4328 case EL_SP_ELECTRON:
4329 MovDir[x][y] = MV_LEFT;
4336 Feld[x][y] = EL_MOLE;
4337 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4341 if (IS_CUSTOM_ELEMENT(element))
4343 struct ElementInfo *ei = &element_info[element];
4344 int move_direction_initial = ei->move_direction_initial;
4345 int move_pattern = ei->move_pattern;
4347 if (move_direction_initial == MV_START_PREVIOUS)
4349 if (MovDir[x][y] != MV_NONE)
4352 move_direction_initial = MV_START_AUTOMATIC;
4355 if (move_direction_initial == MV_START_RANDOM)
4356 MovDir[x][y] = 1 << RND(4);
4357 else if (move_direction_initial & MV_ANY_DIRECTION)
4358 MovDir[x][y] = move_direction_initial;
4359 else if (move_pattern == MV_ALL_DIRECTIONS ||
4360 move_pattern == MV_TURNING_LEFT ||
4361 move_pattern == MV_TURNING_RIGHT ||
4362 move_pattern == MV_TURNING_LEFT_RIGHT ||
4363 move_pattern == MV_TURNING_RIGHT_LEFT ||
4364 move_pattern == MV_TURNING_RANDOM)
4365 MovDir[x][y] = 1 << RND(4);
4366 else if (move_pattern == MV_HORIZONTAL)
4367 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4368 else if (move_pattern == MV_VERTICAL)
4369 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4370 else if (move_pattern & MV_ANY_DIRECTION)
4371 MovDir[x][y] = element_info[element].move_pattern;
4372 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4373 move_pattern == MV_ALONG_RIGHT_SIDE)
4375 /* use random direction as default start direction */
4376 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4377 MovDir[x][y] = 1 << RND(4);
4379 for (i = 0; i < NUM_DIRECTIONS; i++)
4381 int x1 = x + xy[i][0];
4382 int y1 = y + xy[i][1];
4384 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4386 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4387 MovDir[x][y] = direction[0][i];
4389 MovDir[x][y] = direction[1][i];
4398 MovDir[x][y] = 1 << RND(4);
4400 if (element != EL_BUG &&
4401 element != EL_SPACESHIP &&
4402 element != EL_BD_BUTTERFLY &&