1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic();
1089 static void FadeLevelSoundsAndMusic();
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(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 RemovePlayerWithCleanup(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()
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()
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()
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 inline 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 inline 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 void InitGameControlValues()
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 void UpdatePlayfieldElementCount()
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 void UpdateGameControlValues()
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 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2228 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2230 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2231 for (i = 0; i < MAX_NUM_KEYS; i++)
2232 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2233 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2236 if (game.centered_player_nr == -1)
2238 for (i = 0; i < MAX_PLAYERS; i++)
2240 /* only one player in Supaplex game engine */
2241 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2244 for (k = 0; k < MAX_NUM_KEYS; k++)
2246 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2248 if (level.native_em_level->ply[i]->keys & (1 << k))
2249 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2250 get_key_element_from_nr(k);
2252 else if (stored_player[i].key[k])
2253 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2254 get_key_element_from_nr(k);
2257 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2258 getPlayerInventorySize(i);
2260 if (stored_player[i].num_white_keys > 0)
2261 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2265 stored_player[i].num_white_keys;
2270 int player_nr = game.centered_player_nr;
2272 for (k = 0; k < MAX_NUM_KEYS; k++)
2274 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2276 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2277 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2278 get_key_element_from_nr(k);
2280 else if (stored_player[player_nr].key[k])
2281 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2282 get_key_element_from_nr(k);
2285 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2286 getPlayerInventorySize(player_nr);
2288 if (stored_player[player_nr].num_white_keys > 0)
2289 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2291 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2292 stored_player[player_nr].num_white_keys;
2295 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2297 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2298 get_inventory_element_from_pos(local_player, i);
2299 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2300 get_inventory_element_from_pos(local_player, -i - 1);
2303 game_panel_controls[GAME_PANEL_SCORE].value = score;
2304 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2306 game_panel_controls[GAME_PANEL_TIME].value = time;
2308 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2309 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2310 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2312 if (level.time == 0)
2313 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2315 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2317 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2318 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2320 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2322 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2323 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2325 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2326 local_player->shield_normal_time_left;
2327 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2328 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2330 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2331 local_player->shield_deadly_time_left;
2333 game_panel_controls[GAME_PANEL_EXIT].value =
2334 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2336 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2337 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2338 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2339 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2340 EL_EMC_MAGIC_BALL_SWITCH);
2342 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2343 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2344 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2345 game.light_time_left;
2347 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2348 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2349 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2350 game.timegate_time_left;
2352 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2353 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2355 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2356 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2357 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2358 game.lenses_time_left;
2360 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2361 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2362 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2363 game.magnify_time_left;
2365 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2366 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2367 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2368 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2369 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2370 EL_BALLOON_SWITCH_NONE);
2372 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2373 local_player->dynabomb_count;
2374 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2375 local_player->dynabomb_size;
2376 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2377 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2379 game_panel_controls[GAME_PANEL_PENGUINS].value =
2380 local_player->friends_still_needed;
2382 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2383 local_player->sokobanfields_still_needed;
2384 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2385 local_player->sokobanfields_still_needed;
2387 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2388 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2390 for (i = 0; i < NUM_BELTS; i++)
2392 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2393 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2394 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2395 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2396 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2399 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2400 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2401 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2402 game.magic_wall_time_left;
2404 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2405 local_player->gravity;
2407 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2408 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2410 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2411 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2412 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2413 game.panel.element[i].id : EL_UNDEFINED);
2415 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2416 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2417 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2418 element_info[game.panel.element_count[i].id].element_count : 0);
2420 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2421 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2422 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2423 element_info[game.panel.ce_score[i].id].collect_score : 0);
2425 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2426 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2427 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2428 element_info[game.panel.ce_score_element[i].id].collect_score :
2431 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2432 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2435 /* update game panel control frames */
2437 for (i = 0; game_panel_controls[i].nr != -1; i++)
2439 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2441 if (gpc->type == TYPE_ELEMENT)
2443 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2445 int last_anim_random_frame = gfx.anim_random_frame;
2446 int element = gpc->value;
2447 int graphic = el2panelimg(element);
2449 if (gpc->value != gpc->last_value)
2452 gpc->gfx_random = INIT_GFX_RANDOM();
2458 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2459 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2460 gpc->gfx_random = INIT_GFX_RANDOM();
2463 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2464 gfx.anim_random_frame = gpc->gfx_random;
2466 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2467 gpc->gfx_frame = element_info[element].collect_score;
2469 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2472 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2473 gfx.anim_random_frame = last_anim_random_frame;
2476 else if (gpc->type == TYPE_GRAPHIC)
2478 if (gpc->graphic != IMG_UNDEFINED)
2480 int last_anim_random_frame = gfx.anim_random_frame;
2481 int graphic = gpc->graphic;
2483 if (gpc->value != gpc->last_value)
2486 gpc->gfx_random = INIT_GFX_RANDOM();
2492 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2493 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2494 gpc->gfx_random = INIT_GFX_RANDOM();
2497 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2498 gfx.anim_random_frame = gpc->gfx_random;
2500 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2509 void DisplayGameControlValues()
2511 boolean redraw_panel = FALSE;
2514 for (i = 0; game_panel_controls[i].nr != -1; i++)
2516 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2518 if (PANEL_DEACTIVATED(gpc->pos))
2521 if (gpc->value == gpc->last_value &&
2522 gpc->frame == gpc->last_frame)
2525 redraw_panel = TRUE;
2531 /* copy default game door content to main double buffer */
2533 /* !!! CHECK AGAIN !!! */
2534 SetPanelBackground();
2535 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2536 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2538 /* redraw game control buttons */
2539 RedrawGameButtons();
2541 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2543 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2545 int nr = game_panel_order[i].nr;
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2547 struct TextPosInfo *pos = gpc->pos;
2548 int type = gpc->type;
2549 int value = gpc->value;
2550 int frame = gpc->frame;
2551 int size = pos->size;
2552 int font = pos->font;
2553 boolean draw_masked = pos->draw_masked;
2554 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2556 if (PANEL_DEACTIVATED(pos))
2559 gpc->last_value = value;
2560 gpc->last_frame = frame;
2562 if (type == TYPE_INTEGER)
2564 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2565 nr == GAME_PANEL_TIME)
2567 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2569 if (use_dynamic_size) /* use dynamic number of digits */
2571 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2572 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2573 int size2 = size1 + 1;
2574 int font1 = pos->font;
2575 int font2 = pos->font_alt;
2577 size = (value < value_change ? size1 : size2);
2578 font = (value < value_change ? font1 : font2);
2582 /* correct text size if "digits" is zero or less */
2584 size = strlen(int2str(value, size));
2586 /* dynamically correct text alignment */
2587 pos->width = size * getFontWidth(font);
2589 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2590 int2str(value, size), font, mask_mode);
2592 else if (type == TYPE_ELEMENT)
2594 int element, graphic;
2598 int dst_x = PANEL_XPOS(pos);
2599 int dst_y = PANEL_YPOS(pos);
2601 if (value != EL_UNDEFINED && value != EL_EMPTY)
2604 graphic = el2panelimg(value);
2606 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2608 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2611 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2614 width = graphic_info[graphic].width * size / TILESIZE;
2615 height = graphic_info[graphic].height * size / TILESIZE;
2618 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2621 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2625 else if (type == TYPE_GRAPHIC)
2627 int graphic = gpc->graphic;
2628 int graphic_active = gpc->graphic_active;
2632 int dst_x = PANEL_XPOS(pos);
2633 int dst_y = PANEL_YPOS(pos);
2634 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2635 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2637 if (graphic != IMG_UNDEFINED && !skip)
2639 if (pos->style == STYLE_REVERSE)
2640 value = 100 - value;
2642 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2644 if (pos->direction & MV_HORIZONTAL)
2646 width = graphic_info[graphic_active].width * value / 100;
2647 height = graphic_info[graphic_active].height;
2649 if (pos->direction == MV_LEFT)
2651 src_x += graphic_info[graphic_active].width - width;
2652 dst_x += graphic_info[graphic_active].width - width;
2657 width = graphic_info[graphic_active].width;
2658 height = graphic_info[graphic_active].height * value / 100;
2660 if (pos->direction == MV_UP)
2662 src_y += graphic_info[graphic_active].height - height;
2663 dst_y += graphic_info[graphic_active].height - height;
2668 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2671 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2674 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2676 if (pos->direction & MV_HORIZONTAL)
2678 if (pos->direction == MV_RIGHT)
2685 dst_x = PANEL_XPOS(pos);
2688 width = graphic_info[graphic].width - width;
2692 if (pos->direction == MV_DOWN)
2699 dst_y = PANEL_YPOS(pos);
2702 height = graphic_info[graphic].height - height;
2706 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2709 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2713 else if (type == TYPE_STRING)
2715 boolean active = (value != 0);
2716 char *state_normal = "off";
2717 char *state_active = "on";
2718 char *state = (active ? state_active : state_normal);
2719 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2720 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2721 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2722 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2724 if (nr == GAME_PANEL_GRAVITY_STATE)
2726 int font1 = pos->font; /* (used for normal state) */
2727 int font2 = pos->font_alt; /* (used for active state) */
2729 font = (active ? font2 : font1);
2738 /* don't truncate output if "chars" is zero or less */
2741 /* dynamically correct text alignment */
2742 pos->width = size * getFontWidth(font);
2745 s_cut = getStringCopyN(s, size);
2747 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2748 s_cut, font, mask_mode);
2754 redraw_mask |= REDRAW_DOOR_1;
2757 SetGameStatus(GAME_MODE_PLAYING);
2760 void UpdateAndDisplayGameControlValues()
2762 if (tape.deactivate_display)
2765 UpdateGameControlValues();
2766 DisplayGameControlValues();
2769 void UpdateGameDoorValues()
2771 UpdateGameControlValues();
2774 void DrawGameDoorValues()
2776 DisplayGameControlValues();
2781 =============================================================================
2783 -----------------------------------------------------------------------------
2784 initialize game engine due to level / tape version number
2785 =============================================================================
2788 static void InitGameEngine()
2790 int i, j, k, l, x, y;
2792 /* set game engine from tape file when re-playing, else from level file */
2793 game.engine_version = (tape.playing ? tape.engine_version :
2794 level.game_version);
2796 /* set single or multi-player game mode (needed for re-playing tapes) */
2797 game.team_mode = setup.team_mode;
2801 int num_players = 0;
2803 for (i = 0; i < MAX_PLAYERS; i++)
2804 if (tape.player_participates[i])
2807 /* multi-player tapes contain input data for more than one player */
2808 game.team_mode = (num_players > 1);
2811 /* ---------------------------------------------------------------------- */
2812 /* set flags for bugs and changes according to active game engine version */
2813 /* ---------------------------------------------------------------------- */
2816 Summary of bugfix/change:
2817 Fixed handling for custom elements that change when pushed by the player.
2819 Fixed/changed in version:
2823 Before 3.1.0, custom elements that "change when pushing" changed directly
2824 after the player started pushing them (until then handled in "DigField()").
2825 Since 3.1.0, these custom elements are not changed until the "pushing"
2826 move of the element is finished (now handled in "ContinueMoving()").
2828 Affected levels/tapes:
2829 The first condition is generally needed for all levels/tapes before version
2830 3.1.0, which might use the old behaviour before it was changed; known tapes
2831 that are affected are some tapes from the level set "Walpurgis Gardens" by
2833 The second condition is an exception from the above case and is needed for
2834 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2835 above (including some development versions of 3.1.0), but before it was
2836 known that this change would break tapes like the above and was fixed in
2837 3.1.1, so that the changed behaviour was active although the engine version
2838 while recording maybe was before 3.1.0. There is at least one tape that is
2839 affected by this exception, which is the tape for the one-level set "Bug
2840 Machine" by Juergen Bonhagen.
2843 game.use_change_when_pushing_bug =
2844 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2846 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version < VERSION_IDENT(3,1,1,0)));
2850 Summary of bugfix/change:
2851 Fixed handling for blocking the field the player leaves when moving.
2853 Fixed/changed in version:
2857 Before 3.1.1, when "block last field when moving" was enabled, the field
2858 the player is leaving when moving was blocked for the time of the move,
2859 and was directly unblocked afterwards. This resulted in the last field
2860 being blocked for exactly one less than the number of frames of one player
2861 move. Additionally, even when blocking was disabled, the last field was
2862 blocked for exactly one frame.
2863 Since 3.1.1, due to changes in player movement handling, the last field
2864 is not blocked at all when blocking is disabled. When blocking is enabled,
2865 the last field is blocked for exactly the number of frames of one player
2866 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2867 last field is blocked for exactly one more than the number of frames of
2870 Affected levels/tapes:
2871 (!!! yet to be determined -- probably many !!!)
2874 game.use_block_last_field_bug =
2875 (game.engine_version < VERSION_IDENT(3,1,1,0));
2877 game_em.use_single_button =
2878 (game.engine_version > VERSION_IDENT(4,0,0,2));
2880 game_em.use_snap_key_bug =
2881 (game.engine_version < VERSION_IDENT(4,0,1,0));
2883 /* ---------------------------------------------------------------------- */
2885 /* set maximal allowed number of custom element changes per game frame */
2886 game.max_num_changes_per_frame = 1;
2888 /* default scan direction: scan playfield from top/left to bottom/right */
2889 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2891 /* dynamically adjust element properties according to game engine version */
2892 InitElementPropertiesEngine(game.engine_version);
2895 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2896 printf(" tape version == %06d [%s] [file: %06d]\n",
2897 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2899 printf(" => game.engine_version == %06d\n", game.engine_version);
2902 /* ---------- initialize player's initial move delay --------------------- */
2904 /* dynamically adjust player properties according to level information */
2905 for (i = 0; i < MAX_PLAYERS; i++)
2906 game.initial_move_delay_value[i] =
2907 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2909 /* dynamically adjust player properties according to game engine version */
2910 for (i = 0; i < MAX_PLAYERS; i++)
2911 game.initial_move_delay[i] =
2912 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2913 game.initial_move_delay_value[i] : 0);
2915 /* ---------- initialize player's initial push delay --------------------- */
2917 /* dynamically adjust player properties according to game engine version */
2918 game.initial_push_delay_value =
2919 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2921 /* ---------- initialize changing elements ------------------------------- */
2923 /* initialize changing elements information */
2924 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2926 struct ElementInfo *ei = &element_info[i];
2928 /* this pointer might have been changed in the level editor */
2929 ei->change = &ei->change_page[0];
2931 if (!IS_CUSTOM_ELEMENT(i))
2933 ei->change->target_element = EL_EMPTY_SPACE;
2934 ei->change->delay_fixed = 0;
2935 ei->change->delay_random = 0;
2936 ei->change->delay_frames = 1;
2939 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2941 ei->has_change_event[j] = FALSE;
2943 ei->event_page_nr[j] = 0;
2944 ei->event_page[j] = &ei->change_page[0];
2948 /* add changing elements from pre-defined list */
2949 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2951 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2952 struct ElementInfo *ei = &element_info[ch_delay->element];
2954 ei->change->target_element = ch_delay->target_element;
2955 ei->change->delay_fixed = ch_delay->change_delay;
2957 ei->change->pre_change_function = ch_delay->pre_change_function;
2958 ei->change->change_function = ch_delay->change_function;
2959 ei->change->post_change_function = ch_delay->post_change_function;
2961 ei->change->can_change = TRUE;
2962 ei->change->can_change_or_has_action = TRUE;
2964 ei->has_change_event[CE_DELAY] = TRUE;
2966 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2970 /* ---------- initialize internal run-time variables --------------------- */
2972 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2974 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2976 for (j = 0; j < ei->num_change_pages; j++)
2978 ei->change_page[j].can_change_or_has_action =
2979 (ei->change_page[j].can_change |
2980 ei->change_page[j].has_action);
2984 /* add change events from custom element configuration */
2985 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2987 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2989 for (j = 0; j < ei->num_change_pages; j++)
2991 if (!ei->change_page[j].can_change_or_has_action)
2994 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2996 /* only add event page for the first page found with this event */
2997 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2999 ei->has_change_event[k] = TRUE;
3001 ei->event_page_nr[k] = j;
3002 ei->event_page[k] = &ei->change_page[j];
3008 /* ---------- initialize reference elements in change conditions --------- */
3010 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3012 int element = EL_CUSTOM_START + i;
3013 struct ElementInfo *ei = &element_info[element];
3015 for (j = 0; j < ei->num_change_pages; j++)
3017 int trigger_element = ei->change_page[j].initial_trigger_element;
3019 if (trigger_element >= EL_PREV_CE_8 &&
3020 trigger_element <= EL_NEXT_CE_8)
3021 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3023 ei->change_page[j].trigger_element = trigger_element;
3027 /* ---------- initialize run-time trigger player and element ------------- */
3029 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3031 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3033 for (j = 0; j < ei->num_change_pages; j++)
3035 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3036 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3038 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3039 ei->change_page[j].actual_trigger_ce_value = 0;
3040 ei->change_page[j].actual_trigger_ce_score = 0;
3044 /* ---------- initialize trigger events ---------------------------------- */
3046 /* initialize trigger events information */
3047 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3048 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3049 trigger_events[i][j] = FALSE;
3051 /* add trigger events from element change event properties */
3052 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3054 struct ElementInfo *ei = &element_info[i];
3056 for (j = 0; j < ei->num_change_pages; j++)
3058 if (!ei->change_page[j].can_change_or_has_action)
3061 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3063 int trigger_element = ei->change_page[j].trigger_element;
3065 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3067 if (ei->change_page[j].has_event[k])
3069 if (IS_GROUP_ELEMENT(trigger_element))
3071 struct ElementGroupInfo *group =
3072 element_info[trigger_element].group;
3074 for (l = 0; l < group->num_elements_resolved; l++)
3075 trigger_events[group->element_resolved[l]][k] = TRUE;
3077 else if (trigger_element == EL_ANY_ELEMENT)
3078 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3079 trigger_events[l][k] = TRUE;
3081 trigger_events[trigger_element][k] = TRUE;
3088 /* ---------- initialize push delay -------------------------------------- */
3090 /* initialize push delay values to default */
3091 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3093 if (!IS_CUSTOM_ELEMENT(i))
3095 /* set default push delay values (corrected since version 3.0.7-1) */
3096 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3098 element_info[i].push_delay_fixed = 2;
3099 element_info[i].push_delay_random = 8;
3103 element_info[i].push_delay_fixed = 8;
3104 element_info[i].push_delay_random = 8;
3109 /* set push delay value for certain elements from pre-defined list */
3110 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3112 int e = push_delay_list[i].element;
3114 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3115 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3118 /* set push delay value for Supaplex elements for newer engine versions */
3119 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (IS_SP_ELEMENT(i))
3125 /* set SP push delay to just enough to push under a falling zonk */
3126 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3128 element_info[i].push_delay_fixed = delay;
3129 element_info[i].push_delay_random = 0;
3134 /* ---------- initialize move stepsize ----------------------------------- */
3136 /* initialize move stepsize values to default */
3137 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3138 if (!IS_CUSTOM_ELEMENT(i))
3139 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3141 /* set move stepsize value for certain elements from pre-defined list */
3142 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3144 int e = move_stepsize_list[i].element;
3146 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3149 /* ---------- initialize collect score ----------------------------------- */
3151 /* initialize collect score values for custom elements from initial value */
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_CUSTOM_ELEMENT(i))
3154 element_info[i].collect_score = element_info[i].collect_score_initial;
3156 /* ---------- initialize collect count ----------------------------------- */
3158 /* initialize collect count values for non-custom elements */
3159 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3160 if (!IS_CUSTOM_ELEMENT(i))
3161 element_info[i].collect_count_initial = 0;
3163 /* add collect count values for all elements from pre-defined list */
3164 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3165 element_info[collect_count_list[i].element].collect_count_initial =
3166 collect_count_list[i].count;
3168 /* ---------- initialize access direction -------------------------------- */
3170 /* initialize access direction values to default (access from every side) */
3171 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3172 if (!IS_CUSTOM_ELEMENT(i))
3173 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3175 /* set access direction value for certain elements from pre-defined list */
3176 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3177 element_info[access_direction_list[i].element].access_direction =
3178 access_direction_list[i].direction;
3180 /* ---------- initialize explosion content ------------------------------- */
3181 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3186 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3188 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3190 element_info[i].content.e[x][y] =
3191 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3192 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3193 i == EL_PLAYER_3 ? EL_EMERALD :
3194 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3195 i == EL_MOLE ? EL_EMERALD_RED :
3196 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3197 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3198 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3199 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3200 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3201 i == EL_WALL_EMERALD ? EL_EMERALD :
3202 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3203 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3204 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3205 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3206 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3207 i == EL_WALL_PEARL ? EL_PEARL :
3208 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3213 /* ---------- initialize recursion detection ------------------------------ */
3214 recursion_loop_depth = 0;
3215 recursion_loop_detected = FALSE;
3216 recursion_loop_element = EL_UNDEFINED;
3218 /* ---------- initialize graphics engine ---------------------------------- */
3219 game.scroll_delay_value =
3220 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3221 setup.scroll_delay ? setup.scroll_delay_value : 0);
3222 game.scroll_delay_value =
3223 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3225 /* ---------- initialize game engine snapshots ---------------------------- */
3226 for (i = 0; i < MAX_PLAYERS; i++)
3227 game.snapshot.last_action[i] = 0;
3228 game.snapshot.changed_action = FALSE;
3229 game.snapshot.collected_item = FALSE;
3230 game.snapshot.mode =
3231 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3232 SNAPSHOT_MODE_EVERY_STEP :
3233 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3234 SNAPSHOT_MODE_EVERY_MOVE :
3235 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3236 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3237 game.snapshot.save_snapshot = FALSE;
3239 /* ---------- initialize level time for Supaplex engine ------------------- */
3240 /* Supaplex levels with time limit currently unsupported -- should be added */
3241 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3245 int get_num_special_action(int element, int action_first, int action_last)
3247 int num_special_action = 0;
3250 for (i = action_first; i <= action_last; i++)
3252 boolean found = FALSE;
3254 for (j = 0; j < NUM_DIRECTIONS; j++)
3255 if (el_act_dir2img(element, i, j) !=
3256 el_act_dir2img(element, ACTION_DEFAULT, j))
3260 num_special_action++;
3265 return num_special_action;
3270 =============================================================================
3272 -----------------------------------------------------------------------------
3273 initialize and start new game
3274 =============================================================================
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);
3339 if (!level_editor_test_game)
3342 /* needed if different viewport properties defined for playing */
3343 ChangeViewportPropertiesIfNeeded();
3347 DrawCompleteVideoDisplay();
3349 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3352 InitGameControlValues();
3354 /* don't play tapes over network */
3355 network_playing = (network.enabled && !tape.playing);
3357 for (i = 0; i < MAX_PLAYERS; i++)
3359 struct PlayerInfo *player = &stored_player[i];
3361 player->index_nr = i;
3362 player->index_bit = (1 << i);
3363 player->element_nr = EL_PLAYER_1 + i;
3365 player->present = FALSE;
3366 player->active = FALSE;
3367 player->mapped = FALSE;
3369 player->killed = FALSE;
3370 player->reanimated = FALSE;
3373 player->effective_action = 0;
3374 player->programmed_action = 0;
3376 player->mouse_action.lx = 0;
3377 player->mouse_action.ly = 0;
3378 player->mouse_action.button = 0;
3379 player->mouse_action.button_hint = 0;
3381 player->effective_mouse_action.lx = 0;
3382 player->effective_mouse_action.ly = 0;
3383 player->effective_mouse_action.button = 0;
3384 player->effective_mouse_action.button_hint = 0;
3387 player->score_final = 0;
3389 player->health = MAX_HEALTH;
3390 player->health_final = MAX_HEALTH;
3392 player->gems_still_needed = level.gems_needed;
3393 player->sokobanfields_still_needed = 0;
3394 player->lights_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_PanelOff = FALSE;
3525 player->LevelSolved_SaveTape = FALSE;
3526 player->LevelSolved_SaveScore = FALSE;
3528 player->LevelSolved_CountingTime = 0;
3529 player->LevelSolved_CountingScore = 0;
3530 player->LevelSolved_CountingHealth = 0;
3532 map_player_action[i] = i;
3535 network_player_action_received = FALSE;
3537 /* initial null action */
3538 if (network_playing)
3539 SendToServer_MovePlayer(MV_NONE);
3547 TimeLeft = level.time;
3550 ScreenMovDir = MV_NONE;
3554 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3556 AllPlayersGone = FALSE;
3558 game.no_time_limit = (level.time == 0);
3560 game.yamyam_content_nr = 0;
3561 game.robot_wheel_active = FALSE;
3562 game.magic_wall_active = FALSE;
3563 game.magic_wall_time_left = 0;
3564 game.light_time_left = 0;
3565 game.timegate_time_left = 0;
3566 game.switchgate_pos = 0;
3567 game.wind_direction = level.wind_direction_initial;
3569 game.lenses_time_left = 0;
3570 game.magnify_time_left = 0;
3572 game.ball_state = level.ball_state_initial;
3573 game.ball_content_nr = 0;
3575 game.envelope_active = FALSE;
3577 for (i = 0; i < NUM_BELTS; i++)
3579 game.belt_dir[i] = MV_NONE;
3580 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3583 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3584 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3586 #if DEBUG_INIT_PLAYER
3587 DebugPrintPlayerStatus("Player status at level initialization");
3590 SCAN_PLAYFIELD(x, y)
3592 Feld[x][y] = level.field[x][y];
3593 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3594 ChangeDelay[x][y] = 0;
3595 ChangePage[x][y] = -1;
3596 CustomValue[x][y] = 0; /* initialized in InitField() */
3597 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3599 WasJustMoving[x][y] = 0;
3600 WasJustFalling[x][y] = 0;
3601 CheckCollision[x][y] = 0;
3602 CheckImpact[x][y] = 0;
3604 Pushed[x][y] = FALSE;
3606 ChangeCount[x][y] = 0;
3607 ChangeEvent[x][y] = -1;
3609 ExplodePhase[x][y] = 0;
3610 ExplodeDelay[x][y] = 0;
3611 ExplodeField[x][y] = EX_TYPE_NONE;
3613 RunnerVisit[x][y] = 0;
3614 PlayerVisit[x][y] = 0;
3617 GfxRandom[x][y] = INIT_GFX_RANDOM();
3618 GfxElement[x][y] = EL_UNDEFINED;
3619 GfxAction[x][y] = ACTION_DEFAULT;
3620 GfxDir[x][y] = MV_NONE;
3621 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3624 SCAN_PLAYFIELD(x, y)
3626 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3628 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3630 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3633 InitField(x, y, TRUE);
3635 ResetGfxAnimation(x, y);
3640 for (i = 0; i < MAX_PLAYERS; i++)
3642 struct PlayerInfo *player = &stored_player[i];
3644 /* set number of special actions for bored and sleeping animation */
3645 player->num_special_action_bored =
3646 get_num_special_action(player->artwork_element,
3647 ACTION_BORING_1, ACTION_BORING_LAST);
3648 player->num_special_action_sleeping =
3649 get_num_special_action(player->artwork_element,
3650 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3653 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3654 emulate_sb ? EMU_SOKOBAN :
3655 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3657 /* initialize type of slippery elements */
3658 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3660 if (!IS_CUSTOM_ELEMENT(i))
3662 /* default: elements slip down either to the left or right randomly */
3663 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3665 /* SP style elements prefer to slip down on the left side */
3666 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3667 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3669 /* BD style elements prefer to slip down on the left side */
3670 if (game.emulation == EMU_BOULDERDASH)
3671 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* initialize explosion and ignition delay */
3676 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3678 if (!IS_CUSTOM_ELEMENT(i))
3681 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3682 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3683 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3684 int last_phase = (num_phase + 1) * delay;
3685 int half_phase = (num_phase / 2) * delay;
3687 element_info[i].explosion_delay = last_phase - 1;
3688 element_info[i].ignition_delay = half_phase;
3690 if (i == EL_BLACK_ORB)
3691 element_info[i].ignition_delay = 1;
3695 /* correct non-moving belts to start moving left */
3696 for (i = 0; i < NUM_BELTS; i++)
3697 if (game.belt_dir[i] == MV_NONE)
3698 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3700 #if USE_NEW_PLAYER_ASSIGNMENTS
3701 for (i = 0; i < MAX_PLAYERS; i++)
3703 stored_player[i].connected = FALSE;
3705 /* in network game mode, the local player might not be the first player */
3706 if (stored_player[i].connected_locally)
3707 local_player = &stored_player[i];
3710 if (!network.enabled)
3711 local_player->connected = TRUE;
3715 for (i = 0; i < MAX_PLAYERS; i++)
3716 stored_player[i].connected = tape.player_participates[i];
3718 else if (network.enabled)
3720 /* add team mode players connected over the network (needed for correct
3721 assignment of player figures from level to locally playing players) */
3723 for (i = 0; i < MAX_PLAYERS; i++)
3724 if (stored_player[i].connected_network)
3725 stored_player[i].connected = TRUE;
3727 else if (game.team_mode)
3729 /* try to guess locally connected team mode players (needed for correct
3730 assignment of player figures from level to locally playing players) */
3732 for (i = 0; i < MAX_PLAYERS; i++)
3733 if (setup.input[i].use_joystick ||
3734 setup.input[i].key.left != KSYM_UNDEFINED)
3735 stored_player[i].connected = TRUE;
3738 #if DEBUG_INIT_PLAYER
3739 DebugPrintPlayerStatus("Player status after level initialization");
3742 #if DEBUG_INIT_PLAYER
3744 printf("Reassigning players ...\n");
3747 /* check if any connected player was not found in playfield */
3748 for (i = 0; i < MAX_PLAYERS; i++)
3750 struct PlayerInfo *player = &stored_player[i];
3752 if (player->connected && !player->present)
3754 struct PlayerInfo *field_player = NULL;
3756 #if DEBUG_INIT_PLAYER
3758 printf("- looking for field player for player %d ...\n", i + 1);
3761 /* assign first free player found that is present in the playfield */
3763 /* first try: look for unmapped playfield player that is not connected */
3764 for (j = 0; j < MAX_PLAYERS; j++)
3765 if (field_player == NULL &&
3766 stored_player[j].present &&
3767 !stored_player[j].mapped &&
3768 !stored_player[j].connected)
3769 field_player = &stored_player[j];
3771 /* second try: look for *any* unmapped playfield player */
3772 for (j = 0; j < MAX_PLAYERS; j++)
3773 if (field_player == NULL &&
3774 stored_player[j].present &&
3775 !stored_player[j].mapped)
3776 field_player = &stored_player[j];
3778 if (field_player != NULL)
3780 int jx = field_player->jx, jy = field_player->jy;
3782 #if DEBUG_INIT_PLAYER
3784 printf("- found player %d\n", field_player->index_nr + 1);
3787 player->present = FALSE;
3788 player->active = FALSE;
3790 field_player->present = TRUE;
3791 field_player->active = TRUE;
3794 player->initial_element = field_player->initial_element;
3795 player->artwork_element = field_player->artwork_element;
3797 player->block_last_field = field_player->block_last_field;
3798 player->block_delay_adjustment = field_player->block_delay_adjustment;
3801 StorePlayer[jx][jy] = field_player->element_nr;
3803 field_player->jx = field_player->last_jx = jx;
3804 field_player->jy = field_player->last_jy = jy;
3806 if (local_player == player)
3807 local_player = field_player;
3809 map_player_action[field_player->index_nr] = i;
3811 field_player->mapped = TRUE;
3813 #if DEBUG_INIT_PLAYER
3815 printf("- map_player_action[%d] == %d\n",
3816 field_player->index_nr + 1, i + 1);
3821 if (player->connected && player->present)
3822 player->mapped = TRUE;
3825 #if DEBUG_INIT_PLAYER
3826 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3831 /* check if any connected player was not found in playfield */
3832 for (i = 0; i < MAX_PLAYERS; i++)
3834 struct PlayerInfo *player = &stored_player[i];
3836 if (player->connected && !player->present)
3838 for (j = 0; j < MAX_PLAYERS; j++)
3840 struct PlayerInfo *field_player = &stored_player[j];
3841 int jx = field_player->jx, jy = field_player->jy;
3843 /* assign first free player found that is present in the playfield */
3844 if (field_player->present && !field_player->connected)
3846 player->present = TRUE;
3847 player->active = TRUE;
3849 field_player->present = FALSE;
3850 field_player->active = FALSE;
3852 player->initial_element = field_player->initial_element;
3853 player->artwork_element = field_player->artwork_element;
3855 player->block_last_field = field_player->block_last_field;
3856 player->block_delay_adjustment = field_player->block_delay_adjustment;
3858 StorePlayer[jx][jy] = player->element_nr;
3860 player->jx = player->last_jx = jx;
3861 player->jy = player->last_jy = jy;
3871 printf("::: local_player->present == %d\n", local_player->present);