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 /* game button identifiers */
1006 #define GAME_CTRL_ID_STOP 0
1007 #define GAME_CTRL_ID_PAUSE 1
1008 #define GAME_CTRL_ID_PLAY 2
1009 #define GAME_CTRL_ID_UNDO 3
1010 #define GAME_CTRL_ID_REDO 4
1011 #define GAME_CTRL_ID_SAVE 5
1012 #define GAME_CTRL_ID_PAUSE2 6
1013 #define GAME_CTRL_ID_LOAD 7
1014 #define SOUND_CTRL_ID_MUSIC 8
1015 #define SOUND_CTRL_ID_LOOPS 9
1016 #define SOUND_CTRL_ID_SIMPLE 10
1018 #define NUM_GAME_BUTTONS 11
1021 /* forward declaration for internal use */
1023 static void CreateField(int, int, int);
1025 static void ResetGfxAnimation(int, int);
1027 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1028 static void AdvanceFrameAndPlayerCounters(int);
1030 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1031 static boolean MovePlayer(struct PlayerInfo *, int, int);
1032 static void ScrollPlayer(struct PlayerInfo *, int);
1033 static void ScrollScreen(struct PlayerInfo *, int);
1035 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1036 static boolean DigFieldByCE(int, int, int);
1037 static boolean SnapField(struct PlayerInfo *, int, int);
1038 static boolean DropElement(struct PlayerInfo *);
1040 static void InitBeltMovement(void);
1041 static void CloseAllOpenTimegates(void);
1042 static void CheckGravityMovement(struct PlayerInfo *);
1043 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1044 static void KillPlayerUnlessEnemyProtected(int, int);
1045 static void KillPlayerUnlessExplosionProtected(int, int);
1047 static void TestIfPlayerTouchesCustomElement(int, int);
1048 static void TestIfElementTouchesCustomElement(int, int);
1049 static void TestIfElementHitsCustomElement(int, int, int);
1051 static void HandleElementChange(int, int, int);
1052 static void ExecuteCustomElementAction(int, int, int, int);
1053 static boolean ChangeElement(int, int, int, int);
1055 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1056 #define CheckTriggeredElementChange(x, y, e, ev) \
1057 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1058 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1059 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1060 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1061 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1062 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1063 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1065 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1066 #define CheckElementChange(x, y, e, te, ev) \
1067 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1068 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1070 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1071 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1073 static void PlayLevelSound(int, int, int);
1074 static void PlayLevelSoundNearest(int, int, int);
1075 static void PlayLevelSoundAction(int, int, int);
1076 static void PlayLevelSoundElementAction(int, int, int, int);
1077 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1078 static void PlayLevelSoundActionIfLoop(int, int, int);
1079 static void StopLevelSoundActionIfLoop(int, int, int);
1080 static void PlayLevelMusic();
1081 static void FadeLevelSoundsAndMusic();
1083 static void HandleGameButtons(struct GadgetInfo *);
1085 int AmoebeNachbarNr(int, int);
1086 void AmoebeUmwandeln(int, int);
1087 void ContinueMoving(int, int);
1088 void Bang(int, int);
1089 void InitMovDir(int, int);
1090 void InitAmoebaNr(int, int);
1091 int NewHiScore(void);
1093 void TestIfGoodThingHitsBadThing(int, int, int);
1094 void TestIfBadThingHitsGoodThing(int, int, int);
1095 void TestIfPlayerTouchesBadThing(int, int);
1096 void TestIfPlayerRunsIntoBadThing(int, int, int);
1097 void TestIfBadThingTouchesPlayer(int, int);
1098 void TestIfBadThingRunsIntoPlayer(int, int, int);
1099 void TestIfFriendTouchesBadThing(int, int);
1100 void TestIfBadThingTouchesFriend(int, int);
1101 void TestIfBadThingTouchesOtherBadThing(int, int);
1102 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1104 void KillPlayer(struct PlayerInfo *);
1105 void BuryPlayer(struct PlayerInfo *);
1106 void RemovePlayer(struct PlayerInfo *);
1108 static int getInvisibleActiveFromInvisibleElement(int);
1109 static int getInvisibleFromInvisibleActiveElement(int);
1111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1113 /* for detection of endless loops, caused by custom element programming */
1114 /* (using maximal playfield width x 10 is just a rough approximation) */
1115 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1117 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1119 if (recursion_loop_detected) \
1122 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1124 recursion_loop_detected = TRUE; \
1125 recursion_loop_element = (e); \
1128 recursion_loop_depth++; \
1131 #define RECURSION_LOOP_DETECTION_END() \
1133 recursion_loop_depth--; \
1136 static int recursion_loop_depth;
1137 static boolean recursion_loop_detected;
1138 static boolean recursion_loop_element;
1140 static int map_player_action[MAX_PLAYERS];
1143 /* ------------------------------------------------------------------------- */
1144 /* definition of elements that automatically change to other elements after */
1145 /* a specified time, eventually calling a function when changing */
1146 /* ------------------------------------------------------------------------- */
1148 /* forward declaration for changer functions */
1149 static void InitBuggyBase(int, int);
1150 static void WarnBuggyBase(int, int);
1152 static void InitTrap(int, int);
1153 static void ActivateTrap(int, int);
1154 static void ChangeActiveTrap(int, int);
1156 static void InitRobotWheel(int, int);
1157 static void RunRobotWheel(int, int);
1158 static void StopRobotWheel(int, int);
1160 static void InitTimegateWheel(int, int);
1161 static void RunTimegateWheel(int, int);
1163 static void InitMagicBallDelay(int, int);
1164 static void ActivateMagicBall(int, int);
1166 struct ChangingElementInfo
1171 void (*pre_change_function)(int x, int y);
1172 void (*change_function)(int x, int y);
1173 void (*post_change_function)(int x, int y);
1176 static struct ChangingElementInfo change_delay_list[] =
1211 EL_STEEL_EXIT_OPENING,
1219 EL_STEEL_EXIT_CLOSING,
1220 EL_STEEL_EXIT_CLOSED,
1243 EL_EM_STEEL_EXIT_OPENING,
1244 EL_EM_STEEL_EXIT_OPEN,
1251 EL_EM_STEEL_EXIT_CLOSING,
1275 EL_SWITCHGATE_OPENING,
1283 EL_SWITCHGATE_CLOSING,
1284 EL_SWITCHGATE_CLOSED,
1291 EL_TIMEGATE_OPENING,
1299 EL_TIMEGATE_CLOSING,
1308 EL_ACID_SPLASH_LEFT,
1316 EL_ACID_SPLASH_RIGHT,
1325 EL_SP_BUGGY_BASE_ACTIVATING,
1332 EL_SP_BUGGY_BASE_ACTIVATING,
1333 EL_SP_BUGGY_BASE_ACTIVE,
1340 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_ROBOT_WHEEL_ACTIVE,
1372 EL_TIMEGATE_SWITCH_ACTIVE,
1380 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1381 EL_DC_TIMEGATE_SWITCH,
1388 EL_EMC_MAGIC_BALL_ACTIVE,
1389 EL_EMC_MAGIC_BALL_ACTIVE,
1396 EL_EMC_SPRING_BUMPER_ACTIVE,
1397 EL_EMC_SPRING_BUMPER,
1404 EL_DIAGONAL_SHRINKING,
1412 EL_DIAGONAL_GROWING,
1433 int push_delay_fixed, push_delay_random;
1437 { EL_SPRING, 0, 0 },
1438 { EL_BALLOON, 0, 0 },
1440 { EL_SOKOBAN_OBJECT, 2, 0 },
1441 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1442 { EL_SATELLITE, 2, 0 },
1443 { EL_SP_DISK_YELLOW, 2, 0 },
1445 { EL_UNDEFINED, 0, 0 },
1453 move_stepsize_list[] =
1455 { EL_AMOEBA_DROP, 2 },
1456 { EL_AMOEBA_DROPPING, 2 },
1457 { EL_QUICKSAND_FILLING, 1 },
1458 { EL_QUICKSAND_EMPTYING, 1 },
1459 { EL_QUICKSAND_FAST_FILLING, 2 },
1460 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1461 { EL_MAGIC_WALL_FILLING, 2 },
1462 { EL_MAGIC_WALL_EMPTYING, 2 },
1463 { EL_BD_MAGIC_WALL_FILLING, 2 },
1464 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1465 { EL_DC_MAGIC_WALL_FILLING, 2 },
1466 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1468 { EL_UNDEFINED, 0 },
1476 collect_count_list[] =
1479 { EL_BD_DIAMOND, 1 },
1480 { EL_EMERALD_YELLOW, 1 },
1481 { EL_EMERALD_RED, 1 },
1482 { EL_EMERALD_PURPLE, 1 },
1484 { EL_SP_INFOTRON, 1 },
1488 { EL_UNDEFINED, 0 },
1496 access_direction_list[] =
1498 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1499 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1500 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1501 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1502 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1503 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1504 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1505 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1506 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1507 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1508 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1510 { EL_SP_PORT_LEFT, MV_RIGHT },
1511 { EL_SP_PORT_RIGHT, MV_LEFT },
1512 { EL_SP_PORT_UP, MV_DOWN },
1513 { EL_SP_PORT_DOWN, MV_UP },
1514 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1515 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1516 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1517 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1518 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1519 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1520 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1521 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1524 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1525 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1526 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1527 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1528 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1530 { EL_UNDEFINED, MV_NONE }
1533 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1535 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1536 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1537 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1538 IS_JUST_CHANGING(x, y))
1540 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1542 /* static variables for playfield scan mode (scanning forward or backward) */
1543 static int playfield_scan_start_x = 0;
1544 static int playfield_scan_start_y = 0;
1545 static int playfield_scan_delta_x = 1;
1546 static int playfield_scan_delta_y = 1;
1548 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1549 (y) >= 0 && (y) <= lev_fieldy - 1; \
1550 (y) += playfield_scan_delta_y) \
1551 for ((x) = playfield_scan_start_x; \
1552 (x) >= 0 && (x) <= lev_fieldx - 1; \
1553 (x) += playfield_scan_delta_x)
1556 void DEBUG_SetMaximumDynamite()
1560 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1561 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1562 local_player->inventory_element[local_player->inventory_size++] =
1567 static void InitPlayfieldScanModeVars()
1569 if (game.use_reverse_scan_direction)
1571 playfield_scan_start_x = lev_fieldx - 1;
1572 playfield_scan_start_y = lev_fieldy - 1;
1574 playfield_scan_delta_x = -1;
1575 playfield_scan_delta_y = -1;
1579 playfield_scan_start_x = 0;
1580 playfield_scan_start_y = 0;
1582 playfield_scan_delta_x = 1;
1583 playfield_scan_delta_y = 1;
1587 static void InitPlayfieldScanMode(int mode)
1589 game.use_reverse_scan_direction =
1590 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1592 InitPlayfieldScanModeVars();
1595 static int get_move_delay_from_stepsize(int move_stepsize)
1598 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1600 /* make sure that stepsize value is always a power of 2 */
1601 move_stepsize = (1 << log_2(move_stepsize));
1603 return TILEX / move_stepsize;
1606 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1609 int player_nr = player->index_nr;
1610 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1611 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1613 /* do no immediately change move delay -- the player might just be moving */
1614 player->move_delay_value_next = move_delay;
1616 /* information if player can move must be set separately */
1617 player->cannot_move = cannot_move;
1621 player->move_delay = game.initial_move_delay[player_nr];
1622 player->move_delay_value = game.initial_move_delay_value[player_nr];
1624 player->move_delay_value_next = -1;
1626 player->move_delay_reset_counter = 0;
1630 void GetPlayerConfig()
1632 GameFrameDelay = setup.game_frame_delay;
1634 if (!audio.sound_available)
1635 setup.sound_simple = FALSE;
1637 if (!audio.loops_available)
1638 setup.sound_loops = FALSE;
1640 if (!audio.music_available)
1641 setup.sound_music = FALSE;
1643 if (!video.fullscreen_available)
1644 setup.fullscreen = FALSE;
1646 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1648 SetAudioMode(setup.sound);
1651 int GetElementFromGroupElement(int element)
1653 if (IS_GROUP_ELEMENT(element))
1655 struct ElementGroupInfo *group = element_info[element].group;
1656 int last_anim_random_frame = gfx.anim_random_frame;
1659 if (group->choice_mode == ANIM_RANDOM)
1660 gfx.anim_random_frame = RND(group->num_elements_resolved);
1662 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1663 group->choice_mode, 0,
1666 if (group->choice_mode == ANIM_RANDOM)
1667 gfx.anim_random_frame = last_anim_random_frame;
1669 group->choice_pos++;
1671 element = group->element_resolved[element_pos];
1677 static void InitPlayerField(int x, int y, int element, boolean init_game)
1679 if (element == EL_SP_MURPHY)
1683 if (stored_player[0].present)
1685 Feld[x][y] = EL_SP_MURPHY_CLONE;
1691 stored_player[0].initial_element = element;
1692 stored_player[0].use_murphy = TRUE;
1694 if (!level.use_artwork_element[0])
1695 stored_player[0].artwork_element = EL_SP_MURPHY;
1698 Feld[x][y] = EL_PLAYER_1;
1704 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1705 int jx = player->jx, jy = player->jy;
1707 player->present = TRUE;
1709 player->block_last_field = (element == EL_SP_MURPHY ?
1710 level.sp_block_last_field :
1711 level.block_last_field);
1713 /* ---------- initialize player's last field block delay --------------- */
1715 /* always start with reliable default value (no adjustment needed) */
1716 player->block_delay_adjustment = 0;
1718 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1719 if (player->block_last_field && element == EL_SP_MURPHY)
1720 player->block_delay_adjustment = 1;
1722 /* special case 2: in game engines before 3.1.1, blocking was different */
1723 if (game.use_block_last_field_bug)
1724 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1726 if (!options.network || player->connected)
1728 player->active = TRUE;
1730 /* remove potentially duplicate players */
1731 if (StorePlayer[jx][jy] == Feld[x][y])
1732 StorePlayer[jx][jy] = 0;
1734 StorePlayer[x][y] = Feld[x][y];
1736 #if DEBUG_INIT_PLAYER
1739 printf("- player element %d activated", player->element_nr);
1740 printf(" (local player is %d and currently %s)\n",
1741 local_player->element_nr,
1742 local_player->active ? "active" : "not active");
1747 Feld[x][y] = EL_EMPTY;
1749 player->jx = player->last_jx = x;
1750 player->jy = player->last_jy = y;
1755 int player_nr = GET_PLAYER_NR(element);
1756 struct PlayerInfo *player = &stored_player[player_nr];
1758 if (player->active && player->killed)
1759 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1763 static void InitField(int x, int y, boolean init_game)
1765 int element = Feld[x][y];
1774 InitPlayerField(x, y, element, init_game);
1777 case EL_SOKOBAN_FIELD_PLAYER:
1778 element = Feld[x][y] = EL_PLAYER_1;
1779 InitField(x, y, init_game);
1781 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1782 InitField(x, y, init_game);
1785 case EL_SOKOBAN_FIELD_EMPTY:
1786 local_player->sokobanfields_still_needed++;
1790 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1791 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1792 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1793 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1794 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1795 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1796 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1797 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1798 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1799 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1808 case EL_SPACESHIP_RIGHT:
1809 case EL_SPACESHIP_UP:
1810 case EL_SPACESHIP_LEFT:
1811 case EL_SPACESHIP_DOWN:
1812 case EL_BD_BUTTERFLY:
1813 case EL_BD_BUTTERFLY_RIGHT:
1814 case EL_BD_BUTTERFLY_UP:
1815 case EL_BD_BUTTERFLY_LEFT:
1816 case EL_BD_BUTTERFLY_DOWN:
1818 case EL_BD_FIREFLY_RIGHT:
1819 case EL_BD_FIREFLY_UP:
1820 case EL_BD_FIREFLY_LEFT:
1821 case EL_BD_FIREFLY_DOWN:
1822 case EL_PACMAN_RIGHT:
1824 case EL_PACMAN_LEFT:
1825 case EL_PACMAN_DOWN:
1827 case EL_YAMYAM_LEFT:
1828 case EL_YAMYAM_RIGHT:
1830 case EL_YAMYAM_DOWN:
1831 case EL_DARK_YAMYAM:
1834 case EL_SP_SNIKSNAK:
1835 case EL_SP_ELECTRON:
1844 case EL_AMOEBA_FULL:
1849 case EL_AMOEBA_DROP:
1850 if (y == lev_fieldy - 1)
1852 Feld[x][y] = EL_AMOEBA_GROWING;
1853 Store[x][y] = EL_AMOEBA_WET;
1857 case EL_DYNAMITE_ACTIVE:
1858 case EL_SP_DISK_RED_ACTIVE:
1859 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1860 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1861 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1862 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1863 MovDelay[x][y] = 96;
1866 case EL_EM_DYNAMITE_ACTIVE:
1867 MovDelay[x][y] = 32;
1871 local_player->lights_still_needed++;
1875 local_player->friends_still_needed++;
1880 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1883 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1884 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1885 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1886 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1887 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1888 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1889 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1890 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1891 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1892 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1897 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1898 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1899 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1901 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1903 game.belt_dir[belt_nr] = belt_dir;
1904 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1906 else /* more than one switch -- set it like the first switch */
1908 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1913 case EL_LIGHT_SWITCH_ACTIVE:
1915 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1918 case EL_INVISIBLE_STEELWALL:
1919 case EL_INVISIBLE_WALL:
1920 case EL_INVISIBLE_SAND:
1921 if (game.light_time_left > 0 ||
1922 game.lenses_time_left > 0)
1923 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1926 case EL_EMC_MAGIC_BALL:
1927 if (game.ball_state)
1928 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1931 case EL_EMC_MAGIC_BALL_SWITCH:
1932 if (game.ball_state)
1933 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1936 case EL_TRIGGER_PLAYER:
1937 case EL_TRIGGER_ELEMENT:
1938 case EL_TRIGGER_CE_VALUE:
1939 case EL_TRIGGER_CE_SCORE:
1941 case EL_ANY_ELEMENT:
1942 case EL_CURRENT_CE_VALUE:
1943 case EL_CURRENT_CE_SCORE:
1960 /* reference elements should not be used on the playfield */
1961 Feld[x][y] = EL_EMPTY;
1965 if (IS_CUSTOM_ELEMENT(element))
1967 if (CAN_MOVE(element))
1970 if (!element_info[element].use_last_ce_value || init_game)
1971 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1973 else if (IS_GROUP_ELEMENT(element))
1975 Feld[x][y] = GetElementFromGroupElement(element);
1977 InitField(x, y, init_game);
1984 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1987 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1989 InitField(x, y, init_game);
1991 /* not needed to call InitMovDir() -- already done by InitField()! */
1992 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1993 CAN_MOVE(Feld[x][y]))
1997 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1999 int old_element = Feld[x][y];
2001 InitField(x, y, init_game);
2003 /* not needed to call InitMovDir() -- already done by InitField()! */
2004 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2005 CAN_MOVE(old_element) &&
2006 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2009 /* this case is in fact a combination of not less than three bugs:
2010 first, it calls InitMovDir() for elements that can move, although this is
2011 already done by InitField(); then, it checks the element that was at this
2012 field _before_ the call to InitField() (which can change it); lastly, it
2013 was not called for "mole with direction" elements, which were treated as
2014 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2018 static int get_key_element_from_nr(int key_nr)
2020 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2021 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2022 EL_EM_KEY_1 : EL_KEY_1);
2024 return key_base_element + key_nr;
2027 static int get_next_dropped_element(struct PlayerInfo *player)
2029 return (player->inventory_size > 0 ?
2030 player->inventory_element[player->inventory_size - 1] :
2031 player->inventory_infinite_element != EL_UNDEFINED ?
2032 player->inventory_infinite_element :
2033 player->dynabombs_left > 0 ?
2034 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2038 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2040 /* pos >= 0: get element from bottom of the stack;
2041 pos < 0: get element from top of the stack */
2045 int min_inventory_size = -pos;
2046 int inventory_pos = player->inventory_size - min_inventory_size;
2047 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2049 return (player->inventory_size >= min_inventory_size ?
2050 player->inventory_element[inventory_pos] :
2051 player->inventory_infinite_element != EL_UNDEFINED ?
2052 player->inventory_infinite_element :
2053 player->dynabombs_left >= min_dynabombs_left ?
2054 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2059 int min_dynabombs_left = pos + 1;
2060 int min_inventory_size = pos + 1 - player->dynabombs_left;
2061 int inventory_pos = pos - player->dynabombs_left;
2063 return (player->inventory_infinite_element != EL_UNDEFINED ?
2064 player->inventory_infinite_element :
2065 player->dynabombs_left >= min_dynabombs_left ?
2066 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2067 player->inventory_size >= min_inventory_size ?
2068 player->inventory_element[inventory_pos] :
2073 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2075 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2076 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2079 if (gpo1->sort_priority != gpo2->sort_priority)
2080 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2082 compare_result = gpo1->nr - gpo2->nr;
2084 return compare_result;
2087 int getPlayerInventorySize(int player_nr)
2089 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2090 return level.native_em_level->ply[player_nr]->dynamite;
2091 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2092 return level.native_sp_level->game_sp->red_disk_count;
2094 return stored_player[player_nr].inventory_size;
2097 void InitGameControlValues()
2101 for (i = 0; game_panel_controls[i].nr != -1; i++)
2103 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2104 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2105 struct TextPosInfo *pos = gpc->pos;
2107 int type = gpc->type;
2111 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2112 Error(ERR_EXIT, "this should not happen -- please debug");
2115 /* force update of game controls after initialization */
2116 gpc->value = gpc->last_value = -1;
2117 gpc->frame = gpc->last_frame = -1;
2118 gpc->gfx_frame = -1;
2120 /* determine panel value width for later calculation of alignment */
2121 if (type == TYPE_INTEGER || type == TYPE_STRING)
2123 pos->width = pos->size * getFontWidth(pos->font);
2124 pos->height = getFontHeight(pos->font);
2126 else if (type == TYPE_ELEMENT)
2128 pos->width = pos->size;
2129 pos->height = pos->size;
2132 /* fill structure for game panel draw order */
2134 gpo->sort_priority = pos->sort_priority;
2137 /* sort game panel controls according to sort_priority and control number */
2138 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2139 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2142 void UpdatePlayfieldElementCount()
2144 boolean use_element_count = FALSE;
2147 /* first check if it is needed at all to calculate playfield element count */
2148 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2149 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2150 use_element_count = TRUE;
2152 if (!use_element_count)
2155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2156 element_info[i].element_count = 0;
2158 SCAN_PLAYFIELD(x, y)
2160 element_info[Feld[x][y]].element_count++;
2163 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2164 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2165 if (IS_IN_GROUP(j, i))
2166 element_info[EL_GROUP_START + i].element_count +=
2167 element_info[j].element_count;
2170 void UpdateGameControlValues()
2173 int time = (local_player->LevelSolved ?
2174 local_player->LevelSolved_CountingTime :
2175 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2176 level.native_em_level->lev->time :
2177 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2178 level.native_sp_level->game_sp->time_played :
2179 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2180 game_mm.energy_left :
2181 game.no_time_limit ? TimePlayed : TimeLeft);
2182 int score = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingScore :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->score :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->score :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2190 local_player->score);
2191 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2192 level.native_em_level->lev->required :
2193 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2194 level.native_sp_level->game_sp->infotrons_still_needed :
2195 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2196 game_mm.kettles_still_needed :
2197 local_player->gems_still_needed);
2198 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2199 level.native_em_level->lev->required > 0 :
2200 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2201 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2202 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2203 game_mm.kettles_still_needed > 0 ||
2204 game_mm.lights_still_needed > 0 :
2205 local_player->gems_still_needed > 0 ||
2206 local_player->sokobanfields_still_needed > 0 ||
2207 local_player->lights_still_needed > 0);
2208 int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2209 MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100);
2211 UpdatePlayfieldElementCount();
2213 /* update game panel control values */
2215 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2216 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2218 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2219 for (i = 0; i < MAX_NUM_KEYS; i++)
2220 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2221 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2222 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2224 if (game.centered_player_nr == -1)
2226 for (i = 0; i < MAX_PLAYERS; i++)
2228 /* only one player in Supaplex game engine */
2229 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2232 for (k = 0; k < MAX_NUM_KEYS; k++)
2234 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2236 if (level.native_em_level->ply[i]->keys & (1 << k))
2237 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2238 get_key_element_from_nr(k);
2240 else if (stored_player[i].key[k])
2241 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2242 get_key_element_from_nr(k);
2245 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2246 getPlayerInventorySize(i);
2248 if (stored_player[i].num_white_keys > 0)
2249 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2252 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2253 stored_player[i].num_white_keys;
2258 int player_nr = game.centered_player_nr;
2260 for (k = 0; k < MAX_NUM_KEYS; k++)
2262 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2264 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2265 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2266 get_key_element_from_nr(k);
2268 else if (stored_player[player_nr].key[k])
2269 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2270 get_key_element_from_nr(k);
2273 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2274 getPlayerInventorySize(player_nr);
2276 if (stored_player[player_nr].num_white_keys > 0)
2277 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2279 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2280 stored_player[player_nr].num_white_keys;
2283 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2285 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2286 get_inventory_element_from_pos(local_player, i);
2287 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2288 get_inventory_element_from_pos(local_player, -i - 1);
2291 game_panel_controls[GAME_PANEL_SCORE].value = score;
2292 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2294 game_panel_controls[GAME_PANEL_TIME].value = time;
2296 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2297 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2298 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2300 if (game.no_time_limit)
2301 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2303 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2305 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2306 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2308 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2310 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2311 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2313 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2314 local_player->shield_normal_time_left;
2315 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2316 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2318 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2319 local_player->shield_deadly_time_left;
2321 game_panel_controls[GAME_PANEL_EXIT].value =
2322 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2324 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2325 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2326 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2327 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2328 EL_EMC_MAGIC_BALL_SWITCH);
2330 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2331 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2332 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2333 game.light_time_left;
2335 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2336 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2337 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2338 game.timegate_time_left;
2340 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2341 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2343 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2344 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2345 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2346 game.lenses_time_left;
2348 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2349 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2350 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2351 game.magnify_time_left;
2353 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2354 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2355 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2356 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2357 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2358 EL_BALLOON_SWITCH_NONE);
2360 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2361 local_player->dynabomb_count;
2362 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2363 local_player->dynabomb_size;
2364 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2365 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2367 game_panel_controls[GAME_PANEL_PENGUINS].value =
2368 local_player->friends_still_needed;
2370 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2371 local_player->sokobanfields_still_needed;
2372 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2373 local_player->sokobanfields_still_needed;
2375 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2376 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2378 for (i = 0; i < NUM_BELTS; i++)
2380 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2381 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2382 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2383 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2384 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2387 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2388 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2389 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2390 game.magic_wall_time_left;
2392 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2393 local_player->gravity;
2395 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2396 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2398 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2399 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2400 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2401 game.panel.element[i].id : EL_UNDEFINED);
2403 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2404 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2405 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2406 element_info[game.panel.element_count[i].id].element_count : 0);
2408 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2409 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2410 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2411 element_info[game.panel.ce_score[i].id].collect_score : 0);
2413 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2414 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2415 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2416 element_info[game.panel.ce_score_element[i].id].collect_score :
2419 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2420 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2421 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2423 /* update game panel control frames */
2425 for (i = 0; game_panel_controls[i].nr != -1; i++)
2427 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2429 if (gpc->type == TYPE_ELEMENT)
2431 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2433 int last_anim_random_frame = gfx.anim_random_frame;
2434 int element = gpc->value;
2435 int graphic = el2panelimg(element);
2437 if (gpc->value != gpc->last_value)
2440 gpc->gfx_random = INIT_GFX_RANDOM();
2446 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2447 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2448 gpc->gfx_random = INIT_GFX_RANDOM();
2451 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2452 gfx.anim_random_frame = gpc->gfx_random;
2454 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2455 gpc->gfx_frame = element_info[element].collect_score;
2457 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2460 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2461 gfx.anim_random_frame = last_anim_random_frame;
2464 else if (gpc->type == TYPE_GRAPHIC)
2466 if (gpc->graphic != IMG_UNDEFINED)
2468 int last_anim_random_frame = gfx.anim_random_frame;
2469 int graphic = gpc->graphic;
2471 if (gpc->value != gpc->last_value)
2474 gpc->gfx_random = INIT_GFX_RANDOM();
2480 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2481 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2485 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2486 gfx.anim_random_frame = gpc->gfx_random;
2488 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2490 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2491 gfx.anim_random_frame = last_anim_random_frame;
2497 void DisplayGameControlValues()
2499 boolean redraw_panel = FALSE;
2502 for (i = 0; game_panel_controls[i].nr != -1; i++)
2504 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2506 if (PANEL_DEACTIVATED(gpc->pos))
2509 if (gpc->value == gpc->last_value &&
2510 gpc->frame == gpc->last_frame)
2513 redraw_panel = TRUE;
2519 /* copy default game door content to main double buffer */
2521 /* !!! CHECK AGAIN !!! */
2522 SetPanelBackground();
2523 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2524 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2526 /* redraw game control buttons */
2527 RedrawGameButtons();
2529 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2531 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2533 int nr = game_panel_order[i].nr;
2534 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2535 struct TextPosInfo *pos = gpc->pos;
2536 int type = gpc->type;
2537 int value = gpc->value;
2538 int frame = gpc->frame;
2539 int size = pos->size;
2540 int font = pos->font;
2541 boolean draw_masked = pos->draw_masked;
2542 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2544 if (PANEL_DEACTIVATED(pos))
2547 gpc->last_value = value;
2548 gpc->last_frame = frame;
2550 if (type == TYPE_INTEGER)
2552 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2553 nr == GAME_PANEL_TIME)
2555 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2557 if (use_dynamic_size) /* use dynamic number of digits */
2559 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2560 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2561 int size2 = size1 + 1;
2562 int font1 = pos->font;
2563 int font2 = pos->font_alt;
2565 size = (value < value_change ? size1 : size2);
2566 font = (value < value_change ? font1 : font2);
2570 /* correct text size if "digits" is zero or less */
2572 size = strlen(int2str(value, size));
2574 /* dynamically correct text alignment */
2575 pos->width = size * getFontWidth(font);
2577 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2578 int2str(value, size), font, mask_mode);
2580 else if (type == TYPE_ELEMENT)
2582 int element, graphic;
2586 int dst_x = PANEL_XPOS(pos);
2587 int dst_y = PANEL_YPOS(pos);
2589 if (value != EL_UNDEFINED && value != EL_EMPTY)
2592 graphic = el2panelimg(value);
2594 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2596 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2599 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2602 width = graphic_info[graphic].width * size / TILESIZE;
2603 height = graphic_info[graphic].height * size / TILESIZE;
2606 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2609 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2613 else if (type == TYPE_GRAPHIC)
2615 int graphic = gpc->graphic;
2616 int graphic_active = gpc->graphic_active;
2620 int dst_x = PANEL_XPOS(pos);
2621 int dst_y = PANEL_YPOS(pos);
2622 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2623 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2625 if (graphic != IMG_UNDEFINED && !skip)
2627 if (pos->style == STYLE_REVERSE)
2628 value = 100 - value;
2630 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2632 if (pos->direction & MV_HORIZONTAL)
2634 width = graphic_info[graphic_active].width * value / 100;
2635 height = graphic_info[graphic_active].height;
2637 if (pos->direction == MV_LEFT)
2639 src_x += graphic_info[graphic_active].width - width;
2640 dst_x += graphic_info[graphic_active].width - width;
2645 width = graphic_info[graphic_active].width;
2646 height = graphic_info[graphic_active].height * value / 100;
2648 if (pos->direction == MV_UP)
2650 src_y += graphic_info[graphic_active].height - height;
2651 dst_y += graphic_info[graphic_active].height - height;
2656 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2659 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2662 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2664 if (pos->direction & MV_HORIZONTAL)
2666 if (pos->direction == MV_RIGHT)
2673 dst_x = PANEL_XPOS(pos);
2676 width = graphic_info[graphic].width - width;
2680 if (pos->direction == MV_DOWN)
2687 dst_y = PANEL_YPOS(pos);
2690 height = graphic_info[graphic].height - height;
2694 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2697 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2701 else if (type == TYPE_STRING)
2703 boolean active = (value != 0);
2704 char *state_normal = "off";
2705 char *state_active = "on";
2706 char *state = (active ? state_active : state_normal);
2707 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2708 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2709 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2710 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2712 if (nr == GAME_PANEL_GRAVITY_STATE)
2714 int font1 = pos->font; /* (used for normal state) */
2715 int font2 = pos->font_alt; /* (used for active state) */
2717 font = (active ? font2 : font1);
2726 /* don't truncate output if "chars" is zero or less */
2729 /* dynamically correct text alignment */
2730 pos->width = size * getFontWidth(font);
2733 s_cut = getStringCopyN(s, size);
2735 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2736 s_cut, font, mask_mode);
2742 redraw_mask |= REDRAW_DOOR_1;
2745 SetGameStatus(GAME_MODE_PLAYING);
2748 void UpdateAndDisplayGameControlValues()
2750 if (tape.deactivate_display)
2753 UpdateGameControlValues();
2754 DisplayGameControlValues();
2757 void UpdateGameDoorValues()
2759 UpdateGameControlValues();
2762 void DrawGameDoorValues()
2764 DisplayGameControlValues();
2769 =============================================================================
2771 -----------------------------------------------------------------------------
2772 initialize game engine due to level / tape version number
2773 =============================================================================
2776 static void InitGameEngine()
2778 int i, j, k, l, x, y;
2780 /* set game engine from tape file when re-playing, else from level file */
2781 game.engine_version = (tape.playing ? tape.engine_version :
2782 level.game_version);
2784 /* set single or multi-player game mode (needed for re-playing tapes) */
2785 game.team_mode = setup.team_mode;
2789 int num_players = 0;
2791 for (i = 0; i < MAX_PLAYERS; i++)
2792 if (tape.player_participates[i])
2795 /* multi-player tapes contain input data for more than one player */
2796 game.team_mode = (num_players > 1);
2799 /* ---------------------------------------------------------------------- */
2800 /* set flags for bugs and changes according to active game engine version */
2801 /* ---------------------------------------------------------------------- */
2804 Summary of bugfix/change:
2805 Fixed handling for custom elements that change when pushed by the player.
2807 Fixed/changed in version:
2811 Before 3.1.0, custom elements that "change when pushing" changed directly
2812 after the player started pushing them (until then handled in "DigField()").
2813 Since 3.1.0, these custom elements are not changed until the "pushing"
2814 move of the element is finished (now handled in "ContinueMoving()").
2816 Affected levels/tapes:
2817 The first condition is generally needed for all levels/tapes before version
2818 3.1.0, which might use the old behaviour before it was changed; known tapes
2819 that are affected are some tapes from the level set "Walpurgis Gardens" by
2821 The second condition is an exception from the above case and is needed for
2822 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2823 above (including some development versions of 3.1.0), but before it was
2824 known that this change would break tapes like the above and was fixed in
2825 3.1.1, so that the changed behaviour was active although the engine version
2826 while recording maybe was before 3.1.0. There is at least one tape that is
2827 affected by this exception, which is the tape for the one-level set "Bug
2828 Machine" by Juergen Bonhagen.
2831 game.use_change_when_pushing_bug =
2832 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2834 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2835 tape.game_version < VERSION_IDENT(3,1,1,0)));
2838 Summary of bugfix/change:
2839 Fixed handling for blocking the field the player leaves when moving.
2841 Fixed/changed in version:
2845 Before 3.1.1, when "block last field when moving" was enabled, the field
2846 the player is leaving when moving was blocked for the time of the move,
2847 and was directly unblocked afterwards. This resulted in the last field
2848 being blocked for exactly one less than the number of frames of one player
2849 move. Additionally, even when blocking was disabled, the last field was
2850 blocked for exactly one frame.
2851 Since 3.1.1, due to changes in player movement handling, the last field
2852 is not blocked at all when blocking is disabled. When blocking is enabled,
2853 the last field is blocked for exactly the number of frames of one player
2854 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2855 last field is blocked for exactly one more than the number of frames of
2858 Affected levels/tapes:
2859 (!!! yet to be determined -- probably many !!!)
2862 game.use_block_last_field_bug =
2863 (game.engine_version < VERSION_IDENT(3,1,1,0));
2865 game_em.use_single_button =
2866 (game.engine_version > VERSION_IDENT(4,0,0,2));
2868 game_em.use_snap_key_bug =
2869 (game.engine_version < VERSION_IDENT(4,0,1,0));
2871 /* ---------------------------------------------------------------------- */
2873 /* set maximal allowed number of custom element changes per game frame */
2874 game.max_num_changes_per_frame = 1;
2876 /* default scan direction: scan playfield from top/left to bottom/right */
2877 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2879 /* dynamically adjust element properties according to game engine version */
2880 InitElementPropertiesEngine(game.engine_version);
2883 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2884 printf(" tape version == %06d [%s] [file: %06d]\n",
2885 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2887 printf(" => game.engine_version == %06d\n", game.engine_version);
2890 /* ---------- initialize player's initial move delay --------------------- */
2892 /* dynamically adjust player properties according to level information */
2893 for (i = 0; i < MAX_PLAYERS; i++)
2894 game.initial_move_delay_value[i] =
2895 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2897 /* dynamically adjust player properties according to game engine version */
2898 for (i = 0; i < MAX_PLAYERS; i++)
2899 game.initial_move_delay[i] =
2900 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2901 game.initial_move_delay_value[i] : 0);
2903 /* ---------- initialize player's initial push delay --------------------- */
2905 /* dynamically adjust player properties according to game engine version */
2906 game.initial_push_delay_value =
2907 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2909 /* ---------- initialize changing elements ------------------------------- */
2911 /* initialize changing elements information */
2912 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2914 struct ElementInfo *ei = &element_info[i];
2916 /* this pointer might have been changed in the level editor */
2917 ei->change = &ei->change_page[0];
2919 if (!IS_CUSTOM_ELEMENT(i))
2921 ei->change->target_element = EL_EMPTY_SPACE;
2922 ei->change->delay_fixed = 0;
2923 ei->change->delay_random = 0;
2924 ei->change->delay_frames = 1;
2927 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2929 ei->has_change_event[j] = FALSE;
2931 ei->event_page_nr[j] = 0;
2932 ei->event_page[j] = &ei->change_page[0];
2936 /* add changing elements from pre-defined list */
2937 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2939 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2940 struct ElementInfo *ei = &element_info[ch_delay->element];
2942 ei->change->target_element = ch_delay->target_element;
2943 ei->change->delay_fixed = ch_delay->change_delay;
2945 ei->change->pre_change_function = ch_delay->pre_change_function;
2946 ei->change->change_function = ch_delay->change_function;
2947 ei->change->post_change_function = ch_delay->post_change_function;
2949 ei->change->can_change = TRUE;
2950 ei->change->can_change_or_has_action = TRUE;
2952 ei->has_change_event[CE_DELAY] = TRUE;
2954 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2955 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2958 /* ---------- initialize internal run-time variables --------------------- */
2960 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2962 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2964 for (j = 0; j < ei->num_change_pages; j++)
2966 ei->change_page[j].can_change_or_has_action =
2967 (ei->change_page[j].can_change |
2968 ei->change_page[j].has_action);
2972 /* add change events from custom element configuration */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 if (!ei->change_page[j].can_change_or_has_action)
2982 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2984 /* only add event page for the first page found with this event */
2985 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2987 ei->has_change_event[k] = TRUE;
2989 ei->event_page_nr[k] = j;
2990 ei->event_page[k] = &ei->change_page[j];
2996 /* ---------- initialize reference elements in change conditions --------- */
2998 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3000 int element = EL_CUSTOM_START + i;
3001 struct ElementInfo *ei = &element_info[element];
3003 for (j = 0; j < ei->num_change_pages; j++)
3005 int trigger_element = ei->change_page[j].initial_trigger_element;
3007 if (trigger_element >= EL_PREV_CE_8 &&
3008 trigger_element <= EL_NEXT_CE_8)
3009 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3011 ei->change_page[j].trigger_element = trigger_element;
3015 /* ---------- initialize run-time trigger player and element ------------- */
3017 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3019 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3021 for (j = 0; j < ei->num_change_pages; j++)
3023 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3024 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3025 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3026 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3027 ei->change_page[j].actual_trigger_ce_value = 0;
3028 ei->change_page[j].actual_trigger_ce_score = 0;
3032 /* ---------- initialize trigger events ---------------------------------- */
3034 /* initialize trigger events information */
3035 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3036 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3037 trigger_events[i][j] = FALSE;
3039 /* add trigger events from element change event properties */
3040 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3042 struct ElementInfo *ei = &element_info[i];
3044 for (j = 0; j < ei->num_change_pages; j++)
3046 if (!ei->change_page[j].can_change_or_has_action)
3049 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3051 int trigger_element = ei->change_page[j].trigger_element;
3053 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3055 if (ei->change_page[j].has_event[k])
3057 if (IS_GROUP_ELEMENT(trigger_element))
3059 struct ElementGroupInfo *group =
3060 element_info[trigger_element].group;
3062 for (l = 0; l < group->num_elements_resolved; l++)
3063 trigger_events[group->element_resolved[l]][k] = TRUE;
3065 else if (trigger_element == EL_ANY_ELEMENT)
3066 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3067 trigger_events[l][k] = TRUE;
3069 trigger_events[trigger_element][k] = TRUE;
3076 /* ---------- initialize push delay -------------------------------------- */
3078 /* initialize push delay values to default */
3079 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3081 if (!IS_CUSTOM_ELEMENT(i))
3083 /* set default push delay values (corrected since version 3.0.7-1) */
3084 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3086 element_info[i].push_delay_fixed = 2;
3087 element_info[i].push_delay_random = 8;
3091 element_info[i].push_delay_fixed = 8;
3092 element_info[i].push_delay_random = 8;
3097 /* set push delay value for certain elements from pre-defined list */
3098 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3100 int e = push_delay_list[i].element;
3102 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3103 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3106 /* set push delay value for Supaplex elements for newer engine versions */
3107 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3111 if (IS_SP_ELEMENT(i))
3113 /* set SP push delay to just enough to push under a falling zonk */
3114 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3116 element_info[i].push_delay_fixed = delay;
3117 element_info[i].push_delay_random = 0;
3122 /* ---------- initialize move stepsize ----------------------------------- */
3124 /* initialize move stepsize values to default */
3125 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (!IS_CUSTOM_ELEMENT(i))
3127 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3129 /* set move stepsize value for certain elements from pre-defined list */
3130 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3132 int e = move_stepsize_list[i].element;
3134 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3137 /* ---------- initialize collect score ----------------------------------- */
3139 /* initialize collect score values for custom elements from initial value */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (IS_CUSTOM_ELEMENT(i))
3142 element_info[i].collect_score = element_info[i].collect_score_initial;
3144 /* ---------- initialize collect count ----------------------------------- */
3146 /* initialize collect count values for non-custom elements */
3147 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3148 if (!IS_CUSTOM_ELEMENT(i))
3149 element_info[i].collect_count_initial = 0;
3151 /* add collect count values for all elements from pre-defined list */
3152 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3153 element_info[collect_count_list[i].element].collect_count_initial =
3154 collect_count_list[i].count;
3156 /* ---------- initialize access direction -------------------------------- */
3158 /* initialize access direction values to default (access from every side) */
3159 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3160 if (!IS_CUSTOM_ELEMENT(i))
3161 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3163 /* set access direction value for certain elements from pre-defined list */
3164 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3165 element_info[access_direction_list[i].element].access_direction =
3166 access_direction_list[i].direction;
3168 /* ---------- initialize explosion content ------------------------------- */
3169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171 if (IS_CUSTOM_ELEMENT(i))
3174 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3176 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3178 element_info[i].content.e[x][y] =
3179 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3180 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3181 i == EL_PLAYER_3 ? EL_EMERALD :
3182 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3183 i == EL_MOLE ? EL_EMERALD_RED :
3184 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3185 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3186 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3187 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3188 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3189 i == EL_WALL_EMERALD ? EL_EMERALD :
3190 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3191 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3192 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3193 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3194 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3195 i == EL_WALL_PEARL ? EL_PEARL :
3196 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3201 /* ---------- initialize recursion detection ------------------------------ */
3202 recursion_loop_depth = 0;
3203 recursion_loop_detected = FALSE;
3204 recursion_loop_element = EL_UNDEFINED;
3206 /* ---------- initialize graphics engine ---------------------------------- */
3207 game.scroll_delay_value =
3208 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3209 setup.scroll_delay ? setup.scroll_delay_value : 0);
3210 game.scroll_delay_value =
3211 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3213 /* ---------- initialize game engine snapshots ---------------------------- */
3214 for (i = 0; i < MAX_PLAYERS; i++)
3215 game.snapshot.last_action[i] = 0;
3216 game.snapshot.changed_action = FALSE;
3217 game.snapshot.collected_item = FALSE;
3218 game.snapshot.mode =
3219 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3220 SNAPSHOT_MODE_EVERY_STEP :
3221 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3222 SNAPSHOT_MODE_EVERY_MOVE :
3223 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3224 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3225 game.snapshot.save_snapshot = FALSE;
3227 /* ---------- initialize level time for Supaplex engine ------------------- */
3228 /* Supaplex levels with time limit currently unsupported -- should be added */
3229 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3233 int get_num_special_action(int element, int action_first, int action_last)
3235 int num_special_action = 0;
3238 for (i = action_first; i <= action_last; i++)
3240 boolean found = FALSE;
3242 for (j = 0; j < NUM_DIRECTIONS; j++)
3243 if (el_act_dir2img(element, i, j) !=
3244 el_act_dir2img(element, ACTION_DEFAULT, j))
3248 num_special_action++;
3253 return num_special_action;
3258 =============================================================================
3260 -----------------------------------------------------------------------------
3261 initialize and start new game
3262 =============================================================================
3267 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3268 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3269 int fade_mask = REDRAW_FIELD;
3271 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3272 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3273 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3274 int initial_move_dir = MV_DOWN;
3277 // required here to update video display before fading (FIX THIS)
3278 DrawMaskedBorder(REDRAW_DOOR_2);
3280 if (!game.restart_level)
3281 CloseDoor(DOOR_CLOSE_1);
3283 SetGameStatus(GAME_MODE_PLAYING);
3285 if (level_editor_test_game)
3286 FadeSkipNextFadeIn();
3288 FadeSetEnterScreen();
3290 if (CheckIfGlobalBorderHasChanged())
3291 fade_mask = REDRAW_ALL;
3293 FadeLevelSoundsAndMusic();
3295 ExpireSoundLoops(TRUE);
3299 /* needed if different viewport properties defined for playing */
3300 ChangeViewportPropertiesIfNeeded();
3304 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3306 DrawCompleteVideoDisplay();
3309 InitGameControlValues();
3311 /* don't play tapes over network */
3312 network_playing = (options.network && !tape.playing);
3314 for (i = 0; i < MAX_PLAYERS; i++)
3316 struct PlayerInfo *player = &stored_player[i];
3318 player->index_nr = i;
3319 player->index_bit = (1 << i);
3320 player->element_nr = EL_PLAYER_1 + i;
3322 player->present = FALSE;
3323 player->active = FALSE;
3324 player->mapped = FALSE;
3326 player->killed = FALSE;
3327 player->reanimated = FALSE;
3330 player->effective_action = 0;
3331 player->programmed_action = 0;
3333 player->mouse_action.lx = 0;
3334 player->mouse_action.ly = 0;
3335 player->mouse_action.button = 0;
3338 player->score_final = 0;
3340 player->gems_still_needed = level.gems_needed;
3341 player->sokobanfields_still_needed = 0;
3342 player->lights_still_needed = 0;
3343 player->friends_still_needed = 0;
3345 for (j = 0; j < MAX_NUM_KEYS; j++)
3346 player->key[j] = FALSE;
3348 player->num_white_keys = 0;
3350 player->dynabomb_count = 0;
3351 player->dynabomb_size = 1;
3352 player->dynabombs_left = 0;
3353 player->dynabomb_xl = FALSE;
3355 player->MovDir = initial_move_dir;
3358 player->GfxDir = initial_move_dir;
3359 player->GfxAction = ACTION_DEFAULT;
3361 player->StepFrame = 0;
3363 player->initial_element = player->element_nr;
3364 player->artwork_element =
3365 (level.use_artwork_element[i] ? level.artwork_element[i] :
3366 player->element_nr);
3367 player->use_murphy = FALSE;
3369 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3370 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3372 player->gravity = level.initial_player_gravity[i];
3374 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3376 player->actual_frame_counter = 0;
3378 player->step_counter = 0;
3380 player->last_move_dir = initial_move_dir;
3382 player->is_active = FALSE;
3384 player->is_waiting = FALSE;
3385 player->is_moving = FALSE;
3386 player->is_auto_moving = FALSE;
3387 player->is_digging = FALSE;
3388 player->is_snapping = FALSE;
3389 player->is_collecting = FALSE;
3390 player->is_pushing = FALSE;
3391 player->is_switching = FALSE;
3392 player->is_dropping = FALSE;
3393 player->is_dropping_pressed = FALSE;
3395 player->is_bored = FALSE;
3396 player->is_sleeping = FALSE;
3398 player->was_waiting = TRUE;
3399 player->was_moving = FALSE;
3400 player->was_snapping = FALSE;
3401 player->was_dropping = FALSE;
3403 player->force_dropping = FALSE;
3405 player->frame_counter_bored = -1;
3406 player->frame_counter_sleeping = -1;
3408 player->anim_delay_counter = 0;
3409 player->post_delay_counter = 0;
3411 player->dir_waiting = initial_move_dir;
3412 player->action_waiting = ACTION_DEFAULT;
3413 player->last_action_waiting = ACTION_DEFAULT;
3414 player->special_action_bored = ACTION_DEFAULT;
3415 player->special_action_sleeping = ACTION_DEFAULT;
3417 player->switch_x = -1;
3418 player->switch_y = -1;
3420 player->drop_x = -1;
3421 player->drop_y = -1;
3423 player->show_envelope = 0;
3425 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3427 player->push_delay = -1; /* initialized when pushing starts */
3428 player->push_delay_value = game.initial_push_delay_value;
3430 player->drop_delay = 0;
3431 player->drop_pressed_delay = 0;
3433 player->last_jx = -1;
3434 player->last_jy = -1;
3438 player->shield_normal_time_left = 0;
3439 player->shield_deadly_time_left = 0;
3441 player->inventory_infinite_element = EL_UNDEFINED;
3442 player->inventory_size = 0;
3444 if (level.use_initial_inventory[i])
3446 for (j = 0; j < level.initial_inventory_size[i]; j++)
3448 int element = level.initial_inventory_content[i][j];
3449 int collect_count = element_info[element].collect_count_initial;
3452 if (!IS_CUSTOM_ELEMENT(element))
3455 if (collect_count == 0)
3456 player->inventory_infinite_element = element;
3458 for (k = 0; k < collect_count; k++)
3459 if (player->inventory_size < MAX_INVENTORY_SIZE)
3460 player->inventory_element[player->inventory_size++] = element;
3464 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3465 SnapField(player, 0, 0);
3467 player->LevelSolved = FALSE;
3468 player->GameOver = FALSE;
3470 player->LevelSolved_GameWon = FALSE;
3471 player->LevelSolved_GameEnd = FALSE;
3472 player->LevelSolved_PanelOff = FALSE;
3473 player->LevelSolved_SaveTape = FALSE;
3474 player->LevelSolved_SaveScore = FALSE;
3475 player->LevelSolved_CountingTime = 0;
3476 player->LevelSolved_CountingScore = 0;
3478 map_player_action[i] = i;
3481 network_player_action_received = FALSE;
3483 #if defined(NETWORK_AVALIABLE)
3484 /* initial null action */
3485 if (network_playing)
3486 SendToServer_MovePlayer(MV_NONE);
3495 TimeLeft = level.time;
3498 ScreenMovDir = MV_NONE;
3502 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3504 AllPlayersGone = FALSE;
3506 game.no_time_limit = (level.time == 0);
3508 game.yamyam_content_nr = 0;
3509 game.robot_wheel_active = FALSE;
3510 game.magic_wall_active = FALSE;
3511 game.magic_wall_time_left = 0;
3512 game.light_time_left = 0;
3513 game.timegate_time_left = 0;
3514 game.switchgate_pos = 0;
3515 game.wind_direction = level.wind_direction_initial;
3517 game.lenses_time_left = 0;
3518 game.magnify_time_left = 0;
3520 game.ball_state = level.ball_state_initial;
3521 game.ball_content_nr = 0;
3523 game.envelope_active = FALSE;
3525 /* set focus to local player for network games, else to all players */
3526 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3527 game.centered_player_nr_next = game.centered_player_nr;
3528 game.set_centered_player = FALSE;
3530 if (network_playing && tape.recording)
3532 /* store client dependent player focus when recording network games */
3533 tape.centered_player_nr_next = game.centered_player_nr_next;
3534 tape.set_centered_player = TRUE;
3537 for (i = 0; i < NUM_BELTS; i++)
3539 game.belt_dir[i] = MV_NONE;
3540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3543 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3546 #if DEBUG_INIT_PLAYER
3549 printf("Player status at level initialization:\n");
3553 SCAN_PLAYFIELD(x, y)
3555 Feld[x][y] = level.field[x][y];
3556 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3557 ChangeDelay[x][y] = 0;
3558 ChangePage[x][y] = -1;
3559 CustomValue[x][y] = 0; /* initialized in InitField() */
3560 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3562 WasJustMoving[x][y] = 0;
3563 WasJustFalling[x][y] = 0;
3564 CheckCollision[x][y] = 0;
3565 CheckImpact[x][y] = 0;
3567 Pushed[x][y] = FALSE;
3569 ChangeCount[x][y] = 0;
3570 ChangeEvent[x][y] = -1;
3572 ExplodePhase[x][y] = 0;
3573 ExplodeDelay[x][y] = 0;
3574 ExplodeField[x][y] = EX_TYPE_NONE;
3576 RunnerVisit[x][y] = 0;
3577 PlayerVisit[x][y] = 0;
3580 GfxRandom[x][y] = INIT_GFX_RANDOM();
3581 GfxElement[x][y] = EL_UNDEFINED;
3582 GfxAction[x][y] = ACTION_DEFAULT;
3583 GfxDir[x][y] = MV_NONE;
3584 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3587 SCAN_PLAYFIELD(x, y)
3589 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3591 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3593 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3596 InitField(x, y, TRUE);
3598 ResetGfxAnimation(x, y);
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 /* set number of special actions for bored and sleeping animation */
3608 player->num_special_action_bored =
3609 get_num_special_action(player->artwork_element,
3610 ACTION_BORING_1, ACTION_BORING_LAST);
3611 player->num_special_action_sleeping =
3612 get_num_special_action(player->artwork_element,
3613 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3616 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3617 emulate_sb ? EMU_SOKOBAN :
3618 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3620 /* initialize type of slippery elements */
3621 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3623 if (!IS_CUSTOM_ELEMENT(i))
3625 /* default: elements slip down either to the left or right randomly */
3626 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3628 /* SP style elements prefer to slip down on the left side */
3629 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3630 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3632 /* BD style elements prefer to slip down on the left side */
3633 if (game.emulation == EMU_BOULDERDASH)
3634 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3638 /* initialize explosion and ignition delay */
3639 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3641 if (!IS_CUSTOM_ELEMENT(i))
3644 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3645 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3646 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3647 int last_phase = (num_phase + 1) * delay;
3648 int half_phase = (num_phase / 2) * delay;
3650 element_info[i].explosion_delay = last_phase - 1;
3651 element_info[i].ignition_delay = half_phase;
3653 if (i == EL_BLACK_ORB)
3654 element_info[i].ignition_delay = 1;
3658 /* correct non-moving belts to start moving left */
3659 for (i = 0; i < NUM_BELTS; i++)
3660 if (game.belt_dir[i] == MV_NONE)
3661 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3663 #if USE_NEW_PLAYER_ASSIGNMENTS
3664 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3665 /* choose default local player */
3666 local_player = &stored_player[0];
3668 for (i = 0; i < MAX_PLAYERS; i++)
3669 stored_player[i].connected = FALSE;
3671 local_player->connected = TRUE;
3672 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3676 for (i = 0; i < MAX_PLAYERS; i++)
3677 stored_player[i].connected = tape.player_participates[i];
3679 else if (game.team_mode && !options.network)
3681 /* try to guess locally connected team mode players (needed for correct
3682 assignment of player figures from level to locally playing players) */
3684 for (i = 0; i < MAX_PLAYERS; i++)
3685 if (setup.input[i].use_joystick ||
3686 setup.input[i].key.left != KSYM_UNDEFINED)
3687 stored_player[i].connected = TRUE;
3690 #if DEBUG_INIT_PLAYER
3693 printf("Player status after level initialization:\n");
3695 for (i = 0; i < MAX_PLAYERS; i++)
3697 struct PlayerInfo *player = &stored_player[i];
3699 printf("- player %d: present == %d, connected == %d, active == %d",
3705 if (local_player == player)
3706 printf(" (local player)");
3713 #if DEBUG_INIT_PLAYER
3715 printf("Reassigning players ...\n");
3718 /* check if any connected player was not found in playfield */
3719 for (i = 0; i < MAX_PLAYERS; i++)
3721 struct PlayerInfo *player = &stored_player[i];
3723 if (player->connected && !player->present)
3725 struct PlayerInfo *field_player = NULL;
3727 #if DEBUG_INIT_PLAYER
3729 printf("- looking for field player for player %d ...\n", i + 1);
3732 /* assign first free player found that is present in the playfield */
3734 /* first try: look for unmapped playfield player that is not connected */
3735 for (j = 0; j < MAX_PLAYERS; j++)
3736 if (field_player == NULL &&
3737 stored_player[j].present &&
3738 !stored_player[j].mapped &&
3739 !stored_player[j].connected)
3740 field_player = &stored_player[j];
3742 /* second try: look for *any* unmapped playfield player */
3743 for (j = 0; j < MAX_PLAYERS; j++)
3744 if (field_player == NULL &&
3745 stored_player[j].present &&
3746 !stored_player[j].mapped)
3747 field_player = &stored_player[j];
3749 if (field_player != NULL)
3751 int jx = field_player->jx, jy = field_player->jy;
3753 #if DEBUG_INIT_PLAYER
3755 printf("- found player %d\n", field_player->index_nr + 1);
3758 player->present = FALSE;
3759 player->active = FALSE;
3761 field_player->present = TRUE;
3762 field_player->active = TRUE;
3765 player->initial_element = field_player->initial_element;
3766 player->artwork_element = field_player->artwork_element;
3768 player->block_last_field = field_player->block_last_field;
3769 player->block_delay_adjustment = field_player->block_delay_adjustment;
3772 StorePlayer[jx][jy] = field_player->element_nr;
3774 field_player->jx = field_player->last_jx = jx;
3775 field_player->jy = field_player->last_jy = jy;
3777 if (local_player == player)
3778 local_player = field_player;
3780 map_player_action[field_player->index_nr] = i;
3782 field_player->mapped = TRUE;
3784 #if DEBUG_INIT_PLAYER
3786 printf("- map_player_action[%d] == %d\n",
3787 field_player->index_nr + 1, i + 1);
3792 if (player->connected && player->present)
3793 player->mapped = TRUE;
3796 #if DEBUG_INIT_PLAYER
3799 printf("Player status after player assignment (first stage):\n");
3801 for (i = 0; i < MAX_PLAYERS; i++)
3803 struct PlayerInfo *player = &stored_player[i];
3805 printf("- player %d: present == %d, connected == %d, active == %d",
3811 if (local_player == player)
3812 printf(" (local player)");
3821 /* check if any connected player was not found in playfield */
3822 for (i = 0; i < MAX_PLAYERS; i++)
3824 struct PlayerInfo *player = &stored_player[i];
3826 if (player->connected && !player->present)
3828 for (j = 0; j < MAX_PLAYERS; j++)
3830 struct PlayerInfo *field_player = &stored_player[j];
3831 int jx = field_player->jx, jy = field_player->jy;
3833 /* assign first free player found that is present in the playfield */
3834 if (field_player->present && !field_player->connected)
3836 player->present = TRUE;
3837 player->active = TRUE;
3839 field_player->present = FALSE;
3840 field_player->active = FALSE;
3842 player->initial_element = field_player->initial_element;
3843 player->artwork_element = field_player->artwork_element;
3845 player->block_last_field = field_player->block_last_field;
3846 player->block_delay_adjustment = field_player->block_delay_adjustment;
3848 StorePlayer[jx][jy] = player->element_nr;
3850 player->jx = player->last_jx = jx;
3851 player->jy = player->last_jy = jy;
3861 printf("::: local_player->present == %d\n", local_player->present);
3866 /* when playing a tape, eliminate all players who do not participate */
3868 #if USE_NEW_PLAYER_ASSIGNMENTS
3870 if (!game.team_mode)
3872 for (i = 0; i < MAX_PLAYERS; i++)
3874 if (stored_player[i].active &&
3875 !tape.player_participates[map_player_action[i]])
3877 struct PlayerInfo *player = &stored_player[i];
3878 int jx = player->jx, jy = player->jy;
3880 #if DEBUG_INIT_PLAYER
3882 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3885 player->active = FALSE;
3886 StorePlayer[jx][jy] = 0;
3887 Feld[jx][jy] = EL_EMPTY;
3894 for (i = 0; i < MAX_PLAYERS; i++)
3896 if (stored_player[i].active &&
3897 !tape.player_participates[i])
3899 struct PlayerInfo *player = &stored_player[i];
3900 int jx = player->jx, jy = player->jy;
3902 player->active = FALSE;
3903 StorePlayer[jx][jy] = 0;
3904 Feld[jx][jy] = EL_EMPTY;
3909 else if (!options.network && !game.team_mode) /* && !tape.playing */
3911 /* when in single player mode, eliminate all but the first active player */
3913 for (i = 0; i < MAX_PLAYERS; i++)
3915 if (stored_player[i].active)
3917 for (j = i + 1; j < MAX_PLAYERS; j++)
3919 if (stored_player[j].active)
3921 struct PlayerInfo *player = &stored_player[j];
3922 int jx = player->jx, jy = player->jy;
3924 player->active = FALSE;
3925 player->present = FALSE;
3927 StorePlayer[jx][jy] = 0;
3928 Feld[jx][jy] = EL_EMPTY;
3935 /* when recording the game, store which players take part in the game */
3938 #if USE_NEW_PLAYER_ASSIGNMENTS
3939 for (i = 0; i < MAX_PLAYERS; i++)
3940 if (stored_player[i].connected)
3941 tape.player_participates[i] = TRUE;
3943 for (i = 0; i < MAX_PLAYERS; i++)
3944 if (stored_player[i].active)
3945 tape.player_participates[i] = TRUE;
3949 #if DEBUG_INIT_PLAYER
3952 printf("Player status after player assignment (final stage):\n");
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 printf("- player %d: present == %d, connected == %d, active == %d",
3964 if (local_player == player)
3965 printf(" (local player)");
3972 if (BorderElement == EL_EMPTY)
3975 SBX_Right = lev_fieldx - SCR_FIELDX;
3977 SBY_Lower = lev_fieldy - SCR_FIELDY;
3982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3987 if (full_lev_fieldx <= SCR_FIELDX)
3988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3989 if (full_lev_fieldy <= SCR_FIELDY)
3990 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3992 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3994 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3997 /* if local player not found, look for custom element that might create
3998 the player (make some assumptions about the right custom element) */
3999 if (!local_player->present)
4001 int start_x = 0, start_y = 0;
4002 int found_rating = 0;
4003 int found_element = EL_UNDEFINED;
4004 int player_nr = local_player->index_nr;
4006 SCAN_PLAYFIELD(x, y)
4008 int element = Feld[x][y];
4013 if (level.use_start_element[player_nr] &&
4014 level.start_element[player_nr] == element &&
4021 found_element = element;
4024 if (!IS_CUSTOM_ELEMENT(element))
4027 if (CAN_CHANGE(element))
4029 for (i = 0; i < element_info[element].num_change_pages; i++)
4031 /* check for player created from custom element as single target */
4032 content = element_info[element].change_page[i].target_element;
4033 is_player = ELEM_IS_PLAYER(content);
4035 if (is_player && (found_rating < 3 ||
4036 (found_rating == 3 && element < found_element)))
4042 found_element = element;
4047 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4049 /* check for player created from custom element as explosion content */
4050 content = element_info[element].content.e[xx][yy];
4051 is_player = ELEM_IS_PLAYER(content);
4053 if (is_player && (found_rating < 2 ||
4054 (found_rating == 2 && element < found_element)))
4056 start_x = x + xx - 1;
4057 start_y = y + yy - 1;
4060 found_element = element;
4063 if (!CAN_CHANGE(element))
4066 for (i = 0; i < element_info[element].num_change_pages; i++)
4068 /* check for player created from custom element as extended target */
4070 element_info[element].change_page[i].target_content.e[xx][yy];
4072 is_player = ELEM_IS_PLAYER(content);
4074 if (is_player && (found_rating < 1 ||
4075 (found_rating == 1 && element < found_element)))
4077 start_x = x + xx - 1;
4078 start_y = y + yy - 1;
4081 found_element = element;
4087 scroll_x = SCROLL_POSITION_X(start_x);
4088 scroll_y = SCROLL_POSITION_Y(start_y);
4092 scroll_x = SCROLL_POSITION_X(local_player->jx);
4093 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4096 /* !!! FIX THIS (START) !!! */
4097 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4099 InitGameEngine_EM();
4101 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4103 InitGameEngine_SP();
4105 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4107 InitGameEngine_MM();
4111 DrawLevel(REDRAW_FIELD);
4114 /* after drawing the level, correct some elements */
4115 if (game.timegate_time_left == 0)
4116 CloseAllOpenTimegates();
4119 /* blit playfield from scroll buffer to normal back buffer for fading in */
4120 BlitScreenToBitmap(backbuffer);
4121 /* !!! FIX THIS (END) !!! */
4123 DrawMaskedBorder(fade_mask);
4128 // full screen redraw is required at this point in the following cases:
4129 // - special editor door undrawn when game was started from level editor
4130 // - drawing area (playfield) was changed and has to be removed completely
4131 redraw_mask = REDRAW_ALL;
4135 if (!game.restart_level)
4137 /* copy default game door content to main double buffer */
4139 /* !!! CHECK AGAIN !!! */
4140 SetPanelBackground();
4141 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4142 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4145 SetPanelBackground();
4146 SetDrawBackgroundMask(REDRAW_DOOR_1);
4148 UpdateAndDisplayGameControlValues();
4150 if (!game.restart_level)
4156 CreateGameButtons();
4158 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4159 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4160 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4165 /* copy actual game door content to door double buffer for OpenDoor() */
4166 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4168 OpenDoor(DOOR_OPEN_ALL);
4170 PlaySound(SND_GAME_STARTING);
4172 if (setup.sound_music)
4175 KeyboardAutoRepeatOffUnlessAutoplay();
4177 #if DEBUG_INIT_PLAYER
4180 printf("Player status (final):\n");
4182 for (i = 0; i < MAX_PLAYERS; i++)
4184 struct PlayerInfo *player = &stored_player[i];
4186 printf("- player %d: present == %d, connected == %d, active == %d",
4192 if (local_player == player)
4193 printf(" (local player)");
4206 if (!game.restart_level && !tape.playing)
4208 LevelStats_incPlayed(level_nr);
4210 SaveLevelSetup_SeriesInfo();
4213 game.restart_level = FALSE;
4215 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4216 InitGameActions_MM();
4218 SaveEngineSnapshotToListInitial();
4221 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4222 int actual_player_x, int actual_player_y)
4224 /* this is used for non-R'n'D game engines to update certain engine values */
4226 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4228 actual_player_x = correctLevelPosX_EM(actual_player_x);
4229 actual_player_y = correctLevelPosY_EM(actual_player_y);
4232 /* needed to determine if sounds are played within the visible screen area */
4233 scroll_x = actual_scroll_x;
4234 scroll_y = actual_scroll_y;
4236 /* needed to get player position for "follow finger" playing input method */
4237 local_player->jx = actual_player_x;
4238 local_player->jy = actual_player_y;
4241 void InitMovDir(int x, int y)
4243 int i, element = Feld[x][y];
4244 static int xy[4][2] =
4251 static int direction[3][4] =
4253 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4254 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4255 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4264 Feld[x][y] = EL_BUG;
4265 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4268 case EL_SPACESHIP_RIGHT:
4269 case EL_SPACESHIP_UP:
4270 case EL_SPACESHIP_LEFT:
4271 case EL_SPACESHIP_DOWN:
4272 Feld[x][y] = EL_SPACESHIP;
4273 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4276 case EL_BD_BUTTERFLY_RIGHT:
4277 case EL_BD_BUTTERFLY_UP:
4278 case EL_BD_BUTTERFLY_LEFT:
4279 case EL_BD_BUTTERFLY_DOWN:
4280 Feld[x][y] = EL_BD_BUTTERFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4284 case EL_BD_FIREFLY_RIGHT:
4285 case EL_BD_FIREFLY_UP:
4286 case EL_BD_FIREFLY_LEFT:
4287 case EL_BD_FIREFLY_DOWN:
4288 Feld[x][y] = EL_BD_FIREFLY;
4289 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4292 case EL_PACMAN_RIGHT:
4294 case EL_PACMAN_LEFT:
4295 case EL_PACMAN_DOWN:
4296 Feld[x][y] = EL_PACMAN;
4297 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4300 case EL_YAMYAM_LEFT:
4301 case EL_YAMYAM_RIGHT:
4303 case EL_YAMYAM_DOWN:
4304 Feld[x][y] = EL_YAMYAM;
4305 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4308 case EL_SP_SNIKSNAK:
4309 MovDir[x][y] = MV_UP;
4312 case EL_SP_ELECTRON:
4313 MovDir[x][y] = MV_LEFT;
4320 Feld[x][y] = EL_MOLE;
4321 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4325 if (IS_CUSTOM_ELEMENT(element))
4327 struct ElementInfo *ei = &element_info[element];
4328 int move_direction_initial = ei->move_direction_initial;
4329 int move_pattern = ei->move_pattern;
4331 if (move_direction_initial == MV_START_PREVIOUS)
4333 if (MovDir[x][y] != MV_NONE)
4336 move_direction_initial = MV_START_AUTOMATIC;
4339 if (move_direction_initial == MV_START_RANDOM)
4340 MovDir[x][y] = 1 << RND(4);
4341 else if (move_direction_initial & MV_ANY_DIRECTION)
4342 MovDir[x][y] = move_direction_initial;
4343 else if (move_pattern == MV_ALL_DIRECTIONS ||
4344 move_pattern == MV_TURNING_LEFT ||
4345 move_pattern == MV_TURNING_RIGHT ||
4346 move_pattern == MV_TURNING_LEFT_RIGHT ||
4347 move_pattern == MV_TURNING_RIGHT_LEFT ||
4348 move_pattern == MV_TURNING_RANDOM)
4349 MovDir[x][y] = 1 << RND(4);
4350 else if (move_pattern == MV_HORIZONTAL)
4351 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4352 else if (move_pattern == MV_VERTICAL)
4353 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4354 else if (move_pattern & MV_ANY_DIRECTION)
4355 MovDir[x][y] = element_info[element].move_pattern;
4356 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4357 move_pattern == MV_ALONG_RIGHT_SIDE)
4359 /* use random direction as default start direction */
4360 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4361 MovDir[x][y] = 1 << RND(4);
4363 for (i = 0; i < NUM_DIRECTIONS; i++)
4365 int x1 = x + xy[i][0];
4366 int y1 = y + xy[i][1];
4368 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4370 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4371 MovDir[x][y] = direction[0][i];
4373 MovDir[x][y] = direction[1][i];
4382 MovDir[x][y] = 1 << RND(4);
4384 if (element != EL_BUG &&
4385 element != EL_SPACESHIP &&
4386 element != EL_BD_BUTTERFLY &&
4387 element != EL_BD_FIREFLY)
4390 for (i = 0; i < NUM_DIRECTIONS; i++)
4392 int x1 = x + xy[i][0];
4393 int y1 = y + xy[i][1];
4395 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4397 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4399 MovDir[x][y] = direction[0][i];
4402 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4403 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4405 MovDir[x][y] = direction[1][i];
4414 GfxDir[x][y] = MovDir[x][y];
4417 void InitAmoebaNr(int x, int y)
4420 int group_nr = AmoebeNachbarNr(x, y);
4424 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4426 if (AmoebaCnt[i] == 0)
4434 AmoebaNr[x][y] = group_nr;
4435 AmoebaCnt[group_nr]++;
4436 AmoebaCnt2[group_nr]++;
4439 static void PlayerWins(struct PlayerInfo *player)
4441 player->LevelSolved = TRUE;
4442 player->GameOver = TRUE;
4444 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4445 level.native_em_level->lev->score :
4446 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4450 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4452 player->LevelSolved_CountingScore = player->score_final;
4457 static int time, time_final;
4458 static int score, score_final;
4459 static int game_over_delay_1 = 0;
4460 static int game_over_delay_2 = 0;
4461 int game_over_delay_value_1 = 50;
4462 int game_over_delay_value_2 = 50;
4464 if (!local_player->LevelSolved_GameWon)
4468 /* do not start end game actions before the player stops moving (to exit) */
4469 if (local_player->MovPos)
4472 local_player->LevelSolved_GameWon = TRUE;
4473 local_player->LevelSolved_SaveTape = tape.recording;
4474 local_player->LevelSolved_SaveScore = !tape.playing;
4478 LevelStats_incSolved(level_nr);
4480 SaveLevelSetup_SeriesInfo();
4483 if (tape.auto_play) /* tape might already be stopped here */
4484 tape.auto_play_level_solved = TRUE;
4488 game_over_delay_1 = game_over_delay_value_1;
4489 game_over_delay_2 = game_over_delay_value_2;
4491 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4492 score = score_final = local_player->score_final;
4497 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4499 else if (game.no_time_limit && TimePlayed < 999)
4502 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4505 local_player->score_final = score_final;
4507 if (level_editor_test_game)
4510 score = score_final;
4512 local_player->LevelSolved_CountingTime = time;
4513 local_player->LevelSolved_CountingScore = score;
4515 game_panel_controls[GAME_PANEL_TIME].value = time;
4516 game_panel_controls[GAME_PANEL_SCORE].value = score;
4518 DisplayGameControlValues();
4521 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4523 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4525 /* close exit door after last player */
4526 if ((AllPlayersGone &&
4527 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4528 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4529 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4530 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4531 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4533 int element = Feld[ExitX][ExitY];
4535 Feld[ExitX][ExitY] =
4536 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4537 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4538 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4539 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4540 EL_EM_STEEL_EXIT_CLOSING);
4542 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4545 /* player disappears */
4546 DrawLevelField(ExitX, ExitY);
4549 for (i = 0; i < MAX_PLAYERS; i++)
4551 struct PlayerInfo *player = &stored_player[i];
4553 if (player->present)
4555 RemovePlayer(player);
4557 /* player disappears */
4558 DrawLevelField(player->jx, player->jy);
4563 PlaySound(SND_GAME_WINNING);
4566 if (game_over_delay_1 > 0)
4568 game_over_delay_1--;
4573 if (time != time_final)
4575 int time_to_go = ABS(time_final - time);
4576 int time_count_dir = (time < time_final ? +1 : -1);
4577 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4579 time += time_count_steps * time_count_dir;
4580 score += time_count_steps * level.score[SC_TIME_BONUS];
4582 local_player->LevelSolved_CountingTime = time;
4583 local_player->LevelSolved_CountingScore = score;
4585 game_panel_controls[GAME_PANEL_TIME].value = time;
4586 game_panel_controls[GAME_PANEL_SCORE].value = score;
4588 DisplayGameControlValues();
4590 if (time == time_final)
4591 StopSound(SND_GAME_LEVELTIME_BONUS);
4592 else if (setup.sound_loops)
4593 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4595 PlaySound(SND_GAME_LEVELTIME_BONUS);
4600 local_player->LevelSolved_PanelOff = TRUE;
4602 if (game_over_delay_2 > 0)
4604 game_over_delay_2--;
4615 boolean raise_level = FALSE;
4617 local_player->LevelSolved_GameEnd = TRUE;
4619 if (!global.use_envelope_request)
4620 CloseDoor(DOOR_CLOSE_1);
4622 if (local_player->LevelSolved_SaveTape)
4624 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4627 CloseDoor(DOOR_CLOSE_ALL);
4629 if (level_editor_test_game)
4631 SetGameStatus(GAME_MODE_MAIN);
4638 if (!local_player->LevelSolved_SaveScore)
4640 SetGameStatus(GAME_MODE_MAIN);
4647 if (level_nr == leveldir_current->handicap_level)
4649 leveldir_current->handicap_level++;
4651 SaveLevelSetup_SeriesInfo();
4654 if (setup.increment_levels &&