1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebeNachbarNr(int, int);
1096 void AmoebeUmwandeln(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Feld[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Feld[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Feld[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Feld[x][y];
1771 #if DEBUG_INIT_PLAYER
1774 printf("- player element %d activated", player->element_nr);
1775 printf(" (local player is %d and currently %s)\n",
1776 local_player->element_nr,
1777 local_player->active ? "active" : "not active");
1782 Feld[x][y] = EL_EMPTY;
1784 player->jx = player->last_jx = x;
1785 player->jy = player->last_jy = y;
1788 // always check if player was just killed and should be reanimated
1790 int player_nr = GET_PLAYER_NR(element);
1791 struct PlayerInfo *player = &stored_player[player_nr];
1793 if (player->active && player->killed)
1794 player->reanimated = TRUE; // if player was just killed, reanimate him
1798 static void InitField(int x, int y, boolean init_game)
1800 int element = Feld[x][y];
1809 InitPlayerField(x, y, element, init_game);
1812 case EL_SOKOBAN_FIELD_PLAYER:
1813 element = Feld[x][y] = EL_PLAYER_1;
1814 InitField(x, y, init_game);
1816 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1817 InitField(x, y, init_game);
1820 case EL_SOKOBAN_FIELD_EMPTY:
1821 IncrementSokobanFieldsNeeded();
1824 case EL_SOKOBAN_OBJECT:
1825 IncrementSokobanObjectsNeeded();
1829 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1831 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1832 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1837 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847 case EL_SPACESHIP_RIGHT:
1848 case EL_SPACESHIP_UP:
1849 case EL_SPACESHIP_LEFT:
1850 case EL_SPACESHIP_DOWN:
1851 case EL_BD_BUTTERFLY:
1852 case EL_BD_BUTTERFLY_RIGHT:
1853 case EL_BD_BUTTERFLY_UP:
1854 case EL_BD_BUTTERFLY_LEFT:
1855 case EL_BD_BUTTERFLY_DOWN:
1857 case EL_BD_FIREFLY_RIGHT:
1858 case EL_BD_FIREFLY_UP:
1859 case EL_BD_FIREFLY_LEFT:
1860 case EL_BD_FIREFLY_DOWN:
1861 case EL_PACMAN_RIGHT:
1863 case EL_PACMAN_LEFT:
1864 case EL_PACMAN_DOWN:
1866 case EL_YAMYAM_LEFT:
1867 case EL_YAMYAM_RIGHT:
1869 case EL_YAMYAM_DOWN:
1870 case EL_DARK_YAMYAM:
1873 case EL_SP_SNIKSNAK:
1874 case EL_SP_ELECTRON:
1880 case EL_SPRING_LEFT:
1881 case EL_SPRING_RIGHT:
1885 case EL_AMOEBA_FULL:
1890 case EL_AMOEBA_DROP:
1891 if (y == lev_fieldy - 1)
1893 Feld[x][y] = EL_AMOEBA_GROWING;
1894 Store[x][y] = EL_AMOEBA_WET;
1898 case EL_DYNAMITE_ACTIVE:
1899 case EL_SP_DISK_RED_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1902 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1903 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1904 MovDelay[x][y] = 96;
1907 case EL_EM_DYNAMITE_ACTIVE:
1908 MovDelay[x][y] = 32;
1912 game.lights_still_needed++;
1916 game.friends_still_needed++;
1921 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1924 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1925 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1926 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1927 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1928 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1929 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1930 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1938 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1939 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1940 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1942 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1944 game.belt_dir[belt_nr] = belt_dir;
1945 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1947 else // more than one switch -- set it like the first switch
1949 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1954 case EL_LIGHT_SWITCH_ACTIVE:
1956 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1959 case EL_INVISIBLE_STEELWALL:
1960 case EL_INVISIBLE_WALL:
1961 case EL_INVISIBLE_SAND:
1962 if (game.light_time_left > 0 ||
1963 game.lenses_time_left > 0)
1964 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1967 case EL_EMC_MAGIC_BALL:
1968 if (game.ball_active)
1969 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1972 case EL_EMC_MAGIC_BALL_SWITCH:
1973 if (game.ball_active)
1974 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1977 case EL_TRIGGER_PLAYER:
1978 case EL_TRIGGER_ELEMENT:
1979 case EL_TRIGGER_CE_VALUE:
1980 case EL_TRIGGER_CE_SCORE:
1982 case EL_ANY_ELEMENT:
1983 case EL_CURRENT_CE_VALUE:
1984 case EL_CURRENT_CE_SCORE:
2001 // reference elements should not be used on the playfield
2002 Feld[x][y] = EL_EMPTY;
2006 if (IS_CUSTOM_ELEMENT(element))
2008 if (CAN_MOVE(element))
2011 if (!element_info[element].use_last_ce_value || init_game)
2012 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2014 else if (IS_GROUP_ELEMENT(element))
2016 Feld[x][y] = GetElementFromGroupElement(element);
2018 InitField(x, y, init_game);
2025 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2028 static void InitField_WithBug1(int x, int y, boolean init_game)
2030 InitField(x, y, init_game);
2032 // not needed to call InitMovDir() -- already done by InitField()!
2033 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2034 CAN_MOVE(Feld[x][y]))
2038 static void InitField_WithBug2(int x, int y, boolean init_game)
2040 int old_element = Feld[x][y];
2042 InitField(x, y, init_game);
2044 // not needed to call InitMovDir() -- already done by InitField()!
2045 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2046 CAN_MOVE(old_element) &&
2047 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2050 /* this case is in fact a combination of not less than three bugs:
2051 first, it calls InitMovDir() for elements that can move, although this is
2052 already done by InitField(); then, it checks the element that was at this
2053 field _before_ the call to InitField() (which can change it); lastly, it
2054 was not called for "mole with direction" elements, which were treated as
2055 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2059 static int get_key_element_from_nr(int key_nr)
2061 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2062 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2063 EL_EM_KEY_1 : EL_KEY_1);
2065 return key_base_element + key_nr;
2068 static int get_next_dropped_element(struct PlayerInfo *player)
2070 return (player->inventory_size > 0 ?
2071 player->inventory_element[player->inventory_size - 1] :
2072 player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left > 0 ?
2075 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2079 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2081 // pos >= 0: get element from bottom of the stack;
2082 // pos < 0: get element from top of the stack
2086 int min_inventory_size = -pos;
2087 int inventory_pos = player->inventory_size - min_inventory_size;
2088 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2090 return (player->inventory_size >= min_inventory_size ?
2091 player->inventory_element[inventory_pos] :
2092 player->inventory_infinite_element != EL_UNDEFINED ?
2093 player->inventory_infinite_element :
2094 player->dynabombs_left >= min_dynabombs_left ?
2095 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2100 int min_dynabombs_left = pos + 1;
2101 int min_inventory_size = pos + 1 - player->dynabombs_left;
2102 int inventory_pos = pos - player->dynabombs_left;
2104 return (player->inventory_infinite_element != EL_UNDEFINED ?
2105 player->inventory_infinite_element :
2106 player->dynabombs_left >= min_dynabombs_left ?
2107 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2108 player->inventory_size >= min_inventory_size ?
2109 player->inventory_element[inventory_pos] :
2114 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2116 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2117 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2120 if (gpo1->sort_priority != gpo2->sort_priority)
2121 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2123 compare_result = gpo1->nr - gpo2->nr;
2125 return compare_result;
2128 int getPlayerInventorySize(int player_nr)
2130 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2131 return game_em.ply[player_nr]->dynamite;
2132 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2133 return game_sp.red_disk_count;
2135 return stored_player[player_nr].inventory_size;
2138 static void InitGameControlValues(void)
2142 for (i = 0; game_panel_controls[i].nr != -1; i++)
2144 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2145 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2146 struct TextPosInfo *pos = gpc->pos;
2148 int type = gpc->type;
2152 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2153 Error(ERR_EXIT, "this should not happen -- please debug");
2156 // force update of game controls after initialization
2157 gpc->value = gpc->last_value = -1;
2158 gpc->frame = gpc->last_frame = -1;
2159 gpc->gfx_frame = -1;
2161 // determine panel value width for later calculation of alignment
2162 if (type == TYPE_INTEGER || type == TYPE_STRING)
2164 pos->width = pos->size * getFontWidth(pos->font);
2165 pos->height = getFontHeight(pos->font);
2167 else if (type == TYPE_ELEMENT)
2169 pos->width = pos->size;
2170 pos->height = pos->size;
2173 // fill structure for game panel draw order
2175 gpo->sort_priority = pos->sort_priority;
2178 // sort game panel controls according to sort_priority and control number
2179 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2180 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2183 static void UpdatePlayfieldElementCount(void)
2185 boolean use_element_count = FALSE;
2188 // first check if it is needed at all to calculate playfield element count
2189 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2190 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2191 use_element_count = TRUE;
2193 if (!use_element_count)
2196 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2197 element_info[i].element_count = 0;
2199 SCAN_PLAYFIELD(x, y)
2201 element_info[Feld[x][y]].element_count++;
2204 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2205 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2206 if (IS_IN_GROUP(j, i))
2207 element_info[EL_GROUP_START + i].element_count +=
2208 element_info[j].element_count;
2211 static void UpdateGameControlValues(void)
2214 int time = (game.LevelSolved ?
2215 game.LevelSolved_CountingTime :
2216 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2218 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2219 game_sp.time_played :
2220 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2221 game_mm.energy_left :
2222 game.no_time_limit ? TimePlayed : TimeLeft);
2223 int score = (game.LevelSolved ?
2224 game.LevelSolved_CountingScore :
2225 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2226 game_em.lev->score :
2227 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2229 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2232 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2233 game_em.lev->gems_needed :
2234 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2235 game_sp.infotrons_still_needed :
2236 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2237 game_mm.kettles_still_needed :
2238 game.gems_still_needed);
2239 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2240 game_em.lev->gems_needed > 0 :
2241 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2242 game_sp.infotrons_still_needed > 0 :
2243 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2244 game_mm.kettles_still_needed > 0 ||
2245 game_mm.lights_still_needed > 0 :
2246 game.gems_still_needed > 0 ||
2247 game.sokoban_fields_still_needed > 0 ||
2248 game.sokoban_objects_still_needed > 0 ||
2249 game.lights_still_needed > 0);
2250 int health = (game.LevelSolved ?
2251 game.LevelSolved_CountingHealth :
2252 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2253 MM_HEALTH(game_mm.laser_overload_value) :
2256 UpdatePlayfieldElementCount();
2258 // update game panel control values
2260 // used instead of "level_nr" (for network games)
2261 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2262 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2264 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2265 for (i = 0; i < MAX_NUM_KEYS; i++)
2266 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2267 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2268 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2270 if (game.centered_player_nr == -1)
2272 for (i = 0; i < MAX_PLAYERS; i++)
2274 // only one player in Supaplex game engine
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2278 for (k = 0; k < MAX_NUM_KEYS; k++)
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2282 if (game_em.ply[i]->keys & (1 << k))
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2286 else if (stored_player[i].key[k])
2287 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2288 get_key_element_from_nr(k);
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 getPlayerInventorySize(i);
2294 if (stored_player[i].num_white_keys > 0)
2295 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2298 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2299 stored_player[i].num_white_keys;
2304 int player_nr = game.centered_player_nr;
2306 for (k = 0; k < MAX_NUM_KEYS; k++)
2308 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2310 if (game_em.ply[player_nr]->keys & (1 << k))
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2314 else if (stored_player[player_nr].key[k])
2315 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2316 get_key_element_from_nr(k);
2319 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2320 getPlayerInventorySize(player_nr);
2322 if (stored_player[player_nr].num_white_keys > 0)
2323 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2325 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2326 stored_player[player_nr].num_white_keys;
2329 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2331 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2332 get_inventory_element_from_pos(local_player, i);
2333 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2334 get_inventory_element_from_pos(local_player, -i - 1);
2337 game_panel_controls[GAME_PANEL_SCORE].value = score;
2338 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2340 game_panel_controls[GAME_PANEL_TIME].value = time;
2342 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2343 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2344 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2346 if (level.time == 0)
2347 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2349 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2351 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2352 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2354 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2356 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2357 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2359 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2360 local_player->shield_normal_time_left;
2361 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2362 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2364 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2365 local_player->shield_deadly_time_left;
2367 game_panel_controls[GAME_PANEL_EXIT].value =
2368 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2370 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2371 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2372 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2373 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2374 EL_EMC_MAGIC_BALL_SWITCH);
2376 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2377 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2378 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2379 game.light_time_left;
2381 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2382 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2383 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2384 game.timegate_time_left;
2386 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2387 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2389 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2390 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2391 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2392 game.lenses_time_left;
2394 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2395 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2396 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2397 game.magnify_time_left;
2399 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2400 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2401 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2402 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2403 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2404 EL_BALLOON_SWITCH_NONE);
2406 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2407 local_player->dynabomb_count;
2408 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2409 local_player->dynabomb_size;
2410 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2411 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2413 game_panel_controls[GAME_PANEL_PENGUINS].value =
2414 game.friends_still_needed;
2416 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2417 game.sokoban_objects_still_needed;
2418 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2419 game.sokoban_fields_still_needed;
2421 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2422 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2424 for (i = 0; i < NUM_BELTS; i++)
2426 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2427 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2428 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2429 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2430 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2433 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2434 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2435 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2436 game.magic_wall_time_left;
2438 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2439 local_player->gravity;
2441 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2442 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2444 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2445 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2446 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2447 game.panel.element[i].id : EL_UNDEFINED);
2449 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2450 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2451 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2452 element_info[game.panel.element_count[i].id].element_count : 0);
2454 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2455 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2456 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2457 element_info[game.panel.ce_score[i].id].collect_score : 0);
2459 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2460 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2461 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2462 element_info[game.panel.ce_score_element[i].id].collect_score :
2465 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2466 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2467 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2469 // update game panel control frames
2471 for (i = 0; game_panel_controls[i].nr != -1; i++)
2473 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2475 if (gpc->type == TYPE_ELEMENT)
2477 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2479 int last_anim_random_frame = gfx.anim_random_frame;
2480 int element = gpc->value;
2481 int graphic = el2panelimg(element);
2483 if (gpc->value != gpc->last_value)
2486 gpc->gfx_random = INIT_GFX_RANDOM();
2492 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2493 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2494 gpc->gfx_random = INIT_GFX_RANDOM();
2497 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2498 gfx.anim_random_frame = gpc->gfx_random;
2500 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2501 gpc->gfx_frame = element_info[element].collect_score;
2503 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2506 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2507 gfx.anim_random_frame = last_anim_random_frame;
2510 else if (gpc->type == TYPE_GRAPHIC)
2512 if (gpc->graphic != IMG_UNDEFINED)
2514 int last_anim_random_frame = gfx.anim_random_frame;
2515 int graphic = gpc->graphic;
2517 if (gpc->value != gpc->last_value)
2520 gpc->gfx_random = INIT_GFX_RANDOM();
2526 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2527 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2528 gpc->gfx_random = INIT_GFX_RANDOM();
2531 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2532 gfx.anim_random_frame = gpc->gfx_random;
2534 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2536 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2537 gfx.anim_random_frame = last_anim_random_frame;
2543 static void DisplayGameControlValues(void)
2545 boolean redraw_panel = FALSE;
2548 for (i = 0; game_panel_controls[i].nr != -1; i++)
2550 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2552 if (PANEL_DEACTIVATED(gpc->pos))
2555 if (gpc->value == gpc->last_value &&
2556 gpc->frame == gpc->last_frame)
2559 redraw_panel = TRUE;
2565 // copy default game door content to main double buffer
2567 // !!! CHECK AGAIN !!!
2568 SetPanelBackground();
2569 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2570 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2572 // redraw game control buttons
2573 RedrawGameButtons();
2575 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2577 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2579 int nr = game_panel_order[i].nr;
2580 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2581 struct TextPosInfo *pos = gpc->pos;
2582 int type = gpc->type;
2583 int value = gpc->value;
2584 int frame = gpc->frame;
2585 int size = pos->size;
2586 int font = pos->font;
2587 boolean draw_masked = pos->draw_masked;
2588 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2590 if (PANEL_DEACTIVATED(pos))
2593 gpc->last_value = value;
2594 gpc->last_frame = frame;
2596 if (type == TYPE_INTEGER)
2598 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2599 nr == GAME_PANEL_TIME)
2601 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2603 if (use_dynamic_size) // use dynamic number of digits
2605 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2606 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2607 int size2 = size1 + 1;
2608 int font1 = pos->font;
2609 int font2 = pos->font_alt;
2611 size = (value < value_change ? size1 : size2);
2612 font = (value < value_change ? font1 : font2);
2616 // correct text size if "digits" is zero or less
2618 size = strlen(int2str(value, size));
2620 // dynamically correct text alignment
2621 pos->width = size * getFontWidth(font);
2623 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2624 int2str(value, size), font, mask_mode);
2626 else if (type == TYPE_ELEMENT)
2628 int element, graphic;
2632 int dst_x = PANEL_XPOS(pos);
2633 int dst_y = PANEL_YPOS(pos);
2635 if (value != EL_UNDEFINED && value != EL_EMPTY)
2638 graphic = el2panelimg(value);
2640 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2642 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2645 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2648 width = graphic_info[graphic].width * size / TILESIZE;
2649 height = graphic_info[graphic].height * size / TILESIZE;
2652 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2655 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2659 else if (type == TYPE_GRAPHIC)
2661 int graphic = gpc->graphic;
2662 int graphic_active = gpc->graphic_active;
2666 int dst_x = PANEL_XPOS(pos);
2667 int dst_y = PANEL_YPOS(pos);
2668 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2669 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2671 if (graphic != IMG_UNDEFINED && !skip)
2673 if (pos->style == STYLE_REVERSE)
2674 value = 100 - value;
2676 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2678 if (pos->direction & MV_HORIZONTAL)
2680 width = graphic_info[graphic_active].width * value / 100;
2681 height = graphic_info[graphic_active].height;
2683 if (pos->direction == MV_LEFT)
2685 src_x += graphic_info[graphic_active].width - width;
2686 dst_x += graphic_info[graphic_active].width - width;
2691 width = graphic_info[graphic_active].width;
2692 height = graphic_info[graphic_active].height * value / 100;
2694 if (pos->direction == MV_UP)
2696 src_y += graphic_info[graphic_active].height - height;
2697 dst_y += graphic_info[graphic_active].height - height;
2702 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2705 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2708 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2710 if (pos->direction & MV_HORIZONTAL)
2712 if (pos->direction == MV_RIGHT)
2719 dst_x = PANEL_XPOS(pos);
2722 width = graphic_info[graphic].width - width;
2726 if (pos->direction == MV_DOWN)
2733 dst_y = PANEL_YPOS(pos);
2736 height = graphic_info[graphic].height - height;
2740 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2743 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2747 else if (type == TYPE_STRING)
2749 boolean active = (value != 0);
2750 char *state_normal = "off";
2751 char *state_active = "on";
2752 char *state = (active ? state_active : state_normal);
2753 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2754 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2755 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2756 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2758 if (nr == GAME_PANEL_GRAVITY_STATE)
2760 int font1 = pos->font; // (used for normal state)
2761 int font2 = pos->font_alt; // (used for active state)
2763 font = (active ? font2 : font1);
2772 // don't truncate output if "chars" is zero or less
2775 // dynamically correct text alignment
2776 pos->width = size * getFontWidth(font);
2779 s_cut = getStringCopyN(s, size);
2781 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2782 s_cut, font, mask_mode);
2788 redraw_mask |= REDRAW_DOOR_1;
2791 SetGameStatus(GAME_MODE_PLAYING);
2794 void UpdateAndDisplayGameControlValues(void)
2796 if (tape.deactivate_display)
2799 UpdateGameControlValues();
2800 DisplayGameControlValues();
2804 static void UpdateGameDoorValues(void)
2806 UpdateGameControlValues();
2810 void DrawGameDoorValues(void)
2812 DisplayGameControlValues();
2816 // ============================================================================
2818 // ----------------------------------------------------------------------------
2819 // initialize game engine due to level / tape version number
2820 // ============================================================================
2822 static void InitGameEngine(void)
2824 int i, j, k, l, x, y;
2826 // set game engine from tape file when re-playing, else from level file
2827 game.engine_version = (tape.playing ? tape.engine_version :
2828 level.game_version);
2830 // set single or multi-player game mode (needed for re-playing tapes)
2831 game.team_mode = setup.team_mode;
2835 int num_players = 0;
2837 for (i = 0; i < MAX_PLAYERS; i++)
2838 if (tape.player_participates[i])
2841 // multi-player tapes contain input data for more than one player
2842 game.team_mode = (num_players > 1);
2846 printf("level %d: level.game_version == %06d\n", level_nr,
2847 level.game_version);
2848 printf(" tape.file_version == %06d\n",
2850 printf(" tape.game_version == %06d\n",
2852 printf(" tape.engine_version == %06d\n",
2853 tape.engine_version);
2854 printf(" => game.engine_version == %06d [tape mode: %s]\n",
2855 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2858 // --------------------------------------------------------------------------
2859 // set flags for bugs and changes according to active game engine version
2860 // --------------------------------------------------------------------------
2864 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2866 Bug was introduced in version:
2869 Bug was fixed in version:
2873 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2874 but the property "can fall" was missing, which caused some levels to be
2875 unsolvable. This was fixed in version 4.1.4.2.
2877 Affected levels/tapes:
2878 An example for a tape that was fixed by this bugfix is tape 029 from the
2879 level set "rnd_sam_bateman".
2880 The wrong behaviour will still be used for all levels or tapes that were
2881 created/recorded with it. An example for this is tape 023 from the level
2882 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2885 boolean use_amoeba_dropping_cannot_fall_bug =
2886 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2887 game.engine_version <= VERSION_IDENT(4,1,4,1)) ||
2889 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2890 tape.game_version <= VERSION_IDENT(4,1,4,1)));
2893 Summary of bugfix/change:
2894 Fixed move speed of elements entering or leaving magic wall.
2896 Fixed/changed in version:
2900 Before 2.0.1, move speed of elements entering or leaving magic wall was
2901 twice as fast as it is now.
2902 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
2904 Affected levels/tapes:
2905 The first condition is generally needed for all levels/tapes before version
2906 2.0.1, which might use the old behaviour before it was changed; known tapes
2907 that are affected: Tape 014 from the level set "rnd_conor_mancone".
2908 The second condition is an exception from the above case and is needed for
2909 the special case of tapes recorded with game (not engine!) version 2.0.1 or
2910 above, but before it was known that this change would break tapes like the
2911 above and was fixed in 4.1.4.2, so that the changed behaviour was active
2912 although the engine version while recording maybe was before 2.0.1. There
2913 are a lot of tapes that are affected by this exception, like tape 006 from
2914 the level set "rnd_conor_mancone".
2917 boolean use_old_move_stepsize_for_magic_wall =
2918 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
2920 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2921 tape.game_version < VERSION_IDENT(4,1,4,2)));
2924 Summary of bugfix/change:
2925 Fixed handling for custom elements that change when pushed by the player.
2927 Fixed/changed in version:
2931 Before 3.1.0, custom elements that "change when pushing" changed directly
2932 after the player started pushing them (until then handled in "DigField()").
2933 Since 3.1.0, these custom elements are not changed until the "pushing"
2934 move of the element is finished (now handled in "ContinueMoving()").
2936 Affected levels/tapes:
2937 The first condition is generally needed for all levels/tapes before version
2938 3.1.0, which might use the old behaviour before it was changed; known tapes
2939 that are affected are some tapes from the level set "Walpurgis Gardens" by
2941 The second condition is an exception from the above case and is needed for
2942 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2943 above (including some development versions of 3.1.0), but before it was
2944 known that this change would break tapes like the above and was fixed in
2945 3.1.1, so that the changed behaviour was active although the engine version
2946 while recording maybe was before 3.1.0. There is at least one tape that is
2947 affected by this exception, which is the tape for the one-level set "Bug
2948 Machine" by Juergen Bonhagen.
2951 game.use_change_when_pushing_bug =
2952 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2954 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2955 tape.game_version < VERSION_IDENT(3,1,1,0)));
2958 Summary of bugfix/change:
2959 Fixed handling for blocking the field the player leaves when moving.
2961 Fixed/changed in version:
2965 Before 3.1.1, when "block last field when moving" was enabled, the field
2966 the player is leaving when moving was blocked for the time of the move,
2967 and was directly unblocked afterwards. This resulted in the last field
2968 being blocked for exactly one less than the number of frames of one player
2969 move. Additionally, even when blocking was disabled, the last field was
2970 blocked for exactly one frame.
2971 Since 3.1.1, due to changes in player movement handling, the last field
2972 is not blocked at all when blocking is disabled. When blocking is enabled,
2973 the last field is blocked for exactly the number of frames of one player
2974 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2975 last field is blocked for exactly one more than the number of frames of
2978 Affected levels/tapes:
2979 (!!! yet to be determined -- probably many !!!)
2982 game.use_block_last_field_bug =
2983 (game.engine_version < VERSION_IDENT(3,1,1,0));
2985 /* various special flags and settings for native Emerald Mine game engine */
2987 game_em.use_single_button =
2988 (game.engine_version > VERSION_IDENT(4,0,0,2));
2990 game_em.use_snap_key_bug =
2991 (game.engine_version < VERSION_IDENT(4,0,1,0));
2993 game_em.use_old_explosions =
2994 (game.engine_version < VERSION_IDENT(4,1,4,2));
2996 game_em.use_wrap_around =
2997 (game.engine_version > VERSION_IDENT(4,1,4,1));
2999 // --------------------------------------------------------------------------
3001 // set maximal allowed number of custom element changes per game frame
3002 game.max_num_changes_per_frame = 1;
3004 // default scan direction: scan playfield from top/left to bottom/right
3005 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3007 // dynamically adjust element properties according to game engine version
3008 InitElementPropertiesEngine(game.engine_version);
3010 // ---------- initialize special element properties -------------------------
3012 // "EL_AMOEBA_DROPPING" missed property "can fall" between 2.0.1 and 4.1.4.1
3013 if (use_amoeba_dropping_cannot_fall_bug)
3014 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3016 // ---------- initialize player's initial move delay ------------------------
3018 // dynamically adjust player properties according to level information
3019 for (i = 0; i < MAX_PLAYERS; i++)
3020 game.initial_move_delay_value[i] =
3021 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3023 // dynamically adjust player properties according to game engine version
3024 for (i = 0; i < MAX_PLAYERS; i++)
3025 game.initial_move_delay[i] =
3026 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3027 game.initial_move_delay_value[i] : 0);
3029 // ---------- initialize player's initial push delay ------------------------
3031 // dynamically adjust player properties according to game engine version
3032 game.initial_push_delay_value =
3033 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3035 // ---------- initialize changing elements ----------------------------------
3037 // initialize changing elements information
3038 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3040 struct ElementInfo *ei = &element_info[i];
3042 // this pointer might have been changed in the level editor
3043 ei->change = &ei->change_page[0];
3045 if (!IS_CUSTOM_ELEMENT(i))
3047 ei->change->target_element = EL_EMPTY_SPACE;
3048 ei->change->delay_fixed = 0;
3049 ei->change->delay_random = 0;
3050 ei->change->delay_frames = 1;
3053 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3055 ei->has_change_event[j] = FALSE;
3057 ei->event_page_nr[j] = 0;
3058 ei->event_page[j] = &ei->change_page[0];
3062 // add changing elements from pre-defined list
3063 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3065 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3066 struct ElementInfo *ei = &element_info[ch_delay->element];
3068 ei->change->target_element = ch_delay->target_element;
3069 ei->change->delay_fixed = ch_delay->change_delay;
3071 ei->change->pre_change_function = ch_delay->pre_change_function;
3072 ei->change->change_function = ch_delay->change_function;
3073 ei->change->post_change_function = ch_delay->post_change_function;
3075 ei->change->can_change = TRUE;
3076 ei->change->can_change_or_has_action = TRUE;
3078 ei->has_change_event[CE_DELAY] = TRUE;
3080 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3081 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3084 // ---------- initialize internal run-time variables ------------------------
3086 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3088 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3090 for (j = 0; j < ei->num_change_pages; j++)
3092 ei->change_page[j].can_change_or_has_action =
3093 (ei->change_page[j].can_change |
3094 ei->change_page[j].has_action);
3098 // add change events from custom element configuration
3099 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3101 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3103 for (j = 0; j < ei->num_change_pages; j++)
3105 if (!ei->change_page[j].can_change_or_has_action)
3108 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3110 // only add event page for the first page found with this event
3111 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3113 ei->has_change_event[k] = TRUE;
3115 ei->event_page_nr[k] = j;
3116 ei->event_page[k] = &ei->change_page[j];
3122 // ---------- initialize reference elements in change conditions ------------
3124 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3126 int element = EL_CUSTOM_START + i;
3127 struct ElementInfo *ei = &element_info[element];
3129 for (j = 0; j < ei->num_change_pages; j++)
3131 int trigger_element = ei->change_page[j].initial_trigger_element;
3133 if (trigger_element >= EL_PREV_CE_8 &&
3134 trigger_element <= EL_NEXT_CE_8)
3135 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3137 ei->change_page[j].trigger_element = trigger_element;
3141 // ---------- initialize run-time trigger player and element ----------------
3143 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3145 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3147 for (j = 0; j < ei->num_change_pages; j++)
3149 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3150 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3151 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3152 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3153 ei->change_page[j].actual_trigger_ce_value = 0;
3154 ei->change_page[j].actual_trigger_ce_score = 0;
3158 // ---------- initialize trigger events -------------------------------------
3160 // initialize trigger events information
3161 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3162 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3163 trigger_events[i][j] = FALSE;
3165 // add trigger events from element change event properties
3166 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 struct ElementInfo *ei = &element_info[i];
3170 for (j = 0; j < ei->num_change_pages; j++)
3172 if (!ei->change_page[j].can_change_or_has_action)
3175 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3177 int trigger_element = ei->change_page[j].trigger_element;
3179 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3181 if (ei->change_page[j].has_event[k])
3183 if (IS_GROUP_ELEMENT(trigger_element))
3185 struct ElementGroupInfo *group =
3186 element_info[trigger_element].group;
3188 for (l = 0; l < group->num_elements_resolved; l++)
3189 trigger_events[group->element_resolved[l]][k] = TRUE;
3191 else if (trigger_element == EL_ANY_ELEMENT)
3192 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3193 trigger_events[l][k] = TRUE;
3195 trigger_events[trigger_element][k] = TRUE;
3202 // ---------- initialize push delay -----------------------------------------
3204 // initialize push delay values to default
3205 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3207 if (!IS_CUSTOM_ELEMENT(i))
3209 // set default push delay values (corrected since version 3.0.7-1)
3210 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3212 element_info[i].push_delay_fixed = 2;
3213 element_info[i].push_delay_random = 8;
3217 element_info[i].push_delay_fixed = 8;
3218 element_info[i].push_delay_random = 8;
3223 // set push delay value for certain elements from pre-defined list
3224 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3226 int e = push_delay_list[i].element;
3228 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3229 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3232 // set push delay value for Supaplex elements for newer engine versions
3233 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3235 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3237 if (IS_SP_ELEMENT(i))
3239 // set SP push delay to just enough to push under a falling zonk
3240 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3242 element_info[i].push_delay_fixed = delay;
3243 element_info[i].push_delay_random = 0;
3248 // ---------- initialize move stepsize --------------------------------------
3250 // initialize move stepsize values to default
3251 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3252 if (!IS_CUSTOM_ELEMENT(i))
3253 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3255 // set move stepsize value for certain elements from pre-defined list
3256 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3258 int e = move_stepsize_list[i].element;
3260 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3262 // set move stepsize value for certain elements for older engine versions
3263 if (use_old_move_stepsize_for_magic_wall)
3265 if (e == EL_MAGIC_WALL_FILLING ||
3266 e == EL_MAGIC_WALL_EMPTYING ||
3267 e == EL_BD_MAGIC_WALL_FILLING ||
3268 e == EL_BD_MAGIC_WALL_EMPTYING)
3269 element_info[e].move_stepsize *= 2;
3273 // ---------- initialize collect score --------------------------------------
3275 // initialize collect score values for custom elements from initial value
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3277 if (IS_CUSTOM_ELEMENT(i))
3278 element_info[i].collect_score = element_info[i].collect_score_initial;
3280 // ---------- initialize collect count --------------------------------------
3282 // initialize collect count values for non-custom elements
3283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3284 if (!IS_CUSTOM_ELEMENT(i))
3285 element_info[i].collect_count_initial = 0;
3287 // add collect count values for all elements from pre-defined list
3288 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3289 element_info[collect_count_list[i].element].collect_count_initial =
3290 collect_count_list[i].count;
3292 // ---------- initialize access direction -----------------------------------
3294 // initialize access direction values to default (access from every side)
3295 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3296 if (!IS_CUSTOM_ELEMENT(i))
3297 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3299 // set access direction value for certain elements from pre-defined list
3300 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3301 element_info[access_direction_list[i].element].access_direction =
3302 access_direction_list[i].direction;
3304 // ---------- initialize explosion content ----------------------------------
3305 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3307 if (IS_CUSTOM_ELEMENT(i))
3310 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3312 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3314 element_info[i].content.e[x][y] =
3315 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3316 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3317 i == EL_PLAYER_3 ? EL_EMERALD :
3318 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3319 i == EL_MOLE ? EL_EMERALD_RED :
3320 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3321 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3322 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3323 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3324 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3325 i == EL_WALL_EMERALD ? EL_EMERALD :
3326 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3327 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3328 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3329 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3330 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3331 i == EL_WALL_PEARL ? EL_PEARL :
3332 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3337 // ---------- initialize recursion detection --------------------------------
3338 recursion_loop_depth = 0;
3339 recursion_loop_detected = FALSE;
3340 recursion_loop_element = EL_UNDEFINED;
3342 // ---------- initialize graphics engine ------------------------------------
3343 game.scroll_delay_value =
3344 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3345 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3346 !setup.forced_scroll_delay ? 0 :
3347 setup.scroll_delay ? setup.scroll_delay_value : 0);
3348 game.scroll_delay_value =
3349 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3351 // ---------- initialize game engine snapshots ------------------------------
3352 for (i = 0; i < MAX_PLAYERS; i++)
3353 game.snapshot.last_action[i] = 0;
3354 game.snapshot.changed_action = FALSE;
3355 game.snapshot.collected_item = FALSE;
3356 game.snapshot.mode =
3357 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3358 SNAPSHOT_MODE_EVERY_STEP :
3359 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3360 SNAPSHOT_MODE_EVERY_MOVE :
3361 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3362 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3363 game.snapshot.save_snapshot = FALSE;
3365 // ---------- initialize level time for Supaplex engine ---------------------
3366 // Supaplex levels with time limit currently unsupported -- should be added
3367 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3370 // ---------- initialize flags for handling game actions --------------------
3372 // set flags for game actions to default values
3373 game.use_key_actions = TRUE;
3374 game.use_mouse_actions = FALSE;
3376 // when using Mirror Magic game engine, handle mouse events only
3377 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3379 game.use_key_actions = FALSE;
3380 game.use_mouse_actions = TRUE;
3383 // check for custom elements with mouse click events
3384 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3386 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3388 int element = EL_CUSTOM_START + i;
3390 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3391 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3392 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3393 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3394 game.use_mouse_actions = TRUE;
3399 static int get_num_special_action(int element, int action_first,
3402 int num_special_action = 0;
3405 for (i = action_first; i <= action_last; i++)
3407 boolean found = FALSE;
3409 for (j = 0; j < NUM_DIRECTIONS; j++)
3410 if (el_act_dir2img(element, i, j) !=
3411 el_act_dir2img(element, ACTION_DEFAULT, j))
3415 num_special_action++;
3420 return num_special_action;
3424 // ============================================================================
3426 // ----------------------------------------------------------------------------
3427 // initialize and start new game
3428 // ============================================================================
3430 #if DEBUG_INIT_PLAYER
3431 static void DebugPrintPlayerStatus(char *message)
3438 printf("%s:\n", message);
3440 for (i = 0; i < MAX_PLAYERS; i++)
3442 struct PlayerInfo *player = &stored_player[i];
3444 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3448 player->connected_locally,
3449 player->connected_network,
3452 if (local_player == player)
3453 printf(" (local player)");
3462 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3463 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3464 int fade_mask = REDRAW_FIELD;
3466 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3467 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3468 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3469 int initial_move_dir = MV_DOWN;
3472 // required here to update video display before fading (FIX THIS)
3473 DrawMaskedBorder(REDRAW_DOOR_2);
3475 if (!game.restart_level)
3476 CloseDoor(DOOR_CLOSE_1);
3478 SetGameStatus(GAME_MODE_PLAYING);
3480 if (level_editor_test_game)
3481 FadeSkipNextFadeOut();
3483 FadeSetEnterScreen();
3486 fade_mask = REDRAW_ALL;
3488 FadeLevelSoundsAndMusic();
3490 ExpireSoundLoops(TRUE);
3494 if (level_editor_test_game)
3495 FadeSkipNextFadeIn();
3497 // needed if different viewport properties defined for playing
3498 ChangeViewportPropertiesIfNeeded();
3502 DrawCompleteVideoDisplay();
3504 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3507 InitGameControlValues();
3509 // initialize tape actions from game when recording tape
3512 tape.use_key_actions = game.use_key_actions;
3513 tape.use_mouse_actions = game.use_mouse_actions;
3516 // don't play tapes over network
3517 network_playing = (network.enabled && !tape.playing);
3519 for (i = 0; i < MAX_PLAYERS; i++)
3521 struct PlayerInfo *player = &stored_player[i];
3523 player->index_nr = i;
3524 player->index_bit = (1 << i);
3525 player->element_nr = EL_PLAYER_1 + i;
3527 player->present = FALSE;
3528 player->active = FALSE;
3529 player->mapped = FALSE;
3531 player->killed = FALSE;
3532 player->reanimated = FALSE;
3533 player->buried = FALSE;
3536 player->effective_action = 0;
3537 player->programmed_action = 0;
3538 player->snap_action = 0;
3540 player->mouse_action.lx = 0;
3541 player->mouse_action.ly = 0;
3542 player->mouse_action.button = 0;
3543 player->mouse_action.button_hint = 0;
3545 player->effective_mouse_action.lx = 0;
3546 player->effective_mouse_action.ly = 0;
3547 player->effective_mouse_action.button = 0;
3548 player->effective_mouse_action.button_hint = 0;
3550 for (j = 0; j < MAX_NUM_KEYS; j++)
3551 player->key[j] = FALSE;
3553 player->num_white_keys = 0;
3555 player->dynabomb_count = 0;
3556 player->dynabomb_size = 1;
3557 player->dynabombs_left = 0;
3558 player->dynabomb_xl = FALSE;
3560 player->MovDir = initial_move_dir;
3563 player->GfxDir = initial_move_dir;
3564 player->GfxAction = ACTION_DEFAULT;
3566 player->StepFrame = 0;
3568 player->initial_element = player->element_nr;
3569 player->artwork_element =
3570 (level.use_artwork_element[i] ? level.artwork_element[i] :
3571 player->element_nr);
3572 player->use_murphy = FALSE;
3574 player->block_last_field = FALSE; // initialized in InitPlayerField()
3575 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3577 player->gravity = level.initial_player_gravity[i];
3579 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3581 player->actual_frame_counter = 0;
3583 player->step_counter = 0;
3585 player->last_move_dir = initial_move_dir;
3587 player->is_active = FALSE;
3589 player->is_waiting = FALSE;
3590 player->is_moving = FALSE;
3591 player->is_auto_moving = FALSE;
3592 player->is_digging = FALSE;
3593 player->is_snapping = FALSE;
3594 player->is_collecting = FALSE;
3595 player->is_pushing = FALSE;
3596 player->is_switching = FALSE;
3597 player->is_dropping = FALSE;
3598 player->is_dropping_pressed = FALSE;
3600 player->is_bored = FALSE;
3601 player->is_sleeping = FALSE;
3603 player->was_waiting = TRUE;
3604 player->was_moving = FALSE;
3605 player->was_snapping = FALSE;
3606 player->was_dropping = FALSE;
3608 player->force_dropping = FALSE;
3610 player->frame_counter_bored = -1;
3611 player->frame_counter_sleeping = -1;
3613 player->anim_delay_counter = 0;
3614 player->post_delay_counter = 0;
3616 player->dir_waiting = initial_move_dir;
3617 player->action_waiting = ACTION_DEFAULT;
3618 player->last_action_waiting = ACTION_DEFAULT;
3619 player->special_action_bored = ACTION_DEFAULT;
3620 player->special_action_sleeping = ACTION_DEFAULT;
3622 player->switch_x = -1;
3623 player->switch_y = -1;
3625 player->drop_x = -1;
3626 player->drop_y = -1;
3628 player->show_envelope = 0;
3630 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3632 player->push_delay = -1; // initialized when pushing starts
3633 player->push_delay_value = game.initial_push_delay_value;
3635 player->drop_delay = 0;
3636 player->drop_pressed_delay = 0;
3638 player->last_jx = -1;
3639 player->last_jy = -1;
3643 player->shield_normal_time_left = 0;
3644 player->shield_deadly_time_left = 0;
3646 player->inventory_infinite_element = EL_UNDEFINED;
3647 player->inventory_size = 0;
3649 if (level.use_initial_inventory[i])
3651 for (j = 0; j < level.initial_inventory_size[i]; j++)
3653 int element = level.initial_inventory_content[i][j];
3654 int collect_count = element_info[element].collect_count_initial;
3657 if (!IS_CUSTOM_ELEMENT(element))
3660 if (collect_count == 0)
3661 player->inventory_infinite_element = element;
3663 for (k = 0; k < collect_count; k++)
3664 if (player->inventory_size < MAX_INVENTORY_SIZE)
3665 player->inventory_element[player->inventory_size++] = element;
3669 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3670 SnapField(player, 0, 0);
3672 map_player_action[i] = i;
3675 network_player_action_received = FALSE;
3677 // initial null action
3678 if (network_playing)
3679 SendToServer_MovePlayer(MV_NONE);
3684 TimeLeft = level.time;
3687 ScreenMovDir = MV_NONE;
3691 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3693 game.robot_wheel_x = -1;
3694 game.robot_wheel_y = -1;
3699 game.all_players_gone = FALSE;
3701 game.LevelSolved = FALSE;
3702 game.GameOver = FALSE;
3704 game.GamePlayed = !tape.playing;
3706 game.LevelSolved_GameWon = FALSE;
3707 game.LevelSolved_GameEnd = FALSE;
3708 game.LevelSolved_SaveTape = FALSE;
3709 game.LevelSolved_SaveScore = FALSE;
3711 game.LevelSolved_CountingTime = 0;
3712 game.LevelSolved_CountingScore = 0;
3713 game.LevelSolved_CountingHealth = 0;
3715 game.panel.active = TRUE;
3717 game.no_time_limit = (level.time == 0);
3719 game.yamyam_content_nr = 0;
3720 game.robot_wheel_active = FALSE;
3721 game.magic_wall_active = FALSE;
3722 game.magic_wall_time_left = 0;
3723 game.light_time_left = 0;
3724 game.timegate_time_left = 0;
3725 game.switchgate_pos = 0;
3726 game.wind_direction = level.wind_direction_initial;
3729 game.score_final = 0;
3731 game.health = MAX_HEALTH;
3732 game.health_final = MAX_HEALTH;
3734 game.gems_still_needed = level.gems_needed;
3735 game.sokoban_fields_still_needed = 0;
3736 game.sokoban_objects_still_needed = 0;
3737 game.lights_still_needed = 0;
3738 game.players_still_needed = 0;
3739 game.friends_still_needed = 0;
3741 game.lenses_time_left = 0;
3742 game.magnify_time_left = 0;
3744 game.ball_active = level.ball_active_initial;
3745 game.ball_content_nr = 0;
3747 game.explosions_delayed = TRUE;
3749 game.envelope_active = FALSE;
3751 for (i = 0; i < NUM_BELTS; i++)
3753 game.belt_dir[i] = MV_NONE;
3754 game.belt_dir_nr[i] = 3; // not moving, next moving left
3757 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3758 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3760 #if DEBUG_INIT_PLAYER
3761 DebugPrintPlayerStatus("Player status at level initialization");
3764 SCAN_PLAYFIELD(x, y)
3766 Feld[x][y] = Last[x][y] = level.field[x][y];
3767 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3768 ChangeDelay[x][y] = 0;
3769 ChangePage[x][y] = -1;
3770 CustomValue[x][y] = 0; // initialized in InitField()
3771 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3773 WasJustMoving[x][y] = 0;
3774 WasJustFalling[x][y] = 0;
3775 CheckCollision[x][y] = 0;
3776 CheckImpact[x][y] = 0;
3778 Pushed[x][y] = FALSE;
3780 ChangeCount[x][y] = 0;
3781 ChangeEvent[x][y] = -1;
3783 ExplodePhase[x][y] = 0;
3784 ExplodeDelay[x][y] = 0;
3785 ExplodeField[x][y] = EX_TYPE_NONE;
3787 RunnerVisit[x][y] = 0;
3788 PlayerVisit[x][y] = 0;
3791 GfxRandom[x][y] = INIT_GFX_RANDOM();
3792 GfxElement[x][y] = EL_UNDEFINED;
3793 GfxAction[x][y] = ACTION_DEFAULT;
3794 GfxDir[x][y] = MV_NONE;
3795 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3798 SCAN_PLAYFIELD(x, y)
3800 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3802 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3804 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3807 InitField(x, y, TRUE);
3809 ResetGfxAnimation(x, y);
3814 for (i = 0; i < MAX_PLAYERS; i++)
3816 struct PlayerInfo *player = &stored_player[i];
3818 // set number of special actions for bored and sleeping animation
3819 player->num_special_action_bored =
3820 get_num_special_action(player->artwork_element,
3821 ACTION_BORING_1, ACTION_BORING_LAST);
3822 player->num_special_action_sleeping =
3823 get_num_special_action(player->artwork_element,
3824 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3827 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3828 emulate_sb ? EMU_SOKOBAN :
3829 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3831 // initialize type of slippery elements
3832 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3834 if (!IS_CUSTOM_ELEMENT(i))
3836 // default: elements slip down either to the left or right randomly
3837 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3839 // SP style elements prefer to slip down on the left side
3840 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3841 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3843 // BD style elements prefer to slip down on the left side
3844 if (game.emulation == EMU_BOULDERDASH)
3845 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3849 // initialize explosion and ignition delay
3850 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3852 if (!IS_CUSTOM_ELEMENT(i))
3855 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3856 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3857 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3858 int last_phase = (num_phase + 1) * delay;
3859 int half_phase = (num_phase / 2) * delay;
3861 element_info[i].explosion_delay = last_phase - 1;
3862 element_info[i].ignition_delay = half_phase;
3864 if (i == EL_BLACK_ORB)
3865 element_info[i].ignition_delay = 1;
3869 // correct non-moving belts to start moving left
3870 for (i = 0; i < NUM_BELTS; i++)
3871 if (game.belt_dir[i] == MV_NONE)
3872 game.belt_dir_nr[i] = 3; // not moving, next moving left
3874 #if USE_NEW_PLAYER_ASSIGNMENTS
3875 // use preferred player also in local single-player mode
3876 if (!network.enabled && !game.team_mode)
3878 int new_index_nr = setup.network_player_nr;
3880 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3882 for (i = 0; i < MAX_PLAYERS; i++)
3883 stored_player[i].connected_locally = FALSE;
3885 stored_player[new_index_nr].connected_locally = TRUE;
3889 for (i = 0; i < MAX_PLAYERS; i++)
3891 stored_player[i].connected = FALSE;
3893 // in network game mode, the local player might not be the first player
3894 if (stored_player[i].connected_locally)
3895 local_player = &stored_player[i];
3898 if (!network.enabled)
3899 local_player->connected = TRUE;
3903 for (i = 0; i < MAX_PLAYERS; i++)
3904 stored_player[i].connected = tape.player_participates[i];
3906 else if (network.enabled)
3908 // add team mode players connected over the network (needed for correct
3909 // assignment of player figures from level to locally playing players)
3911 for (i = 0; i < MAX_PLAYERS; i++)
3912 if (stored_player[i].connected_network)
3913 stored_player[i].connected = TRUE;
3915 else if (game.team_mode)
3917 // try to guess locally connected team mode players (needed for correct
3918 // assignment of player figures from level to locally playing players)
3920 for (i = 0; i < MAX_PLAYERS; i++)
3921 if (setup.input[i].use_joystick ||
3922 setup.input[i].key.left != KSYM_UNDEFINED)
3923 stored_player[i].connected = TRUE;
3926 #if DEBUG_INIT_PLAYER
3927 DebugPrintPlayerStatus("Player status after level initialization");
3930 #if DEBUG_INIT_PLAYER
3932 printf("Reassigning players ...\n");
3935 // check if any connected player was not found in playfield
3936 for (i = 0; i < MAX_PLAYERS; i++)
3938 struct PlayerInfo *player = &stored_player[i];
3940 if (player->connected && !player->present)
3942 struct PlayerInfo *field_player = NULL;
3944 #if DEBUG_INIT_PLAYER
3946 printf("- looking for field player for player %d ...\n", i + 1);
3949 // assign first free player found that is present in the playfield
3951 // first try: look for unmapped playfield player that is not connected
3952 for (j = 0; j < MAX_PLAYERS; j++)
3953 if (field_player == NULL &&
3954 stored_player[j].present &&
3955 !stored_player[j].mapped &&
3956 !stored_player[j].connected)
3957 field_player = &stored_player[j];
3959 // second try: look for *any* unmapped playfield player
3960 for (j = 0; j < MAX_PLAYERS; j++)
3961 if (field_player == NULL &&
3962 stored_player[j].present &&
3963 !stored_player[j].mapped)
3964 field_player = &stored_player[j];
3966 if (field_player != NULL)
3968 int jx = field_player->jx, jy = field_player->jy;
3970 #if DEBUG_INIT_PLAYER
3972 printf("- found player %d\n", field_player->index_nr + 1);
3975 player->present = FALSE;
3976 player->active = FALSE;
3978 field_player->present = TRUE;
3979 field_player->active = TRUE;
3982 player->initial_element = field_player->initial_element;
3983 player->artwork_element = field_player->artwork_element;
3985 player->block_last_field = field_player->block_last_field;
3986 player->block_delay_adjustment = field_player->block_delay_adjustment;
3989 StorePlayer[jx][jy] = field_player->element_nr;
3991 field_player->jx = field_player->last_jx = jx;
3992 field_player->jy = field_player->last_jy = jy;
3994 if (local_player == player)
3995 local_player = field_player;
3997 map_player_action[field_player->index_nr] = i;
3999 field_player->mapped = TRUE;
4001 #if DEBUG_INIT_PLAYER
4003 printf("- map_player_action[%d] == %d\n",
4004 field_player->index_nr + 1, i + 1);
4009 if (player->connected && player->present)
4010 player->mapped = TRUE;
4013 #if DEBUG_INIT_PLAYER
4014 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4019 // check if any connected player was not found in playfield
4020 for (i = 0; i < MAX_PLAYERS; i++)
4022 struct PlayerInfo *player = &stored_player[i];
4024 if (player->connected && !player->present)
4026 for (j = 0; j < MAX_PLAYERS; j++)
4028 struct PlayerInfo *field_player = &stored_player[j];
4029 int jx = field_player->jx, jy = field_player->jy;
4031 // assign first free player found that is present in the playfield
4032 if (field_player->present && !field_player->connected)
4034 player->present = TRUE;
4035 player->active = TRUE;
4037 field_player->present = FALSE;
4038 field_player->active = FALSE;
4040 player->initial_element = field_player->initial_element;
4041 player->artwork_element = field_player->artwork_element;
4043 player->block_last_field = field_player->block_last_field;
4044 player->block_delay_adjustment = field_player->block_delay_adjustment;
4046 StorePlayer[jx][jy] = player->element_nr;
4048 player->jx = player->last_jx = jx;
4049 player->jy = player->last_jy = jy;
4059 printf("::: local_player->present == %d\n", local_player->present);
4062 // set focus to local player for network games, else to all players
4063 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4064 game.centered_player_nr_next = game.centered_player_nr;
4065 game.set_centered_player = FALSE;
4066 game.set_centered_player_wrap = FALSE;
4068 if (network_playing && tape.recording)
4070 // store client dependent player focus when recording network games
4071 tape.centered_player_nr_next = game.centered_player_nr_next;
4072 tape.set_centered_player = TRUE;
4077 // when playing a tape, eliminate all players who do not participate
4079 #if USE_NEW_PLAYER_ASSIGNMENTS
4081 if (!game.team_mode)
4083 for (i = 0; i < MAX_PLAYERS; i++)
4085 if (stored_player[i].active &&
4086 !tape.player_participates[map_player_action[i]])
4088 struct PlayerInfo *player = &stored_player[i];
4089 int jx = player->jx, jy = player->jy;
4091 #if DEBUG_INIT_PLAYER
4093 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
4096 player->active = FALSE;
4097 StorePlayer[jx][jy] = 0;
4098 Feld[jx][jy] = EL_EMPTY;
4105 for (i = 0; i < MAX_PLAYERS; i++)
4107 if (stored_player[i].active &&
4108 !tape.player_participates[i])
4110 struct PlayerInfo *player = &stored_player[i];
4111 int jx = player->jx, jy = player->jy;
4113 player->active = FALSE;
4114 StorePlayer[jx][jy] = 0;
4115 Feld[jx][jy] = EL_EMPTY;
4120 else if (!network.enabled && !game.team_mode) // && !tape.playing
4122 // when in single player mode, eliminate all but the local player
4124 for (i = 0; i < MAX_PLAYERS; i++)
4126 struct PlayerInfo *player = &stored_player[i];
4128 if (player->active && player != local_player)
4130 int jx = player->jx, jy = player->jy;
4132 player->active = FALSE;
4133 player->present = FALSE;
4135 StorePlayer[jx][jy] = 0;
4136 Feld[jx][jy] = EL_EMPTY;
4141 for (i = 0; i < MAX_PLAYERS; i++)
4142 if (stored_player[i].active)
4143 game.players_still_needed++;
4145 if (level.solved_by_one_player)
4146 game.players_still_needed = 1;
4148 // when recording the game, store which players take part in the game
4151 #if USE_NEW_PLAYER_ASSIGNMENTS
4152 for (i = 0; i < MAX_PLAYERS; i++)
4153 if (stored_player[i].connected)
4154 tape.player_participates[i] = TRUE;
4156 for (i = 0; i < MAX_PLAYERS; i++)
4157 if (stored_player[i].active)
4158 tape.player_participates[i] = TRUE;
4162 #if DEBUG_INIT_PLAYER
4163 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4166 if (BorderElement == EL_EMPTY)
4169 SBX_Right = lev_fieldx - SCR_FIELDX;
4171 SBY_Lower = lev_fieldy - SCR_FIELDY;
4176 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4178 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4181 if (full_lev_fieldx <= SCR_FIELDX)
4182 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4183 if (full_lev_fieldy <= SCR_FIELDY)
4184 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4186 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4188 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4191 // if local player not found, look for custom element that might create
4192 // the player (make some assumptions about the right custom element)
4193 if (!local_player->present)
4195 int start_x = 0, start_y = 0;
4196 int found_rating = 0;
4197 int found_element = EL_UNDEFINED;
4198 int player_nr = local_player->index_nr;
4200 SCAN_PLAYFIELD(x, y)
4202 int element = Feld[x][y];
4207 if (level.use_start_element[player_nr] &&
4208 level.start_element[player_nr] == element &&
4215 found_element = element;
4218 if (!IS_CUSTOM_ELEMENT(element))
4221 if (CAN_CHANGE(element))
4223 for (i = 0; i < element_info[element].num_change_pages; i++)
4225 // check for player created from custom element as single target
4226 content = element_info[element].change_page[i].target_element;
4227 is_player = ELEM_IS_PLAYER(content);
4229 if (is_player && (found_rating < 3 ||
4230 (found_rating == 3 && element < found_element)))
4236 found_element = element;
4241 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4243 // check for player created from custom element as explosion content
4244 content = element_info[element].content.e[xx][yy];
4245 is_player = ELEM_IS_PLAYER(content);
4247 if (is_player && (found_rating < 2 ||
4248 (found_rating == 2 && element < found_element)))
4250 start_x = x + xx - 1;
4251 start_y = y + yy - 1;
4254 found_element = element;
4257 if (!CAN_CHANGE(element))
4260 for (i = 0; i < element_info[element].num_change_pages; i++)
4262 // check for player created from custom element as extended target
4264 element_info[element].change_page[i].target_content.e[xx][yy];
4266 is_player = ELEM_IS_PLAYER(content);
4268 if (is_player && (found_rating < 1 ||
4269 (found_rating == 1 && element < found_element)))
4271 start_x = x + xx - 1;
4272 start_y = y + yy - 1;
4275 found_element = element;
4281 scroll_x = SCROLL_POSITION_X(start_x);
4282 scroll_y = SCROLL_POSITION_Y(start_y);
4286 scroll_x = SCROLL_POSITION_X(local_player->jx);
4287 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4290 // !!! FIX THIS (START) !!!
4291 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4293 InitGameEngine_EM();
4295 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4297 InitGameEngine_SP();
4299 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4301 InitGameEngine_MM();
4305 DrawLevel(REDRAW_FIELD);
4308 // after drawing the level, correct some elements
4309 if (game.timegate_time_left == 0)
4310 CloseAllOpenTimegates();
4313 // blit playfield from scroll buffer to normal back buffer for fading in
4314 BlitScreenToBitmap(backbuffer);
4315 // !!! FIX THIS (END) !!!
4317 DrawMaskedBorder(fade_mask);
4322 // full screen redraw is required at this point in the following cases:
4323 // - special editor door undrawn when game was started from level editor
4324 // - drawing area (playfield) was changed and has to be removed completely
4325 redraw_mask = REDRAW_ALL;
4329 if (!game.restart_level)
4331 // copy default game door content to main double buffer
4333 // !!! CHECK AGAIN !!!
4334 SetPanelBackground();
4335 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4336 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4339 SetPanelBackground();
4340 SetDrawBackgroundMask(REDRAW_DOOR_1);
4342 UpdateAndDisplayGameControlValues();
4344 if (!game.restart_level)
4350 CreateGameButtons();
4355 // copy actual game door content to door double buffer for OpenDoor()
4356 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4358 OpenDoor(DOOR_OPEN_ALL);
4360 KeyboardAutoRepeatOffUnlessAutoplay();
4362 #if DEBUG_INIT_PLAYER
4363 DebugPrintPlayerStatus("Player status (final)");
4372 if (!game.restart_level && !tape.playing)
4374 LevelStats_incPlayed(level_nr);
4376 SaveLevelSetup_SeriesInfo();
4379 game.restart_level = FALSE;
4380 game.restart_game_message = NULL;
4381 game.request_active = FALSE;
4383 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4384 InitGameActions_MM();
4386 SaveEngineSnapshotToListInitial();
4388 if (!game.restart_level)
4390 PlaySound(SND_GAME_STARTING);
4392 if (setup.sound_music)
4397 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4398 int actual_player_x, int actual_player_y)
4400 // this is used for non-R'n'D game engines to update certain engine values
4402 // needed to determine if sounds are played within the visible screen area
4403 scroll_x = actual_scroll_x;
4404 scroll_y = actual_scroll_y;
4406 // needed to get player position for "follow finger" playing input method
4407 local_player->jx = actual_player_x;
4408 local_player->jy = actual_player_y;
4411 void InitMovDir(int x, int y)
4413 int i, element = Feld[x][y];
4414 static int xy[4][2] =
4421 static int direction[3][4] =
4423 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4424 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4425 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4434 Feld[x][y] = EL_BUG;
4435 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4438 case EL_SPACESHIP_RIGHT:
4439 case EL_SPACESHIP_UP:
4440 case EL_SPACESHIP_LEFT:
4441 case EL_SPACESHIP_DOWN:
4442 Feld[x][y] = EL_SPACESHIP;
4443 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4446 case EL_BD_BUTTERFLY_RIGHT:
4447 case EL_BD_BUTTERFLY_UP:
4448 case EL_BD_BUTTERFLY_LEFT:
4449 case EL_BD_BUTTERFLY_DOWN:
4450 Feld[x][y] = EL_BD_BUTTERFLY;
4451 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4454 case EL_BD_FIREFLY_RIGHT:
4455 case EL_BD_FIREFLY_UP:
4456 case EL_BD_FIREFLY_LEFT:
4457 case EL_BD_FIREFLY_DOWN:
4458 Feld[x][y] = EL_BD_FIREFLY;
4459 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4462 case EL_PACMAN_RIGHT:
4464 case EL_PACMAN_LEFT:
4465 case EL_PACMAN_DOWN:
4466 Feld[x][y] = EL_PACMAN;
4467 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4470 case EL_YAMYAM_LEFT:
4471 case EL_YAMYAM_RIGHT:
4473 case EL_YAMYAM_DOWN:
4474 Feld[x][y] = EL_YAMYAM;
4475 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4478 case EL_SP_SNIKSNAK:
4479 MovDir[x][y] = MV_UP;
4482 case EL_SP_ELECTRON:
4483 MovDir[x][y] = MV_LEFT;
4490 Feld[x][y] = EL_MOLE;
4491 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4494 case EL_SPRING_LEFT:
4495 case EL_SPRING_RIGHT:
4496 Feld[x][y] = EL_SPRING;
4497 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4501 if (IS_CUSTOM_ELEMENT(element))
4503 struct ElementInfo *ei = &element_info[element];
4504 int move_direction_initial = ei->move_direction_initial;
4505 int move_pattern = ei->move_pattern;
4507 if (move_direction_initial == MV_START_PREVIOUS)
4509 if (MovDir[x][y] != MV_NONE)
4512 move_direction_initial = MV_START_AUTOMATIC;
4515 if (move_direction_initial == MV_START_RANDOM)
4516 MovDir[x][y] = 1 << RND(4);
4517 else if (move_direction_initial & MV_ANY_DIRECTION)
4518 MovDir[x][y] = move_direction_initial;
4519 else if (move_pattern == MV_ALL_DIRECTIONS ||
4520 move_pattern == MV_TURNING_LEFT ||
4521 move_pattern == MV_TURNING_RIGHT ||
4522 move_pattern == MV_TURNING_LEFT_RIGHT ||
4523 move_pattern == MV_TURNING_RIGHT_LEFT ||
4524 move_pattern == MV_TURNING_RANDOM)
4525 MovDir[x][y] = 1 << RND(4);
4526 else if (move_pattern == MV_HORIZONTAL)
4527 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4528 else if (move_pattern == MV_VERTICAL)
4529 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4530 else if (move_pattern & MV_ANY_DIRECTION)
4531 MovDir[x][y] = element_info[element].move_pattern;
4532 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4533 move_pattern == MV_ALONG_RIGHT_SIDE)
4535 // use random direction as default start direction
4536 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4537 MovDir[x][y] = 1 << RND(4);
4539 for (i = 0; i < NUM_DIRECTIONS; i++)
4541 int x1 = x + xy[i][0];
4542 int y1 = y + xy[i][1];
4544 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4546 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4547 MovDir[x][y] = direction[0][i];
4549 MovDir[x][y] = direction[1][i];
4558 MovDir[x][y] = 1 << RND(4);
4560 if (element != EL_BUG &&
4561 element != EL_SPACESHIP &&
4562 element != EL_BD_BUTTERFLY &&
4563 element != EL_BD_FIREFLY)
4566 for (i = 0; i < NUM_DIRECTIONS; i++)
4568 int x1 = x + xy[i][0];
4569 int y1 = y + xy[i][1];
4571 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4573 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4575 MovDir[x][y] = direction[0][i];
4578 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4579 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4581 MovDir[x][y] = direction[1][i];
4590 GfxDir[x][y] = MovDir[x][y];
4593 void InitAmoebaNr(int x, int y)
4596 int group_nr = AmoebeNachbarNr(x, y);
4600 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4602 if (AmoebaCnt[i] == 0)
4610 AmoebaNr[x][y] = group_nr;
4611 AmoebaCnt[group_nr]++;
4612 AmoebaCnt2[group_nr]++;
4615 static void LevelSolved(void)
4617 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4618 game.players_still_needed > 0)
4621 game.LevelSolved = TRUE;
4622 game.GameOver = TRUE;
4624 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4625 game_em.lev->score :
4626 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4629 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4630 MM_HEALTH(game_mm.laser_overload_value) :
4633 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4634 game.LevelSolved_CountingScore = game.score_final;
4635 game.LevelSolved_CountingHealth = game.health_final;
4640 static int time_count_steps;
4641 static int time, time_final;
4642 static int score, score_final;
4643 static int health, health_final;
4644 static int game_over_delay_1 = 0;
4645 static int game_over_delay_2 = 0;
4646 static int game_over_delay_3 = 0;
4647 int game_over_delay_value_1 = 50;
4648 int game_over_delay_value_2 = 25;
4649 int game_over_delay_value_3 = 50;
4651 if (!game.LevelSolved_GameWon)
4655 // do not start end game actions before the player stops moving (to exit)
4656 if (local_player->active && local_player->MovPos)
4659 game.LevelSolved_GameWon = TRUE;
4660 game.LevelSolved_SaveTape = tape.recording;
4661 game.LevelSolved_SaveScore = !tape.playing;
4665 LevelStats_incSolved(level_nr);
4667 SaveLevelSetup_SeriesInfo();
4670 if (tape.auto_play) // tape might already be stopped here
4671 tape.auto_play_level_solved = TRUE;
4675 game_over_delay_1 = 0;
4676 game_over_delay_2 = 0;
4677 game_over_delay_3 = game_over_delay_value_3;
4679 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4680 score = score_final = game.score_final;
4681 health = health_final = game.health_final;
4683 if (level.score[SC_TIME_BONUS] > 0)
4688 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4690 else if (game.no_time_limit && TimePlayed < 999)
4693 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4696 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4698 game_over_delay_1 = game_over_delay_value_1;
4700 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4703 score_final += health * level.score[SC_TIME_BONUS];
4705 game_over_delay_2 = game_over_delay_value_2;
4708 game.score_final = score_final;
4709 game.health_final = health_final;
4712 if (level_editor_test_game)
4715 score = score_final;
4717 game.LevelSolved_CountingTime = time;
4718 game.LevelSolved_CountingScore = score;
4720 game_panel_controls[GAME_PANEL_TIME].value = time;
4721 game_panel_controls[GAME_PANEL_SCORE].value = score;
4723 DisplayGameControlValues();
4726 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4728 // check if last player has left the level
4729 if (game.exit_x >= 0 &&
4732 int x = game.exit_x;
4733 int y = game.exit_y;
4734 int element = Feld[x][y];
4736 // close exit door after last player
4737 if ((game.all_players_gone &&
4738 (element == EL_EXIT_OPEN ||
4739 element == EL_SP_EXIT_OPEN ||
4740 element == EL_STEEL_EXIT_OPEN)) ||
4741 element == EL_EM_EXIT_OPEN ||
4742 element == EL_EM_STEEL_EXIT_OPEN)
4746 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4747 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4748 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4749 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4750 EL_EM_STEEL_EXIT_CLOSING);
4752 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4755 // player disappears
4756 DrawLevelField(x, y);
4759 for (i = 0; i < MAX_PLAYERS; i++)
4761 struct PlayerInfo *player = &stored_player[i];
4763 if (player->present)
4765 RemovePlayer(player);
4767 // player disappears
4768 DrawLevelField(player->jx, player->jy);
4773 PlaySound(SND_GAME_WINNING);
4776 if (game_over_delay_1 > 0)
4778 game_over_delay_1--;
4783 if (time != time_final)
4785 int time_to_go = ABS(time_final - time);
4786 int time_count_dir = (time < time_final ? +1 : -1);
4788 if (time_to_go < time_count_steps)
4789 time_count_steps = 1;
4791 time += time_count_steps * time_count_dir;
4792 score += time_count_steps * level.score[SC_TIME_BONUS];
4794 game.LevelSolved_CountingTime = time;
4795 game.LevelSolved_CountingScore = score;
4797 game_panel_controls[GAME_PANEL_TIME].value = time;
4798 game_panel_controls[GAME_PANEL_SCORE].value = score;
4800 DisplayGameControlValues();
4802 if (time == time_final)
4803 StopSound(SND_GAME_LEVELTIME_BONUS);
4804 else if (setup.sound_loops)
4805 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4807 PlaySound(SND_GAME_LEVELTIME_BONUS);
4812 if (game_over_delay_2 > 0)
4814 game_over_delay_2--;
4819 if (health != health_final)
4821 int health_count_dir = (health < health_final ? +1 : -1);
4823 health += health_count_dir;
4824 score += level.score[SC_TIME_BONUS];
4826 game.LevelSolved_CountingHealth = health;
4827 game.LevelSolved_CountingScore = score;
4829 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4830 game_panel_controls[GAME_PANEL_SCORE].value = score;
4832 DisplayGameControlValues();
4834 if (health == health_final)
4835 StopSound(SND_GAME_LEVELTIME_BONUS);
4836 else if (setup.sound_loops)
4837 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4839 PlaySound(SND_GAME_LEVELTIME_BONUS);
4844 game.panel.active = FALSE;
4846 if (game_over_delay_3 > 0)
4848 game_over_delay_3--;
4858 // used instead of "level_nr" (needed for network games)
4859 int last_level_nr = levelset.level_nr;
4862 game.LevelSolved_GameEnd = TRUE;
4864 if (game.LevelSolved_SaveTape)
4866 // make sure that request dialog to save tape does not open door again
4867 if (!global.use_envelope_request)
4868 CloseDoor(DOOR_CLOSE_1);
4870 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4873 // if no tape is to be saved, close both doors simultaneously
4874 CloseDoor(DOOR_CLOSE_ALL);
4876 if (level_editor_test_game)
4878 SetGameStatus(GAME_MODE_MAIN);
4885 if (!game.LevelSolved_SaveScore)
4887 SetGameStatus(GAME_MODE_MAIN);
4894 if (level_nr == leveldir_current->handicap_level)
4896 leveldir_current->handicap_level++;
4898 SaveLevelSetup_SeriesInfo();
4901 if (setup.increment_levels &&
4902 level_nr < leveldir_current->last_level &&
4905 level_nr++; // advance to next level
4906 TapeErase(); // start with empty tape
4908 if (setup.auto_play_next_level)
4910 LoadLevel(level_nr);
4912 SaveLevelSetup_SeriesInfo();
4916 hi_pos = NewHiScore(last_level_nr);
4918 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4920 SetGameStatus(GAME_MODE_SCORES);
4922 DrawHallOfFame(last_level_nr, hi_pos);
4924 else if (setup.auto_play_next_level && setup.increment_levels &&
4925 last_level_nr < leveldir_current->last_level &&
4928 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4932 SetGameStatus(GAME_MODE_MAIN);
4938 int NewHiScore(int level_nr)
4942 boolean one_score_entry_per_name = !program.many_scores_per_name;
4944 LoadScore(level_nr);
4946 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4947 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4950 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4952 if (game.score_final > highscore[k].Score)
4954 // player has made it to the hall of fame
4956 if (k < MAX_SCORE_ENTRIES - 1)
4958 int m = MAX_SCORE_ENTRIES - 1;
4960 if (one_score_entry_per_name)
4962 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4963 if (strEqual(setup.player_name, highscore[l].Name))
4966 if (m == k) // player's new highscore overwrites his old one
4970 for (l = m; l > k; l--)
4972 strcpy(highscore[l].Name, highscore[l - 1].Name);
4973 highscore[l].Score = highscore[l - 1].Score;
4979 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4980 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4981 highscore[k].Score = game.score_final;
4986 else if (one_score_entry_per_name &&
4987 !strncmp(setup.player_name, highscore[k].Name,
4988 MAX_PLAYER_NAME_LEN))
4989 break; // player already there with a higher score
4993 SaveScore(level_nr);
4998 static int getElementMoveStepsizeExt(int x, int y, int direction)
5000 int element = Feld[x][y];
5001 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5002 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5003 int horiz_move = (dx != 0);
5004 int sign = (horiz_move ? dx : dy);
5005 int step = sign * element_info[element].move_stepsize;
5007 // special values for move stepsize for spring and things on conveyor belt
5010 if (CAN_FALL(element) &&
5011 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5012 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5013 else if (element == EL_SPRING)
5014 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5020 static int getElementMoveStepsize(int x, int y)
5022 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5025 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5027 if (player->GfxAction != action || player->GfxDir != dir)
5029 player->GfxAction = action;
5030 player->GfxDir = dir;
5032 player->StepFrame = 0;
5036 static void ResetGfxFrame(int x, int y)
5038 // profiling showed that "autotest" spends 10~20% of its time in this function
5039 if (DrawingDeactivatedField())
5042 int element = Feld[x][y];
5043 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5045 if (graphic_info[graphic].anim_global_sync)
5046 GfxFrame[x][y] = FrameCounter;
5047 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5048 GfxFrame[x][y] = CustomValue[x][y];
5049 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5050 GfxFrame[x][y] = element_info[element].collect_score;
5051 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5052 GfxFrame[x][y] = ChangeDelay[x][y];
5055 static void ResetGfxAnimation(int x, int y)
5057 GfxAction[x][y] = ACTION_DEFAULT;
5058 GfxDir[x][y] = MovDir[x][y];
5061 ResetGfxFrame(x, y);
5064 static void ResetRandomAnimationValue(int x, int y)
5066 GfxRandom[x][y] = INIT_GFX_RANDOM();
5069 static void InitMovingField(int x, int y, int direction)
5071 int element = Feld[x][y];
5072 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5073 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5076 boolean is_moving_before, is_moving_after;
5078 // check if element was/is moving or being moved before/after mode change
5079 is_moving_before = (WasJustMoving[x][y] != 0);
5080 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5082 // reset animation only for moving elements which change direction of moving
5083 // or which just started or stopped moving
5084 // (else CEs with property "can move" / "not moving" are reset each frame)
5085 if (is_moving_before != is_moving_after ||
5086 direction != MovDir[x][y])
5087 ResetGfxAnimation(x, y);
5089 MovDir[x][y] = direction;
5090 GfxDir[x][y] = direction;
5092 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5093 direction == MV_DOWN && CAN_FALL(element) ?
5094 ACTION_FALLING : ACTION_MOVING);
5096 // this is needed for CEs with property "can move" / "not moving"
5098 if (is_moving_after)
5100 if (Feld[newx][newy] == EL_EMPTY)
5101 Feld[newx][newy] = EL_BLOCKED;
5103 MovDir[newx][newy] = MovDir[x][y];
5105 CustomValue[newx][newy] = CustomValue[x][y];
5107 GfxFrame[newx][newy] = GfxFrame[x][y];
5108 GfxRandom[newx][newy] = GfxRandom[x][y];
5109 GfxAction[newx][newy] = GfxAction[x][y];
5110 GfxDir[newx][newy] = GfxDir[x][y];
5114 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5116 int direction = MovDir[x][y];
5117 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5118 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5124 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5126 int oldx = x, oldy = y;
5127 int direction = MovDir[x][y];
5129 if (direction == MV_LEFT)
5131 else if (direction == MV_RIGHT)
5133 else if (direction == MV_UP)
5135 else if (direction == MV_DOWN)
5138 *comes_from_x = oldx;
5139 *comes_from_y = oldy;
5142 static int MovingOrBlocked2Element(int x, int y)
5144 int element = Feld[x][y];
5146 if (element == EL_BLOCKED)
5150 Blocked2Moving(x, y, &oldx, &oldy);
5151 return Feld[oldx][oldy];
5157 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5159 // like MovingOrBlocked2Element(), but if element is moving
5160 // and (x,y) is the field the moving element is just leaving,
5161 // return EL_BLOCKED instead of the element value
5162 int element = Feld[x][y];
5164 if (IS_MOVING(x, y))
5166 if (element == EL_BLOCKED)
5170 Blocked2Moving(x, y, &oldx, &oldy);
5171 return Feld[oldx][oldy];
5180 static void RemoveField(int x, int y)
5182 Feld[x][y] = EL_EMPTY;
5188 CustomValue[x][y] = 0;
5191 ChangeDelay[x][y] = 0;
5192 ChangePage[x][y] = -1;
5193 Pushed[x][y] = FALSE;
5195 GfxElement[x][y] = EL_UNDEFINED;
5196 GfxAction[x][y] = ACTION_DEFAULT;
5197 GfxDir[x][y] = MV_NONE;
5200 static void RemoveMovingField(int x, int y)
5202 int oldx = x, oldy = y, newx = x, newy = y;
5203 int element = Feld[x][y];
5204 int next_element = EL_UNDEFINED;
5206 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5209 if (IS_MOVING(x, y))
5211 Moving2Blocked(x, y, &newx, &newy);
5213 if (Feld[newx][newy] != EL_BLOCKED)
5215 // element is moving, but target field is not free (blocked), but
5216 // already occupied by something different (example: acid pool);
5217 // in this case, only remove the moving field, but not the target
5219 RemoveField(oldx, oldy);
5221 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5223 TEST_DrawLevelField(oldx, oldy);
5228 else if (element == EL_BLOCKED)
5230 Blocked2Moving(x, y, &oldx, &oldy);
5231 if (!IS_MOVING(oldx, oldy))
5235 if (element == EL_BLOCKED &&
5236 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5237 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5238 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5239 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5240 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5241 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5242 next_element = get_next_element(Feld[oldx][oldy]);
5244 RemoveField(oldx, oldy);
5245 RemoveField(newx, newy);
5247 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5249 if (next_element != EL_UNDEFINED)
5250 Feld[oldx][oldy] = next_element;
5252 TEST_DrawLevelField(oldx, oldy);
5253 TEST_DrawLevelField(newx, newy);
5256 void DrawDynamite(int x, int y)
5258 int sx = SCREENX(x), sy = SCREENY(y);
5259 int graphic = el2img(Feld[x][y]);
5262 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5265 if (IS_WALKABLE_INSIDE(Back[x][y]))
5269 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5270 else if (Store[x][y])
5271 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5273 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5275 if (Back[x][y] || Store[x][y])
5276 DrawGraphicThruMask(sx, sy, graphic, frame);
5278 DrawGraphic(sx, sy, graphic, frame);
5281 static void CheckDynamite(int x, int y)
5283 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5287 if (MovDelay[x][y] != 0)
5290 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5296 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5301 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5303 boolean num_checked_players = 0;
5306 for (i = 0; i < MAX_PLAYERS; i++)
5308 if (stored_player[i].active)
5310 int sx = stored_player[i].jx;
5311 int sy = stored_player[i].jy;
5313 if (num_checked_players == 0)
5320 *sx1 = MIN(*sx1, sx);
5321 *sy1 = MIN(*sy1, sy);
5322 *sx2 = MAX(*sx2, sx);
5323 *sy2 = MAX(*sy2, sy);
5326 num_checked_players++;
5331 static boolean checkIfAllPlayersFitToScreen_RND(void)
5333 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5335 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5337 return (sx2 - sx1 < SCR_FIELDX &&
5338 sy2 - sy1 < SCR_FIELDY);
5341 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5343 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5345 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5347 *sx = (sx1 + sx2) / 2;
5348 *sy = (sy1 + sy2) / 2;
5351 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5352 boolean center_screen, boolean quick_relocation)
5354 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5355 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5356 boolean no_delay = (tape.warp_forward);
5357 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5358 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5359 int new_scroll_x, new_scroll_y;
5361 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5363 // case 1: quick relocation inside visible screen (without scrolling)
5370 if (!level.shifted_relocation || center_screen)
5372 // relocation _with_ centering of screen
5374 new_scroll_x = SCROLL_POSITION_X(x);
5375 new_scroll_y = SCROLL_POSITION_Y(y);
5379 // relocation _without_ centering of screen
5381 int center_scroll_x = SCROLL_POSITION_X(old_x);
5382 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5383 int offset_x = x + (scroll_x - center_scroll_x);
5384 int offset_y = y + (scroll_y - center_scroll_y);
5386 // for new screen position, apply previous offset to center position
5387 new_scroll_x = SCROLL_POSITION_X(offset_x);
5388 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5391 if (quick_relocation)
5393 // case 2: quick relocation (redraw without visible scrolling)
5395 scroll_x = new_scroll_x;
5396 scroll_y = new_scroll_y;
5403 // case 3: visible relocation (with scrolling to new position)
5405 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5407 SetVideoFrameDelay(wait_delay_value);
5409 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5411 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5412 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5414 if (dx == 0 && dy == 0) // no scrolling needed at all
5420 // set values for horizontal/vertical screen scrolling (half tile size)
5421 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5422 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5423 int pos_x = dx * TILEX / 2;
5424 int pos_y = dy * TILEY / 2;
5425 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5426 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5428 ScrollLevel(dx, dy);
5431 // scroll in two steps of half tile size to make things smoother
5432 BlitScreenToBitmapExt_RND(window, fx, fy);
5434 // scroll second step to align at full tile size
5435 BlitScreenToBitmap(window);
5441 SetVideoFrameDelay(frame_delay_value_old);
5444 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5446 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5447 int player_nr = GET_PLAYER_NR(el_player);
5448 struct PlayerInfo *player = &stored_player[player_nr];
5449 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5450 boolean no_delay = (tape.warp_forward);
5451 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5452 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5453 int old_jx = player->jx;
5454 int old_jy = player->jy;
5455 int old_element = Feld[old_jx][old_jy];
5456 int element = Feld[jx][jy];
5457 boolean player_relocated = (old_jx != jx || old_jy != jy);
5459 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5460 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5461 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5462 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5463 int leave_side_horiz = move_dir_horiz;
5464 int leave_side_vert = move_dir_vert;
5465 int enter_side = enter_side_horiz | enter_side_vert;
5466 int leave_side = leave_side_horiz | leave_side_vert;
5468 if (player->buried) // do not reanimate dead player
5471 if (!player_relocated) // no need to relocate the player
5474 if (IS_PLAYER(jx, jy)) // player already placed at new position
5476 RemoveField(jx, jy); // temporarily remove newly placed player
5477 DrawLevelField(jx, jy);
5480 if (player->present)
5482 while (player->MovPos)
5484 ScrollPlayer(player, SCROLL_GO_ON);
5485 ScrollScreen(NULL, SCROLL_GO_ON);
5487 AdvanceFrameAndPlayerCounters(player->index_nr);
5491 BackToFront_WithFrameDelay(wait_delay_value);
5494 DrawPlayer(player); // needed here only to cleanup last field
5495 DrawLevelField(player->jx, player->jy); // remove player graphic
5497 player->is_moving = FALSE;
5500 if (IS_CUSTOM_ELEMENT(old_element))
5501 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5503 player->index_bit, leave_side);
5505 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5507 player->index_bit, leave_side);
5509 Feld[jx][jy] = el_player;
5510 InitPlayerField(jx, jy, el_player, TRUE);
5512 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5513 possible that the relocation target field did not contain a player element,
5514 but a walkable element, to which the new player was relocated -- in this
5515 case, restore that (already initialized!) element on the player field */
5516 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5518 Feld[jx][jy] = element; // restore previously existing element
5521 // only visually relocate centered player
5522 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5523 FALSE, level.instant_relocation);
5525 TestIfPlayerTouchesBadThing(jx, jy);
5526 TestIfPlayerTouchesCustomElement(jx, jy);
5528 if (IS_CUSTOM_ELEMENT(element))
5529 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5530 player->index_bit, enter_side);
5532 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5533 player->index_bit, enter_side);
5535 if (player->is_switching)
5537 /* ensure that relocation while still switching an element does not cause
5538 a new element to be treated as also switched directly after relocation
5539 (this is important for teleporter switches that teleport the player to
5540 a place where another teleporter switch is in the same direction, which
5541 would then incorrectly be treated as immediately switched before the
5542 direction key that caused the switch was released) */
5544 player->switch_x += jx - old_jx;
5545 player->switch_y += jy - old_jy;
5549 static void Explode(int ex, int ey, int phase, int mode)
5555 // !!! eliminate this variable !!!
5556 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5558 if (game.explosions_delayed)
5560 ExplodeField[ex][ey] = mode;
5564 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5566 int center_element = Feld[ex][ey];
5567 int artwork_element, explosion_element; // set these values later
5569 // remove things displayed in background while burning dynamite
5570 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5573 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5575 // put moving element to center field (and let it explode there)
5576 center_element = MovingOrBlocked2Element(ex, ey);
5577 RemoveMovingField(ex, ey);
5578 Feld[ex][ey] = center_element;
5581 // now "center_element" is finally determined -- set related values now
5582 artwork_element = center_element; // for custom player artwork
5583 explosion_element = center_element; // for custom player artwork
5585 if (IS_PLAYER(ex, ey))
5587 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5589 artwork_element = stored_player[player_nr].artwork_element;
5591 if (level.use_explosion_element[player_nr])
5593 explosion_element = level.explosion_element[player_nr];
5594 artwork_element = explosion_element;
5598 if (mode == EX_TYPE_NORMAL ||
5599 mode == EX_TYPE_CENTER ||
5600 mode == EX_TYPE_CROSS)
5601 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5603 last_phase = element_info[explosion_element].explosion_delay + 1;
5605 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5607 int xx = x - ex + 1;
5608 int yy = y - ey + 1;
5611 if (!IN_LEV_FIELD(x, y) ||
5612 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5613 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5616 element = Feld[x][y];
5618 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5620 element = MovingOrBlocked2Element(x, y);
5622 if (!IS_EXPLOSION_PROOF(element))
5623 RemoveMovingField(x, y);
5626 // indestructible elements can only explode in center (but not flames)
5627 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5628 mode == EX_TYPE_BORDER)) ||
5629 element == EL_FLAMES)
5632 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5633 behaviour, for example when touching a yamyam that explodes to rocks
5634 with active deadly shield, a rock is created under the player !!! */
5635 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5637 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5638 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5639 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5641 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5644 if (IS_ACTIVE_BOMB(element))
5646 // re-activate things under the bomb like gate or penguin
5647 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5654 // save walkable background elements while explosion on same tile
5655 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5656 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5657 Back[x][y] = element;
5659 // ignite explodable elements reached by other explosion
5660 if (element == EL_EXPLOSION)
5661 element = Store2[x][y];
5663 if (AmoebaNr[x][y] &&
5664 (element == EL_AMOEBA_FULL ||
5665 element == EL_BD_AMOEBA ||
5666 element == EL_AMOEBA_GROWING))
5668 AmoebaCnt[AmoebaNr[x][y]]--;
5669 AmoebaCnt2[AmoebaNr[x][y]]--;
5674 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5676 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5678 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5680 if (PLAYERINFO(ex, ey)->use_murphy)
5681 Store[x][y] = EL_EMPTY;
5684 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5685 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5686 else if (ELEM_IS_PLAYER(center_element))
5687 Store[x][y] = EL_EMPTY;
5688 else if (center_element == EL_YAMYAM)
5689 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5690 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5691 Store[x][y] = element_info[center_element].content.e[xx][yy];
5693 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5694 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5695 // otherwise) -- FIX THIS !!!
5696 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5697 Store[x][y] = element_info[element].content.e[1][1];
5699 else if (!CAN_EXPLODE(element))
5700 Store[x][y] = element_info[element].content.e[1][1];
5703 Store[x][y] = EL_EMPTY;
5705 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5706 center_element == EL_AMOEBA_TO_DIAMOND)
5707 Store2[x][y] = element;
5709 Feld[x][y] = EL_EXPLOSION;
5710 GfxElement[x][y] = artwork_element;
5712 ExplodePhase[x][y] = 1;
5713 ExplodeDelay[x][y] = last_phase;
5718 if (center_element == EL_YAMYAM)
5719 game.yamyam_content_nr =
5720 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5732 GfxFrame[x][y] = 0; // restart explosion animation
5734 last_phase = ExplodeDelay[x][y];
5736 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5738 // this can happen if the player leaves an explosion just in time
5739 if (GfxElement[x][y] == EL_UNDEFINED)
5740 GfxElement[x][y] = EL_EMPTY;
5742 border_element = Store2[x][y];
5743 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5744 border_element = StorePlayer[x][y];
5746 if (phase == element_info[border_element].ignition_delay ||
5747 phase == last_phase)
5749 boolean border_explosion = FALSE;
5751 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5752 !PLAYER_EXPLOSION_PROTECTED(x, y))
5754 KillPlayerUnlessExplosionProtected(x, y);
5755 border_explosion = TRUE;
5757 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5759 Feld[x][y] = Store2[x][y];
5762 border_explosion = TRUE;
5764 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5766 AmoebeUmwandeln(x, y);
5768 border_explosion = TRUE;
5771 // if an element just explodes due to another explosion (chain-reaction),
5772 // do not immediately end the new explosion when it was the last frame of
5773 // the explosion (as it would be done in the following "if"-statement!)
5774 if (border_explosion && phase == last_phase)
5778 if (phase == last_phase)
5782 element = Feld[x][y] = Store[x][y];
5783 Store[x][y] = Store2[x][y] = 0;
5784 GfxElement[x][y] = EL_UNDEFINED;
5786 // player can escape from explosions and might therefore be still alive
5787 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5788 element <= EL_PLAYER_IS_EXPLODING_4)
5790 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5791 int explosion_element = EL_PLAYER_1 + player_nr;
5792 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5793 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5795 if (level.use_explosion_element[player_nr])
5796 explosion_element = level.explosion_element[player_nr];
5798 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5799 element_info[explosion_element].content.e[xx][yy]);
5802 // restore probably existing indestructible background element
5803 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5804 element = Feld[x][y] = Back[x][y];
5807 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5808 GfxDir[x][y] = MV_NONE;
5809 ChangeDelay[x][y] = 0;
5810 ChangePage[x][y] = -1;
5812 CustomValue[x][y] = 0;
5814 InitField_WithBug2(x, y, FALSE);
5816 TEST_DrawLevelField(x, y);
5818 TestIfElementTouchesCustomElement(x, y);
5820 if (GFX_CRUMBLED(element))
5821 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5823 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5824 StorePlayer[x][y] = 0;
5826 if (ELEM_IS_PLAYER(element))
5827 RelocatePlayer(x, y, element);
5829 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5831 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5832 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5835 TEST_DrawLevelFieldCrumbled(x, y);
5837 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5839 DrawLevelElement(x, y, Back[x][y]);
5840 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5842 else if (IS_WALKABLE_UNDER(Back[x][y]))
5844 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5845 DrawLevelElementThruMask(x, y, Back[x][y]);
5847 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5848 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5852 static void DynaExplode(int ex, int ey)
5855 int dynabomb_element = Feld[ex][ey];
5856 int dynabomb_size = 1;
5857 boolean dynabomb_xl = FALSE;
5858 struct PlayerInfo *player;
5859 static int xy[4][2] =
5867 if (IS_ACTIVE_BOMB(dynabomb_element))
5869 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5870 dynabomb_size = player->dynabomb_size;
5871 dynabomb_xl = player->dynabomb_xl;
5872 player->dynabombs_left++;
5875 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5877 for (i = 0; i < NUM_DIRECTIONS; i++)
5879 for (j = 1; j <= dynabomb_size; j++)
5881 int x = ex + j * xy[i][0];
5882 int y = ey + j * xy[i][1];
5885 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5888 element = Feld[x][y];
5890 // do not restart explosions of fields with active bombs
5891 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5894 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5896 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5897 !IS_DIGGABLE(element) && !dynabomb_xl)
5903 void Bang(int x, int y)
5905 int element = MovingOrBlocked2Element(x, y);
5906 int explosion_type = EX_TYPE_NORMAL;
5908 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5910 struct PlayerInfo *player = PLAYERINFO(x, y);
5912 element = Feld[x][y] = player->initial_element;
5914 if (level.use_explosion_element[player->index_nr])
5916 int explosion_element = level.explosion_element[player->index_nr];
5918 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5919 explosion_type = EX_TYPE_CROSS;
5920 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5921 explosion_type = EX_TYPE_CENTER;
5929 case EL_BD_BUTTERFLY:
5932 case EL_DARK_YAMYAM:
5936 RaiseScoreElement(element);
5939 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5940 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5941 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5942 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5943 case EL_DYNABOMB_INCREASE_NUMBER:
5944 case EL_DYNABOMB_INCREASE_SIZE:
5945 case EL_DYNABOMB_INCREASE_POWER:
5946 explosion_type = EX_TYPE_DYNA;
5949 case EL_DC_LANDMINE:
5950 explosion_type = EX_TYPE_CENTER;
5955 case EL_LAMP_ACTIVE:
5956 case EL_AMOEBA_TO_DIAMOND:
5957 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5958 explosion_type = EX_TYPE_CENTER;
5962 if (element_info[element].explosion_type == EXPLODES_CROSS)
5963 explosion_type = EX_TYPE_CROSS;
5964 else if (element_info[element].explosion_type == EXPLODES_1X1)
5965 explosion_type = EX_TYPE_CENTER;
5969 if (explosion_type == EX_TYPE_DYNA)
5972 Explode(x, y, EX_PHASE_START, explosion_type);
5974 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5977 static void SplashAcid(int x, int y)
5979 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5980 (!IN_LEV_FIELD(x - 1, y - 2) ||
5981 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5982 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5984 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5985 (!IN_LEV_FIELD(x + 1, y - 2) ||
5986 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5987 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5989 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5992 static void InitBeltMovement(void)
5994 static int belt_base_element[4] =
5996 EL_CONVEYOR_BELT_1_LEFT,
5997 EL_CONVEYOR_BELT_2_LEFT,
5998 EL_CONVEYOR_BELT_3_LEFT,
5999 EL_CONVEYOR_BELT_4_LEFT
6001 static int belt_base_active_element[4] =
6003 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6004 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6005 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6006 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6011 // set frame order for belt animation graphic according to belt direction
6012 for (i = 0; i < NUM_BELTS; i++)
6016 for (j = 0; j < NUM_BELT_PARTS; j++)
6018 int element = belt_base_active_element[belt_nr] + j;
6019 int graphic_1 = el2img(element);
6020 int graphic_2 = el2panelimg(element);
6022 if (game.belt_dir[i] == MV_LEFT)
6024 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6025 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6029 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6030 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6035 SCAN_PLAYFIELD(x, y)
6037 int element = Feld[x][y];
6039 for (i = 0; i < NUM_BELTS; i++)
6041 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6043 int e_belt_nr = getBeltNrFromBeltElement(element);
6046 if (e_belt_nr == belt_nr)
6048 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6050 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6057 static void ToggleBeltSwitch(int x, int y)
6059 static int belt_base_element[4] =
6061 EL_CONVEYOR_BELT_1_LEFT,
6062 EL_CONVEYOR_BELT_2_LEFT,
6063 EL_CONVEYOR_BELT_3_LEFT,
6064 EL_CONVEYOR_BELT_4_LEFT
6066 static int belt_base_active_element[4] =
6068 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6069 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6070 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6071 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6073 static int belt_base_switch_element[4] =
6075 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6076 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6077 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6078 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6080 static int belt_move_dir[4] =
6088 int element = Feld[x][y];
6089 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6090 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6091 int belt_dir = belt_move_dir[belt_dir_nr];
6094 if (!IS_BELT_SWITCH(element))
6097 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6098 game.belt_dir[belt_nr] = belt_dir;
6100 if (belt_dir_nr == 3)
6103 // set frame order for belt animation graphic according to belt direction
6104 for (i = 0; i < NUM_BELT_PARTS; i++)
6106 int element = belt_base_active_element[belt_nr] + i;
6107 int graphic_1 = el2img(element);
6108 int graphic_2 = el2panelimg(element);
6110 if (belt_dir == MV_LEFT)
6112 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6113 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6117 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6118 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6122 SCAN_PLAYFIELD(xx, yy)
6124 int element = Feld[xx][yy];
6126 if (IS_BELT_SWITCH(element))
6128 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6130 if (e_belt_nr == belt_nr)
6132 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6133 TEST_DrawLevelField(xx, yy);
6136 else if (IS_BELT(element) && belt_dir != MV_NONE)
6138 int e_belt_nr = getBeltNrFromBeltElement(element);
6140 if (e_belt_nr == belt_nr)
6142 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6144 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6145 TEST_DrawLevelField(xx, yy);
6148 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6150 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6152 if (e_belt_nr == belt_nr)
6154 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6156 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6157 TEST_DrawLevelField(xx, yy);
6163 static void ToggleSwitchgateSwitch(int x, int y)
6167 game.switchgate_pos = !game.switchgate_pos;
6169 SCAN_PLAYFIELD(xx, yy)
6171 int element = Feld[xx][yy];
6173 if (element == EL_SWITCHGATE_SWITCH_UP)
6175 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6176 TEST_DrawLevelField(xx, yy);
6178 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6180 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6181 TEST_DrawLevelField(xx, yy);
6183 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6185 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6186 TEST_DrawLevelField(xx, yy);
6188 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6190 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6191 TEST_DrawLevelField(xx, yy);
6193 else if (element == EL_SWITCHGATE_OPEN ||
6194 element == EL_SWITCHGATE_OPENING)
6196 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6198 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6200 else if (element == EL_SWITCHGATE_CLOSED ||
6201 element == EL_SWITCHGATE_CLOSING)
6203 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6205 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6210 static int getInvisibleActiveFromInvisibleElement(int element)
6212 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6213 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6214 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6218 static int getInvisibleFromInvisibleActiveElement(int element)
6220 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6221 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6222 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6226 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6230 SCAN_PLAYFIELD(x, y)
6232 int element = Feld[x][y];
6234 if (element == EL_LIGHT_SWITCH &&
6235 game.light_time_left > 0)
6237 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6238 TEST_DrawLevelField(x, y);
6240 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6241 game.light_time_left == 0)
6243 Feld[x][y] = EL_LIGHT_SWITCH;
6244 TEST_DrawLevelField(x, y);
6246 else if (element == EL_EMC_DRIPPER &&
6247 game.light_time_left > 0)
6249 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6250 TEST_DrawLevelField(x, y);
6252 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6253 game.light_time_left == 0)
6255 Feld[x][y] = EL_EMC_DRIPPER;
6256 TEST_DrawLevelField(x, y);
6258 else if (element == EL_INVISIBLE_STEELWALL ||
6259 element == EL_INVISIBLE_WALL ||
6260 element == EL_INVISIBLE_SAND)
6262 if (game.light_time_left > 0)
6263 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6265 TEST_DrawLevelField(x, y);
6267 // uncrumble neighbour fields, if needed
6268 if (element == EL_INVISIBLE_SAND)
6269 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6271 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6272 element == EL_INVISIBLE_WALL_ACTIVE ||
6273 element == EL_INVISIBLE_SAND_ACTIVE)
6275 if (game.light_time_left == 0)
6276 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6278 TEST_DrawLevelField(x, y);
6280 // re-crumble neighbour fields, if needed
6281 if (element == EL_INVISIBLE_SAND)
6282 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6287 static void RedrawAllInvisibleElementsForLenses(void)
6291 SCAN_PLAYFIELD(x, y)
6293 int element = Feld[x][y];
6295 if (element == EL_EMC_DRIPPER &&
6296 game.lenses_time_left > 0)
6298 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6299 TEST_DrawLevelField(x, y);
6301 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6302 game.lenses_time_left == 0)
6304 Feld[x][y] = EL_EMC_DRIPPER;
6305 TEST_DrawLevelField(x, y);
6307 else if (element == EL_INVISIBLE_STEELWALL ||
6308 element == EL_INVISIBLE_WALL ||
6309 element == EL_INVISIBLE_SAND)
6311 if (game.lenses_time_left > 0)
6312 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6314 TEST_DrawLevelField(x, y);
6316 // uncrumble neighbour fields, if needed
6317 if (element == EL_INVISIBLE_SAND)
6318 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6320 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6321 element == EL_INVISIBLE_WALL_ACTIVE ||
6322 element == EL_INVISIBLE_SAND_ACTIVE)
6324 if (game.lenses_time_left == 0)
6325 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6327 TEST_DrawLevelField(x, y);
6329 // re-crumble neighbour fields, if needed
6330 if (element == EL_INVISIBLE_SAND)
6331 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6336 static void RedrawAllInvisibleElementsForMagnifier(void)
6340 SCAN_PLAYFIELD(x, y)
6342 int element = Feld[x][y];
6344 if (element == EL_EMC_FAKE_GRASS &&
6345 game.magnify_time_left > 0)
6347 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6348 TEST_DrawLevelField(x, y);
6350 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6351 game.magnify_time_left == 0)
6353 Feld[x][y] = EL_EMC_FAKE_GRASS;
6354 TEST_DrawLevelField(x, y);
6356 else if (IS_GATE_GRAY(element) &&
6357 game.magnify_time_left > 0)
6359 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6360 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6361 IS_EM_GATE_GRAY(element) ?
6362 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6363 IS_EMC_GATE_GRAY(element) ?
6364 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6365 IS_DC_GATE_GRAY(element) ?
6366 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6368 TEST_DrawLevelField(x, y);
6370 else if (IS_GATE_GRAY_ACTIVE(element) &&
6371 game.magnify_time_left == 0)
6373 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6374 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6375 IS_EM_GATE_GRAY_ACTIVE(element) ?
6376 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6377 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6378 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6379 IS_DC_GATE_GRAY_ACTIVE(element) ?
6380 EL_DC_GATE_WHITE_GRAY :
6382 TEST_DrawLevelField(x, y);
6387 static void ToggleLightSwitch(int x, int y)
6389 int element = Feld[x][y];
6391 game.light_time_left =
6392 (element == EL_LIGHT_SWITCH ?
6393 level.time_light * FRAMES_PER_SECOND : 0);
6395 RedrawAllLightSwitchesAndInvisibleElements();
6398 static void ActivateTimegateSwitch(int x, int y)
6402 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6404 SCAN_PLAYFIELD(xx, yy)
6406 int element = Feld[xx][yy];
6408 if (element == EL_TIMEGATE_CLOSED ||
6409 element == EL_TIMEGATE_CLOSING)
6411 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6412 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6416 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6418 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6419 TEST_DrawLevelField(xx, yy);
6425 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6426 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6429 static void Impact(int x, int y)
6431 boolean last_line = (y == lev_fieldy - 1);
6432 boolean object_hit = FALSE;
6433 boolean impact = (last_line || object_hit);
6434 int element = Feld[x][y];
6435 int smashed = EL_STEELWALL;
6437 if (!last_line) // check if element below was hit
6439 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6442 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6443 MovDir[x][y + 1] != MV_DOWN ||
6444 MovPos[x][y + 1] <= TILEY / 2));
6446 // do not smash moving elements that left the smashed field in time
6447 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6448 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6451 #if USE_QUICKSAND_IMPACT_BUGFIX
6452 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6454 RemoveMovingField(x, y + 1);
6455 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6456 Feld[x][y + 2] = EL_ROCK;
6457 TEST_DrawLevelField(x, y + 2);
6462 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6464 RemoveMovingField(x, y + 1);
6465 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6466 Feld[x][y + 2] = EL_ROCK;
6467 TEST_DrawLevelField(x, y + 2);
6474 smashed = MovingOrBlocked2Element(x, y + 1);
6476 impact = (last_line || object_hit);
6479 if (!last_line && smashed == EL_ACID) // element falls into acid
6481 SplashAcid(x, y + 1);
6485 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6486 // only reset graphic animation if graphic really changes after impact
6488 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6490 ResetGfxAnimation(x, y);
6491 TEST_DrawLevelField(x, y);
6494 if (impact && CAN_EXPLODE_IMPACT(element))
6499 else if (impact && element == EL_PEARL &&
6500 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6502 ResetGfxAnimation(x, y);
6504 Feld[x][y] = EL_PEARL_BREAKING;
6505 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6508 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6510 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6515 if (impact && element == EL_AMOEBA_DROP)
6517 if (object_hit && IS_PLAYER(x, y + 1))
6518 KillPlayerUnlessEnemyProtected(x, y + 1);
6519 else if (object_hit && smashed == EL_PENGUIN)
6523 Feld[x][y] = EL_AMOEBA_GROWING;
6524 Store[x][y] = EL_AMOEBA_WET;
6526 ResetRandomAnimationValue(x, y);
6531 if (object_hit) // check which object was hit
6533 if ((CAN_PASS_MAGIC_WALL(element) &&
6534 (smashed == EL_MAGIC_WALL ||
6535 smashed == EL_BD_MAGIC_WALL)) ||
6536 (CAN_PASS_DC_MAGIC_WALL(element) &&
6537 smashed == EL_DC_MAGIC_WALL))
6540 int activated_magic_wall =
6541 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6542 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6543 EL_DC_MAGIC_WALL_ACTIVE);
6545 // activate magic wall / mill
6546 SCAN_PLAYFIELD(xx, yy)
6548 if (Feld[xx][yy] == smashed)
6549 Feld[xx][yy] = activated_magic_wall;
6552 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6553 game.magic_wall_active = TRUE;
6555 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6556 SND_MAGIC_WALL_ACTIVATING :
6557 smashed == EL_BD_MAGIC_WALL ?
6558 SND_BD_MAGIC_WALL_ACTIVATING :
6559 SND_DC_MAGIC_WALL_ACTIVATING));
6562 if (IS_PLAYER(x, y + 1))
6564 if (CAN_SMASH_PLAYER(element))
6566 KillPlayerUnlessEnemyProtected(x, y + 1);
6570 else if (smashed == EL_PENGUIN)
6572 if (CAN_SMASH_PLAYER(element))
6578 else if (element == EL_BD_DIAMOND)
6580 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6586 else if (((element == EL_SP_INFOTRON ||
6587 element == EL_SP_ZONK) &&
6588 (smashed == EL_SP_SNIKSNAK ||
6589 smashed == EL_SP_ELECTRON ||
6590 smashed == EL_SP_DISK_ORANGE)) ||
6591 (element == EL_SP_INFOTRON &&
6592 smashed == EL_SP_DISK_YELLOW))
6597 else if (CAN_SMASH_EVERYTHING(element))
6599 if (IS_CLASSIC_ENEMY(smashed) ||
6600 CAN_EXPLODE_SMASHED(smashed))
6605 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6607 if (smashed == EL_LAMP ||
6608 smashed == EL_LAMP_ACTIVE)
6613 else if (smashed == EL_NUT)
6615 Feld[x][y + 1] = EL_NUT_BREAKING;
6616 PlayLevelSound(x, y, SND_NUT_BREAKING);
6617 RaiseScoreElement(EL_NUT);
6620 else if (smashed == EL_PEARL)
6622 ResetGfxAnimation(x, y);
6624 Feld[x][y + 1] = EL_PEARL_BREAKING;
6625 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6628 else if (smashed == EL_DIAMOND)
6630 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6631 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6634 else if (IS_BELT_SWITCH(smashed))
6636 ToggleBeltSwitch(x, y + 1);
6638 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6639 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6640 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6641 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6643 ToggleSwitchgateSwitch(x, y + 1);
6645 else if (smashed == EL_LIGHT_SWITCH ||
6646 smashed == EL_LIGHT_SWITCH_ACTIVE)
6648 ToggleLightSwitch(x, y + 1);
6652 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6654 CheckElementChangeBySide(x, y + 1, smashed, element,
6655 CE_SWITCHED, CH_SIDE_TOP);
6656 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6662 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6667 // play sound of magic wall / mill
6669 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6670 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6671 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6673 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6674 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6675 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6676 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6677 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6678 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6683 // play sound of object that hits the ground
6684 if (last_line || object_hit)
6685 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6688 static void TurnRoundExt(int x, int y)
6700 { 0, 0 }, { 0, 0 }, { 0, 0 },
6705 int left, right, back;
6709 { MV_DOWN, MV_UP, MV_RIGHT },
6710 { MV_UP, MV_DOWN, MV_LEFT },
6712 { MV_LEFT, MV_RIGHT, MV_DOWN },
6716 { MV_RIGHT, MV_LEFT, MV_UP }
6719 int element = Feld[x][y];
6720 int move_pattern = element_info[element].move_pattern;
6722 int old_move_dir = MovDir[x][y];
6723 int left_dir = turn[old_move_dir].left;
6724 int right_dir = turn[old_move_dir].right;
6725 int back_dir = turn[old_move_dir].back;
6727 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6728 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6729 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6730 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6732 int left_x = x + left_dx, left_y = y + left_dy;
6733 int right_x = x + right_dx, right_y = y + right_dy;
6734 int move_x = x + move_dx, move_y = y + move_dy;
6738 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6740 TestIfBadThingTouchesOtherBadThing(x, y);
6742 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6743 MovDir[x][y] = right_dir;
6744 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6745 MovDir[x][y] = left_dir;
6747 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6749 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6752 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6754 TestIfBadThingTouchesOtherBadThing(x, y);
6756 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6757 MovDir[x][y] = left_dir;
6758 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6759 MovDir[x][y] = right_dir;
6761 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6763 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6766 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6768 TestIfBadThingTouchesOtherBadThing(x, y);
6770 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6771 MovDir[x][y] = left_dir;
6772 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6773 MovDir[x][y] = right_dir;
6775 if (MovDir[x][y] != old_move_dir)
6778 else if (element == EL_YAMYAM)
6780 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6781 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6783 if (can_turn_left && can_turn_right)
6784 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6785 else if (can_turn_left)
6786 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6787 else if (can_turn_right)
6788 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6790 MovDir[x][y] = back_dir;
6792 MovDelay[x][y] = 16 + 16 * RND(3);
6794 else if (element == EL_DARK_YAMYAM)
6796 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6798 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6801 if (can_turn_left && can_turn_right)
6802 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6803 else if (can_turn_left)
6804 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6805 else if (can_turn_right)
6806 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6808 MovDir[x][y] = back_dir;
6810 MovDelay[x][y] = 16 + 16 * RND(3);
6812 else if (element == EL_PACMAN)
6814 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6815 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6817 if (can_turn_left && can_turn_right)
6818 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6819 else if (can_turn_left)
6820 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6821 else if (can_turn_right)
6822 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6824 MovDir[x][y] = back_dir;
6826 MovDelay[x][y] = 6 + RND(40);
6828 else if (element == EL_PIG)
6830 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6831 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6832 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6833 boolean should_turn_left, should_turn_right, should_move_on;
6835 int rnd = RND(rnd_value);
6837 should_turn_left = (can_turn_left &&
6839 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6840 y + back_dy + left_dy)));
6841 should_turn_right = (can_turn_right &&
6843 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6844 y + back_dy + right_dy)));
6845 should_move_on = (can_move_on &&
6848 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6849 y + move_dy + left_dy) ||
6850 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6851 y + move_dy + right_dy)));
6853 if (should_turn_left || should_turn_right || should_move_on)
6855 if (should_turn_left && should_turn_right && should_move_on)
6856 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6857 rnd < 2 * rnd_value / 3 ? right_dir :
6859 else if (should_turn_left && should_turn_right)
6860 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6861 else if (should_turn_left && should_move_on)
6862 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6863 else if (should_turn_right && should_move_on)
6864 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6865 else if (should_turn_left)
6866 MovDir[x][y] = left_dir;
6867 else if (should_turn_right)
6868 MovDir[x][y] = right_dir;
6869 else if (should_move_on)
6870 MovDir[x][y] = old_move_dir;
6872 else if (can_move_on && rnd > rnd_value / 8)
6873 MovDir[x][y] = old_move_dir;
6874 else if (can_turn_left && can_turn_right)
6875 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6876 else if (can_turn_left && rnd > rnd_value / 8)
6877 MovDir[x][y] = left_dir;
6878 else if (can_turn_right && rnd > rnd_value/8)
6879 MovDir[x][y] = right_dir;
6881 MovDir[x][y] = back_dir;
6883 xx = x + move_xy[MovDir[x][y]].dx;
6884 yy = y + move_xy[MovDir[x][y]].dy;
6886 if (!IN_LEV_FIELD(xx, yy) ||
6887 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6888 MovDir[x][y] = old_move_dir;
6892 else if (element == EL_DRAGON)
6894 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6895 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6896 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6898 int rnd = RND(rnd_value);
6900 if (can_move_on && rnd > rnd_value / 8)
6901 MovDir[x][y] = old_move_dir;
6902 else if (can_turn_left && can_turn_right)
6903 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6904 else if (can_turn_left && rnd > rnd_value / 8)
6905 MovDir[x][y] = left_dir;
6906 else if (can_turn_right && rnd > rnd_value / 8)
6907 MovDir[x][y] = right_dir;
6909 MovDir[x][y] = back_dir;
6911 xx = x + move_xy[MovDir[x][y]].dx;
6912 yy = y + move_xy[MovDir[x][y]].dy;
6914 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6915 MovDir[x][y] = old_move_dir;
6919 else if (element == EL_MOLE)
6921 boolean can_move_on =
6922 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6923 IS_AMOEBOID(Feld[move_x][move_y]) ||
6924 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6927 boolean can_turn_left =
6928 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6929 IS_AMOEBOID(Feld[left_x][left_y])));
6931 boolean can_turn_right =
6932 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6933 IS_AMOEBOID(Feld[right_x][right_y])));
6935 if (can_turn_left && can_turn_right)
6936 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6937 else if (can_turn_left)
6938 MovDir[x][y] = left_dir;
6940 MovDir[x][y] = right_dir;
6943 if (MovDir[x][y] != old_move_dir)
6946 else if (element == EL_BALLOON)
6948 MovDir[x][y] = game.wind_direction;
6951 else if (element == EL_SPRING)
6953 if (MovDir[x][y] & MV_HORIZONTAL)
6955 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6956 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6958 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6959 ResetGfxAnimation(move_x, move_y);
6960 TEST_DrawLevelField(move_x, move_y);
6962 MovDir[x][y] = back_dir;
6964 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6965 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6966 MovDir[x][y] = MV_NONE;
6971 else if (element == EL_ROBOT ||
6972 element == EL_SATELLITE ||
6973 element == EL_PENGUIN ||
6974 element == EL_EMC_ANDROID)
6976 int attr_x = -1, attr_y = -1;
6978 if (game.all_players_gone)
6980 attr_x = game.exit_x;
6981 attr_y = game.exit_y;
6987 for (i = 0; i < MAX_PLAYERS; i++)
6989 struct PlayerInfo *player = &stored_player[i];
6990 int jx = player->jx, jy = player->jy;
6992 if (!player->active)
6996 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7004 if (element == EL_ROBOT &&
7005 game.robot_wheel_x >= 0 &&
7006 game.robot_wheel_y >= 0 &&
7007 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7008 game.engine_version < VERSION_IDENT(3,1,0,0)))
7010 attr_x = game.robot_wheel_x;
7011 attr_y = game.robot_wheel_y;
7014 if (element == EL_PENGUIN)
7017 static int xy[4][2] =
7025 for (i = 0; i < NUM_DIRECTIONS; i++)
7027 int ex = x + xy[i][0];
7028 int ey = y + xy[i][1];
7030 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7031 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7032 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7033 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7042 MovDir[x][y] = MV_NONE;
7044 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7045 else if (attr_x > x)
7046 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7048 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7049 else if (attr_y > y)
7050 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7052 if (element == EL_ROBOT)
7056 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7057 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7058 Moving2Blocked(x, y, &newx, &newy);
7060 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7061 MovDelay[x][y] = 8 + 8 * !RND(3);
7063 MovDelay[x][y] = 16;
7065 else if (element == EL_PENGUIN)
7071 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7073 boolean first_horiz = RND(2);
7074 int new_move_dir = MovDir[x][y];
7077 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7078 Moving2Blocked(x, y, &newx, &newy);
7080 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7084 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7085 Moving2Blocked(x, y, &newx, &newy);
7087 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7090 MovDir[x][y] = old_move_dir;
7094 else if (element == EL_SATELLITE)
7100 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7102 boolean first_horiz = RND(2);
7103 int new_move_dir = MovDir[x][y];
7106 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7107 Moving2Blocked(x, y, &newx, &newy);
7109 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7113 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7114 Moving2Blocked(x, y, &newx, &newy);
7116 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7119 MovDir[x][y] = old_move_dir;
7123 else if (element == EL_EMC_ANDROID)
7125 static int check_pos[16] =
7127 -1, // 0 => (invalid)
7130 -1, // 3 => (invalid)
7132 0, // 5 => MV_LEFT | MV_UP
7133 2, // 6 => MV_RIGHT | MV_UP
7134 -1, // 7 => (invalid)
7136 6, // 9 => MV_LEFT | MV_DOWN
7137 4, // 10 => MV_RIGHT | MV_DOWN
7138 -1, // 11 => (invalid)
7139 -1, // 12 => (invalid)
7140 -1, // 13 => (invalid)
7141 -1, // 14 => (invalid)
7142 -1, // 15 => (invalid)
7150 { -1, -1, MV_LEFT | MV_UP },
7152 { +1, -1, MV_RIGHT | MV_UP },
7153 { +1, 0, MV_RIGHT },
7154 { +1, +1, MV_RIGHT | MV_DOWN },
7156 { -1, +1, MV_LEFT | MV_DOWN },
7159 int start_pos, check_order;
7160 boolean can_clone = FALSE;
7163 // check if there is any free field around current position
7164 for (i = 0; i < 8; i++)
7166 int newx = x + check_xy[i].dx;
7167 int newy = y + check_xy[i].dy;
7169 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7177 if (can_clone) // randomly find an element to clone
7181 start_pos = check_pos[RND(8)];
7182 check_order = (RND(2) ? -1 : +1);
7184 for (i = 0; i < 8; i++)
7186 int pos_raw = start_pos + i * check_order;
7187 int pos = (pos_raw + 8) % 8;
7188 int newx = x + check_xy[pos].dx;
7189 int newy = y + check_xy[pos].dy;
7191 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7193 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7194 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7196 Store[x][y] = Feld[newx][newy];
7205 if (can_clone) // randomly find a direction to move
7209 start_pos = check_pos[RND(8)];
7210 check_order = (RND(2) ? -1 : +1);
7212 for (i = 0; i < 8; i++)
7214 int pos_raw = start_pos + i * check_order;
7215 int pos = (pos_raw + 8) % 8;
7216 int newx = x + check_xy[pos].dx;
7217 int newy = y + check_xy[pos].dy;
7218 int new_move_dir = check_xy[pos].dir;
7220 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7222 MovDir[x][y] = new_move_dir;
7223 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7232 if (can_clone) // cloning and moving successful
7235 // cannot clone -- try to move towards player
7237 start_pos = check_pos[MovDir[x][y] & 0x0f];
7238 check_order = (RND(2) ? -1 : +1);
7240 for (i = 0; i < 3; i++)
7242 // first check start_pos, then previous/next or (next/previous) pos
7243 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7244 int pos = (pos_raw + 8) % 8;
7245 int newx = x + check_xy[pos].dx;
7246 int newy = y + check_xy[pos].dy;
7247 int new_move_dir = check_xy[pos].dir;
7249 if (IS_PLAYER(newx, newy))
7252 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7254 MovDir[x][y] = new_move_dir;
7255 MovDelay[x][y] = level.android_move_time * 8 + 1;
7262 else if (move_pattern == MV_TURNING_LEFT ||
7263 move_pattern == MV_TURNING_RIGHT ||
7264 move_pattern == MV_TURNING_LEFT_RIGHT ||
7265 move_pattern == MV_TURNING_RIGHT_LEFT ||
7266 move_pattern == MV_TURNING_RANDOM ||
7267 move_pattern == MV_ALL_DIRECTIONS)
7269 boolean can_turn_left =
7270 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7271 boolean can_turn_right =
7272 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7274 if (element_info[element].move_stepsize == 0) // "not moving"
7277 if (move_pattern == MV_TURNING_LEFT)
7278 MovDir[x][y] = left_dir;
7279 else if (move_pattern == MV_TURNING_RIGHT)
7280 MovDir[x][y] = right_dir;
7281 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7282 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7283 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7284 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7285 else if (move_pattern == MV_TURNING_RANDOM)
7286 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7287 can_turn_right && !can_turn_left ? right_dir :
7288 RND(2) ? left_dir : right_dir);
7289 else if (can_turn_left && can_turn_right)
7290 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7291 else if (can_turn_left)
7292 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7293 else if (can_turn_right)
7294 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7296 MovDir[x][y] = back_dir;
7298 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7300 else if (move_pattern == MV_HORIZONTAL ||
7301 move_pattern == MV_VERTICAL)
7303 if (move_pattern & old_move_dir)
7304 MovDir[x][y] = back_dir;
7305 else if (move_pattern == MV_HORIZONTAL)
7306 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7307 else if (move_pattern == MV_VERTICAL)
7308 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7310 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7312 else if (move_pattern & MV_ANY_DIRECTION)
7314 MovDir[x][y] = move_pattern;
7315 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7317 else if (move_pattern & MV_WIND_DIRECTION)
7319 MovDir[x][y] = game.wind_direction;
7320 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7322 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7324 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7325 MovDir[x][y] = left_dir;
7326 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7327 MovDir[x][y] = right_dir;
7329 if (MovDir[x][y] != old_move_dir)
7330 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7332 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7334 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7335 MovDir[x][y] = right_dir;
7336 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7337 MovDir[x][y] = left_dir;
7339 if (MovDir[x][y] != old_move_dir)
7340 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7342 else if (move_pattern == MV_TOWARDS_PLAYER ||
7343 move_pattern == MV_AWAY_FROM_PLAYER)
7345 int attr_x = -1, attr_y = -1;
7347 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7349 if (game.all_players_gone)
7351 attr_x = game.exit_x;
7352 attr_y = game.exit_y;
7358 for (i = 0; i < MAX_PLAYERS; i++)
7360 struct PlayerInfo *player = &stored_player[i];
7361 int jx = player->jx, jy = player->jy;
7363 if (!player->active)
7367 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7375 MovDir[x][y] = MV_NONE;
7377 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7378 else if (attr_x > x)
7379 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7381 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7382 else if (attr_y > y)
7383 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7385 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7387 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7389 boolean first_horiz = RND(2);
7390 int new_move_dir = MovDir[x][y];
7392 if (element_info[element].move_stepsize == 0) // "not moving"
7394 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7395 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7401 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7402 Moving2Blocked(x, y, &newx, &newy);
7404 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7408 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7409 Moving2Blocked(x, y, &newx, &newy);
7411 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7414 MovDir[x][y] = old_move_dir;
7417 else if (move_pattern == MV_WHEN_PUSHED ||
7418 move_pattern == MV_WHEN_DROPPED)
7420 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7421 MovDir[x][y] = MV_NONE;
7425 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7427 static int test_xy[7][2] =
7437 static int test_dir[7] =
7447 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7448 int move_preference = -1000000; // start with very low preference
7449 int new_move_dir = MV_NONE;
7450 int start_test = RND(4);
7453 for (i = 0; i < NUM_DIRECTIONS; i++)
7455 int move_dir = test_dir[start_test + i];
7456 int move_dir_preference;
7458 xx = x + test_xy[start_test + i][0];
7459 yy = y + test_xy[start_test + i][1];
7461 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7462 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7464 new_move_dir = move_dir;
7469 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7472 move_dir_preference = -1 * RunnerVisit[xx][yy];
7473 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7474 move_dir_preference = PlayerVisit[xx][yy];
7476 if (move_dir_preference > move_preference)
7478 // prefer field that has not been visited for the longest time
7479 move_preference = move_dir_preference;
7480 new_move_dir = move_dir;
7482 else if (move_dir_preference == move_preference &&
7483 move_dir == old_move_dir)
7485 // prefer last direction when all directions are preferred equally
7486 move_preference = move_dir_preference;
7487 new_move_dir = move_dir;
7491 MovDir[x][y] = new_move_dir;
7492 if (old_move_dir != new_move_dir)
7493 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7497 static void TurnRound(int x, int y)
7499 int direction = MovDir[x][y];
7503 GfxDir[x][y] = MovDir[x][y];
7505 if (direction != MovDir[x][y])
7509 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7511 ResetGfxFrame(x, y);
7514 static boolean JustBeingPushed(int x, int y)
7518 for (i = 0; i < MAX_PLAYERS; i++)
7520 struct PlayerInfo *player = &stored_player[i];
7522 if (player->active && player->is_pushing && player->MovPos)
7524 int next_jx = player->jx + (player->jx - player->last_jx);
7525 int next_jy = player->jy + (player->jy - player->last_jy);
7527 if (x == next_jx && y == next_jy)
7535 static void StartMoving(int x, int y)
7537 boolean started_moving = FALSE; // some elements can fall _and_ move
7538 int element = Feld[x][y];
7543 if (MovDelay[x][y] == 0)
7544 GfxAction[x][y] = ACTION_DEFAULT;
7546 if (CAN_FALL(element) && y < lev_fieldy - 1)
7548 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7549 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7550 if (JustBeingPushed(x, y))
7553 if (element == EL_QUICKSAND_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7561 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7562 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7563 Store[x][y] = EL_ROCK;
7565 Store[x][y] = EL_ROCK;
7568 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7570 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7572 if (!MovDelay[x][y])
7574 MovDelay[x][y] = TILEY + 1;
7576 ResetGfxAnimation(x, y);
7577 ResetGfxAnimation(x, y + 1);
7582 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7583 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7590 Feld[x][y] = EL_QUICKSAND_EMPTY;
7591 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7592 Store[x][y + 1] = Store[x][y];
7595 PlayLevelSoundAction(x, y, ACTION_FILLING);
7597 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7599 if (!MovDelay[x][y])
7601 MovDelay[x][y] = TILEY + 1;
7603 ResetGfxAnimation(x, y);
7604 ResetGfxAnimation(x, y + 1);
7609 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7610 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7617 Feld[x][y] = EL_QUICKSAND_EMPTY;
7618 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7619 Store[x][y + 1] = Store[x][y];
7622 PlayLevelSoundAction(x, y, ACTION_FILLING);
7625 else if (element == EL_QUICKSAND_FAST_FULL)
7627 if (IS_FREE(x, y + 1))
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7633 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7634 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7635 Store[x][y] = EL_ROCK;
7637 Store[x][y] = EL_ROCK;
7640 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7642 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7644 if (!MovDelay[x][y])
7646 MovDelay[x][y] = TILEY + 1;
7648 ResetGfxAnimation(x, y);
7649 ResetGfxAnimation(x, y + 1);
7654 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7655 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7662 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7663 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7664 Store[x][y + 1] = Store[x][y];
7667 PlayLevelSoundAction(x, y, ACTION_FILLING);
7669 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7671 if (!MovDelay[x][y])
7673 MovDelay[x][y] = TILEY + 1;
7675 ResetGfxAnimation(x, y);
7676 ResetGfxAnimation(x, y + 1);
7681 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7682 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7689 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7690 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7691 Store[x][y + 1] = Store[x][y];
7694 PlayLevelSoundAction(x, y, ACTION_FILLING);
7697 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7698 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7700 InitMovingField(x, y, MV_DOWN);
7701 started_moving = TRUE;
7703 Feld[x][y] = EL_QUICKSAND_FILLING;
7704 Store[x][y] = element;
7706 PlayLevelSoundAction(x, y, ACTION_FILLING);
7708 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7709 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7711 InitMovingField(x, y, MV_DOWN);
7712 started_moving = TRUE;
7714 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7715 Store[x][y] = element;
7717 PlayLevelSoundAction(x, y, ACTION_FILLING);
7719 else if (element == EL_MAGIC_WALL_FULL)
7721 if (IS_FREE(x, y + 1))
7723 InitMovingField(x, y, MV_DOWN);
7724 started_moving = TRUE;
7726 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7727 Store[x][y] = EL_CHANGED(Store[x][y]);
7729 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7731 if (!MovDelay[x][y])
7732 MovDelay[x][y] = TILEY / 4 + 1;
7741 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7742 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7743 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7747 else if (element == EL_BD_MAGIC_WALL_FULL)
7749 if (IS_FREE(x, y + 1))
7751 InitMovingField(x, y, MV_DOWN);
7752 started_moving = TRUE;
7754 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7755 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7757 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7759 if (!MovDelay[x][y])
7760 MovDelay[x][y] = TILEY / 4 + 1;
7769 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7770 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7771 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7775 else if (element == EL_DC_MAGIC_WALL_FULL)
7777 if (IS_FREE(x, y + 1))
7779 InitMovingField(x, y, MV_DOWN);
7780 started_moving = TRUE;
7782 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7783 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7785 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7787 if (!MovDelay[x][y])
7788 MovDelay[x][y] = TILEY / 4 + 1;
7797 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7798 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7799 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7803 else if ((CAN_PASS_MAGIC_WALL(element) &&
7804 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7805 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7806 (CAN_PASS_DC_MAGIC_WALL(element) &&
7807 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7810 InitMovingField(x, y, MV_DOWN);
7811 started_moving = TRUE;
7814 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7815 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7816 EL_DC_MAGIC_WALL_FILLING);
7817 Store[x][y] = element;
7819 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7821 SplashAcid(x, y + 1);
7823 InitMovingField(x, y, MV_DOWN);
7824 started_moving = TRUE;
7826 Store[x][y] = EL_ACID;
7829 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7830 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7831 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7832 CAN_FALL(element) && WasJustFalling[x][y] &&
7833 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7835 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7836 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7837 (Feld[x][y + 1] == EL_BLOCKED)))
7839 /* this is needed for a special case not covered by calling "Impact()"
7840 from "ContinueMoving()": if an element moves to a tile directly below
7841 another element which was just falling on that tile (which was empty
7842 in the previous frame), the falling element above would just stop
7843 instead of smashing the element below (in previous version, the above
7844 element was just checked for "moving" instead of "falling", resulting
7845 in incorrect smashes caused by horizontal movement of the above
7846 element; also, the case of the player being the element to smash was
7847 simply not covered here... :-/ ) */
7849 CheckCollision[x][y] = 0;
7850 CheckImpact[x][y] = 0;
7854 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7856 if (MovDir[x][y] == MV_NONE)
7858 InitMovingField(x, y, MV_DOWN);
7859 started_moving = TRUE;
7862 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7864 if (WasJustFalling[x][y]) // prevent animation from being restarted
7865 MovDir[x][y] = MV_DOWN;
7867 InitMovingField(x, y, MV_DOWN);
7868 started_moving = TRUE;
7870 else if (element == EL_AMOEBA_DROP)
7872 Feld[x][y] = EL_AMOEBA_GROWING;
7873 Store[x][y] = EL_AMOEBA_WET;
7875 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7876 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7877 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7878 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7880 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7881 (IS_FREE(x - 1, y + 1) ||
7882 Feld[x - 1][y + 1] == EL_ACID));
7883 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7884 (IS_FREE(x + 1, y + 1) ||
7885 Feld[x + 1][y + 1] == EL_ACID));
7886 boolean can_fall_any = (can_fall_left || can_fall_right);
7887 boolean can_fall_both = (can_fall_left && can_fall_right);
7888 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7890 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7892 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7893 can_fall_right = FALSE;
7894 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7895 can_fall_left = FALSE;
7896 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7897 can_fall_right = FALSE;
7898 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7899 can_fall_left = FALSE;
7901 can_fall_any = (can_fall_left || can_fall_right);
7902 can_fall_both = FALSE;
7907 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7908 can_fall_right = FALSE; // slip down on left side
7910 can_fall_left = !(can_fall_right = RND(2));
7912 can_fall_both = FALSE;
7917 // if not determined otherwise, prefer left side for slipping down
7918 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7919 started_moving = TRUE;
7922 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7924 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7925 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7926 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7927 int belt_dir = game.belt_dir[belt_nr];
7929 if ((belt_dir == MV_LEFT && left_is_free) ||
7930 (belt_dir == MV_RIGHT && right_is_free))
7932 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7934 InitMovingField(x, y, belt_dir);
7935 started_moving = TRUE;
7937 Pushed[x][y] = TRUE;
7938 Pushed[nextx][y] = TRUE;
7940 GfxAction[x][y] = ACTION_DEFAULT;
7944 MovDir[x][y] = 0; // if element was moving, stop it
7949 // not "else if" because of elements that can fall and move (EL_SPRING)
7950 if (CAN_MOVE(element) && !started_moving)
7952 int move_pattern = element_info[element].move_pattern;
7955 Moving2Blocked(x, y, &newx, &newy);
7957 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7960 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7961 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7963 WasJustMoving[x][y] = 0;
7964 CheckCollision[x][y] = 0;
7966 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7968 if (Feld[x][y] != element) // element has changed
7972 if (!MovDelay[x][y]) // start new movement phase
7974 // all objects that can change their move direction after each step
7975 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7977 if (element != EL_YAMYAM &&
7978 element != EL_DARK_YAMYAM &&
7979 element != EL_PACMAN &&
7980 !(move_pattern & MV_ANY_DIRECTION) &&
7981 move_pattern != MV_TURNING_LEFT &&
7982 move_pattern != MV_TURNING_RIGHT &&
7983 move_pattern != MV_TURNING_LEFT_RIGHT &&
7984 move_pattern != MV_TURNING_RIGHT_LEFT &&
7985 move_pattern != MV_TURNING_RANDOM)
7989 if (MovDelay[x][y] && (element == EL_BUG ||
7990 element == EL_SPACESHIP ||
7991 element == EL_SP_SNIKSNAK ||
7992 element == EL_SP_ELECTRON ||
7993 element == EL_MOLE))
7994 TEST_DrawLevelField(x, y);
7998 if (MovDelay[x][y]) // wait some time before next movement
8002 if (element == EL_ROBOT ||
8003 element == EL_YAMYAM ||
8004 element == EL_DARK_YAMYAM)
8006 DrawLevelElementAnimationIfNeeded(x, y, element);
8007 PlayLevelSoundAction(x, y, ACTION_WAITING);
8009 else if (element == EL_SP_ELECTRON)
8010 DrawLevelElementAnimationIfNeeded(x, y, element);
8011 else if (element == EL_DRAGON)
8014 int dir = MovDir[x][y];
8015 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8016 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8017 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8018 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8019 dir == MV_UP ? IMG_FLAMES_1_UP :
8020 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8021 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8023 GfxAction[x][y] = ACTION_ATTACKING;
8025 if (IS_PLAYER(x, y))
8026 DrawPlayerField(x, y);
8028 TEST_DrawLevelField(x, y);
8030 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8032 for (i = 1; i <= 3; i++)
8034 int xx = x + i * dx;
8035 int yy = y + i * dy;
8036 int sx = SCREENX(xx);
8037 int sy = SCREENY(yy);
8038 int flame_graphic = graphic + (i - 1);
8040 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8045 int flamed = MovingOrBlocked2Element(xx, yy);
8047 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8050 RemoveMovingField(xx, yy);
8052 ChangeDelay[xx][yy] = 0;
8054 Feld[xx][yy] = EL_FLAMES;
8056 if (IN_SCR_FIELD(sx, sy))
8058 TEST_DrawLevelFieldCrumbled(xx, yy);
8059 DrawGraphic(sx, sy, flame_graphic, frame);
8064 if (Feld[xx][yy] == EL_FLAMES)
8065 Feld[xx][yy] = EL_EMPTY;
8066 TEST_DrawLevelField(xx, yy);
8071 if (MovDelay[x][y]) // element still has to wait some time
8073 PlayLevelSoundAction(x, y, ACTION_WAITING);
8079 // now make next step
8081 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8083 if (DONT_COLLIDE_WITH(element) &&
8084 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8085 !PLAYER_ENEMY_PROTECTED(newx, newy))
8087 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8092 else if (CAN_MOVE_INTO_ACID(element) &&
8093 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8094 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8095 (MovDir[x][y] == MV_DOWN ||
8096 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8098 SplashAcid(newx, newy);
8099 Store[x][y] = EL_ACID;
8101 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8103 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8104 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8105 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8106 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8109 TEST_DrawLevelField(x, y);
8111 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8112 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8113 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8115 game.friends_still_needed--;
8116 if (!game.friends_still_needed &&
8118 game.all_players_gone)
8123 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8125 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8126 TEST_DrawLevelField(newx, newy);
8128 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8130 else if (!IS_FREE(newx, newy))
8132 GfxAction[x][y] = ACTION_WAITING;
8134 if (IS_PLAYER(x, y))
8135 DrawPlayerField(x, y);
8137 TEST_DrawLevelField(x, y);
8142 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8144 if (IS_FOOD_PIG(Feld[newx][newy]))
8146 if (IS_MOVING(newx, newy))
8147 RemoveMovingField(newx, newy);
8150 Feld[newx][newy] = EL_EMPTY;
8151 TEST_DrawLevelField(newx, newy);
8154 PlayLevelSound(x, y, SND_PIG_DIGGING);
8156 else if (!IS_FREE(newx, newy))
8158 if (IS_PLAYER(x, y))
8159 DrawPlayerField(x, y);
8161 TEST_DrawLevelField(x, y);
8166 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8168 if (Store[x][y] != EL_EMPTY)
8170 boolean can_clone = FALSE;
8173 // check if element to clone is still there
8174 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8176 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8184 // cannot clone or target field not free anymore -- do not clone
8185 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8186 Store[x][y] = EL_EMPTY;
8189 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8191 if (IS_MV_DIAGONAL(MovDir[x][y]))
8193 int diagonal_move_dir = MovDir[x][y];
8194 int stored = Store[x][y];
8195 int change_delay = 8;
8198 // android is moving diagonally
8200 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8202 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8203 GfxElement[x][y] = EL_EMC_ANDROID;
8204 GfxAction[x][y] = ACTION_SHRINKING;
8205 GfxDir[x][y] = diagonal_move_dir;
8206 ChangeDelay[x][y] = change_delay;
8208 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8211 DrawLevelGraphicAnimation(x, y, graphic);
8212 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8214 if (Feld[newx][newy] == EL_ACID)
8216 SplashAcid(newx, newy);
8221 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8223 Store[newx][newy] = EL_EMC_ANDROID;
8224 GfxElement[newx][newy] = EL_EMC_ANDROID;
8225 GfxAction[newx][newy] = ACTION_GROWING;
8226 GfxDir[newx][newy] = diagonal_move_dir;
8227 ChangeDelay[newx][newy] = change_delay;
8229 graphic = el_act_dir2img(GfxElement[newx][newy],
8230 GfxAction[newx][newy], GfxDir[newx][newy]);
8232 DrawLevelGraphicAnimation(newx, newy, graphic);
8233 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8239 Feld[newx][newy] = EL_EMPTY;
8240 TEST_DrawLevelField(newx, newy);
8242 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8245 else if (!IS_FREE(newx, newy))
8250 else if (IS_CUSTOM_ELEMENT(element) &&
8251 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8253 if (!DigFieldByCE(newx, newy, element))
8256 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8258 RunnerVisit[x][y] = FrameCounter;
8259 PlayerVisit[x][y] /= 8; // expire player visit path
8262 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8264 if (!IS_FREE(newx, newy))
8266 if (IS_PLAYER(x, y))
8267 DrawPlayerField(x, y);
8269 TEST_DrawLevelField(x, y);
8275 boolean wanna_flame = !RND(10);
8276 int dx = newx - x, dy = newy - y;
8277 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8278 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8279 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8280 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8281 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8282 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8285 IS_CLASSIC_ENEMY(element1) ||
8286 IS_CLASSIC_ENEMY(element2)) &&
8287 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8288 element1 != EL_FLAMES && element2 != EL_FLAMES)
8290 ResetGfxAnimation(x, y);
8291 GfxAction[x][y] = ACTION_ATTACKING;
8293 if (IS_PLAYER(x, y))
8294 DrawPlayerField(x, y);
8296 TEST_DrawLevelField(x, y);
8298 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8300 MovDelay[x][y] = 50;
8302 Feld[newx][newy] = EL_FLAMES;
8303 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8304 Feld[newx1][newy1] = EL_FLAMES;
8305 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8306 Feld[newx2][newy2] = EL_FLAMES;
8312 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8313 Feld[newx][newy] == EL_DIAMOND)
8315 if (IS_MOVING(newx, newy))
8316 RemoveMovingField(newx, newy);
8319 Feld[newx][newy] = EL_EMPTY;
8320 TEST_DrawLevelField(newx, newy);
8323 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8325 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8326 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8328 if (AmoebaNr[newx][newy])
8330 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8331 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8332 Feld[newx][newy] == EL_BD_AMOEBA)
8333 AmoebaCnt[AmoebaNr[newx][newy]]--;
8336 if (IS_MOVING(newx, newy))
8338 RemoveMovingField(newx, newy);
8342 Feld[newx][newy] = EL_EMPTY;
8343 TEST_DrawLevelField(newx, newy);
8346 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8348 else if ((element == EL_PACMAN || element == EL_MOLE)
8349 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8351 if (AmoebaNr[newx][newy])
8353 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8354 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8355 Feld[newx][newy] == EL_BD_AMOEBA)
8356 AmoebaCnt[AmoebaNr[newx][newy]]--;
8359 if (element == EL_MOLE)
8361 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8362 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8364 ResetGfxAnimation(x, y);
8365 GfxAction[x][y] = ACTION_DIGGING;
8366 TEST_DrawLevelField(x, y);
8368 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8370 return; // wait for shrinking amoeba
8372 else // element == EL_PACMAN
8374 Feld[newx][newy] = EL_EMPTY;
8375 TEST_DrawLevelField(newx, newy);
8376 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8379 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8380 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8381 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8383 // wait for shrinking amoeba to completely disappear
8386 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8388 // object was running against a wall
8392 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8393 DrawLevelElementAnimation(x, y, element);
8395 if (DONT_TOUCH(element))
8396 TestIfBadThingTouchesPlayer(x, y);
8401 InitMovingField(x, y, MovDir[x][y]);
8403 PlayLevelSoundAction(x, y, ACTION_MOVING);
8407 ContinueMoving(x, y);
8410 void ContinueMoving(int x, int y)
8412 int element = Feld[x][y];
8413 struct ElementInfo *ei = &element_info[element];
8414 int direction = MovDir[x][y];
8415 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8416 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8417 int newx = x + dx, newy = y + dy;
8418 int stored = Store[x][y];
8419 int stored_new = Store[newx][newy];
8420 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8421 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8422 boolean last_line = (newy == lev_fieldy - 1);
8424 MovPos[x][y] += getElementMoveStepsize(x, y);
8426 if (pushed_by_player) // special case: moving object pushed by player
8427 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8429 if (ABS(MovPos[x][y]) < TILEX)
8431 TEST_DrawLevelField(x, y);
8433 return; // element is still moving
8436 // element reached destination field
8438 Feld[x][y] = EL_EMPTY;
8439 Feld[newx][newy] = element;
8440 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8442 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8444 element = Feld[newx][newy] = EL_ACID;
8446 else if (element == EL_MOLE)
8448 Feld[x][y] = EL_SAND;
8450 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8452 else if (element == EL_QUICKSAND_FILLING)
8454 element = Feld[newx][newy] = get_next_element(element);
8455 Store[newx][newy] = Store[x][y];
8457 else if (element == EL_QUICKSAND_EMPTYING)
8459 Feld[x][y] = get_next_element(element);
8460 element = Feld[newx][newy] = Store[x][y];
8462 else if (element == EL_QUICKSAND_FAST_FILLING)
8464 element = Feld[newx][newy] = get_next_element(element);
8465 Store[newx][newy] = Store[x][y];
8467 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8469 Feld[x][y] = get_next_element(element);
8470 element = Feld[newx][newy] = Store[x][y];
8472 else if (element == EL_MAGIC_WALL_FILLING)
8474 element = Feld[newx][newy] = get_next_element(element);
8475 if (!game.magic_wall_active)
8476 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8477 Store[newx][newy] = Store[x][y];
8479 else if (element == EL_MAGIC_WALL_EMPTYING)
8481 Feld[x][y] = get_next_element(element);
8482 if (!game.magic_wall_active)
8483 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8484 element = Feld[newx][newy] = Store[x][y];
8486 InitField(newx, newy, FALSE);
8488 else if (element == EL_BD_MAGIC_WALL_FILLING)
8490 element = Feld[newx][newy] = get_next_element(element);
8491 if (!game.magic_wall_active)
8492 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8493 Store[newx][newy] = Store[x][y];
8495 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8497 Feld[x][y] = get_next_element(element);
8498 if (!game.magic_wall_active)
8499 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8500 element = Feld[newx][newy] = Store[x][y];
8502 InitField(newx, newy, FALSE);
8504 else if (element == EL_DC_MAGIC_WALL_FILLING)
8506 element = Feld[newx][newy] = get_next_element(element);
8507 if (!game.magic_wall_active)
8508 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8509 Store[newx][newy] = Store[x][y];
8511 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8513 Feld[x][y] = get_next_element(element);
8514 if (!game.magic_wall_active)
8515 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8516 element = Feld[newx][newy] = Store[x][y];
8518 InitField(newx, newy, FALSE);
8520 else if (element == EL_AMOEBA_DROPPING)
8522 Feld[x][y] = get_next_element(element);
8523 element = Feld[newx][newy] = Store[x][y];
8525 else if (element == EL_SOKOBAN_OBJECT)
8528 Feld[x][y] = Back[x][y];
8530 if (Back[newx][newy])
8531 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8533 Back[x][y] = Back[newx][newy] = 0;
8536 Store[x][y] = EL_EMPTY;
8541 MovDelay[newx][newy] = 0;
8543 if (CAN_CHANGE_OR_HAS_ACTION(element))
8545 // copy element change control values to new field
8546 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8547 ChangePage[newx][newy] = ChangePage[x][y];
8548 ChangeCount[newx][newy] = ChangeCount[x][y];
8549 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8552 CustomValue[newx][newy] = CustomValue[x][y];
8554 ChangeDelay[x][y] = 0;
8555 ChangePage[x][y] = -1;
8556 ChangeCount[x][y] = 0;
8557 ChangeEvent[x][y] = -1;
8559 CustomValue[x][y] = 0;
8561 // copy animation control values to new field
8562 GfxFrame[newx][newy] = GfxFrame[x][y];
8563 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8564 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8565 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8567 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8569 // some elements can leave other elements behind after moving
8570 if (ei->move_leave_element != EL_EMPTY &&
8571 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8572 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8574 int move_leave_element = ei->move_leave_element;
8576 // this makes it possible to leave the removed element again
8577 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8578 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8580 Feld[x][y] = move_leave_element;
8582 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8583 MovDir[x][y] = direction;
8585 InitField(x, y, FALSE);
8587 if (GFX_CRUMBLED(Feld[x][y]))
8588 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8590 if (ELEM_IS_PLAYER(move_leave_element))
8591 RelocatePlayer(x, y, move_leave_element);
8594 // do this after checking for left-behind element
8595 ResetGfxAnimation(x, y); // reset animation values for old field
8597 if (!CAN_MOVE(element) ||
8598 (CAN_FALL(element) && direction == MV_DOWN &&
8599 (element == EL_SPRING ||
8600 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8601 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8602 GfxDir[x][y] = MovDir[newx][newy] = 0;
8604 TEST_DrawLevelField(x, y);
8605 TEST_DrawLevelField(newx, newy);
8607 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8609 // prevent pushed element from moving on in pushed direction
8610 if (pushed_by_player && CAN_MOVE(element) &&
8611 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8612 !(element_info[element].move_pattern & direction))
8613 TurnRound(newx, newy);
8615 // prevent elements on conveyor belt from moving on in last direction
8616 if (pushed_by_conveyor && CAN_FALL(element) &&
8617 direction & MV_HORIZONTAL)
8618 MovDir[newx][newy] = 0;
8620 if (!pushed_by_player)
8622 int nextx = newx + dx, nexty = newy + dy;
8623 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8625 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8627 if (CAN_FALL(element) && direction == MV_DOWN)
8628 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8630 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8631 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8633 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8634 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8637 if (DONT_TOUCH(element)) // object may be nasty to player or others
8639 TestIfBadThingTouchesPlayer(newx, newy);
8640 TestIfBadThingTouchesFriend(newx, newy);
8642 if (!IS_CUSTOM_ELEMENT(element))
8643 TestIfBadThingTouchesOtherBadThing(newx, newy);
8645 else if (element == EL_PENGUIN)
8646 TestIfFriendTouchesBadThing(newx, newy);
8648 if (DONT_GET_HIT_BY(element))
8650 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8653 // give the player one last chance (one more frame) to move away
8654 if (CAN_FALL(element) && direction == MV_DOWN &&
8655 (last_line || (!IS_FREE(x, newy + 1) &&
8656 (!IS_PLAYER(x, newy + 1) ||
8657 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8660 if (pushed_by_player && !game.use_change_when_pushing_bug)
8662 int push_side = MV_DIR_OPPOSITE(direction);
8663 struct PlayerInfo *player = PLAYERINFO(x, y);
8665 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8666 player->index_bit, push_side);
8667 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8668 player->index_bit, push_side);
8671 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8672 MovDelay[newx][newy] = 1;
8674 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8676 TestIfElementTouchesCustomElement(x, y); // empty or new element
8677 TestIfElementHitsCustomElement(newx, newy, direction);
8678 TestIfPlayerTouchesCustomElement(newx, newy);
8679 TestIfElementTouchesCustomElement(newx, newy);
8681 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8682 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8683 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8684 MV_DIR_OPPOSITE(direction));
8687 int AmoebeNachbarNr(int ax, int ay)
8690 int element = Feld[ax][ay];
8692 static int xy[4][2] =
8700 for (i = 0; i < NUM_DIRECTIONS; i++)
8702 int x = ax + xy[i][0];
8703 int y = ay + xy[i][1];
8705 if (!IN_LEV_FIELD(x, y))
8708 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8709 group_nr = AmoebaNr[x][y];
8715 static void AmoebenVereinigen(int ax, int ay)
8717 int i, x, y, xx, yy;
8718 int new_group_nr = AmoebaNr[ax][ay];
8719 static int xy[4][2] =
8727 if (new_group_nr == 0)
8730 for (i = 0; i < NUM_DIRECTIONS; i++)
8735 if (!IN_LEV_FIELD(x, y))
8738 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8739 Feld[x][y] == EL_BD_AMOEBA ||
8740 Feld[x][y] == EL_AMOEBA_DEAD) &&
8741 AmoebaNr[x][y] != new_group_nr)
8743 int old_group_nr = AmoebaNr[x][y];
8745 if (old_group_nr == 0)
8748 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8749 AmoebaCnt[old_group_nr] = 0;
8750 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8751 AmoebaCnt2[old_group_nr] = 0;
8753 SCAN_PLAYFIELD(xx, yy)
8755 if (AmoebaNr[xx][yy] == old_group_nr)
8756 AmoebaNr[xx][yy] = new_group_nr;
8762 void AmoebeUmwandeln(int ax, int ay)
8766 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8768 int group_nr = AmoebaNr[ax][ay];
8773 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8774 printf("AmoebeUmwandeln(): This should never happen!\n");
8779 SCAN_PLAYFIELD(x, y)
8781 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8784 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8788 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8789 SND_AMOEBA_TURNING_TO_GEM :
8790 SND_AMOEBA_TURNING_TO_ROCK));
8795 static int xy[4][2] =
8803 for (i = 0; i < NUM_DIRECTIONS; i++)
8808 if (!IN_LEV_FIELD(x, y))
8811 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8813 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8814 SND_AMOEBA_TURNING_TO_GEM :
8815 SND_AMOEBA_TURNING_TO_ROCK));
8822 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8825 int group_nr = AmoebaNr[ax][ay];
8826 boolean done = FALSE;
8831 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8832 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8837 SCAN_PLAYFIELD(x, y)
8839 if (AmoebaNr[x][y] == group_nr &&
8840 (Feld[x][y] == EL_AMOEBA_DEAD ||
8841 Feld[x][y] == EL_BD_AMOEBA ||
8842 Feld[x][y] == EL_AMOEBA_GROWING))
8845 Feld[x][y] = new_element;
8846 InitField(x, y, FALSE);
8847 TEST_DrawLevelField(x, y);
8853 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8854 SND_BD_AMOEBA_TURNING_TO_ROCK :
8855 SND_BD_AMOEBA_TURNING_TO_GEM));
8858 static void AmoebeWaechst(int x, int y)
8860 static unsigned int sound_delay = 0;
8861 static unsigned int sound_delay_value = 0;
8863 if (!MovDelay[x][y]) // start new growing cycle
8867 if (DelayReached(&sound_delay, sound_delay_value))
8869 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8870 sound_delay_value = 30;
8874 if (MovDelay[x][y]) // wait some time before growing bigger
8877 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8879 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8880 6 - MovDelay[x][y]);
8882 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8885 if (!MovDelay[x][y])
8887 Feld[x][y] = Store[x][y];
8889 TEST_DrawLevelField(x, y);
8894 static void AmoebaDisappearing(int x, int y)
8896 static unsigned int sound_delay = 0;
8897 static unsigned int sound_delay_value = 0;
8899 if (!MovDelay[x][y]) // start new shrinking cycle
8903 if (DelayReached(&sound_delay, sound_delay_value))
8904 sound_delay_value = 30;
8907 if (MovDelay[x][y]) // wait some time before shrinking
8910 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8912 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8913 6 - MovDelay[x][y]);
8915 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8918 if (!MovDelay[x][y])
8920 Feld[x][y] = EL_EMPTY;
8921 TEST_DrawLevelField(x, y);
8923 // don't let mole enter this field in this cycle;
8924 // (give priority to objects falling to this field from above)
8930 static void AmoebeAbleger(int ax, int ay)
8933 int element = Feld[ax][ay];
8934 int graphic = el2img(element);
8935 int newax = ax, neway = ay;
8936 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8937 static int xy[4][2] =
8945 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8947 Feld[ax][ay] = EL_AMOEBA_DEAD;
8948 TEST_DrawLevelField(ax, ay);
8952 if (IS_ANIMATED(graphic))
8953 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8955 if (!MovDelay[ax][ay]) // start making new amoeba field
8956 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8958 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8961 if (MovDelay[ax][ay])
8965 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8968 int x = ax + xy[start][0];
8969 int y = ay + xy[start][1];
8971 if (!IN_LEV_FIELD(x, y))
8974 if (IS_FREE(x, y) ||
8975 CAN_GROW_INTO(Feld[x][y]) ||
8976 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8977 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8983 if (newax == ax && neway == ay)
8986 else // normal or "filled" (BD style) amoeba
8989 boolean waiting_for_player = FALSE;
8991 for (i = 0; i < NUM_DIRECTIONS; i++)
8993 int j = (start + i) % 4;
8994 int x = ax + xy[j][0];
8995 int y = ay + xy[j][1];
8997 if (!IN_LEV_FIELD(x, y))
9000 if (IS_FREE(x, y) ||
9001 CAN_GROW_INTO(Feld[x][y]) ||
9002 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9003 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9009 else if (IS_PLAYER(x, y))
9010 waiting_for_player = TRUE;
9013 if (newax == ax && neway == ay) // amoeba cannot grow
9015 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9017 Feld[ax][ay] = EL_AMOEBA_DEAD;
9018 TEST_DrawLevelField(ax, ay);
9019 AmoebaCnt[AmoebaNr[ax][ay]]--;
9021 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9023 if (element == EL_AMOEBA_FULL)
9024 AmoebeUmwandeln(ax, ay);
9025 else if (element == EL_BD_AMOEBA)
9026 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9031 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9033 // amoeba gets larger by growing in some direction
9035 int new_group_nr = AmoebaNr[ax][ay];
9038 if (new_group_nr == 0)
9040 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9041 printf("AmoebeAbleger(): This should never happen!\n");
9046 AmoebaNr[newax][neway] = new_group_nr;
9047 AmoebaCnt[new_group_nr]++;
9048 AmoebaCnt2[new_group_nr]++;
9050 // if amoeba touches other amoeba(s) after growing, unify them
9051 AmoebenVereinigen(newax, neway);
9053 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9055 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9061 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9062 (neway == lev_fieldy - 1 && newax != ax))
9064 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9065 Store[newax][neway] = element;
9067 else if (neway == ay || element == EL_EMC_DRIPPER)
9069 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9071 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9075 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9076 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9077 Store[ax][ay] = EL_AMOEBA_DROP;
9078 ContinueMoving(ax, ay);
9082 TEST_DrawLevelField(newax, neway);
9085 static void Life(int ax, int ay)
9089 int element = Feld[ax][ay];
9090 int graphic = el2img(element);
9091 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9093 boolean changed = FALSE;
9095 if (IS_ANIMATED(graphic))
9096 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9101 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9102 MovDelay[ax][ay] = life_time;
9104 if (MovDelay[ax][ay]) // wait some time before next cycle
9107 if (MovDelay[ax][ay])
9111 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9113 int xx = ax+x1, yy = ay+y1;
9114 int old_element = Feld[xx][yy];
9115 int num_neighbours = 0;
9117 if (!IN_LEV_FIELD(xx, yy))
9120 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9122 int x = xx+x2, y = yy+y2;
9124 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9127 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9128 boolean is_neighbour = FALSE;
9130 if (level.use_life_bugs)
9132 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9133 (IS_FREE(x, y) && Stop[x][y]));
9136 (Last[x][y] == element || is_player_cell);
9142 boolean is_free = FALSE;
9144 if (level.use_life_bugs)
9145 is_free = (IS_FREE(xx, yy));
9147 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9149 if (xx == ax && yy == ay) // field in the middle
9151 if (num_neighbours < life_parameter[0] ||
9152 num_neighbours > life_parameter[1])
9154 Feld[xx][yy] = EL_EMPTY;
9155 if (Feld[xx][yy] != old_element)
9156 TEST_DrawLevelField(xx, yy);
9157 Stop[xx][yy] = TRUE;
9161 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9162 { // free border field
9163 if (num_neighbours >= life_parameter[2] &&
9164 num_neighbours <= life_parameter[3])
9166 Feld[xx][yy] = element;
9167 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9168 if (Feld[xx][yy] != old_element)
9169 TEST_DrawLevelField(xx, yy);
9170 Stop[xx][yy] = TRUE;
9177 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9178 SND_GAME_OF_LIFE_GROWING);
9181 static void InitRobotWheel(int x, int y)
9183 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9186 static void RunRobotWheel(int x, int y)
9188 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9191 static void StopRobotWheel(int x, int y)
9193 if (game.robot_wheel_x == x &&
9194 game.robot_wheel_y == y)
9196 game.robot_wheel_x = -1;
9197 game.robot_wheel_y = -1;
9198 game.robot_wheel_active = FALSE;
9202 static void InitTimegateWheel(int x, int y)
9204 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9207 static void RunTimegateWheel(int x, int y)
9209 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9212 static void InitMagicBallDelay(int x, int y)
9214 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9217 static void ActivateMagicBall(int bx, int by)
9221 if (level.ball_random)
9223 int pos_border = RND(8); // select one of the eight border elements
9224 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9225 int xx = pos_content % 3;
9226 int yy = pos_content / 3;
9231 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9232 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9236 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9238 int xx = x - bx + 1;
9239 int yy = y - by + 1;
9241 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9242 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9246 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9249 static void CheckExit(int x, int y)
9251 if (game.gems_still_needed > 0 ||
9252 game.sokoban_fields_still_needed > 0 ||
9253 game.sokoban_objects_still_needed > 0 ||
9254 game.lights_still_needed > 0)
9256 int element = Feld[x][y];
9257 int graphic = el2img(element);
9259 if (IS_ANIMATED(graphic))
9260 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9265 // do not re-open exit door closed after last player
9266 if (game.all_players_gone)
9269 Feld[x][y] = EL_EXIT_OPENING;
9271 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9274 static void CheckExitEM(int x, int y)
9276 if (game.gems_still_needed > 0 ||
9277 game.sokoban_fields_still_needed > 0 ||
9278 game.sokoban_objects_still_needed > 0 ||
9279 game.lights_still_needed > 0)
9281 int element = Feld[x][y];
9282 int graphic = el2img(element);
9284 if (IS_ANIMATED(graphic))
9285 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9290 // do not re-open exit door closed after last player
9291 if (game.all_players_gone)
9294 Feld[x][y] = EL_EM_EXIT_OPENING;
9296 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9299 static void CheckExitSteel(int x, int y)
9301 if (game.gems_still_needed > 0 ||
9302 game.sokoban_fields_still_needed > 0 ||
9303 game.sokoban_objects_still_needed > 0 ||
9304 game.lights_still_needed > 0)
9306 int element = Feld[x][y];
9307 int graphic = el2img(element);
9309 if (IS_ANIMATED(graphic))
9310 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9315 // do not re-open exit door closed after last player
9316 if (game.all_players_gone)
9319 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9321 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9324 static void CheckExitSteelEM(int x, int y)
9326 if (game.gems_still_needed > 0 ||
9327 game.sokoban_fields_still_needed > 0 ||
9328 game.sokoban_objects_still_needed > 0 ||
9329 game.lights_still_needed > 0)
9331 int element = Feld[x][y];
9332 int graphic = el2img(element);
9334 if (IS_ANIMATED(graphic))
9335 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9340 // do not re-open exit door closed after last player
9341 if (game.all_players_gone)
9344 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9346 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9349 static void CheckExitSP(int x, int y)
9351 if (game.gems_still_needed > 0)
9353 int element = Feld[x][y];
9354 int graphic = el2img(element);
9356 if (IS_ANIMATED(graphic))
9357 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9362 // do not re-open exit door closed after last player
9363 if (game.all_players_gone)
9366 Feld[x][y] = EL_SP_EXIT_OPENING;
9368 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9371 static void CloseAllOpenTimegates(void)
9375 SCAN_PLAYFIELD(x, y)
9377 int element = Feld[x][y];
9379 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9381 Feld[x][y] = EL_TIMEGATE_CLOSING;
9383 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9388 static void DrawTwinkleOnField(int x, int y)
9390 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9393 if (Feld[x][y] == EL_BD_DIAMOND)
9396 if (MovDelay[x][y] == 0) // next animation frame
9397 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9399 if (MovDelay[x][y] != 0) // wait some time before next frame
9403 DrawLevelElementAnimation(x, y, Feld[x][y]);
9405 if (MovDelay[x][y] != 0)
9407 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9408 10 - MovDelay[x][y]);
9410 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9415 static void MauerWaechst(int x, int y)
9419 if (!MovDelay[x][y]) // next animation frame
9420 MovDelay[x][y] = 3 * delay;
9422 if (MovDelay[x][y]) // wait some time before next frame
9426 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9428 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9429 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9431 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9434 if (!MovDelay[x][y])
9436 if (MovDir[x][y] == MV_LEFT)
9438 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9439 TEST_DrawLevelField(x - 1, y);
9441 else if (MovDir[x][y] == MV_RIGHT)
9443 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9444 TEST_DrawLevelField(x + 1, y);
9446 else if (MovDir[x][y] == MV_UP)
9448 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9449 TEST_DrawLevelField(x, y - 1);
9453 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9454 TEST_DrawLevelField(x, y + 1);
9457 Feld[x][y] = Store[x][y];
9459 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9460 TEST_DrawLevelField(x, y);
9465 static void MauerAbleger(int ax, int ay)
9467 int element = Feld[ax][ay];
9468 int graphic = el2img(element);
9469 boolean oben_frei = FALSE, unten_frei = FALSE;
9470 boolean links_frei = FALSE, rechts_frei = FALSE;
9471 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9472 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9473 boolean new_wall = FALSE;
9475 if (IS_ANIMATED(graphic))
9476 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9478 if (!MovDelay[ax][ay]) // start building new wall
9479 MovDelay[ax][ay] = 6;
9481 if (MovDelay[ax][ay]) // wait some time before building new wall
9484 if (MovDelay[ax][ay])
9488 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9490 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9492 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9494 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9497 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9498 element == EL_EXPANDABLE_WALL_ANY)
9502 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9503 Store[ax][ay-1] = element;
9504 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9505 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9506 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9507 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9512 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9513 Store[ax][ay+1] = element;
9514 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9515 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9516 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9517 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9522 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9523 element == EL_EXPANDABLE_WALL_ANY ||
9524 element == EL_EXPANDABLE_WALL ||
9525 element == EL_BD_EXPANDABLE_WALL)
9529 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9530 Store[ax-1][ay] = element;
9531 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9532 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9533 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9534 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9540 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9541 Store[ax+1][ay] = element;
9542 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9543 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9544 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9545 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9550 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9551 TEST_DrawLevelField(ax, ay);
9553 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9555 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9556 unten_massiv = TRUE;
9557 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9558 links_massiv = TRUE;
9559 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9560 rechts_massiv = TRUE;
9562 if (((oben_massiv && unten_massiv) ||
9563 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9564 element == EL_EXPANDABLE_WALL) &&
9565 ((links_massiv && rechts_massiv) ||
9566 element == EL_EXPANDABLE_WALL_VERTICAL))
9567 Feld[ax][ay] = EL_WALL;
9570 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9573 static void MauerAblegerStahl(int ax, int ay)
9575 int element = Feld[ax][ay];
9576 int graphic = el2img(element);
9577 boolean oben_frei = FALSE, unten_frei = FALSE;
9578 boolean links_frei = FALSE, rechts_frei = FALSE;
9579 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9580 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9581 boolean new_wall = FALSE;
9583 if (IS_ANIMATED(graphic))
9584 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9586 if (!MovDelay[ax][ay]) // start building new wall
9587 MovDelay[ax][ay] = 6;
9589 if (MovDelay[ax][ay]) // wait some time before building new wall
9592 if (MovDelay[ax][ay])
9596 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9598 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9600 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9602 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9605 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9606 element == EL_EXPANDABLE_STEELWALL_ANY)
9610 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9611 Store[ax][ay-1] = element;
9612 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9613 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9614 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9615 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9620 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9621 Store[ax][ay+1] = element;
9622 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9623 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9624 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9625 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9630 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9631 element == EL_EXPANDABLE_STEELWALL_ANY)
9635 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9636 Store[ax-1][ay] = element;
9637 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9638 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9639 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9640 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9646 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9647 Store[ax+1][ay] = element;
9648 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9649 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9650 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9651 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9656 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9658 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9659 unten_massiv = TRUE;
9660 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9661 links_massiv = TRUE;
9662 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9663 rechts_massiv = TRUE;
9665 if (((oben_massiv && unten_massiv) ||
9666 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9667 ((links_massiv && rechts_massiv) ||
9668 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9669 Feld[ax][ay] = EL_STEELWALL;
9672 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9675 static void CheckForDragon(int x, int y)
9678 boolean dragon_found = FALSE;
9679 static int xy[4][2] =
9687 for (i = 0; i < NUM_DIRECTIONS; i++)
9689 for (j = 0; j < 4; j++)
9691 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9693 if (IN_LEV_FIELD(xx, yy) &&
9694 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9696 if (Feld[xx][yy] == EL_DRAGON)
9697 dragon_found = TRUE;
9706 for (i = 0; i < NUM_DIRECTIONS; i++)
9708 for (j = 0; j < 3; j++)
9710 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9712 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9714 Feld[xx][yy] = EL_EMPTY;
9715 TEST_DrawLevelField(xx, yy);
9724 static void InitBuggyBase(int x, int y)
9726 int element = Feld[x][y];
9727 int activating_delay = FRAMES_PER_SECOND / 4;
9730 (element == EL_SP_BUGGY_BASE ?
9731 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9732 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9734 element == EL_SP_BUGGY_BASE_ACTIVE ?
9735 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9738 static void WarnBuggyBase(int x, int y)
9741 static int xy[4][2] =
9749 for (i = 0; i < NUM_DIRECTIONS; i++)
9751 int xx = x + xy[i][0];
9752 int yy = y + xy[i][1];
9754 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9756 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9763 static void InitTrap(int x, int y)
9765 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9768 static void ActivateTrap(int x, int y)
9770 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9773 static void ChangeActiveTrap(int x, int y)
9775 int graphic = IMG_TRAP_ACTIVE;
9777 // if new animation frame was drawn, correct crumbled sand border
9778 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9779 TEST_DrawLevelFieldCrumbled(x, y);
9782 static int getSpecialActionElement(int element, int number, int base_element)
9784 return (element != EL_EMPTY ? element :
9785 number != -1 ? base_element + number - 1 :
9789 static int getModifiedActionNumber(int value_old, int operator, int operand,
9790 int value_min, int value_max)
9792 int value_new = (operator == CA_MODE_SET ? operand :
9793 operator == CA_MODE_ADD ? value_old + operand :
9794 operator == CA_MODE_SUBTRACT ? value_old - operand :
9795 operator == CA_MODE_MULTIPLY ? value_old * operand :
9796 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9797 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9800 return (value_new < value_min ? value_min :
9801 value_new > value_max ? value_max :
9805 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9807 struct ElementInfo *ei = &element_info[element];
9808 struct ElementChangeInfo *change = &ei->change_page[page];
9809 int target_element = change->target_element;
9810 int action_type = change->action_type;
9811 int action_mode = change->action_mode;
9812 int action_arg = change->action_arg;
9813 int action_element = change->action_element;
9816 if (!change->has_action)
9819 // ---------- determine action paramater values -----------------------------
9821 int level_time_value =
9822 (level.time > 0 ? TimeLeft :
9825 int action_arg_element_raw =
9826 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9827 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9828 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9829 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9830 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9831 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9832 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9834 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9836 int action_arg_direction =
9837 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9838 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9839 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9840 change->actual_trigger_side :
9841 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9842 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9845 int action_arg_number_min =
9846 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9849 int action_arg_number_max =
9850 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9851 action_type == CA_SET_LEVEL_GEMS ? 999 :
9852 action_type == CA_SET_LEVEL_TIME ? 9999 :
9853 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9854 action_type == CA_SET_CE_VALUE ? 9999 :
9855 action_type == CA_SET_CE_SCORE ? 9999 :
9858 int action_arg_number_reset =
9859 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9860 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9861 action_type == CA_SET_LEVEL_TIME ? level.time :
9862 action_type == CA_SET_LEVEL_SCORE ? 0 :
9863 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9864 action_type == CA_SET_CE_SCORE ? 0 :
9867 int action_arg_number =
9868 (action_arg <= CA_ARG_MAX ? action_arg :
9869 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9870 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9871 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9872 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9873 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9874 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9875 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9876 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9877 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9878 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9879 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9880 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9881 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9882 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9883 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9884 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9885 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9886 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9887 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9888 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9889 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9892 int action_arg_number_old =
9893 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9894 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9895 action_type == CA_SET_LEVEL_SCORE ? game.score :
9896 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9897 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9900 int action_arg_number_new =
9901 getModifiedActionNumber(action_arg_number_old,
9902 action_mode, action_arg_number,
9903 action_arg_number_min, action_arg_number_max);
9905 int trigger_player_bits =
9906 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9907 change->actual_trigger_player_bits : change->trigger_player);
9909 int action_arg_player_bits =
9910 (action_arg >= CA_ARG_PLAYER_1 &&
9911 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9912 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9913 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9916 // ---------- execute action -----------------------------------------------
9918 switch (action_type)
9925 // ---------- level actions ----------------------------------------------
9927 case CA_RESTART_LEVEL:
9929 game.restart_level = TRUE;
9934 case CA_SHOW_ENVELOPE:
9936 int element = getSpecialActionElement(action_arg_element,
9937 action_arg_number, EL_ENVELOPE_1);
9939 if (IS_ENVELOPE(element))
9940 local_player->show_envelope = element;
9945 case CA_SET_LEVEL_TIME:
9947 if (level.time > 0) // only modify limited time value
9949 TimeLeft = action_arg_number_new;
9951 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9953 DisplayGameControlValues();
9955 if (!TimeLeft && setup.time_limit)
9956 for (i = 0; i < MAX_PLAYERS; i++)
9957 KillPlayer(&stored_player[i]);
9963 case CA_SET_LEVEL_SCORE:
9965 game.score = action_arg_number_new;
9967 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9969 DisplayGameControlValues();
9974 case CA_SET_LEVEL_GEMS:
9976 game.gems_still_needed = action_arg_number_new;
9978 game.snapshot.collected_item = TRUE;
9980 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9982 DisplayGameControlValues();
9987 case CA_SET_LEVEL_WIND:
9989 game.wind_direction = action_arg_direction;
9994 case CA_SET_LEVEL_RANDOM_SEED:
9996 // ensure that setting a new random seed while playing is predictable
9997 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10002 // ---------- player actions ---------------------------------------------
10004 case CA_MOVE_PLAYER:
10005 case CA_MOVE_PLAYER_NEW:
10007 // automatically move to the next field in specified direction
10008 for (i = 0; i < MAX_PLAYERS; i++)
10009 if (trigger_player_bits & (1 << i))
10010 if (action_type == CA_MOVE_PLAYER ||
10011 stored_player[i].MovPos == 0)
10012 stored_player[i].programmed_action = action_arg_direction;
10017 case CA_EXIT_PLAYER:
10019 for (i = 0; i < MAX_PLAYERS; i++)
10020 if (action_arg_player_bits & (1 << i))
10021 ExitPlayer(&stored_player[i]);
10023 if (game.players_still_needed == 0)
10029 case CA_KILL_PLAYER:
10031 for (i = 0; i < MAX_PLAYERS; i++)
10032 if (action_arg_player_bits & (1 << i))
10033 KillPlayer(&stored_player[i]);
10038 case CA_SET_PLAYER_KEYS:
10040 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10041 int element = getSpecialActionElement(action_arg_element,
10042 action_arg_number, EL_KEY_1);
10044 if (IS_KEY(element))
10046 for (i = 0; i < MAX_PLAYERS; i++)
10048 if (trigger_player_bits & (1 << i))
10050 stored_player[i].key[KEY_NR(element)] = key_state;
10052 DrawGameDoorValues();
10060 case CA_SET_PLAYER_SPEED:
10062 for (i = 0; i < MAX_PLAYERS; i++)
10064 if (trigger_player_bits & (1 << i))
10066 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10068 if (action_arg == CA_ARG_SPEED_FASTER &&
10069 stored_player[i].cannot_move)
10071 action_arg_number = STEPSIZE_VERY_SLOW;
10073 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10074 action_arg == CA_ARG_SPEED_FASTER)
10076 action_arg_number = 2;
10077 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10080 else if (action_arg == CA_ARG_NUMBER_RESET)
10082 action_arg_number = level.initial_player_stepsize[i];
10086 getModifiedActionNumber(move_stepsize,
10089 action_arg_number_min,
10090 action_arg_number_max);
10092 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10099 case CA_SET_PLAYER_SHIELD:
10101 for (i = 0; i < MAX_PLAYERS; i++)
10103 if (trigger_player_bits & (1 << i))
10105 if (action_arg == CA_ARG_SHIELD_OFF)
10107 stored_player[i].shield_normal_time_left = 0;
10108 stored_player[i].shield_deadly_time_left = 0;
10110 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10112 stored_player[i].shield_normal_time_left = 999999;
10114 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10116 stored_player[i].shield_normal_time_left = 999999;
10117 stored_player[i].shield_deadly_time_left = 999999;
10125 case CA_SET_PLAYER_GRAVITY:
10127 for (i = 0; i < MAX_PLAYERS; i++)
10129 if (trigger_player_bits & (1 << i))
10131 stored_player[i].gravity =
10132 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10133 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10134 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10135 stored_player[i].gravity);
10142 case CA_SET_PLAYER_ARTWORK:
10144 for (i = 0; i < MAX_PLAYERS; i++)
10146 if (trigger_player_bits & (1 << i))
10148 int artwork_element = action_arg_element;
10150 if (action_arg == CA_ARG_ELEMENT_RESET)
10152 (level.use_artwork_element[i] ? level.artwork_element[i] :
10153 stored_player[i].element_nr);
10155 if (stored_player[i].artwork_element != artwork_element)
10156 stored_player[i].Frame = 0;
10158 stored_player[i].artwork_element = artwork_element;
10160 SetPlayerWaiting(&stored_player[i], FALSE);
10162 // set number of special actions for bored and sleeping animation
10163 stored_player[i].num_special_action_bored =
10164 get_num_special_action(artwork_element,
10165 ACTION_BORING_1, ACTION_BORING_LAST);
10166 stored_player[i].num_special_action_sleeping =
10167 get_num_special_action(artwork_element,
10168 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10175 case CA_SET_PLAYER_INVENTORY:
10177 for (i = 0; i < MAX_PLAYERS; i++)
10179 struct PlayerInfo *player = &stored_player[i];
10182 if (trigger_player_bits & (1 << i))
10184 int inventory_element = action_arg_element;
10186 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10187 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10188 action_arg == CA_ARG_ELEMENT_ACTION)
10190 int element = inventory_element;
10191 int collect_count = element_info[element].collect_count_initial;
10193 if (!IS_CUSTOM_ELEMENT(element))
10196 if (collect_count == 0)
10197 player->inventory_infinite_element = element;
10199 for (k = 0; k < collect_count; k++)
10200 if (player->inventory_size < MAX_INVENTORY_SIZE)
10201 player->inventory_element[player->inventory_size++] =
10204 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10205 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10206 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10208 if (player->inventory_infinite_element != EL_UNDEFINED &&
10209 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10210 action_arg_element_raw))
10211 player->inventory_infinite_element = EL_UNDEFINED;
10213 for (k = 0, j = 0; j < player->inventory_size; j++)
10215 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10216 action_arg_element_raw))
10217 player->inventory_element[k++] = player->inventory_element[j];
10220 player->inventory_size = k;
10222 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10224 if (player->inventory_size > 0)
10226 for (j = 0; j < player->inventory_size - 1; j++)
10227 player->inventory_element[j] = player->inventory_element[j + 1];
10229 player->inventory_size--;
10232 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10234 if (player->inventory_size > 0)
10235 player->inventory_size--;
10237 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10239 player->inventory_infinite_element = EL_UNDEFINED;
10240 player->inventory_size = 0;
10242 else if (action_arg == CA_ARG_INVENTORY_RESET)
10244 player->inventory_infinite_element = EL_UNDEFINED;
10245 player->inventory_size = 0;
10247 if (level.use_initial_inventory[i])
10249 for (j = 0; j < level.initial_inventory_size[i]; j++)
10251 int element = level.initial_inventory_content[i][j];
10252 int collect_count = element_info[element].collect_count_initial;
10254 if (!IS_CUSTOM_ELEMENT(element))
10257 if (collect_count == 0)
10258 player->inventory_infinite_element = element;
10260 for (k = 0; k < collect_count; k++)
10261 if (player->inventory_size < MAX_INVENTORY_SIZE)
10262 player->inventory_element[player->inventory_size++] =
10273 // ---------- CE actions -------------------------------------------------
10275 case CA_SET_CE_VALUE:
10277 int last_ce_value = CustomValue[x][y];
10279 CustomValue[x][y] = action_arg_number_new;
10281 if (CustomValue[x][y] != last_ce_value)
10283 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10284 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10286 if (CustomValue[x][y] == 0)
10288 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10289 ChangeCount[x][y] = 0; // allow at least one more change
10291 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10292 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10299 case CA_SET_CE_SCORE:
10301 int last_ce_score = ei->collect_score;
10303 ei->collect_score = action_arg_number_new;
10305 if (ei->collect_score != last_ce_score)
10307 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10308 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10310 if (ei->collect_score == 0)
10314 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10315 ChangeCount[x][y] = 0; // allow at least one more change
10317 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10318 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10321 This is a very special case that seems to be a mixture between
10322 CheckElementChange() and CheckTriggeredElementChange(): while
10323 the first one only affects single elements that are triggered
10324 directly, the second one affects multiple elements in the playfield
10325 that are triggered indirectly by another element. This is a third
10326 case: Changing the CE score always affects multiple identical CEs,
10327 so every affected CE must be checked, not only the single CE for
10328 which the CE score was changed in the first place (as every instance
10329 of that CE shares the same CE score, and therefore also can change)!
10331 SCAN_PLAYFIELD(xx, yy)
10333 if (Feld[xx][yy] == element)
10334 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10335 CE_SCORE_GETS_ZERO);
10343 case CA_SET_CE_ARTWORK:
10345 int artwork_element = action_arg_element;
10346 boolean reset_frame = FALSE;
10349 if (action_arg == CA_ARG_ELEMENT_RESET)
10350 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10353 if (ei->gfx_element != artwork_element)
10354 reset_frame = TRUE;
10356 ei->gfx_element = artwork_element;
10358 SCAN_PLAYFIELD(xx, yy)
10360 if (Feld[xx][yy] == element)
10364 ResetGfxAnimation(xx, yy);
10365 ResetRandomAnimationValue(xx, yy);
10368 TEST_DrawLevelField(xx, yy);
10375 // ---------- engine actions ---------------------------------------------
10377 case CA_SET_ENGINE_SCAN_MODE:
10379 InitPlayfieldScanMode(action_arg);
10389 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10391 int old_element = Feld[x][y];
10392 int new_element = GetElementFromGroupElement(element);
10393 int previous_move_direction = MovDir[x][y];
10394 int last_ce_value = CustomValue[x][y];
10395 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10396 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10397 boolean add_player_onto_element = (new_element_is_player &&
10398 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10399 IS_WALKABLE(old_element));
10401 if (!add_player_onto_element)
10403 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10404 RemoveMovingField(x, y);
10408 Feld[x][y] = new_element;
10410 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10411 MovDir[x][y] = previous_move_direction;
10413 if (element_info[new_element].use_last_ce_value)
10414 CustomValue[x][y] = last_ce_value;
10416 InitField_WithBug1(x, y, FALSE);
10418 new_element = Feld[x][y]; // element may have changed
10420 ResetGfxAnimation(x, y);
10421 ResetRandomAnimationValue(x, y);
10423 TEST_DrawLevelField(x, y);
10425 if (GFX_CRUMBLED(new_element))
10426 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10429 // check if element under the player changes from accessible to unaccessible
10430 // (needed for special case of dropping element which then changes)
10431 // (must be checked after creating new element for walkable group elements)
10432 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10433 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10440 // "ChangeCount" not set yet to allow "entered by player" change one time
10441 if (new_element_is_player)
10442 RelocatePlayer(x, y, new_element);
10445 ChangeCount[x][y]++; // count number of changes in the same frame
10447 TestIfBadThingTouchesPlayer(x, y);
10448 TestIfPlayerTouchesCustomElement(x, y);
10449 TestIfElementTouchesCustomElement(x, y);
10452 static void CreateField(int x, int y, int element)
10454 CreateFieldExt(x, y, element, FALSE);
10457 static void CreateElementFromChange(int x, int y, int element)
10459 element = GET_VALID_RUNTIME_ELEMENT(element);
10461 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10463 int old_element = Feld[x][y];
10465 // prevent changed element from moving in same engine frame
10466 // unless both old and new element can either fall or move
10467 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10468 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10472 CreateFieldExt(x, y, element, TRUE);
10475 static boolean ChangeElement(int x, int y, int element, int page)
10477 struct ElementInfo *ei = &element_info[element];
10478 struct ElementChangeInfo *change = &ei->change_page[page];
10479 int ce_value = CustomValue[x][y];
10480 int ce_score = ei->collect_score;
10481 int target_element;
10482 int old_element = Feld[x][y];
10484 // always use default change event to prevent running into a loop
10485 if (ChangeEvent[x][y] == -1)
10486 ChangeEvent[x][y] = CE_DELAY;
10488 if (ChangeEvent[x][y] == CE_DELAY)
10490 // reset actual trigger element, trigger player and action element
10491 change->actual_trigger_element = EL_EMPTY;
10492 change->actual_trigger_player = EL_EMPTY;
10493 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10494 change->actual_trigger_side = CH_SIDE_NONE;
10495 change->actual_trigger_ce_value = 0;
10496 change->actual_trigger_ce_score = 0;
10499 // do not change elements more than a specified maximum number of changes
10500 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10503 ChangeCount[x][y]++; // count number of changes in the same frame
10505 if (change->explode)
10512 if (change->use_target_content)
10514 boolean complete_replace = TRUE;
10515 boolean can_replace[3][3];
10518 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10521 boolean is_walkable;
10522 boolean is_diggable;
10523 boolean is_collectible;
10524 boolean is_removable;
10525 boolean is_destructible;
10526 int ex = x + xx - 1;
10527 int ey = y + yy - 1;
10528 int content_element = change->target_content.e[xx][yy];
10531 can_replace[xx][yy] = TRUE;
10533 if (ex == x && ey == y) // do not check changing element itself
10536 if (content_element == EL_EMPTY_SPACE)
10538 can_replace[xx][yy] = FALSE; // do not replace border with space
10543 if (!IN_LEV_FIELD(ex, ey))
10545 can_replace[xx][yy] = FALSE;
10546 complete_replace = FALSE;
10553 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10554 e = MovingOrBlocked2Element(ex, ey);
10556 is_empty = (IS_FREE(ex, ey) ||
10557 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10559 is_walkable = (is_empty || IS_WALKABLE(e));
10560 is_diggable = (is_empty || IS_DIGGABLE(e));
10561 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10562 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10563 is_removable = (is_diggable || is_collectible);
10565 can_replace[xx][yy] =
10566 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10567 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10568 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10569 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10570 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10571 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10572 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10574 if (!can_replace[xx][yy])
10575 complete_replace = FALSE;
10578 if (!change->only_if_complete || complete_replace)
10580 boolean something_has_changed = FALSE;
10582 if (change->only_if_complete && change->use_random_replace &&
10583 RND(100) < change->random_percentage)
10586 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10588 int ex = x + xx - 1;
10589 int ey = y + yy - 1;
10590 int content_element;
10592 if (can_replace[xx][yy] && (!change->use_random_replace ||
10593 RND(100) < change->random_percentage))
10595 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10596 RemoveMovingField(ex, ey);
10598 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10600 content_element = change->target_content.e[xx][yy];
10601 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10602 ce_value, ce_score);
10604 CreateElementFromChange(ex, ey, target_element);
10606 something_has_changed = TRUE;
10608 // for symmetry reasons, freeze newly created border elements
10609 if (ex != x || ey != y)
10610 Stop[ex][ey] = TRUE; // no more moving in this frame
10614 if (something_has_changed)
10616 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10617 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10623 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10624 ce_value, ce_score);
10626 if (element == EL_DIAGONAL_GROWING ||
10627 element == EL_DIAGONAL_SHRINKING)
10629 target_element = Store[x][y];
10631 Store[x][y] = EL_EMPTY;
10634 CreateElementFromChange(x, y, target_element);
10636 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10637 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10640 // this uses direct change before indirect change
10641 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10646 static void HandleElementChange(int x, int y, int page)
10648 int element = MovingOrBlocked2Element(x, y);
10649 struct ElementInfo *ei = &element_info[element];
10650 struct ElementChangeInfo *change = &ei->change_page[page];
10651 boolean handle_action_before_change = FALSE;
10654 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10655 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10658 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10659 x, y, element, element_info[element].token_name);
10660 printf("HandleElementChange(): This should never happen!\n");
10665 // this can happen with classic bombs on walkable, changing elements
10666 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10671 if (ChangeDelay[x][y] == 0) // initialize element change
10673 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10675 if (change->can_change)
10677 // !!! not clear why graphic animation should be reset at all here !!!
10678 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10679 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10682 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10684 When using an animation frame delay of 1 (this only happens with
10685 "sp_zonk.moving.left/right" in the classic graphics), the default
10686 (non-moving) animation shows wrong animation frames (while the
10687 moving animation, like "sp_zonk.moving.left/right", is correct,
10688 so this graphical bug never shows up with the classic graphics).
10689 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10690 be drawn instead of the correct frames 0,1,2,3. This is caused by
10691 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10692 an element change: First when the change delay ("ChangeDelay[][]")
10693 counter has reached zero after decrementing, then a second time in
10694 the next frame (after "GfxFrame[][]" was already incremented) when
10695 "ChangeDelay[][]" is reset to the initial delay value again.
10697 This causes frame 0 to be drawn twice, while the last frame won't
10698 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10700 As some animations may already be cleverly designed around this bug
10701 (at least the "Snake Bite" snake tail animation does this), it cannot
10702 simply be fixed here without breaking such existing animations.
10703 Unfortunately, it cannot easily be detected if a graphics set was
10704 designed "before" or "after" the bug was fixed. As a workaround,
10705 a new graphics set option "game.graphics_engine_version" was added
10706 to be able to specify the game's major release version for which the
10707 graphics set was designed, which can then be used to decide if the
10708 bugfix should be used (version 4 and above) or not (version 3 or
10709 below, or if no version was specified at all, as with old sets).
10711 (The wrong/fixed animation frames can be tested with the test level set
10712 "test_gfxframe" and level "000", which contains a specially prepared
10713 custom element at level position (x/y) == (11/9) which uses the zonk
10714 animation mentioned above. Using "game.graphics_engine_version: 4"
10715 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10716 This can also be seen from the debug output for this test element.)
10719 // when a custom element is about to change (for example by change delay),
10720 // do not reset graphic animation when the custom element is moving
10721 if (game.graphics_engine_version < 4 &&
10724 ResetGfxAnimation(x, y);
10725 ResetRandomAnimationValue(x, y);
10728 if (change->pre_change_function)
10729 change->pre_change_function(x, y);
10733 ChangeDelay[x][y]--;
10735 if (ChangeDelay[x][y] != 0) // continue element change
10737 if (change->can_change)
10739 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10741 if (IS_ANIMATED(graphic))
10742 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10744 if (change->change_function)
10745 change->change_function(x, y);
10748 else // finish element change
10750 if (ChangePage[x][y] != -1) // remember page from delayed change
10752 page = ChangePage[x][y];
10753 ChangePage[x][y] = -1;
10755 change = &ei->change_page[page];
10758 if (IS_MOVING(x, y)) // never change a running system ;-)
10760 ChangeDelay[x][y] = 1; // try change after next move step
10761 ChangePage[x][y] = page; // remember page to use for change
10766 // special case: set new level random seed before changing element
10767 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10768 handle_action_before_change = TRUE;
10770 if (change->has_action && handle_action_before_change)
10771 ExecuteCustomElementAction(x, y, element, page);
10773 if (change->can_change)
10775 if (ChangeElement(x, y, element, page))
10777 if (change->post_change_function)
10778 change->post_change_function(x, y);
10782 if (change->has_action && !handle_action_before_change)
10783 ExecuteCustomElementAction(x, y, element, page);
10787 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10788 int trigger_element,
10790 int trigger_player,
10794 boolean change_done_any = FALSE;
10795 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10798 if (!(trigger_events[trigger_element][trigger_event]))
10801 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10803 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10805 int element = EL_CUSTOM_START + i;
10806 boolean change_done = FALSE;
10809 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10810 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10813 for (p = 0; p < element_info[element].num_change_pages; p++)
10815 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10817 if (change->can_change_or_has_action &&
10818 change->has_event[trigger_event] &&
10819 change->trigger_side & trigger_side &&
10820 change->trigger_player & trigger_player &&
10821 change->trigger_page & trigger_page_bits &&
10822 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10824 change->actual_trigger_element = trigger_element;
10825 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10826 change->actual_trigger_player_bits = trigger_player;
10827 change->actual_trigger_side = trigger_side;
10828 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10829 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10831 if ((change->can_change && !change_done) || change->has_action)
10835 SCAN_PLAYFIELD(x, y)
10837 if (Feld[x][y] == element)
10839 if (change->can_change && !change_done)
10841 // if element already changed in this frame, not only prevent
10842 // another element change (checked in ChangeElement()), but
10843 // also prevent additional element actions for this element
10845 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10846 !level.use_action_after_change_bug)
10849 ChangeDelay[x][y] = 1;
10850 ChangeEvent[x][y] = trigger_event;
10852 HandleElementChange(x, y, p);
10854 else if (change->has_action)
10856 // if element already changed in this frame, not only prevent
10857 // another element change (checked in ChangeElement()), but
10858 // also prevent additional element actions for this element
10860 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10861 !level.use_action_after_change_bug)
10864 ExecuteCustomElementAction(x, y, element, p);
10865 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10870 if (change->can_change)
10872 change_done = TRUE;
10873 change_done_any = TRUE;
10880 RECURSION_LOOP_DETECTION_END();
10882 return change_done_any;
10885 static boolean CheckElementChangeExt(int x, int y,
10887 int trigger_element,
10889 int trigger_player,
10892 boolean change_done = FALSE;
10895 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10896 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10899 if (Feld[x][y] == EL_BLOCKED)
10901 Blocked2Moving(x, y, &x, &y);
10902 element = Feld[x][y];
10905 // check if element has already changed or is about to change after moving
10906 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10907 Feld[x][y] != element) ||
10909 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10910 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10911 ChangePage[x][y] != -1)))
10914 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10916 for (p = 0; p < element_info[element].num_change_pages; p++)
10918 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10920 /* check trigger element for all events where the element that is checked
10921 for changing interacts with a directly adjacent element -- this is
10922 different to element changes that affect other elements to change on the
10923 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10924 boolean check_trigger_element =
10925 (trigger_event == CE_TOUCHING_X ||
10926 trigger_event == CE_HITTING_X ||
10927 trigger_event == CE_HIT_BY_X ||
10928 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10930 if (change->can_change_or_has_action &&
10931 change->has_event[trigger_event] &&
10932 change->trigger_side & trigger_side &&
10933 change->trigger_player & trigger_player &&
10934 (!check_trigger_element ||
10935 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10937 change->actual_trigger_element = trigger_element;
10938 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10939 change->actual_trigger_player_bits = trigger_player;
10940 change->actual_trigger_side = trigger_side;
10941 change->actual_trigger_ce_value = CustomValue[x][y];
10942 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10944 // special case: trigger element not at (x,y) position for some events
10945 if (check_trigger_element)
10957 { 0, 0 }, { 0, 0 }, { 0, 0 },
10961 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10962 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10964 change->actual_trigger_ce_value = CustomValue[xx][yy];
10965 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10968 if (change->can_change && !change_done)
10970 ChangeDelay[x][y] = 1;
10971 ChangeEvent[x][y] = trigger_event;
10973 HandleElementChange(x, y, p);
10975 change_done = TRUE;
10977 else if (change->has_action)
10979 ExecuteCustomElementAction(x, y, element, p);
10980 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10985 RECURSION_LOOP_DETECTION_END();
10987 return change_done;
10990 static void PlayPlayerSound(struct PlayerInfo *player)
10992 int jx = player->jx, jy = player->jy;
10993 int sound_element = player->artwork_element;
10994 int last_action = player->last_action_waiting;
10995 int action = player->action_waiting;
10997 if (player->is_waiting)
10999 if (action != last_action)
11000 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11002 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11006 if (action != last_action)
11007 StopSound(element_info[sound_element].sound[last_action]);
11009 if (last_action == ACTION_SLEEPING)
11010 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11014 static void PlayAllPlayersSound(void)
11018 for (i = 0; i < MAX_PLAYERS; i++)
11019 if (stored_player[i].active)
11020 PlayPlayerSound(&stored_player[i]);
11023 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11025 boolean last_waiting = player->is_waiting;
11026 int move_dir = player->MovDir;
11028 player->dir_waiting = move_dir;
11029 player->last_action_waiting = player->action_waiting;
11033 if (!last_waiting) // not waiting -> waiting
11035 player->is_waiting = TRUE;
11037 player->frame_counter_bored =
11039 game.player_boring_delay_fixed +
11040 GetSimpleRandom(game.player_boring_delay_random);
11041 player->frame_counter_sleeping =
11043 game.player_sleeping_delay_fixed +
11044 GetSimpleRandom(game.player_sleeping_delay_random);
11046 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11049 if (game.player_sleeping_delay_fixed +
11050 game.player_sleeping_delay_random > 0 &&
11051 player->anim_delay_counter == 0 &&
11052 player->post_delay_counter == 0 &&
11053 FrameCounter >= player->frame_counter_sleeping)
11054 player->is_sleeping = TRUE;
11055 else if (game.player_boring_delay_fixed +
11056 game.player_boring_delay_random > 0 &&
11057 FrameCounter >= player->frame_counter_bored)
11058 player->is_bored = TRUE;
11060 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11061 player->is_bored ? ACTION_BORING :
11064 if (player->is_sleeping && player->use_murphy)
11066 // special case for sleeping Murphy when leaning against non-free tile
11068 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11069 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11070 !IS_MOVING(player->jx - 1, player->jy)))
11071 move_dir = MV_LEFT;
11072 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11073 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11074 !IS_MOVING(player->jx + 1, player->jy)))
11075 move_dir = MV_RIGHT;
11077 player->is_sleeping = FALSE;
11079 player->dir_waiting = move_dir;
11082 if (player->is_sleeping)
11084 if (player->num_special_action_sleeping > 0)
11086 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11088 int last_special_action = player->special_action_sleeping;
11089 int num_special_action = player->num_special_action_sleeping;
11090 int special_action =
11091 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11092 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11093 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11094 last_special_action + 1 : ACTION_SLEEPING);
11095 int special_graphic =
11096 el_act_dir2img(player->artwork_element, special_action, move_dir);
11098 player->anim_delay_counter =
11099 graphic_info[special_graphic].anim_delay_fixed +
11100 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11101 player->post_delay_counter =
11102 graphic_info[special_graphic].post_delay_fixed +
11103 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11105 player->special_action_sleeping = special_action;
11108 if (player->anim_delay_counter > 0)
11110 player->action_waiting = player->special_action_sleeping;
11111 player->anim_delay_counter--;
11113 else if (player->post_delay_counter > 0)
11115 player->post_delay_counter--;
11119 else if (player->is_bored)
11121 if (player->num_special_action_bored > 0)
11123 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11125 int special_action =
11126 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11127 int special_graphic =
11128 el_act_dir2img(player->artwork_element, special_action, move_dir);
11130 player->anim_delay_counter =
11131 graphic_info[special_graphic].anim_delay_fixed +
11132 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11133 player->post_delay_counter =
11134 graphic_info[special_graphic].post_delay_fixed +
11135 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11137 player->special_action_bored = special_action;
11140 if (player->anim_delay_counter > 0)
11142 player->action_waiting = player->special_action_bored;
11143 player->anim_delay_counter--;
11145 else if (player->post_delay_counter > 0)
11147 player->post_delay_counter--;
11152 else if (last_waiting) // waiting -> not waiting
11154 player->is_waiting = FALSE;
11155 player->is_bored = FALSE;
11156 player->is_sleeping = FALSE;
11158 player->frame_counter_bored = -1;
11159 player->frame_counter_sleeping = -1;
11161 player->anim_delay_counter = 0;
11162 player->post_delay_counter = 0;
11164 player->dir_waiting = player->MovDir;
11165 player->action_waiting = ACTION_DEFAULT;
11167 player->special_action_bored = ACTION_DEFAULT;
11168 player->special_action_sleeping = ACTION_DEFAULT;
11172 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11174 if ((!player->is_moving && player->was_moving) ||
11175 (player->MovPos == 0 && player->was_moving) ||
11176 (player->is_snapping && !player->was_snapping) ||
11177 (player->is_dropping && !player->was_dropping))
11179 if (!CheckSaveEngineSnapshotToList())
11182 player->was_moving = FALSE;
11183 player->was_snapping = TRUE;
11184 player->was_dropping = TRUE;
11188 if (player->is_moving)
11189 player->was_moving = TRUE;
11191 if (!player->is_snapping)
11192 player->was_snapping = FALSE;
11194 if (!player->is_dropping)
11195 player->was_dropping = FALSE;
11199 static void CheckSingleStepMode(struct PlayerInfo *player)
11201 if (tape.single_step && tape.recording && !tape.pausing)
11203 /* as it is called "single step mode", just return to pause mode when the
11204 player stopped moving after one tile (or never starts moving at all) */
11205 if (!player->is_moving &&
11206 !player->is_pushing &&
11207 !player->is_dropping_pressed)
11208 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11211 CheckSaveEngineSnapshot(player);
11214 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11216 int left = player_action & JOY_LEFT;
11217 int right = player_action & JOY_RIGHT;
11218 int up = player_action & JOY_UP;
11219 int down = player_action & JOY_DOWN;
11220 int button1 = player_action & JOY_BUTTON_1;
11221 int button2 = player_action & JOY_BUTTON_2;
11222 int dx = (left ? -1 : right ? 1 : 0);
11223 int dy = (up ? -1 : down ? 1 : 0);
11225 if (!player->active || tape.pausing)
11231 SnapField(player, dx, dy);
11235 DropElement(player);
11237 MovePlayer(player, dx, dy);
11240 CheckSingleStepMode(player);
11242 SetPlayerWaiting(player, FALSE);
11244 return player_action;
11248 // no actions for this player (no input at player's configured device)
11250 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11251 SnapField(player, 0, 0);
11252 CheckGravityMovementWhenNotMoving(player);
11254 if (player->MovPos == 0)
11255 SetPlayerWaiting(player, TRUE);
11257 if (player->MovPos == 0) // needed for tape.playing
11258 player->is_moving = FALSE;
11260 player->is_dropping = FALSE;
11261 player->is_dropping_pressed = FALSE;
11262 player->drop_pressed_delay = 0;
11264 CheckSingleStepMode(player);
11270 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11273 if (!tape.use_mouse_actions)
11276 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11277 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11278 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11281 static void SetTapeActionFromMouseAction(byte *tape_action,
11282 struct MouseActionInfo *mouse_action)
11284 if (!tape.use_mouse_actions)
11287 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11288 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11289 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11292 static void CheckLevelSolved(void)
11294 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11296 if (game_em.level_solved &&
11297 !game_em.game_over) // game won
11301 game_em.game_over = TRUE;
11303 game.all_players_gone = TRUE;
11306 if (game_em.game_over) // game lost
11307 game.all_players_gone = TRUE;
11309 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11311 if (game_sp.level_solved &&
11312 !game_sp.game_over) // game won
11316 game_sp.game_over = TRUE;
11318 game.all_players_gone = TRUE;
11321 if (game_sp.game_over) // game lost
11322 game.all_players_gone = TRUE;
11324 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11326 if (game_mm.level_solved &&
11327 !game_mm.game_over) // game won
11331 game_mm.game_over = TRUE;
11333 game.all_players_gone = TRUE;
11336 if (game_mm.game_over) // game lost
11337 game.all_players_gone = TRUE;
11341 static void CheckLevelTime(void)
11345 if (TimeFrames >= FRAMES_PER_SECOND)
11350 for (i = 0; i < MAX_PLAYERS; i++)
11352 struct PlayerInfo *player = &stored_player[i];
11354 if (SHIELD_ON(player))
11356 player->shield_normal_time_left--;
11358 if (player->shield_deadly_time_left > 0)
11359 player->shield_deadly_time_left--;
11363 if (!game.LevelSolved && !level.use_step_counter)
11371 if (TimeLeft <= 10 && setup.time_limit)
11372 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11374 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11375 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11377 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11379 if (!TimeLeft && setup.time_limit)
11381 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11382 game_em.lev->killed_out_of_time = TRUE;
11384 for (i = 0; i < MAX_PLAYERS; i++)
11385 KillPlayer(&stored_player[i]);
11388 else if (game.no_time_limit && !game.all_players_gone)
11390 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11393 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11396 if (tape.recording || tape.playing)
11397 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11400 if (tape.recording || tape.playing)
11401 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11403 UpdateAndDisplayGameControlValues();
11406 void AdvanceFrameAndPlayerCounters(int player_nr)
11410 // advance frame counters (global frame counter and time frame counter)
11414 // advance player counters (counters for move delay, move animation etc.)
11415 for (i = 0; i < MAX_PLAYERS; i++)
11417 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11418 int move_delay_value = stored_player[i].move_delay_value;
11419 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11421 if (!advance_player_counters) // not all players may be affected
11424 if (move_frames == 0) // less than one move per game frame
11426 int stepsize = TILEX / move_delay_value;
11427 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11428 int count = (stored_player[i].is_moving ?
11429 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11431 if (count % delay == 0)
11435 stored_player[i].Frame += move_frames;
11437 if (stored_player[i].MovPos != 0)
11438 stored_player[i].StepFrame += move_frames;
11440 if (stored_player[i].move_delay > 0)
11441 stored_player[i].move_delay--;
11443 // due to bugs in previous versions, counter must count up, not down
11444 if (stored_player[i].push_delay != -1)
11445 stored_player[i].push_delay++;
11447 if (stored_player[i].drop_delay > 0)
11448 stored_player[i].drop_delay--;
11450 if (stored_player[i].is_dropping_pressed)
11451 stored_player[i].drop_pressed_delay++;
11455 void StartGameActions(boolean init_network_game, boolean record_tape,
11458 unsigned int new_random_seed = InitRND(random_seed);
11461 TapeStartRecording(new_random_seed);
11463 if (init_network_game)
11465 SendToServer_LevelFile();
11466 SendToServer_StartPlaying();
11474 static void GameActionsExt(void)
11477 static unsigned int game_frame_delay = 0;
11479 unsigned int game_frame_delay_value;
11480 byte *recorded_player_action;
11481 byte summarized_player_action = 0;
11482 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11485 // detect endless loops, caused by custom element programming
11486 if (recursion_loop_detected && recursion_loop_depth == 0)
11488 char *message = getStringCat3("Internal Error! Element ",
11489 EL_NAME(recursion_loop_element),
11490 " caused endless loop! Quit the game?");
11492 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11493 EL_NAME(recursion_loop_element));
11495 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11497 recursion_loop_detected = FALSE; // if game should be continued
11504 if (game.restart_level)
11505 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11507 CheckLevelSolved();
11509 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11512 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11515 if (game_status != GAME_MODE_PLAYING) // status might have changed
11518 game_frame_delay_value =
11519 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11521 if (tape.playing && tape.warp_forward && !tape.pausing)
11522 game_frame_delay_value = 0;
11524 SetVideoFrameDelay(game_frame_delay_value);
11526 // (de)activate virtual buttons depending on current game status
11527 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11529 if (game.all_players_gone) // if no players there to be controlled anymore
11530 SetOverlayActive(FALSE);
11531 else if (!tape.playing) // if game continues after tape stopped playing
11532 SetOverlayActive(TRUE);
11537 // ---------- main game synchronization point ----------
11539 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11541 printf("::: skip == %d\n", skip);
11544 // ---------- main game synchronization point ----------
11546 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11550 if (network_playing && !network_player_action_received)
11552 // try to get network player actions in time
11554 // last chance to get network player actions without main loop delay
11555 HandleNetworking();
11557 // game was quit by network peer
11558 if (game_status != GAME_MODE_PLAYING)
11561 // check if network player actions still missing and game still running
11562 if (!network_player_action_received && !checkGameEnded())
11563 return; // failed to get network player actions in time
11565 // do not yet reset "network_player_action_received" (for tape.pausing)
11571 // at this point we know that we really continue executing the game
11573 network_player_action_received = FALSE;
11575 // when playing tape, read previously recorded player input from tape data
11576 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11578 local_player->effective_mouse_action = local_player->mouse_action;
11580 if (recorded_player_action != NULL)
11581 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11582 recorded_player_action);
11584 // TapePlayAction() may return NULL when toggling to "pause before death"
11588 if (tape.set_centered_player)
11590 game.centered_player_nr_next = tape.centered_player_nr_next;
11591 game.set_centered_player = TRUE;
11594 for (i = 0; i < MAX_PLAYERS; i++)
11596 summarized_player_action |= stored_player[i].action;
11598 if (!network_playing && (game.team_mode || tape.playing))
11599 stored_player[i].effective_action = stored_player[i].action;
11602 if (network_playing && !checkGameEnded())
11603 SendToServer_MovePlayer(summarized_player_action);
11605 // summarize all actions at local players mapped input device position
11606 // (this allows using different input devices in single player mode)
11607 if (!network.enabled && !game.team_mode)
11608 stored_player[map_player_action[local_player->index_nr]].effective_action =
11609 summarized_player_action;
11611 // summarize all actions at centered player in local team mode
11612 if (tape.recording &&
11613 setup.team_mode && !network.enabled &&
11614 setup.input_on_focus &&
11615 game.centered_player_nr != -1)
11617 for (i = 0; i < MAX_PLAYERS; i++)
11618 stored_player[map_player_action[i]].effective_action =
11619 (i == game.centered_player_nr ? summarized_player_action : 0);
11622 if (recorded_player_action != NULL)
11623 for (i = 0; i < MAX_PLAYERS; i++)
11624 stored_player[i].effective_action = recorded_player_action[i];
11626 for (i = 0; i < MAX_PLAYERS; i++)
11628 tape_action[i] = stored_player[i].effective_action;
11630 /* (this may happen in the RND game engine if a player was not present on
11631 the playfield on level start, but appeared later from a custom element */
11632 if (setup.team_mode &&
11635 !tape.player_participates[i])
11636 tape.player_participates[i] = TRUE;
11639 SetTapeActionFromMouseAction(tape_action,
11640 &local_player->effective_mouse_action);
11642 // only record actions from input devices, but not programmed actions
11643 if (tape.recording)
11644 TapeRecordAction(tape_action);
11646 // remember if game was played (especially after tape stopped playing)
11647 if (!tape.playing && summarized_player_action)
11648 game.GamePlayed = TRUE;
11650 #if USE_NEW_PLAYER_ASSIGNMENTS
11651 // !!! also map player actions in single player mode !!!
11652 // if (game.team_mode)
11655 byte mapped_action[MAX_PLAYERS];
11657 #if DEBUG_PLAYER_ACTIONS
11659 for (i = 0; i < MAX_PLAYERS; i++)
11660 printf(" %d, ", stored_player[i].effective_action);
11663 for (i = 0; i < MAX_PLAYERS; i++)
11664 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11666 for (i = 0; i < MAX_PLAYERS; i++)
11667 stored_player[i].effective_action = mapped_action[i];
11669 #if DEBUG_PLAYER_ACTIONS
11671 for (i = 0; i < MAX_PLAYERS; i++)
11672 printf(" %d, ", stored_player[i].effective_action);
11676 #if DEBUG_PLAYER_ACTIONS
11680 for (i = 0; i < MAX_PLAYERS; i++)
11681 printf(" %d, ", stored_player[i].effective_action);
11687 for (i = 0; i < MAX_PLAYERS; i++)
11689 // allow engine snapshot in case of changed movement attempt
11690 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11691 (stored_player[i].effective_action & KEY_MOTION))
11692 game.snapshot.changed_action = TRUE;
11694 // allow engine snapshot in case of snapping/dropping attempt
11695 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11696 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11697 game.snapshot.changed_action = TRUE;
11699 game.snapshot.last_action[i] = stored_player[i].effective_action;
11702 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11704 GameActions_EM_Main();
11706 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11708 GameActions_SP_Main();
11710 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11712 GameActions_MM_Main();
11716 GameActions_RND_Main();
11719 BlitScreenToBitmap(backbuffer);
11721 CheckLevelSolved();
11724 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11726 if (global.show_frames_per_second)
11728 static unsigned int fps_counter = 0;
11729 static int fps_frames = 0;
11730 unsigned int fps_delay_ms = Counter() - fps_counter;
11734 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11736 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11739 fps_counter = Counter();
11741 // always draw FPS to screen after FPS value was updated
11742 redraw_mask |= REDRAW_FPS;
11745 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11746 if (GetDrawDeactivationMask() == REDRAW_NONE)
11747 redraw_mask |= REDRAW_FPS;
11751 static void GameActions_CheckSaveEngineSnapshot(void)
11753 if (!game.snapshot.save_snapshot)
11756 // clear flag for saving snapshot _before_ saving snapshot
11757 game.snapshot.save_snapshot = FALSE;
11759 SaveEngineSnapshotToList();
11762 void GameActions(void)
11766 GameActions_CheckSaveEngineSnapshot();
11769 void GameActions_EM_Main(void)
11771 byte effective_action[MAX_PLAYERS];
11772 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11775 for (i = 0; i < MAX_PLAYERS; i++)
11776 effective_action[i] = stored_player[i].effective_action;
11778 GameActions_EM(effective_action, warp_mode);
11781 void GameActions_SP_Main(void)
11783 byte effective_action[MAX_PLAYERS];
11784 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11787 for (i = 0; i < MAX_PLAYERS; i++)
11788 effective_action[i] = stored_player[i].effective_action;
11790 GameActions_SP(effective_action, warp_mode);
11792 for (i = 0; i < MAX_PLAYERS; i++)
11794 if (stored_player[i].force_dropping)
11795 stored_player[i].action |= KEY_BUTTON_DROP;
11797 stored_player[i].force_dropping = FALSE;
11801 void GameActions_MM_Main(void)
11803 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11805 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11808 void GameActions_RND_Main(void)
11813 void GameActions_RND(void)
11815 static struct MouseActionInfo mouse_action_last = { 0 };
11816 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
11817 int magic_wall_x = 0, magic_wall_y = 0;
11818 int i, x, y, element, graphic, last_gfx_frame;
11820 InitPlayfieldScanModeVars();
11822 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11824 SCAN_PLAYFIELD(x, y)
11826 ChangeCount[x][y] = 0;
11827 ChangeEvent[x][y] = -1;
11831 if (game.set_centered_player)
11833 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11835 // switching to "all players" only possible if all players fit to screen
11836 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11838 game.centered_player_nr_next = game.centered_player_nr;
11839 game.set_centered_player = FALSE;
11842 // do not switch focus to non-existing (or non-active) player
11843 if (game.centered_player_nr_next >= 0 &&
11844 !stored_player[game.centered_player_nr_next].active)
11846 game.centered_player_nr_next = game.centered_player_nr;
11847 game.set_centered_player = FALSE;
11851 if (game.set_centered_player &&
11852 ScreenMovPos == 0) // screen currently aligned at tile position
11856 if (game.centered_player_nr_next == -1)
11858 setScreenCenteredToAllPlayers(&sx, &sy);
11862 sx = stored_player[game.centered_player_nr_next].jx;
11863 sy = stored_player[game.centered_player_nr_next].jy;
11866 game.centered_player_nr = game.centered_player_nr_next;
11867 game.set_centered_player = FALSE;
11869 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11870 DrawGameDoorValues();
11873 for (i = 0; i < MAX_PLAYERS; i++)
11875 int actual_player_action = stored_player[i].effective_action;
11878 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11879 - rnd_equinox_tetrachloride 048
11880 - rnd_equinox_tetrachloride_ii 096
11881 - rnd_emanuel_schmieg 002
11882 - doctor_sloan_ww 001, 020
11884 if (stored_player[i].MovPos == 0)
11885 CheckGravityMovement(&stored_player[i]);
11888 // overwrite programmed action with tape action
11889 if (stored_player[i].programmed_action)
11890 actual_player_action = stored_player[i].programmed_action;
11892 PlayerActions(&stored_player[i], actual_player_action);
11894 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11897 ScrollScreen(NULL, SCROLL_GO_ON);
11899 /* for backwards compatibility, the following code emulates a fixed bug that
11900 occured when pushing elements (causing elements that just made their last
11901 pushing step to already (if possible) make their first falling step in the
11902 same game frame, which is bad); this code is also needed to use the famous
11903 "spring push bug" which is used in older levels and might be wanted to be
11904 used also in newer levels, but in this case the buggy pushing code is only
11905 affecting the "spring" element and no other elements */
11907 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11909 for (i = 0; i < MAX_PLAYERS; i++)
11911 struct PlayerInfo *player = &stored_player[i];
11912 int x = player->jx;
11913 int y = player->jy;
11915 if (player->active && player->is_pushing && player->is_moving &&
11917 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11918 Feld[x][y] == EL_SPRING))
11920 ContinueMoving(x, y);
11922 // continue moving after pushing (this is actually a bug)
11923 if (!IS_MOVING(x, y))
11924 Stop[x][y] = FALSE;
11929 SCAN_PLAYFIELD(x, y)
11931 Last[x][y] = Feld[x][y];
11933 ChangeCount[x][y] = 0;
11934 ChangeEvent[x][y] = -1;
11936 // this must be handled before main playfield loop
11937 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11940 if (MovDelay[x][y] <= 0)
11944 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11947 if (MovDelay[x][y] <= 0)
11950 TEST_DrawLevelField(x, y);
11952 TestIfElementTouchesCustomElement(x, y); // for empty space
11957 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11959 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11960 printf("GameActions(): This should never happen!\n");
11962 ChangePage[x][y] = -1;
11966 Stop[x][y] = FALSE;
11967 if (WasJustMoving[x][y] > 0)
11968 WasJustMoving[x][y]--;
11969 if (WasJustFalling[x][y] > 0)
11970 WasJustFalling[x][y]--;
11971 if (CheckCollision[x][y] > 0)
11972 CheckCollision[x][y]--;
11973 if (CheckImpact[x][y] > 0)
11974 CheckImpact[x][y]--;
11978 /* reset finished pushing action (not done in ContinueMoving() to allow
11979 continuous pushing animation for elements with zero push delay) */
11980 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11982 ResetGfxAnimation(x, y);
11983 TEST_DrawLevelField(x, y);
11987 if (IS_BLOCKED(x, y))
11991 Blocked2Moving(x, y, &oldx, &oldy);
11992 if (!IS_MOVING(oldx, oldy))
11994 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11995 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11996 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11997 printf("GameActions(): This should never happen!\n");
12003 if (mouse_action.button)
12005 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12007 x = mouse_action.lx;
12008 y = mouse_action.ly;
12009 element = Feld[x][y];
12013 CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
12014 CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
12017 CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
12018 CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
12021 SCAN_PLAYFIELD(x, y)
12023 element = Feld[x][y];
12024 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12025 last_gfx_frame = GfxFrame[x][y];
12027 ResetGfxFrame(x, y);
12029 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12030 DrawLevelGraphicAnimation(x, y, graphic);
12032 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12033 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12034 ResetRandomAnimationValue(x, y);
12036 SetRandomAnimationValue(x, y);
12038 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12040 if (IS_INACTIVE(element))
12042 if (IS_ANIMATED(graphic))
12043 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12048 // this may take place after moving, so 'element' may have changed
12049 if (IS_CHANGING(x, y) &&
12050 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12052 int page = element_info[element].event_page_nr[CE_DELAY];
12054 HandleElementChange(x, y, page);
12056 element = Feld[x][y];
12057 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12060 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12064 element = Feld[x][y];
12065 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12067 if (IS_ANIMATED(graphic) &&
12068 !IS_MOVING(x, y) &&
12070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12072 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12073 TEST_DrawTwinkleOnField(x, y);
12075 else if (element == EL_ACID)
12078 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12080 else if ((element == EL_EXIT_OPEN ||
12081 element == EL_EM_EXIT_OPEN ||
12082 element == EL_SP_EXIT_OPEN ||
12083 element == EL_STEEL_EXIT_OPEN ||
12084 element == EL_EM_STEEL_EXIT_OPEN ||
12085 element == EL_SP_TERMINAL ||
12086 element == EL_SP_TERMINAL_ACTIVE ||
12087 element == EL_EXTRA_TIME ||
12088 element == EL_SHIELD_NORMAL ||
12089 element == EL_SHIELD_DEADLY) &&
12090 IS_ANIMATED(graphic))
12091 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12092 else if (IS_MOVING(x, y))
12093 ContinueMoving(x, y);
12094 else if (IS_ACTIVE_BOMB(element))
12095 CheckDynamite(x, y);
12096 else if (element == EL_AMOEBA_GROWING)
12097 AmoebeWaechst(x, y);
12098 else if (element == EL_AMOEBA_SHRINKING)
12099 AmoebaDisappearing(x, y);
12101 #if !USE_NEW_AMOEBA_CODE
12102 else if (IS_AMOEBALIVE(element))
12103 AmoebeAbleger(x, y);
12106 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12108 else if (element == EL_EXIT_CLOSED)
12110 else if (element == EL_EM_EXIT_CLOSED)
12112 else if (element == EL_STEEL_EXIT_CLOSED)
12113 CheckExitSteel(x, y);
12114 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12115 CheckExitSteelEM(x, y);
12116 else if (element == EL_SP_EXIT_CLOSED)
12118 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12119 element == EL_EXPANDABLE_STEELWALL_GROWING)
12120 MauerWaechst(x, y);
12121 else if (element == EL_EXPANDABLE_WALL ||
12122 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12123 element == EL_EXPANDABLE_WALL_VERTICAL ||
12124 element == EL_EXPANDABLE_WALL_ANY ||
12125 element == EL_BD_EXPANDABLE_WALL)
12126 MauerAbleger(x, y);
12127 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12128 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12129 element == EL_EXPANDABLE_STEELWALL_ANY)
12130 MauerAblegerStahl(x, y);
12131 else if (element == EL_FLAMES)
12132 CheckForDragon(x, y);
12133 else if (element == EL_EXPLOSION)
12134 ; // drawing of correct explosion animation is handled separately
12135 else if (element == EL_ELEMENT_SNAPPING ||
12136 element == EL_DIAGONAL_SHRINKING ||
12137 element == EL_DIAGONAL_GROWING)
12139 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12141 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12143 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12144 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12146 if (IS_BELT_ACTIVE(element))
12147 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12149 if (game.magic_wall_active)
12151 int jx = local_player->jx, jy = local_player->jy;
12153 // play the element sound at the position nearest to the player
12154 if ((element == EL_MAGIC_WALL_FULL ||
12155 element == EL_MAGIC_WALL_ACTIVE ||
12156 element == EL_MAGIC_WALL_EMPTYING ||
12157 element == EL_BD_MAGIC_WALL_FULL ||
12158 element == EL_BD_MAGIC_WALL_ACTIVE ||
12159 element == EL_BD_MAGIC_WALL_EMPTYING ||
12160 element == EL_DC_MAGIC_WALL_FULL ||
12161 element == EL_DC_MAGIC_WALL_ACTIVE ||
12162 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12163 ABS(x - jx) + ABS(y - jy) <
12164 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12172 #if USE_NEW_AMOEBA_CODE
12173 // new experimental amoeba growth stuff
12174 if (!(FrameCounter % 8))
12176 static unsigned int random = 1684108901;
12178 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12180 x = RND(lev_fieldx);
12181 y = RND(lev_fieldy);
12182 element = Feld[x][y];
12184 if (!IS_PLAYER(x,y) &&
12185 (element == EL_EMPTY ||
12186 CAN_GROW_INTO(element) ||
12187 element == EL_QUICKSAND_EMPTY ||
12188 element == EL_QUICKSAND_FAST_EMPTY ||
12189 element == EL_ACID_SPLASH_LEFT ||
12190 element == EL_ACID_SPLASH_RIGHT))
12192 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12193 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12194 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12195 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12196 Feld[x][y] = EL_AMOEBA_DROP;
12199 random = random * 129 + 1;
12204 game.explosions_delayed = FALSE;
12206 SCAN_PLAYFIELD(x, y)
12208 element = Feld[x][y];
12210 if (ExplodeField[x][y])
12211 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12212 else if (element == EL_EXPLOSION)
12213 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12215 ExplodeField[x][y] = EX_TYPE_NONE;
12218 game.explosions_delayed = TRUE;
12220 if (game.magic_wall_active)
12222 if (!(game.magic_wall_time_left % 4))
12224 int element = Feld[magic_wall_x][magic_wall_y];
12226 if (element == EL_BD_MAGIC_WALL_FULL ||
12227 element == EL_BD_MAGIC_WALL_ACTIVE ||
12228 element == EL_BD_MAGIC_WALL_EMPTYING)
12229 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12230 else if (element == EL_DC_MAGIC_WALL_FULL ||
12231 element == EL_DC_MAGIC_WALL_ACTIVE ||
12232 element == EL_DC_MAGIC_WALL_EMPTYING)
12233 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12235 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12238 if (game.magic_wall_time_left > 0)
12240 game.magic_wall_time_left--;
12242 if (!game.magic_wall_time_left)
12244 SCAN_PLAYFIELD(x, y)
12246 element = Feld[x][y];
12248 if (element == EL_MAGIC_WALL_ACTIVE ||
12249 element == EL_MAGIC_WALL_FULL)
12251 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12252 TEST_DrawLevelField(x, y);
12254 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12255 element == EL_BD_MAGIC_WALL_FULL)
12257 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12258 TEST_DrawLevelField(x, y);
12260 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12261 element == EL_DC_MAGIC_WALL_FULL)
12263 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12264 TEST_DrawLevelField(x, y);
12268 game.magic_wall_active = FALSE;
12273 if (game.light_time_left > 0)
12275 game.light_time_left--;
12277 if (game.light_time_left == 0)
12278 RedrawAllLightSwitchesAndInvisibleElements();
12281 if (game.timegate_time_left > 0)
12283 game.timegate_time_left--;
12285 if (game.timegate_time_left == 0)
12286 CloseAllOpenTimegates();
12289 if (game.lenses_time_left > 0)
12291 game.lenses_time_left--;
12293 if (game.lenses_time_left == 0)
12294 RedrawAllInvisibleElementsForLenses();
12297 if (game.magnify_time_left > 0)
12299 game.magnify_time_left--;
12301 if (game.magnify_time_left == 0)
12302 RedrawAllInvisibleElementsForMagnifier();
12305 for (i = 0; i < MAX_PLAYERS; i++)
12307 struct PlayerInfo *player = &stored_player[i];
12309 if (SHIELD_ON(player))
12311 if (player->shield_deadly_time_left)
12312 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12313 else if (player->shield_normal_time_left)
12314 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12318 #if USE_DELAYED_GFX_REDRAW
12319 SCAN_PLAYFIELD(x, y)
12321 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12323 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12324 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12326 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12327 DrawLevelField(x, y);
12329 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12330 DrawLevelFieldCrumbled(x, y);
12332 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12333 DrawLevelFieldCrumbledNeighbours(x, y);
12335 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12336 DrawTwinkleOnField(x, y);
12339 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12344 PlayAllPlayersSound();
12346 for (i = 0; i < MAX_PLAYERS; i++)
12348 struct PlayerInfo *player = &stored_player[i];
12350 if (player->show_envelope != 0 && (!player->active ||
12351 player->MovPos == 0))
12353 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12355 player->show_envelope = 0;
12359 // use random number generator in every frame to make it less predictable
12360 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12363 mouse_action_last = mouse_action;
12366 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12368 int min_x = x, min_y = y, max_x = x, max_y = y;
12371 for (i = 0; i < MAX_PLAYERS; i++)
12373 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12375 if (!stored_player[i].active || &stored_player[i] == player)
12378 min_x = MIN(min_x, jx);
12379 min_y = MIN(min_y, jy);
12380 max_x = MAX(max_x, jx);
12381 max_y = MAX(max_y, jy);
12384 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12387 static boolean AllPlayersInVisibleScreen(void)
12391 for (i = 0; i < MAX_PLAYERS; i++)
12393 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12395 if (!stored_player[i].active)
12398 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12405 void ScrollLevel(int dx, int dy)
12407 int scroll_offset = 2 * TILEX_VAR;
12410 BlitBitmap(drawto_field, drawto_field,
12411 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12412 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12413 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12414 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12415 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12416 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12420 x = (dx == 1 ? BX1 : BX2);
12421 for (y = BY1; y <= BY2; y++)
12422 DrawScreenField(x, y);
12427 y = (dy == 1 ? BY1 : BY2);
12428 for (x = BX1; x <= BX2; x++)
12429 DrawScreenField(x, y);
12432 redraw_mask |= REDRAW_FIELD;
12435 static boolean canFallDown(struct PlayerInfo *player)
12437 int jx = player->jx, jy = player->jy;
12439 return (IN_LEV_FIELD(jx, jy + 1) &&
12440 (IS_FREE(jx, jy + 1) ||
12441 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12442 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12443 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12446 static boolean canPassField(int x, int y, int move_dir)
12448 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12449 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12450 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12451 int nextx = x + dx;
12452 int nexty = y + dy;
12453 int element = Feld[x][y];
12455 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12456 !CAN_MOVE(element) &&
12457 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12458 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12459 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12462 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12464 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12465 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12466 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12470 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12471 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12472 (IS_DIGGABLE(Feld[newx][newy]) ||
12473 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12474 canPassField(newx, newy, move_dir)));
12477 static void CheckGravityMovement(struct PlayerInfo *player)
12479 if (player->gravity && !player->programmed_action)
12481 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12482 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12483 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12484 int jx = player->jx, jy = player->jy;
12485 boolean player_is_moving_to_valid_field =
12486 (!player_is_snapping &&
12487 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12488 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12489 boolean player_can_fall_down = canFallDown(player);
12491 if (player_can_fall_down &&
12492 !player_is_moving_to_valid_field)
12493 player->programmed_action = MV_DOWN;
12497 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12499 return CheckGravityMovement(player);
12501 if (player->gravity && !player->programmed_action)
12503 int jx = player->jx, jy = player->jy;
12504 boolean field_under_player_is_free =
12505 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12506 boolean player_is_standing_on_valid_field =
12507 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12508 (IS_WALKABLE(Feld[jx][jy]) &&
12509 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12511 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12512 player->programmed_action = MV_DOWN;
12517 MovePlayerOneStep()
12518 -----------------------------------------------------------------------------
12519 dx, dy: direction (non-diagonal) to try to move the player to
12520 real_dx, real_dy: direction as read from input device (can be diagonal)
12523 boolean MovePlayerOneStep(struct PlayerInfo *player,
12524 int dx, int dy, int real_dx, int real_dy)
12526 int jx = player->jx, jy = player->jy;
12527 int new_jx = jx + dx, new_jy = jy + dy;
12529 boolean player_can_move = !player->cannot_move;
12531 if (!player->active || (!dx && !dy))
12532 return MP_NO_ACTION;
12534 player->MovDir = (dx < 0 ? MV_LEFT :
12535 dx > 0 ? MV_RIGHT :
12537 dy > 0 ? MV_DOWN : MV_NONE);
12539 if (!IN_LEV_FIELD(new_jx, new_jy))
12540 return MP_NO_ACTION;
12542 if (!player_can_move)
12544 if (player->MovPos == 0)
12546 player->is_moving = FALSE;
12547 player->is_digging = FALSE;
12548 player->is_collecting = FALSE;
12549 player->is_snapping = FALSE;
12550 player->is_pushing = FALSE;
12554 if (!network.enabled && game.centered_player_nr == -1 &&
12555 !AllPlayersInSight(player, new_jx, new_jy))
12556 return MP_NO_ACTION;
12558 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12559 if (can_move != MP_MOVING)
12562 // check if DigField() has caused relocation of the player
12563 if (player->jx != jx || player->jy != jy)
12564 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12566 StorePlayer[jx][jy] = 0;
12567 player->last_jx = jx;
12568 player->last_jy = jy;
12569 player->jx = new_jx;
12570 player->jy = new_jy;
12571 StorePlayer[new_jx][new_jy] = player->element_nr;
12573 if (player->move_delay_value_next != -1)
12575 player->move_delay_value = player->move_delay_value_next;
12576 player->move_delay_value_next = -1;
12580 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12582 player->step_counter++;
12584 PlayerVisit[jx][jy] = FrameCounter;
12586 player->is_moving = TRUE;
12589 // should better be called in MovePlayer(), but this breaks some tapes
12590 ScrollPlayer(player, SCROLL_INIT);
12596 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12598 int jx = player->jx, jy = player->jy;
12599 int old_jx = jx, old_jy = jy;
12600 int moved = MP_NO_ACTION;
12602 if (!player->active)
12607 if (player->MovPos == 0)
12609 player->is_moving = FALSE;
12610 player->is_digging = FALSE;
12611 player->is_collecting = FALSE;
12612 player->is_snapping = FALSE;
12613 player->is_pushing = FALSE;
12619 if (player->move_delay > 0)
12622 player->move_delay = -1; // set to "uninitialized" value
12624 // store if player is automatically moved to next field
12625 player->is_auto_moving = (player->programmed_action != MV_NONE);
12627 // remove the last programmed player action
12628 player->programmed_action = 0;
12630 if (player->MovPos)
12632 // should only happen if pre-1.2 tape recordings are played
12633 // this is only for backward compatibility
12635 int original_move_delay_value = player->move_delay_value;
12638 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12642 // scroll remaining steps with finest movement resolution
12643 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12645 while (player->MovPos)
12647 ScrollPlayer(player, SCROLL_GO_ON);
12648 ScrollScreen(NULL, SCROLL_GO_ON);
12650 AdvanceFrameAndPlayerCounters(player->index_nr);
12653 BackToFront_WithFrameDelay(0);
12656 player->move_delay_value = original_move_delay_value;
12659 player->is_active = FALSE;
12661 if (player->last_move_dir & MV_HORIZONTAL)
12663 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12664 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12668 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12669 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12672 if (!moved && !player->is_active)
12674 player->is_moving = FALSE;
12675 player->is_digging = FALSE;
12676 player->is_collecting = FALSE;
12677 player->is_snapping = FALSE;
12678 player->is_pushing = FALSE;
12684 if (moved & MP_MOVING && !ScreenMovPos &&
12685 (player->index_nr == game.centered_player_nr ||
12686 game.centered_player_nr == -1))
12688 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12690 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12692 // actual player has left the screen -- scroll in that direction
12693 if (jx != old_jx) // player has moved horizontally
12694 scroll_x += (jx - old_jx);
12695 else // player has moved vertically
12696 scroll_y += (jy - old_jy);
12700 int offset_raw = game.scroll_delay_value;
12702 if (jx != old_jx) // player has moved horizontally
12704 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12705 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12706 int new_scroll_x = jx - MIDPOSX + offset_x;
12708 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12709 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12710 scroll_x = new_scroll_x;
12712 // don't scroll over playfield boundaries
12713 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12715 // don't scroll more than one field at a time
12716 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12718 // don't scroll against the player's moving direction
12719 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12720 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12721 scroll_x = old_scroll_x;
12723 else // player has moved vertically
12725 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12726 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12727 int new_scroll_y = jy - MIDPOSY + offset_y;
12729 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12730 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12731 scroll_y = new_scroll_y;
12733 // don't scroll over playfield boundaries
12734 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12736 // don't scroll more than one field at a time
12737 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12739 // don't scroll against the player's moving direction
12740 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12741 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12742 scroll_y = old_scroll_y;
12746 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12748 if (!network.enabled && game.centered_player_nr == -1 &&
12749 !AllPlayersInVisibleScreen())
12751 scroll_x = old_scroll_x;
12752 scroll_y = old_scroll_y;
12756 ScrollScreen(player, SCROLL_INIT);
12757 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12762 player->StepFrame = 0;
12764 if (moved & MP_MOVING)
12766 if (old_jx != jx && old_jy == jy)
12767 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12768 else if (old_jx == jx && old_jy != jy)
12769 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12771 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12773 player->last_move_dir = player->MovDir;
12774 player->is_moving = TRUE;
12775 player->is_snapping = FALSE;
12776 player->is_switching = FALSE;
12777 player->is_dropping = FALSE;
12778 player->is_dropping_pressed = FALSE;
12779 player->drop_pressed_delay = 0;
12782 // should better be called here than above, but this breaks some tapes
12783 ScrollPlayer(player, SCROLL_INIT);
12788 CheckGravityMovementWhenNotMoving(player);
12790 player->is_moving = FALSE;
12792 /* at this point, the player is allowed to move, but cannot move right now
12793 (e.g. because of something blocking the way) -- ensure that the player
12794 is also allowed to move in the next frame (in old versions before 3.1.1,
12795 the player was forced to wait again for eight frames before next try) */
12797 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12798 player->move_delay = 0; // allow direct movement in the next frame
12801 if (player->move_delay == -1) // not yet initialized by DigField()
12802 player->move_delay = player->move_delay_value;
12804 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12806 TestIfPlayerTouchesBadThing(jx, jy);
12807 TestIfPlayerTouchesCustomElement(jx, jy);
12810 if (!player->active)
12811 RemovePlayer(player);
12816 void ScrollPlayer(struct PlayerInfo *player, int mode)
12818 int jx = player->jx, jy = player->jy;
12819 int last_jx = player->last_jx, last_jy = player->last_jy;
12820 int move_stepsize = TILEX / player->move_delay_value;
12822 if (!player->active)
12825 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12828 if (mode == SCROLL_INIT)
12830 player->actual_frame_counter = FrameCounter;
12831 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12833 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12834 Feld[last_jx][last_jy] == EL_EMPTY)
12836 int last_field_block_delay = 0; // start with no blocking at all
12837 int block_delay_adjustment = player->block_delay_adjustment;
12839 // if player blocks last field, add delay for exactly one move
12840 if (player->block_last_field)
12842 last_field_block_delay += player->move_delay_value;
12844 // when blocking enabled, prevent moving up despite gravity
12845 if (player->gravity && player->MovDir == MV_UP)
12846 block_delay_adjustment = -1;
12849 // add block delay adjustment (also possible when not blocking)
12850 last_field_block_delay += block_delay_adjustment;
12852 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12853 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12856 if (player->MovPos != 0) // player has not yet reached destination
12859 else if (!FrameReached(&player->actual_frame_counter, 1))
12862 if (player->MovPos != 0)
12864 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12865 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12867 // before DrawPlayer() to draw correct player graphic for this case
12868 if (player->MovPos == 0)
12869 CheckGravityMovement(player);
12872 if (player->MovPos == 0) // player reached destination field
12874 if (player->move_delay_reset_counter > 0)
12876 player->move_delay_reset_counter--;
12878 if (player->move_delay_reset_counter == 0)
12880 // continue with normal speed after quickly moving through gate
12881 HALVE_PLAYER_SPEED(player);
12883 // be able to make the next move without delay
12884 player->move_delay = 0;
12888 player->last_jx = jx;
12889 player->last_jy = jy;
12891 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12892 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12893 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12894 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12895 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12896 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12897 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12898 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12900 ExitPlayer(player);
12902 if (game.players_still_needed == 0 &&
12903 (game.friends_still_needed == 0 ||
12904 IS_SP_ELEMENT(Feld[jx][jy])))
12908 // this breaks one level: "machine", level 000
12910 int move_direction = player->MovDir;
12911 int enter_side = MV_DIR_OPPOSITE(move_direction);
12912 int leave_side = move_direction;
12913 int old_jx = last_jx;
12914 int old_jy = last_jy;
12915 int old_element = Feld[old_jx][old_jy];
12916 int new_element = Feld[jx][jy];
12918 if (IS_CUSTOM_ELEMENT(old_element))
12919 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12921 player->index_bit, leave_side);
12923 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12924 CE_PLAYER_LEAVES_X,
12925 player->index_bit, leave_side);
12927 if (IS_CUSTOM_ELEMENT(new_element))
12928 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12929 player->index_bit, enter_side);
12931 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12932 CE_PLAYER_ENTERS_X,
12933 player->index_bit, enter_side);
12935 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12936 CE_MOVE_OF_X, move_direction);
12939 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12941 TestIfPlayerTouchesBadThing(jx, jy);
12942 TestIfPlayerTouchesCustomElement(jx, jy);
12944 /* needed because pushed element has not yet reached its destination,
12945 so it would trigger a change event at its previous field location */
12946 if (!player->is_pushing)
12947 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12949 if (!player->active)
12950 RemovePlayer(player);
12953 if (!game.LevelSolved && level.use_step_counter)
12963 if (TimeLeft <= 10 && setup.time_limit)
12964 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12966 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12968 DisplayGameControlValues();
12970 if (!TimeLeft && setup.time_limit)
12971 for (i = 0; i < MAX_PLAYERS; i++)
12972 KillPlayer(&stored_player[i]);
12974 else if (game.no_time_limit && !game.all_players_gone)
12976 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12978 DisplayGameControlValues();
12982 if (tape.single_step && tape.recording && !tape.pausing &&
12983 !player->programmed_action)
12984 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12986 if (!player->programmed_action)
12987 CheckSaveEngineSnapshot(player);
12991 void ScrollScreen(struct PlayerInfo *player, int mode)
12993 static unsigned int screen_frame_counter = 0;
12995 if (mode == SCROLL_INIT)
12997 // set scrolling step size according to actual player's moving speed
12998 ScrollStepSize = TILEX / player->move_delay_value;
13000 screen_frame_counter = FrameCounter;
13001 ScreenMovDir = player->MovDir;
13002 ScreenMovPos = player->MovPos;
13003 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13006 else if (!FrameReached(&screen_frame_counter, 1))
13011 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13012 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13013 redraw_mask |= REDRAW_FIELD;
13016 ScreenMovDir = MV_NONE;
13019 void TestIfPlayerTouchesCustomElement(int x, int y)
13021 static int xy[4][2] =
13028 static int trigger_sides[4][2] =
13030 // center side border side
13031 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13032 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13033 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13034 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13036 static int touch_dir[4] =
13038 MV_LEFT | MV_RIGHT,
13043 int center_element = Feld[x][y]; // should always be non-moving!
13046 for (i = 0; i < NUM_DIRECTIONS; i++)
13048 int xx = x + xy[i][0];
13049 int yy = y + xy[i][1];
13050 int center_side = trigger_sides[i][0];
13051 int border_side = trigger_sides[i][1];
13052 int border_element;
13054 if (!IN_LEV_FIELD(xx, yy))
13057 if (IS_PLAYER(x, y)) // player found at center element
13059 struct PlayerInfo *player = PLAYERINFO(x, y);
13061 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13062 border_element = Feld[xx][yy]; // may be moving!
13063 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13064 border_element = Feld[xx][yy];
13065 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13066 border_element = MovingOrBlocked2Element(xx, yy);
13068 continue; // center and border element do not touch
13070 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13071 player->index_bit, border_side);
13072 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13073 CE_PLAYER_TOUCHES_X,
13074 player->index_bit, border_side);
13077 /* use player element that is initially defined in the level playfield,
13078 not the player element that corresponds to the runtime player number
13079 (example: a level that contains EL_PLAYER_3 as the only player would
13080 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13081 int player_element = PLAYERINFO(x, y)->initial_element;
13083 CheckElementChangeBySide(xx, yy, border_element, player_element,
13084 CE_TOUCHING_X, border_side);
13087 else if (IS_PLAYER(xx, yy)) // player found at border element
13089 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13091 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13093 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13094 continue; // center and border element do not touch
13097 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13098 player->index_bit, center_side);
13099 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13100 CE_PLAYER_TOUCHES_X,
13101 player->index_bit, center_side);
13104 /* use player element that is initially defined in the level playfield,
13105 not the player element that corresponds to the runtime player number
13106 (example: a level that contains EL_PLAYER_3 as the only player would
13107 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13108 int player_element = PLAYERINFO(xx, yy)->initial_element;
13110 CheckElementChangeBySide(x, y, center_element, player_element,
13111 CE_TOUCHING_X, center_side);
13119 void TestIfElementTouchesCustomElement(int x, int y)
13121 static int xy[4][2] =
13128 static int trigger_sides[4][2] =
13130 // center side border side
13131 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13132 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13133 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13134 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13136 static int touch_dir[4] =
13138 MV_LEFT | MV_RIGHT,
13143 boolean change_center_element = FALSE;
13144 int center_element = Feld[x][y]; // should always be non-moving!
13145 int border_element_old[NUM_DIRECTIONS];
13148 for (i = 0; i < NUM_DIRECTIONS; i++)
13150 int xx = x + xy[i][0];
13151 int yy = y + xy[i][1];
13152 int border_element;
13154 border_element_old[i] = -1;
13156 if (!IN_LEV_FIELD(xx, yy))
13159 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13160 border_element = Feld[xx][yy]; // may be moving!
13161 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13162 border_element = Feld[xx][yy];
13163 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13164 border_element = MovingOrBlocked2Element(xx, yy);
13166 continue; // center and border element do not touch
13168 border_element_old[i] = border_element;
13171 for (i = 0; i < NUM_DIRECTIONS; i++)
13173 int xx = x + xy[i][0];
13174 int yy = y + xy[i][1];
13175 int center_side = trigger_sides[i][0];
13176 int border_element = border_element_old[i];
13178 if (border_element == -1)
13181 // check for change of border element
13182 CheckElementChangeBySide(xx, yy, border_element, center_element,
13183 CE_TOUCHING_X, center_side);
13185 // (center element cannot be player, so we dont have to check this here)
13188 for (i = 0; i < NUM_DIRECTIONS; i++)
13190 int xx = x + xy[i][0];
13191 int yy = y + xy[i][1];
13192 int border_side = trigger_sides[i][1];
13193 int border_element = border_element_old[i];
13195 if (border_element == -1)
13198 // check for change of center element (but change it only once)
13199 if (!change_center_element)
13200 change_center_element =
13201 CheckElementChangeBySide(x, y, center_element, border_element,
13202 CE_TOUCHING_X, border_side);
13204 if (IS_PLAYER(xx, yy))
13206 /* use player element that is initially defined in the level playfield,
13207 not the player element that corresponds to the runtime player number
13208 (example: a level that contains EL_PLAYER_3 as the only player would
13209 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13210 int player_element = PLAYERINFO(xx, yy)->initial_element;
13212 CheckElementChangeBySide(x, y, center_element, player_element,
13213 CE_TOUCHING_X, border_side);
13218 void TestIfElementHitsCustomElement(int x, int y, int direction)
13220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13222 int hitx = x + dx, hity = y + dy;
13223 int hitting_element = Feld[x][y];
13224 int touched_element;
13226 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13229 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13230 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13232 if (IN_LEV_FIELD(hitx, hity))
13234 int opposite_direction = MV_DIR_OPPOSITE(direction);
13235 int hitting_side = direction;
13236 int touched_side = opposite_direction;
13237 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13238 MovDir[hitx][hity] != direction ||
13239 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13245 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13246 CE_HITTING_X, touched_side);
13248 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13249 CE_HIT_BY_X, hitting_side);
13251 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13252 CE_HIT_BY_SOMETHING, opposite_direction);
13254 if (IS_PLAYER(hitx, hity))
13256 /* use player element that is initially defined in the level playfield,
13257 not the player element that corresponds to the runtime player number
13258 (example: a level that contains EL_PLAYER_3 as the only player would
13259 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13260 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13262 CheckElementChangeBySide(x, y, hitting_element, player_element,
13263 CE_HITTING_X, touched_side);
13268 // "hitting something" is also true when hitting the playfield border
13269 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13270 CE_HITTING_SOMETHING, direction);
13273 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13275 int i, kill_x = -1, kill_y = -1;
13277 int bad_element = -1;
13278 static int test_xy[4][2] =
13285 static int test_dir[4] =
13293 for (i = 0; i < NUM_DIRECTIONS; i++)
13295 int test_x, test_y, test_move_dir, test_element;
13297 test_x = good_x + test_xy[i][0];
13298 test_y = good_y + test_xy[i][1];
13300 if (!IN_LEV_FIELD(test_x, test_y))
13304 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13306 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13308 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13309 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13311 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13312 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13316 bad_element = test_element;
13322 if (kill_x != -1 || kill_y != -1)
13324 if (IS_PLAYER(good_x, good_y))
13326 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13328 if (player->shield_deadly_time_left > 0 &&
13329 !IS_INDESTRUCTIBLE(bad_element))
13330 Bang(kill_x, kill_y);
13331 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13332 KillPlayer(player);
13335 Bang(good_x, good_y);
13339 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13341 int i, kill_x = -1, kill_y = -1;
13342 int bad_element = Feld[bad_x][bad_y];
13343 static int test_xy[4][2] =
13350 static int touch_dir[4] =
13352 MV_LEFT | MV_RIGHT,
13357 static int test_dir[4] =
13365 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13368 for (i = 0; i < NUM_DIRECTIONS; i++)
13370 int test_x, test_y, test_move_dir, test_element;
13372 test_x = bad_x + test_xy[i][0];
13373 test_y = bad_y + test_xy[i][1];
13375 if (!IN_LEV_FIELD(test_x, test_y))
13379 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13381 test_element = Feld[test_x][test_y];
13383 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13384 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13386 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13387 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13389 // good thing is player or penguin that does not move away
13390 if (IS_PLAYER(test_x, test_y))
13392 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13394 if (bad_element == EL_ROBOT && player->is_moving)
13395 continue; // robot does not kill player if he is moving
13397 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13399 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13400 continue; // center and border element do not touch
13408 else if (test_element == EL_PENGUIN)
13418 if (kill_x != -1 || kill_y != -1)
13420 if (IS_PLAYER(kill_x, kill_y))
13422 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13424 if (player->shield_deadly_time_left > 0 &&
13425 !IS_INDESTRUCTIBLE(bad_element))
13426 Bang(bad_x, bad_y);
13427 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13428 KillPlayer(player);
13431 Bang(kill_x, kill_y);
13435 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13437 int bad_element = Feld[bad_x][bad_y];
13438 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13439 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13440 int test_x = bad_x + dx, test_y = bad_y + dy;
13441 int test_move_dir, test_element;
13442 int kill_x = -1, kill_y = -1;
13444 if (!IN_LEV_FIELD(test_x, test_y))
13448 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13450 test_element = Feld[test_x][test_y];
13452 if (test_move_dir != bad_move_dir)
13454 // good thing can be player or penguin that does not move away
13455 if (IS_PLAYER(test_x, test_y))
13457 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13459 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13460 player as being hit when he is moving towards the bad thing, because
13461 the "get hit by" condition would be lost after the player stops) */
13462 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13463 return; // player moves away from bad thing
13468 else if (test_element == EL_PENGUIN)
13475 if (kill_x != -1 || kill_y != -1)
13477 if (IS_PLAYER(kill_x, kill_y))
13479 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13481 if (player->shield_deadly_time_left > 0 &&
13482 !IS_INDESTRUCTIBLE(bad_element))
13483 Bang(bad_x, bad_y);
13484 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13485 KillPlayer(player);
13488 Bang(kill_x, kill_y);
13492 void TestIfPlayerTouchesBadThing(int x, int y)
13494 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13497 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13499 TestIfGoodThingHitsBadThing(x, y, move_dir);
13502 void TestIfBadThingTouchesPlayer(int x, int y)
13504 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13507 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13509 TestIfBadThingHitsGoodThing(x, y, move_dir);
13512 void TestIfFriendTouchesBadThing(int x, int y)
13514 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13517 void TestIfBadThingTouchesFriend(int x, int y)
13519 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13522 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13524 int i, kill_x = bad_x, kill_y = bad_y;
13525 static int xy[4][2] =
13533 for (i = 0; i < NUM_DIRECTIONS; i++)
13537 x = bad_x + xy[i][0];
13538 y = bad_y + xy[i][1];
13539 if (!IN_LEV_FIELD(x, y))
13542 element = Feld[x][y];
13543 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13544 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13552 if (kill_x != bad_x || kill_y != bad_y)
13553 Bang(bad_x, bad_y);
13556 void KillPlayer(struct PlayerInfo *player)
13558 int jx = player->jx, jy = player->jy;
13560 if (!player->active)
13564 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13565 player->killed, player->active, player->reanimated);
13568 /* the following code was introduced to prevent an infinite loop when calling
13570 -> CheckTriggeredElementChangeExt()
13571 -> ExecuteCustomElementAction()
13573 -> (infinitely repeating the above sequence of function calls)
13574 which occurs when killing the player while having a CE with the setting
13575 "kill player X when explosion of <player X>"; the solution using a new
13576 field "player->killed" was chosen for backwards compatibility, although
13577 clever use of the fields "player->active" etc. would probably also work */
13579 if (player->killed)
13583 player->killed = TRUE;
13585 // remove accessible field at the player's position
13586 Feld[jx][jy] = EL_EMPTY;
13588 // deactivate shield (else Bang()/Explode() would not work right)
13589 player->shield_normal_time_left = 0;
13590 player->shield_deadly_time_left = 0;
13593 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13594 player->killed, player->active, player->reanimated);
13600 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13601 player->killed, player->active, player->reanimated);
13604 if (player->reanimated) // killed player may have been reanimated
13605 player->killed = player->reanimated = FALSE;
13607 BuryPlayer(player);
13610 static void KillPlayerUnlessEnemyProtected(int x, int y)
13612 if (!PLAYER_ENEMY_PROTECTED(x, y))
13613 KillPlayer(PLAYERINFO(x, y));
13616 static void KillPlayerUnlessExplosionProtected(int x, int y)
13618 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13619 KillPlayer(PLAYERINFO(x, y));
13622 void BuryPlayer(struct PlayerInfo *player)
13624 int jx = player->jx, jy = player->jy;
13626 if (!player->active)
13629 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13630 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13632 RemovePlayer(player);
13634 player->buried = TRUE;
13636 if (game.all_players_gone)
13637 game.GameOver = TRUE;
13640 void RemovePlayer(struct PlayerInfo *player)
13642 int jx = player->jx, jy = player->jy;
13643 int i, found = FALSE;
13645 player->present = FALSE;
13646 player->active = FALSE;
13648 // required for some CE actions (even if the player is not active anymore)
13649 player->MovPos = 0;
13651 if (!ExplodeField[jx][jy])
13652 StorePlayer[jx][jy] = 0;
13654 if (player->is_moving)
13655 TEST_DrawLevelField(player->last_jx, player->last_jy);
13657 for (i = 0; i < MAX_PLAYERS; i++)
13658 if (stored_player[i].active)
13663 game.all_players_gone = TRUE;
13664 game.GameOver = TRUE;
13667 game.exit_x = game.robot_wheel_x = jx;
13668 game.exit_y = game.robot_wheel_y = jy;
13671 void ExitPlayer(struct PlayerInfo *player)
13673 DrawPlayer(player); // needed here only to cleanup last field
13674 RemovePlayer(player);
13676 if (game.players_still_needed > 0)
13677 game.players_still_needed--;
13680 static void setFieldForSnapping(int x, int y, int element, int direction)
13682 struct ElementInfo *ei = &element_info[element];
13683 int direction_bit = MV_DIR_TO_BIT(direction);
13684 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13685 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13686 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13688 Feld[x][y] = EL_ELEMENT_SNAPPING;
13689 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13691 ResetGfxAnimation(x, y);
13693 GfxElement[x][y] = element;
13694 GfxAction[x][y] = action;
13695 GfxDir[x][y] = direction;
13696 GfxFrame[x][y] = -1;
13700 =============================================================================
13701 checkDiagonalPushing()
13702 -----------------------------------------------------------------------------
13703 check if diagonal input device direction results in pushing of object
13704 (by checking if the alternative direction is walkable, diggable, ...)
13705 =============================================================================
13708 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13709 int x, int y, int real_dx, int real_dy)
13711 int jx, jy, dx, dy, xx, yy;
13713 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13716 // diagonal direction: check alternative direction
13721 xx = jx + (dx == 0 ? real_dx : 0);
13722 yy = jy + (dy == 0 ? real_dy : 0);
13724 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13728 =============================================================================
13730 -----------------------------------------------------------------------------
13731 x, y: field next to player (non-diagonal) to try to dig to
13732 real_dx, real_dy: direction as read from input device (can be diagonal)
13733 =============================================================================
13736 static int DigField(struct PlayerInfo *player,
13737 int oldx, int oldy, int x, int y,
13738 int real_dx, int real_dy, int mode)
13740 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13741 boolean player_was_pushing = player->is_pushing;
13742 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13743 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13744 int jx = oldx, jy = oldy;
13745 int dx = x - jx, dy = y - jy;
13746 int nextx = x + dx, nexty = y + dy;
13747 int move_direction = (dx == -1 ? MV_LEFT :
13748 dx == +1 ? MV_RIGHT :
13750 dy == +1 ? MV_DOWN : MV_NONE);
13751 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13752 int dig_side = MV_DIR_OPPOSITE(move_direction);
13753 int old_element = Feld[jx][jy];
13754 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13757 if (is_player) // function can also be called by EL_PENGUIN
13759 if (player->MovPos == 0)
13761 player->is_digging = FALSE;
13762 player->is_collecting = FALSE;
13765 if (player->MovPos == 0) // last pushing move finished
13766 player->is_pushing = FALSE;
13768 if (mode == DF_NO_PUSH) // player just stopped pushing
13770 player->is_switching = FALSE;
13771 player->push_delay = -1;
13773 return MP_NO_ACTION;
13777 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13778 old_element = Back[jx][jy];
13780 // in case of element dropped at player position, check background
13781 else if (Back[jx][jy] != EL_EMPTY &&
13782 game.engine_version >= VERSION_IDENT(2,2,0,0))
13783 old_element = Back[jx][jy];
13785 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13786 return MP_NO_ACTION; // field has no opening in this direction
13788 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13789 return MP_NO_ACTION; // field has no opening in this direction
13791 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13795 Feld[jx][jy] = player->artwork_element;
13796 InitMovingField(jx, jy, MV_DOWN);
13797 Store[jx][jy] = EL_ACID;
13798 ContinueMoving(jx, jy);
13799 BuryPlayer(player);
13801 return MP_DONT_RUN_INTO;
13804 if (player_can_move && DONT_RUN_INTO(element))
13806 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13808 return MP_DONT_RUN_INTO;
13811 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13812 return MP_NO_ACTION;
13814 collect_count = element_info[element].collect_count_initial;
13816 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13817 return MP_NO_ACTION;
13819 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13820 player_can_move = player_can_move_or_snap;
13822 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13823 game.engine_version >= VERSION_IDENT(2,2,0,0))
13825 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13826 player->index_bit, dig_side);
13827 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13828 player->index_bit, dig_side);
13830 if (element == EL_DC_LANDMINE)
13833 if (Feld[x][y] != element) // field changed by snapping
13836 return MP_NO_ACTION;
13839 if (player->gravity && is_player && !player->is_auto_moving &&
13840 canFallDown(player) && move_direction != MV_DOWN &&
13841 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13842 return MP_NO_ACTION; // player cannot walk here due to gravity
13844 if (player_can_move &&
13845 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13847 int sound_element = SND_ELEMENT(element);
13848 int sound_action = ACTION_WALKING;
13850 if (IS_RND_GATE(element))
13852 if (!player->key[RND_GATE_NR(element)])
13853 return MP_NO_ACTION;
13855 else if (IS_RND_GATE_GRAY(element))
13857 if (!player->key[RND_GATE_GRAY_NR(element)])
13858 return MP_NO_ACTION;
13860 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13862 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13863 return MP_NO_ACTION;
13865 else if (element == EL_EXIT_OPEN ||
13866 element == EL_EM_EXIT_OPEN ||
13867 element == EL_EM_EXIT_OPENING ||
13868 element == EL_STEEL_EXIT_OPEN ||
13869 element == EL_EM_STEEL_EXIT_OPEN ||
13870 element == EL_EM_STEEL_EXIT_OPENING ||
13871 element == EL_SP_EXIT_OPEN ||
13872 element == EL_SP_EXIT_OPENING)
13874 sound_action = ACTION_PASSING; // player is passing exit
13876 else if (element == EL_EMPTY)
13878 sound_action = ACTION_MOVING; // nothing to walk on
13881 // play sound from background or player, whatever is available
13882 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13883 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13885 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13887 else if (player_can_move &&
13888 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13890 if (!ACCESS_FROM(element, opposite_direction))
13891 return MP_NO_ACTION; // field not accessible from this direction
13893 if (CAN_MOVE(element)) // only fixed elements can be passed!
13894 return MP_NO_ACTION;
13896 if (IS_EM_GATE(element))
13898 if (!player->key[EM_GATE_NR(element)])
13899 return MP_NO_ACTION;
13901 else if (IS_EM_GATE_GRAY(element))
13903 if (!player->key[EM_GATE_GRAY_NR(element)])
13904 return MP_NO_ACTION;
13906 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13908 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13909 return MP_NO_ACTION;
13911 else if (IS_EMC_GATE(element))
13913 if (!player->key[EMC_GATE_NR(element)])
13914 return MP_NO_ACTION;
13916 else if (IS_EMC_GATE_GRAY(element))
13918 if (!player->key[EMC_GATE_GRAY_NR(element)])
13919 return MP_NO_ACTION;
13921 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13923 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13924 return MP_NO_ACTION;
13926 else if (element == EL_DC_GATE_WHITE ||
13927 element == EL_DC_GATE_WHITE_GRAY ||
13928 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13930 if (player->num_white_keys == 0)
13931 return MP_NO_ACTION;
13933 player->num_white_keys--;
13935 else if (IS_SP_PORT(element))
13937 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13938 element == EL_SP_GRAVITY_PORT_RIGHT ||
13939 element == EL_SP_GRAVITY_PORT_UP ||
13940 element == EL_SP_GRAVITY_PORT_DOWN)
13941 player->gravity = !player->gravity;
13942 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13943 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13944 element == EL_SP_GRAVITY_ON_PORT_UP ||
13945 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13946 player->gravity = TRUE;
13947 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13948 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13949 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13950 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13951 player->gravity = FALSE;
13954 // automatically move to the next field with double speed
13955 player->programmed_action = move_direction;
13957 if (player->move_delay_reset_counter == 0)
13959 player->move_delay_reset_counter = 2; // two double speed steps
13961 DOUBLE_PLAYER_SPEED(player);
13964 PlayLevelSoundAction(x, y, ACTION_PASSING);
13966 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13970 if (mode != DF_SNAP)
13972 GfxElement[x][y] = GFX_ELEMENT(element);
13973 player->is_digging = TRUE;
13976 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13978 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13979 player->index_bit, dig_side);
13981 if (mode == DF_SNAP)
13983 if (level.block_snap_field)
13984 setFieldForSnapping(x, y, element, move_direction);
13986 TestIfElementTouchesCustomElement(x, y); // for empty space
13988 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13989 player->index_bit, dig_side);
13992 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13996 if (is_player && mode != DF_SNAP)
13998 GfxElement[x][y] = element;
13999 player->is_collecting = TRUE;
14002 if (element == EL_SPEED_PILL)
14004 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14006 else if (element == EL_EXTRA_TIME && level.time > 0)
14008 TimeLeft += level.extra_time;
14010 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14012 DisplayGameControlValues();
14014 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14016 player->shield_normal_time_left += level.shield_normal_time;
14017 if (element == EL_SHIELD_DEADLY)
14018 player->shield_deadly_time_left += level.shield_deadly_time;
14020 else if (element == EL_DYNAMITE ||
14021 element == EL_EM_DYNAMITE ||
14022 element == EL_SP_DISK_RED)
14024 if (player->inventory_size < MAX_INVENTORY_SIZE)
14025 player->inventory_element[player->inventory_size++] = element;
14027 DrawGameDoorValues();
14029 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14031 player->dynabomb_count++;
14032 player->dynabombs_left++;
14034 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14036 player->dynabomb_size++;
14038 else if (element == EL_DYNABOMB_INCREASE_POWER)
14040 player->dynabomb_xl = TRUE;
14042 else if (IS_KEY(element))
14044 player->key[KEY_NR(element)] = TRUE;
14046 DrawGameDoorValues();
14048 else if (element == EL_DC_KEY_WHITE)
14050 player->num_white_keys++;
14052 // display white keys?
14053 // DrawGameDoorValues();
14055 else if (IS_ENVELOPE(element))
14057 player->show_envelope = element;
14059 else if (element == EL_EMC_LENSES)
14061 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14063 RedrawAllInvisibleElementsForLenses();
14065 else if (element == EL_EMC_MAGNIFIER)
14067 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14069 RedrawAllInvisibleElementsForMagnifier();
14071 else if (IS_DROPPABLE(element) ||
14072 IS_THROWABLE(element)) // can be collected and dropped
14076 if (collect_count == 0)
14077 player->inventory_infinite_element = element;
14079 for (i = 0; i < collect_count; i++)
14080 if (player->inventory_size < MAX_INVENTORY_SIZE)
14081 player->inventory_element[player->inventory_size++] = element;
14083 DrawGameDoorValues();
14085 else if (collect_count > 0)
14087 game.gems_still_needed -= collect_count;
14088 if (game.gems_still_needed < 0)
14089 game.gems_still_needed = 0;
14091 game.snapshot.collected_item = TRUE;
14093 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14095 DisplayGameControlValues();
14098 RaiseScoreElement(element);
14099 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14102 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14103 player->index_bit, dig_side);
14105 if (mode == DF_SNAP)
14107 if (level.block_snap_field)
14108 setFieldForSnapping(x, y, element, move_direction);
14110 TestIfElementTouchesCustomElement(x, y); // for empty space
14112 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14113 player->index_bit, dig_side);
14116 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14118 if (mode == DF_SNAP && element != EL_BD_ROCK)
14119 return MP_NO_ACTION;
14121 if (CAN_FALL(element) && dy)
14122 return MP_NO_ACTION;
14124 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14125 !(element == EL_SPRING && level.use_spring_bug))
14126 return MP_NO_ACTION;
14128 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14129 ((move_direction & MV_VERTICAL &&
14130 ((element_info[element].move_pattern & MV_LEFT &&
14131 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14132 (element_info[element].move_pattern & MV_RIGHT &&
14133 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14134 (move_direction & MV_HORIZONTAL &&
14135 ((element_info[element].move_pattern & MV_UP &&
14136 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14137 (element_info[element].move_pattern & MV_DOWN &&
14138 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14139 return MP_NO_ACTION;
14141 // do not push elements already moving away faster than player
14142 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14143 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14144 return MP_NO_ACTION;
14146 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14148 if (player->push_delay_value == -1 || !player_was_pushing)
14149 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14151 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14153 if (player->push_delay_value == -1)
14154 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14156 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14158 if (!player->is_pushing)
14159 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14162 player->is_pushing = TRUE;
14163 player->is_active = TRUE;
14165 if (!(IN_LEV_FIELD(nextx, nexty) &&
14166 (IS_FREE(nextx, nexty) ||
14167 (IS_SB_ELEMENT(element) &&
14168 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14169 (IS_CUSTOM_ELEMENT(element) &&
14170 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14171 return MP_NO_ACTION;
14173 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14174 return MP_NO_ACTION;
14176 if (player->push_delay == -1) // new pushing; restart delay
14177 player->push_delay = 0;
14179 if (player->push_delay < player->push_delay_value &&
14180 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14181 element != EL_SPRING && element != EL_BALLOON)
14183 // make sure that there is no move delay before next try to push
14184 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14185 player->move_delay = 0;
14187 return MP_NO_ACTION;
14190 if (IS_CUSTOM_ELEMENT(element) &&
14191 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14193 if (!DigFieldByCE(nextx, nexty, element))
14194 return MP_NO_ACTION;
14197 if (IS_SB_ELEMENT(element))
14199 boolean sokoban_task_solved = FALSE;
14201 if (element == EL_SOKOBAN_FIELD_FULL)
14203 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14205 IncrementSokobanFieldsNeeded();
14206 IncrementSokobanObjectsNeeded();
14209 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14211 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14213 DecrementSokobanFieldsNeeded();
14214 DecrementSokobanObjectsNeeded();
14216 // sokoban object was pushed from empty field to sokoban field
14217 if (Back[x][y] == EL_EMPTY)
14218 sokoban_task_solved = TRUE;
14221 Feld[x][y] = EL_SOKOBAN_OBJECT;
14223 if (Back[x][y] == Back[nextx][nexty])
14224 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14225 else if (Back[x][y] != 0)
14226 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14229 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14232 if (sokoban_task_solved &&
14233 game.sokoban_fields_still_needed == 0 &&
14234 game.sokoban_objects_still_needed == 0 &&
14235 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14237 game.players_still_needed = 0;
14241 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14245 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14247 InitMovingField(x, y, move_direction);
14248 GfxAction[x][y] = ACTION_PUSHING;
14250 if (mode == DF_SNAP)
14251 ContinueMoving(x, y);
14253 MovPos[x][y] = (dx != 0 ? dx : dy);
14255 Pushed[x][y] = TRUE;
14256 Pushed[nextx][nexty] = TRUE;
14258 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14259 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14261 player->push_delay_value = -1; // get new value later
14263 // check for element change _after_ element has been pushed
14264 if (game.use_change_when_pushing_bug)
14266 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14267 player->index_bit, dig_side);
14268 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14269 player->index_bit, dig_side);
14272 else if (IS_SWITCHABLE(element))
14274 if (PLAYER_SWITCHING(player, x, y))
14276 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14277 player->index_bit, dig_side);
14282 player->is_switching = TRUE;
14283 player->switch_x = x;
14284 player->switch_y = y;
14286 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14288 if (element == EL_ROBOT_WHEEL)
14290 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14292 game.robot_wheel_x = x;
14293 game.robot_wheel_y = y;
14294 game.robot_wheel_active = TRUE;
14296 TEST_DrawLevelField(x, y);
14298 else if (element == EL_SP_TERMINAL)
14302 SCAN_PLAYFIELD(xx, yy)
14304 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14308 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14310 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14312 ResetGfxAnimation(xx, yy);
14313 TEST_DrawLevelField(xx, yy);
14317 else if (IS_BELT_SWITCH(element))
14319 ToggleBeltSwitch(x, y);
14321 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14322 element == EL_SWITCHGATE_SWITCH_DOWN ||
14323 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14324 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14326 ToggleSwitchgateSwitch(x, y);
14328 else if (element == EL_LIGHT_SWITCH ||
14329 element == EL_LIGHT_SWITCH_ACTIVE)
14331 ToggleLightSwitch(x, y);
14333 else if (element == EL_TIMEGATE_SWITCH ||
14334 element == EL_DC_TIMEGATE_SWITCH)
14336 ActivateTimegateSwitch(x, y);
14338 else if (element == EL_BALLOON_SWITCH_LEFT ||
14339 element == EL_BALLOON_SWITCH_RIGHT ||
14340 element == EL_BALLOON_SWITCH_UP ||
14341 element == EL_BALLOON_SWITCH_DOWN ||
14342 element == EL_BALLOON_SWITCH_NONE ||
14343 element == EL_BALLOON_SWITCH_ANY)
14345 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14346 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14347 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14348 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14349 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14352 else if (element == EL_LAMP)
14354 Feld[x][y] = EL_LAMP_ACTIVE;
14355 game.lights_still_needed--;
14357 ResetGfxAnimation(x, y);
14358 TEST_DrawLevelField(x, y);
14360 else if (element == EL_TIME_ORB_FULL)
14362 Feld[x][y] = EL_TIME_ORB_EMPTY;
14364 if (level.time > 0 || level.use_time_orb_bug)
14366 TimeLeft += level.time_orb_time;
14367 game.no_time_limit = FALSE;
14369 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14371 DisplayGameControlValues();
14374 ResetGfxAnimation(x, y);
14375 TEST_DrawLevelField(x, y);
14377 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14378 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14382 game.ball_active = !game.ball_active;
14384 SCAN_PLAYFIELD(xx, yy)
14386 int e = Feld[xx][yy];
14388 if (game.ball_active)
14390 if (e == EL_EMC_MAGIC_BALL)
14391 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14392 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14393 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14397 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14398 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14399 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14400 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14405 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14406 player->index_bit, dig_side);
14408 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14409 player->index_bit, dig_side);
14411 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14412 player->index_bit, dig_side);
14418 if (!PLAYER_SWITCHING(player, x, y))
14420 player->is_switching = TRUE;
14421 player->switch_x = x;
14422 player->switch_y = y;
14424 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14425 player->index_bit, dig_side);
14426 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14427 player->index_bit, dig_side);
14429 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14430 player->index_bit, dig_side);
14431 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14432 player->index_bit, dig_side);
14435 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14436 player->index_bit, dig_side);
14437 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14438 player->index_bit, dig_side);
14440 return MP_NO_ACTION;
14443 player->push_delay = -1;
14445 if (is_player) // function can also be called by EL_PENGUIN
14447 if (Feld[x][y] != element) // really digged/collected something
14449 player->is_collecting = !player->is_digging;
14450 player->is_active = TRUE;
14457 static boolean DigFieldByCE(int x, int y, int digging_element)
14459 int element = Feld[x][y];
14461 if (!IS_FREE(x, y))
14463 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14464 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14467 // no element can dig solid indestructible elements
14468 if (IS_INDESTRUCTIBLE(element) &&
14469 !IS_DIGGABLE(element) &&
14470 !IS_COLLECTIBLE(element))
14473 if (AmoebaNr[x][y] &&
14474 (element == EL_AMOEBA_FULL ||
14475 element == EL_BD_AMOEBA ||
14476 element == EL_AMOEBA_GROWING))
14478 AmoebaCnt[AmoebaNr[x][y]]--;
14479 AmoebaCnt2[AmoebaNr[x][y]]--;
14482 if (IS_MOVING(x, y))
14483 RemoveMovingField(x, y);
14487 TEST_DrawLevelField(x, y);
14490 // if digged element was about to explode, prevent the explosion
14491 ExplodeField[x][y] = EX_TYPE_NONE;
14493 PlayLevelSoundAction(x, y, action);
14496 Store[x][y] = EL_EMPTY;
14498 // this makes it possible to leave the removed element again
14499 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14500 Store[x][y] = element;
14505 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14507 int jx = player->jx, jy = player->jy;
14508 int x = jx + dx, y = jy + dy;
14509 int snap_direction = (dx == -1 ? MV_LEFT :
14510 dx == +1 ? MV_RIGHT :
14512 dy == +1 ? MV_DOWN : MV_NONE);
14513 boolean can_continue_snapping = (level.continuous_snapping &&
14514 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14516 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14519 if (!player->active || !IN_LEV_FIELD(x, y))
14527 if (player->MovPos == 0)
14528 player->is_pushing = FALSE;
14530 player->is_snapping = FALSE;
14532 if (player->MovPos == 0)
14534 player->is_moving = FALSE;
14535 player->is_digging = FALSE;
14536 player->is_collecting = FALSE;
14542 // prevent snapping with already pressed snap key when not allowed
14543 if (player->is_snapping && !can_continue_snapping)
14546 player->MovDir = snap_direction;
14548 if (player->MovPos == 0)
14550 player->is_moving = FALSE;
14551 player->is_digging = FALSE;
14552 player->is_collecting = FALSE;
14555 player->is_dropping = FALSE;
14556 player->is_dropping_pressed = FALSE;
14557 player->drop_pressed_delay = 0;
14559 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14562 player->is_snapping = TRUE;
14563 player->is_active = TRUE;
14565 if (player->MovPos == 0)
14567 player->is_moving = FALSE;
14568 player->is_digging = FALSE;
14569 player->is_collecting = FALSE;
14572 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14573 TEST_DrawLevelField(player->last_jx, player->last_jy);
14575 TEST_DrawLevelField(x, y);
14580 static boolean DropElement(struct PlayerInfo *player)
14582 int old_element, new_element;
14583 int dropx = player->jx, dropy = player->jy;
14584 int drop_direction = player->MovDir;
14585 int drop_side = drop_direction;
14586 int drop_element = get_next_dropped_element(player);
14588 /* do not drop an element on top of another element; when holding drop key
14589 pressed without moving, dropped element must move away before the next
14590 element can be dropped (this is especially important if the next element
14591 is dynamite, which can be placed on background for historical reasons) */
14592 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14595 if (IS_THROWABLE(drop_element))
14597 dropx += GET_DX_FROM_DIR(drop_direction);
14598 dropy += GET_DY_FROM_DIR(drop_direction);
14600 if (!IN_LEV_FIELD(dropx, dropy))
14604 old_element = Feld[dropx][dropy]; // old element at dropping position
14605 new_element = drop_element; // default: no change when dropping
14607 // check if player is active, not moving and ready to drop
14608 if (!player->active || player->MovPos || player->drop_delay > 0)
14611 // check if player has anything that can be dropped
14612 if (new_element == EL_UNDEFINED)
14615 // only set if player has anything that can be dropped
14616 player->is_dropping_pressed = TRUE;
14618 // check if drop key was pressed long enough for EM style dynamite
14619 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14622 // check if anything can be dropped at the current position
14623 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14626 // collected custom elements can only be dropped on empty fields
14627 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14630 if (old_element != EL_EMPTY)
14631 Back[dropx][dropy] = old_element; // store old element on this field
14633 ResetGfxAnimation(dropx, dropy);
14634 ResetRandomAnimationValue(dropx, dropy);
14636 if (player->inventory_size > 0 ||
14637 player->inventory_infinite_element != EL_UNDEFINED)
14639 if (player->inventory_size > 0)
14641 player->inventory_size--;
14643 DrawGameDoorValues();
14645 if (new_element == EL_DYNAMITE)
14646 new_element = EL_DYNAMITE_ACTIVE;
14647 else if (new_element == EL_EM_DYNAMITE)
14648 new_element = EL_EM_DYNAMITE_ACTIVE;
14649 else if (new_element == EL_SP_DISK_RED)
14650 new_element = EL_SP_DISK_RED_ACTIVE;
14653 Feld[dropx][dropy] = new_element;
14655 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14656 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14657 el2img(Feld[dropx][dropy]), 0);
14659 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14661 // needed if previous element just changed to "empty" in the last frame
14662 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14664 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14665 player->index_bit, drop_side);
14666 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14668 player->index_bit, drop_side);
14670 TestIfElementTouchesCustomElement(dropx, dropy);
14672 else // player is dropping a dyna bomb
14674 player->dynabombs_left--;
14676 Feld[dropx][dropy] = new_element;
14678 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14679 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14680 el2img(Feld[dropx][dropy]), 0);
14682 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14685 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14686 InitField_WithBug1(dropx, dropy, FALSE);
14688 new_element = Feld[dropx][dropy]; // element might have changed
14690 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14691 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14693 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14694 MovDir[dropx][dropy] = drop_direction;
14696 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14698 // do not cause impact style collision by dropping elements that can fall
14699 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14702 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14703 player->is_dropping = TRUE;
14705 player->drop_pressed_delay = 0;
14706 player->is_dropping_pressed = FALSE;
14708 player->drop_x = dropx;
14709 player->drop_y = dropy;
14714 // ----------------------------------------------------------------------------
14715 // game sound playing functions
14716 // ----------------------------------------------------------------------------
14718 static int *loop_sound_frame = NULL;
14719 static int *loop_sound_volume = NULL;
14721 void InitPlayLevelSound(void)
14723 int num_sounds = getSoundListSize();
14725 checked_free(loop_sound_frame);
14726 checked_free(loop_sound_volume);
14728 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14729 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14732 static void PlayLevelSound(int x, int y, int nr)
14734 int sx = SCREENX(x), sy = SCREENY(y);
14735 int volume, stereo_position;
14736 int max_distance = 8;
14737 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14739 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14740 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14743 if (!IN_LEV_FIELD(x, y) ||
14744 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14745 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14748 volume = SOUND_MAX_VOLUME;
14750 if (!IN_SCR_FIELD(sx, sy))
14752 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14753 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14755 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14758 stereo_position = (SOUND_MAX_LEFT +
14759 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14760 (SCR_FIELDX + 2 * max_distance));
14762 if (IS_LOOP_SOUND(nr))
14764 /* This assures that quieter loop sounds do not overwrite louder ones,
14765 while restarting sound volume comparison with each new game frame. */
14767 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14770 loop_sound_volume[nr] = volume;
14771 loop_sound_frame[nr] = FrameCounter;
14774 PlaySoundExt(nr, volume, stereo_position, type);
14777 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14779 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14780 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14781 y < LEVELY(BY1) ? LEVELY(BY1) :
14782 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14786 static void PlayLevelSoundAction(int x, int y, int action)
14788 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14791 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14793 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14795 if (sound_effect != SND_UNDEFINED)
14796 PlayLevelSound(x, y, sound_effect);
14799 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14802 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14804 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14805 PlayLevelSound(x, y, sound_effect);
14808 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14810 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14812 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14813 PlayLevelSound(x, y, sound_effect);
14816 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14818 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14820 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14821 StopSound(sound_effect);
14824 static int getLevelMusicNr(void)
14826 if (levelset.music[level_nr] != MUS_UNDEFINED)
14827 return levelset.music[level_nr]; // from config file
14829 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14832 static void FadeLevelSounds(void)
14837 static void FadeLevelMusic(void)
14839 int music_nr = getLevelMusicNr();
14840 char *curr_music = getCurrentlyPlayingMusicFilename();
14841 char *next_music = getMusicInfoEntryFilename(music_nr);
14843 if (!strEqual(curr_music, next_music))
14847 void FadeLevelSoundsAndMusic(void)
14853 static void PlayLevelMusic(void)
14855 int music_nr = getLevelMusicNr();
14856 char *curr_music = getCurrentlyPlayingMusicFilename();
14857 char *next_music = getMusicInfoEntryFilename(music_nr);
14859 if (!strEqual(curr_music, next_music))
14860 PlayMusicLoop(music_nr);
14863 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14865 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14867 int x = xx - offset;
14868 int y = yy - offset;
14873 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14877 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14881 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14885 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14889 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14893 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14897 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14900 case SOUND_android_clone:
14901 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14904 case SOUND_android_move:
14905 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14909 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14913 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14917 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14920 case SOUND_eater_eat:
14921 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14925 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14928 case SOUND_collect:
14929 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14932 case SOUND_diamond:
14933 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14937 // !!! CHECK THIS !!!
14939 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14941 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14945 case SOUND_wonderfall:
14946 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14950 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14954 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14958 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14962 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14966 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14970 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14974 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14978 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14981 case SOUND_exit_open:
14982 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14985 case SOUND_exit_leave:
14986 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14989 case SOUND_dynamite:
14990 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14994 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14998 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15002 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15006 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15010 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15014 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15018 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15023 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15025 int element = map_element_SP_to_RND(element_sp);
15026 int action = map_action_SP_to_RND(action_sp);
15027 int offset = (setup.sp_show_border_elements ? 0 : 1);
15028 int x = xx - offset;
15029 int y = yy - offset;
15031 PlayLevelSoundElementAction(x, y, element, action);
15034 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15036 int element = map_element_MM_to_RND(element_mm);
15037 int action = map_action_MM_to_RND(action_mm);
15039 int x = xx - offset;
15040 int y = yy - offset;
15042 if (!IS_MM_ELEMENT(element))
15043 element = EL_MM_DEFAULT;
15045 PlayLevelSoundElementAction(x, y, element, action);
15048 void PlaySound_MM(int sound_mm)
15050 int sound = map_sound_MM_to_RND(sound_mm);
15052 if (sound == SND_UNDEFINED)
15058 void PlaySoundLoop_MM(int sound_mm)
15060 int sound = map_sound_MM_to_RND(sound_mm);
15062 if (sound == SND_UNDEFINED)
15065 PlaySoundLoop(sound);
15068 void StopSound_MM(int sound_mm)
15070 int sound = map_sound_MM_to_RND(sound_mm);
15072 if (sound == SND_UNDEFINED)
15078 void RaiseScore(int value)
15080 game.score += value;
15082 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15084 DisplayGameControlValues();
15087 void RaiseScoreElement(int element)
15092 case EL_BD_DIAMOND:
15093 case EL_EMERALD_YELLOW:
15094 case EL_EMERALD_RED:
15095 case EL_EMERALD_PURPLE:
15096 case EL_SP_INFOTRON:
15097 RaiseScore(level.score[SC_EMERALD]);
15100 RaiseScore(level.score[SC_DIAMOND]);
15103 RaiseScore(level.score[SC_CRYSTAL]);
15106 RaiseScore(level.score[SC_PEARL]);
15109 case EL_BD_BUTTERFLY:
15110 case EL_SP_ELECTRON:
15111 RaiseScore(level.score[SC_BUG]);
15114 case EL_BD_FIREFLY:
15115 case EL_SP_SNIKSNAK:
15116 RaiseScore(level.score[SC_SPACESHIP]);
15119 case EL_DARK_YAMYAM:
15120 RaiseScore(level.score[SC_YAMYAM]);
15123 RaiseScore(level.score[SC_ROBOT]);
15126 RaiseScore(level.score[SC_PACMAN]);
15129 RaiseScore(level.score[SC_NUT]);
15132 case EL_EM_DYNAMITE:
15133 case EL_SP_DISK_RED:
15134 case EL_DYNABOMB_INCREASE_NUMBER:
15135 case EL_DYNABOMB_INCREASE_SIZE:
15136 case EL_DYNABOMB_INCREASE_POWER:
15137 RaiseScore(level.score[SC_DYNAMITE]);
15139 case EL_SHIELD_NORMAL:
15140 case EL_SHIELD_DEADLY:
15141 RaiseScore(level.score[SC_SHIELD]);
15143 case EL_EXTRA_TIME:
15144 RaiseScore(level.extra_time_score);
15158 case EL_DC_KEY_WHITE:
15159 RaiseScore(level.score[SC_KEY]);
15162 RaiseScore(element_info[element].collect_score);
15167 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15169 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15171 // closing door required in case of envelope style request dialogs
15174 // prevent short reactivation of overlay buttons while closing door
15175 SetOverlayActive(FALSE);
15177 CloseDoor(DOOR_CLOSE_1);
15180 if (network.enabled)
15181 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15185 FadeSkipNextFadeIn();
15187 SetGameStatus(GAME_MODE_MAIN);
15192 else // continue playing the game
15194 if (tape.playing && tape.deactivate_display)
15195 TapeDeactivateDisplayOff(TRUE);
15197 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15199 if (tape.playing && tape.deactivate_display)
15200 TapeDeactivateDisplayOn();
15204 void RequestQuitGame(boolean ask_if_really_quit)
15206 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15207 boolean skip_request = game.all_players_gone || quick_quit;
15209 RequestQuitGameExt(skip_request, quick_quit,
15210 "Do you really want to quit the game?");
15213 void RequestRestartGame(char *message)
15215 game.restart_game_message = NULL;
15217 boolean has_started_game = hasStartedNetworkGame();
15218 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15220 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15222 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15226 SetGameStatus(GAME_MODE_MAIN);
15232 void CheckGameOver(void)
15234 static boolean last_game_over = FALSE;
15235 static int game_over_delay = 0;
15236 int game_over_delay_value = 50;
15237 boolean game_over = checkGameFailed();
15239 // do not handle game over if request dialog is already active
15240 if (game.request_active)
15243 // do not ask to play again if game was never actually played
15244 if (!game.GamePlayed)
15249 last_game_over = FALSE;
15250 game_over_delay = game_over_delay_value;
15255 if (game_over_delay > 0)
15262 if (last_game_over != game_over)
15263 game.restart_game_message = (hasStartedNetworkGame() ?
15264 "Game over! Play it again?" :
15267 last_game_over = game_over;
15270 boolean checkGameSolved(void)
15272 // set for all game engines if level was solved
15273 return game.LevelSolved_GameEnd;
15276 boolean checkGameFailed(void)
15278 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15279 return (game_em.game_over && !game_em.level_solved);
15280 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15281 return (game_sp.game_over && !game_sp.level_solved);
15282 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15283 return (game_mm.game_over && !game_mm.level_solved);
15284 else // GAME_ENGINE_TYPE_RND
15285 return (game.GameOver && !game.LevelSolved);
15288 boolean checkGameEnded(void)
15290 return (checkGameSolved() || checkGameFailed());
15294 // ----------------------------------------------------------------------------
15295 // random generator functions
15296 // ----------------------------------------------------------------------------
15298 unsigned int InitEngineRandom_RND(int seed)
15300 game.num_random_calls = 0;
15302 return InitEngineRandom(seed);
15305 unsigned int RND(int max)
15309 game.num_random_calls++;
15311 return GetEngineRandom(max);
15318 // ----------------------------------------------------------------------------
15319 // game engine snapshot handling functions
15320 // ----------------------------------------------------------------------------
15322 struct EngineSnapshotInfo
15324 // runtime values for custom element collect score
15325 int collect_score[NUM_CUSTOM_ELEMENTS];
15327 // runtime values for group element choice position
15328 int choice_pos[NUM_GROUP_ELEMENTS];
15330 // runtime values for belt position animations
15331 int belt_graphic[4][NUM_BELT_PARTS];
15332 int belt_anim_mode[4][NUM_BELT_PARTS];
15335 static struct EngineSnapshotInfo engine_snapshot_rnd;
15336 static char *snapshot_level_identifier = NULL;
15337 static int snapshot_level_nr = -1;
15339 static void SaveEngineSnapshotValues_RND(void)
15341 static int belt_base_active_element[4] =
15343 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15344 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15345 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15346 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15350 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15352 int element = EL_CUSTOM_START + i;
15354 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15357 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15359 int element = EL_GROUP_START + i;
15361 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15364 for (i = 0; i < 4; i++)
15366 for (j = 0; j < NUM_BELT_PARTS; j++)
15368 int element = belt_base_active_element[i] + j;
15369 int graphic = el2img(element);
15370 int anim_mode = graphic_info[graphic].anim_mode;
15372 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15373 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15378 static void LoadEngineSnapshotValues_RND(void)
15380 unsigned int num_random_calls = game.num_random_calls;
15383 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15385 int element = EL_CUSTOM_START + i;
15387 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15390 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15392 int element = EL_GROUP_START + i;
15394 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15397 for (i = 0; i < 4; i++)
15399 for (j = 0; j < NUM_BELT_PARTS; j++)
15401 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15402 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15404 graphic_info[graphic].anim_mode = anim_mode;
15408 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15410 InitRND(tape.random_seed);
15411 for (i = 0; i < num_random_calls; i++)
15415 if (game.num_random_calls != num_random_calls)
15417 Error(ERR_INFO, "number of random calls out of sync");
15418 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15419 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15420 Error(ERR_EXIT, "this should not happen -- please debug");
15424 void FreeEngineSnapshotSingle(void)
15426 FreeSnapshotSingle();
15428 setString(&snapshot_level_identifier, NULL);
15429 snapshot_level_nr = -1;
15432 void FreeEngineSnapshotList(void)
15434 FreeSnapshotList();
15437 static ListNode *SaveEngineSnapshotBuffers(void)
15439 ListNode *buffers = NULL;
15441 // copy some special values to a structure better suited for the snapshot
15443 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15444 SaveEngineSnapshotValues_RND();
15445 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15446 SaveEngineSnapshotValues_EM();
15447 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15448 SaveEngineSnapshotValues_SP(&buffers);
15449 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15450 SaveEngineSnapshotValues_MM(&buffers);
15452 // save values stored in special snapshot structure
15454 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15455 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15456 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15457 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15458 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15459 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15460 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15461 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15463 // save further RND engine values
15465 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15466 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15467 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15469 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15470 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15471 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15472 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15473 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15475 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15476 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15477 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15479 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15481 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15482 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15484 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15485 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15486 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15487 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15488 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15489 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15490 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15491 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15492 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15493 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15494 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15495 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15496 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15497 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15498 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15499 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15500 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15501 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15503 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15504 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15506 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15507 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15508 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15510 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15511 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15513 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15514 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15515 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15516 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15517 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15519 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15520 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15523 ListNode *node = engine_snapshot_list_rnd;
15526 while (node != NULL)
15528 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15533 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15539 void SaveEngineSnapshotSingle(void)
15541 ListNode *buffers = SaveEngineSnapshotBuffers();
15543 // finally save all snapshot buffers to single snapshot
15544 SaveSnapshotSingle(buffers);
15546 // save level identification information
15547 setString(&snapshot_level_identifier, leveldir_current->identifier);
15548 snapshot_level_nr = level_nr;
15551 boolean CheckSaveEngineSnapshotToList(void)
15553 boolean save_snapshot =
15554 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15555 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15556 game.snapshot.changed_action) ||
15557 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15558 game.snapshot.collected_item));
15560 game.snapshot.changed_action = FALSE;
15561 game.snapshot.collected_item = FALSE;
15562 game.snapshot.save_snapshot = save_snapshot;
15564 return save_snapshot;
15567 void SaveEngineSnapshotToList(void)
15569 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15573 ListNode *buffers = SaveEngineSnapshotBuffers();
15575 // finally save all snapshot buffers to snapshot list
15576 SaveSnapshotToList(buffers);
15579 void SaveEngineSnapshotToListInitial(void)
15581 FreeEngineSnapshotList();
15583 SaveEngineSnapshotToList();
15586 static void LoadEngineSnapshotValues(void)
15588 // restore special values from snapshot structure
15590 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15591 LoadEngineSnapshotValues_RND();
15592 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15593 LoadEngineSnapshotValues_EM();
15594 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15595 LoadEngineSnapshotValues_SP();
15596 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15597 LoadEngineSnapshotValues_MM();
15600 void LoadEngineSnapshotSingle(void)
15602 LoadSnapshotSingle();
15604 LoadEngineSnapshotValues();
15607 static void LoadEngineSnapshot_Undo(int steps)
15609 LoadSnapshotFromList_Older(steps);
15611 LoadEngineSnapshotValues();
15614 static void LoadEngineSnapshot_Redo(int steps)
15616 LoadSnapshotFromList_Newer(steps);
15618 LoadEngineSnapshotValues();
15621 boolean CheckEngineSnapshotSingle(void)
15623 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15624 snapshot_level_nr == level_nr);
15627 boolean CheckEngineSnapshotList(void)
15629 return CheckSnapshotList();
15633 // ---------- new game button stuff -------------------------------------------
15640 boolean *setup_value;
15641 boolean allowed_on_tape;
15642 boolean is_touch_button;
15644 } gamebutton_info[NUM_GAME_BUTTONS] =
15647 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15648 GAME_CTRL_ID_STOP, NULL,
15649 TRUE, FALSE, "stop game"
15652 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15653 GAME_CTRL_ID_PAUSE, NULL,
15654 TRUE, FALSE, "pause game"
15657 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15658 GAME_CTRL_ID_PLAY, NULL,
15659 TRUE, FALSE, "play game"
15662 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15663 GAME_CTRL_ID_UNDO, NULL,
15664 TRUE, FALSE, "undo step"
15667 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15668 GAME_CTRL_ID_REDO, NULL,
15669 TRUE, FALSE, "redo step"
15672 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15673 GAME_CTRL_ID_SAVE, NULL,
15674 TRUE, FALSE, "save game"
15677 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15678 GAME_CTRL_ID_PAUSE2, NULL,
15679 TRUE, FALSE, "pause game"
15682 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15683 GAME_CTRL_ID_LOAD, NULL,
15684 TRUE, FALSE, "load game"
15687 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15688 GAME_CTRL_ID_PANEL_STOP, NULL,
15689 FALSE, FALSE, "stop game"
15692 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15693 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15694 FALSE, FALSE, "pause game"
15697 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15698 GAME_CTRL_ID_PANEL_PLAY, NULL,
15699 FALSE, FALSE, "play game"
15702 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15703 GAME_CTRL_ID_TOUCH_STOP, NULL,
15704 FALSE, TRUE, "stop game"
15707 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15708 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15709 FALSE, TRUE, "pause game"
15712 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15713 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15714 TRUE, FALSE, "background music on/off"
15717 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15718 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15719 TRUE, FALSE, "sound loops on/off"
15722 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15723 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15724 TRUE, FALSE, "normal sounds on/off"
15727 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15728 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15729 FALSE, FALSE, "background music on/off"
15732 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15733 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15734 FALSE, FALSE, "sound loops on/off"
15737 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15738 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15739 FALSE, FALSE, "normal sounds on/off"
15743 void CreateGameButtons(void)
15747 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15749 int graphic = gamebutton_info[i].graphic;
15750 struct GraphicInfo *gfx = &graphic_info[graphic];
15751 struct XY *pos = gamebutton_info[i].pos;
15752 struct GadgetInfo *gi;
15755 unsigned int event_mask;
15756 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15757 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15758 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15759 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15760 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15761 int gd_x = gfx->src_x;
15762 int gd_y = gfx->src_y;
15763 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15764 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15765 int gd_xa = gfx->src_x + gfx->active_xoffset;
15766 int gd_ya = gfx->src_y + gfx->active_yoffset;
15767 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15768 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15769 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15770 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15773 if (gfx->bitmap == NULL)
15775 game_gadget[id] = NULL;
15780 if (id == GAME_CTRL_ID_STOP ||
15781 id == GAME_CTRL_ID_PANEL_STOP ||
15782 id == GAME_CTRL_ID_TOUCH_STOP ||
15783 id == GAME_CTRL_ID_PLAY ||
15784 id == GAME_CTRL_ID_PANEL_PLAY ||
15785 id == GAME_CTRL_ID_SAVE ||
15786 id == GAME_CTRL_ID_LOAD)
15788 button_type = GD_TYPE_NORMAL_BUTTON;
15790 event_mask = GD_EVENT_RELEASED;
15792 else if (id == GAME_CTRL_ID_UNDO ||
15793 id == GAME_CTRL_ID_REDO)
15795 button_type = GD_TYPE_NORMAL_BUTTON;
15797 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15801 button_type = GD_TYPE_CHECK_BUTTON;
15802 checked = (gamebutton_info[i].setup_value != NULL ?
15803 *gamebutton_info[i].setup_value : FALSE);
15804 event_mask = GD_EVENT_PRESSED;
15807 gi = CreateGadget(GDI_CUSTOM_ID, id,
15808 GDI_IMAGE_ID, graphic,
15809 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15812 GDI_WIDTH, gfx->width,
15813 GDI_HEIGHT, gfx->height,
15814 GDI_TYPE, button_type,
15815 GDI_STATE, GD_BUTTON_UNPRESSED,
15816 GDI_CHECKED, checked,
15817 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15818 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15819 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15820 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15821 GDI_DIRECT_DRAW, FALSE,
15822 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15823 GDI_EVENT_MASK, event_mask,
15824 GDI_CALLBACK_ACTION, HandleGameButtons,
15828 Error(ERR_EXIT, "cannot create gadget");
15830 game_gadget[id] = gi;
15834 void FreeGameButtons(void)
15838 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15839 FreeGadget(game_gadget[i]);
15842 static void UnmapGameButtonsAtSamePosition(int id)
15846 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15848 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15849 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15850 UnmapGadget(game_gadget[i]);
15853 static void UnmapGameButtonsAtSamePosition_All(void)
15855 if (setup.show_snapshot_buttons)
15857 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15858 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15859 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15863 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15864 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15865 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15867 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15868 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15869 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15873 static void MapGameButtonsAtSamePosition(int id)
15877 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15879 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15880 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15881 MapGadget(game_gadget[i]);
15883 UnmapGameButtonsAtSamePosition_All();
15886 void MapUndoRedoButtons(void)
15888 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15889 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15891 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15892 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15895 void UnmapUndoRedoButtons(void)
15897 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15898 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15900 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15901 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15904 void ModifyPauseButtons(void)
15908 GAME_CTRL_ID_PAUSE,
15909 GAME_CTRL_ID_PAUSE2,
15910 GAME_CTRL_ID_PANEL_PAUSE,
15911 GAME_CTRL_ID_TOUCH_PAUSE,
15916 for (i = 0; ids[i] > -1; i++)
15917 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15920 static void MapGameButtonsExt(boolean on_tape)
15924 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15925 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15926 i != GAME_CTRL_ID_UNDO &&
15927 i != GAME_CTRL_ID_REDO)
15928 MapGadget(game_gadget[i]);
15930 UnmapGameButtonsAtSamePosition_All();
15932 RedrawGameButtons();
15935 static void UnmapGameButtonsExt(boolean on_tape)
15939 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15940 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15941 UnmapGadget(game_gadget[i]);
15944 static void RedrawGameButtonsExt(boolean on_tape)
15948 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15949 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15950 RedrawGadget(game_gadget[i]);
15953 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15958 gi->checked = state;
15961 static void RedrawSoundButtonGadget(int id)
15963 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15964 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15965 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15966 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15967 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15968 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15971 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15972 RedrawGadget(game_gadget[id2]);
15975 void MapGameButtons(void)
15977 MapGameButtonsExt(FALSE);
15980 void UnmapGameButtons(void)
15982 UnmapGameButtonsExt(FALSE);
15985 void RedrawGameButtons(void)
15987 RedrawGameButtonsExt(FALSE);
15990 void MapGameButtonsOnTape(void)
15992 MapGameButtonsExt(TRUE);
15995 void UnmapGameButtonsOnTape(void)
15997 UnmapGameButtonsExt(TRUE);
16000 void RedrawGameButtonsOnTape(void)
16002 RedrawGameButtonsExt(TRUE);
16005 static void GameUndoRedoExt(void)
16007 ClearPlayerAction();
16009 tape.pausing = TRUE;
16012 UpdateAndDisplayGameControlValues();
16014 DrawCompleteVideoDisplay();
16015 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16016 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16017 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16022 static void GameUndo(int steps)
16024 if (!CheckEngineSnapshotList())
16027 LoadEngineSnapshot_Undo(steps);
16032 static void GameRedo(int steps)
16034 if (!CheckEngineSnapshotList())
16037 LoadEngineSnapshot_Redo(steps);
16042 static void HandleGameButtonsExt(int id, int button)
16044 static boolean game_undo_executed = FALSE;
16045 int steps = BUTTON_STEPSIZE(button);
16046 boolean handle_game_buttons =
16047 (game_status == GAME_MODE_PLAYING ||
16048 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16050 if (!handle_game_buttons)
16055 case GAME_CTRL_ID_STOP:
16056 case GAME_CTRL_ID_PANEL_STOP:
16057 case GAME_CTRL_ID_TOUCH_STOP:
16058 if (game_status == GAME_MODE_MAIN)
16064 RequestQuitGame(TRUE);
16068 case GAME_CTRL_ID_PAUSE:
16069 case GAME_CTRL_ID_PAUSE2:
16070 case GAME_CTRL_ID_PANEL_PAUSE:
16071 case GAME_CTRL_ID_TOUCH_PAUSE:
16072 if (network.enabled && game_status == GAME_MODE_PLAYING)
16075 SendToServer_ContinuePlaying();
16077 SendToServer_PausePlaying();
16080 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16082 game_undo_executed = FALSE;
16086 case GAME_CTRL_ID_PLAY:
16087 case GAME_CTRL_ID_PANEL_PLAY:
16088 if (game_status == GAME_MODE_MAIN)
16090 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16092 else if (tape.pausing)
16094 if (network.enabled)
16095 SendToServer_ContinuePlaying();
16097 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16101 case GAME_CTRL_ID_UNDO:
16102 // Important: When using "save snapshot when collecting an item" mode,
16103 // load last (current) snapshot for first "undo" after pressing "pause"
16104 // (else the last-but-one snapshot would be loaded, because the snapshot
16105 // pointer already points to the last snapshot when pressing "pause",
16106 // which is fine for "every step/move" mode, but not for "every collect")
16107 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16108 !game_undo_executed)
16111 game_undo_executed = TRUE;
16116 case GAME_CTRL_ID_REDO:
16120 case GAME_CTRL_ID_SAVE:
16124 case GAME_CTRL_ID_LOAD:
16128 case SOUND_CTRL_ID_MUSIC:
16129 case SOUND_CTRL_ID_PANEL_MUSIC:
16130 if (setup.sound_music)
16132 setup.sound_music = FALSE;
16136 else if (audio.music_available)
16138 setup.sound = setup.sound_music = TRUE;
16140 SetAudioMode(setup.sound);
16142 if (game_status == GAME_MODE_PLAYING)
16146 RedrawSoundButtonGadget(id);
16150 case SOUND_CTRL_ID_LOOPS:
16151 case SOUND_CTRL_ID_PANEL_LOOPS:
16152 if (setup.sound_loops)
16153 setup.sound_loops = FALSE;
16154 else if (audio.loops_available)
16156 setup.sound = setup.sound_loops = TRUE;
16158 SetAudioMode(setup.sound);
16161 RedrawSoundButtonGadget(id);
16165 case SOUND_CTRL_ID_SIMPLE:
16166 case SOUND_CTRL_ID_PANEL_SIMPLE:
16167 if (setup.sound_simple)
16168 setup.sound_simple = FALSE;
16169 else if (audio.sound_available)
16171 setup.sound = setup.sound_simple = TRUE;
16173 SetAudioMode(setup.sound);
16176 RedrawSoundButtonGadget(id);
16185 static void HandleGameButtons(struct GadgetInfo *gi)
16187 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16190 void HandleSoundButtonKeys(Key key)
16192 if (key == setup.shortcut.sound_simple)
16193 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16194 else if (key == setup.shortcut.sound_loops)
16195 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16196 else if (key == setup.shortcut.sound_music)
16197 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);