1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void TestIfPlayerTouchesCustomElement(int, int);
1062 static void TestIfElementTouchesCustomElement(int, int);
1063 static void TestIfElementHitsCustomElement(int, int, int);
1065 static void HandleElementChange(int, int, int);
1066 static void ExecuteCustomElementAction(int, int, int, int);
1067 static boolean ChangeElement(int, int, int, int);
1069 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1070 #define CheckTriggeredElementChange(x, y, e, ev) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1072 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1073 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1074 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1075 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1076 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1077 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1078 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1079 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1081 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1082 #define CheckElementChange(x, y, e, te, ev) \
1083 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1084 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1085 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1086 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1087 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1088 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1089 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1091 static void PlayLevelSound(int, int, int);
1092 static void PlayLevelSoundNearest(int, int, int);
1093 static void PlayLevelSoundAction(int, int, int);
1094 static void PlayLevelSoundElementAction(int, int, int, int);
1095 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1096 static void PlayLevelSoundActionIfLoop(int, int, int);
1097 static void StopLevelSoundActionIfLoop(int, int, int);
1098 static void PlayLevelMusic(void);
1099 static void FadeLevelSoundsAndMusic(void);
1101 static void HandleGameButtons(struct GadgetInfo *);
1103 int AmoebaNeighbourNr(int, int);
1104 void AmoebaToDiamond(int, int);
1105 void ContinueMoving(int, int);
1106 void Bang(int, int);
1107 void InitMovDir(int, int);
1108 void InitAmoebaNr(int, int);
1109 int NewHighScore(int);
1111 void TestIfGoodThingHitsBadThing(int, int, int);
1112 void TestIfBadThingHitsGoodThing(int, int, int);
1113 void TestIfPlayerTouchesBadThing(int, int);
1114 void TestIfPlayerRunsIntoBadThing(int, int, int);
1115 void TestIfBadThingTouchesPlayer(int, int);
1116 void TestIfBadThingRunsIntoPlayer(int, int, int);
1117 void TestIfFriendTouchesBadThing(int, int);
1118 void TestIfBadThingTouchesFriend(int, int);
1119 void TestIfBadThingTouchesOtherBadThing(int, int);
1120 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1122 void KillPlayer(struct PlayerInfo *);
1123 void BuryPlayer(struct PlayerInfo *);
1124 void RemovePlayer(struct PlayerInfo *);
1125 void ExitPlayer(struct PlayerInfo *);
1127 static int getInvisibleActiveFromInvisibleElement(int);
1128 static int getInvisibleFromInvisibleActiveElement(int);
1130 static void TestFieldAfterSnapping(int, int, int, int, int);
1132 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1134 // for detection of endless loops, caused by custom element programming
1135 // (using maximal playfield width x 10 is just a rough approximation)
1136 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1138 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1140 if (recursion_loop_detected) \
1143 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1145 recursion_loop_detected = TRUE; \
1146 recursion_loop_element = (e); \
1149 recursion_loop_depth++; \
1152 #define RECURSION_LOOP_DETECTION_END() \
1154 recursion_loop_depth--; \
1157 static int recursion_loop_depth;
1158 static boolean recursion_loop_detected;
1159 static boolean recursion_loop_element;
1161 static int map_player_action[MAX_PLAYERS];
1164 // ----------------------------------------------------------------------------
1165 // definition of elements that automatically change to other elements after
1166 // a specified time, eventually calling a function when changing
1167 // ----------------------------------------------------------------------------
1169 // forward declaration for changer functions
1170 static void InitBuggyBase(int, int);
1171 static void WarnBuggyBase(int, int);
1173 static void InitTrap(int, int);
1174 static void ActivateTrap(int, int);
1175 static void ChangeActiveTrap(int, int);
1177 static void InitRobotWheel(int, int);
1178 static void RunRobotWheel(int, int);
1179 static void StopRobotWheel(int, int);
1181 static void InitTimegateWheel(int, int);
1182 static void RunTimegateWheel(int, int);
1184 static void InitMagicBallDelay(int, int);
1185 static void ActivateMagicBall(int, int);
1187 struct ChangingElementInfo
1192 void (*pre_change_function)(int x, int y);
1193 void (*change_function)(int x, int y);
1194 void (*post_change_function)(int x, int y);
1197 static struct ChangingElementInfo change_delay_list[] =
1232 EL_STEEL_EXIT_OPENING,
1240 EL_STEEL_EXIT_CLOSING,
1241 EL_STEEL_EXIT_CLOSED,
1264 EL_EM_STEEL_EXIT_OPENING,
1265 EL_EM_STEEL_EXIT_OPEN,
1272 EL_EM_STEEL_EXIT_CLOSING,
1296 EL_SWITCHGATE_OPENING,
1304 EL_SWITCHGATE_CLOSING,
1305 EL_SWITCHGATE_CLOSED,
1312 EL_TIMEGATE_OPENING,
1320 EL_TIMEGATE_CLOSING,
1329 EL_ACID_SPLASH_LEFT,
1337 EL_ACID_SPLASH_RIGHT,
1346 EL_SP_BUGGY_BASE_ACTIVATING,
1353 EL_SP_BUGGY_BASE_ACTIVATING,
1354 EL_SP_BUGGY_BASE_ACTIVE,
1361 EL_SP_BUGGY_BASE_ACTIVE,
1385 EL_ROBOT_WHEEL_ACTIVE,
1393 EL_TIMEGATE_SWITCH_ACTIVE,
1401 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1402 EL_DC_TIMEGATE_SWITCH,
1409 EL_EMC_MAGIC_BALL_ACTIVE,
1410 EL_EMC_MAGIC_BALL_ACTIVE,
1417 EL_EMC_SPRING_BUMPER_ACTIVE,
1418 EL_EMC_SPRING_BUMPER,
1425 EL_DIAGONAL_SHRINKING,
1433 EL_DIAGONAL_GROWING,
1454 int push_delay_fixed, push_delay_random;
1458 { EL_SPRING, 0, 0 },
1459 { EL_BALLOON, 0, 0 },
1461 { EL_SOKOBAN_OBJECT, 2, 0 },
1462 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1463 { EL_SATELLITE, 2, 0 },
1464 { EL_SP_DISK_YELLOW, 2, 0 },
1466 { EL_UNDEFINED, 0, 0 },
1474 move_stepsize_list[] =
1476 { EL_AMOEBA_DROP, 2 },
1477 { EL_AMOEBA_DROPPING, 2 },
1478 { EL_QUICKSAND_FILLING, 1 },
1479 { EL_QUICKSAND_EMPTYING, 1 },
1480 { EL_QUICKSAND_FAST_FILLING, 2 },
1481 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1482 { EL_MAGIC_WALL_FILLING, 2 },
1483 { EL_MAGIC_WALL_EMPTYING, 2 },
1484 { EL_BD_MAGIC_WALL_FILLING, 2 },
1485 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1486 { EL_DC_MAGIC_WALL_FILLING, 2 },
1487 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_UNDEFINED, 0 },
1497 collect_count_list[] =
1500 { EL_BD_DIAMOND, 1 },
1501 { EL_EMERALD_YELLOW, 1 },
1502 { EL_EMERALD_RED, 1 },
1503 { EL_EMERALD_PURPLE, 1 },
1505 { EL_SP_INFOTRON, 1 },
1509 { EL_UNDEFINED, 0 },
1517 access_direction_list[] =
1519 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1520 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1521 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1522 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1525 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1526 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1527 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1528 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1529 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1531 { EL_SP_PORT_LEFT, MV_RIGHT },
1532 { EL_SP_PORT_RIGHT, MV_LEFT },
1533 { EL_SP_PORT_UP, MV_DOWN },
1534 { EL_SP_PORT_DOWN, MV_UP },
1535 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1536 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1537 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1538 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1539 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1540 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1542 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1543 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1544 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1545 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1546 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1547 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1548 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1549 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1551 { EL_UNDEFINED, MV_NONE }
1554 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1556 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1557 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1558 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1559 IS_JUST_CHANGING(x, y))
1561 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1563 // static variables for playfield scan mode (scanning forward or backward)
1564 static int playfield_scan_start_x = 0;
1565 static int playfield_scan_start_y = 0;
1566 static int playfield_scan_delta_x = 1;
1567 static int playfield_scan_delta_y = 1;
1569 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1570 (y) >= 0 && (y) <= lev_fieldy - 1; \
1571 (y) += playfield_scan_delta_y) \
1572 for ((x) = playfield_scan_start_x; \
1573 (x) >= 0 && (x) <= lev_fieldx - 1; \
1574 (x) += playfield_scan_delta_x)
1577 void DEBUG_SetMaximumDynamite(void)
1581 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1582 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1583 local_player->inventory_element[local_player->inventory_size++] =
1588 static void InitPlayfieldScanModeVars(void)
1590 if (game.use_reverse_scan_direction)
1592 playfield_scan_start_x = lev_fieldx - 1;
1593 playfield_scan_start_y = lev_fieldy - 1;
1595 playfield_scan_delta_x = -1;
1596 playfield_scan_delta_y = -1;
1600 playfield_scan_start_x = 0;
1601 playfield_scan_start_y = 0;
1603 playfield_scan_delta_x = 1;
1604 playfield_scan_delta_y = 1;
1608 static void InitPlayfieldScanMode(int mode)
1610 game.use_reverse_scan_direction =
1611 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1613 InitPlayfieldScanModeVars();
1616 static int get_move_delay_from_stepsize(int move_stepsize)
1619 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1621 // make sure that stepsize value is always a power of 2
1622 move_stepsize = (1 << log_2(move_stepsize));
1624 return TILEX / move_stepsize;
1627 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1630 int player_nr = player->index_nr;
1631 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1632 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1634 // do no immediately change move delay -- the player might just be moving
1635 player->move_delay_value_next = move_delay;
1637 // information if player can move must be set separately
1638 player->cannot_move = cannot_move;
1642 player->move_delay = game.initial_move_delay[player_nr];
1643 player->move_delay_value = game.initial_move_delay_value[player_nr];
1645 player->move_delay_value_next = -1;
1647 player->move_delay_reset_counter = 0;
1651 void GetPlayerConfig(void)
1653 GameFrameDelay = setup.game_frame_delay;
1655 if (!audio.sound_available)
1656 setup.sound_simple = FALSE;
1658 if (!audio.loops_available)
1659 setup.sound_loops = FALSE;
1661 if (!audio.music_available)
1662 setup.sound_music = FALSE;
1664 if (!video.fullscreen_available)
1665 setup.fullscreen = FALSE;
1667 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1669 SetAudioMode(setup.sound);
1672 int GetElementFromGroupElement(int element)
1674 if (IS_GROUP_ELEMENT(element))
1676 struct ElementGroupInfo *group = element_info[element].group;
1677 int last_anim_random_frame = gfx.anim_random_frame;
1680 if (group->choice_mode == ANIM_RANDOM)
1681 gfx.anim_random_frame = RND(group->num_elements_resolved);
1683 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1684 group->choice_mode, 0,
1687 if (group->choice_mode == ANIM_RANDOM)
1688 gfx.anim_random_frame = last_anim_random_frame;
1690 group->choice_pos++;
1692 element = group->element_resolved[element_pos];
1698 static void IncrementSokobanFieldsNeeded(void)
1700 if (level.sb_fields_needed)
1701 game.sokoban_fields_still_needed++;
1704 static void IncrementSokobanObjectsNeeded(void)
1706 if (level.sb_objects_needed)
1707 game.sokoban_objects_still_needed++;
1710 static void DecrementSokobanFieldsNeeded(void)
1712 if (game.sokoban_fields_still_needed > 0)
1713 game.sokoban_fields_still_needed--;
1716 static void DecrementSokobanObjectsNeeded(void)
1718 if (game.sokoban_objects_still_needed > 0)
1719 game.sokoban_objects_still_needed--;
1722 static void InitPlayerField(int x, int y, int element, boolean init_game)
1724 if (element == EL_SP_MURPHY)
1728 if (stored_player[0].present)
1730 Tile[x][y] = EL_SP_MURPHY_CLONE;
1736 stored_player[0].initial_element = element;
1737 stored_player[0].use_murphy = TRUE;
1739 if (!level.use_artwork_element[0])
1740 stored_player[0].artwork_element = EL_SP_MURPHY;
1743 Tile[x][y] = EL_PLAYER_1;
1749 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1750 int jx = player->jx, jy = player->jy;
1752 player->present = TRUE;
1754 player->block_last_field = (element == EL_SP_MURPHY ?
1755 level.sp_block_last_field :
1756 level.block_last_field);
1758 // ---------- initialize player's last field block delay ------------------
1760 // always start with reliable default value (no adjustment needed)
1761 player->block_delay_adjustment = 0;
1763 // special case 1: in Supaplex, Murphy blocks last field one more frame
1764 if (player->block_last_field && element == EL_SP_MURPHY)
1765 player->block_delay_adjustment = 1;
1767 // special case 2: in game engines before 3.1.1, blocking was different
1768 if (game.use_block_last_field_bug)
1769 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1771 if (!network.enabled || player->connected_network)
1773 player->active = TRUE;
1775 // remove potentially duplicate players
1776 if (StorePlayer[jx][jy] == Tile[x][y])
1777 StorePlayer[jx][jy] = 0;
1779 StorePlayer[x][y] = Tile[x][y];
1781 #if DEBUG_INIT_PLAYER
1782 Debug("game:init:player", "- player element %d activated",
1783 player->element_nr);
1784 Debug("game:init:player", " (local player is %d and currently %s)",
1785 local_player->element_nr,
1786 local_player->active ? "active" : "not active");
1790 Tile[x][y] = EL_EMPTY;
1792 player->jx = player->last_jx = x;
1793 player->jy = player->last_jy = y;
1796 // always check if player was just killed and should be reanimated
1798 int player_nr = GET_PLAYER_NR(element);
1799 struct PlayerInfo *player = &stored_player[player_nr];
1801 if (player->active && player->killed)
1802 player->reanimated = TRUE; // if player was just killed, reanimate him
1806 static void InitField(int x, int y, boolean init_game)
1808 int element = Tile[x][y];
1817 InitPlayerField(x, y, element, init_game);
1820 case EL_SOKOBAN_FIELD_PLAYER:
1821 element = Tile[x][y] = EL_PLAYER_1;
1822 InitField(x, y, init_game);
1824 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1825 InitField(x, y, init_game);
1828 case EL_SOKOBAN_FIELD_EMPTY:
1829 IncrementSokobanFieldsNeeded();
1832 case EL_SOKOBAN_OBJECT:
1833 IncrementSokobanObjectsNeeded();
1837 if (x < lev_fieldx-1 && Tile[x+1][y] == EL_ACID)
1838 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1839 else if (x > 0 && Tile[x-1][y] == EL_ACID)
1840 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1841 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843 else if (y > 0 && Tile[x][y-1] == EL_ACID)
1844 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1845 else if (y > 0 && Tile[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1855 case EL_SPACESHIP_RIGHT:
1856 case EL_SPACESHIP_UP:
1857 case EL_SPACESHIP_LEFT:
1858 case EL_SPACESHIP_DOWN:
1859 case EL_BD_BUTTERFLY:
1860 case EL_BD_BUTTERFLY_RIGHT:
1861 case EL_BD_BUTTERFLY_UP:
1862 case EL_BD_BUTTERFLY_LEFT:
1863 case EL_BD_BUTTERFLY_DOWN:
1865 case EL_BD_FIREFLY_RIGHT:
1866 case EL_BD_FIREFLY_UP:
1867 case EL_BD_FIREFLY_LEFT:
1868 case EL_BD_FIREFLY_DOWN:
1869 case EL_PACMAN_RIGHT:
1871 case EL_PACMAN_LEFT:
1872 case EL_PACMAN_DOWN:
1874 case EL_YAMYAM_LEFT:
1875 case EL_YAMYAM_RIGHT:
1877 case EL_YAMYAM_DOWN:
1878 case EL_DARK_YAMYAM:
1881 case EL_SP_SNIKSNAK:
1882 case EL_SP_ELECTRON:
1888 case EL_SPRING_LEFT:
1889 case EL_SPRING_RIGHT:
1893 case EL_AMOEBA_FULL:
1898 case EL_AMOEBA_DROP:
1899 if (y == lev_fieldy - 1)
1901 Tile[x][y] = EL_AMOEBA_GROWING;
1902 Store[x][y] = EL_AMOEBA_WET;
1906 case EL_DYNAMITE_ACTIVE:
1907 case EL_SP_DISK_RED_ACTIVE:
1908 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1909 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1910 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1911 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1912 MovDelay[x][y] = 96;
1915 case EL_EM_DYNAMITE_ACTIVE:
1916 MovDelay[x][y] = 32;
1920 game.lights_still_needed++;
1924 game.friends_still_needed++;
1929 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1932 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1933 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1934 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1935 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1936 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1937 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1938 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1939 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1940 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1941 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1942 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1943 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1946 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1947 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1948 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1950 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1952 game.belt_dir[belt_nr] = belt_dir;
1953 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1955 else // more than one switch -- set it like the first switch
1957 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1962 case EL_LIGHT_SWITCH_ACTIVE:
1964 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1967 case EL_INVISIBLE_STEELWALL:
1968 case EL_INVISIBLE_WALL:
1969 case EL_INVISIBLE_SAND:
1970 if (game.light_time_left > 0 ||
1971 game.lenses_time_left > 0)
1972 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1975 case EL_EMC_MAGIC_BALL:
1976 if (game.ball_active)
1977 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1980 case EL_EMC_MAGIC_BALL_SWITCH:
1981 if (game.ball_active)
1982 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1985 case EL_TRIGGER_PLAYER:
1986 case EL_TRIGGER_ELEMENT:
1987 case EL_TRIGGER_CE_VALUE:
1988 case EL_TRIGGER_CE_SCORE:
1990 case EL_ANY_ELEMENT:
1991 case EL_CURRENT_CE_VALUE:
1992 case EL_CURRENT_CE_SCORE:
2009 // reference elements should not be used on the playfield
2010 Tile[x][y] = EL_EMPTY;
2014 if (IS_CUSTOM_ELEMENT(element))
2016 if (CAN_MOVE(element))
2019 if (!element_info[element].use_last_ce_value || init_game)
2020 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2022 else if (IS_GROUP_ELEMENT(element))
2024 Tile[x][y] = GetElementFromGroupElement(element);
2026 InitField(x, y, init_game);
2033 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2036 static void InitField_WithBug1(int x, int y, boolean init_game)
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(Tile[x][y]))
2046 static void InitField_WithBug2(int x, int y, boolean init_game)
2048 int old_element = Tile[x][y];
2050 InitField(x, y, init_game);
2052 // not needed to call InitMovDir() -- already done by InitField()!
2053 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054 CAN_MOVE(old_element) &&
2055 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2058 /* this case is in fact a combination of not less than three bugs:
2059 first, it calls InitMovDir() for elements that can move, although this is
2060 already done by InitField(); then, it checks the element that was at this
2061 field _before_ the call to InitField() (which can change it); lastly, it
2062 was not called for "mole with direction" elements, which were treated as
2063 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2067 static int get_key_element_from_nr(int key_nr)
2069 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2070 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2071 EL_EM_KEY_1 : EL_KEY_1);
2073 return key_base_element + key_nr;
2076 static int get_next_dropped_element(struct PlayerInfo *player)
2078 return (player->inventory_size > 0 ?
2079 player->inventory_element[player->inventory_size - 1] :
2080 player->inventory_infinite_element != EL_UNDEFINED ?
2081 player->inventory_infinite_element :
2082 player->dynabombs_left > 0 ?
2083 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2087 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2089 // pos >= 0: get element from bottom of the stack;
2090 // pos < 0: get element from top of the stack
2094 int min_inventory_size = -pos;
2095 int inventory_pos = player->inventory_size - min_inventory_size;
2096 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2098 return (player->inventory_size >= min_inventory_size ?
2099 player->inventory_element[inventory_pos] :
2100 player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2108 int min_dynabombs_left = pos + 1;
2109 int min_inventory_size = pos + 1 - player->dynabombs_left;
2110 int inventory_pos = pos - player->dynabombs_left;
2112 return (player->inventory_infinite_element != EL_UNDEFINED ?
2113 player->inventory_infinite_element :
2114 player->dynabombs_left >= min_dynabombs_left ?
2115 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2116 player->inventory_size >= min_inventory_size ?
2117 player->inventory_element[inventory_pos] :
2122 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2124 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2125 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2128 if (gpo1->sort_priority != gpo2->sort_priority)
2129 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2131 compare_result = gpo1->nr - gpo2->nr;
2133 return compare_result;
2136 int getPlayerInventorySize(int player_nr)
2138 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2139 return game_em.ply[player_nr]->dynamite;
2140 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2141 return game_sp.red_disk_count;
2143 return stored_player[player_nr].inventory_size;
2146 static void InitGameControlValues(void)
2150 for (i = 0; game_panel_controls[i].nr != -1; i++)
2152 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2153 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2154 struct TextPosInfo *pos = gpc->pos;
2156 int type = gpc->type;
2160 Error("'game_panel_controls' structure corrupted at %d", i);
2162 Fail("this should not happen -- please debug");
2165 // force update of game controls after initialization
2166 gpc->value = gpc->last_value = -1;
2167 gpc->frame = gpc->last_frame = -1;
2168 gpc->gfx_frame = -1;
2170 // determine panel value width for later calculation of alignment
2171 if (type == TYPE_INTEGER || type == TYPE_STRING)
2173 pos->width = pos->size * getFontWidth(pos->font);
2174 pos->height = getFontHeight(pos->font);
2176 else if (type == TYPE_ELEMENT)
2178 pos->width = pos->size;
2179 pos->height = pos->size;
2182 // fill structure for game panel draw order
2184 gpo->sort_priority = pos->sort_priority;
2187 // sort game panel controls according to sort_priority and control number
2188 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2189 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2192 static void UpdatePlayfieldElementCount(void)
2194 boolean use_element_count = FALSE;
2197 // first check if it is needed at all to calculate playfield element count
2198 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2199 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2200 use_element_count = TRUE;
2202 if (!use_element_count)
2205 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2206 element_info[i].element_count = 0;
2208 SCAN_PLAYFIELD(x, y)
2210 element_info[Tile[x][y]].element_count++;
2213 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2214 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2215 if (IS_IN_GROUP(j, i))
2216 element_info[EL_GROUP_START + i].element_count +=
2217 element_info[j].element_count;
2220 static void UpdateGameControlValues(void)
2223 int time = (game.LevelSolved ?
2224 game.LevelSolved_CountingTime :
2225 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2227 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2228 game_sp.time_played :
2229 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2230 game_mm.energy_left :
2231 game.no_time_limit ? TimePlayed : TimeLeft);
2232 int score = (game.LevelSolved ?
2233 game.LevelSolved_CountingScore :
2234 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2235 game_em.lev->score :
2236 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2241 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2242 game_em.lev->gems_needed :
2243 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2244 game_sp.infotrons_still_needed :
2245 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2246 game_mm.kettles_still_needed :
2247 game.gems_still_needed);
2248 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2249 game_em.lev->gems_needed > 0 :
2250 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2251 game_sp.infotrons_still_needed > 0 :
2252 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2253 game_mm.kettles_still_needed > 0 ||
2254 game_mm.lights_still_needed > 0 :
2255 game.gems_still_needed > 0 ||
2256 game.sokoban_fields_still_needed > 0 ||
2257 game.sokoban_objects_still_needed > 0 ||
2258 game.lights_still_needed > 0);
2259 int health = (game.LevelSolved ?
2260 game.LevelSolved_CountingHealth :
2261 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2262 MM_HEALTH(game_mm.laser_overload_value) :
2264 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2266 UpdatePlayfieldElementCount();
2268 // update game panel control values
2270 // used instead of "level_nr" (for network games)
2271 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2272 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2274 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2275 for (i = 0; i < MAX_NUM_KEYS; i++)
2276 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2277 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2278 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2280 if (game.centered_player_nr == -1)
2282 for (i = 0; i < MAX_PLAYERS; i++)
2284 // only one player in Supaplex game engine
2285 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2288 for (k = 0; k < MAX_NUM_KEYS; k++)
2290 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2292 if (game_em.ply[i]->keys & (1 << k))
2293 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2294 get_key_element_from_nr(k);
2296 else if (stored_player[i].key[k])
2297 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2298 get_key_element_from_nr(k);
2301 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2302 getPlayerInventorySize(i);
2304 if (stored_player[i].num_white_keys > 0)
2305 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2308 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2309 stored_player[i].num_white_keys;
2314 int player_nr = game.centered_player_nr;
2316 for (k = 0; k < MAX_NUM_KEYS; k++)
2318 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2320 if (game_em.ply[player_nr]->keys & (1 << k))
2321 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2322 get_key_element_from_nr(k);
2324 else if (stored_player[player_nr].key[k])
2325 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2326 get_key_element_from_nr(k);
2329 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330 getPlayerInventorySize(player_nr);
2332 if (stored_player[player_nr].num_white_keys > 0)
2333 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2335 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336 stored_player[player_nr].num_white_keys;
2339 // re-arrange keys on game panel, if needed or if defined by style settings
2340 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2342 int nr = GAME_PANEL_KEY_1 + i;
2343 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2344 struct TextPosInfo *pos = gpc->pos;
2346 // skip check if key is not in the player's inventory
2347 if (gpc->value == EL_EMPTY)
2350 // check if keys should be arranged on panel from left to right
2351 if (pos->style == STYLE_LEFTMOST_POSITION)
2353 // check previous key positions (left from current key)
2354 for (k = 0; k < i; k++)
2356 int nr_new = GAME_PANEL_KEY_1 + k;
2358 if (game_panel_controls[nr_new].value == EL_EMPTY)
2360 game_panel_controls[nr_new].value = gpc->value;
2361 gpc->value = EL_EMPTY;
2368 // check if "undefined" keys can be placed at some other position
2369 if (pos->x == -1 && pos->y == -1)
2371 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2373 // 1st try: display key at the same position as normal or EM keys
2374 if (game_panel_controls[nr_new].value == EL_EMPTY)
2376 game_panel_controls[nr_new].value = gpc->value;
2380 // 2nd try: display key at the next free position in the key panel
2381 for (k = 0; k < STD_NUM_KEYS; k++)
2383 nr_new = GAME_PANEL_KEY_1 + k;
2385 if (game_panel_controls[nr_new].value == EL_EMPTY)
2387 game_panel_controls[nr_new].value = gpc->value;
2396 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2398 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2399 get_inventory_element_from_pos(local_player, i);
2400 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2401 get_inventory_element_from_pos(local_player, -i - 1);
2404 game_panel_controls[GAME_PANEL_SCORE].value = score;
2405 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2407 game_panel_controls[GAME_PANEL_TIME].value = time;
2409 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2410 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2411 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2413 if (level.time == 0)
2414 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2416 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2418 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2419 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2421 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2423 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2424 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2426 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2427 local_player->shield_normal_time_left;
2428 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2429 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2431 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2432 local_player->shield_deadly_time_left;
2434 game_panel_controls[GAME_PANEL_EXIT].value =
2435 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2437 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2438 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2439 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2440 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2441 EL_EMC_MAGIC_BALL_SWITCH);
2443 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2444 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2445 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2446 game.light_time_left;
2448 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2449 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2450 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2451 game.timegate_time_left;
2453 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2454 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2456 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2457 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2458 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2459 game.lenses_time_left;
2461 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2462 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2463 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2464 game.magnify_time_left;
2466 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2467 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2468 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2469 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2470 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2471 EL_BALLOON_SWITCH_NONE);
2473 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2474 local_player->dynabomb_count;
2475 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2476 local_player->dynabomb_size;
2477 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2478 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2480 game_panel_controls[GAME_PANEL_PENGUINS].value =
2481 game.friends_still_needed;
2483 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2484 game.sokoban_objects_still_needed;
2485 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2486 game.sokoban_fields_still_needed;
2488 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2489 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2491 for (i = 0; i < NUM_BELTS; i++)
2493 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2494 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2495 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2496 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2497 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2500 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2501 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2502 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2503 game.magic_wall_time_left;
2505 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2506 local_player->gravity;
2508 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2509 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2511 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2512 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2513 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2514 game.panel.element[i].id : EL_UNDEFINED);
2516 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2517 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2518 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2519 element_info[game.panel.element_count[i].id].element_count : 0);
2521 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2522 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2523 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2524 element_info[game.panel.ce_score[i].id].collect_score : 0);
2526 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2527 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2528 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2529 element_info[game.panel.ce_score_element[i].id].collect_score :
2532 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2533 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2534 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2536 // update game panel control frames
2538 for (i = 0; game_panel_controls[i].nr != -1; i++)
2540 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2542 if (gpc->type == TYPE_ELEMENT)
2544 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2546 int last_anim_random_frame = gfx.anim_random_frame;
2547 int element = gpc->value;
2548 int graphic = el2panelimg(element);
2549 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2550 sync_random_frame : INIT_GFX_RANDOM());
2552 if (gpc->value != gpc->last_value)
2555 gpc->gfx_random = init_gfx_random;
2561 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2562 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2563 gpc->gfx_random = init_gfx_random;
2566 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2567 gfx.anim_random_frame = gpc->gfx_random;
2569 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2570 gpc->gfx_frame = element_info[element].collect_score;
2572 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2574 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2575 gfx.anim_random_frame = last_anim_random_frame;
2578 else if (gpc->type == TYPE_GRAPHIC)
2580 if (gpc->graphic != IMG_UNDEFINED)
2582 int last_anim_random_frame = gfx.anim_random_frame;
2583 int graphic = gpc->graphic;
2584 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2585 sync_random_frame : INIT_GFX_RANDOM());
2587 if (gpc->value != gpc->last_value)
2590 gpc->gfx_random = init_gfx_random;
2596 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2597 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2598 gpc->gfx_random = init_gfx_random;
2601 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2602 gfx.anim_random_frame = gpc->gfx_random;
2604 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2606 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2607 gfx.anim_random_frame = last_anim_random_frame;
2613 static void DisplayGameControlValues(void)
2615 boolean redraw_panel = FALSE;
2618 for (i = 0; game_panel_controls[i].nr != -1; i++)
2620 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2622 if (PANEL_DEACTIVATED(gpc->pos))
2625 if (gpc->value == gpc->last_value &&
2626 gpc->frame == gpc->last_frame)
2629 redraw_panel = TRUE;
2635 // copy default game door content to main double buffer
2637 // !!! CHECK AGAIN !!!
2638 SetPanelBackground();
2639 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2640 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2642 // redraw game control buttons
2643 RedrawGameButtons();
2645 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2647 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2649 int nr = game_panel_order[i].nr;
2650 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2651 struct TextPosInfo *pos = gpc->pos;
2652 int type = gpc->type;
2653 int value = gpc->value;
2654 int frame = gpc->frame;
2655 int size = pos->size;
2656 int font = pos->font;
2657 boolean draw_masked = pos->draw_masked;
2658 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2660 if (PANEL_DEACTIVATED(pos))
2663 if (pos->class == get_hash_from_key("extra_panel_items") &&
2664 !setup.prefer_extra_panel_items)
2667 gpc->last_value = value;
2668 gpc->last_frame = frame;
2670 if (type == TYPE_INTEGER)
2672 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2673 nr == GAME_PANEL_TIME)
2675 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2677 if (use_dynamic_size) // use dynamic number of digits
2679 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2680 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2681 int size2 = size1 + 1;
2682 int font1 = pos->font;
2683 int font2 = pos->font_alt;
2685 size = (value < value_change ? size1 : size2);
2686 font = (value < value_change ? font1 : font2);
2690 // correct text size if "digits" is zero or less
2692 size = strlen(int2str(value, size));
2694 // dynamically correct text alignment
2695 pos->width = size * getFontWidth(font);
2697 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2698 int2str(value, size), font, mask_mode);
2700 else if (type == TYPE_ELEMENT)
2702 int element, graphic;
2706 int dst_x = PANEL_XPOS(pos);
2707 int dst_y = PANEL_YPOS(pos);
2709 if (value != EL_UNDEFINED && value != EL_EMPTY)
2712 graphic = el2panelimg(value);
2715 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2716 element, EL_NAME(element), size);
2719 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2722 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2725 width = graphic_info[graphic].width * size / TILESIZE;
2726 height = graphic_info[graphic].height * size / TILESIZE;
2729 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2732 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2736 else if (type == TYPE_GRAPHIC)
2738 int graphic = gpc->graphic;
2739 int graphic_active = gpc->graphic_active;
2743 int dst_x = PANEL_XPOS(pos);
2744 int dst_y = PANEL_YPOS(pos);
2745 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2746 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2748 if (graphic != IMG_UNDEFINED && !skip)
2750 if (pos->style == STYLE_REVERSE)
2751 value = 100 - value;
2753 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2755 if (pos->direction & MV_HORIZONTAL)
2757 width = graphic_info[graphic_active].width * value / 100;
2758 height = graphic_info[graphic_active].height;
2760 if (pos->direction == MV_LEFT)
2762 src_x += graphic_info[graphic_active].width - width;
2763 dst_x += graphic_info[graphic_active].width - width;
2768 width = graphic_info[graphic_active].width;
2769 height = graphic_info[graphic_active].height * value / 100;
2771 if (pos->direction == MV_UP)
2773 src_y += graphic_info[graphic_active].height - height;
2774 dst_y += graphic_info[graphic_active].height - height;
2779 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2782 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2785 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2787 if (pos->direction & MV_HORIZONTAL)
2789 if (pos->direction == MV_RIGHT)
2796 dst_x = PANEL_XPOS(pos);
2799 width = graphic_info[graphic].width - width;
2803 if (pos->direction == MV_DOWN)
2810 dst_y = PANEL_YPOS(pos);
2813 height = graphic_info[graphic].height - height;
2817 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2820 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2824 else if (type == TYPE_STRING)
2826 boolean active = (value != 0);
2827 char *state_normal = "off";
2828 char *state_active = "on";
2829 char *state = (active ? state_active : state_normal);
2830 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2831 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2832 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2833 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2835 if (nr == GAME_PANEL_GRAVITY_STATE)
2837 int font1 = pos->font; // (used for normal state)
2838 int font2 = pos->font_alt; // (used for active state)
2840 font = (active ? font2 : font1);
2849 // don't truncate output if "chars" is zero or less
2852 // dynamically correct text alignment
2853 pos->width = size * getFontWidth(font);
2856 s_cut = getStringCopyN(s, size);
2858 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2859 s_cut, font, mask_mode);
2865 redraw_mask |= REDRAW_DOOR_1;
2868 SetGameStatus(GAME_MODE_PLAYING);
2871 void UpdateAndDisplayGameControlValues(void)
2873 if (tape.deactivate_display)
2876 UpdateGameControlValues();
2877 DisplayGameControlValues();
2880 void UpdateGameDoorValues(void)
2882 UpdateGameControlValues();
2885 void DrawGameDoorValues(void)
2887 DisplayGameControlValues();
2891 // ============================================================================
2893 // ----------------------------------------------------------------------------
2894 // initialize game engine due to level / tape version number
2895 // ============================================================================
2897 static void InitGameEngine(void)
2899 int i, j, k, l, x, y;
2901 // set game engine from tape file when re-playing, else from level file
2902 game.engine_version = (tape.playing ? tape.engine_version :
2903 level.game_version);
2905 // set single or multi-player game mode (needed for re-playing tapes)
2906 game.team_mode = setup.team_mode;
2910 int num_players = 0;
2912 for (i = 0; i < MAX_PLAYERS; i++)
2913 if (tape.player_participates[i])
2916 // multi-player tapes contain input data for more than one player
2917 game.team_mode = (num_players > 1);
2921 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2922 level.game_version);
2923 Debug("game:init:level", " tape.file_version == %06d",
2925 Debug("game:init:level", " tape.game_version == %06d",
2927 Debug("game:init:level", " tape.engine_version == %06d",
2928 tape.engine_version);
2929 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2930 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2933 // --------------------------------------------------------------------------
2934 // set flags for bugs and changes according to active game engine version
2935 // --------------------------------------------------------------------------
2939 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2941 Bug was introduced in version:
2944 Bug was fixed in version:
2948 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2949 but the property "can fall" was missing, which caused some levels to be
2950 unsolvable. This was fixed in version 4.2.0.0.
2952 Affected levels/tapes:
2953 An example for a tape that was fixed by this bugfix is tape 029 from the
2954 level set "rnd_sam_bateman".
2955 The wrong behaviour will still be used for all levels or tapes that were
2956 created/recorded with it. An example for this is tape 023 from the level
2957 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2960 boolean use_amoeba_dropping_cannot_fall_bug =
2961 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2962 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2964 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2965 tape.game_version < VERSION_IDENT(4,2,0,0)));
2968 Summary of bugfix/change:
2969 Fixed move speed of elements entering or leaving magic wall.
2971 Fixed/changed in version:
2975 Before 2.0.1, move speed of elements entering or leaving magic wall was
2976 twice as fast as it is now.
2977 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2979 Affected levels/tapes:
2980 The first condition is generally needed for all levels/tapes before version
2981 2.0.1, which might use the old behaviour before it was changed; known tapes
2982 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2983 The second condition is an exception from the above case and is needed for
2984 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2985 above, but before it was known that this change would break tapes like the
2986 above and was fixed in 4.2.0.0, so that the changed behaviour was active
2987 although the engine version while recording maybe was before 2.0.1. There
2988 are a lot of tapes that are affected by this exception, like tape 006 from
2989 the level set "rnd_conor_mancone".
2992 boolean use_old_move_stepsize_for_magic_wall =
2993 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2995 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2996 tape.game_version < VERSION_IDENT(4,2,0,0)));
2999 Summary of bugfix/change:
3000 Fixed handling for custom elements that change when pushed by the player.
3002 Fixed/changed in version:
3006 Before 3.1.0, custom elements that "change when pushing" changed directly
3007 after the player started pushing them (until then handled in "DigField()").
3008 Since 3.1.0, these custom elements are not changed until the "pushing"
3009 move of the element is finished (now handled in "ContinueMoving()").
3011 Affected levels/tapes:
3012 The first condition is generally needed for all levels/tapes before version
3013 3.1.0, which might use the old behaviour before it was changed; known tapes
3014 that are affected are some tapes from the level set "Walpurgis Gardens" by
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3018 above (including some development versions of 3.1.0), but before it was
3019 known that this change would break tapes like the above and was fixed in
3020 3.1.1, so that the changed behaviour was active although the engine version
3021 while recording maybe was before 3.1.0. There is at least one tape that is
3022 affected by this exception, which is the tape for the one-level set "Bug
3023 Machine" by Juergen Bonhagen.
3026 game.use_change_when_pushing_bug =
3027 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3029 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3030 tape.game_version < VERSION_IDENT(3,1,1,0)));
3033 Summary of bugfix/change:
3034 Fixed handling for blocking the field the player leaves when moving.
3036 Fixed/changed in version:
3040 Before 3.1.1, when "block last field when moving" was enabled, the field
3041 the player is leaving when moving was blocked for the time of the move,
3042 and was directly unblocked afterwards. This resulted in the last field
3043 being blocked for exactly one less than the number of frames of one player
3044 move. Additionally, even when blocking was disabled, the last field was
3045 blocked for exactly one frame.
3046 Since 3.1.1, due to changes in player movement handling, the last field
3047 is not blocked at all when blocking is disabled. When blocking is enabled,
3048 the last field is blocked for exactly the number of frames of one player
3049 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3050 last field is blocked for exactly one more than the number of frames of
3053 Affected levels/tapes:
3054 (!!! yet to be determined -- probably many !!!)
3057 game.use_block_last_field_bug =
3058 (game.engine_version < VERSION_IDENT(3,1,1,0));
3060 /* various special flags and settings for native Emerald Mine game engine */
3062 game_em.use_single_button =
3063 (game.engine_version > VERSION_IDENT(4,0,0,2));
3065 game_em.use_snap_key_bug =
3066 (game.engine_version < VERSION_IDENT(4,0,1,0));
3068 game_em.use_random_bug =
3069 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3071 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3073 game_em.use_old_explosions = use_old_em_engine;
3074 game_em.use_old_android = use_old_em_engine;
3075 game_em.use_old_push_elements = use_old_em_engine;
3076 game_em.use_old_push_into_acid = use_old_em_engine;
3078 game_em.use_wrap_around = !use_old_em_engine;
3080 // --------------------------------------------------------------------------
3082 // set maximal allowed number of custom element changes per game frame
3083 game.max_num_changes_per_frame = 1;
3085 // default scan direction: scan playfield from top/left to bottom/right
3086 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3088 // dynamically adjust element properties according to game engine version
3089 InitElementPropertiesEngine(game.engine_version);
3091 // ---------- initialize special element properties -------------------------
3093 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3094 if (use_amoeba_dropping_cannot_fall_bug)
3095 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3097 // ---------- initialize player's initial move delay ------------------------
3099 // dynamically adjust player properties according to level information
3100 for (i = 0; i < MAX_PLAYERS; i++)
3101 game.initial_move_delay_value[i] =
3102 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3104 // dynamically adjust player properties according to game engine version
3105 for (i = 0; i < MAX_PLAYERS; i++)
3106 game.initial_move_delay[i] =
3107 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3108 game.initial_move_delay_value[i] : 0);
3110 // ---------- initialize player's initial push delay ------------------------
3112 // dynamically adjust player properties according to game engine version
3113 game.initial_push_delay_value =
3114 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3116 // ---------- initialize changing elements ----------------------------------
3118 // initialize changing elements information
3119 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3121 struct ElementInfo *ei = &element_info[i];
3123 // this pointer might have been changed in the level editor
3124 ei->change = &ei->change_page[0];
3126 if (!IS_CUSTOM_ELEMENT(i))
3128 ei->change->target_element = EL_EMPTY_SPACE;
3129 ei->change->delay_fixed = 0;
3130 ei->change->delay_random = 0;
3131 ei->change->delay_frames = 1;
3134 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3136 ei->has_change_event[j] = FALSE;
3138 ei->event_page_nr[j] = 0;
3139 ei->event_page[j] = &ei->change_page[0];
3143 // add changing elements from pre-defined list
3144 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3146 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3147 struct ElementInfo *ei = &element_info[ch_delay->element];
3149 ei->change->target_element = ch_delay->target_element;
3150 ei->change->delay_fixed = ch_delay->change_delay;
3152 ei->change->pre_change_function = ch_delay->pre_change_function;
3153 ei->change->change_function = ch_delay->change_function;
3154 ei->change->post_change_function = ch_delay->post_change_function;
3156 ei->change->can_change = TRUE;
3157 ei->change->can_change_or_has_action = TRUE;
3159 ei->has_change_event[CE_DELAY] = TRUE;
3161 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3162 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3165 // ---------- initialize internal run-time variables ------------------------
3167 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3169 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3171 for (j = 0; j < ei->num_change_pages; j++)
3173 ei->change_page[j].can_change_or_has_action =
3174 (ei->change_page[j].can_change |
3175 ei->change_page[j].has_action);
3179 // add change events from custom element configuration
3180 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3182 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3184 for (j = 0; j < ei->num_change_pages; j++)
3186 if (!ei->change_page[j].can_change_or_has_action)
3189 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3191 // only add event page for the first page found with this event
3192 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3194 ei->has_change_event[k] = TRUE;
3196 ei->event_page_nr[k] = j;
3197 ei->event_page[k] = &ei->change_page[j];
3203 // ---------- initialize reference elements in change conditions ------------
3205 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3207 int element = EL_CUSTOM_START + i;
3208 struct ElementInfo *ei = &element_info[element];
3210 for (j = 0; j < ei->num_change_pages; j++)
3212 int trigger_element = ei->change_page[j].initial_trigger_element;
3214 if (trigger_element >= EL_PREV_CE_8 &&
3215 trigger_element <= EL_NEXT_CE_8)
3216 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3218 ei->change_page[j].trigger_element = trigger_element;
3222 // ---------- initialize run-time trigger player and element ----------------
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3231 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3232 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3233 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3234 ei->change_page[j].actual_trigger_ce_value = 0;
3235 ei->change_page[j].actual_trigger_ce_score = 0;
3239 // ---------- initialize trigger events -------------------------------------
3241 // initialize trigger events information
3242 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3243 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3244 trigger_events[i][j] = FALSE;
3246 // add trigger events from element change event properties
3247 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3249 struct ElementInfo *ei = &element_info[i];
3251 for (j = 0; j < ei->num_change_pages; j++)
3253 if (!ei->change_page[j].can_change_or_has_action)
3256 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3258 int trigger_element = ei->change_page[j].trigger_element;
3260 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3262 if (ei->change_page[j].has_event[k])
3264 if (IS_GROUP_ELEMENT(trigger_element))
3266 struct ElementGroupInfo *group =
3267 element_info[trigger_element].group;
3269 for (l = 0; l < group->num_elements_resolved; l++)
3270 trigger_events[group->element_resolved[l]][k] = TRUE;
3272 else if (trigger_element == EL_ANY_ELEMENT)
3273 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3274 trigger_events[l][k] = TRUE;
3276 trigger_events[trigger_element][k] = TRUE;
3283 // ---------- initialize push delay -----------------------------------------
3285 // initialize push delay values to default
3286 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3288 if (!IS_CUSTOM_ELEMENT(i))
3290 // set default push delay values (corrected since version 3.0.7-1)
3291 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3293 element_info[i].push_delay_fixed = 2;
3294 element_info[i].push_delay_random = 8;
3298 element_info[i].push_delay_fixed = 8;
3299 element_info[i].push_delay_random = 8;
3304 // set push delay value for certain elements from pre-defined list
3305 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3307 int e = push_delay_list[i].element;
3309 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3310 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3313 // set push delay value for Supaplex elements for newer engine versions
3314 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3316 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3318 if (IS_SP_ELEMENT(i))
3320 // set SP push delay to just enough to push under a falling zonk
3321 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3323 element_info[i].push_delay_fixed = delay;
3324 element_info[i].push_delay_random = 0;
3329 // ---------- initialize move stepsize --------------------------------------
3331 // initialize move stepsize values to default
3332 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3333 if (!IS_CUSTOM_ELEMENT(i))
3334 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3336 // set move stepsize value for certain elements from pre-defined list
3337 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3339 int e = move_stepsize_list[i].element;
3341 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3343 // set move stepsize value for certain elements for older engine versions
3344 if (use_old_move_stepsize_for_magic_wall)
3346 if (e == EL_MAGIC_WALL_FILLING ||
3347 e == EL_MAGIC_WALL_EMPTYING ||
3348 e == EL_BD_MAGIC_WALL_FILLING ||
3349 e == EL_BD_MAGIC_WALL_EMPTYING)
3350 element_info[e].move_stepsize *= 2;
3354 // ---------- initialize collect score --------------------------------------
3356 // initialize collect score values for custom elements from initial value
3357 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3358 if (IS_CUSTOM_ELEMENT(i))
3359 element_info[i].collect_score = element_info[i].collect_score_initial;
3361 // ---------- initialize collect count --------------------------------------
3363 // initialize collect count values for non-custom elements
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3365 if (!IS_CUSTOM_ELEMENT(i))
3366 element_info[i].collect_count_initial = 0;
3368 // add collect count values for all elements from pre-defined list
3369 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3370 element_info[collect_count_list[i].element].collect_count_initial =
3371 collect_count_list[i].count;
3373 // ---------- initialize access direction -----------------------------------
3375 // initialize access direction values to default (access from every side)
3376 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3377 if (!IS_CUSTOM_ELEMENT(i))
3378 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3380 // set access direction value for certain elements from pre-defined list
3381 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3382 element_info[access_direction_list[i].element].access_direction =
3383 access_direction_list[i].direction;
3385 // ---------- initialize explosion content ----------------------------------
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3388 if (IS_CUSTOM_ELEMENT(i))
3391 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3393 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3395 element_info[i].content.e[x][y] =
3396 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3397 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3398 i == EL_PLAYER_3 ? EL_EMERALD :
3399 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3400 i == EL_MOLE ? EL_EMERALD_RED :
3401 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3402 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3403 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3404 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3405 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3406 i == EL_WALL_EMERALD ? EL_EMERALD :
3407 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3408 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3409 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3410 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3411 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3412 i == EL_WALL_PEARL ? EL_PEARL :
3413 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3418 // ---------- initialize recursion detection --------------------------------
3419 recursion_loop_depth = 0;
3420 recursion_loop_detected = FALSE;
3421 recursion_loop_element = EL_UNDEFINED;
3423 // ---------- initialize graphics engine ------------------------------------
3424 game.scroll_delay_value =
3425 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3426 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3427 !setup.forced_scroll_delay ? 0 :
3428 setup.scroll_delay ? setup.scroll_delay_value : 0);
3429 game.scroll_delay_value =
3430 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3432 // ---------- initialize game engine snapshots ------------------------------
3433 for (i = 0; i < MAX_PLAYERS; i++)
3434 game.snapshot.last_action[i] = 0;
3435 game.snapshot.changed_action = FALSE;
3436 game.snapshot.collected_item = FALSE;
3437 game.snapshot.mode =
3438 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3439 SNAPSHOT_MODE_EVERY_STEP :
3440 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3441 SNAPSHOT_MODE_EVERY_MOVE :
3442 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3443 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3444 game.snapshot.save_snapshot = FALSE;
3446 // ---------- initialize level time for Supaplex engine ---------------------
3447 // Supaplex levels with time limit currently unsupported -- should be added
3448 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3451 // ---------- initialize flags for handling game actions --------------------
3453 // set flags for game actions to default values
3454 game.use_key_actions = TRUE;
3455 game.use_mouse_actions = FALSE;
3457 // when using Mirror Magic game engine, handle mouse events only
3458 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3460 game.use_key_actions = FALSE;
3461 game.use_mouse_actions = TRUE;
3464 // check for custom elements with mouse click events
3465 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3467 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3469 int element = EL_CUSTOM_START + i;
3471 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3472 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3473 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3474 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3475 game.use_mouse_actions = TRUE;
3480 static int get_num_special_action(int element, int action_first,
3483 int num_special_action = 0;
3486 for (i = action_first; i <= action_last; i++)
3488 boolean found = FALSE;
3490 for (j = 0; j < NUM_DIRECTIONS; j++)
3491 if (el_act_dir2img(element, i, j) !=
3492 el_act_dir2img(element, ACTION_DEFAULT, j))
3496 num_special_action++;
3501 return num_special_action;
3505 // ============================================================================
3507 // ----------------------------------------------------------------------------
3508 // initialize and start new game
3509 // ============================================================================
3511 #if DEBUG_INIT_PLAYER
3512 static void DebugPrintPlayerStatus(char *message)
3519 Debug("game:init:player", "%s:", message);
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 Debug("game:init:player",
3526 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3530 player->connected_locally,
3531 player->connected_network,
3533 (local_player == player ? " (local player)" : ""));
3540 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3541 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3542 int fade_mask = REDRAW_FIELD;
3544 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3545 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3546 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3547 int initial_move_dir = MV_DOWN;
3550 // required here to update video display before fading (FIX THIS)
3551 DrawMaskedBorder(REDRAW_DOOR_2);
3553 if (!game.restart_level)
3554 CloseDoor(DOOR_CLOSE_1);
3556 SetGameStatus(GAME_MODE_PLAYING);
3558 if (level_editor_test_game)
3559 FadeSkipNextFadeOut();
3561 FadeSetEnterScreen();
3564 fade_mask = REDRAW_ALL;
3566 FadeLevelSoundsAndMusic();
3568 ExpireSoundLoops(TRUE);
3572 if (level_editor_test_game)
3573 FadeSkipNextFadeIn();
3575 // needed if different viewport properties defined for playing
3576 ChangeViewportPropertiesIfNeeded();
3580 DrawCompleteVideoDisplay();
3582 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3585 InitGameControlValues();
3589 // initialize tape actions from game when recording tape
3590 tape.use_key_actions = game.use_key_actions;
3591 tape.use_mouse_actions = game.use_mouse_actions;
3593 // initialize visible playfield size when recording tape (for team mode)
3594 tape.scr_fieldx = SCR_FIELDX;
3595 tape.scr_fieldy = SCR_FIELDY;
3598 // don't play tapes over network
3599 network_playing = (network.enabled && !tape.playing);
3601 for (i = 0; i < MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3605 player->index_nr = i;
3606 player->index_bit = (1 << i);
3607 player->element_nr = EL_PLAYER_1 + i;
3609 player->present = FALSE;
3610 player->active = FALSE;
3611 player->mapped = FALSE;
3613 player->killed = FALSE;
3614 player->reanimated = FALSE;
3615 player->buried = FALSE;
3618 player->effective_action = 0;
3619 player->programmed_action = 0;
3620 player->snap_action = 0;
3622 player->mouse_action.lx = 0;
3623 player->mouse_action.ly = 0;
3624 player->mouse_action.button = 0;
3625 player->mouse_action.button_hint = 0;
3627 player->effective_mouse_action.lx = 0;
3628 player->effective_mouse_action.ly = 0;
3629 player->effective_mouse_action.button = 0;
3630 player->effective_mouse_action.button_hint = 0;
3632 for (j = 0; j < MAX_NUM_KEYS; j++)
3633 player->key[j] = FALSE;
3635 player->num_white_keys = 0;
3637 player->dynabomb_count = 0;
3638 player->dynabomb_size = 1;
3639 player->dynabombs_left = 0;
3640 player->dynabomb_xl = FALSE;
3642 player->MovDir = initial_move_dir;
3645 player->GfxDir = initial_move_dir;
3646 player->GfxAction = ACTION_DEFAULT;
3648 player->StepFrame = 0;
3650 player->initial_element = player->element_nr;
3651 player->artwork_element =
3652 (level.use_artwork_element[i] ? level.artwork_element[i] :
3653 player->element_nr);
3654 player->use_murphy = FALSE;
3656 player->block_last_field = FALSE; // initialized in InitPlayerField()
3657 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3659 player->gravity = level.initial_player_gravity[i];
3661 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3663 player->actual_frame_counter = 0;
3665 player->step_counter = 0;
3667 player->last_move_dir = initial_move_dir;
3669 player->is_active = FALSE;
3671 player->is_waiting = FALSE;
3672 player->is_moving = FALSE;
3673 player->is_auto_moving = FALSE;
3674 player->is_digging = FALSE;
3675 player->is_snapping = FALSE;
3676 player->is_collecting = FALSE;
3677 player->is_pushing = FALSE;
3678 player->is_switching = FALSE;
3679 player->is_dropping = FALSE;
3680 player->is_dropping_pressed = FALSE;
3682 player->is_bored = FALSE;
3683 player->is_sleeping = FALSE;
3685 player->was_waiting = TRUE;
3686 player->was_moving = FALSE;
3687 player->was_snapping = FALSE;
3688 player->was_dropping = FALSE;
3690 player->force_dropping = FALSE;
3692 player->frame_counter_bored = -1;
3693 player->frame_counter_sleeping = -1;
3695 player->anim_delay_counter = 0;
3696 player->post_delay_counter = 0;
3698 player->dir_waiting = initial_move_dir;
3699 player->action_waiting = ACTION_DEFAULT;
3700 player->last_action_waiting = ACTION_DEFAULT;
3701 player->special_action_bored = ACTION_DEFAULT;
3702 player->special_action_sleeping = ACTION_DEFAULT;
3704 player->switch_x = -1;
3705 player->switch_y = -1;
3707 player->drop_x = -1;
3708 player->drop_y = -1;
3710 player->show_envelope = 0;
3712 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3714 player->push_delay = -1; // initialized when pushing starts
3715 player->push_delay_value = game.initial_push_delay_value;
3717 player->drop_delay = 0;
3718 player->drop_pressed_delay = 0;
3720 player->last_jx = -1;
3721 player->last_jy = -1;
3725 player->shield_normal_time_left = 0;
3726 player->shield_deadly_time_left = 0;
3728 player->last_removed_element = EL_UNDEFINED;
3730 player->inventory_infinite_element = EL_UNDEFINED;
3731 player->inventory_size = 0;
3733 if (level.use_initial_inventory[i])
3735 for (j = 0; j < level.initial_inventory_size[i]; j++)
3737 int element = level.initial_inventory_content[i][j];
3738 int collect_count = element_info[element].collect_count_initial;
3741 if (!IS_CUSTOM_ELEMENT(element))
3744 if (collect_count == 0)
3745 player->inventory_infinite_element = element;
3747 for (k = 0; k < collect_count; k++)
3748 if (player->inventory_size < MAX_INVENTORY_SIZE)
3749 player->inventory_element[player->inventory_size++] = element;
3753 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3754 SnapField(player, 0, 0);
3756 map_player_action[i] = i;
3759 network_player_action_received = FALSE;
3761 // initial null action
3762 if (network_playing)
3763 SendToServer_MovePlayer(MV_NONE);
3768 TimeLeft = level.time;
3771 ScreenMovDir = MV_NONE;
3775 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3777 game.robot_wheel_x = -1;
3778 game.robot_wheel_y = -1;
3783 game.all_players_gone = FALSE;
3785 game.LevelSolved = FALSE;
3786 game.GameOver = FALSE;
3788 game.GamePlayed = !tape.playing;
3790 game.LevelSolved_GameWon = FALSE;
3791 game.LevelSolved_GameEnd = FALSE;
3792 game.LevelSolved_SaveTape = FALSE;
3793 game.LevelSolved_SaveScore = FALSE;
3795 game.LevelSolved_CountingTime = 0;
3796 game.LevelSolved_CountingScore = 0;
3797 game.LevelSolved_CountingHealth = 0;
3799 game.panel.active = TRUE;
3801 game.no_time_limit = (level.time == 0);
3803 game.yamyam_content_nr = 0;
3804 game.robot_wheel_active = FALSE;
3805 game.magic_wall_active = FALSE;
3806 game.magic_wall_time_left = 0;
3807 game.light_time_left = 0;
3808 game.timegate_time_left = 0;
3809 game.switchgate_pos = 0;
3810 game.wind_direction = level.wind_direction_initial;
3812 game.time_final = 0;
3813 game.score_time_final = 0;
3816 game.score_final = 0;
3818 game.health = MAX_HEALTH;
3819 game.health_final = MAX_HEALTH;
3821 game.gems_still_needed = level.gems_needed;
3822 game.sokoban_fields_still_needed = 0;
3823 game.sokoban_objects_still_needed = 0;
3824 game.lights_still_needed = 0;
3825 game.players_still_needed = 0;
3826 game.friends_still_needed = 0;
3828 game.lenses_time_left = 0;
3829 game.magnify_time_left = 0;
3831 game.ball_active = level.ball_active_initial;
3832 game.ball_content_nr = 0;
3834 game.explosions_delayed = TRUE;
3836 game.envelope_active = FALSE;
3838 for (i = 0; i < NUM_BELTS; i++)
3840 game.belt_dir[i] = MV_NONE;
3841 game.belt_dir_nr[i] = 3; // not moving, next moving left
3844 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3845 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3847 #if DEBUG_INIT_PLAYER
3848 DebugPrintPlayerStatus("Player status at level initialization");
3851 SCAN_PLAYFIELD(x, y)
3853 Tile[x][y] = Last[x][y] = level.field[x][y];
3854 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3855 ChangeDelay[x][y] = 0;
3856 ChangePage[x][y] = -1;
3857 CustomValue[x][y] = 0; // initialized in InitField()
3858 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3860 WasJustMoving[x][y] = 0;
3861 WasJustFalling[x][y] = 0;
3862 CheckCollision[x][y] = 0;
3863 CheckImpact[x][y] = 0;
3865 Pushed[x][y] = FALSE;
3867 ChangeCount[x][y] = 0;
3868 ChangeEvent[x][y] = -1;
3870 ExplodePhase[x][y] = 0;
3871 ExplodeDelay[x][y] = 0;
3872 ExplodeField[x][y] = EX_TYPE_NONE;
3874 RunnerVisit[x][y] = 0;
3875 PlayerVisit[x][y] = 0;
3878 GfxRandom[x][y] = INIT_GFX_RANDOM();
3879 GfxElement[x][y] = EL_UNDEFINED;
3880 GfxAction[x][y] = ACTION_DEFAULT;
3881 GfxDir[x][y] = MV_NONE;
3882 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3885 SCAN_PLAYFIELD(x, y)
3887 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3889 if (emulate_sb && !IS_SB_ELEMENT(Tile[x][y]))
3891 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3894 InitField(x, y, TRUE);
3896 ResetGfxAnimation(x, y);
3901 for (i = 0; i < MAX_PLAYERS; i++)
3903 struct PlayerInfo *player = &stored_player[i];
3905 // set number of special actions for bored and sleeping animation
3906 player->num_special_action_bored =
3907 get_num_special_action(player->artwork_element,
3908 ACTION_BORING_1, ACTION_BORING_LAST);
3909 player->num_special_action_sleeping =
3910 get_num_special_action(player->artwork_element,
3911 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3914 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3915 emulate_sb ? EMU_SOKOBAN :
3916 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3918 // initialize type of slippery elements
3919 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3921 if (!IS_CUSTOM_ELEMENT(i))
3923 // default: elements slip down either to the left or right randomly
3924 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3926 // SP style elements prefer to slip down on the left side
3927 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3928 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3930 // BD style elements prefer to slip down on the left side
3931 if (game.emulation == EMU_BOULDERDASH)
3932 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3936 // initialize explosion and ignition delay
3937 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3939 if (!IS_CUSTOM_ELEMENT(i))
3942 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3943 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3944 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3945 int last_phase = (num_phase + 1) * delay;
3946 int half_phase = (num_phase / 2) * delay;
3948 element_info[i].explosion_delay = last_phase - 1;
3949 element_info[i].ignition_delay = half_phase;
3951 if (i == EL_BLACK_ORB)
3952 element_info[i].ignition_delay = 1;
3956 // correct non-moving belts to start moving left
3957 for (i = 0; i < NUM_BELTS; i++)
3958 if (game.belt_dir[i] == MV_NONE)
3959 game.belt_dir_nr[i] = 3; // not moving, next moving left
3961 #if USE_NEW_PLAYER_ASSIGNMENTS
3962 // use preferred player also in local single-player mode
3963 if (!network.enabled && !game.team_mode)
3965 int new_index_nr = setup.network_player_nr;
3967 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 stored_player[i].connected_locally = FALSE;
3972 stored_player[new_index_nr].connected_locally = TRUE;
3976 for (i = 0; i < MAX_PLAYERS; i++)
3978 stored_player[i].connected = FALSE;
3980 // in network game mode, the local player might not be the first player
3981 if (stored_player[i].connected_locally)
3982 local_player = &stored_player[i];
3985 if (!network.enabled)
3986 local_player->connected = TRUE;
3990 for (i = 0; i < MAX_PLAYERS; i++)
3991 stored_player[i].connected = tape.player_participates[i];
3993 else if (network.enabled)
3995 // add team mode players connected over the network (needed for correct
3996 // assignment of player figures from level to locally playing players)
3998 for (i = 0; i < MAX_PLAYERS; i++)
3999 if (stored_player[i].connected_network)
4000 stored_player[i].connected = TRUE;
4002 else if (game.team_mode)
4004 // try to guess locally connected team mode players (needed for correct
4005 // assignment of player figures from level to locally playing players)
4007 for (i = 0; i < MAX_PLAYERS; i++)
4008 if (setup.input[i].use_joystick ||
4009 setup.input[i].key.left != KSYM_UNDEFINED)
4010 stored_player[i].connected = TRUE;
4013 #if DEBUG_INIT_PLAYER
4014 DebugPrintPlayerStatus("Player status after level initialization");
4017 #if DEBUG_INIT_PLAYER
4018 Debug("game:init:player", "Reassigning players ...");
4021 // check if any connected player was not found in playfield
4022 for (i = 0; i < MAX_PLAYERS; i++)
4024 struct PlayerInfo *player = &stored_player[i];
4026 if (player->connected && !player->present)
4028 struct PlayerInfo *field_player = NULL;
4030 #if DEBUG_INIT_PLAYER
4031 Debug("game:init:player",
4032 "- looking for field player for player %d ...", i + 1);
4035 // assign first free player found that is present in the playfield
4037 // first try: look for unmapped playfield player that is not connected
4038 for (j = 0; j < MAX_PLAYERS; j++)
4039 if (field_player == NULL &&
4040 stored_player[j].present &&
4041 !stored_player[j].mapped &&
4042 !stored_player[j].connected)
4043 field_player = &stored_player[j];
4045 // second try: look for *any* unmapped playfield player
4046 for (j = 0; j < MAX_PLAYERS; j++)
4047 if (field_player == NULL &&
4048 stored_player[j].present &&
4049 !stored_player[j].mapped)
4050 field_player = &stored_player[j];
4052 if (field_player != NULL)
4054 int jx = field_player->jx, jy = field_player->jy;
4056 #if DEBUG_INIT_PLAYER
4057 Debug("game:init:player", "- found player %d",
4058 field_player->index_nr + 1);
4061 player->present = FALSE;
4062 player->active = FALSE;
4064 field_player->present = TRUE;
4065 field_player->active = TRUE;
4068 player->initial_element = field_player->initial_element;
4069 player->artwork_element = field_player->artwork_element;
4071 player->block_last_field = field_player->block_last_field;
4072 player->block_delay_adjustment = field_player->block_delay_adjustment;
4075 StorePlayer[jx][jy] = field_player->element_nr;
4077 field_player->jx = field_player->last_jx = jx;
4078 field_player->jy = field_player->last_jy = jy;
4080 if (local_player == player)
4081 local_player = field_player;
4083 map_player_action[field_player->index_nr] = i;
4085 field_player->mapped = TRUE;
4087 #if DEBUG_INIT_PLAYER
4088 Debug("game:init:player", "- map_player_action[%d] == %d",
4089 field_player->index_nr + 1, i + 1);
4094 if (player->connected && player->present)
4095 player->mapped = TRUE;
4098 #if DEBUG_INIT_PLAYER
4099 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4104 // check if any connected player was not found in playfield
4105 for (i = 0; i < MAX_PLAYERS; i++)
4107 struct PlayerInfo *player = &stored_player[i];
4109 if (player->connected && !player->present)
4111 for (j = 0; j < MAX_PLAYERS; j++)
4113 struct PlayerInfo *field_player = &stored_player[j];
4114 int jx = field_player->jx, jy = field_player->jy;
4116 // assign first free player found that is present in the playfield
4117 if (field_player->present && !field_player->connected)
4119 player->present = TRUE;
4120 player->active = TRUE;
4122 field_player->present = FALSE;
4123 field_player->active = FALSE;
4125 player->initial_element = field_player->initial_element;
4126 player->artwork_element = field_player->artwork_element;
4128 player->block_last_field = field_player->block_last_field;
4129 player->block_delay_adjustment = field_player->block_delay_adjustment;
4131 StorePlayer[jx][jy] = player->element_nr;
4133 player->jx = player->last_jx = jx;
4134 player->jy = player->last_jy = jy;
4144 Debug("game:init:player", "local_player->present == %d",
4145 local_player->present);
4148 // set focus to local player for network games, else to all players
4149 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4150 game.centered_player_nr_next = game.centered_player_nr;
4151 game.set_centered_player = FALSE;
4152 game.set_centered_player_wrap = FALSE;
4154 if (network_playing && tape.recording)
4156 // store client dependent player focus when recording network games
4157 tape.centered_player_nr_next = game.centered_player_nr_next;
4158 tape.set_centered_player = TRUE;
4163 // when playing a tape, eliminate all players who do not participate
4165 #if USE_NEW_PLAYER_ASSIGNMENTS
4167 if (!game.team_mode)
4169 for (i = 0; i < MAX_PLAYERS; i++)
4171 if (stored_player[i].active &&
4172 !tape.player_participates[map_player_action[i]])
4174 struct PlayerInfo *player = &stored_player[i];
4175 int jx = player->jx, jy = player->jy;
4177 #if DEBUG_INIT_PLAYER
4178 Debug("game:init:player", "Removing player %d at (%d, %d)",
4182 player->active = FALSE;
4183 StorePlayer[jx][jy] = 0;
4184 Tile[jx][jy] = EL_EMPTY;
4191 for (i = 0; i < MAX_PLAYERS; i++)
4193 if (stored_player[i].active &&
4194 !tape.player_participates[i])
4196 struct PlayerInfo *player = &stored_player[i];
4197 int jx = player->jx, jy = player->jy;
4199 player->active = FALSE;
4200 StorePlayer[jx][jy] = 0;
4201 Tile[jx][jy] = EL_EMPTY;
4206 else if (!network.enabled && !game.team_mode) // && !tape.playing
4208 // when in single player mode, eliminate all but the local player
4210 for (i = 0; i < MAX_PLAYERS; i++)
4212 struct PlayerInfo *player = &stored_player[i];
4214 if (player->active && player != local_player)
4216 int jx = player->jx, jy = player->jy;
4218 player->active = FALSE;
4219 player->present = FALSE;
4221 StorePlayer[jx][jy] = 0;
4222 Tile[jx][jy] = EL_EMPTY;
4227 for (i = 0; i < MAX_PLAYERS; i++)
4228 if (stored_player[i].active)
4229 game.players_still_needed++;
4231 if (level.solved_by_one_player)
4232 game.players_still_needed = 1;
4234 // when recording the game, store which players take part in the game
4237 #if USE_NEW_PLAYER_ASSIGNMENTS
4238 for (i = 0; i < MAX_PLAYERS; i++)
4239 if (stored_player[i].connected)
4240 tape.player_participates[i] = TRUE;
4242 for (i = 0; i < MAX_PLAYERS; i++)
4243 if (stored_player[i].active)
4244 tape.player_participates[i] = TRUE;
4248 #if DEBUG_INIT_PLAYER
4249 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4252 if (BorderElement == EL_EMPTY)
4255 SBX_Right = lev_fieldx - SCR_FIELDX;
4257 SBY_Lower = lev_fieldy - SCR_FIELDY;
4262 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4264 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4267 if (full_lev_fieldx <= SCR_FIELDX)
4268 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4269 if (full_lev_fieldy <= SCR_FIELDY)
4270 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4272 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4274 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4277 // if local player not found, look for custom element that might create
4278 // the player (make some assumptions about the right custom element)
4279 if (!local_player->present)
4281 int start_x = 0, start_y = 0;
4282 int found_rating = 0;
4283 int found_element = EL_UNDEFINED;
4284 int player_nr = local_player->index_nr;
4286 SCAN_PLAYFIELD(x, y)
4288 int element = Tile[x][y];
4293 if (level.use_start_element[player_nr] &&
4294 level.start_element[player_nr] == element &&
4301 found_element = element;
4304 if (!IS_CUSTOM_ELEMENT(element))
4307 if (CAN_CHANGE(element))
4309 for (i = 0; i < element_info[element].num_change_pages; i++)
4311 // check for player created from custom element as single target
4312 content = element_info[element].change_page[i].target_element;
4313 is_player = ELEM_IS_PLAYER(content);
4315 if (is_player && (found_rating < 3 ||
4316 (found_rating == 3 && element < found_element)))
4322 found_element = element;
4327 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4329 // check for player created from custom element as explosion content
4330 content = element_info[element].content.e[xx][yy];
4331 is_player = ELEM_IS_PLAYER(content);
4333 if (is_player && (found_rating < 2 ||
4334 (found_rating == 2 && element < found_element)))
4336 start_x = x + xx - 1;
4337 start_y = y + yy - 1;
4340 found_element = element;
4343 if (!CAN_CHANGE(element))
4346 for (i = 0; i < element_info[element].num_change_pages; i++)
4348 // check for player created from custom element as extended target
4350 element_info[element].change_page[i].target_content.e[xx][yy];
4352 is_player = ELEM_IS_PLAYER(content);
4354 if (is_player && (found_rating < 1 ||
4355 (found_rating == 1 && element < found_element)))
4357 start_x = x + xx - 1;
4358 start_y = y + yy - 1;
4361 found_element = element;
4367 scroll_x = SCROLL_POSITION_X(start_x);
4368 scroll_y = SCROLL_POSITION_Y(start_y);
4372 scroll_x = SCROLL_POSITION_X(local_player->jx);
4373 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4376 // !!! FIX THIS (START) !!!
4377 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4379 InitGameEngine_EM();
4381 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4383 InitGameEngine_SP();
4385 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4387 InitGameEngine_MM();
4391 DrawLevel(REDRAW_FIELD);
4394 // after drawing the level, correct some elements
4395 if (game.timegate_time_left == 0)
4396 CloseAllOpenTimegates();
4399 // blit playfield from scroll buffer to normal back buffer for fading in
4400 BlitScreenToBitmap(backbuffer);
4401 // !!! FIX THIS (END) !!!
4403 DrawMaskedBorder(fade_mask);
4408 // full screen redraw is required at this point in the following cases:
4409 // - special editor door undrawn when game was started from level editor
4410 // - drawing area (playfield) was changed and has to be removed completely
4411 redraw_mask = REDRAW_ALL;
4415 if (!game.restart_level)
4417 // copy default game door content to main double buffer
4419 // !!! CHECK AGAIN !!!
4420 SetPanelBackground();
4421 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4422 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4425 SetPanelBackground();
4426 SetDrawBackgroundMask(REDRAW_DOOR_1);
4428 UpdateAndDisplayGameControlValues();
4430 if (!game.restart_level)
4436 CreateGameButtons();
4441 // copy actual game door content to door double buffer for OpenDoor()
4442 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4444 OpenDoor(DOOR_OPEN_ALL);
4446 KeyboardAutoRepeatOffUnlessAutoplay();
4448 #if DEBUG_INIT_PLAYER
4449 DebugPrintPlayerStatus("Player status (final)");
4458 if (!game.restart_level && !tape.playing)
4460 LevelStats_incPlayed(level_nr);
4462 SaveLevelSetup_SeriesInfo();
4465 game.restart_level = FALSE;
4466 game.restart_game_message = NULL;
4468 game.request_active = FALSE;
4469 game.request_active_or_moving = FALSE;
4471 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4472 InitGameActions_MM();
4474 SaveEngineSnapshotToListInitial();
4476 if (!game.restart_level)
4478 PlaySound(SND_GAME_STARTING);
4480 if (setup.sound_music)
4485 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4486 int actual_player_x, int actual_player_y)
4488 // this is used for non-R'n'D game engines to update certain engine values
4490 // needed to determine if sounds are played within the visible screen area
4491 scroll_x = actual_scroll_x;
4492 scroll_y = actual_scroll_y;
4494 // needed to get player position for "follow finger" playing input method
4495 local_player->jx = actual_player_x;
4496 local_player->jy = actual_player_y;
4499 void InitMovDir(int x, int y)
4501 int i, element = Tile[x][y];
4502 static int xy[4][2] =
4509 static int direction[3][4] =
4511 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4512 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4513 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4522 Tile[x][y] = EL_BUG;
4523 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4526 case EL_SPACESHIP_RIGHT:
4527 case EL_SPACESHIP_UP:
4528 case EL_SPACESHIP_LEFT:
4529 case EL_SPACESHIP_DOWN:
4530 Tile[x][y] = EL_SPACESHIP;
4531 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4534 case EL_BD_BUTTERFLY_RIGHT:
4535 case EL_BD_BUTTERFLY_UP:
4536 case EL_BD_BUTTERFLY_LEFT:
4537 case EL_BD_BUTTERFLY_DOWN:
4538 Tile[x][y] = EL_BD_BUTTERFLY;
4539 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4542 case EL_BD_FIREFLY_RIGHT:
4543 case EL_BD_FIREFLY_UP:
4544 case EL_BD_FIREFLY_LEFT:
4545 case EL_BD_FIREFLY_DOWN:
4546 Tile[x][y] = EL_BD_FIREFLY;
4547 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4550 case EL_PACMAN_RIGHT:
4552 case EL_PACMAN_LEFT:
4553 case EL_PACMAN_DOWN:
4554 Tile[x][y] = EL_PACMAN;
4555 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4558 case EL_YAMYAM_LEFT:
4559 case EL_YAMYAM_RIGHT:
4561 case EL_YAMYAM_DOWN:
4562 Tile[x][y] = EL_YAMYAM;
4563 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4566 case EL_SP_SNIKSNAK:
4567 MovDir[x][y] = MV_UP;
4570 case EL_SP_ELECTRON:
4571 MovDir[x][y] = MV_LEFT;
4578 Tile[x][y] = EL_MOLE;
4579 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4582 case EL_SPRING_LEFT:
4583 case EL_SPRING_RIGHT:
4584 Tile[x][y] = EL_SPRING;
4585 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4589 if (IS_CUSTOM_ELEMENT(element))
4591 struct ElementInfo *ei = &element_info[element];
4592 int move_direction_initial = ei->move_direction_initial;
4593 int move_pattern = ei->move_pattern;
4595 if (move_direction_initial == MV_START_PREVIOUS)
4597 if (MovDir[x][y] != MV_NONE)
4600 move_direction_initial = MV_START_AUTOMATIC;
4603 if (move_direction_initial == MV_START_RANDOM)
4604 MovDir[x][y] = 1 << RND(4);
4605 else if (move_direction_initial & MV_ANY_DIRECTION)
4606 MovDir[x][y] = move_direction_initial;
4607 else if (move_pattern == MV_ALL_DIRECTIONS ||
4608 move_pattern == MV_TURNING_LEFT ||
4609 move_pattern == MV_TURNING_RIGHT ||
4610 move_pattern == MV_TURNING_LEFT_RIGHT ||
4611 move_pattern == MV_TURNING_RIGHT_LEFT ||
4612 move_pattern == MV_TURNING_RANDOM)
4613 MovDir[x][y] = 1 << RND(4);
4614 else if (move_pattern == MV_HORIZONTAL)
4615 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4616 else if (move_pattern == MV_VERTICAL)
4617 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4618 else if (move_pattern & MV_ANY_DIRECTION)
4619 MovDir[x][y] = element_info[element].move_pattern;
4620 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4621 move_pattern == MV_ALONG_RIGHT_SIDE)
4623 // use random direction as default start direction
4624 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4625 MovDir[x][y] = 1 << RND(4);
4627 for (i = 0; i < NUM_DIRECTIONS; i++)
4629 int x1 = x + xy[i][0];
4630 int y1 = y + xy[i][1];
4632 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4634 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4635 MovDir[x][y] = direction[0][i];
4637 MovDir[x][y] = direction[1][i];
4646 MovDir[x][y] = 1 << RND(4);
4648 if (element != EL_BUG &&
4649 element != EL_SPACESHIP &&
4650 element != EL_BD_BUTTERFLY &&
4651 element != EL_BD_FIREFLY)
4654 for (i = 0; i < NUM_DIRECTIONS; i++)
4656 int x1 = x + xy[i][0];
4657 int y1 = y + xy[i][1];
4659 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4661 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4663 MovDir[x][y] = direction[0][i];
4666 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4667 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4669 MovDir[x][y] = direction[1][i];
4678 GfxDir[x][y] = MovDir[x][y];
4681 void InitAmoebaNr(int x, int y)
4684 int group_nr = AmoebaNeighbourNr(x, y);
4688 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4690 if (AmoebaCnt[i] == 0)
4698 AmoebaNr[x][y] = group_nr;
4699 AmoebaCnt[group_nr]++;
4700 AmoebaCnt2[group_nr]++;
4703 static void LevelSolved(void)
4705 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4706 game.players_still_needed > 0)
4709 game.LevelSolved = TRUE;
4710 game.GameOver = TRUE;
4715 static int time_count_steps;
4716 static int time, time_final;
4717 static float score, score_final; // needed for time score < 10 for 10 seconds
4718 static int health, health_final;
4719 static int game_over_delay_1 = 0;
4720 static int game_over_delay_2 = 0;
4721 static int game_over_delay_3 = 0;
4722 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4723 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4725 if (!game.LevelSolved_GameWon)
4729 // do not start end game actions before the player stops moving (to exit)
4730 if (local_player->active && local_player->MovPos)
4733 game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4734 game.score_time_final = (level.use_step_counter ? TimePlayed :
4735 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4737 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4738 game_em.lev->score :
4739 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4743 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4744 MM_HEALTH(game_mm.laser_overload_value) :
4747 game.LevelSolved_CountingTime = game.time_final;
4748 game.LevelSolved_CountingScore = game.score_final;
4749 game.LevelSolved_CountingHealth = game.health_final;
4751 game.LevelSolved_GameWon = TRUE;
4752 game.LevelSolved_SaveTape = tape.recording;
4753 game.LevelSolved_SaveScore = !tape.playing;
4757 LevelStats_incSolved(level_nr);
4759 SaveLevelSetup_SeriesInfo();
4762 if (tape.auto_play) // tape might already be stopped here
4763 tape.auto_play_level_solved = TRUE;
4767 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4768 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4769 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4771 time = time_final = game.time_final;
4772 score = score_final = game.score_final;
4773 health = health_final = game.health_final;
4777 int time_final_max = 999;
4778 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4779 int time_frames = 0;
4780 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4781 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4786 time_frames = time_frames_left;
4788 else if (game.no_time_limit && TimePlayed < time_final_max)
4790 time_final = time_final_max;
4791 time_frames = time_frames_final_max - time_frames_played;
4794 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4796 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4798 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4801 score_final += health * time_score;
4804 game.score_final = score_final;
4805 game.health_final = health_final;
4808 if (level_editor_test_game || !setup.count_score_after_game)
4811 score = score_final;
4813 game.LevelSolved_CountingTime = time;
4814 game.LevelSolved_CountingScore = score;
4816 game_panel_controls[GAME_PANEL_TIME].value = time;
4817 game_panel_controls[GAME_PANEL_SCORE].value = score;
4819 DisplayGameControlValues();
4822 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4824 // check if last player has left the level
4825 if (game.exit_x >= 0 &&
4828 int x = game.exit_x;
4829 int y = game.exit_y;
4830 int element = Tile[x][y];
4832 // close exit door after last player
4833 if ((game.all_players_gone &&
4834 (element == EL_EXIT_OPEN ||
4835 element == EL_SP_EXIT_OPEN ||
4836 element == EL_STEEL_EXIT_OPEN)) ||
4837 element == EL_EM_EXIT_OPEN ||
4838 element == EL_EM_STEEL_EXIT_OPEN)
4842 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4843 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4844 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4845 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4846 EL_EM_STEEL_EXIT_CLOSING);
4848 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4851 // player disappears
4852 DrawLevelField(x, y);
4855 for (i = 0; i < MAX_PLAYERS; i++)
4857 struct PlayerInfo *player = &stored_player[i];
4859 if (player->present)
4861 RemovePlayer(player);
4863 // player disappears
4864 DrawLevelField(player->jx, player->jy);
4869 PlaySound(SND_GAME_WINNING);
4872 if (setup.count_score_after_game)
4874 if (time != time_final)
4876 if (game_over_delay_1 > 0)
4878 game_over_delay_1--;
4883 int time_to_go = ABS(time_final - time);
4884 int time_count_dir = (time < time_final ? +1 : -1);
4886 if (time_to_go < time_count_steps)
4887 time_count_steps = 1;
4889 time += time_count_steps * time_count_dir;
4890 score += time_count_steps * time_score;
4892 // set final score to correct rounding differences after counting score
4893 if (time == time_final)
4894 score = score_final;
4896 game.LevelSolved_CountingTime = time;
4897 game.LevelSolved_CountingScore = score;
4899 game_panel_controls[GAME_PANEL_TIME].value = time;
4900 game_panel_controls[GAME_PANEL_SCORE].value = score;
4902 DisplayGameControlValues();
4904 if (time == time_final)
4905 StopSound(SND_GAME_LEVELTIME_BONUS);
4906 else if (setup.sound_loops)
4907 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4909 PlaySound(SND_GAME_LEVELTIME_BONUS);
4914 if (health != health_final)
4916 if (game_over_delay_2 > 0)
4918 game_over_delay_2--;
4923 int health_count_dir = (health < health_final ? +1 : -1);
4925 health += health_count_dir;
4926 score += time_score;
4928 game.LevelSolved_CountingHealth = health;
4929 game.LevelSolved_CountingScore = score;
4931 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4932 game_panel_controls[GAME_PANEL_SCORE].value = score;
4934 DisplayGameControlValues();
4936 if (health == health_final)
4937 StopSound(SND_GAME_LEVELTIME_BONUS);
4938 else if (setup.sound_loops)
4939 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4941 PlaySound(SND_GAME_LEVELTIME_BONUS);
4947 game.panel.active = FALSE;
4949 if (game_over_delay_3 > 0)
4951 game_over_delay_3--;
4961 // used instead of "level_nr" (needed for network games)
4962 int last_level_nr = levelset.level_nr;
4963 int highlight_position;
4965 game.LevelSolved_GameEnd = TRUE;
4967 if (game.LevelSolved_SaveTape)
4969 // make sure that request dialog to save tape does not open door again
4970 if (!global.use_envelope_request)
4971 CloseDoor(DOOR_CLOSE_1);
4973 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4975 // set unique basename for score tape (also saved in high score table)
4976 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
4979 // if no tape is to be saved, close both doors simultaneously
4980 CloseDoor(DOOR_CLOSE_ALL);
4982 if (level_editor_test_game)
4984 SetGameStatus(GAME_MODE_MAIN);
4991 if (!game.LevelSolved_SaveScore)
4993 SetGameStatus(GAME_MODE_MAIN);
5000 if (level_nr == leveldir_current->handicap_level)
5002 leveldir_current->handicap_level++;
5004 SaveLevelSetup_SeriesInfo();
5007 if (setup.increment_levels &&
5008 level_nr < leveldir_current->last_level &&
5011 level_nr++; // advance to next level
5012 TapeErase(); // start with empty tape
5014 if (setup.auto_play_next_level)
5016 LoadLevel(level_nr);
5018 SaveLevelSetup_SeriesInfo();
5022 highlight_position = NewHighScore(last_level_nr);
5024 if (highlight_position >= 0 && setup.show_scores_after_game)
5026 SetGameStatus(GAME_MODE_SCORES);
5028 DrawHallOfFame(last_level_nr, highlight_position);
5030 else if (setup.auto_play_next_level && setup.increment_levels &&
5031 last_level_nr < leveldir_current->last_level &&
5034 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5038 SetGameStatus(GAME_MODE_MAIN);
5044 static int addScoreEntry(void)
5048 boolean one_score_entry_per_name = !program.many_scores_per_name;
5050 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5051 game.score_final < scores.entry[MAX_SCORE_ENTRIES - 1].score)
5054 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5056 struct ScoreEntry *entry = &scores.entry[i];
5057 boolean score_is_better = (game.score_final > entry->score);
5058 boolean score_is_equal = (game.score_final == entry->score);
5059 boolean time_is_better = (game.score_time_final < entry->time);
5060 boolean time_is_equal = (game.score_time_final == entry->time);
5061 boolean better_by_score = (score_is_better ||
5062 (score_is_equal && time_is_better));
5063 boolean better_by_time = (time_is_better ||
5064 (time_is_equal && score_is_better));
5065 boolean is_better = (level.rate_time_over_score ? better_by_time :
5067 boolean entry_is_empty = (entry->score == 0 &&
5070 if (is_better || entry_is_empty)
5072 // player has made it to the hall of fame
5074 if (i < MAX_SCORE_ENTRIES - 1)
5076 int m = MAX_SCORE_ENTRIES - 1;
5078 if (one_score_entry_per_name)
5080 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5081 if (strEqual(setup.player_name, scores.entry[l].name))
5084 if (m == i) // player's new highscore overwrites his old one
5088 for (l = m; l > i; l--)
5090 strcpy(scores.entry[l].name, scores.entry[l - 1].name);
5091 scores.entry[l].score = scores.entry[l - 1].score;
5092 scores.entry[l].time = scores.entry[l - 1].time;
5098 strcpy(entry->tape_basename, tape.score_tape_basename);
5099 strncpy(entry->name, setup.player_name, MAX_PLAYER_NAME_LEN);
5100 entry->name[MAX_PLAYER_NAME_LEN] = '\0';
5101 entry->score = game.score_final;
5102 entry->time = game.score_time_final;
5107 else if (one_score_entry_per_name &&
5108 !strncmp(setup.player_name, entry->name, MAX_PLAYER_NAME_LEN))
5109 break; // player already there with a higher score
5115 int NewHighScore(int level_nr)
5117 LoadScore(level_nr);
5119 int position = addScoreEntry();
5123 SaveScoreTape(level_nr);
5124 SaveScore(level_nr);
5130 static int getElementMoveStepsizeExt(int x, int y, int direction)
5132 int element = Tile[x][y];
5133 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5134 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5135 int horiz_move = (dx != 0);
5136 int sign = (horiz_move ? dx : dy);
5137 int step = sign * element_info[element].move_stepsize;
5139 // special values for move stepsize for spring and things on conveyor belt
5142 if (CAN_FALL(element) &&
5143 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5144 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5145 else if (element == EL_SPRING)
5146 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5152 static int getElementMoveStepsize(int x, int y)
5154 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5157 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5159 if (player->GfxAction != action || player->GfxDir != dir)
5161 player->GfxAction = action;
5162 player->GfxDir = dir;
5164 player->StepFrame = 0;
5168 static void ResetGfxFrame(int x, int y)
5170 // profiling showed that "autotest" spends 10~20% of its time in this function
5171 if (DrawingDeactivatedField())
5174 int element = Tile[x][y];
5175 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5177 if (graphic_info[graphic].anim_global_sync)
5178 GfxFrame[x][y] = FrameCounter;
5179 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5180 GfxFrame[x][y] = CustomValue[x][y];
5181 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5182 GfxFrame[x][y] = element_info[element].collect_score;
5183 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5184 GfxFrame[x][y] = ChangeDelay[x][y];
5187 static void ResetGfxAnimation(int x, int y)
5189 GfxAction[x][y] = ACTION_DEFAULT;
5190 GfxDir[x][y] = MovDir[x][y];
5193 ResetGfxFrame(x, y);
5196 static void ResetRandomAnimationValue(int x, int y)
5198 GfxRandom[x][y] = INIT_GFX_RANDOM();
5201 static void InitMovingField(int x, int y, int direction)
5203 int element = Tile[x][y];
5204 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5205 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5208 boolean is_moving_before, is_moving_after;
5210 // check if element was/is moving or being moved before/after mode change
5211 is_moving_before = (WasJustMoving[x][y] != 0);
5212 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5214 // reset animation only for moving elements which change direction of moving
5215 // or which just started or stopped moving
5216 // (else CEs with property "can move" / "not moving" are reset each frame)
5217 if (is_moving_before != is_moving_after ||
5218 direction != MovDir[x][y])
5219 ResetGfxAnimation(x, y);
5221 MovDir[x][y] = direction;
5222 GfxDir[x][y] = direction;
5224 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5225 direction == MV_DOWN && CAN_FALL(element) ?
5226 ACTION_FALLING : ACTION_MOVING);
5228 // this is needed for CEs with property "can move" / "not moving"
5230 if (is_moving_after)
5232 if (Tile[newx][newy] == EL_EMPTY)
5233 Tile[newx][newy] = EL_BLOCKED;
5235 MovDir[newx][newy] = MovDir[x][y];
5237 CustomValue[newx][newy] = CustomValue[x][y];
5239 GfxFrame[newx][newy] = GfxFrame[x][y];
5240 GfxRandom[newx][newy] = GfxRandom[x][y];
5241 GfxAction[newx][newy] = GfxAction[x][y];
5242 GfxDir[newx][newy] = GfxDir[x][y];
5246 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5248 int direction = MovDir[x][y];
5249 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5250 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5256 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5258 int oldx = x, oldy = y;
5259 int direction = MovDir[x][y];
5261 if (direction == MV_LEFT)
5263 else if (direction == MV_RIGHT)
5265 else if (direction == MV_UP)
5267 else if (direction == MV_DOWN)
5270 *comes_from_x = oldx;
5271 *comes_from_y = oldy;
5274 static int MovingOrBlocked2Element(int x, int y)
5276 int element = Tile[x][y];
5278 if (element == EL_BLOCKED)
5282 Blocked2Moving(x, y, &oldx, &oldy);
5283 return Tile[oldx][oldy];
5289 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5291 // like MovingOrBlocked2Element(), but if element is moving
5292 // and (x,y) is the field the moving element is just leaving,
5293 // return EL_BLOCKED instead of the element value
5294 int element = Tile[x][y];
5296 if (IS_MOVING(x, y))
5298 if (element == EL_BLOCKED)
5302 Blocked2Moving(x, y, &oldx, &oldy);
5303 return Tile[oldx][oldy];
5312 static void RemoveField(int x, int y)
5314 Tile[x][y] = EL_EMPTY;
5320 CustomValue[x][y] = 0;
5323 ChangeDelay[x][y] = 0;
5324 ChangePage[x][y] = -1;
5325 Pushed[x][y] = FALSE;
5327 GfxElement[x][y] = EL_UNDEFINED;
5328 GfxAction[x][y] = ACTION_DEFAULT;
5329 GfxDir[x][y] = MV_NONE;
5332 static void RemoveMovingField(int x, int y)
5334 int oldx = x, oldy = y, newx = x, newy = y;
5335 int element = Tile[x][y];
5336 int next_element = EL_UNDEFINED;
5338 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5341 if (IS_MOVING(x, y))
5343 Moving2Blocked(x, y, &newx, &newy);
5345 if (Tile[newx][newy] != EL_BLOCKED)
5347 // element is moving, but target field is not free (blocked), but
5348 // already occupied by something different (example: acid pool);
5349 // in this case, only remove the moving field, but not the target
5351 RemoveField(oldx, oldy);
5353 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5355 TEST_DrawLevelField(oldx, oldy);
5360 else if (element == EL_BLOCKED)
5362 Blocked2Moving(x, y, &oldx, &oldy);
5363 if (!IS_MOVING(oldx, oldy))
5367 if (element == EL_BLOCKED &&
5368 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5369 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5370 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5371 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5372 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5373 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5374 next_element = get_next_element(Tile[oldx][oldy]);
5376 RemoveField(oldx, oldy);
5377 RemoveField(newx, newy);
5379 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5381 if (next_element != EL_UNDEFINED)
5382 Tile[oldx][oldy] = next_element;
5384 TEST_DrawLevelField(oldx, oldy);
5385 TEST_DrawLevelField(newx, newy);
5388 void DrawDynamite(int x, int y)
5390 int sx = SCREENX(x), sy = SCREENY(y);
5391 int graphic = el2img(Tile[x][y]);
5394 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5397 if (IS_WALKABLE_INSIDE(Back[x][y]))
5401 DrawLevelElement(x, y, Back[x][y]);
5402 else if (Store[x][y])
5403 DrawLevelElement(x, y, Store[x][y]);
5404 else if (game.use_masked_elements)
5405 DrawLevelElement(x, y, EL_EMPTY);
5407 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5409 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5410 DrawGraphicThruMask(sx, sy, graphic, frame);
5412 DrawGraphic(sx, sy, graphic, frame);
5415 static void CheckDynamite(int x, int y)
5417 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5421 if (MovDelay[x][y] != 0)
5424 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5430 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5435 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5437 boolean num_checked_players = 0;
5440 for (i = 0; i < MAX_PLAYERS; i++)
5442 if (stored_player[i].active)
5444 int sx = stored_player[i].jx;
5445 int sy = stored_player[i].jy;
5447 if (num_checked_players == 0)
5454 *sx1 = MIN(*sx1, sx);
5455 *sy1 = MIN(*sy1, sy);
5456 *sx2 = MAX(*sx2, sx);
5457 *sy2 = MAX(*sy2, sy);
5460 num_checked_players++;
5465 static boolean checkIfAllPlayersFitToScreen_RND(void)
5467 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5469 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5471 return (sx2 - sx1 < SCR_FIELDX &&
5472 sy2 - sy1 < SCR_FIELDY);
5475 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5477 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5479 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5481 *sx = (sx1 + sx2) / 2;
5482 *sy = (sy1 + sy2) / 2;
5485 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5486 boolean center_screen, boolean quick_relocation)
5488 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5489 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5490 boolean no_delay = (tape.warp_forward);
5491 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5492 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5493 int new_scroll_x, new_scroll_y;
5495 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5497 // case 1: quick relocation inside visible screen (without scrolling)
5504 if (!level.shifted_relocation || center_screen)
5506 // relocation _with_ centering of screen
5508 new_scroll_x = SCROLL_POSITION_X(x);
5509 new_scroll_y = SCROLL_POSITION_Y(y);
5513 // relocation _without_ centering of screen
5515 int center_scroll_x = SCROLL_POSITION_X(old_x);
5516 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5517 int offset_x = x + (scroll_x - center_scroll_x);
5518 int offset_y = y + (scroll_y - center_scroll_y);
5520 // for new screen position, apply previous offset to center position
5521 new_scroll_x = SCROLL_POSITION_X(offset_x);
5522 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5525 if (quick_relocation)
5527 // case 2: quick relocation (redraw without visible scrolling)
5529 scroll_x = new_scroll_x;
5530 scroll_y = new_scroll_y;
5537 // case 3: visible relocation (with scrolling to new position)
5539 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5541 SetVideoFrameDelay(wait_delay_value);
5543 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5545 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5546 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5548 if (dx == 0 && dy == 0) // no scrolling needed at all
5554 // set values for horizontal/vertical screen scrolling (half tile size)
5555 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5556 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5557 int pos_x = dx * TILEX / 2;
5558 int pos_y = dy * TILEY / 2;
5559 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5560 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5562 ScrollLevel(dx, dy);
5565 // scroll in two steps of half tile size to make things smoother
5566 BlitScreenToBitmapExt_RND(window, fx, fy);
5568 // scroll second step to align at full tile size
5569 BlitScreenToBitmap(window);
5575 SetVideoFrameDelay(frame_delay_value_old);
5578 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5580 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5581 int player_nr = GET_PLAYER_NR(el_player);
5582 struct PlayerInfo *player = &stored_player[player_nr];
5583 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5584 boolean no_delay = (tape.warp_forward);
5585 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5586 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5587 int old_jx = player->jx;
5588 int old_jy = player->jy;
5589 int old_element = Tile[old_jx][old_jy];
5590 int element = Tile[jx][jy];
5591 boolean player_relocated = (old_jx != jx || old_jy != jy);
5593 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5594 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5595 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5596 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5597 int leave_side_horiz = move_dir_horiz;
5598 int leave_side_vert = move_dir_vert;
5599 int enter_side = enter_side_horiz | enter_side_vert;
5600 int leave_side = leave_side_horiz | leave_side_vert;
5602 if (player->buried) // do not reanimate dead player
5605 if (!player_relocated) // no need to relocate the player
5608 if (IS_PLAYER(jx, jy)) // player already placed at new position
5610 RemoveField(jx, jy); // temporarily remove newly placed player
5611 DrawLevelField(jx, jy);
5614 if (player->present)
5616 while (player->MovPos)
5618 ScrollPlayer(player, SCROLL_GO_ON);
5619 ScrollScreen(NULL, SCROLL_GO_ON);
5621 AdvanceFrameAndPlayerCounters(player->index_nr);
5625 BackToFront_WithFrameDelay(wait_delay_value);
5628 DrawPlayer(player); // needed here only to cleanup last field
5629 DrawLevelField(player->jx, player->jy); // remove player graphic
5631 player->is_moving = FALSE;
5634 if (IS_CUSTOM_ELEMENT(old_element))
5635 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5637 player->index_bit, leave_side);
5639 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5641 player->index_bit, leave_side);
5643 Tile[jx][jy] = el_player;
5644 InitPlayerField(jx, jy, el_player, TRUE);
5646 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5647 possible that the relocation target field did not contain a player element,
5648 but a walkable element, to which the new player was relocated -- in this
5649 case, restore that (already initialized!) element on the player field */
5650 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5652 Tile[jx][jy] = element; // restore previously existing element
5655 // only visually relocate centered player
5656 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5657 FALSE, level.instant_relocation);
5659 TestIfPlayerTouchesBadThing(jx, jy);
5660 TestIfPlayerTouchesCustomElement(jx, jy);
5662 if (IS_CUSTOM_ELEMENT(element))
5663 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5664 player->index_bit, enter_side);
5666 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5667 player->index_bit, enter_side);
5669 if (player->is_switching)
5671 /* ensure that relocation while still switching an element does not cause
5672 a new element to be treated as also switched directly after relocation
5673 (this is important for teleporter switches that teleport the player to
5674 a place where another teleporter switch is in the same direction, which
5675 would then incorrectly be treated as immediately switched before the
5676 direction key that caused the switch was released) */
5678 player->switch_x += jx - old_jx;
5679 player->switch_y += jy - old_jy;
5683 static void Explode(int ex, int ey, int phase, int mode)
5689 // !!! eliminate this variable !!!
5690 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5692 if (game.explosions_delayed)
5694 ExplodeField[ex][ey] = mode;
5698 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5700 int center_element = Tile[ex][ey];
5701 int artwork_element, explosion_element; // set these values later
5703 // remove things displayed in background while burning dynamite
5704 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5707 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5709 // put moving element to center field (and let it explode there)
5710 center_element = MovingOrBlocked2Element(ex, ey);
5711 RemoveMovingField(ex, ey);
5712 Tile[ex][ey] = center_element;
5715 // now "center_element" is finally determined -- set related values now
5716 artwork_element = center_element; // for custom player artwork
5717 explosion_element = center_element; // for custom player artwork
5719 if (IS_PLAYER(ex, ey))
5721 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5723 artwork_element = stored_player[player_nr].artwork_element;
5725 if (level.use_explosion_element[player_nr])
5727 explosion_element = level.explosion_element[player_nr];
5728 artwork_element = explosion_element;
5732 if (mode == EX_TYPE_NORMAL ||
5733 mode == EX_TYPE_CENTER ||
5734 mode == EX_TYPE_CROSS)
5735 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5737 last_phase = element_info[explosion_element].explosion_delay + 1;
5739 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5741 int xx = x - ex + 1;
5742 int yy = y - ey + 1;
5745 if (!IN_LEV_FIELD(x, y) ||
5746 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5747 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5750 element = Tile[x][y];
5752 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5754 element = MovingOrBlocked2Element(x, y);
5756 if (!IS_EXPLOSION_PROOF(element))
5757 RemoveMovingField(x, y);
5760 // indestructible elements can only explode in center (but not flames)
5761 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5762 mode == EX_TYPE_BORDER)) ||
5763 element == EL_FLAMES)
5766 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5767 behaviour, for example when touching a yamyam that explodes to rocks
5768 with active deadly shield, a rock is created under the player !!! */
5769 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5771 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5772 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5773 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5775 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5778 if (IS_ACTIVE_BOMB(element))
5780 // re-activate things under the bomb like gate or penguin
5781 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5788 // save walkable background elements while explosion on same tile
5789 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5790 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5791 Back[x][y] = element;
5793 // ignite explodable elements reached by other explosion
5794 if (element == EL_EXPLOSION)
5795 element = Store2[x][y];
5797 if (AmoebaNr[x][y] &&
5798 (element == EL_AMOEBA_FULL ||
5799 element == EL_BD_AMOEBA ||
5800 element == EL_AMOEBA_GROWING))
5802 AmoebaCnt[AmoebaNr[x][y]]--;
5803 AmoebaCnt2[AmoebaNr[x][y]]--;
5808 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5810 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5812 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5814 if (PLAYERINFO(ex, ey)->use_murphy)
5815 Store[x][y] = EL_EMPTY;
5818 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5819 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5820 else if (ELEM_IS_PLAYER(center_element))
5821 Store[x][y] = EL_EMPTY;
5822 else if (center_element == EL_YAMYAM)
5823 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5824 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5825 Store[x][y] = element_info[center_element].content.e[xx][yy];
5827 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5828 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5829 // otherwise) -- FIX THIS !!!
5830 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5831 Store[x][y] = element_info[element].content.e[1][1];
5833 else if (!CAN_EXPLODE(element))
5834 Store[x][y] = element_info[element].content.e[1][1];
5837 Store[x][y] = EL_EMPTY;
5839 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5840 center_element == EL_AMOEBA_TO_DIAMOND)
5841 Store2[x][y] = element;
5843 Tile[x][y] = EL_EXPLOSION;
5844 GfxElement[x][y] = artwork_element;
5846 ExplodePhase[x][y] = 1;
5847 ExplodeDelay[x][y] = last_phase;
5852 if (center_element == EL_YAMYAM)
5853 game.yamyam_content_nr =
5854 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5866 GfxFrame[x][y] = 0; // restart explosion animation
5868 last_phase = ExplodeDelay[x][y];
5870 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5872 // this can happen if the player leaves an explosion just in time
5873 if (GfxElement[x][y] == EL_UNDEFINED)
5874 GfxElement[x][y] = EL_EMPTY;
5876 border_element = Store2[x][y];
5877 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5878 border_element = StorePlayer[x][y];
5880 if (phase == element_info[border_element].ignition_delay ||
5881 phase == last_phase)
5883 boolean border_explosion = FALSE;
5885 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5886 !PLAYER_EXPLOSION_PROTECTED(x, y))
5888 KillPlayerUnlessExplosionProtected(x, y);
5889 border_explosion = TRUE;
5891 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5893 Tile[x][y] = Store2[x][y];
5896 border_explosion = TRUE;
5898 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5900 AmoebaToDiamond(x, y);
5902 border_explosion = TRUE;
5905 // if an element just explodes due to another explosion (chain-reaction),
5906 // do not immediately end the new explosion when it was the last frame of
5907 // the explosion (as it would be done in the following "if"-statement!)
5908 if (border_explosion && phase == last_phase)
5912 if (phase == last_phase)
5916 element = Tile[x][y] = Store[x][y];
5917 Store[x][y] = Store2[x][y] = 0;
5918 GfxElement[x][y] = EL_UNDEFINED;
5920 // player can escape from explosions and might therefore be still alive
5921 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5922 element <= EL_PLAYER_IS_EXPLODING_4)
5924 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5925 int explosion_element = EL_PLAYER_1 + player_nr;
5926 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5927 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5929 if (level.use_explosion_element[player_nr])
5930 explosion_element = level.explosion_element[player_nr];
5932 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5933 element_info[explosion_element].content.e[xx][yy]);
5936 // restore probably existing indestructible background element
5937 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5938 element = Tile[x][y] = Back[x][y];
5941 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5942 GfxDir[x][y] = MV_NONE;
5943 ChangeDelay[x][y] = 0;
5944 ChangePage[x][y] = -1;
5946 CustomValue[x][y] = 0;
5948 InitField_WithBug2(x, y, FALSE);
5950 TEST_DrawLevelField(x, y);
5952 TestIfElementTouchesCustomElement(x, y);
5954 if (GFX_CRUMBLED(element))
5955 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5957 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5958 StorePlayer[x][y] = 0;
5960 if (ELEM_IS_PLAYER(element))
5961 RelocatePlayer(x, y, element);
5963 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5965 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5966 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5969 TEST_DrawLevelFieldCrumbled(x, y);
5971 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5973 DrawLevelElement(x, y, Back[x][y]);
5974 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5976 else if (IS_WALKABLE_UNDER(Back[x][y]))
5978 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5979 DrawLevelElementThruMask(x, y, Back[x][y]);
5981 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5982 DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5986 static void DynaExplode(int ex, int ey)
5989 int dynabomb_element = Tile[ex][ey];
5990 int dynabomb_size = 1;
5991 boolean dynabomb_xl = FALSE;
5992 struct PlayerInfo *player;
5993 static int xy[4][2] =
6001 if (IS_ACTIVE_BOMB(dynabomb_element))
6003 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6004 dynabomb_size = player->dynabomb_size;
6005 dynabomb_xl = player->dynabomb_xl;
6006 player->dynabombs_left++;
6009 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6011 for (i = 0; i < NUM_DIRECTIONS; i++)
6013 for (j = 1; j <= dynabomb_size; j++)
6015 int x = ex + j * xy[i][0];
6016 int y = ey + j * xy[i][1];
6019 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6022 element = Tile[x][y];
6024 // do not restart explosions of fields with active bombs
6025 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6028 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6030 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6031 !IS_DIGGABLE(element) && !dynabomb_xl)
6037 void Bang(int x, int y)
6039 int element = MovingOrBlocked2Element(x, y);
6040 int explosion_type = EX_TYPE_NORMAL;
6042 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6044 struct PlayerInfo *player = PLAYERINFO(x, y);
6046 element = Tile[x][y] = player->initial_element;
6048 if (level.use_explosion_element[player->index_nr])
6050 int explosion_element = level.explosion_element[player->index_nr];
6052 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6053 explosion_type = EX_TYPE_CROSS;
6054 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6055 explosion_type = EX_TYPE_CENTER;
6063 case EL_BD_BUTTERFLY:
6066 case EL_DARK_YAMYAM:
6070 RaiseScoreElement(element);
6073 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6074 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6075 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6076 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6077 case EL_DYNABOMB_INCREASE_NUMBER:
6078 case EL_DYNABOMB_INCREASE_SIZE:
6079 case EL_DYNABOMB_INCREASE_POWER:
6080 explosion_type = EX_TYPE_DYNA;
6083 case EL_DC_LANDMINE:
6084 explosion_type = EX_TYPE_CENTER;
6089 case EL_LAMP_ACTIVE:
6090 case EL_AMOEBA_TO_DIAMOND:
6091 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6092 explosion_type = EX_TYPE_CENTER;
6096 if (element_info[element].explosion_type == EXPLODES_CROSS)
6097 explosion_type = EX_TYPE_CROSS;
6098 else if (element_info[element].explosion_type == EXPLODES_1X1)
6099 explosion_type = EX_TYPE_CENTER;
6103 if (explosion_type == EX_TYPE_DYNA)
6106 Explode(x, y, EX_PHASE_START, explosion_type);
6108 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6111 static void SplashAcid(int x, int y)
6113 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6114 (!IN_LEV_FIELD(x - 1, y - 2) ||
6115 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6116 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6118 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6119 (!IN_LEV_FIELD(x + 1, y - 2) ||
6120 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6121 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6123 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6126 static void InitBeltMovement(void)
6128 static int belt_base_element[4] =
6130 EL_CONVEYOR_BELT_1_LEFT,
6131 EL_CONVEYOR_BELT_2_LEFT,
6132 EL_CONVEYOR_BELT_3_LEFT,
6133 EL_CONVEYOR_BELT_4_LEFT
6135 static int belt_base_active_element[4] =
6137 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6138 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6139 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6140 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6145 // set frame order for belt animation graphic according to belt direction
6146 for (i = 0; i < NUM_BELTS; i++)
6150 for (j = 0; j < NUM_BELT_PARTS; j++)
6152 int element = belt_base_active_element[belt_nr] + j;
6153 int graphic_1 = el2img(element);
6154 int graphic_2 = el2panelimg(element);
6156 if (game.belt_dir[i] == MV_LEFT)
6158 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6159 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6163 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6164 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6169 SCAN_PLAYFIELD(x, y)
6171 int element = Tile[x][y];
6173 for (i = 0; i < NUM_BELTS; i++)
6175 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6177 int e_belt_nr = getBeltNrFromBeltElement(element);
6180 if (e_belt_nr == belt_nr)
6182 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6184 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6191 static void ToggleBeltSwitch(int x, int y)
6193 static int belt_base_element[4] =
6195 EL_CONVEYOR_BELT_1_LEFT,
6196 EL_CONVEYOR_BELT_2_LEFT,
6197 EL_CONVEYOR_BELT_3_LEFT,
6198 EL_CONVEYOR_BELT_4_LEFT
6200 static int belt_base_active_element[4] =
6202 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6203 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6204 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6205 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6207 static int belt_base_switch_element[4] =
6209 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6210 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6211 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6212 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6214 static int belt_move_dir[4] =
6222 int element = Tile[x][y];
6223 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6224 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6225 int belt_dir = belt_move_dir[belt_dir_nr];
6228 if (!IS_BELT_SWITCH(element))
6231 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6232 game.belt_dir[belt_nr] = belt_dir;
6234 if (belt_dir_nr == 3)
6237 // set frame order for belt animation graphic according to belt direction
6238 for (i = 0; i < NUM_BELT_PARTS; i++)
6240 int element = belt_base_active_element[belt_nr] + i;
6241 int graphic_1 = el2img(element);
6242 int graphic_2 = el2panelimg(element);
6244 if (belt_dir == MV_LEFT)
6246 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6247 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6251 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6252 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6256 SCAN_PLAYFIELD(xx, yy)
6258 int element = Tile[xx][yy];
6260 if (IS_BELT_SWITCH(element))
6262 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6264 if (e_belt_nr == belt_nr)
6266 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6267 TEST_DrawLevelField(xx, yy);
6270 else if (IS_BELT(element) && belt_dir != MV_NONE)
6272 int e_belt_nr = getBeltNrFromBeltElement(element);
6274 if (e_belt_nr == belt_nr)
6276 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6278 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6279 TEST_DrawLevelField(xx, yy);
6282 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6284 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6286 if (e_belt_nr == belt_nr)
6288 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6290 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6291 TEST_DrawLevelField(xx, yy);
6297 static void ToggleSwitchgateSwitch(int x, int y)
6301 game.switchgate_pos = !game.switchgate_pos;
6303 SCAN_PLAYFIELD(xx, yy)
6305 int element = Tile[xx][yy];
6307 if (element == EL_SWITCHGATE_SWITCH_UP)
6309 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6310 TEST_DrawLevelField(xx, yy);
6312 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6314 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6315 TEST_DrawLevelField(xx, yy);
6317 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6319 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6320 TEST_DrawLevelField(xx, yy);
6322 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6324 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6325 TEST_DrawLevelField(xx, yy);
6327 else if (element == EL_SWITCHGATE_OPEN ||
6328 element == EL_SWITCHGATE_OPENING)
6330 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6332 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6334 else if (element == EL_SWITCHGATE_CLOSED ||
6335 element == EL_SWITCHGATE_CLOSING)
6337 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6339 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6344 static int getInvisibleActiveFromInvisibleElement(int element)
6346 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6347 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6348 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6352 static int getInvisibleFromInvisibleActiveElement(int element)
6354 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6355 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6356 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6360 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6364 SCAN_PLAYFIELD(x, y)
6366 int element = Tile[x][y];
6368 if (element == EL_LIGHT_SWITCH &&
6369 game.light_time_left > 0)
6371 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6372 TEST_DrawLevelField(x, y);
6374 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6375 game.light_time_left == 0)
6377 Tile[x][y] = EL_LIGHT_SWITCH;
6378 TEST_DrawLevelField(x, y);
6380 else if (element == EL_EMC_DRIPPER &&
6381 game.light_time_left > 0)
6383 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6384 TEST_DrawLevelField(x, y);
6386 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6387 game.light_time_left == 0)
6389 Tile[x][y] = EL_EMC_DRIPPER;
6390 TEST_DrawLevelField(x, y);
6392 else if (element == EL_INVISIBLE_STEELWALL ||
6393 element == EL_INVISIBLE_WALL ||
6394 element == EL_INVISIBLE_SAND)
6396 if (game.light_time_left > 0)
6397 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6399 TEST_DrawLevelField(x, y);
6401 // uncrumble neighbour fields, if needed
6402 if (element == EL_INVISIBLE_SAND)
6403 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6405 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6406 element == EL_INVISIBLE_WALL_ACTIVE ||
6407 element == EL_INVISIBLE_SAND_ACTIVE)
6409 if (game.light_time_left == 0)
6410 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6412 TEST_DrawLevelField(x, y);
6414 // re-crumble neighbour fields, if needed
6415 if (element == EL_INVISIBLE_SAND)
6416 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6421 static void RedrawAllInvisibleElementsForLenses(void)
6425 SCAN_PLAYFIELD(x, y)
6427 int element = Tile[x][y];
6429 if (element == EL_EMC_DRIPPER &&
6430 game.lenses_time_left > 0)
6432 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6433 TEST_DrawLevelField(x, y);
6435 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6436 game.lenses_time_left == 0)
6438 Tile[x][y] = EL_EMC_DRIPPER;
6439 TEST_DrawLevelField(x, y);
6441 else if (element == EL_INVISIBLE_STEELWALL ||
6442 element == EL_INVISIBLE_WALL ||
6443 element == EL_INVISIBLE_SAND)
6445 if (game.lenses_time_left > 0)
6446 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6448 TEST_DrawLevelField(x, y);
6450 // uncrumble neighbour fields, if needed
6451 if (element == EL_INVISIBLE_SAND)
6452 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6454 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6455 element == EL_INVISIBLE_WALL_ACTIVE ||
6456 element == EL_INVISIBLE_SAND_ACTIVE)
6458 if (game.lenses_time_left == 0)
6459 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6461 TEST_DrawLevelField(x, y);
6463 // re-crumble neighbour fields, if needed
6464 if (element == EL_INVISIBLE_SAND)
6465 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6470 static void RedrawAllInvisibleElementsForMagnifier(void)
6474 SCAN_PLAYFIELD(x, y)
6476 int element = Tile[x][y];
6478 if (element == EL_EMC_FAKE_GRASS &&
6479 game.magnify_time_left > 0)
6481 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6482 TEST_DrawLevelField(x, y);
6484 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6485 game.magnify_time_left == 0)
6487 Tile[x][y] = EL_EMC_FAKE_GRASS;
6488 TEST_DrawLevelField(x, y);
6490 else if (IS_GATE_GRAY(element) &&
6491 game.magnify_time_left > 0)
6493 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6494 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6495 IS_EM_GATE_GRAY(element) ?
6496 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6497 IS_EMC_GATE_GRAY(element) ?
6498 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6499 IS_DC_GATE_GRAY(element) ?
6500 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6502 TEST_DrawLevelField(x, y);
6504 else if (IS_GATE_GRAY_ACTIVE(element) &&
6505 game.magnify_time_left == 0)
6507 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6508 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6509 IS_EM_GATE_GRAY_ACTIVE(element) ?
6510 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6511 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6512 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6513 IS_DC_GATE_GRAY_ACTIVE(element) ?
6514 EL_DC_GATE_WHITE_GRAY :
6516 TEST_DrawLevelField(x, y);
6521 static void ToggleLightSwitch(int x, int y)
6523 int element = Tile[x][y];
6525 game.light_time_left =
6526 (element == EL_LIGHT_SWITCH ?
6527 level.time_light * FRAMES_PER_SECOND : 0);
6529 RedrawAllLightSwitchesAndInvisibleElements();
6532 static void ActivateTimegateSwitch(int x, int y)
6536 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6538 SCAN_PLAYFIELD(xx, yy)
6540 int element = Tile[xx][yy];
6542 if (element == EL_TIMEGATE_CLOSED ||
6543 element == EL_TIMEGATE_CLOSING)
6545 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6546 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6550 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6552 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6553 TEST_DrawLevelField(xx, yy);
6559 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6560 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6563 static void Impact(int x, int y)
6565 boolean last_line = (y == lev_fieldy - 1);
6566 boolean object_hit = FALSE;
6567 boolean impact = (last_line || object_hit);
6568 int element = Tile[x][y];
6569 int smashed = EL_STEELWALL;
6571 if (!last_line) // check if element below was hit
6573 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6576 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6577 MovDir[x][y + 1] != MV_DOWN ||
6578 MovPos[x][y + 1] <= TILEY / 2));
6580 // do not smash moving elements that left the smashed field in time
6581 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6582 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6585 #if USE_QUICKSAND_IMPACT_BUGFIX
6586 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6588 RemoveMovingField(x, y + 1);
6589 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6590 Tile[x][y + 2] = EL_ROCK;
6591 TEST_DrawLevelField(x, y + 2);
6596 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6598 RemoveMovingField(x, y + 1);
6599 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6600 Tile[x][y + 2] = EL_ROCK;
6601 TEST_DrawLevelField(x, y + 2);
6608 smashed = MovingOrBlocked2Element(x, y + 1);
6610 impact = (last_line || object_hit);
6613 if (!last_line && smashed == EL_ACID) // element falls into acid
6615 SplashAcid(x, y + 1);
6619 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6620 // only reset graphic animation if graphic really changes after impact
6622 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6624 ResetGfxAnimation(x, y);
6625 TEST_DrawLevelField(x, y);
6628 if (impact && CAN_EXPLODE_IMPACT(element))
6633 else if (impact && element == EL_PEARL &&
6634 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6636 ResetGfxAnimation(x, y);
6638 Tile[x][y] = EL_PEARL_BREAKING;
6639 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6642 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6644 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6649 if (impact && element == EL_AMOEBA_DROP)
6651 if (object_hit && IS_PLAYER(x, y + 1))
6652 KillPlayerUnlessEnemyProtected(x, y + 1);
6653 else if (object_hit && smashed == EL_PENGUIN)
6657 Tile[x][y] = EL_AMOEBA_GROWING;
6658 Store[x][y] = EL_AMOEBA_WET;
6660 ResetRandomAnimationValue(x, y);
6665 if (object_hit) // check which object was hit
6667 if ((CAN_PASS_MAGIC_WALL(element) &&
6668 (smashed == EL_MAGIC_WALL ||
6669 smashed == EL_BD_MAGIC_WALL)) ||
6670 (CAN_PASS_DC_MAGIC_WALL(element) &&
6671 smashed == EL_DC_MAGIC_WALL))
6674 int activated_magic_wall =
6675 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6676 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6677 EL_DC_MAGIC_WALL_ACTIVE);
6679 // activate magic wall / mill
6680 SCAN_PLAYFIELD(xx, yy)
6682 if (Tile[xx][yy] == smashed)
6683 Tile[xx][yy] = activated_magic_wall;
6686 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6687 game.magic_wall_active = TRUE;
6689 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6690 SND_MAGIC_WALL_ACTIVATING :
6691 smashed == EL_BD_MAGIC_WALL ?
6692 SND_BD_MAGIC_WALL_ACTIVATING :
6693 SND_DC_MAGIC_WALL_ACTIVATING));
6696 if (IS_PLAYER(x, y + 1))
6698 if (CAN_SMASH_PLAYER(element))
6700 KillPlayerUnlessEnemyProtected(x, y + 1);
6704 else if (smashed == EL_PENGUIN)
6706 if (CAN_SMASH_PLAYER(element))
6712 else if (element == EL_BD_DIAMOND)
6714 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6720 else if (((element == EL_SP_INFOTRON ||
6721 element == EL_SP_ZONK) &&
6722 (smashed == EL_SP_SNIKSNAK ||
6723 smashed == EL_SP_ELECTRON ||
6724 smashed == EL_SP_DISK_ORANGE)) ||
6725 (element == EL_SP_INFOTRON &&
6726 smashed == EL_SP_DISK_YELLOW))
6731 else if (CAN_SMASH_EVERYTHING(element))
6733 if (IS_CLASSIC_ENEMY(smashed) ||
6734 CAN_EXPLODE_SMASHED(smashed))
6739 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6741 if (smashed == EL_LAMP ||
6742 smashed == EL_LAMP_ACTIVE)
6747 else if (smashed == EL_NUT)
6749 Tile[x][y + 1] = EL_NUT_BREAKING;
6750 PlayLevelSound(x, y, SND_NUT_BREAKING);
6751 RaiseScoreElement(EL_NUT);
6754 else if (smashed == EL_PEARL)
6756 ResetGfxAnimation(x, y);
6758 Tile[x][y + 1] = EL_PEARL_BREAKING;
6759 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6762 else if (smashed == EL_DIAMOND)
6764 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6765 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6768 else if (IS_BELT_SWITCH(smashed))
6770 ToggleBeltSwitch(x, y + 1);
6772 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6773 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6774 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6775 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6777 ToggleSwitchgateSwitch(x, y + 1);
6779 else if (smashed == EL_LIGHT_SWITCH ||
6780 smashed == EL_LIGHT_SWITCH_ACTIVE)
6782 ToggleLightSwitch(x, y + 1);
6786 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6788 CheckElementChangeBySide(x, y + 1, smashed, element,
6789 CE_SWITCHED, CH_SIDE_TOP);
6790 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6796 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6801 // play sound of magic wall / mill
6803 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6804 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6805 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6807 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6808 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6809 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6810 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6811 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6812 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6817 // play sound of object that hits the ground
6818 if (last_line || object_hit)
6819 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6822 static void TurnRoundExt(int x, int y)
6834 { 0, 0 }, { 0, 0 }, { 0, 0 },
6839 int left, right, back;
6843 { MV_DOWN, MV_UP, MV_RIGHT },
6844 { MV_UP, MV_DOWN, MV_LEFT },
6846 { MV_LEFT, MV_RIGHT, MV_DOWN },
6850 { MV_RIGHT, MV_LEFT, MV_UP }
6853 int element = Tile[x][y];
6854 int move_pattern = element_info[element].move_pattern;
6856 int old_move_dir = MovDir[x][y];
6857 int left_dir = turn[old_move_dir].left;
6858 int right_dir = turn[old_move_dir].right;
6859 int back_dir = turn[old_move_dir].back;
6861 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6862 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6863 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6864 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6866 int left_x = x + left_dx, left_y = y + left_dy;
6867 int right_x = x + right_dx, right_y = y + right_dy;
6868 int move_x = x + move_dx, move_y = y + move_dy;
6872 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6874 TestIfBadThingTouchesOtherBadThing(x, y);
6876 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6877 MovDir[x][y] = right_dir;
6878 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6879 MovDir[x][y] = left_dir;
6881 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6883 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6886 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6888 TestIfBadThingTouchesOtherBadThing(x, y);
6890 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6891 MovDir[x][y] = left_dir;
6892 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6893 MovDir[x][y] = right_dir;
6895 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6897 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6900 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6902 TestIfBadThingTouchesOtherBadThing(x, y);
6904 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6905 MovDir[x][y] = left_dir;
6906 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6907 MovDir[x][y] = right_dir;
6909 if (MovDir[x][y] != old_move_dir)
6912 else if (element == EL_YAMYAM)
6914 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6915 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6917 if (can_turn_left && can_turn_right)
6918 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6919 else if (can_turn_left)
6920 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6921 else if (can_turn_right)
6922 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6924 MovDir[x][y] = back_dir;
6926 MovDelay[x][y] = 16 + 16 * RND(3);
6928 else if (element == EL_DARK_YAMYAM)
6930 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6932 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6935 if (can_turn_left && can_turn_right)
6936 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6937 else if (can_turn_left)
6938 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6939 else if (can_turn_right)
6940 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6942 MovDir[x][y] = back_dir;
6944 MovDelay[x][y] = 16 + 16 * RND(3);
6946 else if (element == EL_PACMAN)
6948 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6949 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6951 if (can_turn_left && can_turn_right)
6952 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6953 else if (can_turn_left)
6954 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6955 else if (can_turn_right)
6956 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6958 MovDir[x][y] = back_dir;
6960 MovDelay[x][y] = 6 + RND(40);
6962 else if (element == EL_PIG)
6964 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6965 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6966 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6967 boolean should_turn_left, should_turn_right, should_move_on;
6969 int rnd = RND(rnd_value);
6971 should_turn_left = (can_turn_left &&
6973 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6974 y + back_dy + left_dy)));
6975 should_turn_right = (can_turn_right &&
6977 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6978 y + back_dy + right_dy)));
6979 should_move_on = (can_move_on &&
6982 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6983 y + move_dy + left_dy) ||
6984 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6985 y + move_dy + right_dy)));
6987 if (should_turn_left || should_turn_right || should_move_on)
6989 if (should_turn_left && should_turn_right && should_move_on)
6990 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6991 rnd < 2 * rnd_value / 3 ? right_dir :
6993 else if (should_turn_left && should_turn_right)
6994 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6995 else if (should_turn_left && should_move_on)
6996 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6997 else if (should_turn_right && should_move_on)
6998 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6999 else if (should_turn_left)
7000 MovDir[x][y] = left_dir;
7001 else if (should_turn_right)
7002 MovDir[x][y] = right_dir;
7003 else if (should_move_on)
7004 MovDir[x][y] = old_move_dir;
7006 else if (can_move_on && rnd > rnd_value / 8)
7007 MovDir[x][y] = old_move_dir;
7008 else if (can_turn_left && can_turn_right)
7009 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7010 else if (can_turn_left && rnd > rnd_value / 8)
7011 MovDir[x][y] = left_dir;
7012 else if (can_turn_right && rnd > rnd_value/8)
7013 MovDir[x][y] = right_dir;
7015 MovDir[x][y] = back_dir;
7017 xx = x + move_xy[MovDir[x][y]].dx;
7018 yy = y + move_xy[MovDir[x][y]].dy;
7020 if (!IN_LEV_FIELD(xx, yy) ||
7021 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7022 MovDir[x][y] = old_move_dir;
7026 else if (element == EL_DRAGON)
7028 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7029 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7030 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7032 int rnd = RND(rnd_value);
7034 if (can_move_on && rnd > rnd_value / 8)
7035 MovDir[x][y] = old_move_dir;
7036 else if (can_turn_left && can_turn_right)
7037 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7038 else if (can_turn_left && rnd > rnd_value / 8)
7039 MovDir[x][y] = left_dir;
7040 else if (can_turn_right && rnd > rnd_value / 8)
7041 MovDir[x][y] = right_dir;
7043 MovDir[x][y] = back_dir;
7045 xx = x + move_xy[MovDir[x][y]].dx;
7046 yy = y + move_xy[MovDir[x][y]].dy;
7048 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7049 MovDir[x][y] = old_move_dir;
7053 else if (element == EL_MOLE)
7055 boolean can_move_on =
7056 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7057 IS_AMOEBOID(Tile[move_x][move_y]) ||
7058 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7061 boolean can_turn_left =
7062 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7063 IS_AMOEBOID(Tile[left_x][left_y])));
7065 boolean can_turn_right =
7066 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7067 IS_AMOEBOID(Tile[right_x][right_y])));
7069 if (can_turn_left && can_turn_right)
7070 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7071 else if (can_turn_left)
7072 MovDir[x][y] = left_dir;
7074 MovDir[x][y] = right_dir;
7077 if (MovDir[x][y] != old_move_dir)
7080 else if (element == EL_BALLOON)
7082 MovDir[x][y] = game.wind_direction;
7085 else if (element == EL_SPRING)
7087 if (MovDir[x][y] & MV_HORIZONTAL)
7089 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7090 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7092 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7093 ResetGfxAnimation(move_x, move_y);
7094 TEST_DrawLevelField(move_x, move_y);
7096 MovDir[x][y] = back_dir;
7098 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7099 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7100 MovDir[x][y] = MV_NONE;
7105 else if (element == EL_ROBOT ||
7106 element == EL_SATELLITE ||
7107 element == EL_PENGUIN ||
7108 element == EL_EMC_ANDROID)
7110 int attr_x = -1, attr_y = -1;
7112 if (game.all_players_gone)
7114 attr_x = game.exit_x;
7115 attr_y = game.exit_y;
7121 for (i = 0; i < MAX_PLAYERS; i++)
7123 struct PlayerInfo *player = &stored_player[i];
7124 int jx = player->jx, jy = player->jy;
7126 if (!player->active)
7130 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7138 if (element == EL_ROBOT &&
7139 game.robot_wheel_x >= 0 &&
7140 game.robot_wheel_y >= 0 &&
7141 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7142 game.engine_version < VERSION_IDENT(3,1,0,0)))
7144 attr_x = game.robot_wheel_x;
7145 attr_y = game.robot_wheel_y;
7148 if (element == EL_PENGUIN)
7151 static int xy[4][2] =
7159 for (i = 0; i < NUM_DIRECTIONS; i++)
7161 int ex = x + xy[i][0];
7162 int ey = y + xy[i][1];
7164 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7165 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7166 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7167 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7176 MovDir[x][y] = MV_NONE;
7178 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7179 else if (attr_x > x)
7180 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7182 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7183 else if (attr_y > y)
7184 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7186 if (element == EL_ROBOT)
7190 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7191 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7192 Moving2Blocked(x, y, &newx, &newy);
7194 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7195 MovDelay[x][y] = 8 + 8 * !RND(3);
7197 MovDelay[x][y] = 16;
7199 else if (element == EL_PENGUIN)
7205 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7207 boolean first_horiz = RND(2);
7208 int new_move_dir = MovDir[x][y];
7211 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7212 Moving2Blocked(x, y, &newx, &newy);
7214 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7218 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7219 Moving2Blocked(x, y, &newx, &newy);
7221 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7224 MovDir[x][y] = old_move_dir;
7228 else if (element == EL_SATELLITE)
7234 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7236 boolean first_horiz = RND(2);
7237 int new_move_dir = MovDir[x][y];
7240 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7241 Moving2Blocked(x, y, &newx, &newy);
7243 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7247 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7248 Moving2Blocked(x, y, &newx, &newy);
7250 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7253 MovDir[x][y] = old_move_dir;
7257 else if (element == EL_EMC_ANDROID)
7259 static int check_pos[16] =
7261 -1, // 0 => (invalid)
7264 -1, // 3 => (invalid)
7266 0, // 5 => MV_LEFT | MV_UP
7267 2, // 6 => MV_RIGHT | MV_UP
7268 -1, // 7 => (invalid)
7270 6, // 9 => MV_LEFT | MV_DOWN
7271 4, // 10 => MV_RIGHT | MV_DOWN
7272 -1, // 11 => (invalid)
7273 -1, // 12 => (invalid)
7274 -1, // 13 => (invalid)
7275 -1, // 14 => (invalid)
7276 -1, // 15 => (invalid)
7284 { -1, -1, MV_LEFT | MV_UP },
7286 { +1, -1, MV_RIGHT | MV_UP },
7287 { +1, 0, MV_RIGHT },
7288 { +1, +1, MV_RIGHT | MV_DOWN },
7290 { -1, +1, MV_LEFT | MV_DOWN },
7293 int start_pos, check_order;
7294 boolean can_clone = FALSE;
7297 // check if there is any free field around current position
7298 for (i = 0; i < 8; i++)
7300 int newx = x + check_xy[i].dx;
7301 int newy = y + check_xy[i].dy;
7303 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7311 if (can_clone) // randomly find an element to clone
7315 start_pos = check_pos[RND(8)];
7316 check_order = (RND(2) ? -1 : +1);
7318 for (i = 0; i < 8; i++)
7320 int pos_raw = start_pos + i * check_order;
7321 int pos = (pos_raw + 8) % 8;
7322 int newx = x + check_xy[pos].dx;
7323 int newy = y + check_xy[pos].dy;
7325 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7327 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7328 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7330 Store[x][y] = Tile[newx][newy];
7339 if (can_clone) // randomly find a direction to move
7343 start_pos = check_pos[RND(8)];
7344 check_order = (RND(2) ? -1 : +1);
7346 for (i = 0; i < 8; i++)
7348 int pos_raw = start_pos + i * check_order;
7349 int pos = (pos_raw + 8) % 8;
7350 int newx = x + check_xy[pos].dx;
7351 int newy = y + check_xy[pos].dy;
7352 int new_move_dir = check_xy[pos].dir;
7354 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7356 MovDir[x][y] = new_move_dir;
7357 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7366 if (can_clone) // cloning and moving successful
7369 // cannot clone -- try to move towards player
7371 start_pos = check_pos[MovDir[x][y] & 0x0f];
7372 check_order = (RND(2) ? -1 : +1);
7374 for (i = 0; i < 3; i++)
7376 // first check start_pos, then previous/next or (next/previous) pos
7377 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7378 int pos = (pos_raw + 8) % 8;
7379 int newx = x + check_xy[pos].dx;
7380 int newy = y + check_xy[pos].dy;
7381 int new_move_dir = check_xy[pos].dir;
7383 if (IS_PLAYER(newx, newy))
7386 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7388 MovDir[x][y] = new_move_dir;
7389 MovDelay[x][y] = level.android_move_time * 8 + 1;
7396 else if (move_pattern == MV_TURNING_LEFT ||
7397 move_pattern == MV_TURNING_RIGHT ||
7398 move_pattern == MV_TURNING_LEFT_RIGHT ||
7399 move_pattern == MV_TURNING_RIGHT_LEFT ||
7400 move_pattern == MV_TURNING_RANDOM ||
7401 move_pattern == MV_ALL_DIRECTIONS)
7403 boolean can_turn_left =
7404 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7405 boolean can_turn_right =
7406 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7408 if (element_info[element].move_stepsize == 0) // "not moving"
7411 if (move_pattern == MV_TURNING_LEFT)
7412 MovDir[x][y] = left_dir;
7413 else if (move_pattern == MV_TURNING_RIGHT)
7414 MovDir[x][y] = right_dir;
7415 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7416 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7417 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7418 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7419 else if (move_pattern == MV_TURNING_RANDOM)
7420 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7421 can_turn_right && !can_turn_left ? right_dir :
7422 RND(2) ? left_dir : right_dir);
7423 else if (can_turn_left && can_turn_right)
7424 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7425 else if (can_turn_left)
7426 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7427 else if (can_turn_right)
7428 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7430 MovDir[x][y] = back_dir;
7432 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7434 else if (move_pattern == MV_HORIZONTAL ||
7435 move_pattern == MV_VERTICAL)
7437 if (move_pattern & old_move_dir)
7438 MovDir[x][y] = back_dir;
7439 else if (move_pattern == MV_HORIZONTAL)
7440 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7441 else if (move_pattern == MV_VERTICAL)
7442 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7444 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7446 else if (move_pattern & MV_ANY_DIRECTION)
7448 MovDir[x][y] = move_pattern;
7449 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7451 else if (move_pattern & MV_WIND_DIRECTION)
7453 MovDir[x][y] = game.wind_direction;
7454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7456 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7458 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7459 MovDir[x][y] = left_dir;
7460 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7461 MovDir[x][y] = right_dir;
7463 if (MovDir[x][y] != old_move_dir)
7464 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7466 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7468 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7469 MovDir[x][y] = right_dir;
7470 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7471 MovDir[x][y] = left_dir;
7473 if (MovDir[x][y] != old_move_dir)
7474 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7476 else if (move_pattern == MV_TOWARDS_PLAYER ||
7477 move_pattern == MV_AWAY_FROM_PLAYER)
7479 int attr_x = -1, attr_y = -1;
7481 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7483 if (game.all_players_gone)
7485 attr_x = game.exit_x;
7486 attr_y = game.exit_y;
7492 for (i = 0; i < MAX_PLAYERS; i++)
7494 struct PlayerInfo *player = &stored_player[i];
7495 int jx = player->jx, jy = player->jy;
7497 if (!player->active)
7501 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7509 MovDir[x][y] = MV_NONE;
7511 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7512 else if (attr_x > x)
7513 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7515 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7516 else if (attr_y > y)
7517 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7519 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7521 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7523 boolean first_horiz = RND(2);
7524 int new_move_dir = MovDir[x][y];
7526 if (element_info[element].move_stepsize == 0) // "not moving"
7528 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7529 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7535 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7536 Moving2Blocked(x, y, &newx, &newy);
7538 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7542 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7543 Moving2Blocked(x, y, &newx, &newy);
7545 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7548 MovDir[x][y] = old_move_dir;
7551 else if (move_pattern == MV_WHEN_PUSHED ||
7552 move_pattern == MV_WHEN_DROPPED)
7554 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7555 MovDir[x][y] = MV_NONE;
7559 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7561 static int test_xy[7][2] =
7571 static int test_dir[7] =
7581 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7582 int move_preference = -1000000; // start with very low preference
7583 int new_move_dir = MV_NONE;
7584 int start_test = RND(4);
7587 for (i = 0; i < NUM_DIRECTIONS; i++)
7589 int move_dir = test_dir[start_test + i];
7590 int move_dir_preference;
7592 xx = x + test_xy[start_test + i][0];
7593 yy = y + test_xy[start_test + i][1];
7595 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7596 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7598 new_move_dir = move_dir;
7603 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7606 move_dir_preference = -1 * RunnerVisit[xx][yy];
7607 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7608 move_dir_preference = PlayerVisit[xx][yy];
7610 if (move_dir_preference > move_preference)
7612 // prefer field that has not been visited for the longest time
7613 move_preference = move_dir_preference;
7614 new_move_dir = move_dir;
7616 else if (move_dir_preference == move_preference &&
7617 move_dir == old_move_dir)
7619 // prefer last direction when all directions are preferred equally
7620 move_preference = move_dir_preference;
7621 new_move_dir = move_dir;
7625 MovDir[x][y] = new_move_dir;
7626 if (old_move_dir != new_move_dir)
7627 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7631 static void TurnRound(int x, int y)
7633 int direction = MovDir[x][y];
7637 GfxDir[x][y] = MovDir[x][y];
7639 if (direction != MovDir[x][y])
7643 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7645 ResetGfxFrame(x, y);
7648 static boolean JustBeingPushed(int x, int y)
7652 for (i = 0; i < MAX_PLAYERS; i++)
7654 struct PlayerInfo *player = &stored_player[i];
7656 if (player->active && player->is_pushing && player->MovPos)
7658 int next_jx = player->jx + (player->jx - player->last_jx);
7659 int next_jy = player->jy + (player->jy - player->last_jy);
7661 if (x == next_jx && y == next_jy)
7669 static void StartMoving(int x, int y)
7671 boolean started_moving = FALSE; // some elements can fall _and_ move
7672 int element = Tile[x][y];
7677 if (MovDelay[x][y] == 0)
7678 GfxAction[x][y] = ACTION_DEFAULT;
7680 if (CAN_FALL(element) && y < lev_fieldy - 1)
7682 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7683 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7684 if (JustBeingPushed(x, y))
7687 if (element == EL_QUICKSAND_FULL)
7689 if (IS_FREE(x, y + 1))
7691 InitMovingField(x, y, MV_DOWN);
7692 started_moving = TRUE;
7694 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7695 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7696 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7697 Store[x][y] = EL_ROCK;
7699 Store[x][y] = EL_ROCK;
7702 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7704 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7706 if (!MovDelay[x][y])
7708 MovDelay[x][y] = TILEY + 1;
7710 ResetGfxAnimation(x, y);
7711 ResetGfxAnimation(x, y + 1);
7716 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7717 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7724 Tile[x][y] = EL_QUICKSAND_EMPTY;
7725 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7726 Store[x][y + 1] = Store[x][y];
7729 PlayLevelSoundAction(x, y, ACTION_FILLING);
7731 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7733 if (!MovDelay[x][y])
7735 MovDelay[x][y] = TILEY + 1;
7737 ResetGfxAnimation(x, y);
7738 ResetGfxAnimation(x, y + 1);
7743 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7744 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7751 Tile[x][y] = EL_QUICKSAND_EMPTY;
7752 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7753 Store[x][y + 1] = Store[x][y];
7756 PlayLevelSoundAction(x, y, ACTION_FILLING);
7759 else if (element == EL_QUICKSAND_FAST_FULL)
7761 if (IS_FREE(x, y + 1))
7763 InitMovingField(x, y, MV_DOWN);
7764 started_moving = TRUE;
7766 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7767 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7768 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7769 Store[x][y] = EL_ROCK;
7771 Store[x][y] = EL_ROCK;
7774 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7776 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7778 if (!MovDelay[x][y])
7780 MovDelay[x][y] = TILEY + 1;
7782 ResetGfxAnimation(x, y);
7783 ResetGfxAnimation(x, y + 1);
7788 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7789 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7796 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7797 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7798 Store[x][y + 1] = Store[x][y];
7801 PlayLevelSoundAction(x, y, ACTION_FILLING);
7803 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7805 if (!MovDelay[x][y])
7807 MovDelay[x][y] = TILEY + 1;
7809 ResetGfxAnimation(x, y);
7810 ResetGfxAnimation(x, y + 1);
7815 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7816 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7823 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7824 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7825 Store[x][y + 1] = Store[x][y];
7828 PlayLevelSoundAction(x, y, ACTION_FILLING);
7831 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7832 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7834 InitMovingField(x, y, MV_DOWN);
7835 started_moving = TRUE;
7837 Tile[x][y] = EL_QUICKSAND_FILLING;
7838 Store[x][y] = element;
7840 PlayLevelSoundAction(x, y, ACTION_FILLING);
7842 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7843 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7845 InitMovingField(x, y, MV_DOWN);
7846 started_moving = TRUE;
7848 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7849 Store[x][y] = element;
7851 PlayLevelSoundAction(x, y, ACTION_FILLING);
7853 else if (element == EL_MAGIC_WALL_FULL)
7855 if (IS_FREE(x, y + 1))
7857 InitMovingField(x, y, MV_DOWN);
7858 started_moving = TRUE;
7860 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7861 Store[x][y] = EL_CHANGED(Store[x][y]);
7863 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7865 if (!MovDelay[x][y])
7866 MovDelay[x][y] = TILEY / 4 + 1;
7875 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7876 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7877 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7881 else if (element == EL_BD_MAGIC_WALL_FULL)
7883 if (IS_FREE(x, y + 1))
7885 InitMovingField(x, y, MV_DOWN);
7886 started_moving = TRUE;
7888 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7889 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7891 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7893 if (!MovDelay[x][y])
7894 MovDelay[x][y] = TILEY / 4 + 1;
7903 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7904 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7905 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7909 else if (element == EL_DC_MAGIC_WALL_FULL)
7911 if (IS_FREE(x, y + 1))
7913 InitMovingField(x, y, MV_DOWN);
7914 started_moving = TRUE;
7916 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7917 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7919 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7921 if (!MovDelay[x][y])
7922 MovDelay[x][y] = TILEY / 4 + 1;
7931 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7932 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7933 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7937 else if ((CAN_PASS_MAGIC_WALL(element) &&
7938 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7939 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7940 (CAN_PASS_DC_MAGIC_WALL(element) &&
7941 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7944 InitMovingField(x, y, MV_DOWN);
7945 started_moving = TRUE;
7948 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7949 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7950 EL_DC_MAGIC_WALL_FILLING);
7951 Store[x][y] = element;
7953 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
7955 SplashAcid(x, y + 1);
7957 InitMovingField(x, y, MV_DOWN);
7958 started_moving = TRUE;
7960 Store[x][y] = EL_ACID;
7963 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7964 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7965 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7966 CAN_FALL(element) && WasJustFalling[x][y] &&
7967 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7969 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7970 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7971 (Tile[x][y + 1] == EL_BLOCKED)))
7973 /* this is needed for a special case not covered by calling "Impact()"
7974 from "ContinueMoving()": if an element moves to a tile directly below
7975 another element which was just falling on that tile (which was empty
7976 in the previous frame), the falling element above would just stop
7977 instead of smashing the element below (in previous version, the above
7978 element was just checked for "moving" instead of "falling", resulting
7979 in incorrect smashes caused by horizontal movement of the above
7980 element; also, the case of the player being the element to smash was
7981 simply not covered here... :-/ ) */
7983 CheckCollision[x][y] = 0;
7984 CheckImpact[x][y] = 0;
7988 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7990 if (MovDir[x][y] == MV_NONE)
7992 InitMovingField(x, y, MV_DOWN);
7993 started_moving = TRUE;
7996 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
7998 if (WasJustFalling[x][y]) // prevent animation from being restarted
7999 MovDir[x][y] = MV_DOWN;
8001 InitMovingField(x, y, MV_DOWN);
8002 started_moving = TRUE;
8004 else if (element == EL_AMOEBA_DROP)
8006 Tile[x][y] = EL_AMOEBA_GROWING;
8007 Store[x][y] = EL_AMOEBA_WET;
8009 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8010 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8011 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8012 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8014 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8015 (IS_FREE(x - 1, y + 1) ||
8016 Tile[x - 1][y + 1] == EL_ACID));
8017 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8018 (IS_FREE(x + 1, y + 1) ||
8019 Tile[x + 1][y + 1] == EL_ACID));
8020 boolean can_fall_any = (can_fall_left || can_fall_right);
8021 boolean can_fall_both = (can_fall_left && can_fall_right);
8022 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8024 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8026 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8027 can_fall_right = FALSE;
8028 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8029 can_fall_left = FALSE;
8030 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8031 can_fall_right = FALSE;
8032 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8033 can_fall_left = FALSE;
8035 can_fall_any = (can_fall_left || can_fall_right);
8036 can_fall_both = FALSE;
8041 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8042 can_fall_right = FALSE; // slip down on left side
8044 can_fall_left = !(can_fall_right = RND(2));
8046 can_fall_both = FALSE;
8051 // if not determined otherwise, prefer left side for slipping down
8052 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8053 started_moving = TRUE;
8056 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8058 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8059 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8060 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8061 int belt_dir = game.belt_dir[belt_nr];
8063 if ((belt_dir == MV_LEFT && left_is_free) ||
8064 (belt_dir == MV_RIGHT && right_is_free))
8066 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8068 InitMovingField(x, y, belt_dir);
8069 started_moving = TRUE;
8071 Pushed[x][y] = TRUE;
8072 Pushed[nextx][y] = TRUE;
8074 GfxAction[x][y] = ACTION_DEFAULT;
8078 MovDir[x][y] = 0; // if element was moving, stop it
8083 // not "else if" because of elements that can fall and move (EL_SPRING)
8084 if (CAN_MOVE(element) && !started_moving)
8086 int move_pattern = element_info[element].move_pattern;
8089 Moving2Blocked(x, y, &newx, &newy);
8091 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8094 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8095 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8097 WasJustMoving[x][y] = 0;
8098 CheckCollision[x][y] = 0;
8100 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8102 if (Tile[x][y] != element) // element has changed
8106 if (!MovDelay[x][y]) // start new movement phase
8108 // all objects that can change their move direction after each step
8109 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8111 if (element != EL_YAMYAM &&
8112 element != EL_DARK_YAMYAM &&
8113 element != EL_PACMAN &&
8114 !(move_pattern & MV_ANY_DIRECTION) &&
8115 move_pattern != MV_TURNING_LEFT &&
8116 move_pattern != MV_TURNING_RIGHT &&
8117 move_pattern != MV_TURNING_LEFT_RIGHT &&
8118 move_pattern != MV_TURNING_RIGHT_LEFT &&
8119 move_pattern != MV_TURNING_RANDOM)
8123 if (MovDelay[x][y] && (element == EL_BUG ||
8124 element == EL_SPACESHIP ||
8125 element == EL_SP_SNIKSNAK ||
8126 element == EL_SP_ELECTRON ||
8127 element == EL_MOLE))
8128 TEST_DrawLevelField(x, y);
8132 if (MovDelay[x][y]) // wait some time before next movement
8136 if (element == EL_ROBOT ||
8137 element == EL_YAMYAM ||
8138 element == EL_DARK_YAMYAM)
8140 DrawLevelElementAnimationIfNeeded(x, y, element);
8141 PlayLevelSoundAction(x, y, ACTION_WAITING);
8143 else if (element == EL_SP_ELECTRON)
8144 DrawLevelElementAnimationIfNeeded(x, y, element);
8145 else if (element == EL_DRAGON)
8148 int dir = MovDir[x][y];
8149 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8150 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8151 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8152 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8153 dir == MV_UP ? IMG_FLAMES_1_UP :
8154 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8155 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8157 GfxAction[x][y] = ACTION_ATTACKING;
8159 if (IS_PLAYER(x, y))
8160 DrawPlayerField(x, y);
8162 TEST_DrawLevelField(x, y);
8164 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8166 for (i = 1; i <= 3; i++)
8168 int xx = x + i * dx;
8169 int yy = y + i * dy;
8170 int sx = SCREENX(xx);
8171 int sy = SCREENY(yy);
8172 int flame_graphic = graphic + (i - 1);
8174 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8179 int flamed = MovingOrBlocked2Element(xx, yy);
8181 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8184 RemoveMovingField(xx, yy);
8186 ChangeDelay[xx][yy] = 0;
8188 Tile[xx][yy] = EL_FLAMES;
8190 if (IN_SCR_FIELD(sx, sy))
8192 TEST_DrawLevelFieldCrumbled(xx, yy);
8193 DrawGraphic(sx, sy, flame_graphic, frame);
8198 if (Tile[xx][yy] == EL_FLAMES)
8199 Tile[xx][yy] = EL_EMPTY;
8200 TEST_DrawLevelField(xx, yy);
8205 if (MovDelay[x][y]) // element still has to wait some time
8207 PlayLevelSoundAction(x, y, ACTION_WAITING);
8213 // now make next step
8215 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8217 if (DONT_COLLIDE_WITH(element) &&
8218 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8219 !PLAYER_ENEMY_PROTECTED(newx, newy))
8221 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8226 else if (CAN_MOVE_INTO_ACID(element) &&
8227 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8228 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8229 (MovDir[x][y] == MV_DOWN ||
8230 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8232 SplashAcid(newx, newy);
8233 Store[x][y] = EL_ACID;
8235 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8237 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8238 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8239 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8240 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8243 TEST_DrawLevelField(x, y);
8245 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8246 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8247 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8249 game.friends_still_needed--;
8250 if (!game.friends_still_needed &&
8252 game.all_players_gone)
8257 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8259 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8260 TEST_DrawLevelField(newx, newy);
8262 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8264 else if (!IS_FREE(newx, newy))
8266 GfxAction[x][y] = ACTION_WAITING;
8268 if (IS_PLAYER(x, y))
8269 DrawPlayerField(x, y);
8271 TEST_DrawLevelField(x, y);
8276 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8278 if (IS_FOOD_PIG(Tile[newx][newy]))
8280 if (IS_MOVING(newx, newy))
8281 RemoveMovingField(newx, newy);
8284 Tile[newx][newy] = EL_EMPTY;
8285 TEST_DrawLevelField(newx, newy);
8288 PlayLevelSound(x, y, SND_PIG_DIGGING);
8290 else if (!IS_FREE(newx, newy))
8292 if (IS_PLAYER(x, y))
8293 DrawPlayerField(x, y);
8295 TEST_DrawLevelField(x, y);
8300 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8302 if (Store[x][y] != EL_EMPTY)
8304 boolean can_clone = FALSE;
8307 // check if element to clone is still there
8308 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8310 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8318 // cannot clone or target field not free anymore -- do not clone
8319 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8320 Store[x][y] = EL_EMPTY;
8323 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8325 if (IS_MV_DIAGONAL(MovDir[x][y]))
8327 int diagonal_move_dir = MovDir[x][y];
8328 int stored = Store[x][y];
8329 int change_delay = 8;
8332 // android is moving diagonally
8334 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8336 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8337 GfxElement[x][y] = EL_EMC_ANDROID;
8338 GfxAction[x][y] = ACTION_SHRINKING;
8339 GfxDir[x][y] = diagonal_move_dir;
8340 ChangeDelay[x][y] = change_delay;
8342 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8345 DrawLevelGraphicAnimation(x, y, graphic);
8346 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8348 if (Tile[newx][newy] == EL_ACID)
8350 SplashAcid(newx, newy);
8355 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8357 Store[newx][newy] = EL_EMC_ANDROID;
8358 GfxElement[newx][newy] = EL_EMC_ANDROID;
8359 GfxAction[newx][newy] = ACTION_GROWING;
8360 GfxDir[newx][newy] = diagonal_move_dir;
8361 ChangeDelay[newx][newy] = change_delay;
8363 graphic = el_act_dir2img(GfxElement[newx][newy],
8364 GfxAction[newx][newy], GfxDir[newx][newy]);
8366 DrawLevelGraphicAnimation(newx, newy, graphic);
8367 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8373 Tile[newx][newy] = EL_EMPTY;
8374 TEST_DrawLevelField(newx, newy);
8376 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8379 else if (!IS_FREE(newx, newy))
8384 else if (IS_CUSTOM_ELEMENT(element) &&
8385 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8387 if (!DigFieldByCE(newx, newy, element))
8390 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8392 RunnerVisit[x][y] = FrameCounter;
8393 PlayerVisit[x][y] /= 8; // expire player visit path
8396 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8398 if (!IS_FREE(newx, newy))
8400 if (IS_PLAYER(x, y))
8401 DrawPlayerField(x, y);
8403 TEST_DrawLevelField(x, y);
8409 boolean wanna_flame = !RND(10);
8410 int dx = newx - x, dy = newy - y;
8411 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8412 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8413 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8414 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8415 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8416 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8419 IS_CLASSIC_ENEMY(element1) ||
8420 IS_CLASSIC_ENEMY(element2)) &&
8421 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8422 element1 != EL_FLAMES && element2 != EL_FLAMES)
8424 ResetGfxAnimation(x, y);
8425 GfxAction[x][y] = ACTION_ATTACKING;
8427 if (IS_PLAYER(x, y))
8428 DrawPlayerField(x, y);
8430 TEST_DrawLevelField(x, y);
8432 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8434 MovDelay[x][y] = 50;
8436 Tile[newx][newy] = EL_FLAMES;
8437 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8438 Tile[newx1][newy1] = EL_FLAMES;
8439 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8440 Tile[newx2][newy2] = EL_FLAMES;
8446 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8447 Tile[newx][newy] == EL_DIAMOND)
8449 if (IS_MOVING(newx, newy))
8450 RemoveMovingField(newx, newy);
8453 Tile[newx][newy] = EL_EMPTY;
8454 TEST_DrawLevelField(newx, newy);
8457 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8459 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8460 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8462 if (AmoebaNr[newx][newy])
8464 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8465 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8466 Tile[newx][newy] == EL_BD_AMOEBA)
8467 AmoebaCnt[AmoebaNr[newx][newy]]--;
8470 if (IS_MOVING(newx, newy))
8472 RemoveMovingField(newx, newy);
8476 Tile[newx][newy] = EL_EMPTY;
8477 TEST_DrawLevelField(newx, newy);
8480 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8482 else if ((element == EL_PACMAN || element == EL_MOLE)
8483 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8485 if (AmoebaNr[newx][newy])
8487 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8488 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8489 Tile[newx][newy] == EL_BD_AMOEBA)
8490 AmoebaCnt[AmoebaNr[newx][newy]]--;
8493 if (element == EL_MOLE)
8495 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8496 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8498 ResetGfxAnimation(x, y);
8499 GfxAction[x][y] = ACTION_DIGGING;
8500 TEST_DrawLevelField(x, y);
8502 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8504 return; // wait for shrinking amoeba
8506 else // element == EL_PACMAN
8508 Tile[newx][newy] = EL_EMPTY;
8509 TEST_DrawLevelField(newx, newy);
8510 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8513 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8514 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8515 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8517 // wait for shrinking amoeba to completely disappear
8520 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8522 // object was running against a wall
8526 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8527 DrawLevelElementAnimation(x, y, element);
8529 if (DONT_TOUCH(element))
8530 TestIfBadThingTouchesPlayer(x, y);
8535 InitMovingField(x, y, MovDir[x][y]);
8537 PlayLevelSoundAction(x, y, ACTION_MOVING);
8541 ContinueMoving(x, y);
8544 void ContinueMoving(int x, int y)
8546 int element = Tile[x][y];
8547 struct ElementInfo *ei = &element_info[element];
8548 int direction = MovDir[x][y];
8549 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8550 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8551 int newx = x + dx, newy = y + dy;
8552 int stored = Store[x][y];
8553 int stored_new = Store[newx][newy];
8554 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8555 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8556 boolean last_line = (newy == lev_fieldy - 1);
8557 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8559 if (pushed_by_player) // special case: moving object pushed by player
8561 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8563 else if (use_step_delay) // special case: moving object has step delay
8565 if (!MovDelay[x][y])
8566 MovPos[x][y] += getElementMoveStepsize(x, y);
8571 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8575 TEST_DrawLevelField(x, y);
8577 return; // element is still waiting
8580 else // normal case: generically moving object
8582 MovPos[x][y] += getElementMoveStepsize(x, y);
8585 if (ABS(MovPos[x][y]) < TILEX)
8587 TEST_DrawLevelField(x, y);
8589 return; // element is still moving
8592 // element reached destination field
8594 Tile[x][y] = EL_EMPTY;
8595 Tile[newx][newy] = element;
8596 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8598 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8600 element = Tile[newx][newy] = EL_ACID;
8602 else if (element == EL_MOLE)
8604 Tile[x][y] = EL_SAND;
8606 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8608 else if (element == EL_QUICKSAND_FILLING)
8610 element = Tile[newx][newy] = get_next_element(element);
8611 Store[newx][newy] = Store[x][y];
8613 else if (element == EL_QUICKSAND_EMPTYING)
8615 Tile[x][y] = get_next_element(element);
8616 element = Tile[newx][newy] = Store[x][y];
8618 else if (element == EL_QUICKSAND_FAST_FILLING)
8620 element = Tile[newx][newy] = get_next_element(element);
8621 Store[newx][newy] = Store[x][y];
8623 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8625 Tile[x][y] = get_next_element(element);
8626 element = Tile[newx][newy] = Store[x][y];
8628 else if (element == EL_MAGIC_WALL_FILLING)
8630 element = Tile[newx][newy] = get_next_element(element);
8631 if (!game.magic_wall_active)
8632 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8633 Store[newx][newy] = Store[x][y];
8635 else if (element == EL_MAGIC_WALL_EMPTYING)
8637 Tile[x][y] = get_next_element(element);
8638 if (!game.magic_wall_active)
8639 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8640 element = Tile[newx][newy] = Store[x][y];
8642 InitField(newx, newy, FALSE);
8644 else if (element == EL_BD_MAGIC_WALL_FILLING)
8646 element = Tile[newx][newy] = get_next_element(element);
8647 if (!game.magic_wall_active)
8648 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8649 Store[newx][newy] = Store[x][y];
8651 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8653 Tile[x][y] = get_next_element(element);
8654 if (!game.magic_wall_active)
8655 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8656 element = Tile[newx][newy] = Store[x][y];
8658 InitField(newx, newy, FALSE);
8660 else if (element == EL_DC_MAGIC_WALL_FILLING)
8662 element = Tile[newx][newy] = get_next_element(element);
8663 if (!game.magic_wall_active)
8664 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8665 Store[newx][newy] = Store[x][y];
8667 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8669 Tile[x][y] = get_next_element(element);
8670 if (!game.magic_wall_active)
8671 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8672 element = Tile[newx][newy] = Store[x][y];
8674 InitField(newx, newy, FALSE);
8676 else if (element == EL_AMOEBA_DROPPING)
8678 Tile[x][y] = get_next_element(element);
8679 element = Tile[newx][newy] = Store[x][y];
8681 else if (element == EL_SOKOBAN_OBJECT)
8684 Tile[x][y] = Back[x][y];
8686 if (Back[newx][newy])
8687 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8689 Back[x][y] = Back[newx][newy] = 0;
8692 Store[x][y] = EL_EMPTY;
8697 MovDelay[newx][newy] = 0;
8699 if (CAN_CHANGE_OR_HAS_ACTION(element))
8701 // copy element change control values to new field
8702 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8703 ChangePage[newx][newy] = ChangePage[x][y];
8704 ChangeCount[newx][newy] = ChangeCount[x][y];
8705 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8708 CustomValue[newx][newy] = CustomValue[x][y];
8710 ChangeDelay[x][y] = 0;
8711 ChangePage[x][y] = -1;
8712 ChangeCount[x][y] = 0;
8713 ChangeEvent[x][y] = -1;
8715 CustomValue[x][y] = 0;
8717 // copy animation control values to new field
8718 GfxFrame[newx][newy] = GfxFrame[x][y];
8719 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8720 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8721 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8723 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8725 // some elements can leave other elements behind after moving
8726 if (ei->move_leave_element != EL_EMPTY &&
8727 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8728 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8730 int move_leave_element = ei->move_leave_element;
8732 // this makes it possible to leave the removed element again
8733 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8734 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8736 Tile[x][y] = move_leave_element;
8738 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8739 MovDir[x][y] = direction;
8741 InitField(x, y, FALSE);
8743 if (GFX_CRUMBLED(Tile[x][y]))
8744 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8746 if (ELEM_IS_PLAYER(move_leave_element))
8747 RelocatePlayer(x, y, move_leave_element);
8750 // do this after checking for left-behind element
8751 ResetGfxAnimation(x, y); // reset animation values for old field
8753 if (!CAN_MOVE(element) ||
8754 (CAN_FALL(element) && direction == MV_DOWN &&
8755 (element == EL_SPRING ||
8756 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8757 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8758 GfxDir[x][y] = MovDir[newx][newy] = 0;
8760 TEST_DrawLevelField(x, y);
8761 TEST_DrawLevelField(newx, newy);
8763 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8765 // prevent pushed element from moving on in pushed direction
8766 if (pushed_by_player && CAN_MOVE(element) &&
8767 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8768 !(element_info[element].move_pattern & direction))
8769 TurnRound(newx, newy);
8771 // prevent elements on conveyor belt from moving on in last direction
8772 if (pushed_by_conveyor && CAN_FALL(element) &&
8773 direction & MV_HORIZONTAL)
8774 MovDir[newx][newy] = 0;
8776 if (!pushed_by_player)
8778 int nextx = newx + dx, nexty = newy + dy;
8779 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8781 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8783 if (CAN_FALL(element) && direction == MV_DOWN)
8784 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8786 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8787 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8789 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8790 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8793 if (DONT_TOUCH(element)) // object may be nasty to player or others
8795 TestIfBadThingTouchesPlayer(newx, newy);
8796 TestIfBadThingTouchesFriend(newx, newy);
8798 if (!IS_CUSTOM_ELEMENT(element))
8799 TestIfBadThingTouchesOtherBadThing(newx, newy);
8801 else if (element == EL_PENGUIN)
8802 TestIfFriendTouchesBadThing(newx, newy);
8804 if (DONT_GET_HIT_BY(element))
8806 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8809 // give the player one last chance (one more frame) to move away
8810 if (CAN_FALL(element) && direction == MV_DOWN &&
8811 (last_line || (!IS_FREE(x, newy + 1) &&
8812 (!IS_PLAYER(x, newy + 1) ||
8813 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8816 if (pushed_by_player && !game.use_change_when_pushing_bug)
8818 int push_side = MV_DIR_OPPOSITE(direction);
8819 struct PlayerInfo *player = PLAYERINFO(x, y);
8821 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8822 player->index_bit, push_side);
8823 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8824 player->index_bit, push_side);
8827 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8828 MovDelay[newx][newy] = 1;
8830 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8832 TestIfElementTouchesCustomElement(x, y); // empty or new element
8833 TestIfElementHitsCustomElement(newx, newy, direction);
8834 TestIfPlayerTouchesCustomElement(newx, newy);
8835 TestIfElementTouchesCustomElement(newx, newy);
8837 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8838 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8839 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8840 MV_DIR_OPPOSITE(direction));
8843 int AmoebaNeighbourNr(int ax, int ay)
8846 int element = Tile[ax][ay];
8848 static int xy[4][2] =
8856 for (i = 0; i < NUM_DIRECTIONS; i++)
8858 int x = ax + xy[i][0];
8859 int y = ay + xy[i][1];
8861 if (!IN_LEV_FIELD(x, y))
8864 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8865 group_nr = AmoebaNr[x][y];
8871 static void AmoebaMerge(int ax, int ay)
8873 int i, x, y, xx, yy;
8874 int new_group_nr = AmoebaNr[ax][ay];
8875 static int xy[4][2] =
8883 if (new_group_nr == 0)
8886 for (i = 0; i < NUM_DIRECTIONS; i++)
8891 if (!IN_LEV_FIELD(x, y))
8894 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8895 Tile[x][y] == EL_BD_AMOEBA ||
8896 Tile[x][y] == EL_AMOEBA_DEAD) &&
8897 AmoebaNr[x][y] != new_group_nr)
8899 int old_group_nr = AmoebaNr[x][y];
8901 if (old_group_nr == 0)
8904 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8905 AmoebaCnt[old_group_nr] = 0;
8906 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8907 AmoebaCnt2[old_group_nr] = 0;
8909 SCAN_PLAYFIELD(xx, yy)
8911 if (AmoebaNr[xx][yy] == old_group_nr)
8912 AmoebaNr[xx][yy] = new_group_nr;
8918 void AmoebaToDiamond(int ax, int ay)
8922 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
8924 int group_nr = AmoebaNr[ax][ay];
8929 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
8930 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
8936 SCAN_PLAYFIELD(x, y)
8938 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8941 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
8945 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8946 SND_AMOEBA_TURNING_TO_GEM :
8947 SND_AMOEBA_TURNING_TO_ROCK));
8952 static int xy[4][2] =
8960 for (i = 0; i < NUM_DIRECTIONS; i++)
8965 if (!IN_LEV_FIELD(x, y))
8968 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
8970 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8971 SND_AMOEBA_TURNING_TO_GEM :
8972 SND_AMOEBA_TURNING_TO_ROCK));
8979 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
8982 int group_nr = AmoebaNr[ax][ay];
8983 boolean done = FALSE;
8988 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
8989 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
8995 SCAN_PLAYFIELD(x, y)
8997 if (AmoebaNr[x][y] == group_nr &&
8998 (Tile[x][y] == EL_AMOEBA_DEAD ||
8999 Tile[x][y] == EL_BD_AMOEBA ||
9000 Tile[x][y] == EL_AMOEBA_GROWING))
9003 Tile[x][y] = new_element;
9004 InitField(x, y, FALSE);
9005 TEST_DrawLevelField(x, y);
9011 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9012 SND_BD_AMOEBA_TURNING_TO_ROCK :
9013 SND_BD_AMOEBA_TURNING_TO_GEM));
9016 static void AmoebaGrowing(int x, int y)
9018 static unsigned int sound_delay = 0;
9019 static unsigned int sound_delay_value = 0;
9021 if (!MovDelay[x][y]) // start new growing cycle
9025 if (DelayReached(&sound_delay, sound_delay_value))
9027 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9028 sound_delay_value = 30;
9032 if (MovDelay[x][y]) // wait some time before growing bigger
9035 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9037 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9038 6 - MovDelay[x][y]);
9040 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9043 if (!MovDelay[x][y])
9045 Tile[x][y] = Store[x][y];
9047 TEST_DrawLevelField(x, y);
9052 static void AmoebaShrinking(int x, int y)
9054 static unsigned int sound_delay = 0;
9055 static unsigned int sound_delay_value = 0;
9057 if (!MovDelay[x][y]) // start new shrinking cycle
9061 if (DelayReached(&sound_delay, sound_delay_value))
9062 sound_delay_value = 30;
9065 if (MovDelay[x][y]) // wait some time before shrinking
9068 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9070 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9071 6 - MovDelay[x][y]);
9073 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9076 if (!MovDelay[x][y])
9078 Tile[x][y] = EL_EMPTY;
9079 TEST_DrawLevelField(x, y);
9081 // don't let mole enter this field in this cycle;
9082 // (give priority to objects falling to this field from above)
9088 static void AmoebaReproduce(int ax, int ay)
9091 int element = Tile[ax][ay];
9092 int graphic = el2img(element);
9093 int newax = ax, neway = ay;
9094 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9095 static int xy[4][2] =
9103 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9105 Tile[ax][ay] = EL_AMOEBA_DEAD;
9106 TEST_DrawLevelField(ax, ay);
9110 if (IS_ANIMATED(graphic))
9111 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9113 if (!MovDelay[ax][ay]) // start making new amoeba field
9114 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9116 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9119 if (MovDelay[ax][ay])
9123 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9126 int x = ax + xy[start][0];
9127 int y = ay + xy[start][1];
9129 if (!IN_LEV_FIELD(x, y))
9132 if (IS_FREE(x, y) ||
9133 CAN_GROW_INTO(Tile[x][y]) ||
9134 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9135 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9141 if (newax == ax && neway == ay)
9144 else // normal or "filled" (BD style) amoeba
9147 boolean waiting_for_player = FALSE;
9149 for (i = 0; i < NUM_DIRECTIONS; i++)
9151 int j = (start + i) % 4;
9152 int x = ax + xy[j][0];
9153 int y = ay + xy[j][1];
9155 if (!IN_LEV_FIELD(x, y))
9158 if (IS_FREE(x, y) ||
9159 CAN_GROW_INTO(Tile[x][y]) ||
9160 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9161 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9167 else if (IS_PLAYER(x, y))
9168 waiting_for_player = TRUE;
9171 if (newax == ax && neway == ay) // amoeba cannot grow
9173 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9175 Tile[ax][ay] = EL_AMOEBA_DEAD;
9176 TEST_DrawLevelField(ax, ay);
9177 AmoebaCnt[AmoebaNr[ax][ay]]--;
9179 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9181 if (element == EL_AMOEBA_FULL)
9182 AmoebaToDiamond(ax, ay);
9183 else if (element == EL_BD_AMOEBA)
9184 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9189 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9191 // amoeba gets larger by growing in some direction
9193 int new_group_nr = AmoebaNr[ax][ay];
9196 if (new_group_nr == 0)
9198 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9200 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9206 AmoebaNr[newax][neway] = new_group_nr;
9207 AmoebaCnt[new_group_nr]++;
9208 AmoebaCnt2[new_group_nr]++;
9210 // if amoeba touches other amoeba(s) after growing, unify them
9211 AmoebaMerge(newax, neway);
9213 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9215 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9221 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9222 (neway == lev_fieldy - 1 && newax != ax))
9224 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9225 Store[newax][neway] = element;
9227 else if (neway == ay || element == EL_EMC_DRIPPER)
9229 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9231 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9235 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9236 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9237 Store[ax][ay] = EL_AMOEBA_DROP;
9238 ContinueMoving(ax, ay);
9242 TEST_DrawLevelField(newax, neway);
9245 static void Life(int ax, int ay)
9249 int element = Tile[ax][ay];
9250 int graphic = el2img(element);
9251 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9253 boolean changed = FALSE;
9255 if (IS_ANIMATED(graphic))
9256 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9261 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9262 MovDelay[ax][ay] = life_time;
9264 if (MovDelay[ax][ay]) // wait some time before next cycle
9267 if (MovDelay[ax][ay])
9271 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9273 int xx = ax+x1, yy = ay+y1;
9274 int old_element = Tile[xx][yy];
9275 int num_neighbours = 0;
9277 if (!IN_LEV_FIELD(xx, yy))
9280 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9282 int x = xx+x2, y = yy+y2;
9284 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9287 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9288 boolean is_neighbour = FALSE;
9290 if (level.use_life_bugs)
9292 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9293 (IS_FREE(x, y) && Stop[x][y]));
9296 (Last[x][y] == element || is_player_cell);
9302 boolean is_free = FALSE;
9304 if (level.use_life_bugs)
9305 is_free = (IS_FREE(xx, yy));
9307 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9309 if (xx == ax && yy == ay) // field in the middle
9311 if (num_neighbours < life_parameter[0] ||
9312 num_neighbours > life_parameter[1])
9314 Tile[xx][yy] = EL_EMPTY;
9315 if (Tile[xx][yy] != old_element)
9316 TEST_DrawLevelField(xx, yy);
9317 Stop[xx][yy] = TRUE;
9321 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9322 { // free border field
9323 if (num_neighbours >= life_parameter[2] &&
9324 num_neighbours <= life_parameter[3])
9326 Tile[xx][yy] = element;
9327 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9328 if (Tile[xx][yy] != old_element)
9329 TEST_DrawLevelField(xx, yy);
9330 Stop[xx][yy] = TRUE;
9337 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9338 SND_GAME_OF_LIFE_GROWING);
9341 static void InitRobotWheel(int x, int y)
9343 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9346 static void RunRobotWheel(int x, int y)
9348 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9351 static void StopRobotWheel(int x, int y)
9353 if (game.robot_wheel_x == x &&
9354 game.robot_wheel_y == y)
9356 game.robot_wheel_x = -1;
9357 game.robot_wheel_y = -1;
9358 game.robot_wheel_active = FALSE;
9362 static void InitTimegateWheel(int x, int y)
9364 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9367 static void RunTimegateWheel(int x, int y)
9369 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9372 static void InitMagicBallDelay(int x, int y)
9374 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9377 static void ActivateMagicBall(int bx, int by)
9381 if (level.ball_random)
9383 int pos_border = RND(8); // select one of the eight border elements
9384 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9385 int xx = pos_content % 3;
9386 int yy = pos_content / 3;
9391 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9392 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9396 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9398 int xx = x - bx + 1;
9399 int yy = y - by + 1;
9401 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9402 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9406 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9409 static void CheckExit(int x, int y)
9411 if (game.gems_still_needed > 0 ||
9412 game.sokoban_fields_still_needed > 0 ||
9413 game.sokoban_objects_still_needed > 0 ||
9414 game.lights_still_needed > 0)
9416 int element = Tile[x][y];
9417 int graphic = el2img(element);
9419 if (IS_ANIMATED(graphic))
9420 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9425 // do not re-open exit door closed after last player
9426 if (game.all_players_gone)
9429 Tile[x][y] = EL_EXIT_OPENING;
9431 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9434 static void CheckExitEM(int x, int y)
9436 if (game.gems_still_needed > 0 ||
9437 game.sokoban_fields_still_needed > 0 ||
9438 game.sokoban_objects_still_needed > 0 ||
9439 game.lights_still_needed > 0)
9441 int element = Tile[x][y];
9442 int graphic = el2img(element);
9444 if (IS_ANIMATED(graphic))
9445 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9450 // do not re-open exit door closed after last player
9451 if (game.all_players_gone)
9454 Tile[x][y] = EL_EM_EXIT_OPENING;
9456 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9459 static void CheckExitSteel(int x, int y)
9461 if (game.gems_still_needed > 0 ||
9462 game.sokoban_fields_still_needed > 0 ||
9463 game.sokoban_objects_still_needed > 0 ||
9464 game.lights_still_needed > 0)
9466 int element = Tile[x][y];
9467 int graphic = el2img(element);
9469 if (IS_ANIMATED(graphic))
9470 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9475 // do not re-open exit door closed after last player
9476 if (game.all_players_gone)
9479 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9481 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9484 static void CheckExitSteelEM(int x, int y)
9486 if (game.gems_still_needed > 0 ||
9487 game.sokoban_fields_still_needed > 0 ||
9488 game.sokoban_objects_still_needed > 0 ||
9489 game.lights_still_needed > 0)
9491 int element = Tile[x][y];
9492 int graphic = el2img(element);
9494 if (IS_ANIMATED(graphic))
9495 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9500 // do not re-open exit door closed after last player
9501 if (game.all_players_gone)
9504 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9506 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9509 static void CheckExitSP(int x, int y)
9511 if (game.gems_still_needed > 0)
9513 int element = Tile[x][y];
9514 int graphic = el2img(element);
9516 if (IS_ANIMATED(graphic))
9517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9522 // do not re-open exit door closed after last player
9523 if (game.all_players_gone)
9526 Tile[x][y] = EL_SP_EXIT_OPENING;
9528 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9531 static void CloseAllOpenTimegates(void)
9535 SCAN_PLAYFIELD(x, y)
9537 int element = Tile[x][y];
9539 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9541 Tile[x][y] = EL_TIMEGATE_CLOSING;
9543 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9548 static void DrawTwinkleOnField(int x, int y)
9550 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9553 if (Tile[x][y] == EL_BD_DIAMOND)
9556 if (MovDelay[x][y] == 0) // next animation frame
9557 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9559 if (MovDelay[x][y] != 0) // wait some time before next frame
9563 DrawLevelElementAnimation(x, y, Tile[x][y]);
9565 if (MovDelay[x][y] != 0)
9567 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9568 10 - MovDelay[x][y]);
9570 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9575 static void MauerWaechst(int x, int y)
9579 if (!MovDelay[x][y]) // next animation frame
9580 MovDelay[x][y] = 3 * delay;
9582 if (MovDelay[x][y]) // wait some time before next frame
9586 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9588 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9589 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9591 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9594 if (!MovDelay[x][y])
9596 if (MovDir[x][y] == MV_LEFT)
9598 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9599 TEST_DrawLevelField(x - 1, y);
9601 else if (MovDir[x][y] == MV_RIGHT)
9603 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9604 TEST_DrawLevelField(x + 1, y);
9606 else if (MovDir[x][y] == MV_UP)
9608 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9609 TEST_DrawLevelField(x, y - 1);
9613 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9614 TEST_DrawLevelField(x, y + 1);
9617 Tile[x][y] = Store[x][y];
9619 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9620 TEST_DrawLevelField(x, y);
9625 static void MauerAbleger(int ax, int ay)
9627 int element = Tile[ax][ay];
9628 int graphic = el2img(element);
9629 boolean oben_frei = FALSE, unten_frei = FALSE;
9630 boolean links_frei = FALSE, rechts_frei = FALSE;
9631 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9632 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9633 boolean new_wall = FALSE;
9635 if (IS_ANIMATED(graphic))
9636 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9638 if (!MovDelay[ax][ay]) // start building new wall
9639 MovDelay[ax][ay] = 6;
9641 if (MovDelay[ax][ay]) // wait some time before building new wall
9644 if (MovDelay[ax][ay])
9648 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9650 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9652 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9654 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9657 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9658 element == EL_EXPANDABLE_WALL_ANY)
9662 Tile[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9663 Store[ax][ay-1] = element;
9664 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9665 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9666 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9667 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9672 Tile[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9673 Store[ax][ay+1] = element;
9674 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9675 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9676 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9677 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9682 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9683 element == EL_EXPANDABLE_WALL_ANY ||
9684 element == EL_EXPANDABLE_WALL ||
9685 element == EL_BD_EXPANDABLE_WALL)
9689 Tile[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9690 Store[ax-1][ay] = element;
9691 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9692 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9693 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9694 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9700 Tile[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9701 Store[ax+1][ay] = element;
9702 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9703 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9704 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9705 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9710 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9711 TEST_DrawLevelField(ax, ay);
9713 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9715 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9716 unten_massiv = TRUE;
9717 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9718 links_massiv = TRUE;
9719 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9720 rechts_massiv = TRUE;
9722 if (((oben_massiv && unten_massiv) ||
9723 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9724 element == EL_EXPANDABLE_WALL) &&
9725 ((links_massiv && rechts_massiv) ||
9726 element == EL_EXPANDABLE_WALL_VERTICAL))
9727 Tile[ax][ay] = EL_WALL;
9730 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9733 static void MauerAblegerStahl(int ax, int ay)
9735 int element = Tile[ax][ay];
9736 int graphic = el2img(element);
9737 boolean oben_frei = FALSE, unten_frei = FALSE;
9738 boolean links_frei = FALSE, rechts_frei = FALSE;
9739 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9740 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9741 boolean new_wall = FALSE;
9743 if (IS_ANIMATED(graphic))
9744 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9746 if (!MovDelay[ax][ay]) // start building new wall
9747 MovDelay[ax][ay] = 6;
9749 if (MovDelay[ax][ay]) // wait some time before building new wall
9752 if (MovDelay[ax][ay])
9756 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9758 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9760 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9762 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9765 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9766 element == EL_EXPANDABLE_STEELWALL_ANY)
9770 Tile[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9771 Store[ax][ay-1] = element;
9772 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9773 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9774 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9775 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9780 Tile[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9781 Store[ax][ay+1] = element;
9782 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9783 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9784 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9785 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9790 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9791 element == EL_EXPANDABLE_STEELWALL_ANY)
9795 Tile[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9796 Store[ax-1][ay] = element;
9797 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9798 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9799 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9800 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9806 Tile[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9807 Store[ax+1][ay] = element;
9808 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9809 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9810 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9811 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9816 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Tile[ax][ay-1]))
9818 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Tile[ax][ay+1]))
9819 unten_massiv = TRUE;
9820 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Tile[ax-1][ay]))
9821 links_massiv = TRUE;
9822 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Tile[ax+1][ay]))
9823 rechts_massiv = TRUE;
9825 if (((oben_massiv && unten_massiv) ||
9826 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9827 ((links_massiv && rechts_massiv) ||
9828 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9829 Tile[ax][ay] = EL_STEELWALL;
9832 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9835 static void CheckForDragon(int x, int y)
9838 boolean dragon_found = FALSE;
9839 static int xy[4][2] =
9847 for (i = 0; i < NUM_DIRECTIONS; i++)
9849 for (j = 0; j < 4; j++)
9851 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9853 if (IN_LEV_FIELD(xx, yy) &&
9854 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9856 if (Tile[xx][yy] == EL_DRAGON)
9857 dragon_found = TRUE;
9866 for (i = 0; i < NUM_DIRECTIONS; i++)
9868 for (j = 0; j < 3; j++)
9870 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9872 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9874 Tile[xx][yy] = EL_EMPTY;
9875 TEST_DrawLevelField(xx, yy);
9884 static void InitBuggyBase(int x, int y)
9886 int element = Tile[x][y];
9887 int activating_delay = FRAMES_PER_SECOND / 4;
9890 (element == EL_SP_BUGGY_BASE ?
9891 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9892 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9894 element == EL_SP_BUGGY_BASE_ACTIVE ?
9895 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9898 static void WarnBuggyBase(int x, int y)
9901 static int xy[4][2] =
9909 for (i = 0; i < NUM_DIRECTIONS; i++)
9911 int xx = x + xy[i][0];
9912 int yy = y + xy[i][1];
9914 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9916 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9923 static void InitTrap(int x, int y)
9925 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9928 static void ActivateTrap(int x, int y)
9930 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9933 static void ChangeActiveTrap(int x, int y)
9935 int graphic = IMG_TRAP_ACTIVE;
9937 // if new animation frame was drawn, correct crumbled sand border
9938 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9939 TEST_DrawLevelFieldCrumbled(x, y);
9942 static int getSpecialActionElement(int element, int number, int base_element)
9944 return (element != EL_EMPTY ? element :
9945 number != -1 ? base_element + number - 1 :
9949 static int getModifiedActionNumber(int value_old, int operator, int operand,
9950 int value_min, int value_max)
9952 int value_new = (operator == CA_MODE_SET ? operand :
9953 operator == CA_MODE_ADD ? value_old + operand :
9954 operator == CA_MODE_SUBTRACT ? value_old - operand :
9955 operator == CA_MODE_MULTIPLY ? value_old * operand :
9956 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9957 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9960 return (value_new < value_min ? value_min :
9961 value_new > value_max ? value_max :
9965 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9967 struct ElementInfo *ei = &element_info[element];
9968 struct ElementChangeInfo *change = &ei->change_page[page];
9969 int target_element = change->target_element;
9970 int action_type = change->action_type;
9971 int action_mode = change->action_mode;
9972 int action_arg = change->action_arg;
9973 int action_element = change->action_element;
9976 if (!change->has_action)
9979 // ---------- determine action paramater values -----------------------------
9981 int level_time_value =
9982 (level.time > 0 ? TimeLeft :
9985 int action_arg_element_raw =
9986 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9987 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9988 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9989 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9990 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9991 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9992 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9994 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9996 int action_arg_direction =
9997 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9998 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9999 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10000 change->actual_trigger_side :
10001 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10002 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10005 int action_arg_number_min =
10006 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10009 int action_arg_number_max =
10010 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10011 action_type == CA_SET_LEVEL_GEMS ? 999 :
10012 action_type == CA_SET_LEVEL_TIME ? 9999 :
10013 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10014 action_type == CA_SET_CE_VALUE ? 9999 :
10015 action_type == CA_SET_CE_SCORE ? 9999 :
10018 int action_arg_number_reset =
10019 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10020 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10021 action_type == CA_SET_LEVEL_TIME ? level.time :
10022 action_type == CA_SET_LEVEL_SCORE ? 0 :
10023 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10024 action_type == CA_SET_CE_SCORE ? 0 :
10027 int action_arg_number =
10028 (action_arg <= CA_ARG_MAX ? action_arg :
10029 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10030 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10031 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10032 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10033 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10034 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10035 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10036 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10037 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10038 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10039 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10040 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10041 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10042 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10043 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10044 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10045 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10046 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10047 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10048 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10049 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10052 int action_arg_number_old =
10053 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10054 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10055 action_type == CA_SET_LEVEL_SCORE ? game.score :
10056 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10057 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10060 int action_arg_number_new =
10061 getModifiedActionNumber(action_arg_number_old,
10062 action_mode, action_arg_number,
10063 action_arg_number_min, action_arg_number_max);
10065 int trigger_player_bits =
10066 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10067 change->actual_trigger_player_bits : change->trigger_player);
10069 int action_arg_player_bits =
10070 (action_arg >= CA_ARG_PLAYER_1 &&
10071 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10072 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10073 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10076 // ---------- execute action -----------------------------------------------
10078 switch (action_type)
10085 // ---------- level actions ----------------------------------------------
10087 case CA_RESTART_LEVEL:
10089 game.restart_level = TRUE;
10094 case CA_SHOW_ENVELOPE:
10096 int element = getSpecialActionElement(action_arg_element,
10097 action_arg_number, EL_ENVELOPE_1);
10099 if (IS_ENVELOPE(element))
10100 local_player->show_envelope = element;
10105 case CA_SET_LEVEL_TIME:
10107 if (level.time > 0) // only modify limited time value
10109 TimeLeft = action_arg_number_new;
10111 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10113 DisplayGameControlValues();
10115 if (!TimeLeft && setup.time_limit)
10116 for (i = 0; i < MAX_PLAYERS; i++)
10117 KillPlayer(&stored_player[i]);
10123 case CA_SET_LEVEL_SCORE:
10125 game.score = action_arg_number_new;
10127 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10129 DisplayGameControlValues();
10134 case CA_SET_LEVEL_GEMS:
10136 game.gems_still_needed = action_arg_number_new;
10138 game.snapshot.collected_item = TRUE;
10140 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10142 DisplayGameControlValues();
10147 case CA_SET_LEVEL_WIND:
10149 game.wind_direction = action_arg_direction;
10154 case CA_SET_LEVEL_RANDOM_SEED:
10156 // ensure that setting a new random seed while playing is predictable
10157 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10162 // ---------- player actions ---------------------------------------------
10164 case CA_MOVE_PLAYER:
10165 case CA_MOVE_PLAYER_NEW:
10167 // automatically move to the next field in specified direction
10168 for (i = 0; i < MAX_PLAYERS; i++)
10169 if (trigger_player_bits & (1 << i))
10170 if (action_type == CA_MOVE_PLAYER ||
10171 stored_player[i].MovPos == 0)
10172 stored_player[i].programmed_action = action_arg_direction;
10177 case CA_EXIT_PLAYER:
10179 for (i = 0; i < MAX_PLAYERS; i++)
10180 if (action_arg_player_bits & (1 << i))
10181 ExitPlayer(&stored_player[i]);
10183 if (game.players_still_needed == 0)
10189 case CA_KILL_PLAYER:
10191 for (i = 0; i < MAX_PLAYERS; i++)
10192 if (action_arg_player_bits & (1 << i))
10193 KillPlayer(&stored_player[i]);
10198 case CA_SET_PLAYER_KEYS:
10200 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10201 int element = getSpecialActionElement(action_arg_element,
10202 action_arg_number, EL_KEY_1);
10204 if (IS_KEY(element))
10206 for (i = 0; i < MAX_PLAYERS; i++)
10208 if (trigger_player_bits & (1 << i))
10210 stored_player[i].key[KEY_NR(element)] = key_state;
10212 DrawGameDoorValues();
10220 case CA_SET_PLAYER_SPEED:
10222 for (i = 0; i < MAX_PLAYERS; i++)
10224 if (trigger_player_bits & (1 << i))
10226 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10228 if (action_arg == CA_ARG_SPEED_FASTER &&
10229 stored_player[i].cannot_move)
10231 action_arg_number = STEPSIZE_VERY_SLOW;
10233 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10234 action_arg == CA_ARG_SPEED_FASTER)
10236 action_arg_number = 2;
10237 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10240 else if (action_arg == CA_ARG_NUMBER_RESET)
10242 action_arg_number = level.initial_player_stepsize[i];
10246 getModifiedActionNumber(move_stepsize,
10249 action_arg_number_min,
10250 action_arg_number_max);
10252 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10259 case CA_SET_PLAYER_SHIELD:
10261 for (i = 0; i < MAX_PLAYERS; i++)
10263 if (trigger_player_bits & (1 << i))
10265 if (action_arg == CA_ARG_SHIELD_OFF)
10267 stored_player[i].shield_normal_time_left = 0;
10268 stored_player[i].shield_deadly_time_left = 0;
10270 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10272 stored_player[i].shield_normal_time_left = 999999;
10274 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10276 stored_player[i].shield_normal_time_left = 999999;
10277 stored_player[i].shield_deadly_time_left = 999999;
10285 case CA_SET_PLAYER_GRAVITY:
10287 for (i = 0; i < MAX_PLAYERS; i++)
10289 if (trigger_player_bits & (1 << i))
10291 stored_player[i].gravity =
10292 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10293 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10294 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10295 stored_player[i].gravity);
10302 case CA_SET_PLAYER_ARTWORK:
10304 for (i = 0; i < MAX_PLAYERS; i++)
10306 if (trigger_player_bits & (1 << i))
10308 int artwork_element = action_arg_element;
10310 if (action_arg == CA_ARG_ELEMENT_RESET)
10312 (level.use_artwork_element[i] ? level.artwork_element[i] :
10313 stored_player[i].element_nr);
10315 if (stored_player[i].artwork_element != artwork_element)
10316 stored_player[i].Frame = 0;
10318 stored_player[i].artwork_element = artwork_element;
10320 SetPlayerWaiting(&stored_player[i], FALSE);
10322 // set number of special actions for bored and sleeping animation
10323 stored_player[i].num_special_action_bored =
10324 get_num_special_action(artwork_element,
10325 ACTION_BORING_1, ACTION_BORING_LAST);
10326 stored_player[i].num_special_action_sleeping =
10327 get_num_special_action(artwork_element,
10328 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10335 case CA_SET_PLAYER_INVENTORY:
10337 for (i = 0; i < MAX_PLAYERS; i++)
10339 struct PlayerInfo *player = &stored_player[i];
10342 if (trigger_player_bits & (1 << i))
10344 int inventory_element = action_arg_element;
10346 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10347 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10348 action_arg == CA_ARG_ELEMENT_ACTION)
10350 int element = inventory_element;
10351 int collect_count = element_info[element].collect_count_initial;
10353 if (!IS_CUSTOM_ELEMENT(element))
10356 if (collect_count == 0)
10357 player->inventory_infinite_element = element;
10359 for (k = 0; k < collect_count; k++)
10360 if (player->inventory_size < MAX_INVENTORY_SIZE)
10361 player->inventory_element[player->inventory_size++] =
10364 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10365 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10366 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10368 if (player->inventory_infinite_element != EL_UNDEFINED &&
10369 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10370 action_arg_element_raw))
10371 player->inventory_infinite_element = EL_UNDEFINED;
10373 for (k = 0, j = 0; j < player->inventory_size; j++)
10375 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10376 action_arg_element_raw))
10377 player->inventory_element[k++] = player->inventory_element[j];
10380 player->inventory_size = k;
10382 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10384 if (player->inventory_size > 0)
10386 for (j = 0; j < player->inventory_size - 1; j++)
10387 player->inventory_element[j] = player->inventory_element[j + 1];
10389 player->inventory_size--;
10392 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10394 if (player->inventory_size > 0)
10395 player->inventory_size--;
10397 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10399 player->inventory_infinite_element = EL_UNDEFINED;
10400 player->inventory_size = 0;
10402 else if (action_arg == CA_ARG_INVENTORY_RESET)
10404 player->inventory_infinite_element = EL_UNDEFINED;
10405 player->inventory_size = 0;
10407 if (level.use_initial_inventory[i])
10409 for (j = 0; j < level.initial_inventory_size[i]; j++)
10411 int element = level.initial_inventory_content[i][j];
10412 int collect_count = element_info[element].collect_count_initial;
10414 if (!IS_CUSTOM_ELEMENT(element))
10417 if (collect_count == 0)
10418 player->inventory_infinite_element = element;
10420 for (k = 0; k < collect_count; k++)
10421 if (player->inventory_size < MAX_INVENTORY_SIZE)
10422 player->inventory_element[player->inventory_size++] =
10433 // ---------- CE actions -------------------------------------------------
10435 case CA_SET_CE_VALUE:
10437 int last_ce_value = CustomValue[x][y];
10439 CustomValue[x][y] = action_arg_number_new;
10441 if (CustomValue[x][y] != last_ce_value)
10443 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10444 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10446 if (CustomValue[x][y] == 0)
10448 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10449 ChangeCount[x][y] = 0; // allow at least one more change
10451 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10452 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10459 case CA_SET_CE_SCORE:
10461 int last_ce_score = ei->collect_score;
10463 ei->collect_score = action_arg_number_new;
10465 if (ei->collect_score != last_ce_score)
10467 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10468 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10470 if (ei->collect_score == 0)
10474 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10475 ChangeCount[x][y] = 0; // allow at least one more change
10477 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10478 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10481 This is a very special case that seems to be a mixture between
10482 CheckElementChange() and CheckTriggeredElementChange(): while
10483 the first one only affects single elements that are triggered
10484 directly, the second one affects multiple elements in the playfield
10485 that are triggered indirectly by another element. This is a third
10486 case: Changing the CE score always affects multiple identical CEs,
10487 so every affected CE must be checked, not only the single CE for
10488 which the CE score was changed in the first place (as every instance
10489 of that CE shares the same CE score, and therefore also can change)!
10491 SCAN_PLAYFIELD(xx, yy)
10493 if (Tile[xx][yy] == element)
10494 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10495 CE_SCORE_GETS_ZERO);
10503 case CA_SET_CE_ARTWORK:
10505 int artwork_element = action_arg_element;
10506 boolean reset_frame = FALSE;
10509 if (action_arg == CA_ARG_ELEMENT_RESET)
10510 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10513 if (ei->gfx_element != artwork_element)
10514 reset_frame = TRUE;
10516 ei->gfx_element = artwork_element;
10518 SCAN_PLAYFIELD(xx, yy)
10520 if (Tile[xx][yy] == element)
10524 ResetGfxAnimation(xx, yy);
10525 ResetRandomAnimationValue(xx, yy);
10528 TEST_DrawLevelField(xx, yy);
10535 // ---------- engine actions ---------------------------------------------
10537 case CA_SET_ENGINE_SCAN_MODE:
10539 InitPlayfieldScanMode(action_arg);
10549 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10551 int old_element = Tile[x][y];
10552 int new_element = GetElementFromGroupElement(element);
10553 int previous_move_direction = MovDir[x][y];
10554 int last_ce_value = CustomValue[x][y];
10555 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10556 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10557 boolean add_player_onto_element = (new_element_is_player &&
10558 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10559 IS_WALKABLE(old_element));
10561 if (!add_player_onto_element)
10563 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10564 RemoveMovingField(x, y);
10568 Tile[x][y] = new_element;
10570 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10571 MovDir[x][y] = previous_move_direction;
10573 if (element_info[new_element].use_last_ce_value)
10574 CustomValue[x][y] = last_ce_value;
10576 InitField_WithBug1(x, y, FALSE);
10578 new_element = Tile[x][y]; // element may have changed
10580 ResetGfxAnimation(x, y);
10581 ResetRandomAnimationValue(x, y);
10583 TEST_DrawLevelField(x, y);
10585 if (GFX_CRUMBLED(new_element))
10586 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10589 // check if element under the player changes from accessible to unaccessible
10590 // (needed for special case of dropping element which then changes)
10591 // (must be checked after creating new element for walkable group elements)
10592 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10593 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10600 // "ChangeCount" not set yet to allow "entered by player" change one time
10601 if (new_element_is_player)
10602 RelocatePlayer(x, y, new_element);
10605 ChangeCount[x][y]++; // count number of changes in the same frame
10607 TestIfBadThingTouchesPlayer(x, y);
10608 TestIfPlayerTouchesCustomElement(x, y);
10609 TestIfElementTouchesCustomElement(x, y);
10612 static void CreateField(int x, int y, int element)
10614 CreateFieldExt(x, y, element, FALSE);
10617 static void CreateElementFromChange(int x, int y, int element)
10619 element = GET_VALID_RUNTIME_ELEMENT(element);
10621 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10623 int old_element = Tile[x][y];
10625 // prevent changed element from moving in same engine frame
10626 // unless both old and new element can either fall or move
10627 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10628 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10632 CreateFieldExt(x, y, element, TRUE);
10635 static boolean ChangeElement(int x, int y, int element, int page)
10637 struct ElementInfo *ei = &element_info[element];
10638 struct ElementChangeInfo *change = &ei->change_page[page];
10639 int ce_value = CustomValue[x][y];
10640 int ce_score = ei->collect_score;
10641 int target_element;
10642 int old_element = Tile[x][y];
10644 // always use default change event to prevent running into a loop
10645 if (ChangeEvent[x][y] == -1)
10646 ChangeEvent[x][y] = CE_DELAY;
10648 if (ChangeEvent[x][y] == CE_DELAY)
10650 // reset actual trigger element, trigger player and action element
10651 change->actual_trigger_element = EL_EMPTY;
10652 change->actual_trigger_player = EL_EMPTY;
10653 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10654 change->actual_trigger_side = CH_SIDE_NONE;
10655 change->actual_trigger_ce_value = 0;
10656 change->actual_trigger_ce_score = 0;
10659 // do not change elements more than a specified maximum number of changes
10660 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10663 ChangeCount[x][y]++; // count number of changes in the same frame
10665 if (change->explode)
10672 if (change->use_target_content)
10674 boolean complete_replace = TRUE;
10675 boolean can_replace[3][3];
10678 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10681 boolean is_walkable;
10682 boolean is_diggable;
10683 boolean is_collectible;
10684 boolean is_removable;
10685 boolean is_destructible;
10686 int ex = x + xx - 1;
10687 int ey = y + yy - 1;
10688 int content_element = change->target_content.e[xx][yy];
10691 can_replace[xx][yy] = TRUE;
10693 if (ex == x && ey == y) // do not check changing element itself
10696 if (content_element == EL_EMPTY_SPACE)
10698 can_replace[xx][yy] = FALSE; // do not replace border with space
10703 if (!IN_LEV_FIELD(ex, ey))
10705 can_replace[xx][yy] = FALSE;
10706 complete_replace = FALSE;
10713 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10714 e = MovingOrBlocked2Element(ex, ey);
10716 is_empty = (IS_FREE(ex, ey) ||
10717 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10719 is_walkable = (is_empty || IS_WALKABLE(e));
10720 is_diggable = (is_empty || IS_DIGGABLE(e));
10721 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10722 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10723 is_removable = (is_diggable || is_collectible);
10725 can_replace[xx][yy] =
10726 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10727 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10728 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10729 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10730 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10731 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10732 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10734 if (!can_replace[xx][yy])
10735 complete_replace = FALSE;
10738 if (!change->only_if_complete || complete_replace)
10740 boolean something_has_changed = FALSE;
10742 if (change->only_if_complete && change->use_random_replace &&
10743 RND(100) < change->random_percentage)
10746 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10748 int ex = x + xx - 1;
10749 int ey = y + yy - 1;
10750 int content_element;
10752 if (can_replace[xx][yy] && (!change->use_random_replace ||
10753 RND(100) < change->random_percentage))
10755 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10756 RemoveMovingField(ex, ey);
10758 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10760 content_element = change->target_content.e[xx][yy];
10761 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10762 ce_value, ce_score);
10764 CreateElementFromChange(ex, ey, target_element);
10766 something_has_changed = TRUE;
10768 // for symmetry reasons, freeze newly created border elements
10769 if (ex != x || ey != y)
10770 Stop[ex][ey] = TRUE; // no more moving in this frame
10774 if (something_has_changed)
10776 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10777 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10783 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10784 ce_value, ce_score);
10786 if (element == EL_DIAGONAL_GROWING ||
10787 element == EL_DIAGONAL_SHRINKING)
10789 target_element = Store[x][y];
10791 Store[x][y] = EL_EMPTY;
10794 CreateElementFromChange(x, y, target_element);
10796 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10797 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10800 // this uses direct change before indirect change
10801 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10806 static void HandleElementChange(int x, int y, int page)
10808 int element = MovingOrBlocked2Element(x, y);
10809 struct ElementInfo *ei = &element_info[element];
10810 struct ElementChangeInfo *change = &ei->change_page[page];
10811 boolean handle_action_before_change = FALSE;
10814 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10815 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10817 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10818 x, y, element, element_info[element].token_name);
10819 Debug("game:playing:HandleElementChange", "This should never happen!");
10823 // this can happen with classic bombs on walkable, changing elements
10824 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10829 if (ChangeDelay[x][y] == 0) // initialize element change
10831 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10833 if (change->can_change)
10835 // !!! not clear why graphic animation should be reset at all here !!!
10836 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10837 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10840 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10842 When using an animation frame delay of 1 (this only happens with
10843 "sp_zonk.moving.left/right" in the classic graphics), the default
10844 (non-moving) animation shows wrong animation frames (while the
10845 moving animation, like "sp_zonk.moving.left/right", is correct,
10846 so this graphical bug never shows up with the classic graphics).
10847 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10848 be drawn instead of the correct frames 0,1,2,3. This is caused by
10849 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10850 an element change: First when the change delay ("ChangeDelay[][]")
10851 counter has reached zero after decrementing, then a second time in
10852 the next frame (after "GfxFrame[][]" was already incremented) when
10853 "ChangeDelay[][]" is reset to the initial delay value again.
10855 This causes frame 0 to be drawn twice, while the last frame won't
10856 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10858 As some animations may already be cleverly designed around this bug
10859 (at least the "Snake Bite" snake tail animation does this), it cannot
10860 simply be fixed here without breaking such existing animations.
10861 Unfortunately, it cannot easily be detected if a graphics set was
10862 designed "before" or "after" the bug was fixed. As a workaround,
10863 a new graphics set option "game.graphics_engine_version" was added
10864 to be able to specify the game's major release version for which the
10865 graphics set was designed, which can then be used to decide if the
10866 bugfix should be used (version 4 and above) or not (version 3 or
10867 below, or if no version was specified at all, as with old sets).
10869 (The wrong/fixed animation frames can be tested with the test level set
10870 "test_gfxframe" and level "000", which contains a specially prepared
10871 custom element at level position (x/y) == (11/9) which uses the zonk
10872 animation mentioned above. Using "game.graphics_engine_version: 4"
10873 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10874 This can also be seen from the debug output for this test element.)
10877 // when a custom element is about to change (for example by change delay),
10878 // do not reset graphic animation when the custom element is moving
10879 if (game.graphics_engine_version < 4 &&
10882 ResetGfxAnimation(x, y);
10883 ResetRandomAnimationValue(x, y);
10886 if (change->pre_change_function)
10887 change->pre_change_function(x, y);
10891 ChangeDelay[x][y]--;
10893 if (ChangeDelay[x][y] != 0) // continue element change
10895 if (change->can_change)
10897 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10899 if (IS_ANIMATED(graphic))
10900 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10902 if (change->change_function)
10903 change->change_function(x, y);
10906 else // finish element change
10908 if (ChangePage[x][y] != -1) // remember page from delayed change
10910 page = ChangePage[x][y];
10911 ChangePage[x][y] = -1;
10913 change = &ei->change_page[page];
10916 if (IS_MOVING(x, y)) // never change a running system ;-)
10918 ChangeDelay[x][y] = 1; // try change after next move step
10919 ChangePage[x][y] = page; // remember page to use for change
10924 // special case: set new level random seed before changing element
10925 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10926 handle_action_before_change = TRUE;
10928 if (change->has_action && handle_action_before_change)
10929 ExecuteCustomElementAction(x, y, element, page);
10931 if (change->can_change)
10933 if (ChangeElement(x, y, element, page))
10935 if (change->post_change_function)
10936 change->post_change_function(x, y);
10940 if (change->has_action && !handle_action_before_change)
10941 ExecuteCustomElementAction(x, y, element, page);
10945 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10946 int trigger_element,
10948 int trigger_player,
10952 boolean change_done_any = FALSE;
10953 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10956 if (!(trigger_events[trigger_element][trigger_event]))
10959 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10961 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10963 int element = EL_CUSTOM_START + i;
10964 boolean change_done = FALSE;
10967 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10968 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10971 for (p = 0; p < element_info[element].num_change_pages; p++)
10973 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10975 if (change->can_change_or_has_action &&
10976 change->has_event[trigger_event] &&
10977 change->trigger_side & trigger_side &&
10978 change->trigger_player & trigger_player &&
10979 change->trigger_page & trigger_page_bits &&
10980 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10982 change->actual_trigger_element = trigger_element;
10983 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10984 change->actual_trigger_player_bits = trigger_player;
10985 change->actual_trigger_side = trigger_side;
10986 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10987 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10989 if ((change->can_change && !change_done) || change->has_action)
10993 SCAN_PLAYFIELD(x, y)
10995 if (Tile[x][y] == element)
10997 if (change->can_change && !change_done)
10999 // if element already changed in this frame, not only prevent
11000 // another element change (checked in ChangeElement()), but
11001 // also prevent additional element actions for this element
11003 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11004 !level.use_action_after_change_bug)
11007 ChangeDelay[x][y] = 1;
11008 ChangeEvent[x][y] = trigger_event;
11010 HandleElementChange(x, y, p);
11012 else if (change->has_action)
11014 // if element already changed in this frame, not only prevent
11015 // another element change (checked in ChangeElement()), but
11016 // also prevent additional element actions for this element
11018 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11019 !level.use_action_after_change_bug)
11022 ExecuteCustomElementAction(x, y, element, p);
11023 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11028 if (change->can_change)
11030 change_done = TRUE;
11031 change_done_any = TRUE;
11038 RECURSION_LOOP_DETECTION_END();
11040 return change_done_any;
11043 static boolean CheckElementChangeExt(int x, int y,
11045 int trigger_element,
11047 int trigger_player,
11050 boolean change_done = FALSE;
11053 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11054 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11057 if (Tile[x][y] == EL_BLOCKED)
11059 Blocked2Moving(x, y, &x, &y);
11060 element = Tile[x][y];
11063 // check if element has already changed or is about to change after moving
11064 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11065 Tile[x][y] != element) ||
11067 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11068 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11069 ChangePage[x][y] != -1)))
11072 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11074 for (p = 0; p < element_info[element].num_change_pages; p++)
11076 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11078 /* check trigger element for all events where the element that is checked
11079 for changing interacts with a directly adjacent element -- this is
11080 different to element changes that affect other elements to change on the
11081 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11082 boolean check_trigger_element =
11083 (trigger_event == CE_TOUCHING_X ||
11084 trigger_event == CE_HITTING_X ||
11085 trigger_event == CE_HIT_BY_X ||
11086 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11088 if (change->can_change_or_has_action &&
11089 change->has_event[trigger_event] &&
11090 change->trigger_side & trigger_side &&
11091 change->trigger_player & trigger_player &&
11092 (!check_trigger_element ||
11093 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11095 change->actual_trigger_element = trigger_element;
11096 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11097 change->actual_trigger_player_bits = trigger_player;
11098 change->actual_trigger_side = trigger_side;
11099 change->actual_trigger_ce_value = CustomValue[x][y];
11100 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11102 // special case: trigger element not at (x,y) position for some events
11103 if (check_trigger_element)
11115 { 0, 0 }, { 0, 0 }, { 0, 0 },
11119 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11120 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11122 change->actual_trigger_ce_value = CustomValue[xx][yy];
11123 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11126 if (change->can_change && !change_done)
11128 ChangeDelay[x][y] = 1;
11129 ChangeEvent[x][y] = trigger_event;
11131 HandleElementChange(x, y, p);
11133 change_done = TRUE;
11135 else if (change->has_action)
11137 ExecuteCustomElementAction(x, y, element, p);
11138 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11143 RECURSION_LOOP_DETECTION_END();
11145 return change_done;
11148 static void PlayPlayerSound(struct PlayerInfo *player)
11150 int jx = player->jx, jy = player->jy;
11151 int sound_element = player->artwork_element;
11152 int last_action = player->last_action_waiting;
11153 int action = player->action_waiting;
11155 if (player->is_waiting)
11157 if (action != last_action)
11158 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11160 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11164 if (action != last_action)
11165 StopSound(element_info[sound_element].sound[last_action]);
11167 if (last_action == ACTION_SLEEPING)
11168 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11172 static void PlayAllPlayersSound(void)
11176 for (i = 0; i < MAX_PLAYERS; i++)
11177 if (stored_player[i].active)
11178 PlayPlayerSound(&stored_player[i]);
11181 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11183 boolean last_waiting = player->is_waiting;
11184 int move_dir = player->MovDir;
11186 player->dir_waiting = move_dir;
11187 player->last_action_waiting = player->action_waiting;
11191 if (!last_waiting) // not waiting -> waiting
11193 player->is_waiting = TRUE;
11195 player->frame_counter_bored =
11197 game.player_boring_delay_fixed +
11198 GetSimpleRandom(game.player_boring_delay_random);
11199 player->frame_counter_sleeping =
11201 game.player_sleeping_delay_fixed +
11202 GetSimpleRandom(game.player_sleeping_delay_random);
11204 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11207 if (game.player_sleeping_delay_fixed +
11208 game.player_sleeping_delay_random > 0 &&
11209 player->anim_delay_counter == 0 &&
11210 player->post_delay_counter == 0 &&
11211 FrameCounter >= player->frame_counter_sleeping)
11212 player->is_sleeping = TRUE;
11213 else if (game.player_boring_delay_fixed +
11214 game.player_boring_delay_random > 0 &&
11215 FrameCounter >= player->frame_counter_bored)
11216 player->is_bored = TRUE;
11218 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11219 player->is_bored ? ACTION_BORING :
11222 if (player->is_sleeping && player->use_murphy)
11224 // special case for sleeping Murphy when leaning against non-free tile
11226 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11227 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11228 !IS_MOVING(player->jx - 1, player->jy)))
11229 move_dir = MV_LEFT;
11230 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11231 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11232 !IS_MOVING(player->jx + 1, player->jy)))
11233 move_dir = MV_RIGHT;
11235 player->is_sleeping = FALSE;
11237 player->dir_waiting = move_dir;
11240 if (player->is_sleeping)
11242 if (player->num_special_action_sleeping > 0)
11244 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11246 int last_special_action = player->special_action_sleeping;
11247 int num_special_action = player->num_special_action_sleeping;
11248 int special_action =
11249 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11250 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11251 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11252 last_special_action + 1 : ACTION_SLEEPING);
11253 int special_graphic =
11254 el_act_dir2img(player->artwork_element, special_action, move_dir);
11256 player->anim_delay_counter =
11257 graphic_info[special_graphic].anim_delay_fixed +
11258 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11259 player->post_delay_counter =
11260 graphic_info[special_graphic].post_delay_fixed +
11261 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11263 player->special_action_sleeping = special_action;
11266 if (player->anim_delay_counter > 0)
11268 player->action_waiting = player->special_action_sleeping;
11269 player->anim_delay_counter--;
11271 else if (player->post_delay_counter > 0)
11273 player->post_delay_counter--;
11277 else if (player->is_bored)
11279 if (player->num_special_action_bored > 0)
11281 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11283 int special_action =
11284 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11285 int special_graphic =
11286 el_act_dir2img(player->artwork_element, special_action, move_dir);
11288 player->anim_delay_counter =
11289 graphic_info[special_graphic].anim_delay_fixed +
11290 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11291 player->post_delay_counter =
11292 graphic_info[special_graphic].post_delay_fixed +
11293 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11295 player->special_action_bored = special_action;
11298 if (player->anim_delay_counter > 0)
11300 player->action_waiting = player->special_action_bored;
11301 player->anim_delay_counter--;
11303 else if (player->post_delay_counter > 0)
11305 player->post_delay_counter--;
11310 else if (last_waiting) // waiting -> not waiting
11312 player->is_waiting = FALSE;
11313 player->is_bored = FALSE;
11314 player->is_sleeping = FALSE;
11316 player->frame_counter_bored = -1;
11317 player->frame_counter_sleeping = -1;
11319 player->anim_delay_counter = 0;
11320 player->post_delay_counter = 0;
11322 player->dir_waiting = player->MovDir;
11323 player->action_waiting = ACTION_DEFAULT;
11325 player->special_action_bored = ACTION_DEFAULT;
11326 player->special_action_sleeping = ACTION_DEFAULT;
11330 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11332 if ((!player->is_moving && player->was_moving) ||
11333 (player->MovPos == 0 && player->was_moving) ||
11334 (player->is_snapping && !player->was_snapping) ||
11335 (player->is_dropping && !player->was_dropping))
11337 if (!CheckSaveEngineSnapshotToList())
11340 player->was_moving = FALSE;
11341 player->was_snapping = TRUE;
11342 player->was_dropping = TRUE;
11346 if (player->is_moving)
11347 player->was_moving = TRUE;
11349 if (!player->is_snapping)
11350 player->was_snapping = FALSE;
11352 if (!player->is_dropping)
11353 player->was_dropping = FALSE;
11356 static struct MouseActionInfo mouse_action_last = { 0 };
11357 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11358 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11361 CheckSaveEngineSnapshotToList();
11363 mouse_action_last = mouse_action;
11366 static void CheckSingleStepMode(struct PlayerInfo *player)
11368 if (tape.single_step && tape.recording && !tape.pausing)
11370 // as it is called "single step mode", just return to pause mode when the
11371 // player stopped moving after one tile (or never starts moving at all)
11372 // (reverse logic needed here in case single step mode used in team mode)
11373 if (player->is_moving ||
11374 player->is_pushing ||
11375 player->is_dropping_pressed ||
11376 player->effective_mouse_action.button)
11377 game.enter_single_step_mode = FALSE;
11380 CheckSaveEngineSnapshot(player);
11383 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11385 int left = player_action & JOY_LEFT;
11386 int right = player_action & JOY_RIGHT;
11387 int up = player_action & JOY_UP;
11388 int down = player_action & JOY_DOWN;
11389 int button1 = player_action & JOY_BUTTON_1;
11390 int button2 = player_action & JOY_BUTTON_2;
11391 int dx = (left ? -1 : right ? 1 : 0);
11392 int dy = (up ? -1 : down ? 1 : 0);
11394 if (!player->active || tape.pausing)
11400 SnapField(player, dx, dy);
11404 DropElement(player);
11406 MovePlayer(player, dx, dy);
11409 CheckSingleStepMode(player);
11411 SetPlayerWaiting(player, FALSE);
11413 return player_action;
11417 // no actions for this player (no input at player's configured device)
11419 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11420 SnapField(player, 0, 0);
11421 CheckGravityMovementWhenNotMoving(player);
11423 if (player->MovPos == 0)
11424 SetPlayerWaiting(player, TRUE);
11426 if (player->MovPos == 0) // needed for tape.playing
11427 player->is_moving = FALSE;
11429 player->is_dropping = FALSE;
11430 player->is_dropping_pressed = FALSE;
11431 player->drop_pressed_delay = 0;
11433 CheckSingleStepMode(player);
11439 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11442 if (!tape.use_mouse_actions)
11445 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11446 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11447 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11450 static void SetTapeActionFromMouseAction(byte *tape_action,
11451 struct MouseActionInfo *mouse_action)
11453 if (!tape.use_mouse_actions)
11456 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11457 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11458 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11461 static void CheckLevelSolved(void)
11463 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11465 if (game_em.level_solved &&
11466 !game_em.game_over) // game won
11470 game_em.game_over = TRUE;
11472 game.all_players_gone = TRUE;
11475 if (game_em.game_over) // game lost
11476 game.all_players_gone = TRUE;
11478 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11480 if (game_sp.level_solved &&
11481 !game_sp.game_over) // game won
11485 game_sp.game_over = TRUE;
11487 game.all_players_gone = TRUE;
11490 if (game_sp.game_over) // game lost
11491 game.all_players_gone = TRUE;
11493 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11495 if (game_mm.level_solved &&
11496 !game_mm.game_over) // game won
11500 game_mm.game_over = TRUE;
11502 game.all_players_gone = TRUE;
11505 if (game_mm.game_over) // game lost
11506 game.all_players_gone = TRUE;
11510 static void CheckLevelTime(void)
11514 if (TimeFrames >= FRAMES_PER_SECOND)
11519 for (i = 0; i < MAX_PLAYERS; i++)
11521 struct PlayerInfo *player = &stored_player[i];
11523 if (SHIELD_ON(player))
11525 player->shield_normal_time_left--;
11527 if (player->shield_deadly_time_left > 0)
11528 player->shield_deadly_time_left--;
11532 if (!game.LevelSolved && !level.use_step_counter)
11540 if (TimeLeft <= 10 && setup.time_limit)
11541 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11543 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11544 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11546 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11548 if (!TimeLeft && setup.time_limit)
11550 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11551 game_em.lev->killed_out_of_time = TRUE;
11553 for (i = 0; i < MAX_PLAYERS; i++)
11554 KillPlayer(&stored_player[i]);
11557 else if (game.no_time_limit && !game.all_players_gone)
11559 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11562 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11565 if (tape.recording || tape.playing)
11566 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11569 if (tape.recording || tape.playing)
11570 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11572 UpdateAndDisplayGameControlValues();
11575 void AdvanceFrameAndPlayerCounters(int player_nr)
11579 // advance frame counters (global frame counter and time frame counter)
11583 // advance player counters (counters for move delay, move animation etc.)
11584 for (i = 0; i < MAX_PLAYERS; i++)
11586 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11587 int move_delay_value = stored_player[i].move_delay_value;
11588 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11590 if (!advance_player_counters) // not all players may be affected
11593 if (move_frames == 0) // less than one move per game frame
11595 int stepsize = TILEX / move_delay_value;
11596 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11597 int count = (stored_player[i].is_moving ?
11598 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11600 if (count % delay == 0)
11604 stored_player[i].Frame += move_frames;
11606 if (stored_player[i].MovPos != 0)
11607 stored_player[i].StepFrame += move_frames;
11609 if (stored_player[i].move_delay > 0)
11610 stored_player[i].move_delay--;
11612 // due to bugs in previous versions, counter must count up, not down
11613 if (stored_player[i].push_delay != -1)
11614 stored_player[i].push_delay++;
11616 if (stored_player[i].drop_delay > 0)
11617 stored_player[i].drop_delay--;
11619 if (stored_player[i].is_dropping_pressed)
11620 stored_player[i].drop_pressed_delay++;
11624 void StartGameActions(boolean init_network_game, boolean record_tape,
11627 unsigned int new_random_seed = InitRND(random_seed);
11630 TapeStartRecording(new_random_seed);
11632 if (init_network_game)
11634 SendToServer_LevelFile();
11635 SendToServer_StartPlaying();
11643 static void GameActionsExt(void)
11646 static unsigned int game_frame_delay = 0;
11648 unsigned int game_frame_delay_value;
11649 byte *recorded_player_action;
11650 byte summarized_player_action = 0;
11651 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11654 // detect endless loops, caused by custom element programming
11655 if (recursion_loop_detected && recursion_loop_depth == 0)
11657 char *message = getStringCat3("Internal Error! Element ",
11658 EL_NAME(recursion_loop_element),
11659 " caused endless loop! Quit the game?");
11661 Warn("element '%s' caused endless loop in game engine",
11662 EL_NAME(recursion_loop_element));
11664 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11666 recursion_loop_detected = FALSE; // if game should be continued
11673 if (game.restart_level)
11674 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11676 CheckLevelSolved();
11678 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11681 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11684 if (game_status != GAME_MODE_PLAYING) // status might have changed
11687 game_frame_delay_value =
11688 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11690 if (tape.playing && tape.warp_forward && !tape.pausing)
11691 game_frame_delay_value = 0;
11693 SetVideoFrameDelay(game_frame_delay_value);
11695 // (de)activate virtual buttons depending on current game status
11696 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11698 if (game.all_players_gone) // if no players there to be controlled anymore
11699 SetOverlayActive(FALSE);
11700 else if (!tape.playing) // if game continues after tape stopped playing
11701 SetOverlayActive(TRUE);
11706 // ---------- main game synchronization point ----------
11708 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11710 Debug("game:playing:skip", "skip == %d", skip);
11713 // ---------- main game synchronization point ----------
11715 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11719 if (network_playing && !network_player_action_received)
11721 // try to get network player actions in time
11723 // last chance to get network player actions without main loop delay
11724 HandleNetworking();
11726 // game was quit by network peer
11727 if (game_status != GAME_MODE_PLAYING)
11730 // check if network player actions still missing and game still running
11731 if (!network_player_action_received && !checkGameEnded())
11732 return; // failed to get network player actions in time
11734 // do not yet reset "network_player_action_received" (for tape.pausing)
11740 // at this point we know that we really continue executing the game
11742 network_player_action_received = FALSE;
11744 // when playing tape, read previously recorded player input from tape data
11745 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11747 local_player->effective_mouse_action = local_player->mouse_action;
11749 if (recorded_player_action != NULL)
11750 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11751 recorded_player_action);
11753 // TapePlayAction() may return NULL when toggling to "pause before death"
11757 if (tape.set_centered_player)
11759 game.centered_player_nr_next = tape.centered_player_nr_next;
11760 game.set_centered_player = TRUE;
11763 for (i = 0; i < MAX_PLAYERS; i++)
11765 summarized_player_action |= stored_player[i].action;
11767 if (!network_playing && (game.team_mode || tape.playing))
11768 stored_player[i].effective_action = stored_player[i].action;
11771 if (network_playing && !checkGameEnded())
11772 SendToServer_MovePlayer(summarized_player_action);
11774 // summarize all actions at local players mapped input device position
11775 // (this allows using different input devices in single player mode)
11776 if (!network.enabled && !game.team_mode)
11777 stored_player[map_player_action[local_player->index_nr]].effective_action =
11778 summarized_player_action;
11780 // summarize all actions at centered player in local team mode
11781 if (tape.recording &&
11782 setup.team_mode && !network.enabled &&
11783 setup.input_on_focus &&
11784 game.centered_player_nr != -1)
11786 for (i = 0; i < MAX_PLAYERS; i++)
11787 stored_player[map_player_action[i]].effective_action =
11788 (i == game.centered_player_nr ? summarized_player_action : 0);
11791 if (recorded_player_action != NULL)
11792 for (i = 0; i < MAX_PLAYERS; i++)
11793 stored_player[i].effective_action = recorded_player_action[i];
11795 for (i = 0; i < MAX_PLAYERS; i++)
11797 tape_action[i] = stored_player[i].effective_action;
11799 /* (this may happen in the RND game engine if a player was not present on
11800 the playfield on level start, but appeared later from a custom element */
11801 if (setup.team_mode &&
11804 !tape.player_participates[i])
11805 tape.player_participates[i] = TRUE;
11808 SetTapeActionFromMouseAction(tape_action,
11809 &local_player->effective_mouse_action);
11811 // only record actions from input devices, but not programmed actions
11812 if (tape.recording)
11813 TapeRecordAction(tape_action);
11815 // remember if game was played (especially after tape stopped playing)
11816 if (!tape.playing && summarized_player_action)
11817 game.GamePlayed = TRUE;
11819 #if USE_NEW_PLAYER_ASSIGNMENTS
11820 // !!! also map player actions in single player mode !!!
11821 // if (game.team_mode)
11824 byte mapped_action[MAX_PLAYERS];
11826 #if DEBUG_PLAYER_ACTIONS
11827 for (i = 0; i < MAX_PLAYERS; i++)
11828 DebugContinued("", "%d, ", stored_player[i].effective_action);
11831 for (i = 0; i < MAX_PLAYERS; i++)
11832 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11834 for (i = 0; i < MAX_PLAYERS; i++)
11835 stored_player[i].effective_action = mapped_action[i];
11837 #if DEBUG_PLAYER_ACTIONS
11838 DebugContinued("", "=> ");
11839 for (i = 0; i < MAX_PLAYERS; i++)
11840 DebugContinued("", "%d, ", stored_player[i].effective_action);
11841 DebugContinued("game:playing:player", "\n");
11844 #if DEBUG_PLAYER_ACTIONS
11847 for (i = 0; i < MAX_PLAYERS; i++)
11848 DebugContinued("", "%d, ", stored_player[i].effective_action);
11849 DebugContinued("game:playing:player", "\n");
11854 for (i = 0; i < MAX_PLAYERS; i++)
11856 // allow engine snapshot in case of changed movement attempt
11857 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11858 (stored_player[i].effective_action & KEY_MOTION))
11859 game.snapshot.changed_action = TRUE;
11861 // allow engine snapshot in case of snapping/dropping attempt
11862 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11863 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11864 game.snapshot.changed_action = TRUE;
11866 game.snapshot.last_action[i] = stored_player[i].effective_action;
11869 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11871 GameActions_EM_Main();
11873 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11875 GameActions_SP_Main();
11877 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11879 GameActions_MM_Main();
11883 GameActions_RND_Main();
11886 BlitScreenToBitmap(backbuffer);
11888 CheckLevelSolved();
11891 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11893 if (global.show_frames_per_second)
11895 static unsigned int fps_counter = 0;
11896 static int fps_frames = 0;
11897 unsigned int fps_delay_ms = Counter() - fps_counter;
11901 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11903 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11906 fps_counter = Counter();
11908 // always draw FPS to screen after FPS value was updated
11909 redraw_mask |= REDRAW_FPS;
11912 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11913 if (GetDrawDeactivationMask() == REDRAW_NONE)
11914 redraw_mask |= REDRAW_FPS;
11918 static void GameActions_CheckSaveEngineSnapshot(void)
11920 if (!game.snapshot.save_snapshot)
11923 // clear flag for saving snapshot _before_ saving snapshot
11924 game.snapshot.save_snapshot = FALSE;
11926 SaveEngineSnapshotToList();
11929 void GameActions(void)
11933 GameActions_CheckSaveEngineSnapshot();
11936 void GameActions_EM_Main(void)
11938 byte effective_action[MAX_PLAYERS];
11939 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11942 for (i = 0; i < MAX_PLAYERS; i++)
11943 effective_action[i] = stored_player[i].effective_action;
11945 GameActions_EM(effective_action, warp_mode);
11948 void GameActions_SP_Main(void)
11950 byte effective_action[MAX_PLAYERS];
11951 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11954 for (i = 0; i < MAX_PLAYERS; i++)
11955 effective_action[i] = stored_player[i].effective_action;
11957 GameActions_SP(effective_action, warp_mode);
11959 for (i = 0; i < MAX_PLAYERS; i++)
11961 if (stored_player[i].force_dropping)
11962 stored_player[i].action |= KEY_BUTTON_DROP;
11964 stored_player[i].force_dropping = FALSE;
11968 void GameActions_MM_Main(void)
11970 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11972 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11975 void GameActions_RND_Main(void)
11980 void GameActions_RND(void)
11982 static struct MouseActionInfo mouse_action_last = { 0 };
11983 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11984 int magic_wall_x = 0, magic_wall_y = 0;
11985 int i, x, y, element, graphic, last_gfx_frame;
11987 InitPlayfieldScanModeVars();
11989 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11991 SCAN_PLAYFIELD(x, y)
11993 ChangeCount[x][y] = 0;
11994 ChangeEvent[x][y] = -1;
11998 if (game.set_centered_player)
12000 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12002 // switching to "all players" only possible if all players fit to screen
12003 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12005 game.centered_player_nr_next = game.centered_player_nr;
12006 game.set_centered_player = FALSE;
12009 // do not switch focus to non-existing (or non-active) player
12010 if (game.centered_player_nr_next >= 0 &&
12011 !stored_player[game.centered_player_nr_next].active)
12013 game.centered_player_nr_next = game.centered_player_nr;
12014 game.set_centered_player = FALSE;
12018 if (game.set_centered_player &&
12019 ScreenMovPos == 0) // screen currently aligned at tile position
12023 if (game.centered_player_nr_next == -1)
12025 setScreenCenteredToAllPlayers(&sx, &sy);
12029 sx = stored_player[game.centered_player_nr_next].jx;
12030 sy = stored_player[game.centered_player_nr_next].jy;
12033 game.centered_player_nr = game.centered_player_nr_next;
12034 game.set_centered_player = FALSE;
12036 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12037 DrawGameDoorValues();
12040 // check single step mode (set flag and clear again if any player is active)
12041 game.enter_single_step_mode =
12042 (tape.single_step && tape.recording && !tape.pausing);
12044 for (i = 0; i < MAX_PLAYERS; i++)
12046 int actual_player_action = stored_player[i].effective_action;
12049 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12050 - rnd_equinox_tetrachloride 048
12051 - rnd_equinox_tetrachloride_ii 096
12052 - rnd_emanuel_schmieg 002
12053 - doctor_sloan_ww 001, 020
12055 if (stored_player[i].MovPos == 0)
12056 CheckGravityMovement(&stored_player[i]);
12059 // overwrite programmed action with tape action
12060 if (stored_player[i].programmed_action)
12061 actual_player_action = stored_player[i].programmed_action;
12063 PlayerActions(&stored_player[i], actual_player_action);
12065 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12068 // single step pause mode may already have been toggled by "ScrollPlayer()"
12069 if (game.enter_single_step_mode && !tape.pausing)
12070 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12072 ScrollScreen(NULL, SCROLL_GO_ON);
12074 /* for backwards compatibility, the following code emulates a fixed bug that
12075 occured when pushing elements (causing elements that just made their last
12076 pushing step to already (if possible) make their first falling step in the
12077 same game frame, which is bad); this code is also needed to use the famous
12078 "spring push bug" which is used in older levels and might be wanted to be
12079 used also in newer levels, but in this case the buggy pushing code is only
12080 affecting the "spring" element and no other elements */
12082 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12084 for (i = 0; i < MAX_PLAYERS; i++)
12086 struct PlayerInfo *player = &stored_player[i];
12087 int x = player->jx;
12088 int y = player->jy;
12090 if (player->active && player->is_pushing && player->is_moving &&
12092 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12093 Tile[x][y] == EL_SPRING))
12095 ContinueMoving(x, y);
12097 // continue moving after pushing (this is actually a bug)
12098 if (!IS_MOVING(x, y))
12099 Stop[x][y] = FALSE;
12104 SCAN_PLAYFIELD(x, y)
12106 Last[x][y] = Tile[x][y];
12108 ChangeCount[x][y] = 0;
12109 ChangeEvent[x][y] = -1;
12111 // this must be handled before main playfield loop
12112 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12115 if (MovDelay[x][y] <= 0)
12119 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12122 if (MovDelay[x][y] <= 0)
12124 int element = Store[x][y];
12125 int move_direction = MovDir[x][y];
12126 int player_index_bit = Store2[x][y];
12132 TEST_DrawLevelField(x, y);
12134 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12139 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12141 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12143 Debug("game:playing:GameActions_RND", "This should never happen!");
12145 ChangePage[x][y] = -1;
12149 Stop[x][y] = FALSE;
12150 if (WasJustMoving[x][y] > 0)
12151 WasJustMoving[x][y]--;
12152 if (WasJustFalling[x][y] > 0)
12153 WasJustFalling[x][y]--;
12154 if (CheckCollision[x][y] > 0)
12155 CheckCollision[x][y]--;
12156 if (CheckImpact[x][y] > 0)
12157 CheckImpact[x][y]--;
12161 /* reset finished pushing action (not done in ContinueMoving() to allow
12162 continuous pushing animation for elements with zero push delay) */
12163 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12165 ResetGfxAnimation(x, y);
12166 TEST_DrawLevelField(x, y);
12170 if (IS_BLOCKED(x, y))
12174 Blocked2Moving(x, y, &oldx, &oldy);
12175 if (!IS_MOVING(oldx, oldy))
12177 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12178 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12179 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12180 Debug("game:playing:GameActions_RND", "This should never happen!");
12186 if (mouse_action.button)
12188 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12189 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12191 x = mouse_action.lx;
12192 y = mouse_action.ly;
12193 element = Tile[x][y];
12197 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12198 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12202 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12203 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12207 SCAN_PLAYFIELD(x, y)
12209 element = Tile[x][y];
12210 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12211 last_gfx_frame = GfxFrame[x][y];
12213 ResetGfxFrame(x, y);
12215 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12216 DrawLevelGraphicAnimation(x, y, graphic);
12218 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12219 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12220 ResetRandomAnimationValue(x, y);
12222 SetRandomAnimationValue(x, y);
12224 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12226 if (IS_INACTIVE(element))
12228 if (IS_ANIMATED(graphic))
12229 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12234 // this may take place after moving, so 'element' may have changed
12235 if (IS_CHANGING(x, y) &&
12236 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12238 int page = element_info[element].event_page_nr[CE_DELAY];
12240 HandleElementChange(x, y, page);
12242 element = Tile[x][y];
12243 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12246 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12250 element = Tile[x][y];
12251 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12253 if (IS_ANIMATED(graphic) &&
12254 !IS_MOVING(x, y) &&
12256 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12258 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12259 TEST_DrawTwinkleOnField(x, y);
12261 else if (element == EL_ACID)
12264 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12266 else if ((element == EL_EXIT_OPEN ||
12267 element == EL_EM_EXIT_OPEN ||
12268 element == EL_SP_EXIT_OPEN ||
12269 element == EL_STEEL_EXIT_OPEN ||
12270 element == EL_EM_STEEL_EXIT_OPEN ||
12271 element == EL_SP_TERMINAL ||
12272 element == EL_SP_TERMINAL_ACTIVE ||
12273 element == EL_EXTRA_TIME ||
12274 element == EL_SHIELD_NORMAL ||
12275 element == EL_SHIELD_DEADLY) &&
12276 IS_ANIMATED(graphic))
12277 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12278 else if (IS_MOVING(x, y))
12279 ContinueMoving(x, y);
12280 else if (IS_ACTIVE_BOMB(element))
12281 CheckDynamite(x, y);
12282 else if (element == EL_AMOEBA_GROWING)
12283 AmoebaGrowing(x, y);
12284 else if (element == EL_AMOEBA_SHRINKING)
12285 AmoebaShrinking(x, y);
12287 #if !USE_NEW_AMOEBA_CODE
12288 else if (IS_AMOEBALIVE(element))
12289 AmoebaReproduce(x, y);
12292 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12294 else if (element == EL_EXIT_CLOSED)
12296 else if (element == EL_EM_EXIT_CLOSED)
12298 else if (element == EL_STEEL_EXIT_CLOSED)
12299 CheckExitSteel(x, y);
12300 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12301 CheckExitSteelEM(x, y);
12302 else if (element == EL_SP_EXIT_CLOSED)
12304 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12305 element == EL_EXPANDABLE_STEELWALL_GROWING)
12306 MauerWaechst(x, y);
12307 else if (element == EL_EXPANDABLE_WALL ||
12308 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12309 element == EL_EXPANDABLE_WALL_VERTICAL ||
12310 element == EL_EXPANDABLE_WALL_ANY ||
12311 element == EL_BD_EXPANDABLE_WALL)
12312 MauerAbleger(x, y);
12313 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12314 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12315 element == EL_EXPANDABLE_STEELWALL_ANY)
12316 MauerAblegerStahl(x, y);
12317 else if (element == EL_FLAMES)
12318 CheckForDragon(x, y);
12319 else if (element == EL_EXPLOSION)
12320 ; // drawing of correct explosion animation is handled separately
12321 else if (element == EL_ELEMENT_SNAPPING ||
12322 element == EL_DIAGONAL_SHRINKING ||
12323 element == EL_DIAGONAL_GROWING)
12325 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12327 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12329 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12330 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12332 if (IS_BELT_ACTIVE(element))
12333 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12335 if (game.magic_wall_active)
12337 int jx = local_player->jx, jy = local_player->jy;
12339 // play the element sound at the position nearest to the player
12340 if ((element == EL_MAGIC_WALL_FULL ||
12341 element == EL_MAGIC_WALL_ACTIVE ||
12342 element == EL_MAGIC_WALL_EMPTYING ||
12343 element == EL_BD_MAGIC_WALL_FULL ||
12344 element == EL_BD_MAGIC_WALL_ACTIVE ||
12345 element == EL_BD_MAGIC_WALL_EMPTYING ||
12346 element == EL_DC_MAGIC_WALL_FULL ||
12347 element == EL_DC_MAGIC_WALL_ACTIVE ||
12348 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12349 ABS(x - jx) + ABS(y - jy) <
12350 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12358 #if USE_NEW_AMOEBA_CODE
12359 // new experimental amoeba growth stuff
12360 if (!(FrameCounter % 8))
12362 static unsigned int random = 1684108901;
12364 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12366 x = RND(lev_fieldx);
12367 y = RND(lev_fieldy);
12368 element = Tile[x][y];
12370 if (!IS_PLAYER(x,y) &&
12371 (element == EL_EMPTY ||
12372 CAN_GROW_INTO(element) ||
12373 element == EL_QUICKSAND_EMPTY ||
12374 element == EL_QUICKSAND_FAST_EMPTY ||
12375 element == EL_ACID_SPLASH_LEFT ||
12376 element == EL_ACID_SPLASH_RIGHT))
12378 if ((IN_LEV_FIELD(x, y-1) && Tile[x][y-1] == EL_AMOEBA_WET) ||
12379 (IN_LEV_FIELD(x-1, y) && Tile[x-1][y] == EL_AMOEBA_WET) ||
12380 (IN_LEV_FIELD(x+1, y) && Tile[x+1][y] == EL_AMOEBA_WET) ||
12381 (IN_LEV_FIELD(x, y+1) && Tile[x][y+1] == EL_AMOEBA_WET))
12382 Tile[x][y] = EL_AMOEBA_DROP;
12385 random = random * 129 + 1;
12390 game.explosions_delayed = FALSE;
12392 SCAN_PLAYFIELD(x, y)
12394 element = Tile[x][y];
12396 if (ExplodeField[x][y])
12397 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12398 else if (element == EL_EXPLOSION)
12399 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12401 ExplodeField[x][y] = EX_TYPE_NONE;
12404 game.explosions_delayed = TRUE;
12406 if (game.magic_wall_active)
12408 if (!(game.magic_wall_time_left % 4))
12410 int element = Tile[magic_wall_x][magic_wall_y];
12412 if (element == EL_BD_MAGIC_WALL_FULL ||
12413 element == EL_BD_MAGIC_WALL_ACTIVE ||
12414 element == EL_BD_MAGIC_WALL_EMPTYING)
12415 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12416 else if (element == EL_DC_MAGIC_WALL_FULL ||
12417 element == EL_DC_MAGIC_WALL_ACTIVE ||
12418 element == EL_DC_MAGIC_WALL_EMPTYING)
12419 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12421 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12424 if (game.magic_wall_time_left > 0)
12426 game.magic_wall_time_left--;
12428 if (!game.magic_wall_time_left)
12430 SCAN_PLAYFIELD(x, y)
12432 element = Tile[x][y];
12434 if (element == EL_MAGIC_WALL_ACTIVE ||
12435 element == EL_MAGIC_WALL_FULL)
12437 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12438 TEST_DrawLevelField(x, y);
12440 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12441 element == EL_BD_MAGIC_WALL_FULL)
12443 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12444 TEST_DrawLevelField(x, y);
12446 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12447 element == EL_DC_MAGIC_WALL_FULL)
12449 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12450 TEST_DrawLevelField(x, y);
12454 game.magic_wall_active = FALSE;
12459 if (game.light_time_left > 0)
12461 game.light_time_left--;
12463 if (game.light_time_left == 0)
12464 RedrawAllLightSwitchesAndInvisibleElements();
12467 if (game.timegate_time_left > 0)
12469 game.timegate_time_left--;
12471 if (game.timegate_time_left == 0)
12472 CloseAllOpenTimegates();
12475 if (game.lenses_time_left > 0)
12477 game.lenses_time_left--;
12479 if (game.lenses_time_left == 0)
12480 RedrawAllInvisibleElementsForLenses();
12483 if (game.magnify_time_left > 0)
12485 game.magnify_time_left--;
12487 if (game.magnify_time_left == 0)
12488 RedrawAllInvisibleElementsForMagnifier();
12491 for (i = 0; i < MAX_PLAYERS; i++)
12493 struct PlayerInfo *player = &stored_player[i];
12495 if (SHIELD_ON(player))
12497 if (player->shield_deadly_time_left)
12498 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12499 else if (player->shield_normal_time_left)
12500 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12504 #if USE_DELAYED_GFX_REDRAW
12505 SCAN_PLAYFIELD(x, y)
12507 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12509 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12510 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12512 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12513 DrawLevelField(x, y);
12515 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12516 DrawLevelFieldCrumbled(x, y);
12518 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12519 DrawLevelFieldCrumbledNeighbours(x, y);
12521 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12522 DrawTwinkleOnField(x, y);
12525 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12530 PlayAllPlayersSound();
12532 for (i = 0; i < MAX_PLAYERS; i++)
12534 struct PlayerInfo *player = &stored_player[i];
12536 if (player->show_envelope != 0 && (!player->active ||
12537 player->MovPos == 0))
12539 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12541 player->show_envelope = 0;
12545 // use random number generator in every frame to make it less predictable
12546 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12549 mouse_action_last = mouse_action;
12552 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12554 int min_x = x, min_y = y, max_x = x, max_y = y;
12555 int scr_fieldx = getScreenFieldSizeX();
12556 int scr_fieldy = getScreenFieldSizeY();
12559 for (i = 0; i < MAX_PLAYERS; i++)
12561 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12563 if (!stored_player[i].active || &stored_player[i] == player)
12566 min_x = MIN(min_x, jx);
12567 min_y = MIN(min_y, jy);
12568 max_x = MAX(max_x, jx);
12569 max_y = MAX(max_y, jy);
12572 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12575 static boolean AllPlayersInVisibleScreen(void)
12579 for (i = 0; i < MAX_PLAYERS; i++)
12581 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12583 if (!stored_player[i].active)
12586 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12593 void ScrollLevel(int dx, int dy)
12595 int scroll_offset = 2 * TILEX_VAR;
12598 BlitBitmap(drawto_field, drawto_field,
12599 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12600 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12601 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12602 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12603 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12604 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12608 x = (dx == 1 ? BX1 : BX2);
12609 for (y = BY1; y <= BY2; y++)
12610 DrawScreenField(x, y);
12615 y = (dy == 1 ? BY1 : BY2);
12616 for (x = BX1; x <= BX2; x++)
12617 DrawScreenField(x, y);
12620 redraw_mask |= REDRAW_FIELD;
12623 static boolean canFallDown(struct PlayerInfo *player)
12625 int jx = player->jx, jy = player->jy;
12627 return (IN_LEV_FIELD(jx, jy + 1) &&
12628 (IS_FREE(jx, jy + 1) ||
12629 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12630 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12631 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12634 static boolean canPassField(int x, int y, int move_dir)
12636 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12637 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12638 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12639 int nextx = x + dx;
12640 int nexty = y + dy;
12641 int element = Tile[x][y];
12643 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12644 !CAN_MOVE(element) &&
12645 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12646 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12647 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12650 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12652 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12653 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12654 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12658 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12659 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12660 (IS_DIGGABLE(Tile[newx][newy]) ||
12661 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12662 canPassField(newx, newy, move_dir)));
12665 static void CheckGravityMovement(struct PlayerInfo *player)
12667 if (player->gravity && !player->programmed_action)
12669 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12670 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12671 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12672 int jx = player->jx, jy = player->jy;
12673 boolean player_is_moving_to_valid_field =
12674 (!player_is_snapping &&
12675 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12676 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12677 boolean player_can_fall_down = canFallDown(player);
12679 if (player_can_fall_down &&
12680 !player_is_moving_to_valid_field)
12681 player->programmed_action = MV_DOWN;
12685 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12687 return CheckGravityMovement(player);
12689 if (player->gravity && !player->programmed_action)
12691 int jx = player->jx, jy = player->jy;
12692 boolean field_under_player_is_free =
12693 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12694 boolean player_is_standing_on_valid_field =
12695 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12696 (IS_WALKABLE(Tile[jx][jy]) &&
12697 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12699 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12700 player->programmed_action = MV_DOWN;
12705 MovePlayerOneStep()
12706 -----------------------------------------------------------------------------
12707 dx, dy: direction (non-diagonal) to try to move the player to
12708 real_dx, real_dy: direction as read from input device (can be diagonal)
12711 boolean MovePlayerOneStep(struct PlayerInfo *player,
12712 int dx, int dy, int real_dx, int real_dy)
12714 int jx = player->jx, jy = player->jy;
12715 int new_jx = jx + dx, new_jy = jy + dy;
12717 boolean player_can_move = !player->cannot_move;
12719 if (!player->active || (!dx && !dy))
12720 return MP_NO_ACTION;
12722 player->MovDir = (dx < 0 ? MV_LEFT :
12723 dx > 0 ? MV_RIGHT :
12725 dy > 0 ? MV_DOWN : MV_NONE);
12727 if (!IN_LEV_FIELD(new_jx, new_jy))
12728 return MP_NO_ACTION;
12730 if (!player_can_move)
12732 if (player->MovPos == 0)
12734 player->is_moving = FALSE;
12735 player->is_digging = FALSE;
12736 player->is_collecting = FALSE;
12737 player->is_snapping = FALSE;
12738 player->is_pushing = FALSE;
12742 if (!network.enabled && game.centered_player_nr == -1 &&
12743 !AllPlayersInSight(player, new_jx, new_jy))
12744 return MP_NO_ACTION;
12746 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12747 if (can_move != MP_MOVING)
12750 // check if DigField() has caused relocation of the player
12751 if (player->jx != jx || player->jy != jy)
12752 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12754 StorePlayer[jx][jy] = 0;
12755 player->last_jx = jx;
12756 player->last_jy = jy;
12757 player->jx = new_jx;
12758 player->jy = new_jy;
12759 StorePlayer[new_jx][new_jy] = player->element_nr;
12761 if (player->move_delay_value_next != -1)
12763 player->move_delay_value = player->move_delay_value_next;
12764 player->move_delay_value_next = -1;
12768 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12770 player->step_counter++;
12772 PlayerVisit[jx][jy] = FrameCounter;
12774 player->is_moving = TRUE;
12777 // should better be called in MovePlayer(), but this breaks some tapes
12778 ScrollPlayer(player, SCROLL_INIT);
12784 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12786 int jx = player->jx, jy = player->jy;
12787 int old_jx = jx, old_jy = jy;
12788 int moved = MP_NO_ACTION;
12790 if (!player->active)
12795 if (player->MovPos == 0)
12797 player->is_moving = FALSE;
12798 player->is_digging = FALSE;
12799 player->is_collecting = FALSE;
12800 player->is_snapping = FALSE;
12801 player->is_pushing = FALSE;
12807 if (player->move_delay > 0)
12810 player->move_delay = -1; // set to "uninitialized" value
12812 // store if player is automatically moved to next field
12813 player->is_auto_moving = (player->programmed_action != MV_NONE);
12815 // remove the last programmed player action
12816 player->programmed_action = 0;
12818 if (player->MovPos)
12820 // should only happen if pre-1.2 tape recordings are played
12821 // this is only for backward compatibility
12823 int original_move_delay_value = player->move_delay_value;
12826 Debug("game:playing:MovePlayer",
12827 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12831 // scroll remaining steps with finest movement resolution
12832 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12834 while (player->MovPos)
12836 ScrollPlayer(player, SCROLL_GO_ON);
12837 ScrollScreen(NULL, SCROLL_GO_ON);
12839 AdvanceFrameAndPlayerCounters(player->index_nr);
12842 BackToFront_WithFrameDelay(0);
12845 player->move_delay_value = original_move_delay_value;
12848 player->is_active = FALSE;
12850 if (player->last_move_dir & MV_HORIZONTAL)
12852 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12853 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12857 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12858 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12861 if (!moved && !player->is_active)
12863 player->is_moving = FALSE;
12864 player->is_digging = FALSE;
12865 player->is_collecting = FALSE;
12866 player->is_snapping = FALSE;
12867 player->is_pushing = FALSE;
12873 if (moved & MP_MOVING && !ScreenMovPos &&
12874 (player->index_nr == game.centered_player_nr ||
12875 game.centered_player_nr == -1))
12877 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12879 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12881 // actual player has left the screen -- scroll in that direction
12882 if (jx != old_jx) // player has moved horizontally
12883 scroll_x += (jx - old_jx);
12884 else // player has moved vertically
12885 scroll_y += (jy - old_jy);
12889 int offset_raw = game.scroll_delay_value;
12891 if (jx != old_jx) // player has moved horizontally
12893 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12894 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12895 int new_scroll_x = jx - MIDPOSX + offset_x;
12897 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12898 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12899 scroll_x = new_scroll_x;
12901 // don't scroll over playfield boundaries
12902 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12904 // don't scroll more than one field at a time
12905 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12907 // don't scroll against the player's moving direction
12908 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12909 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12910 scroll_x = old_scroll_x;
12912 else // player has moved vertically
12914 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12915 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12916 int new_scroll_y = jy - MIDPOSY + offset_y;
12918 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12919 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12920 scroll_y = new_scroll_y;
12922 // don't scroll over playfield boundaries
12923 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12925 // don't scroll more than one field at a time
12926 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12928 // don't scroll against the player's moving direction
12929 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12930 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12931 scroll_y = old_scroll_y;
12935 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12937 if (!network.enabled && game.centered_player_nr == -1 &&
12938 !AllPlayersInVisibleScreen())
12940 scroll_x = old_scroll_x;
12941 scroll_y = old_scroll_y;
12945 ScrollScreen(player, SCROLL_INIT);
12946 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12951 player->StepFrame = 0;
12953 if (moved & MP_MOVING)
12955 if (old_jx != jx && old_jy == jy)
12956 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12957 else if (old_jx == jx && old_jy != jy)
12958 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12960 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12962 player->last_move_dir = player->MovDir;
12963 player->is_moving = TRUE;
12964 player->is_snapping = FALSE;
12965 player->is_switching = FALSE;
12966 player->is_dropping = FALSE;
12967 player->is_dropping_pressed = FALSE;
12968 player->drop_pressed_delay = 0;
12971 // should better be called here than above, but this breaks some tapes
12972 ScrollPlayer(player, SCROLL_INIT);
12977 CheckGravityMovementWhenNotMoving(player);
12979 player->is_moving = FALSE;
12981 /* at this point, the player is allowed to move, but cannot move right now
12982 (e.g. because of something blocking the way) -- ensure that the player
12983 is also allowed to move in the next frame (in old versions before 3.1.1,
12984 the player was forced to wait again for eight frames before next try) */
12986 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12987 player->move_delay = 0; // allow direct movement in the next frame
12990 if (player->move_delay == -1) // not yet initialized by DigField()
12991 player->move_delay = player->move_delay_value;
12993 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12995 TestIfPlayerTouchesBadThing(jx, jy);
12996 TestIfPlayerTouchesCustomElement(jx, jy);
12999 if (!player->active)
13000 RemovePlayer(player);
13005 void ScrollPlayer(struct PlayerInfo *player, int mode)
13007 int jx = player->jx, jy = player->jy;
13008 int last_jx = player->last_jx, last_jy = player->last_jy;
13009 int move_stepsize = TILEX / player->move_delay_value;
13011 if (!player->active)
13014 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13017 if (mode == SCROLL_INIT)
13019 player->actual_frame_counter = FrameCounter;
13020 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13022 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13023 Tile[last_jx][last_jy] == EL_EMPTY)
13025 int last_field_block_delay = 0; // start with no blocking at all
13026 int block_delay_adjustment = player->block_delay_adjustment;
13028 // if player blocks last field, add delay for exactly one move
13029 if (player->block_last_field)
13031 last_field_block_delay += player->move_delay_value;
13033 // when blocking enabled, prevent moving up despite gravity
13034 if (player->gravity && player->MovDir == MV_UP)
13035 block_delay_adjustment = -1;
13038 // add block delay adjustment (also possible when not blocking)
13039 last_field_block_delay += block_delay_adjustment;
13041 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13042 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13045 if (player->MovPos != 0) // player has not yet reached destination
13048 else if (!FrameReached(&player->actual_frame_counter, 1))
13051 if (player->MovPos != 0)
13053 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13054 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13056 // before DrawPlayer() to draw correct player graphic for this case
13057 if (player->MovPos == 0)
13058 CheckGravityMovement(player);
13061 if (player->MovPos == 0) // player reached destination field
13063 if (player->move_delay_reset_counter > 0)
13065 player->move_delay_reset_counter--;
13067 if (player->move_delay_reset_counter == 0)
13069 // continue with normal speed after quickly moving through gate
13070 HALVE_PLAYER_SPEED(player);
13072 // be able to make the next move without delay
13073 player->move_delay = 0;
13077 player->last_jx = jx;
13078 player->last_jy = jy;
13080 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13081 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13082 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13083 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13084 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13085 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13086 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13087 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13089 ExitPlayer(player);
13091 if (game.players_still_needed == 0 &&
13092 (game.friends_still_needed == 0 ||
13093 IS_SP_ELEMENT(Tile[jx][jy])))
13097 // this breaks one level: "machine", level 000
13099 int move_direction = player->MovDir;
13100 int enter_side = MV_DIR_OPPOSITE(move_direction);
13101 int leave_side = move_direction;
13102 int old_jx = last_jx;
13103 int old_jy = last_jy;
13104 int old_element = Tile[old_jx][old_jy];
13105 int new_element = Tile[jx][jy];
13107 if (IS_CUSTOM_ELEMENT(old_element))
13108 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13110 player->index_bit, leave_side);
13112 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13113 CE_PLAYER_LEAVES_X,
13114 player->index_bit, leave_side);
13116 if (IS_CUSTOM_ELEMENT(new_element))
13117 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13118 player->index_bit, enter_side);
13120 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13121 CE_PLAYER_ENTERS_X,
13122 player->index_bit, enter_side);
13124 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13125 CE_MOVE_OF_X, move_direction);
13128 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13130 TestIfPlayerTouchesBadThing(jx, jy);
13131 TestIfPlayerTouchesCustomElement(jx, jy);
13133 /* needed because pushed element has not yet reached its destination,
13134 so it would trigger a change event at its previous field location */
13135 if (!player->is_pushing)
13136 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13138 if (level.finish_dig_collect &&
13139 (player->is_digging || player->is_collecting))
13141 int last_element = player->last_removed_element;
13142 int move_direction = player->MovDir;
13143 int enter_side = MV_DIR_OPPOSITE(move_direction);
13144 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13145 CE_PLAYER_COLLECTS_X);
13147 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13148 player->index_bit, enter_side);
13150 player->last_removed_element = EL_UNDEFINED;
13153 if (!player->active)
13154 RemovePlayer(player);
13157 if (level.use_step_counter)
13167 if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
13168 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13170 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13172 DisplayGameControlValues();
13174 if (!TimeLeft && setup.time_limit && !game.LevelSolved)
13175 for (i = 0; i < MAX_PLAYERS; i++)
13176 KillPlayer(&stored_player[i]);
13178 else if (game.no_time_limit && !game.all_players_gone)
13180 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13182 DisplayGameControlValues();
13186 if (tape.single_step && tape.recording && !tape.pausing &&
13187 !player->programmed_action)
13188 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13190 if (!player->programmed_action)
13191 CheckSaveEngineSnapshot(player);
13195 void ScrollScreen(struct PlayerInfo *player, int mode)
13197 static unsigned int screen_frame_counter = 0;
13199 if (mode == SCROLL_INIT)
13201 // set scrolling step size according to actual player's moving speed
13202 ScrollStepSize = TILEX / player->move_delay_value;
13204 screen_frame_counter = FrameCounter;
13205 ScreenMovDir = player->MovDir;
13206 ScreenMovPos = player->MovPos;
13207 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13210 else if (!FrameReached(&screen_frame_counter, 1))
13215 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13216 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13217 redraw_mask |= REDRAW_FIELD;
13220 ScreenMovDir = MV_NONE;
13223 void TestIfPlayerTouchesCustomElement(int x, int y)
13225 static int xy[4][2] =
13232 static int trigger_sides[4][2] =
13234 // center side border side
13235 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13236 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13237 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13238 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13240 static int touch_dir[4] =
13242 MV_LEFT | MV_RIGHT,
13247 int center_element = Tile[x][y]; // should always be non-moving!
13250 for (i = 0; i < NUM_DIRECTIONS; i++)
13252 int xx = x + xy[i][0];
13253 int yy = y + xy[i][1];
13254 int center_side = trigger_sides[i][0];
13255 int border_side = trigger_sides[i][1];
13256 int border_element;
13258 if (!IN_LEV_FIELD(xx, yy))
13261 if (IS_PLAYER(x, y)) // player found at center element
13263 struct PlayerInfo *player = PLAYERINFO(x, y);
13265 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13266 border_element = Tile[xx][yy]; // may be moving!
13267 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13268 border_element = Tile[xx][yy];
13269 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13270 border_element = MovingOrBlocked2Element(xx, yy);
13272 continue; // center and border element do not touch
13274 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13275 player->index_bit, border_side);
13276 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13277 CE_PLAYER_TOUCHES_X,
13278 player->index_bit, border_side);
13281 /* use player element that is initially defined in the level playfield,
13282 not the player element that corresponds to the runtime player number
13283 (example: a level that contains EL_PLAYER_3 as the only player would
13284 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13285 int player_element = PLAYERINFO(x, y)->initial_element;
13287 CheckElementChangeBySide(xx, yy, border_element, player_element,
13288 CE_TOUCHING_X, border_side);
13291 else if (IS_PLAYER(xx, yy)) // player found at border element
13293 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13295 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13297 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13298 continue; // center and border element do not touch
13301 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13302 player->index_bit, center_side);
13303 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13304 CE_PLAYER_TOUCHES_X,
13305 player->index_bit, center_side);
13308 /* use player element that is initially defined in the level playfield,
13309 not the player element that corresponds to the runtime player number
13310 (example: a level that contains EL_PLAYER_3 as the only player would
13311 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13312 int player_element = PLAYERINFO(xx, yy)->initial_element;
13314 CheckElementChangeBySide(x, y, center_element, player_element,
13315 CE_TOUCHING_X, center_side);
13323 void TestIfElementTouchesCustomElement(int x, int y)
13325 static int xy[4][2] =
13332 static int trigger_sides[4][2] =
13334 // center side border side
13335 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13336 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13337 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13338 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13340 static int touch_dir[4] =
13342 MV_LEFT | MV_RIGHT,
13347 boolean change_center_element = FALSE;
13348 int center_element = Tile[x][y]; // should always be non-moving!
13349 int border_element_old[NUM_DIRECTIONS];
13352 for (i = 0; i < NUM_DIRECTIONS; i++)
13354 int xx = x + xy[i][0];
13355 int yy = y + xy[i][1];
13356 int border_element;
13358 border_element_old[i] = -1;
13360 if (!IN_LEV_FIELD(xx, yy))
13363 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13364 border_element = Tile[xx][yy]; // may be moving!
13365 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13366 border_element = Tile[xx][yy];
13367 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13368 border_element = MovingOrBlocked2Element(xx, yy);
13370 continue; // center and border element do not touch
13372 border_element_old[i] = border_element;
13375 for (i = 0; i < NUM_DIRECTIONS; i++)
13377 int xx = x + xy[i][0];
13378 int yy = y + xy[i][1];
13379 int center_side = trigger_sides[i][0];
13380 int border_element = border_element_old[i];
13382 if (border_element == -1)
13385 // check for change of border element
13386 CheckElementChangeBySide(xx, yy, border_element, center_element,
13387 CE_TOUCHING_X, center_side);
13389 // (center element cannot be player, so we dont have to check this here)
13392 for (i = 0; i < NUM_DIRECTIONS; i++)
13394 int xx = x + xy[i][0];
13395 int yy = y + xy[i][1];
13396 int border_side = trigger_sides[i][1];
13397 int border_element = border_element_old[i];
13399 if (border_element == -1)
13402 // check for change of center element (but change it only once)
13403 if (!change_center_element)
13404 change_center_element =
13405 CheckElementChangeBySide(x, y, center_element, border_element,
13406 CE_TOUCHING_X, border_side);
13408 if (IS_PLAYER(xx, yy))
13410 /* use player element that is initially defined in the level playfield,
13411 not the player element that corresponds to the runtime player number
13412 (example: a level that contains EL_PLAYER_3 as the only player would
13413 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13414 int player_element = PLAYERINFO(xx, yy)->initial_element;
13416 CheckElementChangeBySide(x, y, center_element, player_element,
13417 CE_TOUCHING_X, border_side);
13422 void TestIfElementHitsCustomElement(int x, int y, int direction)
13424 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13425 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13426 int hitx = x + dx, hity = y + dy;
13427 int hitting_element = Tile[x][y];
13428 int touched_element;
13430 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13433 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13434 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13436 if (IN_LEV_FIELD(hitx, hity))
13438 int opposite_direction = MV_DIR_OPPOSITE(direction);
13439 int hitting_side = direction;
13440 int touched_side = opposite_direction;
13441 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13442 MovDir[hitx][hity] != direction ||
13443 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13449 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13450 CE_HITTING_X, touched_side);
13452 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13453 CE_HIT_BY_X, hitting_side);
13455 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13456 CE_HIT_BY_SOMETHING, opposite_direction);
13458 if (IS_PLAYER(hitx, hity))
13460 /* use player element that is initially defined in the level playfield,
13461 not the player element that corresponds to the runtime player number
13462 (example: a level that contains EL_PLAYER_3 as the only player would
13463 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13464 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13466 CheckElementChangeBySide(x, y, hitting_element, player_element,
13467 CE_HITTING_X, touched_side);
13472 // "hitting something" is also true when hitting the playfield border
13473 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13474 CE_HITTING_SOMETHING, direction);
13477 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13479 int i, kill_x = -1, kill_y = -1;
13481 int bad_element = -1;
13482 static int test_xy[4][2] =
13489 static int test_dir[4] =
13497 for (i = 0; i < NUM_DIRECTIONS; i++)
13499 int test_x, test_y, test_move_dir, test_element;
13501 test_x = good_x + test_xy[i][0];
13502 test_y = good_y + test_xy[i][1];
13504 if (!IN_LEV_FIELD(test_x, test_y))
13508 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13510 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13512 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13513 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13515 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13516 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13520 bad_element = test_element;
13526 if (kill_x != -1 || kill_y != -1)
13528 if (IS_PLAYER(good_x, good_y))
13530 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13532 if (player->shield_deadly_time_left > 0 &&
13533 !IS_INDESTRUCTIBLE(bad_element))
13534 Bang(kill_x, kill_y);
13535 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13536 KillPlayer(player);
13539 Bang(good_x, good_y);
13543 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13545 int i, kill_x = -1, kill_y = -1;
13546 int bad_element = Tile[bad_x][bad_y];
13547 static int test_xy[4][2] =
13554 static int touch_dir[4] =
13556 MV_LEFT | MV_RIGHT,
13561 static int test_dir[4] =
13569 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13572 for (i = 0; i < NUM_DIRECTIONS; i++)
13574 int test_x, test_y, test_move_dir, test_element;
13576 test_x = bad_x + test_xy[i][0];
13577 test_y = bad_y + test_xy[i][1];
13579 if (!IN_LEV_FIELD(test_x, test_y))
13583 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13585 test_element = Tile[test_x][test_y];
13587 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13588 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13590 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13591 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13593 // good thing is player or penguin that does not move away
13594 if (IS_PLAYER(test_x, test_y))
13596 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13598 if (bad_element == EL_ROBOT && player->is_moving)
13599 continue; // robot does not kill player if he is moving
13601 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13603 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13604 continue; // center and border element do not touch
13612 else if (test_element == EL_PENGUIN)
13622 if (kill_x != -1 || kill_y != -1)
13624 if (IS_PLAYER(kill_x, kill_y))
13626 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13628 if (player->shield_deadly_time_left > 0 &&
13629 !IS_INDESTRUCTIBLE(bad_element))
13630 Bang(bad_x, bad_y);
13631 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13632 KillPlayer(player);
13635 Bang(kill_x, kill_y);
13639 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13641 int bad_element = Tile[bad_x][bad_y];
13642 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13643 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13644 int test_x = bad_x + dx, test_y = bad_y + dy;
13645 int test_move_dir, test_element;
13646 int kill_x = -1, kill_y = -1;
13648 if (!IN_LEV_FIELD(test_x, test_y))
13652 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13654 test_element = Tile[test_x][test_y];
13656 if (test_move_dir != bad_move_dir)
13658 // good thing can be player or penguin that does not move away
13659 if (IS_PLAYER(test_x, test_y))
13661 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13663 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13664 player as being hit when he is moving towards the bad thing, because
13665 the "get hit by" condition would be lost after the player stops) */
13666 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13667 return; // player moves away from bad thing
13672 else if (test_element == EL_PENGUIN)
13679 if (kill_x != -1 || kill_y != -1)
13681 if (IS_PLAYER(kill_x, kill_y))
13683 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13685 if (player->shield_deadly_time_left > 0 &&
13686 !IS_INDESTRUCTIBLE(bad_element))
13687 Bang(bad_x, bad_y);
13688 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13689 KillPlayer(player);
13692 Bang(kill_x, kill_y);
13696 void TestIfPlayerTouchesBadThing(int x, int y)
13698 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13701 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13703 TestIfGoodThingHitsBadThing(x, y, move_dir);
13706 void TestIfBadThingTouchesPlayer(int x, int y)
13708 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13711 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13713 TestIfBadThingHitsGoodThing(x, y, move_dir);
13716 void TestIfFriendTouchesBadThing(int x, int y)
13718 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13721 void TestIfBadThingTouchesFriend(int x, int y)
13723 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13726 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13728 int i, kill_x = bad_x, kill_y = bad_y;
13729 static int xy[4][2] =
13737 for (i = 0; i < NUM_DIRECTIONS; i++)
13741 x = bad_x + xy[i][0];
13742 y = bad_y + xy[i][1];
13743 if (!IN_LEV_FIELD(x, y))
13746 element = Tile[x][y];
13747 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13748 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13756 if (kill_x != bad_x || kill_y != bad_y)
13757 Bang(bad_x, bad_y);
13760 void KillPlayer(struct PlayerInfo *player)
13762 int jx = player->jx, jy = player->jy;
13764 if (!player->active)
13768 Debug("game:playing:KillPlayer",
13769 "0: killed == %d, active == %d, reanimated == %d",
13770 player->killed, player->active, player->reanimated);
13773 /* the following code was introduced to prevent an infinite loop when calling
13775 -> CheckTriggeredElementChangeExt()
13776 -> ExecuteCustomElementAction()
13778 -> (infinitely repeating the above sequence of function calls)
13779 which occurs when killing the player while having a CE with the setting
13780 "kill player X when explosion of <player X>"; the solution using a new
13781 field "player->killed" was chosen for backwards compatibility, although
13782 clever use of the fields "player->active" etc. would probably also work */
13784 if (player->killed)
13788 player->killed = TRUE;
13790 // remove accessible field at the player's position
13791 Tile[jx][jy] = EL_EMPTY;
13793 // deactivate shield (else Bang()/Explode() would not work right)
13794 player->shield_normal_time_left = 0;
13795 player->shield_deadly_time_left = 0;
13798 Debug("game:playing:KillPlayer",
13799 "1: killed == %d, active == %d, reanimated == %d",
13800 player->killed, player->active, player->reanimated);
13806 Debug("game:playing:KillPlayer",
13807 "2: killed == %d, active == %d, reanimated == %d",
13808 player->killed, player->active, player->reanimated);
13811 if (player->reanimated) // killed player may have been reanimated
13812 player->killed = player->reanimated = FALSE;
13814 BuryPlayer(player);
13817 static void KillPlayerUnlessEnemyProtected(int x, int y)
13819 if (!PLAYER_ENEMY_PROTECTED(x, y))
13820 KillPlayer(PLAYERINFO(x, y));
13823 static void KillPlayerUnlessExplosionProtected(int x, int y)
13825 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13826 KillPlayer(PLAYERINFO(x, y));
13829 void BuryPlayer(struct PlayerInfo *player)
13831 int jx = player->jx, jy = player->jy;
13833 if (!player->active)
13836 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13837 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13839 RemovePlayer(player);
13841 player->buried = TRUE;
13843 if (game.all_players_gone)
13844 game.GameOver = TRUE;
13847 void RemovePlayer(struct PlayerInfo *player)
13849 int jx = player->jx, jy = player->jy;
13850 int i, found = FALSE;
13852 player->present = FALSE;
13853 player->active = FALSE;
13855 // required for some CE actions (even if the player is not active anymore)
13856 player->MovPos = 0;
13858 if (!ExplodeField[jx][jy])
13859 StorePlayer[jx][jy] = 0;
13861 if (player->is_moving)
13862 TEST_DrawLevelField(player->last_jx, player->last_jy);
13864 for (i = 0; i < MAX_PLAYERS; i++)
13865 if (stored_player[i].active)
13870 game.all_players_gone = TRUE;
13871 game.GameOver = TRUE;
13874 game.exit_x = game.robot_wheel_x = jx;
13875 game.exit_y = game.robot_wheel_y = jy;
13878 void ExitPlayer(struct PlayerInfo *player)
13880 DrawPlayer(player); // needed here only to cleanup last field
13881 RemovePlayer(player);
13883 if (game.players_still_needed > 0)
13884 game.players_still_needed--;
13887 static void SetFieldForSnapping(int x, int y, int element, int direction,
13888 int player_index_bit)
13890 struct ElementInfo *ei = &element_info[element];
13891 int direction_bit = MV_DIR_TO_BIT(direction);
13892 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13893 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13894 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13896 Tile[x][y] = EL_ELEMENT_SNAPPING;
13897 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13898 MovDir[x][y] = direction;
13899 Store[x][y] = element;
13900 Store2[x][y] = player_index_bit;
13902 ResetGfxAnimation(x, y);
13904 GfxElement[x][y] = element;
13905 GfxAction[x][y] = action;
13906 GfxDir[x][y] = direction;
13907 GfxFrame[x][y] = -1;
13910 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
13911 int player_index_bit)
13913 TestIfElementTouchesCustomElement(x, y); // for empty space
13915 if (level.finish_dig_collect)
13917 int dig_side = MV_DIR_OPPOSITE(direction);
13919 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13920 player_index_bit, dig_side);
13925 =============================================================================
13926 checkDiagonalPushing()
13927 -----------------------------------------------------------------------------
13928 check if diagonal input device direction results in pushing of object
13929 (by checking if the alternative direction is walkable, diggable, ...)
13930 =============================================================================
13933 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13934 int x, int y, int real_dx, int real_dy)
13936 int jx, jy, dx, dy, xx, yy;
13938 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13941 // diagonal direction: check alternative direction
13946 xx = jx + (dx == 0 ? real_dx : 0);
13947 yy = jy + (dy == 0 ? real_dy : 0);
13949 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
13953 =============================================================================
13955 -----------------------------------------------------------------------------
13956 x, y: field next to player (non-diagonal) to try to dig to
13957 real_dx, real_dy: direction as read from input device (can be diagonal)
13958 =============================================================================
13961 static int DigField(struct PlayerInfo *player,
13962 int oldx, int oldy, int x, int y,
13963 int real_dx, int real_dy, int mode)
13965 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13966 boolean player_was_pushing = player->is_pushing;
13967 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13968 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13969 int jx = oldx, jy = oldy;
13970 int dx = x - jx, dy = y - jy;
13971 int nextx = x + dx, nexty = y + dy;
13972 int move_direction = (dx == -1 ? MV_LEFT :
13973 dx == +1 ? MV_RIGHT :
13975 dy == +1 ? MV_DOWN : MV_NONE);
13976 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13977 int dig_side = MV_DIR_OPPOSITE(move_direction);
13978 int old_element = Tile[jx][jy];
13979 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13982 if (is_player) // function can also be called by EL_PENGUIN
13984 if (player->MovPos == 0)
13986 player->is_digging = FALSE;
13987 player->is_collecting = FALSE;
13990 if (player->MovPos == 0) // last pushing move finished
13991 player->is_pushing = FALSE;
13993 if (mode == DF_NO_PUSH) // player just stopped pushing
13995 player->is_switching = FALSE;
13996 player->push_delay = -1;
13998 return MP_NO_ACTION;
14002 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14003 old_element = Back[jx][jy];
14005 // in case of element dropped at player position, check background
14006 else if (Back[jx][jy] != EL_EMPTY &&
14007 game.engine_version >= VERSION_IDENT(2,2,0,0))
14008 old_element = Back[jx][jy];
14010 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14011 return MP_NO_ACTION; // field has no opening in this direction
14013 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14014 return MP_NO_ACTION; // field has no opening in this direction
14016 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14020 Tile[jx][jy] = player->artwork_element;
14021 InitMovingField(jx, jy, MV_DOWN);
14022 Store[jx][jy] = EL_ACID;
14023 ContinueMoving(jx, jy);
14024 BuryPlayer(player);
14026 return MP_DONT_RUN_INTO;
14029 if (player_can_move && DONT_RUN_INTO(element))
14031 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14033 return MP_DONT_RUN_INTO;
14036 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14037 return MP_NO_ACTION;
14039 collect_count = element_info[element].collect_count_initial;
14041 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14042 return MP_NO_ACTION;
14044 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14045 player_can_move = player_can_move_or_snap;
14047 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14048 game.engine_version >= VERSION_IDENT(2,2,0,0))
14050 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14051 player->index_bit, dig_side);
14052 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14053 player->index_bit, dig_side);
14055 if (element == EL_DC_LANDMINE)
14058 if (Tile[x][y] != element) // field changed by snapping
14061 return MP_NO_ACTION;
14064 if (player->gravity && is_player && !player->is_auto_moving &&
14065 canFallDown(player) && move_direction != MV_DOWN &&
14066 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14067 return MP_NO_ACTION; // player cannot walk here due to gravity
14069 if (player_can_move &&
14070 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14072 int sound_element = SND_ELEMENT(element);
14073 int sound_action = ACTION_WALKING;
14075 if (IS_RND_GATE(element))
14077 if (!player->key[RND_GATE_NR(element)])
14078 return MP_NO_ACTION;
14080 else if (IS_RND_GATE_GRAY(element))
14082 if (!player->key[RND_GATE_GRAY_NR(element)])
14083 return MP_NO_ACTION;
14085 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14087 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14088 return MP_NO_ACTION;
14090 else if (element == EL_EXIT_OPEN ||
14091 element == EL_EM_EXIT_OPEN ||
14092 element == EL_EM_EXIT_OPENING ||
14093 element == EL_STEEL_EXIT_OPEN ||
14094 element == EL_EM_STEEL_EXIT_OPEN ||
14095 element == EL_EM_STEEL_EXIT_OPENING ||
14096 element == EL_SP_EXIT_OPEN ||
14097 element == EL_SP_EXIT_OPENING)
14099 sound_action = ACTION_PASSING; // player is passing exit
14101 else if (element == EL_EMPTY)
14103 sound_action = ACTION_MOVING; // nothing to walk on
14106 // play sound from background or player, whatever is available
14107 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14108 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14110 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14112 else if (player_can_move &&
14113 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14115 if (!ACCESS_FROM(element, opposite_direction))
14116 return MP_NO_ACTION; // field not accessible from this direction
14118 if (CAN_MOVE(element)) // only fixed elements can be passed!
14119 return MP_NO_ACTION;
14121 if (IS_EM_GATE(element))
14123 if (!player->key[EM_GATE_NR(element)])
14124 return MP_NO_ACTION;
14126 else if (IS_EM_GATE_GRAY(element))
14128 if (!player->key[EM_GATE_GRAY_NR(element)])
14129 return MP_NO_ACTION;
14131 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14133 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14134 return MP_NO_ACTION;
14136 else if (IS_EMC_GATE(element))
14138 if (!player->key[EMC_GATE_NR(element)])
14139 return MP_NO_ACTION;
14141 else if (IS_EMC_GATE_GRAY(element))
14143 if (!player->key[EMC_GATE_GRAY_NR(element)])
14144 return MP_NO_ACTION;
14146 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14148 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14149 return MP_NO_ACTION;
14151 else if (element == EL_DC_GATE_WHITE ||
14152 element == EL_DC_GATE_WHITE_GRAY ||
14153 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14155 if (player->num_white_keys == 0)
14156 return MP_NO_ACTION;
14158 player->num_white_keys--;
14160 else if (IS_SP_PORT(element))
14162 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14163 element == EL_SP_GRAVITY_PORT_RIGHT ||
14164 element == EL_SP_GRAVITY_PORT_UP ||
14165 element == EL_SP_GRAVITY_PORT_DOWN)
14166 player->gravity = !player->gravity;
14167 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14168 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14169 element == EL_SP_GRAVITY_ON_PORT_UP ||
14170 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14171 player->gravity = TRUE;
14172 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14173 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14174 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14175 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14176 player->gravity = FALSE;
14179 // automatically move to the next field with double speed
14180 player->programmed_action = move_direction;
14182 if (player->move_delay_reset_counter == 0)
14184 player->move_delay_reset_counter = 2; // two double speed steps
14186 DOUBLE_PLAYER_SPEED(player);
14189 PlayLevelSoundAction(x, y, ACTION_PASSING);
14191 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14195 if (mode != DF_SNAP)
14197 GfxElement[x][y] = GFX_ELEMENT(element);
14198 player->is_digging = TRUE;
14201 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14203 // use old behaviour for old levels (digging)
14204 if (!level.finish_dig_collect)
14206 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14207 player->index_bit, dig_side);
14209 // if digging triggered player relocation, finish digging tile
14210 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14211 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14214 if (mode == DF_SNAP)
14216 if (level.block_snap_field)
14217 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14219 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14221 // use old behaviour for old levels (snapping)
14222 if (!level.finish_dig_collect)
14223 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14224 player->index_bit, dig_side);
14227 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14231 if (is_player && mode != DF_SNAP)
14233 GfxElement[x][y] = element;
14234 player->is_collecting = TRUE;
14237 if (element == EL_SPEED_PILL)
14239 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14241 else if (element == EL_EXTRA_TIME && level.time > 0)
14243 TimeLeft += level.extra_time;
14245 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14247 DisplayGameControlValues();
14249 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14251 player->shield_normal_time_left += level.shield_normal_time;
14252 if (element == EL_SHIELD_DEADLY)
14253 player->shield_deadly_time_left += level.shield_deadly_time;
14255 else if (element == EL_DYNAMITE ||
14256 element == EL_EM_DYNAMITE ||
14257 element == EL_SP_DISK_RED)
14259 if (player->inventory_size < MAX_INVENTORY_SIZE)
14260 player->inventory_element[player->inventory_size++] = element;
14262 DrawGameDoorValues();
14264 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14266 player->dynabomb_count++;
14267 player->dynabombs_left++;
14269 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14271 player->dynabomb_size++;
14273 else if (element == EL_DYNABOMB_INCREASE_POWER)
14275 player->dynabomb_xl = TRUE;
14277 else if (IS_KEY(element))
14279 player->key[KEY_NR(element)] = TRUE;
14281 DrawGameDoorValues();
14283 else if (element == EL_DC_KEY_WHITE)
14285 player->num_white_keys++;
14287 // display white keys?
14288 // DrawGameDoorValues();
14290 else if (IS_ENVELOPE(element))
14292 player->show_envelope = element;
14294 else if (element == EL_EMC_LENSES)
14296 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14298 RedrawAllInvisibleElementsForLenses();
14300 else if (element == EL_EMC_MAGNIFIER)
14302 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14304 RedrawAllInvisibleElementsForMagnifier();
14306 else if (IS_DROPPABLE(element) ||
14307 IS_THROWABLE(element)) // can be collected and dropped
14311 if (collect_count == 0)
14312 player->inventory_infinite_element = element;
14314 for (i = 0; i < collect_count; i++)
14315 if (player->inventory_size < MAX_INVENTORY_SIZE)
14316 player->inventory_element[player->inventory_size++] = element;
14318 DrawGameDoorValues();
14320 else if (collect_count > 0)
14322 game.gems_still_needed -= collect_count;
14323 if (game.gems_still_needed < 0)
14324 game.gems_still_needed = 0;
14326 game.snapshot.collected_item = TRUE;
14328 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14330 DisplayGameControlValues();
14333 RaiseScoreElement(element);
14334 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14336 // use old behaviour for old levels (collecting)
14337 if (!level.finish_dig_collect && is_player)
14339 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14340 player->index_bit, dig_side);
14342 // if collecting triggered player relocation, finish collecting tile
14343 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14344 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14347 if (mode == DF_SNAP)
14349 if (level.block_snap_field)
14350 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14352 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14354 // use old behaviour for old levels (snapping)
14355 if (!level.finish_dig_collect)
14356 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14357 player->index_bit, dig_side);
14360 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14362 if (mode == DF_SNAP && element != EL_BD_ROCK)
14363 return MP_NO_ACTION;
14365 if (CAN_FALL(element) && dy)
14366 return MP_NO_ACTION;
14368 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14369 !(element == EL_SPRING && level.use_spring_bug))
14370 return MP_NO_ACTION;
14372 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14373 ((move_direction & MV_VERTICAL &&
14374 ((element_info[element].move_pattern & MV_LEFT &&
14375 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14376 (element_info[element].move_pattern & MV_RIGHT &&
14377 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14378 (move_direction & MV_HORIZONTAL &&
14379 ((element_info[element].move_pattern & MV_UP &&
14380 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14381 (element_info[element].move_pattern & MV_DOWN &&
14382 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14383 return MP_NO_ACTION;
14385 // do not push elements already moving away faster than player
14386 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14387 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14388 return MP_NO_ACTION;
14390 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14392 if (player->push_delay_value == -1 || !player_was_pushing)
14393 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14395 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14397 if (player->push_delay_value == -1)
14398 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14400 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14402 if (!player->is_pushing)
14403 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14406 player->is_pushing = TRUE;
14407 player->is_active = TRUE;
14409 if (!(IN_LEV_FIELD(nextx, nexty) &&
14410 (IS_FREE(nextx, nexty) ||
14411 (IS_SB_ELEMENT(element) &&
14412 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14413 (IS_CUSTOM_ELEMENT(element) &&
14414 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14415 return MP_NO_ACTION;
14417 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14418 return MP_NO_ACTION;
14420 if (player->push_delay == -1) // new pushing; restart delay
14421 player->push_delay = 0;
14423 if (player->push_delay < player->push_delay_value &&
14424 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14425 element != EL_SPRING && element != EL_BALLOON)
14427 // make sure that there is no move delay before next try to push
14428 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14429 player->move_delay = 0;
14431 return MP_NO_ACTION;
14434 if (IS_CUSTOM_ELEMENT(element) &&
14435 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14437 if (!DigFieldByCE(nextx, nexty, element))
14438 return MP_NO_ACTION;
14441 if (IS_SB_ELEMENT(element))
14443 boolean sokoban_task_solved = FALSE;
14445 if (element == EL_SOKOBAN_FIELD_FULL)
14447 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14449 IncrementSokobanFieldsNeeded();
14450 IncrementSokobanObjectsNeeded();
14453 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14455 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14457 DecrementSokobanFieldsNeeded();
14458 DecrementSokobanObjectsNeeded();
14460 // sokoban object was pushed from empty field to sokoban field
14461 if (Back[x][y] == EL_EMPTY)
14462 sokoban_task_solved = TRUE;
14465 Tile[x][y] = EL_SOKOBAN_OBJECT;
14467 if (Back[x][y] == Back[nextx][nexty])
14468 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14469 else if (Back[x][y] != 0)
14470 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14473 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14476 if (sokoban_task_solved &&
14477 game.sokoban_fields_still_needed == 0 &&
14478 game.sokoban_objects_still_needed == 0 &&
14479 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14481 game.players_still_needed = 0;
14485 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14489 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14491 InitMovingField(x, y, move_direction);
14492 GfxAction[x][y] = ACTION_PUSHING;
14494 if (mode == DF_SNAP)
14495 ContinueMoving(x, y);
14497 MovPos[x][y] = (dx != 0 ? dx : dy);
14499 Pushed[x][y] = TRUE;
14500 Pushed[nextx][nexty] = TRUE;
14502 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14503 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14505 player->push_delay_value = -1; // get new value later
14507 // check for element change _after_ element has been pushed
14508 if (game.use_change_when_pushing_bug)
14510 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14511 player->index_bit, dig_side);
14512 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14513 player->index_bit, dig_side);
14516 else if (IS_SWITCHABLE(element))
14518 if (PLAYER_SWITCHING(player, x, y))
14520 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14521 player->index_bit, dig_side);
14526 player->is_switching = TRUE;
14527 player->switch_x = x;
14528 player->switch_y = y;
14530 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14532 if (element == EL_ROBOT_WHEEL)
14534 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14536 game.robot_wheel_x = x;
14537 game.robot_wheel_y = y;
14538 game.robot_wheel_active = TRUE;
14540 TEST_DrawLevelField(x, y);
14542 else if (element == EL_SP_TERMINAL)
14546 SCAN_PLAYFIELD(xx, yy)
14548 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14552 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14554 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14556 ResetGfxAnimation(xx, yy);
14557 TEST_DrawLevelField(xx, yy);
14561 else if (IS_BELT_SWITCH(element))
14563 ToggleBeltSwitch(x, y);
14565 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14566 element == EL_SWITCHGATE_SWITCH_DOWN ||
14567 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14568 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14570 ToggleSwitchgateSwitch(x, y);
14572 else if (element == EL_LIGHT_SWITCH ||
14573 element == EL_LIGHT_SWITCH_ACTIVE)
14575 ToggleLightSwitch(x, y);
14577 else if (element == EL_TIMEGATE_SWITCH ||
14578 element == EL_DC_TIMEGATE_SWITCH)
14580 ActivateTimegateSwitch(x, y);
14582 else if (element == EL_BALLOON_SWITCH_LEFT ||
14583 element == EL_BALLOON_SWITCH_RIGHT ||
14584 element == EL_BALLOON_SWITCH_UP ||
14585 element == EL_BALLOON_SWITCH_DOWN ||
14586 element == EL_BALLOON_SWITCH_NONE ||
14587 element == EL_BALLOON_SWITCH_ANY)
14589 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14590 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14591 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14592 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14593 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14596 else if (element == EL_LAMP)
14598 Tile[x][y] = EL_LAMP_ACTIVE;
14599 game.lights_still_needed--;
14601 ResetGfxAnimation(x, y);
14602 TEST_DrawLevelField(x, y);
14604 else if (element == EL_TIME_ORB_FULL)
14606 Tile[x][y] = EL_TIME_ORB_EMPTY;
14608 if (level.time > 0 || level.use_time_orb_bug)
14610 TimeLeft += level.time_orb_time;
14611 game.no_time_limit = FALSE;
14613 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14615 DisplayGameControlValues();
14618 ResetGfxAnimation(x, y);
14619 TEST_DrawLevelField(x, y);
14621 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14622 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14626 game.ball_active = !game.ball_active;
14628 SCAN_PLAYFIELD(xx, yy)
14630 int e = Tile[xx][yy];
14632 if (game.ball_active)
14634 if (e == EL_EMC_MAGIC_BALL)
14635 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14636 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14637 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14641 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14642 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14643 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14644 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14649 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14650 player->index_bit, dig_side);
14652 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14653 player->index_bit, dig_side);
14655 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14656 player->index_bit, dig_side);
14662 if (!PLAYER_SWITCHING(player, x, y))
14664 player->is_switching = TRUE;
14665 player->switch_x = x;
14666 player->switch_y = y;
14668 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14669 player->index_bit, dig_side);
14670 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14671 player->index_bit, dig_side);
14673 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14674 player->index_bit, dig_side);
14675 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14676 player->index_bit, dig_side);
14679 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14680 player->index_bit, dig_side);
14681 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14682 player->index_bit, dig_side);
14684 return MP_NO_ACTION;
14687 player->push_delay = -1;
14689 if (is_player) // function can also be called by EL_PENGUIN
14691 if (Tile[x][y] != element) // really digged/collected something
14693 player->is_collecting = !player->is_digging;
14694 player->is_active = TRUE;
14696 player->last_removed_element = element;
14703 static boolean DigFieldByCE(int x, int y, int digging_element)
14705 int element = Tile[x][y];
14707 if (!IS_FREE(x, y))
14709 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14710 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14713 // no element can dig solid indestructible elements
14714 if (IS_INDESTRUCTIBLE(element) &&
14715 !IS_DIGGABLE(element) &&
14716 !IS_COLLECTIBLE(element))
14719 if (AmoebaNr[x][y] &&
14720 (element == EL_AMOEBA_FULL ||
14721 element == EL_BD_AMOEBA ||
14722 element == EL_AMOEBA_GROWING))
14724 AmoebaCnt[AmoebaNr[x][y]]--;
14725 AmoebaCnt2[AmoebaNr[x][y]]--;
14728 if (IS_MOVING(x, y))
14729 RemoveMovingField(x, y);
14733 TEST_DrawLevelField(x, y);
14736 // if digged element was about to explode, prevent the explosion
14737 ExplodeField[x][y] = EX_TYPE_NONE;
14739 PlayLevelSoundAction(x, y, action);
14742 Store[x][y] = EL_EMPTY;
14744 // this makes it possible to leave the removed element again
14745 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14746 Store[x][y] = element;
14751 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14753 int jx = player->jx, jy = player->jy;
14754 int x = jx + dx, y = jy + dy;
14755 int snap_direction = (dx == -1 ? MV_LEFT :
14756 dx == +1 ? MV_RIGHT :
14758 dy == +1 ? MV_DOWN : MV_NONE);
14759 boolean can_continue_snapping = (level.continuous_snapping &&
14760 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14762 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14765 if (!player->active || !IN_LEV_FIELD(x, y))
14773 if (player->MovPos == 0)
14774 player->is_pushing = FALSE;
14776 player->is_snapping = FALSE;
14778 if (player->MovPos == 0)
14780 player->is_moving = FALSE;
14781 player->is_digging = FALSE;
14782 player->is_collecting = FALSE;
14788 // prevent snapping with already pressed snap key when not allowed
14789 if (player->is_snapping && !can_continue_snapping)
14792 player->MovDir = snap_direction;
14794 if (player->MovPos == 0)
14796 player->is_moving = FALSE;
14797 player->is_digging = FALSE;
14798 player->is_collecting = FALSE;
14801 player->is_dropping = FALSE;
14802 player->is_dropping_pressed = FALSE;
14803 player->drop_pressed_delay = 0;
14805 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14808 player->is_snapping = TRUE;
14809 player->is_active = TRUE;
14811 if (player->MovPos == 0)
14813 player->is_moving = FALSE;
14814 player->is_digging = FALSE;
14815 player->is_collecting = FALSE;
14818 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14819 TEST_DrawLevelField(player->last_jx, player->last_jy);
14821 TEST_DrawLevelField(x, y);
14826 static boolean DropElement(struct PlayerInfo *player)
14828 int old_element, new_element;
14829 int dropx = player->jx, dropy = player->jy;
14830 int drop_direction = player->MovDir;
14831 int drop_side = drop_direction;
14832 int drop_element = get_next_dropped_element(player);
14834 /* do not drop an element on top of another element; when holding drop key
14835 pressed without moving, dropped element must move away before the next
14836 element can be dropped (this is especially important if the next element
14837 is dynamite, which can be placed on background for historical reasons) */
14838 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14841 if (IS_THROWABLE(drop_element))
14843 dropx += GET_DX_FROM_DIR(drop_direction);
14844 dropy += GET_DY_FROM_DIR(drop_direction);
14846 if (!IN_LEV_FIELD(dropx, dropy))
14850 old_element = Tile[dropx][dropy]; // old element at dropping position
14851 new_element = drop_element; // default: no change when dropping
14853 // check if player is active, not moving and ready to drop
14854 if (!player->active || player->MovPos || player->drop_delay > 0)
14857 // check if player has anything that can be dropped
14858 if (new_element == EL_UNDEFINED)
14861 // only set if player has anything that can be dropped
14862 player->is_dropping_pressed = TRUE;
14864 // check if drop key was pressed long enough for EM style dynamite
14865 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14868 // check if anything can be dropped at the current position
14869 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14872 // collected custom elements can only be dropped on empty fields
14873 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14876 if (old_element != EL_EMPTY)
14877 Back[dropx][dropy] = old_element; // store old element on this field
14879 ResetGfxAnimation(dropx, dropy);
14880 ResetRandomAnimationValue(dropx, dropy);
14882 if (player->inventory_size > 0 ||
14883 player->inventory_infinite_element != EL_UNDEFINED)
14885 if (player->inventory_size > 0)
14887 player->inventory_size--;
14889 DrawGameDoorValues();
14891 if (new_element == EL_DYNAMITE)
14892 new_element = EL_DYNAMITE_ACTIVE;
14893 else if (new_element == EL_EM_DYNAMITE)
14894 new_element = EL_EM_DYNAMITE_ACTIVE;
14895 else if (new_element == EL_SP_DISK_RED)
14896 new_element = EL_SP_DISK_RED_ACTIVE;
14899 Tile[dropx][dropy] = new_element;
14901 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14902 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14903 el2img(Tile[dropx][dropy]), 0);
14905 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14907 // needed if previous element just changed to "empty" in the last frame
14908 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14910 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14911 player->index_bit, drop_side);
14912 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14914 player->index_bit, drop_side);
14916 TestIfElementTouchesCustomElement(dropx, dropy);
14918 else // player is dropping a dyna bomb
14920 player->dynabombs_left--;
14922 Tile[dropx][dropy] = new_element;
14924 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14925 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14926 el2img(Tile[dropx][dropy]), 0);
14928 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14931 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
14932 InitField_WithBug1(dropx, dropy, FALSE);
14934 new_element = Tile[dropx][dropy]; // element might have changed
14936 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14937 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14939 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14940 MovDir[dropx][dropy] = drop_direction;
14942 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14944 // do not cause impact style collision by dropping elements that can fall
14945 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14948 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14949 player->is_dropping = TRUE;
14951 player->drop_pressed_delay = 0;
14952 player->is_dropping_pressed = FALSE;
14954 player->drop_x = dropx;
14955 player->drop_y = dropy;
14960 // ----------------------------------------------------------------------------
14961 // game sound playing functions
14962 // ----------------------------------------------------------------------------
14964 static int *loop_sound_frame = NULL;
14965 static int *loop_sound_volume = NULL;
14967 void InitPlayLevelSound(void)
14969 int num_sounds = getSoundListSize();
14971 checked_free(loop_sound_frame);
14972 checked_free(loop_sound_volume);
14974 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14975 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14978 static void PlayLevelSound(int x, int y, int nr)
14980 int sx = SCREENX(x), sy = SCREENY(y);
14981 int volume, stereo_position;
14982 int max_distance = 8;
14983 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14985 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14986 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14989 if (!IN_LEV_FIELD(x, y) ||
14990 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14991 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14994 volume = SOUND_MAX_VOLUME;
14996 if (!IN_SCR_FIELD(sx, sy))
14998 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14999 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15001 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15004 stereo_position = (SOUND_MAX_LEFT +
15005 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15006 (SCR_FIELDX + 2 * max_distance));
15008 if (IS_LOOP_SOUND(nr))
15010 /* This assures that quieter loop sounds do not overwrite louder ones,
15011 while restarting sound volume comparison with each new game frame. */
15013 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15016 loop_sound_volume[nr] = volume;
15017 loop_sound_frame[nr] = FrameCounter;
15020 PlaySoundExt(nr, volume, stereo_position, type);
15023 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15025 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15026 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15027 y < LEVELY(BY1) ? LEVELY(BY1) :
15028 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15032 static void PlayLevelSoundAction(int x, int y, int action)
15034 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15037 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15039 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15041 if (sound_effect != SND_UNDEFINED)
15042 PlayLevelSound(x, y, sound_effect);
15045 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15048 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15050 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15051 PlayLevelSound(x, y, sound_effect);
15054 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15056 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15058 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15059 PlayLevelSound(x, y, sound_effect);
15062 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15064 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15066 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15067 StopSound(sound_effect);
15070 static int getLevelMusicNr(void)
15072 if (levelset.music[level_nr] != MUS_UNDEFINED)
15073 return levelset.music[level_nr]; // from config file
15075 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15078 static void FadeLevelSounds(void)
15083 static void FadeLevelMusic(void)
15085 int music_nr = getLevelMusicNr();
15086 char *curr_music = getCurrentlyPlayingMusicFilename();
15087 char *next_music = getMusicInfoEntryFilename(music_nr);
15089 if (!strEqual(curr_music, next_music))
15093 void FadeLevelSoundsAndMusic(void)
15099 static void PlayLevelMusic(void)
15101 int music_nr = getLevelMusicNr();
15102 char *curr_music = getCurrentlyPlayingMusicFilename();
15103 char *next_music = getMusicInfoEntryFilename(music_nr);
15105 if (!strEqual(curr_music, next_music))
15106 PlayMusicLoop(music_nr);
15109 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15111 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15113 int x = xx - offset;
15114 int y = yy - offset;
15119 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15123 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15127 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15131 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15135 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15139 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15143 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15146 case SOUND_android_clone:
15147 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15150 case SOUND_android_move:
15151 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15155 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15159 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15163 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15166 case SOUND_eater_eat:
15167 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15171 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15174 case SOUND_collect:
15175 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15178 case SOUND_diamond:
15179 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15183 // !!! CHECK THIS !!!
15185 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15187 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15191 case SOUND_wonderfall:
15192 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15196 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15200 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15204 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15208 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15212 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15216 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15220 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15224 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15227 case SOUND_exit_open:
15228 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15231 case SOUND_exit_leave:
15232 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15235 case SOUND_dynamite:
15236 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15240 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15244 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15248 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15252 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15256 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15260 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15264 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15269 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15271 int element = map_element_SP_to_RND(element_sp);
15272 int action = map_action_SP_to_RND(action_sp);
15273 int offset = (setup.sp_show_border_elements ? 0 : 1);
15274 int x = xx - offset;
15275 int y = yy - offset;
15277 PlayLevelSoundElementAction(x, y, element, action);
15280 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15282 int element = map_element_MM_to_RND(element_mm);
15283 int action = map_action_MM_to_RND(action_mm);
15285 int x = xx - offset;
15286 int y = yy - offset;
15288 if (!IS_MM_ELEMENT(element))
15289 element = EL_MM_DEFAULT;
15291 PlayLevelSoundElementAction(x, y, element, action);
15294 void PlaySound_MM(int sound_mm)
15296 int sound = map_sound_MM_to_RND(sound_mm);
15298 if (sound == SND_UNDEFINED)
15304 void PlaySoundLoop_MM(int sound_mm)
15306 int sound = map_sound_MM_to_RND(sound_mm);
15308 if (sound == SND_UNDEFINED)
15311 PlaySoundLoop(sound);
15314 void StopSound_MM(int sound_mm)
15316 int sound = map_sound_MM_to_RND(sound_mm);
15318 if (sound == SND_UNDEFINED)
15324 void RaiseScore(int value)
15326 game.score += value;
15328 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15330 DisplayGameControlValues();
15333 void RaiseScoreElement(int element)
15338 case EL_BD_DIAMOND:
15339 case EL_EMERALD_YELLOW:
15340 case EL_EMERALD_RED:
15341 case EL_EMERALD_PURPLE:
15342 case EL_SP_INFOTRON:
15343 RaiseScore(level.score[SC_EMERALD]);
15346 RaiseScore(level.score[SC_DIAMOND]);
15349 RaiseScore(level.score[SC_CRYSTAL]);
15352 RaiseScore(level.score[SC_PEARL]);
15355 case EL_BD_BUTTERFLY:
15356 case EL_SP_ELECTRON:
15357 RaiseScore(level.score[SC_BUG]);
15360 case EL_BD_FIREFLY:
15361 case EL_SP_SNIKSNAK:
15362 RaiseScore(level.score[SC_SPACESHIP]);
15365 case EL_DARK_YAMYAM:
15366 RaiseScore(level.score[SC_YAMYAM]);
15369 RaiseScore(level.score[SC_ROBOT]);
15372 RaiseScore(level.score[SC_PACMAN]);
15375 RaiseScore(level.score[SC_NUT]);
15378 case EL_EM_DYNAMITE:
15379 case EL_SP_DISK_RED:
15380 case EL_DYNABOMB_INCREASE_NUMBER:
15381 case EL_DYNABOMB_INCREASE_SIZE:
15382 case EL_DYNABOMB_INCREASE_POWER:
15383 RaiseScore(level.score[SC_DYNAMITE]);
15385 case EL_SHIELD_NORMAL:
15386 case EL_SHIELD_DEADLY:
15387 RaiseScore(level.score[SC_SHIELD]);
15389 case EL_EXTRA_TIME:
15390 RaiseScore(level.extra_time_score);
15404 case EL_DC_KEY_WHITE:
15405 RaiseScore(level.score[SC_KEY]);
15408 RaiseScore(element_info[element].collect_score);
15413 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15415 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15419 // prevent short reactivation of overlay buttons while closing door
15420 SetOverlayActive(FALSE);
15422 // door may still be open due to skipped or envelope style request
15423 CloseDoor(DOOR_CLOSE_1);
15426 if (network.enabled)
15427 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15431 FadeSkipNextFadeIn();
15433 SetGameStatus(GAME_MODE_MAIN);
15438 else // continue playing the game
15440 if (tape.playing && tape.deactivate_display)
15441 TapeDeactivateDisplayOff(TRUE);
15443 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15445 if (tape.playing && tape.deactivate_display)
15446 TapeDeactivateDisplayOn();
15450 void RequestQuitGame(boolean escape_key_pressed)
15452 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15453 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15454 level_editor_test_game);
15455 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15458 RequestQuitGameExt(skip_request, quick_quit,
15459 "Do you really want to quit the game?");
15462 void RequestRestartGame(char *message)
15464 game.restart_game_message = NULL;
15466 boolean has_started_game = hasStartedNetworkGame();
15467 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15469 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15471 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15475 // needed in case of envelope request to close game panel
15476 CloseDoor(DOOR_CLOSE_1);
15478 SetGameStatus(GAME_MODE_MAIN);
15484 void CheckGameOver(void)
15486 static boolean last_game_over = FALSE;
15487 static int game_over_delay = 0;
15488 int game_over_delay_value = 50;
15489 boolean game_over = checkGameFailed();
15491 // do not handle game over if request dialog is already active
15492 if (game.request_active)
15495 // do not ask to play again if game was never actually played
15496 if (!game.GamePlayed)
15501 last_game_over = FALSE;
15502 game_over_delay = game_over_delay_value;
15507 if (game_over_delay > 0)
15514 if (last_game_over != game_over)
15515 game.restart_game_message = (hasStartedNetworkGame() ?
15516 "Game over! Play it again?" :
15519 last_game_over = game_over;
15522 boolean checkGameSolved(void)
15524 // set for all game engines if level was solved
15525 return game.LevelSolved_GameEnd;
15528 boolean checkGameFailed(void)
15530 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15531 return (game_em.game_over && !game_em.level_solved);
15532 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15533 return (game_sp.game_over && !game_sp.level_solved);
15534 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15535 return (game_mm.game_over && !game_mm.level_solved);
15536 else // GAME_ENGINE_TYPE_RND
15537 return (game.GameOver && !game.LevelSolved);
15540 boolean checkGameEnded(void)
15542 return (checkGameSolved() || checkGameFailed());
15546 // ----------------------------------------------------------------------------
15547 // random generator functions
15548 // ----------------------------------------------------------------------------
15550 unsigned int InitEngineRandom_RND(int seed)
15552 game.num_random_calls = 0;
15554 return InitEngineRandom(seed);
15557 unsigned int RND(int max)
15561 game.num_random_calls++;
15563 return GetEngineRandom(max);
15570 // ----------------------------------------------------------------------------
15571 // game engine snapshot handling functions
15572 // ----------------------------------------------------------------------------
15574 struct EngineSnapshotInfo
15576 // runtime values for custom element collect score
15577 int collect_score[NUM_CUSTOM_ELEMENTS];
15579 // runtime values for group element choice position
15580 int choice_pos[NUM_GROUP_ELEMENTS];
15582 // runtime values for belt position animations
15583 int belt_graphic[4][NUM_BELT_PARTS];
15584 int belt_anim_mode[4][NUM_BELT_PARTS];
15587 static struct EngineSnapshotInfo engine_snapshot_rnd;
15588 static char *snapshot_level_identifier = NULL;
15589 static int snapshot_level_nr = -1;
15591 static void SaveEngineSnapshotValues_RND(void)
15593 static int belt_base_active_element[4] =
15595 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15596 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15597 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15598 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15602 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15604 int element = EL_CUSTOM_START + i;
15606 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15609 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15611 int element = EL_GROUP_START + i;
15613 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15616 for (i = 0; i < 4; i++)
15618 for (j = 0; j < NUM_BELT_PARTS; j++)
15620 int element = belt_base_active_element[i] + j;
15621 int graphic = el2img(element);
15622 int anim_mode = graphic_info[graphic].anim_mode;
15624 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15625 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15630 static void LoadEngineSnapshotValues_RND(void)
15632 unsigned int num_random_calls = game.num_random_calls;
15635 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15637 int element = EL_CUSTOM_START + i;
15639 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15642 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15644 int element = EL_GROUP_START + i;
15646 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15649 for (i = 0; i < 4; i++)
15651 for (j = 0; j < NUM_BELT_PARTS; j++)
15653 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15654 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15656 graphic_info[graphic].anim_mode = anim_mode;
15660 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15662 InitRND(tape.random_seed);
15663 for (i = 0; i < num_random_calls; i++)
15667 if (game.num_random_calls != num_random_calls)
15669 Error("number of random calls out of sync");
15670 Error("number of random calls should be %d", num_random_calls);
15671 Error("number of random calls is %d", game.num_random_calls);
15673 Fail("this should not happen -- please debug");
15677 void FreeEngineSnapshotSingle(void)
15679 FreeSnapshotSingle();
15681 setString(&snapshot_level_identifier, NULL);
15682 snapshot_level_nr = -1;
15685 void FreeEngineSnapshotList(void)
15687 FreeSnapshotList();
15690 static ListNode *SaveEngineSnapshotBuffers(void)
15692 ListNode *buffers = NULL;
15694 // copy some special values to a structure better suited for the snapshot
15696 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15697 SaveEngineSnapshotValues_RND();
15698 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15699 SaveEngineSnapshotValues_EM();
15700 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15701 SaveEngineSnapshotValues_SP(&buffers);
15702 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15703 SaveEngineSnapshotValues_MM(&buffers);
15705 // save values stored in special snapshot structure
15707 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15709 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15711 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15713 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15716 // save further RND engine values
15718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15748 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15757 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15760 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15761 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15763 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15764 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15766 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15767 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15768 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15769 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15770 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15773 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15776 ListNode *node = engine_snapshot_list_rnd;
15779 while (node != NULL)
15781 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15786 Debug("game:playing:SaveEngineSnapshotBuffers",
15787 "size of engine snapshot: %d bytes", num_bytes);
15793 void SaveEngineSnapshotSingle(void)
15795 ListNode *buffers = SaveEngineSnapshotBuffers();
15797 // finally save all snapshot buffers to single snapshot
15798 SaveSnapshotSingle(buffers);
15800 // save level identification information
15801 setString(&snapshot_level_identifier, leveldir_current->identifier);
15802 snapshot_level_nr = level_nr;
15805 boolean CheckSaveEngineSnapshotToList(void)
15807 boolean save_snapshot =
15808 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15809 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15810 game.snapshot.changed_action) ||
15811 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15812 game.snapshot.collected_item));
15814 game.snapshot.changed_action = FALSE;
15815 game.snapshot.collected_item = FALSE;
15816 game.snapshot.save_snapshot = save_snapshot;
15818 return save_snapshot;
15821 void SaveEngineSnapshotToList(void)
15823 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15827 ListNode *buffers = SaveEngineSnapshotBuffers();
15829 // finally save all snapshot buffers to snapshot list
15830 SaveSnapshotToList(buffers);
15833 void SaveEngineSnapshotToListInitial(void)
15835 FreeEngineSnapshotList();
15837 SaveEngineSnapshotToList();
15840 static void LoadEngineSnapshotValues(void)
15842 // restore special values from snapshot structure
15844 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15845 LoadEngineSnapshotValues_RND();
15846 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15847 LoadEngineSnapshotValues_EM();
15848 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15849 LoadEngineSnapshotValues_SP();
15850 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15851 LoadEngineSnapshotValues_MM();
15854 void LoadEngineSnapshotSingle(void)
15856 LoadSnapshotSingle();
15858 LoadEngineSnapshotValues();
15861 static void LoadEngineSnapshot_Undo(int steps)
15863 LoadSnapshotFromList_Older(steps);
15865 LoadEngineSnapshotValues();
15868 static void LoadEngineSnapshot_Redo(int steps)
15870 LoadSnapshotFromList_Newer(steps);
15872 LoadEngineSnapshotValues();
15875 boolean CheckEngineSnapshotSingle(void)
15877 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15878 snapshot_level_nr == level_nr);
15881 boolean CheckEngineSnapshotList(void)
15883 return CheckSnapshotList();
15887 // ---------- new game button stuff -------------------------------------------
15894 boolean *setup_value;
15895 boolean allowed_on_tape;
15896 boolean is_touch_button;
15898 } gamebutton_info[NUM_GAME_BUTTONS] =
15901 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15902 GAME_CTRL_ID_STOP, NULL,
15903 TRUE, FALSE, "stop game"
15906 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15907 GAME_CTRL_ID_PAUSE, NULL,
15908 TRUE, FALSE, "pause game"
15911 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15912 GAME_CTRL_ID_PLAY, NULL,
15913 TRUE, FALSE, "play game"
15916 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15917 GAME_CTRL_ID_UNDO, NULL,
15918 TRUE, FALSE, "undo step"
15921 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15922 GAME_CTRL_ID_REDO, NULL,
15923 TRUE, FALSE, "redo step"
15926 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15927 GAME_CTRL_ID_SAVE, NULL,
15928 TRUE, FALSE, "save game"
15931 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15932 GAME_CTRL_ID_PAUSE2, NULL,
15933 TRUE, FALSE, "pause game"
15936 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15937 GAME_CTRL_ID_LOAD, NULL,
15938 TRUE, FALSE, "load game"
15941 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15942 GAME_CTRL_ID_PANEL_STOP, NULL,
15943 FALSE, FALSE, "stop game"
15946 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15947 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15948 FALSE, FALSE, "pause game"
15951 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15952 GAME_CTRL_ID_PANEL_PLAY, NULL,
15953 FALSE, FALSE, "play game"
15956 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15957 GAME_CTRL_ID_TOUCH_STOP, NULL,
15958 FALSE, TRUE, "stop game"
15961 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15962 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15963 FALSE, TRUE, "pause game"
15966 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15967 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15968 TRUE, FALSE, "background music on/off"
15971 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15972 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15973 TRUE, FALSE, "sound loops on/off"
15976 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15977 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15978 TRUE, FALSE, "normal sounds on/off"
15981 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15982 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15983 FALSE, FALSE, "background music on/off"
15986 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15987 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15988 FALSE, FALSE, "sound loops on/off"
15991 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15992 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15993 FALSE, FALSE, "normal sounds on/off"
15997 void CreateGameButtons(void)
16001 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16003 int graphic = gamebutton_info[i].graphic;
16004 struct GraphicInfo *gfx = &graphic_info[graphic];
16005 struct XY *pos = gamebutton_info[i].pos;
16006 struct GadgetInfo *gi;
16009 unsigned int event_mask;
16010 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16011 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16012 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16013 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16014 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16015 int gd_x = gfx->src_x;
16016 int gd_y = gfx->src_y;
16017 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16018 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16019 int gd_xa = gfx->src_x + gfx->active_xoffset;
16020 int gd_ya = gfx->src_y + gfx->active_yoffset;
16021 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16022 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16023 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16024 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16027 if (gfx->bitmap == NULL)
16029 game_gadget[id] = NULL;
16034 if (id == GAME_CTRL_ID_STOP ||
16035 id == GAME_CTRL_ID_PANEL_STOP ||
16036 id == GAME_CTRL_ID_TOUCH_STOP ||
16037 id == GAME_CTRL_ID_PLAY ||
16038 id == GAME_CTRL_ID_PANEL_PLAY ||
16039 id == GAME_CTRL_ID_SAVE ||
16040 id == GAME_CTRL_ID_LOAD)
16042 button_type = GD_TYPE_NORMAL_BUTTON;
16044 event_mask = GD_EVENT_RELEASED;
16046 else if (id == GAME_CTRL_ID_UNDO ||
16047 id == GAME_CTRL_ID_REDO)
16049 button_type = GD_TYPE_NORMAL_BUTTON;
16051 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16055 button_type = GD_TYPE_CHECK_BUTTON;
16056 checked = (gamebutton_info[i].setup_value != NULL ?
16057 *gamebutton_info[i].setup_value : FALSE);
16058 event_mask = GD_EVENT_PRESSED;
16061 gi = CreateGadget(GDI_CUSTOM_ID, id,
16062 GDI_IMAGE_ID, graphic,
16063 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16066 GDI_WIDTH, gfx->width,
16067 GDI_HEIGHT, gfx->height,
16068 GDI_TYPE, button_type,
16069 GDI_STATE, GD_BUTTON_UNPRESSED,
16070 GDI_CHECKED, checked,
16071 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16072 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16073 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16074 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16075 GDI_DIRECT_DRAW, FALSE,
16076 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16077 GDI_EVENT_MASK, event_mask,
16078 GDI_CALLBACK_ACTION, HandleGameButtons,
16082 Fail("cannot create gadget");
16084 game_gadget[id] = gi;
16088 void FreeGameButtons(void)
16092 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16093 FreeGadget(game_gadget[i]);
16096 static void UnmapGameButtonsAtSamePosition(int id)
16100 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16102 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16103 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16104 UnmapGadget(game_gadget[i]);
16107 static void UnmapGameButtonsAtSamePosition_All(void)
16109 if (setup.show_snapshot_buttons)
16111 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16112 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16113 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16117 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16118 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16119 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16121 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16122 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16123 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16127 static void MapGameButtonsAtSamePosition(int id)
16131 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16133 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16134 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16135 MapGadget(game_gadget[i]);
16137 UnmapGameButtonsAtSamePosition_All();
16140 void MapUndoRedoButtons(void)
16142 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16143 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16145 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16146 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16149 void UnmapUndoRedoButtons(void)
16151 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16152 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16154 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16155 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16158 void ModifyPauseButtons(void)
16162 GAME_CTRL_ID_PAUSE,
16163 GAME_CTRL_ID_PAUSE2,
16164 GAME_CTRL_ID_PANEL_PAUSE,
16165 GAME_CTRL_ID_TOUCH_PAUSE,
16170 for (i = 0; ids[i] > -1; i++)
16171 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16174 static void MapGameButtonsExt(boolean on_tape)
16178 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16179 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
16180 i != GAME_CTRL_ID_UNDO &&
16181 i != GAME_CTRL_ID_REDO)
16182 MapGadget(game_gadget[i]);
16184 UnmapGameButtonsAtSamePosition_All();
16186 RedrawGameButtons();
16189 static void UnmapGameButtonsExt(boolean on_tape)
16193 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16194 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16195 UnmapGadget(game_gadget[i]);
16198 static void RedrawGameButtonsExt(boolean on_tape)
16202 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16203 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16204 RedrawGadget(game_gadget[i]);
16207 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16212 gi->checked = state;
16215 static void RedrawSoundButtonGadget(int id)
16217 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16218 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16219 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16220 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16221 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16222 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16225 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16226 RedrawGadget(game_gadget[id2]);
16229 void MapGameButtons(void)
16231 MapGameButtonsExt(FALSE);
16234 void UnmapGameButtons(void)
16236 UnmapGameButtonsExt(FALSE);
16239 void RedrawGameButtons(void)
16241 RedrawGameButtonsExt(FALSE);
16244 void MapGameButtonsOnTape(void)
16246 MapGameButtonsExt(TRUE);
16249 void UnmapGameButtonsOnTape(void)
16251 UnmapGameButtonsExt(TRUE);
16254 void RedrawGameButtonsOnTape(void)
16256 RedrawGameButtonsExt(TRUE);
16259 static void GameUndoRedoExt(void)
16261 ClearPlayerAction();
16263 tape.pausing = TRUE;
16266 UpdateAndDisplayGameControlValues();
16268 DrawCompleteVideoDisplay();
16269 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16270 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16271 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16276 static void GameUndo(int steps)
16278 if (!CheckEngineSnapshotList())
16281 LoadEngineSnapshot_Undo(steps);
16286 static void GameRedo(int steps)
16288 if (!CheckEngineSnapshotList())
16291 LoadEngineSnapshot_Redo(steps);
16296 static void HandleGameButtonsExt(int id, int button)
16298 static boolean game_undo_executed = FALSE;
16299 int steps = BUTTON_STEPSIZE(button);
16300 boolean handle_game_buttons =
16301 (game_status == GAME_MODE_PLAYING ||
16302 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16304 if (!handle_game_buttons)
16309 case GAME_CTRL_ID_STOP:
16310 case GAME_CTRL_ID_PANEL_STOP:
16311 case GAME_CTRL_ID_TOUCH_STOP:
16312 if (game_status == GAME_MODE_MAIN)
16318 RequestQuitGame(FALSE);
16322 case GAME_CTRL_ID_PAUSE:
16323 case GAME_CTRL_ID_PAUSE2:
16324 case GAME_CTRL_ID_PANEL_PAUSE:
16325 case GAME_CTRL_ID_TOUCH_PAUSE:
16326 if (network.enabled && game_status == GAME_MODE_PLAYING)
16329 SendToServer_ContinuePlaying();
16331 SendToServer_PausePlaying();
16334 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16336 game_undo_executed = FALSE;
16340 case GAME_CTRL_ID_PLAY:
16341 case GAME_CTRL_ID_PANEL_PLAY:
16342 if (game_status == GAME_MODE_MAIN)
16344 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16346 else if (tape.pausing)
16348 if (network.enabled)
16349 SendToServer_ContinuePlaying();
16351 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16355 case GAME_CTRL_ID_UNDO:
16356 // Important: When using "save snapshot when collecting an item" mode,
16357 // load last (current) snapshot for first "undo" after pressing "pause"
16358 // (else the last-but-one snapshot would be loaded, because the snapshot
16359 // pointer already points to the last snapshot when pressing "pause",
16360 // which is fine for "every step/move" mode, but not for "every collect")
16361 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16362 !game_undo_executed)
16365 game_undo_executed = TRUE;
16370 case GAME_CTRL_ID_REDO:
16374 case GAME_CTRL_ID_SAVE:
16378 case GAME_CTRL_ID_LOAD:
16382 case SOUND_CTRL_ID_MUSIC:
16383 case SOUND_CTRL_ID_PANEL_MUSIC:
16384 if (setup.sound_music)
16386 setup.sound_music = FALSE;
16390 else if (audio.music_available)
16392 setup.sound = setup.sound_music = TRUE;
16394 SetAudioMode(setup.sound);
16396 if (game_status == GAME_MODE_PLAYING)
16400 RedrawSoundButtonGadget(id);
16404 case SOUND_CTRL_ID_LOOPS:
16405 case SOUND_CTRL_ID_PANEL_LOOPS:
16406 if (setup.sound_loops)
16407 setup.sound_loops = FALSE;
16408 else if (audio.loops_available)
16410 setup.sound = setup.sound_loops = TRUE;
16412 SetAudioMode(setup.sound);
16415 RedrawSoundButtonGadget(id);
16419 case SOUND_CTRL_ID_SIMPLE:
16420 case SOUND_CTRL_ID_PANEL_SIMPLE:
16421 if (setup.sound_simple)
16422 setup.sound_simple = FALSE;
16423 else if (audio.sound_available)
16425 setup.sound = setup.sound_simple = TRUE;
16427 SetAudioMode(setup.sound);
16430 RedrawSoundButtonGadget(id);
16439 static void HandleGameButtons(struct GadgetInfo *gi)
16441 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16444 void HandleSoundButtonKeys(Key key)
16446 if (key == setup.shortcut.sound_simple)
16447 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16448 else if (key == setup.shortcut.sound_loops)
16449 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16450 else if (key == setup.shortcut.sound_music)
16451 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);