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
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 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(void);
1089 static void FadeLevelSoundsAndMusic(void);
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(int);
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 *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 // ---------- initialize player's last field block delay ------------------
1724 // always start with reliable default value (no adjustment needed)
1725 player->block_delay_adjustment = 0;
1727 // special case 1: in Supaplex, Murphy blocks last field one more frame
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 // special case 2: in game engines before 3.1.1, blocking was different
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 // remove potentially duplicate players
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; // if player was just killed, reanimate him
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else // more than one switch -- set it like the first switch
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 // reference elements should not be used on the playfield
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 // not needed to call InitMovDir() -- already done by InitField()!
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 // not needed to call InitMovDir() -- already done by InitField()!
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 // pos >= 0: get element from bottom of the stack;
2050 // pos < 0: get element from top of the stack
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 // force update of game controls after initialization
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 // determine panel value width for later calculation of alignment
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 // fill structure for game panel draw order
2143 gpo->sort_priority = pos->sort_priority;
2146 // sort game panel controls according to sort_priority and control number
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 // first check if it is needed at all to calculate playfield element count
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 // update game panel control values
2227 // used instead of "level_nr" (for network games)
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 // only one player in Supaplex game engine
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 // update game panel control frames
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 // copy default game door content to main double buffer
2534 // !!! CHECK AGAIN !!!
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 // redraw game control buttons
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) // use dynamic number of digits
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 // correct text size if "digits" is zero or less
2585 size = strlen(int2str(value, size));
2587 // dynamically correct text alignment
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; // (used for normal state)
2728 int font2 = pos->font_alt; // (used for active state)
2730 font = (active ? font2 : font1);
2739 // don't truncate output if "chars" is zero or less
2742 // dynamically correct text alignment
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2783 // ============================================================================
2785 // ----------------------------------------------------------------------------
2786 // initialize game engine due to level / tape version number
2787 // ============================================================================
2789 static void InitGameEngine(void)
2791 int i, j, k, l, x, y;
2793 // set game engine from tape file when re-playing, else from level file
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 // set single or multi-player game mode (needed for re-playing tapes)
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 // multi-player tapes contain input data for more than one player
2809 game.team_mode = (num_players > 1);
2812 // --------------------------------------------------------------------------
2813 // set flags for bugs and changes according to active game engine version
2814 // --------------------------------------------------------------------------
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 // --------------------------------------------------------------------------
2886 // set maximal allowed number of custom element changes per game frame
2887 game.max_num_changes_per_frame = 1;
2889 // default scan direction: scan playfield from top/left to bottom/right
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 // dynamically adjust element properties according to game engine version
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 // ---------- initialize player's initial move delay ------------------------
2905 // dynamically adjust player properties according to level information
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 // dynamically adjust player properties according to game engine version
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 // ---------- initialize player's initial push delay ------------------------
2918 // dynamically adjust player properties according to game engine version
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 // ---------- initialize changing elements ----------------------------------
2924 // initialize changing elements information
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 // this pointer might have been changed in the level editor
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 // add changing elements from pre-defined list
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 // ---------- initialize internal run-time variables ------------------------
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 // add change events from custom element configuration
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 // only add event page for the first page found with this event
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 // ---------- initialize reference elements in change conditions ------------
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 // ---------- initialize run-time trigger player and element ----------------
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 // ---------- initialize trigger events -------------------------------------
3047 // initialize trigger events information
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 // add trigger events from element change event properties
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 // ---------- initialize push delay -----------------------------------------
3091 // initialize push delay values to default
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 // set default push delay values (corrected since version 3.0.7-1)
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 // set push delay value for certain elements from pre-defined list
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 // set push delay value for Supaplex elements for newer engine versions
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 // set SP push delay to just enough to push under a falling zonk
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 // ---------- initialize move stepsize --------------------------------------
3137 // initialize move stepsize values to default
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 // set move stepsize value for certain elements from pre-defined list
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 // ---------- initialize collect score --------------------------------------
3152 // initialize collect score values for custom elements from initial value
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 // ---------- initialize collect count --------------------------------------
3159 // initialize collect count values for non-custom elements
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 // add collect count values for all elements from pre-defined list
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 // ---------- initialize access direction -----------------------------------
3171 // initialize access direction values to default (access from every side)
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 // set access direction value for certain elements from pre-defined list
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 // ---------- initialize explosion content ----------------------------------
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 // ---------- initialize recursion detection --------------------------------
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 // ---------- initialize graphics engine ------------------------------------
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 // ---------- initialize game engine snapshots ------------------------------
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 // ---------- initialize level time for Supaplex engine ---------------------
3241 // Supaplex levels with time limit currently unsupported -- should be added
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 static int get_num_special_action(int element, int action_first,
3249 int num_special_action = 0;
3252 for (i = action_first; i <= action_last; i++)
3254 boolean found = FALSE;
3256 for (j = 0; j < NUM_DIRECTIONS; j++)
3257 if (el_act_dir2img(element, i, j) !=
3258 el_act_dir2img(element, ACTION_DEFAULT, j))
3262 num_special_action++;
3267 return num_special_action;
3271 // ============================================================================
3273 // ----------------------------------------------------------------------------
3274 // initialize and start new game
3275 // ============================================================================
3277 #if DEBUG_INIT_PLAYER
3278 static void DebugPrintPlayerStatus(char *message)
3285 printf("%s:\n", message);
3287 for (i = 0; i < MAX_PLAYERS; i++)
3289 struct PlayerInfo *player = &stored_player[i];
3291 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3295 player->connected_locally,
3296 player->connected_network,
3299 if (local_player == player)
3300 printf(" (local player)");
3309 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3310 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int fade_mask = REDRAW_FIELD;
3313 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3314 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3315 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3316 int initial_move_dir = MV_DOWN;
3319 // required here to update video display before fading (FIX THIS)
3320 DrawMaskedBorder(REDRAW_DOOR_2);
3322 if (!game.restart_level)
3323 CloseDoor(DOOR_CLOSE_1);
3325 SetGameStatus(GAME_MODE_PLAYING);
3327 if (level_editor_test_game)
3328 FadeSkipNextFadeIn();
3330 FadeSetEnterScreen();
3332 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3333 fade_mask = REDRAW_ALL;
3335 FadeLevelSoundsAndMusic();
3337 ExpireSoundLoops(TRUE);
3341 // needed if different viewport properties defined for playing
3342 ChangeViewportPropertiesIfNeeded();
3346 DrawCompleteVideoDisplay();
3348 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3351 InitGameControlValues();
3353 // don't play tapes over network
3354 network_playing = (network.enabled && !tape.playing);
3356 for (i = 0; i < MAX_PLAYERS; i++)
3358 struct PlayerInfo *player = &stored_player[i];
3360 player->index_nr = i;
3361 player->index_bit = (1 << i);
3362 player->element_nr = EL_PLAYER_1 + i;
3364 player->present = FALSE;
3365 player->active = FALSE;
3366 player->mapped = FALSE;
3368 player->killed = FALSE;
3369 player->reanimated = FALSE;
3372 player->effective_action = 0;
3373 player->programmed_action = 0;
3375 player->mouse_action.lx = 0;
3376 player->mouse_action.ly = 0;
3377 player->mouse_action.button = 0;
3378 player->mouse_action.button_hint = 0;
3380 player->effective_mouse_action.lx = 0;
3381 player->effective_mouse_action.ly = 0;
3382 player->effective_mouse_action.button = 0;
3383 player->effective_mouse_action.button_hint = 0;
3386 player->score_final = 0;
3388 player->health = MAX_HEALTH;
3389 player->health_final = MAX_HEALTH;
3391 player->gems_still_needed = level.gems_needed;
3392 player->sokobanfields_still_needed = 0;
3393 player->lights_still_needed = 0;
3394 player->players_still_needed = 0;
3395 player->friends_still_needed = 0;
3397 for (j = 0; j < MAX_NUM_KEYS; j++)
3398 player->key[j] = FALSE;
3400 player->num_white_keys = 0;
3402 player->dynabomb_count = 0;
3403 player->dynabomb_size = 1;
3404 player->dynabombs_left = 0;
3405 player->dynabomb_xl = FALSE;
3407 player->MovDir = initial_move_dir;
3410 player->GfxDir = initial_move_dir;
3411 player->GfxAction = ACTION_DEFAULT;
3413 player->StepFrame = 0;
3415 player->initial_element = player->element_nr;
3416 player->artwork_element =
3417 (level.use_artwork_element[i] ? level.artwork_element[i] :
3418 player->element_nr);
3419 player->use_murphy = FALSE;
3421 player->block_last_field = FALSE; // initialized in InitPlayerField()
3422 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3424 player->gravity = level.initial_player_gravity[i];
3426 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3428 player->actual_frame_counter = 0;
3430 player->step_counter = 0;
3432 player->last_move_dir = initial_move_dir;
3434 player->is_active = FALSE;
3436 player->is_waiting = FALSE;
3437 player->is_moving = FALSE;
3438 player->is_auto_moving = FALSE;
3439 player->is_digging = FALSE;
3440 player->is_snapping = FALSE;
3441 player->is_collecting = FALSE;
3442 player->is_pushing = FALSE;
3443 player->is_switching = FALSE;
3444 player->is_dropping = FALSE;
3445 player->is_dropping_pressed = FALSE;
3447 player->is_bored = FALSE;
3448 player->is_sleeping = FALSE;
3450 player->was_waiting = TRUE;
3451 player->was_moving = FALSE;
3452 player->was_snapping = FALSE;
3453 player->was_dropping = FALSE;
3455 player->force_dropping = FALSE;
3457 player->frame_counter_bored = -1;
3458 player->frame_counter_sleeping = -1;
3460 player->anim_delay_counter = 0;
3461 player->post_delay_counter = 0;
3463 player->dir_waiting = initial_move_dir;
3464 player->action_waiting = ACTION_DEFAULT;
3465 player->last_action_waiting = ACTION_DEFAULT;
3466 player->special_action_bored = ACTION_DEFAULT;
3467 player->special_action_sleeping = ACTION_DEFAULT;
3469 player->switch_x = -1;
3470 player->switch_y = -1;
3472 player->drop_x = -1;
3473 player->drop_y = -1;
3475 player->show_envelope = 0;
3477 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3479 player->push_delay = -1; // initialized when pushing starts
3480 player->push_delay_value = game.initial_push_delay_value;
3482 player->drop_delay = 0;
3483 player->drop_pressed_delay = 0;
3485 player->last_jx = -1;
3486 player->last_jy = -1;
3490 player->shield_normal_time_left = 0;
3491 player->shield_deadly_time_left = 0;
3493 player->inventory_infinite_element = EL_UNDEFINED;
3494 player->inventory_size = 0;
3496 if (level.use_initial_inventory[i])
3498 for (j = 0; j < level.initial_inventory_size[i]; j++)
3500 int element = level.initial_inventory_content[i][j];
3501 int collect_count = element_info[element].collect_count_initial;
3504 if (!IS_CUSTOM_ELEMENT(element))
3507 if (collect_count == 0)
3508 player->inventory_infinite_element = element;
3510 for (k = 0; k < collect_count; k++)
3511 if (player->inventory_size < MAX_INVENTORY_SIZE)
3512 player->inventory_element[player->inventory_size++] = element;
3516 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3517 SnapField(player, 0, 0);
3519 player->LevelSolved = FALSE;
3520 player->GameOver = FALSE;
3522 player->LevelSolved_GameWon = FALSE;
3523 player->LevelSolved_GameEnd = FALSE;
3524 player->LevelSolved_SaveTape = FALSE;
3525 player->LevelSolved_SaveScore = FALSE;
3527 player->LevelSolved_CountingTime = 0;
3528 player->LevelSolved_CountingScore = 0;
3529 player->LevelSolved_CountingHealth = 0;
3531 map_player_action[i] = i;
3534 network_player_action_received = FALSE;
3536 // initial null action
3537 if (network_playing)
3538 SendToServer_MovePlayer(MV_NONE);
3546 TimeLeft = level.time;
3549 ScreenMovDir = MV_NONE;
3553 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3555 AllPlayersGone = FALSE;
3557 game.panel.active = TRUE;
3559 game.no_time_limit = (level.time == 0);
3561 game.yamyam_content_nr = 0;
3562 game.robot_wheel_active = FALSE;
3563 game.magic_wall_active = FALSE;
3564 game.magic_wall_time_left = 0;
3565 game.light_time_left = 0;
3566 game.timegate_time_left = 0;
3567 game.switchgate_pos = 0;
3568 game.wind_direction = level.wind_direction_initial;
3570 game.lenses_time_left = 0;
3571 game.magnify_time_left = 0;
3573 game.ball_state = level.ball_state_initial;
3574 game.ball_content_nr = 0;
3576 game.explosions_delayed = TRUE;
3578 game.envelope_active = FALSE;
3580 for (i = 0; i < NUM_BELTS; i++)
3582 game.belt_dir[i] = MV_NONE;
3583 game.belt_dir_nr[i] = 3; // not moving, next moving left
3586 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3587 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3589 #if DEBUG_INIT_PLAYER
3590 DebugPrintPlayerStatus("Player status at level initialization");
3593 SCAN_PLAYFIELD(x, y)
3595 Feld[x][y] = Last[x][y] = level.field[x][y];
3596 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3597 ChangeDelay[x][y] = 0;
3598 ChangePage[x][y] = -1;
3599 CustomValue[x][y] = 0; // initialized in InitField()
3600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3602 WasJustMoving[x][y] = 0;
3603 WasJustFalling[x][y] = 0;
3604 CheckCollision[x][y] = 0;
3605 CheckImpact[x][y] = 0;
3607 Pushed[x][y] = FALSE;
3609 ChangeCount[x][y] = 0;
3610 ChangeEvent[x][y] = -1;
3612 ExplodePhase[x][y] = 0;
3613 ExplodeDelay[x][y] = 0;
3614 ExplodeField[x][y] = EX_TYPE_NONE;
3616 RunnerVisit[x][y] = 0;
3617 PlayerVisit[x][y] = 0;
3620 GfxRandom[x][y] = INIT_GFX_RANDOM();
3621 GfxElement[x][y] = EL_UNDEFINED;
3622 GfxAction[x][y] = ACTION_DEFAULT;
3623 GfxDir[x][y] = MV_NONE;
3624 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3627 SCAN_PLAYFIELD(x, y)
3629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3636 InitField(x, y, TRUE);
3638 ResetGfxAnimation(x, y);
3643 for (i = 0; i < MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 // set number of special actions for bored and sleeping animation
3648 player->num_special_action_bored =
3649 get_num_special_action(player->artwork_element,
3650 ACTION_BORING_1, ACTION_BORING_LAST);
3651 player->num_special_action_sleeping =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3656 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3657 emulate_sb ? EMU_SOKOBAN :
3658 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3660 // initialize type of slippery elements
3661 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3663 if (!IS_CUSTOM_ELEMENT(i))
3665 // default: elements slip down either to the left or right randomly
3666 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3668 // SP style elements prefer to slip down on the left side
3669 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3670 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3672 // BD style elements prefer to slip down on the left side
3673 if (game.emulation == EMU_BOULDERDASH)
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3678 // initialize explosion and ignition delay
3679 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3681 if (!IS_CUSTOM_ELEMENT(i))
3684 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3685 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3686 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3687 int last_phase = (num_phase + 1) * delay;
3688 int half_phase = (num_phase / 2) * delay;
3690 element_info[i].explosion_delay = last_phase - 1;
3691 element_info[i].ignition_delay = half_phase;
3693 if (i == EL_BLACK_ORB)
3694 element_info[i].ignition_delay = 1;
3698 // correct non-moving belts to start moving left
3699 for (i = 0; i < NUM_BELTS; i++)
3700 if (game.belt_dir[i] == MV_NONE)
3701 game.belt_dir_nr[i] = 3; // not moving, next moving left
3703 #if USE_NEW_PLAYER_ASSIGNMENTS
3704 for (i = 0; i < MAX_PLAYERS; i++)
3706 stored_player[i].connected = FALSE;
3708 // in network game mode, the local player might not be the first player
3709 if (stored_player[i].connected_locally)
3710 local_player = &stored_player[i];
3713 if (!network.enabled)
3714 local_player->connected = TRUE;
3718 for (i = 0; i < MAX_PLAYERS; i++)
3719 stored_player[i].connected = tape.player_participates[i];
3721 else if (network.enabled)
3723 // add team mode players connected over the network (needed for correct
3724 // assignment of player figures from level to locally playing players)
3726 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].connected_network)
3728 stored_player[i].connected = TRUE;
3730 else if (game.team_mode)
3732 // try to guess locally connected team mode players (needed for correct
3733 // assignment of player figures from level to locally playing players)
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (setup.input[i].use_joystick ||
3737 setup.input[i].key.left != KSYM_UNDEFINED)
3738 stored_player[i].connected = TRUE;
3741 #if DEBUG_INIT_PLAYER
3742 DebugPrintPlayerStatus("Player status after level initialization");
3745 #if DEBUG_INIT_PLAYER
3747 printf("Reassigning players ...\n");
3750 // check if any connected player was not found in playfield
3751 for (i = 0; i < MAX_PLAYERS; i++)
3753 struct PlayerInfo *player = &stored_player[i];
3755 if (player->connected && !player->present)
3757 struct PlayerInfo *field_player = NULL;
3759 #if DEBUG_INIT_PLAYER
3761 printf("- looking for field player for player %d ...\n", i + 1);
3764 // assign first free player found that is present in the playfield
3766 // first try: look for unmapped playfield player that is not connected
3767 for (j = 0; j < MAX_PLAYERS; j++)
3768 if (field_player == NULL &&
3769 stored_player[j].present &&
3770 !stored_player[j].mapped &&
3771 !stored_player[j].connected)
3772 field_player = &stored_player[j];
3774 // second try: look for *any* unmapped playfield player
3775 for (j = 0; j < MAX_PLAYERS; j++)
3776 if (field_player == NULL &&
3777 stored_player[j].present &&
3778 !stored_player[j].mapped)
3779 field_player = &stored_player[j];
3781 if (field_player != NULL)
3783 int jx = field_player->jx, jy = field_player->jy;
3785 #if DEBUG_INIT_PLAYER
3787 printf("- found player %d\n", field_player->index_nr + 1);
3790 player->present = FALSE;
3791 player->active = FALSE;
3793 field_player->present = TRUE;
3794 field_player->active = TRUE;
3797 player->initial_element = field_player->initial_element;
3798 player->artwork_element = field_player->artwork_element;
3800 player->block_last_field = field_player->block_last_field;
3801 player->block_delay_adjustment = field_player->block_delay_adjustment;
3804 StorePlayer[jx][jy] = field_player->element_nr;
3806 field_player->jx = field_player->last_jx = jx;
3807 field_player->jy = field_player->last_jy = jy;
3809 if (local_player == player)
3810 local_player = field_player;
3812 map_player_action[field_player->index_nr] = i;
3814 field_player->mapped = TRUE;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- map_player_action[%d] == %d\n",
3819 field_player->index_nr + 1, i + 1);
3824 if (player->connected && player->present)
3825 player->mapped = TRUE;
3828 #if DEBUG_INIT_PLAYER
3829 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3834 // check if any connected player was not found in playfield
3835 for (i = 0; i < MAX_PLAYERS; i++)
3837 struct PlayerInfo *player = &stored_player[i];
3839 if (player->connected && !player->present)
3841 for (j = 0; j < MAX_PLAYERS; j++)
3843 struct PlayerInfo *field_player = &stored_player[j];
3844 int jx = field_player->jx, jy = field_player->jy;
3846 // assign first free player found that is present in the playfield
3847 if (field_player->present && !field_player->connected)
3849 player->present = TRUE;
3850 player->active = TRUE;
3852 field_player->present = FALSE;
3853 field_player->active = FALSE;
3855 player->initial_element = field_player->initial_element;
3856 player->artwork_element = field_player->artwork_element;
3858 player->block_last_field = field_player->block_last_field;
3859 player->block_delay_adjustment = field_player->block_delay_adjustment;
3861 StorePlayer[jx][jy] = player->element_nr;
3863 player->jx = player->last_jx = jx;
3864 player->jy = player->last_jy = jy;
3874 printf("::: local_player->present == %d\n", local_player->present);