1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_push_delay =
3099 (game.engine_version > VERSION_IDENT(4,3,7,1));
3101 game_em.use_snap_key_bug =
3102 (game.engine_version < VERSION_IDENT(4,0,1,0));
3104 game_em.use_random_bug =
3105 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3107 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3109 game_em.use_old_explosions = use_old_em_engine;
3110 game_em.use_old_android = use_old_em_engine;
3111 game_em.use_old_push_elements = use_old_em_engine;
3112 game_em.use_old_push_into_acid = use_old_em_engine;
3114 game_em.use_wrap_around = !use_old_em_engine;
3116 // --------------------------------------------------------------------------
3118 // set maximal allowed number of custom element changes per game frame
3119 game.max_num_changes_per_frame = 1;
3121 // default scan direction: scan playfield from top/left to bottom/right
3122 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3124 // dynamically adjust element properties according to game engine version
3125 InitElementPropertiesEngine(game.engine_version);
3127 // ---------- initialize special element properties -------------------------
3129 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3130 if (use_amoeba_dropping_cannot_fall_bug)
3131 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3133 // ---------- initialize player's initial move delay ------------------------
3135 // dynamically adjust player properties according to level information
3136 for (i = 0; i < MAX_PLAYERS; i++)
3137 game.initial_move_delay_value[i] =
3138 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3140 // dynamically adjust player properties according to game engine version
3141 for (i = 0; i < MAX_PLAYERS; i++)
3142 game.initial_move_delay[i] =
3143 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3144 game.initial_move_delay_value[i] : 0);
3146 // ---------- initialize player's initial push delay ------------------------
3148 // dynamically adjust player properties according to game engine version
3149 game.initial_push_delay_value =
3150 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3152 // ---------- initialize changing elements ----------------------------------
3154 // initialize changing elements information
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3157 struct ElementInfo *ei = &element_info[i];
3159 // this pointer might have been changed in the level editor
3160 ei->change = &ei->change_page[0];
3162 if (!IS_CUSTOM_ELEMENT(i))
3164 ei->change->target_element = EL_EMPTY_SPACE;
3165 ei->change->delay_fixed = 0;
3166 ei->change->delay_random = 0;
3167 ei->change->delay_frames = 1;
3170 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3172 ei->has_change_event[j] = FALSE;
3174 ei->event_page_nr[j] = 0;
3175 ei->event_page[j] = &ei->change_page[0];
3179 // add changing elements from pre-defined list
3180 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3182 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3183 struct ElementInfo *ei = &element_info[ch_delay->element];
3185 ei->change->target_element = ch_delay->target_element;
3186 ei->change->delay_fixed = ch_delay->change_delay;
3188 ei->change->pre_change_function = ch_delay->pre_change_function;
3189 ei->change->change_function = ch_delay->change_function;
3190 ei->change->post_change_function = ch_delay->post_change_function;
3192 ei->change->can_change = TRUE;
3193 ei->change->can_change_or_has_action = TRUE;
3195 ei->has_change_event[CE_DELAY] = TRUE;
3197 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3198 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3201 // ---------- initialize if element can trigger global animations -----------
3203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3205 struct ElementInfo *ei = &element_info[i];
3207 ei->has_anim_event = FALSE;
3210 InitGlobalAnimEventsForCustomElements();
3212 // ---------- initialize internal run-time variables ------------------------
3214 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3216 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3218 for (j = 0; j < ei->num_change_pages; j++)
3220 ei->change_page[j].can_change_or_has_action =
3221 (ei->change_page[j].can_change |
3222 ei->change_page[j].has_action);
3226 // add change events from custom element configuration
3227 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3229 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3231 for (j = 0; j < ei->num_change_pages; j++)
3233 if (!ei->change_page[j].can_change_or_has_action)
3236 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3238 // only add event page for the first page found with this event
3239 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3241 ei->has_change_event[k] = TRUE;
3243 ei->event_page_nr[k] = j;
3244 ei->event_page[k] = &ei->change_page[j];
3250 // ---------- initialize reference elements in change conditions ------------
3252 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3254 int element = EL_CUSTOM_START + i;
3255 struct ElementInfo *ei = &element_info[element];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 int trigger_element = ei->change_page[j].initial_trigger_element;
3261 if (trigger_element >= EL_PREV_CE_8 &&
3262 trigger_element <= EL_NEXT_CE_8)
3263 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3265 ei->change_page[j].trigger_element = trigger_element;
3269 // ---------- initialize run-time trigger player and element ----------------
3271 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3273 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3275 for (j = 0; j < ei->num_change_pages; j++)
3277 struct ElementChangeInfo *change = &ei->change_page[j];
3279 change->actual_trigger_element = EL_EMPTY;
3280 change->actual_trigger_player = EL_EMPTY;
3281 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3282 change->actual_trigger_side = CH_SIDE_NONE;
3283 change->actual_trigger_ce_value = 0;
3284 change->actual_trigger_ce_score = 0;
3285 change->actual_trigger_x = -1;
3286 change->actual_trigger_y = -1;
3290 // ---------- initialize trigger events -------------------------------------
3292 // initialize trigger events information
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3294 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3295 trigger_events[i][j] = FALSE;
3297 // add trigger events from element change event properties
3298 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3300 struct ElementInfo *ei = &element_info[i];
3302 for (j = 0; j < ei->num_change_pages; j++)
3304 struct ElementChangeInfo *change = &ei->change_page[j];
3306 if (!change->can_change_or_has_action)
3309 if (change->has_event[CE_BY_OTHER_ACTION])
3311 int trigger_element = change->trigger_element;
3313 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3315 if (change->has_event[k])
3317 if (IS_GROUP_ELEMENT(trigger_element))
3319 struct ElementGroupInfo *group =
3320 element_info[trigger_element].group;
3322 for (l = 0; l < group->num_elements_resolved; l++)
3323 trigger_events[group->element_resolved[l]][k] = TRUE;
3325 else if (trigger_element == EL_ANY_ELEMENT)
3326 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3327 trigger_events[l][k] = TRUE;
3329 trigger_events[trigger_element][k] = TRUE;
3336 // ---------- initialize push delay -----------------------------------------
3338 // initialize push delay values to default
3339 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3341 if (!IS_CUSTOM_ELEMENT(i))
3343 // set default push delay values (corrected since version 3.0.7-1)
3344 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3346 element_info[i].push_delay_fixed = 2;
3347 element_info[i].push_delay_random = 8;
3351 element_info[i].push_delay_fixed = 8;
3352 element_info[i].push_delay_random = 8;
3357 // set push delay value for certain elements from pre-defined list
3358 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3360 int e = push_delay_list[i].element;
3362 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3363 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3366 // set push delay value for Supaplex elements for newer engine versions
3367 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3369 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3371 if (IS_SP_ELEMENT(i))
3373 // set SP push delay to just enough to push under a falling zonk
3374 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3376 element_info[i].push_delay_fixed = delay;
3377 element_info[i].push_delay_random = 0;
3382 // ---------- initialize move stepsize --------------------------------------
3384 // initialize move stepsize values to default
3385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3386 if (!IS_CUSTOM_ELEMENT(i))
3387 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3389 // set move stepsize value for certain elements from pre-defined list
3390 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3392 int e = move_stepsize_list[i].element;
3394 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3396 // set move stepsize value for certain elements for older engine versions
3397 if (use_old_move_stepsize_for_magic_wall)
3399 if (e == EL_MAGIC_WALL_FILLING ||
3400 e == EL_MAGIC_WALL_EMPTYING ||
3401 e == EL_BD_MAGIC_WALL_FILLING ||
3402 e == EL_BD_MAGIC_WALL_EMPTYING)
3403 element_info[e].move_stepsize *= 2;
3407 // ---------- initialize collect score --------------------------------------
3409 // initialize collect score values for custom elements from initial value
3410 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3411 if (IS_CUSTOM_ELEMENT(i))
3412 element_info[i].collect_score = element_info[i].collect_score_initial;
3414 // ---------- initialize collect count --------------------------------------
3416 // initialize collect count values for non-custom elements
3417 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3418 if (!IS_CUSTOM_ELEMENT(i))
3419 element_info[i].collect_count_initial = 0;
3421 // add collect count values for all elements from pre-defined list
3422 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3423 element_info[collect_count_list[i].element].collect_count_initial =
3424 collect_count_list[i].count;
3426 // ---------- initialize access direction -----------------------------------
3428 // initialize access direction values to default (access from every side)
3429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3430 if (!IS_CUSTOM_ELEMENT(i))
3431 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3433 // set access direction value for certain elements from pre-defined list
3434 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3435 element_info[access_direction_list[i].element].access_direction =
3436 access_direction_list[i].direction;
3438 // ---------- initialize explosion content ----------------------------------
3439 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3441 if (IS_CUSTOM_ELEMENT(i))
3444 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3446 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3448 element_info[i].content.e[x][y] =
3449 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3450 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3451 i == EL_PLAYER_3 ? EL_EMERALD :
3452 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3453 i == EL_MOLE ? EL_EMERALD_RED :
3454 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3455 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3456 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3457 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3458 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3459 i == EL_WALL_EMERALD ? EL_EMERALD :
3460 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3461 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3462 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3463 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3464 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3465 i == EL_WALL_PEARL ? EL_PEARL :
3466 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3471 // ---------- initialize recursion detection --------------------------------
3472 recursion_loop_depth = 0;
3473 recursion_loop_detected = FALSE;
3474 recursion_loop_element = EL_UNDEFINED;
3476 // ---------- initialize graphics engine ------------------------------------
3477 game.scroll_delay_value =
3478 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3479 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3480 !setup.forced_scroll_delay ? 0 :
3481 setup.scroll_delay ? setup.scroll_delay_value : 0);
3482 if (game.forced_scroll_delay_value == -1)
3483 game.scroll_delay_value =
3484 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3486 // ---------- initialize game engine snapshots ------------------------------
3487 for (i = 0; i < MAX_PLAYERS; i++)
3488 game.snapshot.last_action[i] = 0;
3489 game.snapshot.changed_action = FALSE;
3490 game.snapshot.collected_item = FALSE;
3491 game.snapshot.mode =
3492 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3493 SNAPSHOT_MODE_EVERY_STEP :
3494 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3495 SNAPSHOT_MODE_EVERY_MOVE :
3496 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3497 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3498 game.snapshot.save_snapshot = FALSE;
3500 // ---------- initialize level time for Supaplex engine ---------------------
3501 // Supaplex levels with time limit currently unsupported -- should be added
3502 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3505 // ---------- initialize flags for handling game actions --------------------
3507 // set flags for game actions to default values
3508 game.use_key_actions = TRUE;
3509 game.use_mouse_actions = FALSE;
3511 // when using Mirror Magic game engine, handle mouse events only
3512 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3514 game.use_key_actions = FALSE;
3515 game.use_mouse_actions = TRUE;
3518 // check for custom elements with mouse click events
3519 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3521 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3523 int element = EL_CUSTOM_START + i;
3525 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3526 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3527 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3528 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3529 game.use_mouse_actions = TRUE;
3534 static int get_num_special_action(int element, int action_first,
3537 int num_special_action = 0;
3540 for (i = action_first; i <= action_last; i++)
3542 boolean found = FALSE;
3544 for (j = 0; j < NUM_DIRECTIONS; j++)
3545 if (el_act_dir2img(element, i, j) !=
3546 el_act_dir2img(element, ACTION_DEFAULT, j))
3550 num_special_action++;
3555 return num_special_action;
3559 // ============================================================================
3561 // ----------------------------------------------------------------------------
3562 // initialize and start new game
3563 // ============================================================================
3565 #if DEBUG_INIT_PLAYER
3566 static void DebugPrintPlayerStatus(char *message)
3573 Debug("game:init:player", "%s:", message);
3575 for (i = 0; i < MAX_PLAYERS; i++)
3577 struct PlayerInfo *player = &stored_player[i];
3579 Debug("game:init:player",
3580 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3584 player->connected_locally,
3585 player->connected_network,
3587 (local_player == player ? " (local player)" : ""));
3594 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3595 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3596 int fade_mask = REDRAW_FIELD;
3597 boolean restarting = (game_status == GAME_MODE_PLAYING);
3598 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3599 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3600 int initial_move_dir = MV_DOWN;
3603 // required here to update video display before fading (FIX THIS)
3604 DrawMaskedBorder(REDRAW_DOOR_2);
3606 if (!game.restart_level)
3607 CloseDoor(DOOR_CLOSE_1);
3611 // force fading out global animations displayed during game play
3612 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3616 SetGameStatus(GAME_MODE_PLAYING);
3619 if (level_editor_test_game)
3620 FadeSkipNextFadeOut();
3622 FadeSetEnterScreen();
3625 fade_mask = REDRAW_ALL;
3627 FadeLevelSoundsAndMusic();
3629 ExpireSoundLoops(TRUE);
3635 // force restarting global animations displayed during game play
3636 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3638 // this is required for "transforming" fade modes like cross-fading
3639 // (else global animations will be stopped, but not restarted here)
3640 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3642 SetGameStatus(GAME_MODE_PLAYING);
3645 if (level_editor_test_game)
3646 FadeSkipNextFadeIn();
3648 // needed if different viewport properties defined for playing
3649 ChangeViewportPropertiesIfNeeded();
3653 DrawCompleteVideoDisplay();
3655 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3658 InitGameControlValues();
3662 // initialize tape actions from game when recording tape
3663 tape.use_key_actions = game.use_key_actions;
3664 tape.use_mouse_actions = game.use_mouse_actions;
3666 // initialize visible playfield size when recording tape (for team mode)
3667 tape.scr_fieldx = SCR_FIELDX;
3668 tape.scr_fieldy = SCR_FIELDY;
3671 // don't play tapes over network
3672 network_playing = (network.enabled && !tape.playing);
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 struct PlayerInfo *player = &stored_player[i];
3678 player->index_nr = i;
3679 player->index_bit = (1 << i);
3680 player->element_nr = EL_PLAYER_1 + i;
3682 player->present = FALSE;
3683 player->active = FALSE;
3684 player->mapped = FALSE;
3686 player->killed = FALSE;
3687 player->reanimated = FALSE;
3688 player->buried = FALSE;
3691 player->effective_action = 0;
3692 player->programmed_action = 0;
3693 player->snap_action = 0;
3695 player->mouse_action.lx = 0;
3696 player->mouse_action.ly = 0;
3697 player->mouse_action.button = 0;
3698 player->mouse_action.button_hint = 0;
3700 player->effective_mouse_action.lx = 0;
3701 player->effective_mouse_action.ly = 0;
3702 player->effective_mouse_action.button = 0;
3703 player->effective_mouse_action.button_hint = 0;
3705 for (j = 0; j < MAX_NUM_KEYS; j++)
3706 player->key[j] = FALSE;
3708 player->num_white_keys = 0;
3710 player->dynabomb_count = 0;
3711 player->dynabomb_size = 1;
3712 player->dynabombs_left = 0;
3713 player->dynabomb_xl = FALSE;
3715 player->MovDir = initial_move_dir;
3718 player->GfxDir = initial_move_dir;
3719 player->GfxAction = ACTION_DEFAULT;
3721 player->StepFrame = 0;
3723 player->initial_element = player->element_nr;
3724 player->artwork_element =
3725 (level.use_artwork_element[i] ? level.artwork_element[i] :
3726 player->element_nr);
3727 player->use_murphy = FALSE;
3729 player->block_last_field = FALSE; // initialized in InitPlayerField()
3730 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3732 player->gravity = level.initial_player_gravity[i];
3734 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3736 player->actual_frame_counter.count = 0;
3737 player->actual_frame_counter.value = 1;
3739 player->step_counter = 0;
3741 player->last_move_dir = initial_move_dir;
3743 player->is_active = FALSE;
3745 player->is_waiting = FALSE;
3746 player->is_moving = FALSE;
3747 player->is_auto_moving = FALSE;
3748 player->is_digging = FALSE;
3749 player->is_snapping = FALSE;
3750 player->is_collecting = FALSE;
3751 player->is_pushing = FALSE;
3752 player->is_switching = FALSE;
3753 player->is_dropping = FALSE;
3754 player->is_dropping_pressed = FALSE;
3756 player->is_bored = FALSE;
3757 player->is_sleeping = FALSE;
3759 player->was_waiting = TRUE;
3760 player->was_moving = FALSE;
3761 player->was_snapping = FALSE;
3762 player->was_dropping = FALSE;
3764 player->force_dropping = FALSE;
3766 player->frame_counter_bored = -1;
3767 player->frame_counter_sleeping = -1;
3769 player->anim_delay_counter = 0;
3770 player->post_delay_counter = 0;
3772 player->dir_waiting = initial_move_dir;
3773 player->action_waiting = ACTION_DEFAULT;
3774 player->last_action_waiting = ACTION_DEFAULT;
3775 player->special_action_bored = ACTION_DEFAULT;
3776 player->special_action_sleeping = ACTION_DEFAULT;
3778 player->switch_x = -1;
3779 player->switch_y = -1;
3781 player->drop_x = -1;
3782 player->drop_y = -1;
3784 player->show_envelope = 0;
3786 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3788 player->push_delay = -1; // initialized when pushing starts
3789 player->push_delay_value = game.initial_push_delay_value;
3791 player->drop_delay = 0;
3792 player->drop_pressed_delay = 0;
3794 player->last_jx = -1;
3795 player->last_jy = -1;
3799 player->shield_normal_time_left = 0;
3800 player->shield_deadly_time_left = 0;
3802 player->last_removed_element = EL_UNDEFINED;
3804 player->inventory_infinite_element = EL_UNDEFINED;
3805 player->inventory_size = 0;
3807 if (level.use_initial_inventory[i])
3809 for (j = 0; j < level.initial_inventory_size[i]; j++)
3811 int element = level.initial_inventory_content[i][j];
3812 int collect_count = element_info[element].collect_count_initial;
3815 if (!IS_CUSTOM_ELEMENT(element))
3818 if (collect_count == 0)
3819 player->inventory_infinite_element = element;
3821 for (k = 0; k < collect_count; k++)
3822 if (player->inventory_size < MAX_INVENTORY_SIZE)
3823 player->inventory_element[player->inventory_size++] = element;
3827 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3828 SnapField(player, 0, 0);
3830 map_player_action[i] = i;
3833 network_player_action_received = FALSE;
3835 // initial null action
3836 if (network_playing)
3837 SendToServer_MovePlayer(MV_NONE);
3842 TimeLeft = level.time;
3845 ScreenMovDir = MV_NONE;
3849 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3851 game.robot_wheel_x = -1;
3852 game.robot_wheel_y = -1;
3857 game.all_players_gone = FALSE;
3859 game.LevelSolved = FALSE;
3860 game.GameOver = FALSE;
3862 game.GamePlayed = !tape.playing;
3864 game.LevelSolved_GameWon = FALSE;
3865 game.LevelSolved_GameEnd = FALSE;
3866 game.LevelSolved_SaveTape = FALSE;
3867 game.LevelSolved_SaveScore = FALSE;
3869 game.LevelSolved_CountingTime = 0;
3870 game.LevelSolved_CountingScore = 0;
3871 game.LevelSolved_CountingHealth = 0;
3873 game.panel.active = TRUE;
3875 game.no_level_time_limit = (level.time == 0);
3876 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3878 game.yamyam_content_nr = 0;
3879 game.robot_wheel_active = FALSE;
3880 game.magic_wall_active = FALSE;
3881 game.magic_wall_time_left = 0;
3882 game.light_time_left = 0;
3883 game.timegate_time_left = 0;
3884 game.switchgate_pos = 0;
3885 game.wind_direction = level.wind_direction_initial;
3887 game.time_final = 0;
3888 game.score_time_final = 0;
3891 game.score_final = 0;
3893 game.health = MAX_HEALTH;
3894 game.health_final = MAX_HEALTH;
3896 game.gems_still_needed = level.gems_needed;
3897 game.sokoban_fields_still_needed = 0;
3898 game.sokoban_objects_still_needed = 0;
3899 game.lights_still_needed = 0;
3900 game.players_still_needed = 0;
3901 game.friends_still_needed = 0;
3903 game.lenses_time_left = 0;
3904 game.magnify_time_left = 0;
3906 game.ball_active = level.ball_active_initial;
3907 game.ball_content_nr = 0;
3909 game.explosions_delayed = TRUE;
3911 game.envelope_active = FALSE;
3913 // special case: set custom artwork setting to initial value
3914 game.use_masked_elements = game.use_masked_elements_initial;
3916 for (i = 0; i < NUM_BELTS; i++)
3918 game.belt_dir[i] = MV_NONE;
3919 game.belt_dir_nr[i] = 3; // not moving, next moving left
3922 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3923 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3925 #if DEBUG_INIT_PLAYER
3926 DebugPrintPlayerStatus("Player status at level initialization");
3929 SCAN_PLAYFIELD(x, y)
3931 Tile[x][y] = Last[x][y] = level.field[x][y];
3932 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3933 ChangeDelay[x][y] = 0;
3934 ChangePage[x][y] = -1;
3935 CustomValue[x][y] = 0; // initialized in InitField()
3936 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3938 WasJustMoving[x][y] = 0;
3939 WasJustFalling[x][y] = 0;
3940 CheckCollision[x][y] = 0;
3941 CheckImpact[x][y] = 0;
3943 Pushed[x][y] = FALSE;
3945 ChangeCount[x][y] = 0;
3946 ChangeEvent[x][y] = -1;
3948 ExplodePhase[x][y] = 0;
3949 ExplodeDelay[x][y] = 0;
3950 ExplodeField[x][y] = EX_TYPE_NONE;
3952 RunnerVisit[x][y] = 0;
3953 PlayerVisit[x][y] = 0;
3956 GfxRandom[x][y] = INIT_GFX_RANDOM();
3957 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3958 GfxElement[x][y] = EL_UNDEFINED;
3959 GfxElementEmpty[x][y] = EL_EMPTY;
3960 GfxAction[x][y] = ACTION_DEFAULT;
3961 GfxDir[x][y] = MV_NONE;
3962 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3965 SCAN_PLAYFIELD(x, y)
3967 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3969 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3972 InitField(x, y, TRUE);
3974 ResetGfxAnimation(x, y);
3979 // required if level does not contain any "empty space" element
3980 if (element_info[EL_EMPTY].use_gfx_element)
3981 game.use_masked_elements = TRUE;
3983 for (i = 0; i < MAX_PLAYERS; i++)
3985 struct PlayerInfo *player = &stored_player[i];
3987 // set number of special actions for bored and sleeping animation
3988 player->num_special_action_bored =
3989 get_num_special_action(player->artwork_element,
3990 ACTION_BORING_1, ACTION_BORING_LAST);
3991 player->num_special_action_sleeping =
3992 get_num_special_action(player->artwork_element,
3993 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3996 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3997 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3999 // initialize type of slippery elements
4000 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4002 if (!IS_CUSTOM_ELEMENT(i))
4004 // default: elements slip down either to the left or right randomly
4005 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4007 // SP style elements prefer to slip down on the left side
4008 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4009 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4011 // BD style elements prefer to slip down on the left side
4012 if (game.emulation == EMU_BOULDERDASH)
4013 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4017 // initialize explosion and ignition delay
4018 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4020 if (!IS_CUSTOM_ELEMENT(i))
4023 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4024 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4025 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4026 int last_phase = (num_phase + 1) * delay;
4027 int half_phase = (num_phase / 2) * delay;
4029 element_info[i].explosion_delay = last_phase - 1;
4030 element_info[i].ignition_delay = half_phase;
4032 if (i == EL_BLACK_ORB)
4033 element_info[i].ignition_delay = 1;
4037 // correct non-moving belts to start moving left
4038 for (i = 0; i < NUM_BELTS; i++)
4039 if (game.belt_dir[i] == MV_NONE)
4040 game.belt_dir_nr[i] = 3; // not moving, next moving left
4042 #if USE_NEW_PLAYER_ASSIGNMENTS
4043 // use preferred player also in local single-player mode
4044 if (!network.enabled && !game.team_mode)
4046 int new_index_nr = setup.network_player_nr;
4048 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4050 for (i = 0; i < MAX_PLAYERS; i++)
4051 stored_player[i].connected_locally = FALSE;
4053 stored_player[new_index_nr].connected_locally = TRUE;
4057 for (i = 0; i < MAX_PLAYERS; i++)
4059 stored_player[i].connected = FALSE;
4061 // in network game mode, the local player might not be the first player
4062 if (stored_player[i].connected_locally)
4063 local_player = &stored_player[i];
4066 if (!network.enabled)
4067 local_player->connected = TRUE;
4071 for (i = 0; i < MAX_PLAYERS; i++)
4072 stored_player[i].connected = tape.player_participates[i];
4074 else if (network.enabled)
4076 // add team mode players connected over the network (needed for correct
4077 // assignment of player figures from level to locally playing players)
4079 for (i = 0; i < MAX_PLAYERS; i++)
4080 if (stored_player[i].connected_network)
4081 stored_player[i].connected = TRUE;
4083 else if (game.team_mode)
4085 // try to guess locally connected team mode players (needed for correct
4086 // assignment of player figures from level to locally playing players)
4088 for (i = 0; i < MAX_PLAYERS; i++)
4089 if (setup.input[i].use_joystick ||
4090 setup.input[i].key.left != KSYM_UNDEFINED)
4091 stored_player[i].connected = TRUE;
4094 #if DEBUG_INIT_PLAYER
4095 DebugPrintPlayerStatus("Player status after level initialization");
4098 #if DEBUG_INIT_PLAYER
4099 Debug("game:init:player", "Reassigning players ...");
4102 // check if any connected player was not found in playfield
4103 for (i = 0; i < MAX_PLAYERS; i++)
4105 struct PlayerInfo *player = &stored_player[i];
4107 if (player->connected && !player->present)
4109 struct PlayerInfo *field_player = NULL;
4111 #if DEBUG_INIT_PLAYER
4112 Debug("game:init:player",
4113 "- looking for field player for player %d ...", i + 1);
4116 // assign first free player found that is present in the playfield
4118 // first try: look for unmapped playfield player that is not connected
4119 for (j = 0; j < MAX_PLAYERS; j++)
4120 if (field_player == NULL &&
4121 stored_player[j].present &&
4122 !stored_player[j].mapped &&
4123 !stored_player[j].connected)
4124 field_player = &stored_player[j];
4126 // second try: look for *any* unmapped playfield player
4127 for (j = 0; j < MAX_PLAYERS; j++)
4128 if (field_player == NULL &&
4129 stored_player[j].present &&
4130 !stored_player[j].mapped)
4131 field_player = &stored_player[j];
4133 if (field_player != NULL)
4135 int jx = field_player->jx, jy = field_player->jy;
4137 #if DEBUG_INIT_PLAYER
4138 Debug("game:init:player", "- found player %d",
4139 field_player->index_nr + 1);
4142 player->present = FALSE;
4143 player->active = FALSE;
4145 field_player->present = TRUE;
4146 field_player->active = TRUE;
4149 player->initial_element = field_player->initial_element;
4150 player->artwork_element = field_player->artwork_element;
4152 player->block_last_field = field_player->block_last_field;
4153 player->block_delay_adjustment = field_player->block_delay_adjustment;
4156 StorePlayer[jx][jy] = field_player->element_nr;
4158 field_player->jx = field_player->last_jx = jx;
4159 field_player->jy = field_player->last_jy = jy;
4161 if (local_player == player)
4162 local_player = field_player;
4164 map_player_action[field_player->index_nr] = i;
4166 field_player->mapped = TRUE;
4168 #if DEBUG_INIT_PLAYER
4169 Debug("game:init:player", "- map_player_action[%d] == %d",
4170 field_player->index_nr + 1, i + 1);
4175 if (player->connected && player->present)
4176 player->mapped = TRUE;
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4185 // check if any connected player was not found in playfield
4186 for (i = 0; i < MAX_PLAYERS; i++)
4188 struct PlayerInfo *player = &stored_player[i];
4190 if (player->connected && !player->present)
4192 for (j = 0; j < MAX_PLAYERS; j++)
4194 struct PlayerInfo *field_player = &stored_player[j];
4195 int jx = field_player->jx, jy = field_player->jy;
4197 // assign first free player found that is present in the playfield
4198 if (field_player->present && !field_player->connected)
4200 player->present = TRUE;
4201 player->active = TRUE;
4203 field_player->present = FALSE;
4204 field_player->active = FALSE;
4206 player->initial_element = field_player->initial_element;
4207 player->artwork_element = field_player->artwork_element;
4209 player->block_last_field = field_player->block_last_field;
4210 player->block_delay_adjustment = field_player->block_delay_adjustment;
4212 StorePlayer[jx][jy] = player->element_nr;
4214 player->jx = player->last_jx = jx;
4215 player->jy = player->last_jy = jy;
4225 Debug("game:init:player", "local_player->present == %d",
4226 local_player->present);
4229 // set focus to local player for network games, else to all players
4230 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4231 game.centered_player_nr_next = game.centered_player_nr;
4232 game.set_centered_player = FALSE;
4233 game.set_centered_player_wrap = FALSE;
4235 if (network_playing && tape.recording)
4237 // store client dependent player focus when recording network games
4238 tape.centered_player_nr_next = game.centered_player_nr_next;
4239 tape.set_centered_player = TRUE;
4244 // when playing a tape, eliminate all players who do not participate
4246 #if USE_NEW_PLAYER_ASSIGNMENTS
4248 if (!game.team_mode)
4250 for (i = 0; i < MAX_PLAYERS; i++)
4252 if (stored_player[i].active &&
4253 !tape.player_participates[map_player_action[i]])
4255 struct PlayerInfo *player = &stored_player[i];
4256 int jx = player->jx, jy = player->jy;
4258 #if DEBUG_INIT_PLAYER
4259 Debug("game:init:player", "Removing player %d at (%d, %d)",
4263 player->active = FALSE;
4264 StorePlayer[jx][jy] = 0;
4265 Tile[jx][jy] = EL_EMPTY;
4272 for (i = 0; i < MAX_PLAYERS; i++)
4274 if (stored_player[i].active &&
4275 !tape.player_participates[i])
4277 struct PlayerInfo *player = &stored_player[i];
4278 int jx = player->jx, jy = player->jy;
4280 player->active = FALSE;
4281 StorePlayer[jx][jy] = 0;
4282 Tile[jx][jy] = EL_EMPTY;
4287 else if (!network.enabled && !game.team_mode) // && !tape.playing
4289 // when in single player mode, eliminate all but the local player
4291 for (i = 0; i < MAX_PLAYERS; i++)
4293 struct PlayerInfo *player = &stored_player[i];
4295 if (player->active && player != local_player)
4297 int jx = player->jx, jy = player->jy;
4299 player->active = FALSE;
4300 player->present = FALSE;
4302 StorePlayer[jx][jy] = 0;
4303 Tile[jx][jy] = EL_EMPTY;
4308 for (i = 0; i < MAX_PLAYERS; i++)
4309 if (stored_player[i].active)
4310 game.players_still_needed++;
4312 if (level.solved_by_one_player)
4313 game.players_still_needed = 1;
4315 // when recording the game, store which players take part in the game
4318 #if USE_NEW_PLAYER_ASSIGNMENTS
4319 for (i = 0; i < MAX_PLAYERS; i++)
4320 if (stored_player[i].connected)
4321 tape.player_participates[i] = TRUE;
4323 for (i = 0; i < MAX_PLAYERS; i++)
4324 if (stored_player[i].active)
4325 tape.player_participates[i] = TRUE;
4329 #if DEBUG_INIT_PLAYER
4330 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4333 if (BorderElement == EL_EMPTY)
4336 SBX_Right = lev_fieldx - SCR_FIELDX;
4338 SBY_Lower = lev_fieldy - SCR_FIELDY;
4343 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4345 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4348 if (full_lev_fieldx <= SCR_FIELDX)
4349 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4350 if (full_lev_fieldy <= SCR_FIELDY)
4351 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4353 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4355 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4358 // if local player not found, look for custom element that might create
4359 // the player (make some assumptions about the right custom element)
4360 if (!local_player->present)
4362 int start_x = 0, start_y = 0;
4363 int found_rating = 0;
4364 int found_element = EL_UNDEFINED;
4365 int player_nr = local_player->index_nr;
4367 SCAN_PLAYFIELD(x, y)
4369 int element = Tile[x][y];
4374 if (level.use_start_element[player_nr] &&
4375 level.start_element[player_nr] == element &&
4382 found_element = element;
4385 if (!IS_CUSTOM_ELEMENT(element))
4388 if (CAN_CHANGE(element))
4390 for (i = 0; i < element_info[element].num_change_pages; i++)
4392 // check for player created from custom element as single target
4393 content = element_info[element].change_page[i].target_element;
4394 is_player = IS_PLAYER_ELEMENT(content);
4396 if (is_player && (found_rating < 3 ||
4397 (found_rating == 3 && element < found_element)))
4403 found_element = element;
4408 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4410 // check for player created from custom element as explosion content
4411 content = element_info[element].content.e[xx][yy];
4412 is_player = IS_PLAYER_ELEMENT(content);
4414 if (is_player && (found_rating < 2 ||
4415 (found_rating == 2 && element < found_element)))
4417 start_x = x + xx - 1;
4418 start_y = y + yy - 1;
4421 found_element = element;
4424 if (!CAN_CHANGE(element))
4427 for (i = 0; i < element_info[element].num_change_pages; i++)
4429 // check for player created from custom element as extended target
4431 element_info[element].change_page[i].target_content.e[xx][yy];
4433 is_player = IS_PLAYER_ELEMENT(content);
4435 if (is_player && (found_rating < 1 ||
4436 (found_rating == 1 && element < found_element)))
4438 start_x = x + xx - 1;
4439 start_y = y + yy - 1;
4442 found_element = element;
4448 scroll_x = SCROLL_POSITION_X(start_x);
4449 scroll_y = SCROLL_POSITION_Y(start_y);
4453 scroll_x = SCROLL_POSITION_X(local_player->jx);
4454 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4457 if (game.forced_scroll_x != ARG_UNDEFINED_VALUE)
4458 scroll_x = game.forced_scroll_x;
4459 if (game.forced_scroll_y != ARG_UNDEFINED_VALUE)
4460 scroll_y = game.forced_scroll_y;
4462 // !!! FIX THIS (START) !!!
4463 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4465 InitGameEngine_EM();
4467 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4469 InitGameEngine_SP();
4471 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4473 InitGameEngine_MM();
4477 DrawLevel(REDRAW_FIELD);
4480 // after drawing the level, correct some elements
4481 if (game.timegate_time_left == 0)
4482 CloseAllOpenTimegates();
4485 // blit playfield from scroll buffer to normal back buffer for fading in
4486 BlitScreenToBitmap(backbuffer);
4487 // !!! FIX THIS (END) !!!
4489 DrawMaskedBorder(fade_mask);
4494 // full screen redraw is required at this point in the following cases:
4495 // - special editor door undrawn when game was started from level editor
4496 // - drawing area (playfield) was changed and has to be removed completely
4497 redraw_mask = REDRAW_ALL;
4501 if (!game.restart_level)
4503 // copy default game door content to main double buffer
4505 // !!! CHECK AGAIN !!!
4506 SetPanelBackground();
4507 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4508 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4511 SetPanelBackground();
4512 SetDrawBackgroundMask(REDRAW_DOOR_1);
4514 UpdateAndDisplayGameControlValues();
4516 if (!game.restart_level)
4522 CreateGameButtons();
4527 // copy actual game door content to door double buffer for OpenDoor()
4528 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4530 OpenDoor(DOOR_OPEN_ALL);
4532 KeyboardAutoRepeatOffUnlessAutoplay();
4534 #if DEBUG_INIT_PLAYER
4535 DebugPrintPlayerStatus("Player status (final)");
4544 if (!game.restart_level && !tape.playing)
4546 LevelStats_incPlayed(level_nr);
4548 SaveLevelSetup_SeriesInfo();
4551 game.restart_level = FALSE;
4552 game.request_active = FALSE;
4554 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4555 InitGameActions_MM();
4557 SaveEngineSnapshotToListInitial();
4559 if (!game.restart_level)
4561 PlaySound(SND_GAME_STARTING);
4563 if (setup.sound_music)
4567 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4570 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4571 int actual_player_x, int actual_player_y)
4573 // this is used for non-R'n'D game engines to update certain engine values
4575 // needed to determine if sounds are played within the visible screen area
4576 scroll_x = actual_scroll_x;
4577 scroll_y = actual_scroll_y;
4579 // needed to get player position for "follow finger" playing input method
4580 local_player->jx = actual_player_x;
4581 local_player->jy = actual_player_y;
4584 void InitMovDir(int x, int y)
4586 int i, element = Tile[x][y];
4587 static int xy[4][2] =
4594 static int direction[3][4] =
4596 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4597 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4598 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4607 Tile[x][y] = EL_BUG;
4608 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4611 case EL_SPACESHIP_RIGHT:
4612 case EL_SPACESHIP_UP:
4613 case EL_SPACESHIP_LEFT:
4614 case EL_SPACESHIP_DOWN:
4615 Tile[x][y] = EL_SPACESHIP;
4616 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4619 case EL_BD_BUTTERFLY_RIGHT:
4620 case EL_BD_BUTTERFLY_UP:
4621 case EL_BD_BUTTERFLY_LEFT:
4622 case EL_BD_BUTTERFLY_DOWN:
4623 Tile[x][y] = EL_BD_BUTTERFLY;
4624 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4627 case EL_BD_FIREFLY_RIGHT:
4628 case EL_BD_FIREFLY_UP:
4629 case EL_BD_FIREFLY_LEFT:
4630 case EL_BD_FIREFLY_DOWN:
4631 Tile[x][y] = EL_BD_FIREFLY;
4632 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4635 case EL_PACMAN_RIGHT:
4637 case EL_PACMAN_LEFT:
4638 case EL_PACMAN_DOWN:
4639 Tile[x][y] = EL_PACMAN;
4640 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4643 case EL_YAMYAM_LEFT:
4644 case EL_YAMYAM_RIGHT:
4646 case EL_YAMYAM_DOWN:
4647 Tile[x][y] = EL_YAMYAM;
4648 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4651 case EL_SP_SNIKSNAK:
4652 MovDir[x][y] = MV_UP;
4655 case EL_SP_ELECTRON:
4656 MovDir[x][y] = MV_LEFT;
4663 Tile[x][y] = EL_MOLE;
4664 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4667 case EL_SPRING_LEFT:
4668 case EL_SPRING_RIGHT:
4669 Tile[x][y] = EL_SPRING;
4670 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4674 if (IS_CUSTOM_ELEMENT(element))
4676 struct ElementInfo *ei = &element_info[element];
4677 int move_direction_initial = ei->move_direction_initial;
4678 int move_pattern = ei->move_pattern;
4680 if (move_direction_initial == MV_START_PREVIOUS)
4682 if (MovDir[x][y] != MV_NONE)
4685 move_direction_initial = MV_START_AUTOMATIC;
4688 if (move_direction_initial == MV_START_RANDOM)
4689 MovDir[x][y] = 1 << RND(4);
4690 else if (move_direction_initial & MV_ANY_DIRECTION)
4691 MovDir[x][y] = move_direction_initial;
4692 else if (move_pattern == MV_ALL_DIRECTIONS ||
4693 move_pattern == MV_TURNING_LEFT ||
4694 move_pattern == MV_TURNING_RIGHT ||
4695 move_pattern == MV_TURNING_LEFT_RIGHT ||
4696 move_pattern == MV_TURNING_RIGHT_LEFT ||
4697 move_pattern == MV_TURNING_RANDOM)
4698 MovDir[x][y] = 1 << RND(4);
4699 else if (move_pattern == MV_HORIZONTAL)
4700 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4701 else if (move_pattern == MV_VERTICAL)
4702 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4703 else if (move_pattern & MV_ANY_DIRECTION)
4704 MovDir[x][y] = element_info[element].move_pattern;
4705 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4706 move_pattern == MV_ALONG_RIGHT_SIDE)
4708 // use random direction as default start direction
4709 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4710 MovDir[x][y] = 1 << RND(4);
4712 for (i = 0; i < NUM_DIRECTIONS; i++)
4714 int x1 = x + xy[i][0];
4715 int y1 = y + xy[i][1];
4717 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4719 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4720 MovDir[x][y] = direction[0][i];
4722 MovDir[x][y] = direction[1][i];
4731 MovDir[x][y] = 1 << RND(4);
4733 if (element != EL_BUG &&
4734 element != EL_SPACESHIP &&
4735 element != EL_BD_BUTTERFLY &&
4736 element != EL_BD_FIREFLY)
4739 for (i = 0; i < NUM_DIRECTIONS; i++)
4741 int x1 = x + xy[i][0];
4742 int y1 = y + xy[i][1];
4744 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4746 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4748 MovDir[x][y] = direction[0][i];
4751 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4752 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4754 MovDir[x][y] = direction[1][i];
4763 GfxDir[x][y] = MovDir[x][y];
4766 void InitAmoebaNr(int x, int y)
4769 int group_nr = AmoebaNeighbourNr(x, y);
4773 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4775 if (AmoebaCnt[i] == 0)
4783 AmoebaNr[x][y] = group_nr;
4784 AmoebaCnt[group_nr]++;
4785 AmoebaCnt2[group_nr]++;
4788 static void LevelSolved_SetFinalGameValues(void)
4790 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4791 game.score_time_final = (level.use_step_counter ? TimePlayed :
4792 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4794 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4795 game_em.lev->score :
4796 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4800 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4801 MM_HEALTH(game_mm.laser_overload_value) :
4804 game.LevelSolved_CountingTime = game.time_final;
4805 game.LevelSolved_CountingScore = game.score_final;
4806 game.LevelSolved_CountingHealth = game.health_final;
4809 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4811 game.LevelSolved_CountingTime = time;
4812 game.LevelSolved_CountingScore = score;
4813 game.LevelSolved_CountingHealth = health;
4815 game_panel_controls[GAME_PANEL_TIME].value = time;
4816 game_panel_controls[GAME_PANEL_SCORE].value = score;
4817 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4819 DisplayGameControlValues();
4822 static void LevelSolved(void)
4824 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4825 game.players_still_needed > 0)
4828 game.LevelSolved = TRUE;
4829 game.GameOver = TRUE;
4833 // needed here to display correct panel values while player walks into exit
4834 LevelSolved_SetFinalGameValues();
4839 static int time_count_steps;
4840 static int time, time_final;
4841 static float score, score_final; // needed for time score < 10 for 10 seconds
4842 static int health, health_final;
4843 static int game_over_delay_1 = 0;
4844 static int game_over_delay_2 = 0;
4845 static int game_over_delay_3 = 0;
4846 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4847 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4849 if (!game.LevelSolved_GameWon)
4853 // do not start end game actions before the player stops moving (to exit)
4854 if (local_player->active && local_player->MovPos)
4857 // calculate final game values after player finished walking into exit
4858 LevelSolved_SetFinalGameValues();
4860 game.LevelSolved_GameWon = TRUE;
4861 game.LevelSolved_SaveTape = tape.recording;
4862 game.LevelSolved_SaveScore = !tape.playing;
4866 LevelStats_incSolved(level_nr);
4868 SaveLevelSetup_SeriesInfo();
4871 if (tape.auto_play) // tape might already be stopped here
4872 tape.auto_play_level_solved = TRUE;
4876 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4877 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4878 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4880 time = time_final = game.time_final;
4881 score = score_final = game.score_final;
4882 health = health_final = game.health_final;
4884 // update game panel values before (delayed) counting of score (if any)
4885 LevelSolved_DisplayFinalGameValues(time, score, health);
4887 // if level has time score defined, calculate new final game values
4890 int time_final_max = 999;
4891 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4892 int time_frames = 0;
4893 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4894 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4899 time_frames = time_frames_left;
4901 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4903 time_final = time_final_max;
4904 time_frames = time_frames_final_max - time_frames_played;
4907 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4909 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4911 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4914 score_final += health * time_score;
4917 game.score_final = score_final;
4918 game.health_final = health_final;
4921 // if not counting score after game, immediately update game panel values
4922 if (level_editor_test_game || !setup.count_score_after_game)
4925 score = score_final;
4927 LevelSolved_DisplayFinalGameValues(time, score, health);
4930 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4932 // check if last player has left the level
4933 if (game.exit_x >= 0 &&
4936 int x = game.exit_x;
4937 int y = game.exit_y;
4938 int element = Tile[x][y];
4940 // close exit door after last player
4941 if ((game.all_players_gone &&
4942 (element == EL_EXIT_OPEN ||
4943 element == EL_SP_EXIT_OPEN ||
4944 element == EL_STEEL_EXIT_OPEN)) ||
4945 element == EL_EM_EXIT_OPEN ||
4946 element == EL_EM_STEEL_EXIT_OPEN)
4950 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4951 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4952 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4953 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4954 EL_EM_STEEL_EXIT_CLOSING);
4956 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4959 // player disappears
4960 DrawLevelField(x, y);
4963 for (i = 0; i < MAX_PLAYERS; i++)
4965 struct PlayerInfo *player = &stored_player[i];
4967 if (player->present)
4969 RemovePlayer(player);
4971 // player disappears
4972 DrawLevelField(player->jx, player->jy);
4977 PlaySound(SND_GAME_WINNING);
4980 if (setup.count_score_after_game)
4982 if (time != time_final)
4984 if (game_over_delay_1 > 0)
4986 game_over_delay_1--;
4991 int time_to_go = ABS(time_final - time);
4992 int time_count_dir = (time < time_final ? +1 : -1);
4994 if (time_to_go < time_count_steps)
4995 time_count_steps = 1;
4997 time += time_count_steps * time_count_dir;
4998 score += time_count_steps * time_score;
5000 // set final score to correct rounding differences after counting score
5001 if (time == time_final)
5002 score = score_final;
5004 LevelSolved_DisplayFinalGameValues(time, score, health);
5006 if (time == time_final)
5007 StopSound(SND_GAME_LEVELTIME_BONUS);
5008 else if (setup.sound_loops)
5009 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5011 PlaySound(SND_GAME_LEVELTIME_BONUS);
5016 if (health != health_final)
5018 if (game_over_delay_2 > 0)
5020 game_over_delay_2--;
5025 int health_count_dir = (health < health_final ? +1 : -1);
5027 health += health_count_dir;
5028 score += time_score;
5030 LevelSolved_DisplayFinalGameValues(time, score, health);
5032 if (health == health_final)
5033 StopSound(SND_GAME_LEVELTIME_BONUS);
5034 else if (setup.sound_loops)
5035 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5037 PlaySound(SND_GAME_LEVELTIME_BONUS);
5043 game.panel.active = FALSE;
5045 if (game_over_delay_3 > 0)
5047 game_over_delay_3--;
5057 // used instead of "level_nr" (needed for network games)
5058 int last_level_nr = levelset.level_nr;
5059 boolean tape_saved = FALSE;
5061 game.LevelSolved_GameEnd = TRUE;
5063 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5065 // make sure that request dialog to save tape does not open door again
5066 if (!global.use_envelope_request)
5067 CloseDoor(DOOR_CLOSE_1);
5070 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5072 // set unique basename for score tape (also saved in high score table)
5073 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5076 // if no tape is to be saved, close both doors simultaneously
5077 CloseDoor(DOOR_CLOSE_ALL);
5079 if (level_editor_test_game || score_info_tape_play)
5081 SetGameStatus(GAME_MODE_MAIN);
5088 if (!game.LevelSolved_SaveScore)
5090 SetGameStatus(GAME_MODE_MAIN);
5097 if (level_nr == leveldir_current->handicap_level)
5099 leveldir_current->handicap_level++;
5101 SaveLevelSetup_SeriesInfo();
5104 // save score and score tape before potentially erasing tape below
5105 NewHighScore(last_level_nr, tape_saved);
5107 if (setup.increment_levels &&
5108 level_nr < leveldir_current->last_level &&
5111 level_nr++; // advance to next level
5112 TapeErase(); // start with empty tape
5114 if (setup.auto_play_next_level)
5116 scores.continue_playing = TRUE;
5117 scores.next_level_nr = level_nr;
5119 LoadLevel(level_nr);
5121 SaveLevelSetup_SeriesInfo();
5125 if (scores.last_added >= 0 && setup.show_scores_after_game)
5127 SetGameStatus(GAME_MODE_SCORES);
5129 DrawHallOfFame(last_level_nr);
5131 else if (scores.continue_playing)
5133 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5137 SetGameStatus(GAME_MODE_MAIN);
5143 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5144 boolean one_score_entry_per_name)
5148 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5151 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5153 struct ScoreEntry *entry = &list->entry[i];
5154 boolean score_is_better = (new_entry->score > entry->score);
5155 boolean score_is_equal = (new_entry->score == entry->score);
5156 boolean time_is_better = (new_entry->time < entry->time);
5157 boolean time_is_equal = (new_entry->time == entry->time);
5158 boolean better_by_score = (score_is_better ||
5159 (score_is_equal && time_is_better));
5160 boolean better_by_time = (time_is_better ||
5161 (time_is_equal && score_is_better));
5162 boolean is_better = (level.rate_time_over_score ? better_by_time :
5164 boolean entry_is_empty = (entry->score == 0 &&
5167 // prevent adding server score entries if also existing in local score file
5168 // (special case: historic score entries have an empty tape basename entry)
5169 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5170 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5172 // add fields from server score entry not stored in local score entry
5173 // (currently, this means setting platform, version and country fields;
5174 // in rare cases, this may also correct an invalid score value, as
5175 // historic scores might have been truncated to 16-bit values locally)
5176 *entry = *new_entry;
5181 if (is_better || entry_is_empty)
5183 // player has made it to the hall of fame
5185 if (i < MAX_SCORE_ENTRIES - 1)
5187 int m = MAX_SCORE_ENTRIES - 1;
5190 if (one_score_entry_per_name)
5192 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5193 if (strEqual(list->entry[l].name, new_entry->name))
5196 if (m == i) // player's new highscore overwrites his old one
5200 for (l = m; l > i; l--)
5201 list->entry[l] = list->entry[l - 1];
5206 *entry = *new_entry;
5210 else if (one_score_entry_per_name &&
5211 strEqual(entry->name, new_entry->name))
5213 // player already in high score list with better score or time
5219 // special case: new score is beyond the last high score list position
5220 return MAX_SCORE_ENTRIES;
5223 void NewHighScore(int level_nr, boolean tape_saved)
5225 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5226 boolean one_per_name = FALSE;
5228 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5229 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5231 new_entry.score = game.score_final;
5232 new_entry.time = game.score_time_final;
5234 LoadScore(level_nr);
5236 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5238 if (scores.last_added >= MAX_SCORE_ENTRIES)
5240 scores.last_added = MAX_SCORE_ENTRIES - 1;
5241 scores.force_last_added = TRUE;
5243 scores.entry[scores.last_added] = new_entry;
5245 // store last added local score entry (before merging server scores)
5246 scores.last_added_local = scores.last_added;
5251 if (scores.last_added < 0)
5254 SaveScore(level_nr);
5256 // store last added local score entry (before merging server scores)
5257 scores.last_added_local = scores.last_added;
5259 if (!game.LevelSolved_SaveTape)
5262 SaveScoreTape(level_nr);
5264 if (setup.ask_for_using_api_server)
5266 setup.use_api_server =
5267 Request("Upload your score and tape to the high score server?", REQ_ASK);
5269 if (!setup.use_api_server)
5270 Request("Not using high score server! Use setup menu to enable again!",
5273 runtime.use_api_server = setup.use_api_server;
5275 // after asking for using API server once, do not ask again
5276 setup.ask_for_using_api_server = FALSE;
5278 SaveSetup_ServerSetup();
5281 SaveServerScore(level_nr, tape_saved);
5284 void MergeServerScore(void)
5286 struct ScoreEntry last_added_entry;
5287 boolean one_per_name = FALSE;
5290 if (scores.last_added >= 0)
5291 last_added_entry = scores.entry[scores.last_added];
5293 for (i = 0; i < server_scores.num_entries; i++)
5295 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5297 if (pos >= 0 && pos <= scores.last_added)
5298 scores.last_added++;
5301 if (scores.last_added >= MAX_SCORE_ENTRIES)
5303 scores.last_added = MAX_SCORE_ENTRIES - 1;
5304 scores.force_last_added = TRUE;
5306 scores.entry[scores.last_added] = last_added_entry;
5310 static int getElementMoveStepsizeExt(int x, int y, int direction)
5312 int element = Tile[x][y];
5313 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5314 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5315 int horiz_move = (dx != 0);
5316 int sign = (horiz_move ? dx : dy);
5317 int step = sign * element_info[element].move_stepsize;
5319 // special values for move stepsize for spring and things on conveyor belt
5322 if (CAN_FALL(element) &&
5323 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5324 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5325 else if (element == EL_SPRING)
5326 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5332 static int getElementMoveStepsize(int x, int y)
5334 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5337 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5339 if (player->GfxAction != action || player->GfxDir != dir)
5341 player->GfxAction = action;
5342 player->GfxDir = dir;
5344 player->StepFrame = 0;
5348 static void ResetGfxFrame(int x, int y)
5350 // profiling showed that "autotest" spends 10~20% of its time in this function
5351 if (DrawingDeactivatedField())
5354 int element = Tile[x][y];
5355 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5357 if (graphic_info[graphic].anim_global_sync)
5358 GfxFrame[x][y] = FrameCounter;
5359 else if (graphic_info[graphic].anim_global_anim_sync)
5360 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5361 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5362 GfxFrame[x][y] = CustomValue[x][y];
5363 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5364 GfxFrame[x][y] = element_info[element].collect_score;
5365 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5366 GfxFrame[x][y] = ChangeDelay[x][y];
5369 static void ResetGfxAnimation(int x, int y)
5371 GfxAction[x][y] = ACTION_DEFAULT;
5372 GfxDir[x][y] = MovDir[x][y];
5375 ResetGfxFrame(x, y);
5378 static void ResetRandomAnimationValue(int x, int y)
5380 GfxRandom[x][y] = INIT_GFX_RANDOM();
5383 static void InitMovingField(int x, int y, int direction)
5385 int element = Tile[x][y];
5386 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5387 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5390 boolean is_moving_before, is_moving_after;
5392 // check if element was/is moving or being moved before/after mode change
5393 is_moving_before = (WasJustMoving[x][y] != 0);
5394 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5396 // reset animation only for moving elements which change direction of moving
5397 // or which just started or stopped moving
5398 // (else CEs with property "can move" / "not moving" are reset each frame)
5399 if (is_moving_before != is_moving_after ||
5400 direction != MovDir[x][y])
5401 ResetGfxAnimation(x, y);
5403 MovDir[x][y] = direction;
5404 GfxDir[x][y] = direction;
5406 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5407 direction == MV_DOWN && CAN_FALL(element) ?
5408 ACTION_FALLING : ACTION_MOVING);
5410 // this is needed for CEs with property "can move" / "not moving"
5412 if (is_moving_after)
5414 if (Tile[newx][newy] == EL_EMPTY)
5415 Tile[newx][newy] = EL_BLOCKED;
5417 MovDir[newx][newy] = MovDir[x][y];
5419 CustomValue[newx][newy] = CustomValue[x][y];
5421 GfxFrame[newx][newy] = GfxFrame[x][y];
5422 GfxRandom[newx][newy] = GfxRandom[x][y];
5423 GfxAction[newx][newy] = GfxAction[x][y];
5424 GfxDir[newx][newy] = GfxDir[x][y];
5428 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5430 int direction = MovDir[x][y];
5431 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5432 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5438 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5440 int direction = MovDir[x][y];
5441 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5442 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5444 *comes_from_x = oldx;
5445 *comes_from_y = oldy;
5448 static int MovingOrBlocked2Element(int x, int y)
5450 int element = Tile[x][y];
5452 if (element == EL_BLOCKED)
5456 Blocked2Moving(x, y, &oldx, &oldy);
5458 return Tile[oldx][oldy];
5464 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5466 // like MovingOrBlocked2Element(), but if element is moving
5467 // and (x, y) is the field the moving element is just leaving,
5468 // return EL_BLOCKED instead of the element value
5469 int element = Tile[x][y];
5471 if (IS_MOVING(x, y))
5473 if (element == EL_BLOCKED)
5477 Blocked2Moving(x, y, &oldx, &oldy);
5478 return Tile[oldx][oldy];
5487 static void RemoveField(int x, int y)
5489 Tile[x][y] = EL_EMPTY;
5495 CustomValue[x][y] = 0;
5498 ChangeDelay[x][y] = 0;
5499 ChangePage[x][y] = -1;
5500 Pushed[x][y] = FALSE;
5502 GfxElement[x][y] = EL_UNDEFINED;
5503 GfxAction[x][y] = ACTION_DEFAULT;
5504 GfxDir[x][y] = MV_NONE;
5507 static void RemoveMovingField(int x, int y)
5509 int oldx = x, oldy = y, newx = x, newy = y;
5510 int element = Tile[x][y];
5511 int next_element = EL_UNDEFINED;
5513 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5516 if (IS_MOVING(x, y))
5518 Moving2Blocked(x, y, &newx, &newy);
5520 if (Tile[newx][newy] != EL_BLOCKED)
5522 // element is moving, but target field is not free (blocked), but
5523 // already occupied by something different (example: acid pool);
5524 // in this case, only remove the moving field, but not the target
5526 RemoveField(oldx, oldy);
5528 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5530 TEST_DrawLevelField(oldx, oldy);
5535 else if (element == EL_BLOCKED)
5537 Blocked2Moving(x, y, &oldx, &oldy);
5538 if (!IS_MOVING(oldx, oldy))
5542 if (element == EL_BLOCKED &&
5543 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5544 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5545 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5546 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5547 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5548 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5549 next_element = get_next_element(Tile[oldx][oldy]);
5551 RemoveField(oldx, oldy);
5552 RemoveField(newx, newy);
5554 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5556 if (next_element != EL_UNDEFINED)
5557 Tile[oldx][oldy] = next_element;
5559 TEST_DrawLevelField(oldx, oldy);
5560 TEST_DrawLevelField(newx, newy);
5563 void DrawDynamite(int x, int y)
5565 int sx = SCREENX(x), sy = SCREENY(y);
5566 int graphic = el2img(Tile[x][y]);
5569 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5572 if (IS_WALKABLE_INSIDE(Back[x][y]))
5576 DrawLevelElement(x, y, Back[x][y]);
5577 else if (Store[x][y])
5578 DrawLevelElement(x, y, Store[x][y]);
5579 else if (game.use_masked_elements)
5580 DrawLevelElement(x, y, EL_EMPTY);
5582 frame = getGraphicAnimationFrameXY(graphic, x, y);
5584 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5585 DrawGraphicThruMask(sx, sy, graphic, frame);
5587 DrawGraphic(sx, sy, graphic, frame);
5590 static void CheckDynamite(int x, int y)
5592 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5596 if (MovDelay[x][y] != 0)
5599 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5605 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5610 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5612 boolean num_checked_players = 0;
5615 for (i = 0; i < MAX_PLAYERS; i++)
5617 if (stored_player[i].active)
5619 int sx = stored_player[i].jx;
5620 int sy = stored_player[i].jy;
5622 if (num_checked_players == 0)
5629 *sx1 = MIN(*sx1, sx);
5630 *sy1 = MIN(*sy1, sy);
5631 *sx2 = MAX(*sx2, sx);
5632 *sy2 = MAX(*sy2, sy);
5635 num_checked_players++;
5640 static boolean checkIfAllPlayersFitToScreen_RND(void)
5642 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5644 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5646 return (sx2 - sx1 < SCR_FIELDX &&
5647 sy2 - sy1 < SCR_FIELDY);
5650 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5652 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5654 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5656 *sx = (sx1 + sx2) / 2;
5657 *sy = (sy1 + sy2) / 2;
5660 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5661 boolean center_screen, boolean quick_relocation)
5663 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5664 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5665 boolean no_delay = (tape.warp_forward);
5666 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5667 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5668 int new_scroll_x, new_scroll_y;
5670 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5672 // case 1: quick relocation inside visible screen (without scrolling)
5679 if (!level.shifted_relocation || center_screen)
5681 // relocation _with_ centering of screen
5683 new_scroll_x = SCROLL_POSITION_X(x);
5684 new_scroll_y = SCROLL_POSITION_Y(y);
5688 // relocation _without_ centering of screen
5690 // apply distance between old and new player position to scroll position
5691 int shifted_scroll_x = scroll_x + (x - old_x);
5692 int shifted_scroll_y = scroll_y + (y - old_y);
5694 // make sure that shifted scroll position does not scroll beyond screen
5695 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5696 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5698 // special case for teleporting from one end of the playfield to the other
5699 // (this kludge prevents the destination area to be shifted by half a tile
5700 // against the source destination for even screen width or screen height;
5701 // probably most useful when used with high "game.forced_scroll_delay_value"
5702 // in combination with "game.forced_scroll_x" and "game.forced_scroll_y")
5703 if (quick_relocation)
5705 if (EVEN(SCR_FIELDX))
5707 // relocate (teleport) between left and right border (half or full)
5708 if (scroll_x == SBX_Left && new_scroll_x == SBX_Right - 1)
5709 new_scroll_x = SBX_Right;
5710 else if (scroll_x == SBX_Left + 1 && new_scroll_x == SBX_Right)
5711 new_scroll_x = SBX_Right - 1;
5712 else if (scroll_x == SBX_Right && new_scroll_x == SBX_Left + 1)
5713 new_scroll_x = SBX_Left;
5714 else if (scroll_x == SBX_Right - 1 && new_scroll_x == SBX_Left)
5715 new_scroll_x = SBX_Left + 1;
5718 if (EVEN(SCR_FIELDY))
5720 // relocate (teleport) between top and bottom border (half or full)
5721 if (scroll_y == SBY_Upper && new_scroll_y == SBY_Lower - 1)
5722 new_scroll_y = SBY_Lower;
5723 else if (scroll_y == SBY_Upper + 1 && new_scroll_y == SBY_Lower)
5724 new_scroll_y = SBY_Lower - 1;
5725 else if (scroll_y == SBY_Lower && new_scroll_y == SBY_Upper + 1)
5726 new_scroll_y = SBY_Upper;
5727 else if (scroll_y == SBY_Lower - 1 && new_scroll_y == SBY_Upper)
5728 new_scroll_y = SBY_Upper + 1;
5733 if (quick_relocation)
5735 // case 2: quick relocation (redraw without visible scrolling)
5737 scroll_x = new_scroll_x;
5738 scroll_y = new_scroll_y;
5745 // case 3: visible relocation (with scrolling to new position)
5747 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5749 SetVideoFrameDelay(wait_delay_value);
5751 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5753 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5754 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5756 if (dx == 0 && dy == 0) // no scrolling needed at all
5762 // set values for horizontal/vertical screen scrolling (half tile size)
5763 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5764 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5765 int pos_x = dx * TILEX / 2;
5766 int pos_y = dy * TILEY / 2;
5767 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5768 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5770 ScrollLevel(dx, dy);
5773 // scroll in two steps of half tile size to make things smoother
5774 BlitScreenToBitmapExt_RND(window, fx, fy);
5776 // scroll second step to align at full tile size
5777 BlitScreenToBitmap(window);
5783 SetVideoFrameDelay(frame_delay_value_old);
5786 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5788 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5789 int player_nr = GET_PLAYER_NR(el_player);
5790 struct PlayerInfo *player = &stored_player[player_nr];
5791 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5792 boolean no_delay = (tape.warp_forward);
5793 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5794 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5795 int old_jx = player->jx;
5796 int old_jy = player->jy;
5797 int old_element = Tile[old_jx][old_jy];
5798 int element = Tile[jx][jy];
5799 boolean player_relocated = (old_jx != jx || old_jy != jy);
5801 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5802 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5803 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5804 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5805 int leave_side_horiz = move_dir_horiz;
5806 int leave_side_vert = move_dir_vert;
5807 int enter_side = enter_side_horiz | enter_side_vert;
5808 int leave_side = leave_side_horiz | leave_side_vert;
5810 if (player->buried) // do not reanimate dead player
5813 if (!player_relocated) // no need to relocate the player
5816 if (IS_PLAYER(jx, jy)) // player already placed at new position
5818 RemoveField(jx, jy); // temporarily remove newly placed player
5819 DrawLevelField(jx, jy);
5822 if (player->present)
5824 while (player->MovPos)
5826 ScrollPlayer(player, SCROLL_GO_ON);
5827 ScrollScreen(NULL, SCROLL_GO_ON);
5829 AdvanceFrameAndPlayerCounters(player->index_nr);
5833 BackToFront_WithFrameDelay(wait_delay_value);
5836 DrawPlayer(player); // needed here only to cleanup last field
5837 DrawLevelField(player->jx, player->jy); // remove player graphic
5839 player->is_moving = FALSE;
5842 if (IS_CUSTOM_ELEMENT(old_element))
5843 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5845 player->index_bit, leave_side);
5847 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5849 player->index_bit, leave_side);
5851 Tile[jx][jy] = el_player;
5852 InitPlayerField(jx, jy, el_player, TRUE);
5854 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5855 possible that the relocation target field did not contain a player element,
5856 but a walkable element, to which the new player was relocated -- in this
5857 case, restore that (already initialized!) element on the player field */
5858 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5860 Tile[jx][jy] = element; // restore previously existing element
5863 // only visually relocate centered player
5864 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5865 FALSE, level.instant_relocation);
5867 TestIfPlayerTouchesBadThing(jx, jy);
5868 TestIfPlayerTouchesCustomElement(jx, jy);
5870 if (IS_CUSTOM_ELEMENT(element))
5871 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5872 player->index_bit, enter_side);
5874 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5875 player->index_bit, enter_side);
5877 if (player->is_switching)
5879 /* ensure that relocation while still switching an element does not cause
5880 a new element to be treated as also switched directly after relocation
5881 (this is important for teleporter switches that teleport the player to
5882 a place where another teleporter switch is in the same direction, which
5883 would then incorrectly be treated as immediately switched before the
5884 direction key that caused the switch was released) */
5886 player->switch_x += jx - old_jx;
5887 player->switch_y += jy - old_jy;
5891 static void Explode(int ex, int ey, int phase, int mode)
5897 if (game.explosions_delayed)
5899 ExplodeField[ex][ey] = mode;
5903 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5905 int center_element = Tile[ex][ey];
5906 int ce_value = CustomValue[ex][ey];
5907 int ce_score = element_info[center_element].collect_score;
5908 int artwork_element, explosion_element; // set these values later
5910 // remove things displayed in background while burning dynamite
5911 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5914 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5916 // put moving element to center field (and let it explode there)
5917 center_element = MovingOrBlocked2Element(ex, ey);
5918 RemoveMovingField(ex, ey);
5919 Tile[ex][ey] = center_element;
5922 // now "center_element" is finally determined -- set related values now
5923 artwork_element = center_element; // for custom player artwork
5924 explosion_element = center_element; // for custom player artwork
5926 if (IS_PLAYER(ex, ey))
5928 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5930 artwork_element = stored_player[player_nr].artwork_element;
5932 if (level.use_explosion_element[player_nr])
5934 explosion_element = level.explosion_element[player_nr];
5935 artwork_element = explosion_element;
5939 if (mode == EX_TYPE_NORMAL ||
5940 mode == EX_TYPE_CENTER ||
5941 mode == EX_TYPE_CROSS)
5942 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5944 last_phase = element_info[explosion_element].explosion_delay + 1;
5946 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5948 int xx = x - ex + 1;
5949 int yy = y - ey + 1;
5952 if (!IN_LEV_FIELD(x, y) ||
5953 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5954 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5957 element = Tile[x][y];
5959 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5961 element = MovingOrBlocked2Element(x, y);
5963 if (!IS_EXPLOSION_PROOF(element))
5964 RemoveMovingField(x, y);
5967 // indestructible elements can only explode in center (but not flames)
5968 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5969 mode == EX_TYPE_BORDER)) ||
5970 element == EL_FLAMES)
5973 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5974 behaviour, for example when touching a yamyam that explodes to rocks
5975 with active deadly shield, a rock is created under the player !!! */
5976 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5978 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5979 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5980 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5982 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5985 if (IS_ACTIVE_BOMB(element))
5987 // re-activate things under the bomb like gate or penguin
5988 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5995 // save walkable background elements while explosion on same tile
5996 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5997 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5998 Back[x][y] = element;
6000 // ignite explodable elements reached by other explosion
6001 if (element == EL_EXPLOSION)
6002 element = Store2[x][y];
6004 if (AmoebaNr[x][y] &&
6005 (element == EL_AMOEBA_FULL ||
6006 element == EL_BD_AMOEBA ||
6007 element == EL_AMOEBA_GROWING))
6009 AmoebaCnt[AmoebaNr[x][y]]--;
6010 AmoebaCnt2[AmoebaNr[x][y]]--;
6015 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6017 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6019 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6021 if (PLAYERINFO(ex, ey)->use_murphy)
6022 Store[x][y] = EL_EMPTY;
6025 // !!! check this case -- currently needed for rnd_rado_negundo_v,
6026 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
6027 else if (IS_PLAYER_ELEMENT(center_element))
6028 Store[x][y] = EL_EMPTY;
6029 else if (center_element == EL_YAMYAM)
6030 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6031 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6032 Store[x][y] = element_info[center_element].content.e[xx][yy];
6034 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6035 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6036 // otherwise) -- FIX THIS !!!
6037 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6038 Store[x][y] = element_info[element].content.e[1][1];
6040 else if (!CAN_EXPLODE(element))
6041 Store[x][y] = element_info[element].content.e[1][1];
6044 Store[x][y] = EL_EMPTY;
6046 if (IS_CUSTOM_ELEMENT(center_element))
6047 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6048 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6049 Store[x][y] >= EL_PREV_CE_8 &&
6050 Store[x][y] <= EL_NEXT_CE_8 ?
6051 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6054 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6055 center_element == EL_AMOEBA_TO_DIAMOND)
6056 Store2[x][y] = element;
6058 Tile[x][y] = EL_EXPLOSION;
6059 GfxElement[x][y] = artwork_element;
6061 ExplodePhase[x][y] = 1;
6062 ExplodeDelay[x][y] = last_phase;
6067 if (center_element == EL_YAMYAM)
6068 game.yamyam_content_nr =
6069 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6081 GfxFrame[x][y] = 0; // restart explosion animation
6083 last_phase = ExplodeDelay[x][y];
6085 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6087 // this can happen if the player leaves an explosion just in time
6088 if (GfxElement[x][y] == EL_UNDEFINED)
6089 GfxElement[x][y] = EL_EMPTY;
6091 border_element = Store2[x][y];
6092 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6093 border_element = StorePlayer[x][y];
6095 if (phase == element_info[border_element].ignition_delay ||
6096 phase == last_phase)
6098 boolean border_explosion = FALSE;
6100 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6101 !PLAYER_EXPLOSION_PROTECTED(x, y))
6103 KillPlayerUnlessExplosionProtected(x, y);
6104 border_explosion = TRUE;
6106 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6108 Tile[x][y] = Store2[x][y];
6111 border_explosion = TRUE;
6113 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6115 AmoebaToDiamond(x, y);
6117 border_explosion = TRUE;
6120 // if an element just explodes due to another explosion (chain-reaction),
6121 // do not immediately end the new explosion when it was the last frame of
6122 // the explosion (as it would be done in the following "if"-statement!)
6123 if (border_explosion && phase == last_phase)
6127 // this can happen if the player was just killed by an explosion
6128 if (GfxElement[x][y] == EL_UNDEFINED)
6129 GfxElement[x][y] = EL_EMPTY;
6131 if (phase == last_phase)
6135 element = Tile[x][y] = Store[x][y];
6136 Store[x][y] = Store2[x][y] = 0;
6137 GfxElement[x][y] = EL_UNDEFINED;
6139 // player can escape from explosions and might therefore be still alive
6140 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6141 element <= EL_PLAYER_IS_EXPLODING_4)
6143 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6144 int explosion_element = EL_PLAYER_1 + player_nr;
6145 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6146 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6148 if (level.use_explosion_element[player_nr])
6149 explosion_element = level.explosion_element[player_nr];
6151 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6152 element_info[explosion_element].content.e[xx][yy]);
6155 // restore probably existing indestructible background element
6156 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6157 element = Tile[x][y] = Back[x][y];
6160 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6161 GfxDir[x][y] = MV_NONE;
6162 ChangeDelay[x][y] = 0;
6163 ChangePage[x][y] = -1;
6165 CustomValue[x][y] = 0;
6167 InitField_WithBug2(x, y, FALSE);
6169 TEST_DrawLevelField(x, y);
6171 TestIfElementTouchesCustomElement(x, y);
6173 if (GFX_CRUMBLED(element))
6174 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6176 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6177 StorePlayer[x][y] = 0;
6179 if (IS_PLAYER_ELEMENT(element))
6180 RelocatePlayer(x, y, element);
6182 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6184 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6185 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6188 TEST_DrawLevelFieldCrumbled(x, y);
6190 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6192 DrawLevelElement(x, y, Back[x][y]);
6193 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6195 else if (IS_WALKABLE_UNDER(Back[x][y]))
6197 DrawLevelGraphic(x, y, graphic, frame);
6198 DrawLevelElementThruMask(x, y, Back[x][y]);
6200 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6201 DrawLevelGraphic(x, y, graphic, frame);
6205 static void DynaExplode(int ex, int ey)
6208 int dynabomb_element = Tile[ex][ey];
6209 int dynabomb_size = 1;
6210 boolean dynabomb_xl = FALSE;
6211 struct PlayerInfo *player;
6212 struct XY *xy = xy_topdown;
6214 if (IS_ACTIVE_BOMB(dynabomb_element))
6216 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6217 dynabomb_size = player->dynabomb_size;
6218 dynabomb_xl = player->dynabomb_xl;
6219 player->dynabombs_left++;
6222 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6224 for (i = 0; i < NUM_DIRECTIONS; i++)
6226 for (j = 1; j <= dynabomb_size; j++)
6228 int x = ex + j * xy[i].x;
6229 int y = ey + j * xy[i].y;
6232 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6235 element = Tile[x][y];
6237 // do not restart explosions of fields with active bombs
6238 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6241 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6243 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6244 !IS_DIGGABLE(element) && !dynabomb_xl)
6250 void Bang(int x, int y)
6252 int element = MovingOrBlocked2Element(x, y);
6253 int explosion_type = EX_TYPE_NORMAL;
6255 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6257 struct PlayerInfo *player = PLAYERINFO(x, y);
6259 element = Tile[x][y] = player->initial_element;
6261 if (level.use_explosion_element[player->index_nr])
6263 int explosion_element = level.explosion_element[player->index_nr];
6265 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6266 explosion_type = EX_TYPE_CROSS;
6267 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6268 explosion_type = EX_TYPE_CENTER;
6276 case EL_BD_BUTTERFLY:
6279 case EL_DARK_YAMYAM:
6283 RaiseScoreElement(element);
6286 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6287 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6288 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6289 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6290 case EL_DYNABOMB_INCREASE_NUMBER:
6291 case EL_DYNABOMB_INCREASE_SIZE:
6292 case EL_DYNABOMB_INCREASE_POWER:
6293 explosion_type = EX_TYPE_DYNA;
6296 case EL_DC_LANDMINE:
6297 explosion_type = EX_TYPE_CENTER;
6302 case EL_LAMP_ACTIVE:
6303 case EL_AMOEBA_TO_DIAMOND:
6304 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6305 explosion_type = EX_TYPE_CENTER;
6309 if (element_info[element].explosion_type == EXPLODES_CROSS)
6310 explosion_type = EX_TYPE_CROSS;
6311 else if (element_info[element].explosion_type == EXPLODES_1X1)
6312 explosion_type = EX_TYPE_CENTER;
6316 if (explosion_type == EX_TYPE_DYNA)
6319 Explode(x, y, EX_PHASE_START, explosion_type);
6321 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6324 static void SplashAcid(int x, int y)
6326 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6327 (!IN_LEV_FIELD(x - 1, y - 2) ||
6328 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6329 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6331 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6332 (!IN_LEV_FIELD(x + 1, y - 2) ||
6333 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6334 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6336 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6339 static void InitBeltMovement(void)
6341 static int belt_base_element[4] =
6343 EL_CONVEYOR_BELT_1_LEFT,
6344 EL_CONVEYOR_BELT_2_LEFT,
6345 EL_CONVEYOR_BELT_3_LEFT,
6346 EL_CONVEYOR_BELT_4_LEFT
6348 static int belt_base_active_element[4] =
6350 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6351 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6352 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6353 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6358 // set frame order for belt animation graphic according to belt direction
6359 for (i = 0; i < NUM_BELTS; i++)
6363 for (j = 0; j < NUM_BELT_PARTS; j++)
6365 int element = belt_base_active_element[belt_nr] + j;
6366 int graphic_1 = el2img(element);
6367 int graphic_2 = el2panelimg(element);
6369 if (game.belt_dir[i] == MV_LEFT)
6371 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6372 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6376 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6377 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6382 SCAN_PLAYFIELD(x, y)
6384 int element = Tile[x][y];
6386 for (i = 0; i < NUM_BELTS; i++)
6388 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6390 int e_belt_nr = getBeltNrFromBeltElement(element);
6393 if (e_belt_nr == belt_nr)
6395 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6397 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6404 static void ToggleBeltSwitch(int x, int y)
6406 static int belt_base_element[4] =
6408 EL_CONVEYOR_BELT_1_LEFT,
6409 EL_CONVEYOR_BELT_2_LEFT,
6410 EL_CONVEYOR_BELT_3_LEFT,
6411 EL_CONVEYOR_BELT_4_LEFT
6413 static int belt_base_active_element[4] =
6415 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6416 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6417 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6418 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6420 static int belt_base_switch_element[4] =
6422 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6423 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6424 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6425 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6427 static int belt_move_dir[4] =
6435 int element = Tile[x][y];
6436 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6437 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6438 int belt_dir = belt_move_dir[belt_dir_nr];
6441 if (!IS_BELT_SWITCH(element))
6444 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6445 game.belt_dir[belt_nr] = belt_dir;
6447 if (belt_dir_nr == 3)
6450 // set frame order for belt animation graphic according to belt direction
6451 for (i = 0; i < NUM_BELT_PARTS; i++)
6453 int element = belt_base_active_element[belt_nr] + i;
6454 int graphic_1 = el2img(element);
6455 int graphic_2 = el2panelimg(element);
6457 if (belt_dir == MV_LEFT)
6459 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6460 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6464 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6465 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6469 SCAN_PLAYFIELD(xx, yy)
6471 int element = Tile[xx][yy];
6473 if (IS_BELT_SWITCH(element))
6475 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6477 if (e_belt_nr == belt_nr)
6479 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6480 TEST_DrawLevelField(xx, yy);
6483 else if (IS_BELT(element) && belt_dir != MV_NONE)
6485 int e_belt_nr = getBeltNrFromBeltElement(element);
6487 if (e_belt_nr == belt_nr)
6489 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6491 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6492 TEST_DrawLevelField(xx, yy);
6495 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6497 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6499 if (e_belt_nr == belt_nr)
6501 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6503 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6504 TEST_DrawLevelField(xx, yy);
6510 static void ToggleSwitchgateSwitch(void)
6514 game.switchgate_pos = !game.switchgate_pos;
6516 SCAN_PLAYFIELD(xx, yy)
6518 int element = Tile[xx][yy];
6520 if (element == EL_SWITCHGATE_SWITCH_UP)
6522 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6523 TEST_DrawLevelField(xx, yy);
6525 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6527 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6528 TEST_DrawLevelField(xx, yy);
6530 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6532 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6533 TEST_DrawLevelField(xx, yy);
6535 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6537 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6538 TEST_DrawLevelField(xx, yy);
6540 else if (element == EL_SWITCHGATE_OPEN ||
6541 element == EL_SWITCHGATE_OPENING)
6543 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6545 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6547 else if (element == EL_SWITCHGATE_CLOSED ||
6548 element == EL_SWITCHGATE_CLOSING)
6550 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6552 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6557 static int getInvisibleActiveFromInvisibleElement(int element)
6559 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6560 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6561 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6565 static int getInvisibleFromInvisibleActiveElement(int element)
6567 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6568 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6569 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6573 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6577 SCAN_PLAYFIELD(x, y)
6579 int element = Tile[x][y];
6581 if (element == EL_LIGHT_SWITCH &&
6582 game.light_time_left > 0)
6584 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6585 TEST_DrawLevelField(x, y);
6587 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6588 game.light_time_left == 0)
6590 Tile[x][y] = EL_LIGHT_SWITCH;
6591 TEST_DrawLevelField(x, y);
6593 else if (element == EL_EMC_DRIPPER &&
6594 game.light_time_left > 0)
6596 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6597 TEST_DrawLevelField(x, y);
6599 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6600 game.light_time_left == 0)
6602 Tile[x][y] = EL_EMC_DRIPPER;
6603 TEST_DrawLevelField(x, y);
6605 else if (element == EL_INVISIBLE_STEELWALL ||
6606 element == EL_INVISIBLE_WALL ||
6607 element == EL_INVISIBLE_SAND)
6609 if (game.light_time_left > 0)
6610 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6612 TEST_DrawLevelField(x, y);
6614 // uncrumble neighbour fields, if needed
6615 if (element == EL_INVISIBLE_SAND)
6616 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6618 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6619 element == EL_INVISIBLE_WALL_ACTIVE ||
6620 element == EL_INVISIBLE_SAND_ACTIVE)
6622 if (game.light_time_left == 0)
6623 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6625 TEST_DrawLevelField(x, y);
6627 // re-crumble neighbour fields, if needed
6628 if (element == EL_INVISIBLE_SAND)
6629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6634 static void RedrawAllInvisibleElementsForLenses(void)
6638 SCAN_PLAYFIELD(x, y)
6640 int element = Tile[x][y];
6642 if (element == EL_EMC_DRIPPER &&
6643 game.lenses_time_left > 0)
6645 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6646 TEST_DrawLevelField(x, y);
6648 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6649 game.lenses_time_left == 0)
6651 Tile[x][y] = EL_EMC_DRIPPER;
6652 TEST_DrawLevelField(x, y);
6654 else if (element == EL_INVISIBLE_STEELWALL ||
6655 element == EL_INVISIBLE_WALL ||
6656 element == EL_INVISIBLE_SAND)
6658 if (game.lenses_time_left > 0)
6659 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6661 TEST_DrawLevelField(x, y);
6663 // uncrumble neighbour fields, if needed
6664 if (element == EL_INVISIBLE_SAND)
6665 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6667 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6668 element == EL_INVISIBLE_WALL_ACTIVE ||
6669 element == EL_INVISIBLE_SAND_ACTIVE)
6671 if (game.lenses_time_left == 0)
6672 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6674 TEST_DrawLevelField(x, y);
6676 // re-crumble neighbour fields, if needed
6677 if (element == EL_INVISIBLE_SAND)
6678 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6683 static void RedrawAllInvisibleElementsForMagnifier(void)
6687 SCAN_PLAYFIELD(x, y)
6689 int element = Tile[x][y];
6691 if (element == EL_EMC_FAKE_GRASS &&
6692 game.magnify_time_left > 0)
6694 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6695 TEST_DrawLevelField(x, y);
6697 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6698 game.magnify_time_left == 0)
6700 Tile[x][y] = EL_EMC_FAKE_GRASS;
6701 TEST_DrawLevelField(x, y);
6703 else if (IS_GATE_GRAY(element) &&
6704 game.magnify_time_left > 0)
6706 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6707 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6708 IS_EM_GATE_GRAY(element) ?
6709 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6710 IS_EMC_GATE_GRAY(element) ?
6711 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6712 IS_DC_GATE_GRAY(element) ?
6713 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6715 TEST_DrawLevelField(x, y);
6717 else if (IS_GATE_GRAY_ACTIVE(element) &&
6718 game.magnify_time_left == 0)
6720 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6721 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6722 IS_EM_GATE_GRAY_ACTIVE(element) ?
6723 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6724 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6725 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6726 IS_DC_GATE_GRAY_ACTIVE(element) ?
6727 EL_DC_GATE_WHITE_GRAY :
6729 TEST_DrawLevelField(x, y);
6734 static void ToggleLightSwitch(int x, int y)
6736 int element = Tile[x][y];
6738 game.light_time_left =
6739 (element == EL_LIGHT_SWITCH ?
6740 level.time_light * FRAMES_PER_SECOND : 0);
6742 RedrawAllLightSwitchesAndInvisibleElements();
6745 static void ActivateTimegateSwitch(int x, int y)
6749 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6751 SCAN_PLAYFIELD(xx, yy)
6753 int element = Tile[xx][yy];
6755 if (element == EL_TIMEGATE_CLOSED ||
6756 element == EL_TIMEGATE_CLOSING)
6758 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6759 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6763 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6765 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6766 TEST_DrawLevelField(xx, yy);
6772 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6773 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6776 static void Impact(int x, int y)
6778 boolean last_line = (y == lev_fieldy - 1);
6779 boolean object_hit = FALSE;
6780 boolean impact = (last_line || object_hit);
6781 int element = Tile[x][y];
6782 int smashed = EL_STEELWALL;
6784 if (!last_line) // check if element below was hit
6786 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6789 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6790 MovDir[x][y + 1] != MV_DOWN ||
6791 MovPos[x][y + 1] <= TILEY / 2));
6793 // do not smash moving elements that left the smashed field in time
6794 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6795 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6798 #if USE_QUICKSAND_IMPACT_BUGFIX
6799 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6801 RemoveMovingField(x, y + 1);
6802 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6803 Tile[x][y + 2] = EL_ROCK;
6804 TEST_DrawLevelField(x, y + 2);
6809 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6811 RemoveMovingField(x, y + 1);
6812 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6813 Tile[x][y + 2] = EL_ROCK;
6814 TEST_DrawLevelField(x, y + 2);
6821 smashed = MovingOrBlocked2Element(x, y + 1);
6823 impact = (last_line || object_hit);
6826 if (!last_line && smashed == EL_ACID) // element falls into acid
6828 SplashAcid(x, y + 1);
6832 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6833 // only reset graphic animation if graphic really changes after impact
6835 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6837 ResetGfxAnimation(x, y);
6838 TEST_DrawLevelField(x, y);
6841 if (impact && CAN_EXPLODE_IMPACT(element))
6846 else if (impact && element == EL_PEARL &&
6847 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6849 ResetGfxAnimation(x, y);
6851 Tile[x][y] = EL_PEARL_BREAKING;
6852 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6855 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6857 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6862 if (impact && element == EL_AMOEBA_DROP)
6864 if (object_hit && IS_PLAYER(x, y + 1))
6865 KillPlayerUnlessEnemyProtected(x, y + 1);
6866 else if (object_hit && smashed == EL_PENGUIN)
6870 Tile[x][y] = EL_AMOEBA_GROWING;
6871 Store[x][y] = EL_AMOEBA_WET;
6873 ResetRandomAnimationValue(x, y);
6878 if (object_hit) // check which object was hit
6880 if ((CAN_PASS_MAGIC_WALL(element) &&
6881 (smashed == EL_MAGIC_WALL ||
6882 smashed == EL_BD_MAGIC_WALL)) ||
6883 (CAN_PASS_DC_MAGIC_WALL(element) &&
6884 smashed == EL_DC_MAGIC_WALL))
6887 int activated_magic_wall =
6888 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6889 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6890 EL_DC_MAGIC_WALL_ACTIVE);
6892 // activate magic wall / mill
6893 SCAN_PLAYFIELD(xx, yy)
6895 if (Tile[xx][yy] == smashed)
6896 Tile[xx][yy] = activated_magic_wall;
6899 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6900 game.magic_wall_active = TRUE;
6902 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6903 SND_MAGIC_WALL_ACTIVATING :
6904 smashed == EL_BD_MAGIC_WALL ?
6905 SND_BD_MAGIC_WALL_ACTIVATING :
6906 SND_DC_MAGIC_WALL_ACTIVATING));
6909 if (IS_PLAYER(x, y + 1))
6911 if (CAN_SMASH_PLAYER(element))
6913 KillPlayerUnlessEnemyProtected(x, y + 1);
6917 else if (smashed == EL_PENGUIN)
6919 if (CAN_SMASH_PLAYER(element))
6925 else if (element == EL_BD_DIAMOND)
6927 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6933 else if (((element == EL_SP_INFOTRON ||
6934 element == EL_SP_ZONK) &&
6935 (smashed == EL_SP_SNIKSNAK ||
6936 smashed == EL_SP_ELECTRON ||
6937 smashed == EL_SP_DISK_ORANGE)) ||
6938 (element == EL_SP_INFOTRON &&
6939 smashed == EL_SP_DISK_YELLOW))
6944 else if (CAN_SMASH_EVERYTHING(element))
6946 if (IS_CLASSIC_ENEMY(smashed) ||
6947 CAN_EXPLODE_SMASHED(smashed))
6952 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6954 if (smashed == EL_LAMP ||
6955 smashed == EL_LAMP_ACTIVE)
6960 else if (smashed == EL_NUT)
6962 Tile[x][y + 1] = EL_NUT_BREAKING;
6963 PlayLevelSound(x, y, SND_NUT_BREAKING);
6964 RaiseScoreElement(EL_NUT);
6967 else if (smashed == EL_PEARL)
6969 ResetGfxAnimation(x, y);
6971 Tile[x][y + 1] = EL_PEARL_BREAKING;
6972 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6975 else if (smashed == EL_DIAMOND)
6977 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6978 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6981 else if (IS_BELT_SWITCH(smashed))
6983 ToggleBeltSwitch(x, y + 1);
6985 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6986 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6987 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6988 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6990 ToggleSwitchgateSwitch();
6992 else if (smashed == EL_LIGHT_SWITCH ||
6993 smashed == EL_LIGHT_SWITCH_ACTIVE)
6995 ToggleLightSwitch(x, y + 1);
6999 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7001 CheckElementChangeBySide(x, y + 1, smashed, element,
7002 CE_SWITCHED, CH_SIDE_TOP);
7003 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7009 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7014 // play sound of magic wall / mill
7016 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7017 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7018 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7020 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7021 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7022 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7023 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7024 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7025 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7030 // play sound of object that hits the ground
7031 if (last_line || object_hit)
7032 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7035 static void TurnRoundExt(int x, int y)
7047 { 0, 0 }, { 0, 0 }, { 0, 0 },
7052 int left, right, back;
7056 { MV_DOWN, MV_UP, MV_RIGHT },
7057 { MV_UP, MV_DOWN, MV_LEFT },
7059 { MV_LEFT, MV_RIGHT, MV_DOWN },
7063 { MV_RIGHT, MV_LEFT, MV_UP }
7066 int element = Tile[x][y];
7067 int move_pattern = element_info[element].move_pattern;
7069 int old_move_dir = MovDir[x][y];
7070 int left_dir = turn[old_move_dir].left;
7071 int right_dir = turn[old_move_dir].right;
7072 int back_dir = turn[old_move_dir].back;
7074 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7075 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7076 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7077 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7079 int left_x = x + left_dx, left_y = y + left_dy;
7080 int right_x = x + right_dx, right_y = y + right_dy;
7081 int move_x = x + move_dx, move_y = y + move_dy;
7085 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7087 TestIfBadThingTouchesOtherBadThing(x, y);
7089 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7090 MovDir[x][y] = right_dir;
7091 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7092 MovDir[x][y] = left_dir;
7094 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7096 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7099 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7101 TestIfBadThingTouchesOtherBadThing(x, y);
7103 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7104 MovDir[x][y] = left_dir;
7105 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7106 MovDir[x][y] = right_dir;
7108 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7110 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7113 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7115 TestIfBadThingTouchesOtherBadThing(x, y);
7117 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7118 MovDir[x][y] = left_dir;
7119 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7120 MovDir[x][y] = right_dir;
7122 if (MovDir[x][y] != old_move_dir)
7125 else if (element == EL_YAMYAM)
7127 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7128 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7130 if (can_turn_left && can_turn_right)
7131 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7132 else if (can_turn_left)
7133 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7134 else if (can_turn_right)
7135 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7137 MovDir[x][y] = back_dir;
7139 MovDelay[x][y] = 16 + 16 * RND(3);
7141 else if (element == EL_DARK_YAMYAM)
7143 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7145 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7148 if (can_turn_left && can_turn_right)
7149 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7150 else if (can_turn_left)
7151 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7152 else if (can_turn_right)
7153 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7155 MovDir[x][y] = back_dir;
7157 MovDelay[x][y] = 16 + 16 * RND(3);
7159 else if (element == EL_PACMAN)
7161 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7162 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7164 if (can_turn_left && can_turn_right)
7165 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7166 else if (can_turn_left)
7167 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7168 else if (can_turn_right)
7169 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7171 MovDir[x][y] = back_dir;
7173 MovDelay[x][y] = 6 + RND(40);
7175 else if (element == EL_PIG)
7177 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7178 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7179 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7180 boolean should_turn_left, should_turn_right, should_move_on;
7182 int rnd = RND(rnd_value);
7184 should_turn_left = (can_turn_left &&
7186 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7187 y + back_dy + left_dy)));
7188 should_turn_right = (can_turn_right &&
7190 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7191 y + back_dy + right_dy)));
7192 should_move_on = (can_move_on &&
7195 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7196 y + move_dy + left_dy) ||
7197 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7198 y + move_dy + right_dy)));
7200 if (should_turn_left || should_turn_right || should_move_on)
7202 if (should_turn_left && should_turn_right && should_move_on)
7203 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7204 rnd < 2 * rnd_value / 3 ? right_dir :
7206 else if (should_turn_left && should_turn_right)
7207 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7208 else if (should_turn_left && should_move_on)
7209 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7210 else if (should_turn_right && should_move_on)
7211 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7212 else if (should_turn_left)
7213 MovDir[x][y] = left_dir;
7214 else if (should_turn_right)
7215 MovDir[x][y] = right_dir;
7216 else if (should_move_on)
7217 MovDir[x][y] = old_move_dir;
7219 else if (can_move_on && rnd > rnd_value / 8)
7220 MovDir[x][y] = old_move_dir;
7221 else if (can_turn_left && can_turn_right)
7222 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7223 else if (can_turn_left && rnd > rnd_value / 8)
7224 MovDir[x][y] = left_dir;
7225 else if (can_turn_right && rnd > rnd_value/8)
7226 MovDir[x][y] = right_dir;
7228 MovDir[x][y] = back_dir;
7230 xx = x + move_xy[MovDir[x][y]].dx;
7231 yy = y + move_xy[MovDir[x][y]].dy;
7233 if (!IN_LEV_FIELD(xx, yy) ||
7234 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7235 MovDir[x][y] = old_move_dir;
7239 else if (element == EL_DRAGON)
7241 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7242 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7243 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7245 int rnd = RND(rnd_value);
7247 if (can_move_on && rnd > rnd_value / 8)
7248 MovDir[x][y] = old_move_dir;
7249 else if (can_turn_left && can_turn_right)
7250 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7251 else if (can_turn_left && rnd > rnd_value / 8)
7252 MovDir[x][y] = left_dir;
7253 else if (can_turn_right && rnd > rnd_value / 8)
7254 MovDir[x][y] = right_dir;
7256 MovDir[x][y] = back_dir;
7258 xx = x + move_xy[MovDir[x][y]].dx;
7259 yy = y + move_xy[MovDir[x][y]].dy;
7261 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7262 MovDir[x][y] = old_move_dir;
7266 else if (element == EL_MOLE)
7268 boolean can_move_on =
7269 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7270 IS_AMOEBOID(Tile[move_x][move_y]) ||
7271 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7274 boolean can_turn_left =
7275 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7276 IS_AMOEBOID(Tile[left_x][left_y])));
7278 boolean can_turn_right =
7279 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7280 IS_AMOEBOID(Tile[right_x][right_y])));
7282 if (can_turn_left && can_turn_right)
7283 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7284 else if (can_turn_left)
7285 MovDir[x][y] = left_dir;
7287 MovDir[x][y] = right_dir;
7290 if (MovDir[x][y] != old_move_dir)
7293 else if (element == EL_BALLOON)
7295 MovDir[x][y] = game.wind_direction;
7298 else if (element == EL_SPRING)
7300 if (MovDir[x][y] & MV_HORIZONTAL)
7302 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7303 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7305 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7306 ResetGfxAnimation(move_x, move_y);
7307 TEST_DrawLevelField(move_x, move_y);
7309 MovDir[x][y] = back_dir;
7311 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7312 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7313 MovDir[x][y] = MV_NONE;
7318 else if (element == EL_ROBOT ||
7319 element == EL_SATELLITE ||
7320 element == EL_PENGUIN ||
7321 element == EL_EMC_ANDROID)
7323 int attr_x = -1, attr_y = -1;
7325 if (game.all_players_gone)
7327 attr_x = game.exit_x;
7328 attr_y = game.exit_y;
7334 for (i = 0; i < MAX_PLAYERS; i++)
7336 struct PlayerInfo *player = &stored_player[i];
7337 int jx = player->jx, jy = player->jy;
7339 if (!player->active)
7343 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7351 if (element == EL_ROBOT &&
7352 game.robot_wheel_x >= 0 &&
7353 game.robot_wheel_y >= 0 &&
7354 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7355 game.engine_version < VERSION_IDENT(3,1,0,0)))
7357 attr_x = game.robot_wheel_x;
7358 attr_y = game.robot_wheel_y;
7361 if (element == EL_PENGUIN)
7364 struct XY *xy = xy_topdown;
7366 for (i = 0; i < NUM_DIRECTIONS; i++)
7368 int ex = x + xy[i].x;
7369 int ey = y + xy[i].y;
7371 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7372 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7373 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7374 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7383 MovDir[x][y] = MV_NONE;
7385 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7386 else if (attr_x > x)
7387 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7389 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7390 else if (attr_y > y)
7391 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7393 if (element == EL_ROBOT)
7397 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7398 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7399 Moving2Blocked(x, y, &newx, &newy);
7401 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7402 MovDelay[x][y] = 8 + 8 * !RND(3);
7404 MovDelay[x][y] = 16;
7406 else if (element == EL_PENGUIN)
7412 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7414 boolean first_horiz = RND(2);
7415 int new_move_dir = MovDir[x][y];
7418 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7419 Moving2Blocked(x, y, &newx, &newy);
7421 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7425 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7426 Moving2Blocked(x, y, &newx, &newy);
7428 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7431 MovDir[x][y] = old_move_dir;
7435 else if (element == EL_SATELLITE)
7441 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7443 boolean first_horiz = RND(2);
7444 int new_move_dir = MovDir[x][y];
7447 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7448 Moving2Blocked(x, y, &newx, &newy);
7450 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7454 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7455 Moving2Blocked(x, y, &newx, &newy);
7457 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7460 MovDir[x][y] = old_move_dir;
7464 else if (element == EL_EMC_ANDROID)
7466 static int check_pos[16] =
7468 -1, // 0 => (invalid)
7471 -1, // 3 => (invalid)
7473 0, // 5 => MV_LEFT | MV_UP
7474 2, // 6 => MV_RIGHT | MV_UP
7475 -1, // 7 => (invalid)
7477 6, // 9 => MV_LEFT | MV_DOWN
7478 4, // 10 => MV_RIGHT | MV_DOWN
7479 -1, // 11 => (invalid)
7480 -1, // 12 => (invalid)
7481 -1, // 13 => (invalid)
7482 -1, // 14 => (invalid)
7483 -1, // 15 => (invalid)
7491 { -1, -1, MV_LEFT | MV_UP },
7493 { +1, -1, MV_RIGHT | MV_UP },
7494 { +1, 0, MV_RIGHT },
7495 { +1, +1, MV_RIGHT | MV_DOWN },
7497 { -1, +1, MV_LEFT | MV_DOWN },
7500 int start_pos, check_order;
7501 boolean can_clone = FALSE;
7504 // check if there is any free field around current position
7505 for (i = 0; i < 8; i++)
7507 int newx = x + check_xy[i].dx;
7508 int newy = y + check_xy[i].dy;
7510 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7518 if (can_clone) // randomly find an element to clone
7522 start_pos = check_pos[RND(8)];
7523 check_order = (RND(2) ? -1 : +1);
7525 for (i = 0; i < 8; i++)
7527 int pos_raw = start_pos + i * check_order;
7528 int pos = (pos_raw + 8) % 8;
7529 int newx = x + check_xy[pos].dx;
7530 int newy = y + check_xy[pos].dy;
7532 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7534 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7535 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7537 Store[x][y] = Tile[newx][newy];
7546 if (can_clone) // randomly find a direction to move
7550 start_pos = check_pos[RND(8)];
7551 check_order = (RND(2) ? -1 : +1);
7553 for (i = 0; i < 8; i++)
7555 int pos_raw = start_pos + i * check_order;
7556 int pos = (pos_raw + 8) % 8;
7557 int newx = x + check_xy[pos].dx;
7558 int newy = y + check_xy[pos].dy;
7559 int new_move_dir = check_xy[pos].dir;
7561 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7563 MovDir[x][y] = new_move_dir;
7564 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7573 if (can_clone) // cloning and moving successful
7576 // cannot clone -- try to move towards player
7578 start_pos = check_pos[MovDir[x][y] & 0x0f];
7579 check_order = (RND(2) ? -1 : +1);
7581 for (i = 0; i < 3; i++)
7583 // first check start_pos, then previous/next or (next/previous) pos
7584 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7585 int pos = (pos_raw + 8) % 8;
7586 int newx = x + check_xy[pos].dx;
7587 int newy = y + check_xy[pos].dy;
7588 int new_move_dir = check_xy[pos].dir;
7590 if (IS_PLAYER(newx, newy))
7593 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7595 MovDir[x][y] = new_move_dir;
7596 MovDelay[x][y] = level.android_move_time * 8 + 1;
7603 else if (move_pattern == MV_TURNING_LEFT ||
7604 move_pattern == MV_TURNING_RIGHT ||
7605 move_pattern == MV_TURNING_LEFT_RIGHT ||
7606 move_pattern == MV_TURNING_RIGHT_LEFT ||
7607 move_pattern == MV_TURNING_RANDOM ||
7608 move_pattern == MV_ALL_DIRECTIONS)
7610 boolean can_turn_left =
7611 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7612 boolean can_turn_right =
7613 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7615 if (element_info[element].move_stepsize == 0) // "not moving"
7618 if (move_pattern == MV_TURNING_LEFT)
7619 MovDir[x][y] = left_dir;
7620 else if (move_pattern == MV_TURNING_RIGHT)
7621 MovDir[x][y] = right_dir;
7622 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7623 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7624 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7625 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7626 else if (move_pattern == MV_TURNING_RANDOM)
7627 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7628 can_turn_right && !can_turn_left ? right_dir :
7629 RND(2) ? left_dir : right_dir);
7630 else if (can_turn_left && can_turn_right)
7631 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7632 else if (can_turn_left)
7633 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7634 else if (can_turn_right)
7635 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7637 MovDir[x][y] = back_dir;
7639 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7641 else if (move_pattern == MV_HORIZONTAL ||
7642 move_pattern == MV_VERTICAL)
7644 if (move_pattern & old_move_dir)
7645 MovDir[x][y] = back_dir;
7646 else if (move_pattern == MV_HORIZONTAL)
7647 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7648 else if (move_pattern == MV_VERTICAL)
7649 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7651 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7653 else if (move_pattern & MV_ANY_DIRECTION)
7655 MovDir[x][y] = move_pattern;
7656 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7658 else if (move_pattern & MV_WIND_DIRECTION)
7660 MovDir[x][y] = game.wind_direction;
7661 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7663 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7665 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7666 MovDir[x][y] = left_dir;
7667 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7668 MovDir[x][y] = right_dir;
7670 if (MovDir[x][y] != old_move_dir)
7671 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7673 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7675 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7676 MovDir[x][y] = right_dir;
7677 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7678 MovDir[x][y] = left_dir;
7680 if (MovDir[x][y] != old_move_dir)
7681 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7683 else if (move_pattern == MV_TOWARDS_PLAYER ||
7684 move_pattern == MV_AWAY_FROM_PLAYER)
7686 int attr_x = -1, attr_y = -1;
7688 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7690 if (game.all_players_gone)
7692 attr_x = game.exit_x;
7693 attr_y = game.exit_y;
7699 for (i = 0; i < MAX_PLAYERS; i++)
7701 struct PlayerInfo *player = &stored_player[i];
7702 int jx = player->jx, jy = player->jy;
7704 if (!player->active)
7708 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7716 MovDir[x][y] = MV_NONE;
7718 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7719 else if (attr_x > x)
7720 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7722 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7723 else if (attr_y > y)
7724 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7726 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7728 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7730 boolean first_horiz = RND(2);
7731 int new_move_dir = MovDir[x][y];
7733 if (element_info[element].move_stepsize == 0) // "not moving"
7735 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7736 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7742 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7743 Moving2Blocked(x, y, &newx, &newy);
7745 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7749 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7750 Moving2Blocked(x, y, &newx, &newy);
7752 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7755 MovDir[x][y] = old_move_dir;
7758 else if (move_pattern == MV_WHEN_PUSHED ||
7759 move_pattern == MV_WHEN_DROPPED)
7761 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7762 MovDir[x][y] = MV_NONE;
7766 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7768 struct XY *test_xy = xy_topdown;
7769 static int test_dir[4] =
7776 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7777 int move_preference = -1000000; // start with very low preference
7778 int new_move_dir = MV_NONE;
7779 int start_test = RND(4);
7782 for (i = 0; i < NUM_DIRECTIONS; i++)
7784 int j = (start_test + i) % 4;
7785 int move_dir = test_dir[j];
7786 int move_dir_preference;
7788 xx = x + test_xy[j].x;
7789 yy = y + test_xy[j].y;
7791 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7792 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7794 new_move_dir = move_dir;
7799 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7802 move_dir_preference = -1 * RunnerVisit[xx][yy];
7803 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7804 move_dir_preference = PlayerVisit[xx][yy];
7806 if (move_dir_preference > move_preference)
7808 // prefer field that has not been visited for the longest time
7809 move_preference = move_dir_preference;
7810 new_move_dir = move_dir;
7812 else if (move_dir_preference == move_preference &&
7813 move_dir == old_move_dir)
7815 // prefer last direction when all directions are preferred equally
7816 move_preference = move_dir_preference;
7817 new_move_dir = move_dir;
7821 MovDir[x][y] = new_move_dir;
7822 if (old_move_dir != new_move_dir)
7823 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7827 static void TurnRound(int x, int y)
7829 int direction = MovDir[x][y];
7833 GfxDir[x][y] = MovDir[x][y];
7835 if (direction != MovDir[x][y])
7839 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7841 ResetGfxFrame(x, y);
7844 static boolean JustBeingPushed(int x, int y)
7848 for (i = 0; i < MAX_PLAYERS; i++)
7850 struct PlayerInfo *player = &stored_player[i];
7852 if (player->active && player->is_pushing && player->MovPos)
7854 int next_jx = player->jx + (player->jx - player->last_jx);
7855 int next_jy = player->jy + (player->jy - player->last_jy);
7857 if (x == next_jx && y == next_jy)
7865 static void StartMoving(int x, int y)
7867 boolean started_moving = FALSE; // some elements can fall _and_ move
7868 int element = Tile[x][y];
7873 if (MovDelay[x][y] == 0)
7874 GfxAction[x][y] = ACTION_DEFAULT;
7876 if (CAN_FALL(element) && y < lev_fieldy - 1)
7878 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7879 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7880 if (JustBeingPushed(x, y))
7883 if (element == EL_QUICKSAND_FULL)
7885 if (IS_FREE(x, y + 1))
7887 InitMovingField(x, y, MV_DOWN);
7888 started_moving = TRUE;
7890 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7891 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7892 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7893 Store[x][y] = EL_ROCK;
7895 Store[x][y] = EL_ROCK;
7898 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7900 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7902 if (!MovDelay[x][y])
7904 MovDelay[x][y] = TILEY + 1;
7906 ResetGfxAnimation(x, y);
7907 ResetGfxAnimation(x, y + 1);
7912 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7913 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7920 Tile[x][y] = EL_QUICKSAND_EMPTY;
7921 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7922 Store[x][y + 1] = Store[x][y];
7925 PlayLevelSoundAction(x, y, ACTION_FILLING);
7927 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7929 if (!MovDelay[x][y])
7931 MovDelay[x][y] = TILEY + 1;
7933 ResetGfxAnimation(x, y);
7934 ResetGfxAnimation(x, y + 1);
7939 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7940 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7947 Tile[x][y] = EL_QUICKSAND_EMPTY;
7948 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7949 Store[x][y + 1] = Store[x][y];
7952 PlayLevelSoundAction(x, y, ACTION_FILLING);
7955 else if (element == EL_QUICKSAND_FAST_FULL)
7957 if (IS_FREE(x, y + 1))
7959 InitMovingField(x, y, MV_DOWN);
7960 started_moving = TRUE;
7962 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7963 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7964 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7965 Store[x][y] = EL_ROCK;
7967 Store[x][y] = EL_ROCK;
7970 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7972 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7974 if (!MovDelay[x][y])
7976 MovDelay[x][y] = TILEY + 1;
7978 ResetGfxAnimation(x, y);
7979 ResetGfxAnimation(x, y + 1);
7984 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7985 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7992 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7993 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7994 Store[x][y + 1] = Store[x][y];
7997 PlayLevelSoundAction(x, y, ACTION_FILLING);
7999 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8001 if (!MovDelay[x][y])
8003 MovDelay[x][y] = TILEY + 1;
8005 ResetGfxAnimation(x, y);
8006 ResetGfxAnimation(x, y + 1);
8011 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8012 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8019 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
8020 Tile[x][y + 1] = EL_QUICKSAND_FULL;
8021 Store[x][y + 1] = Store[x][y];
8024 PlayLevelSoundAction(x, y, ACTION_FILLING);
8027 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8028 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
8030 InitMovingField(x, y, MV_DOWN);
8031 started_moving = TRUE;
8033 Tile[x][y] = EL_QUICKSAND_FILLING;
8034 Store[x][y] = element;
8036 PlayLevelSoundAction(x, y, ACTION_FILLING);
8038 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8039 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8041 InitMovingField(x, y, MV_DOWN);
8042 started_moving = TRUE;
8044 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
8045 Store[x][y] = element;
8047 PlayLevelSoundAction(x, y, ACTION_FILLING);
8049 else if (element == EL_MAGIC_WALL_FULL)
8051 if (IS_FREE(x, y + 1))
8053 InitMovingField(x, y, MV_DOWN);
8054 started_moving = TRUE;
8056 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8057 Store[x][y] = EL_CHANGED(Store[x][y]);
8059 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8061 if (!MovDelay[x][y])
8062 MovDelay[x][y] = TILEY / 4 + 1;
8071 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8072 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8073 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8077 else if (element == EL_BD_MAGIC_WALL_FULL)
8079 if (IS_FREE(x, y + 1))
8081 InitMovingField(x, y, MV_DOWN);
8082 started_moving = TRUE;
8084 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8085 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8087 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8089 if (!MovDelay[x][y])
8090 MovDelay[x][y] = TILEY / 4 + 1;
8099 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8100 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8101 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8105 else if (element == EL_DC_MAGIC_WALL_FULL)
8107 if (IS_FREE(x, y + 1))
8109 InitMovingField(x, y, MV_DOWN);
8110 started_moving = TRUE;
8112 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8113 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8115 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8117 if (!MovDelay[x][y])
8118 MovDelay[x][y] = TILEY / 4 + 1;
8127 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8128 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8129 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8133 else if ((CAN_PASS_MAGIC_WALL(element) &&
8134 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8135 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8136 (CAN_PASS_DC_MAGIC_WALL(element) &&
8137 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8140 InitMovingField(x, y, MV_DOWN);
8141 started_moving = TRUE;
8144 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8145 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8146 EL_DC_MAGIC_WALL_FILLING);
8147 Store[x][y] = element;
8149 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8151 SplashAcid(x, y + 1);
8153 InitMovingField(x, y, MV_DOWN);
8154 started_moving = TRUE;
8156 Store[x][y] = EL_ACID;
8159 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8160 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8161 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8162 CAN_FALL(element) && WasJustFalling[x][y] &&
8163 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8165 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8166 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8167 (Tile[x][y + 1] == EL_BLOCKED)))
8169 /* this is needed for a special case not covered by calling "Impact()"
8170 from "ContinueMoving()": if an element moves to a tile directly below
8171 another element which was just falling on that tile (which was empty
8172 in the previous frame), the falling element above would just stop
8173 instead of smashing the element below (in previous version, the above
8174 element was just checked for "moving" instead of "falling", resulting
8175 in incorrect smashes caused by horizontal movement of the above
8176 element; also, the case of the player being the element to smash was
8177 simply not covered here... :-/ ) */
8179 CheckCollision[x][y] = 0;
8180 CheckImpact[x][y] = 0;
8184 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8186 if (MovDir[x][y] == MV_NONE)
8188 InitMovingField(x, y, MV_DOWN);
8189 started_moving = TRUE;
8192 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8194 if (WasJustFalling[x][y]) // prevent animation from being restarted
8195 MovDir[x][y] = MV_DOWN;
8197 InitMovingField(x, y, MV_DOWN);
8198 started_moving = TRUE;
8200 else if (element == EL_AMOEBA_DROP)
8202 Tile[x][y] = EL_AMOEBA_GROWING;
8203 Store[x][y] = EL_AMOEBA_WET;
8205 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8206 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8207 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8208 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8210 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8211 (IS_FREE(x - 1, y + 1) ||
8212 Tile[x - 1][y + 1] == EL_ACID));
8213 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8214 (IS_FREE(x + 1, y + 1) ||
8215 Tile[x + 1][y + 1] == EL_ACID));
8216 boolean can_fall_any = (can_fall_left || can_fall_right);
8217 boolean can_fall_both = (can_fall_left && can_fall_right);
8218 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8220 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8222 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8223 can_fall_right = FALSE;
8224 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8225 can_fall_left = FALSE;
8226 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8227 can_fall_right = FALSE;
8228 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8229 can_fall_left = FALSE;
8231 can_fall_any = (can_fall_left || can_fall_right);
8232 can_fall_both = FALSE;
8237 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8238 can_fall_right = FALSE; // slip down on left side
8240 can_fall_left = !(can_fall_right = RND(2));
8242 can_fall_both = FALSE;
8247 // if not determined otherwise, prefer left side for slipping down
8248 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8249 started_moving = TRUE;
8252 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8254 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8255 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8256 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8257 int belt_dir = game.belt_dir[belt_nr];
8259 if ((belt_dir == MV_LEFT && left_is_free) ||
8260 (belt_dir == MV_RIGHT && right_is_free))
8262 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8264 InitMovingField(x, y, belt_dir);
8265 started_moving = TRUE;
8267 Pushed[x][y] = TRUE;
8268 Pushed[nextx][y] = TRUE;
8270 GfxAction[x][y] = ACTION_DEFAULT;
8274 MovDir[x][y] = 0; // if element was moving, stop it
8279 // not "else if" because of elements that can fall and move (EL_SPRING)
8280 if (CAN_MOVE(element) && !started_moving)
8282 int move_pattern = element_info[element].move_pattern;
8285 Moving2Blocked(x, y, &newx, &newy);
8287 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8290 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8291 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8293 WasJustMoving[x][y] = 0;
8294 CheckCollision[x][y] = 0;
8296 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8298 if (Tile[x][y] != element) // element has changed
8302 if (!MovDelay[x][y]) // start new movement phase
8304 // all objects that can change their move direction after each step
8305 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8307 if (element != EL_YAMYAM &&
8308 element != EL_DARK_YAMYAM &&
8309 element != EL_PACMAN &&
8310 !(move_pattern & MV_ANY_DIRECTION) &&
8311 move_pattern != MV_TURNING_LEFT &&
8312 move_pattern != MV_TURNING_RIGHT &&
8313 move_pattern != MV_TURNING_LEFT_RIGHT &&
8314 move_pattern != MV_TURNING_RIGHT_LEFT &&
8315 move_pattern != MV_TURNING_RANDOM)
8319 if (MovDelay[x][y] && (element == EL_BUG ||
8320 element == EL_SPACESHIP ||
8321 element == EL_SP_SNIKSNAK ||
8322 element == EL_SP_ELECTRON ||
8323 element == EL_MOLE))
8324 TEST_DrawLevelField(x, y);
8328 if (MovDelay[x][y]) // wait some time before next movement
8332 if (element == EL_ROBOT ||
8333 element == EL_YAMYAM ||
8334 element == EL_DARK_YAMYAM)
8336 DrawLevelElementAnimationIfNeeded(x, y, element);
8337 PlayLevelSoundAction(x, y, ACTION_WAITING);
8339 else if (element == EL_SP_ELECTRON)
8340 DrawLevelElementAnimationIfNeeded(x, y, element);
8341 else if (element == EL_DRAGON)
8344 int dir = MovDir[x][y];
8345 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8346 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8347 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8348 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8349 dir == MV_UP ? IMG_FLAMES_1_UP :
8350 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8351 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8353 GfxAction[x][y] = ACTION_ATTACKING;
8355 if (IS_PLAYER(x, y))
8356 DrawPlayerField(x, y);
8358 TEST_DrawLevelField(x, y);
8360 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8362 for (i = 1; i <= 3; i++)
8364 int xx = x + i * dx;
8365 int yy = y + i * dy;
8366 int sx = SCREENX(xx);
8367 int sy = SCREENY(yy);
8368 int flame_graphic = graphic + (i - 1);
8370 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8375 int flamed = MovingOrBlocked2Element(xx, yy);
8377 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8380 RemoveMovingField(xx, yy);
8382 ChangeDelay[xx][yy] = 0;
8384 Tile[xx][yy] = EL_FLAMES;
8386 if (IN_SCR_FIELD(sx, sy))
8388 TEST_DrawLevelFieldCrumbled(xx, yy);
8389 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8394 if (Tile[xx][yy] == EL_FLAMES)
8395 Tile[xx][yy] = EL_EMPTY;
8396 TEST_DrawLevelField(xx, yy);
8401 if (MovDelay[x][y]) // element still has to wait some time
8403 PlayLevelSoundAction(x, y, ACTION_WAITING);
8409 // now make next step
8411 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8413 if (DONT_COLLIDE_WITH(element) &&
8414 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8415 !PLAYER_ENEMY_PROTECTED(newx, newy))
8417 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8422 else if (CAN_MOVE_INTO_ACID(element) &&
8423 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8424 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8425 (MovDir[x][y] == MV_DOWN ||
8426 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8428 SplashAcid(newx, newy);
8429 Store[x][y] = EL_ACID;
8431 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8433 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8434 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8435 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8436 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8439 TEST_DrawLevelField(x, y);
8441 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8442 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8443 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8445 game.friends_still_needed--;
8446 if (!game.friends_still_needed &&
8448 game.all_players_gone)
8453 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8455 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8456 TEST_DrawLevelField(newx, newy);
8458 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8460 else if (!IS_FREE(newx, newy))
8462 GfxAction[x][y] = ACTION_WAITING;
8464 if (IS_PLAYER(x, y))
8465 DrawPlayerField(x, y);
8467 TEST_DrawLevelField(x, y);
8472 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8474 if (IS_FOOD_PIG(Tile[newx][newy]))
8476 if (IS_MOVING(newx, newy))
8477 RemoveMovingField(newx, newy);
8480 Tile[newx][newy] = EL_EMPTY;
8481 TEST_DrawLevelField(newx, newy);
8484 PlayLevelSound(x, y, SND_PIG_DIGGING);
8486 else if (!IS_FREE(newx, newy))
8488 if (IS_PLAYER(x, y))
8489 DrawPlayerField(x, y);
8491 TEST_DrawLevelField(x, y);
8496 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8498 if (Store[x][y] != EL_EMPTY)
8500 boolean can_clone = FALSE;
8503 // check if element to clone is still there
8504 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8506 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8514 // cannot clone or target field not free anymore -- do not clone
8515 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8516 Store[x][y] = EL_EMPTY;
8519 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8521 if (IS_MV_DIAGONAL(MovDir[x][y]))
8523 int diagonal_move_dir = MovDir[x][y];
8524 int stored = Store[x][y];
8525 int change_delay = 8;
8528 // android is moving diagonally
8530 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8532 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8533 GfxElement[x][y] = EL_EMC_ANDROID;
8534 GfxAction[x][y] = ACTION_SHRINKING;
8535 GfxDir[x][y] = diagonal_move_dir;
8536 ChangeDelay[x][y] = change_delay;
8538 if (Store[x][y] == EL_EMPTY)
8539 Store[x][y] = GfxElementEmpty[x][y];
8541 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8544 DrawLevelGraphicAnimation(x, y, graphic);
8545 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8547 if (Tile[newx][newy] == EL_ACID)
8549 SplashAcid(newx, newy);
8554 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8556 Store[newx][newy] = EL_EMC_ANDROID;
8557 GfxElement[newx][newy] = EL_EMC_ANDROID;
8558 GfxAction[newx][newy] = ACTION_GROWING;
8559 GfxDir[newx][newy] = diagonal_move_dir;
8560 ChangeDelay[newx][newy] = change_delay;
8562 graphic = el_act_dir2img(GfxElement[newx][newy],
8563 GfxAction[newx][newy], GfxDir[newx][newy]);
8565 DrawLevelGraphicAnimation(newx, newy, graphic);
8566 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8572 Tile[newx][newy] = EL_EMPTY;
8573 TEST_DrawLevelField(newx, newy);
8575 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8578 else if (!IS_FREE(newx, newy))
8583 else if (IS_CUSTOM_ELEMENT(element) &&
8584 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8586 if (!DigFieldByCE(newx, newy, element))
8589 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8591 RunnerVisit[x][y] = FrameCounter;
8592 PlayerVisit[x][y] /= 8; // expire player visit path
8595 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8597 if (!IS_FREE(newx, newy))
8599 if (IS_PLAYER(x, y))
8600 DrawPlayerField(x, y);
8602 TEST_DrawLevelField(x, y);
8608 boolean wanna_flame = !RND(10);
8609 int dx = newx - x, dy = newy - y;
8610 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8611 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8612 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8613 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8614 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8615 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8618 IS_CLASSIC_ENEMY(element1) ||
8619 IS_CLASSIC_ENEMY(element2)) &&
8620 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8621 element1 != EL_FLAMES && element2 != EL_FLAMES)
8623 ResetGfxAnimation(x, y);
8624 GfxAction[x][y] = ACTION_ATTACKING;
8626 if (IS_PLAYER(x, y))
8627 DrawPlayerField(x, y);
8629 TEST_DrawLevelField(x, y);
8631 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8633 MovDelay[x][y] = 50;
8635 Tile[newx][newy] = EL_FLAMES;
8636 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8637 Tile[newx1][newy1] = EL_FLAMES;
8638 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8639 Tile[newx2][newy2] = EL_FLAMES;
8645 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8646 Tile[newx][newy] == EL_DIAMOND)
8648 if (IS_MOVING(newx, newy))
8649 RemoveMovingField(newx, newy);
8652 Tile[newx][newy] = EL_EMPTY;
8653 TEST_DrawLevelField(newx, newy);
8656 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8658 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8659 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8661 if (AmoebaNr[newx][newy])
8663 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8664 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8665 Tile[newx][newy] == EL_BD_AMOEBA)
8666 AmoebaCnt[AmoebaNr[newx][newy]]--;
8669 if (IS_MOVING(newx, newy))
8671 RemoveMovingField(newx, newy);
8675 Tile[newx][newy] = EL_EMPTY;
8676 TEST_DrawLevelField(newx, newy);
8679 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8681 else if ((element == EL_PACMAN || element == EL_MOLE)
8682 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8684 if (AmoebaNr[newx][newy])
8686 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8687 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8688 Tile[newx][newy] == EL_BD_AMOEBA)
8689 AmoebaCnt[AmoebaNr[newx][newy]]--;
8692 if (element == EL_MOLE)
8694 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8695 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8697 ResetGfxAnimation(x, y);
8698 GfxAction[x][y] = ACTION_DIGGING;
8699 TEST_DrawLevelField(x, y);
8701 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8703 return; // wait for shrinking amoeba
8705 else // element == EL_PACMAN
8707 Tile[newx][newy] = EL_EMPTY;
8708 TEST_DrawLevelField(newx, newy);
8709 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8712 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8713 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8714 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8716 // wait for shrinking amoeba to completely disappear
8719 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8721 // object was running against a wall
8725 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8726 DrawLevelElementAnimation(x, y, element);
8728 if (DONT_TOUCH(element))
8729 TestIfBadThingTouchesPlayer(x, y);
8734 InitMovingField(x, y, MovDir[x][y]);
8736 PlayLevelSoundAction(x, y, ACTION_MOVING);
8740 ContinueMoving(x, y);
8743 void ContinueMoving(int x, int y)
8745 int element = Tile[x][y];
8746 struct ElementInfo *ei = &element_info[element];
8747 int direction = MovDir[x][y];
8748 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8749 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8750 int newx = x + dx, newy = y + dy;
8751 int stored = Store[x][y];
8752 int stored_new = Store[newx][newy];
8753 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8754 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8755 boolean last_line = (newy == lev_fieldy - 1);
8756 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8758 if (pushed_by_player) // special case: moving object pushed by player
8760 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8762 else if (use_step_delay) // special case: moving object has step delay
8764 if (!MovDelay[x][y])
8765 MovPos[x][y] += getElementMoveStepsize(x, y);
8770 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8774 TEST_DrawLevelField(x, y);
8776 return; // element is still waiting
8779 else // normal case: generically moving object
8781 MovPos[x][y] += getElementMoveStepsize(x, y);
8784 if (ABS(MovPos[x][y]) < TILEX)
8786 TEST_DrawLevelField(x, y);
8788 return; // element is still moving
8791 // element reached destination field
8793 Tile[x][y] = EL_EMPTY;
8794 Tile[newx][newy] = element;
8795 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8797 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8799 element = Tile[newx][newy] = EL_ACID;
8801 else if (element == EL_MOLE)
8803 Tile[x][y] = EL_SAND;
8805 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8807 else if (element == EL_QUICKSAND_FILLING)
8809 element = Tile[newx][newy] = get_next_element(element);
8810 Store[newx][newy] = Store[x][y];
8812 else if (element == EL_QUICKSAND_EMPTYING)
8814 Tile[x][y] = get_next_element(element);
8815 element = Tile[newx][newy] = Store[x][y];
8817 else if (element == EL_QUICKSAND_FAST_FILLING)
8819 element = Tile[newx][newy] = get_next_element(element);
8820 Store[newx][newy] = Store[x][y];
8822 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8824 Tile[x][y] = get_next_element(element);
8825 element = Tile[newx][newy] = Store[x][y];
8827 else if (element == EL_MAGIC_WALL_FILLING)
8829 element = Tile[newx][newy] = get_next_element(element);
8830 if (!game.magic_wall_active)
8831 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8832 Store[newx][newy] = Store[x][y];
8834 else if (element == EL_MAGIC_WALL_EMPTYING)
8836 Tile[x][y] = get_next_element(element);
8837 if (!game.magic_wall_active)
8838 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8839 element = Tile[newx][newy] = Store[x][y];
8841 InitField(newx, newy, FALSE);
8843 else if (element == EL_BD_MAGIC_WALL_FILLING)
8845 element = Tile[newx][newy] = get_next_element(element);
8846 if (!game.magic_wall_active)
8847 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8848 Store[newx][newy] = Store[x][y];
8850 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8852 Tile[x][y] = get_next_element(element);
8853 if (!game.magic_wall_active)
8854 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8855 element = Tile[newx][newy] = Store[x][y];
8857 InitField(newx, newy, FALSE);
8859 else if (element == EL_DC_MAGIC_WALL_FILLING)
8861 element = Tile[newx][newy] = get_next_element(element);
8862 if (!game.magic_wall_active)
8863 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8864 Store[newx][newy] = Store[x][y];
8866 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8868 Tile[x][y] = get_next_element(element);
8869 if (!game.magic_wall_active)
8870 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8871 element = Tile[newx][newy] = Store[x][y];
8873 InitField(newx, newy, FALSE);
8875 else if (element == EL_AMOEBA_DROPPING)
8877 Tile[x][y] = get_next_element(element);
8878 element = Tile[newx][newy] = Store[x][y];
8880 else if (element == EL_SOKOBAN_OBJECT)
8883 Tile[x][y] = Back[x][y];
8885 if (Back[newx][newy])
8886 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8888 Back[x][y] = Back[newx][newy] = 0;
8891 Store[x][y] = EL_EMPTY;
8896 MovDelay[newx][newy] = 0;
8898 if (CAN_CHANGE_OR_HAS_ACTION(element))
8900 // copy element change control values to new field
8901 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8902 ChangePage[newx][newy] = ChangePage[x][y];
8903 ChangeCount[newx][newy] = ChangeCount[x][y];
8904 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8907 CustomValue[newx][newy] = CustomValue[x][y];
8909 ChangeDelay[x][y] = 0;
8910 ChangePage[x][y] = -1;
8911 ChangeCount[x][y] = 0;
8912 ChangeEvent[x][y] = -1;
8914 CustomValue[x][y] = 0;
8916 // copy animation control values to new field
8917 GfxFrame[newx][newy] = GfxFrame[x][y];
8918 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8919 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8920 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8922 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8924 // some elements can leave other elements behind after moving
8925 if (ei->move_leave_element != EL_EMPTY &&
8926 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8927 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8929 int move_leave_element = ei->move_leave_element;
8931 // this makes it possible to leave the removed element again
8932 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8933 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8935 Tile[x][y] = move_leave_element;
8937 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8938 MovDir[x][y] = direction;
8940 InitField(x, y, FALSE);
8942 if (GFX_CRUMBLED(Tile[x][y]))
8943 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8945 if (IS_PLAYER_ELEMENT(move_leave_element))
8946 RelocatePlayer(x, y, move_leave_element);
8949 // do this after checking for left-behind element
8950 ResetGfxAnimation(x, y); // reset animation values for old field
8952 if (!CAN_MOVE(element) ||
8953 (CAN_FALL(element) && direction == MV_DOWN &&
8954 (element == EL_SPRING ||
8955 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8956 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8957 GfxDir[x][y] = MovDir[newx][newy] = 0;
8959 TEST_DrawLevelField(x, y);
8960 TEST_DrawLevelField(newx, newy);
8962 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8964 // prevent pushed element from moving on in pushed direction
8965 if (pushed_by_player && CAN_MOVE(element) &&
8966 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8967 !(element_info[element].move_pattern & direction))
8968 TurnRound(newx, newy);
8970 // prevent elements on conveyor belt from moving on in last direction
8971 if (pushed_by_conveyor && CAN_FALL(element) &&
8972 direction & MV_HORIZONTAL)
8973 MovDir[newx][newy] = 0;
8975 if (!pushed_by_player)
8977 int nextx = newx + dx, nexty = newy + dy;
8978 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8980 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8982 if (CAN_FALL(element) && direction == MV_DOWN)
8983 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8985 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8986 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8988 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8989 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8992 if (DONT_TOUCH(element)) // object may be nasty to player or others
8994 TestIfBadThingTouchesPlayer(newx, newy);
8995 TestIfBadThingTouchesFriend(newx, newy);
8997 if (!IS_CUSTOM_ELEMENT(element))
8998 TestIfBadThingTouchesOtherBadThing(newx, newy);
9000 else if (element == EL_PENGUIN)
9001 TestIfFriendTouchesBadThing(newx, newy);
9003 if (DONT_GET_HIT_BY(element))
9005 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9008 // give the player one last chance (one more frame) to move away
9009 if (CAN_FALL(element) && direction == MV_DOWN &&
9010 (last_line || (!IS_FREE(x, newy + 1) &&
9011 (!IS_PLAYER(x, newy + 1) ||
9012 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9015 if (pushed_by_player && !game.use_change_when_pushing_bug)
9017 int push_side = MV_DIR_OPPOSITE(direction);
9018 struct PlayerInfo *player = PLAYERINFO(x, y);
9020 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9021 player->index_bit, push_side);
9022 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
9023 player->index_bit, push_side);
9026 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
9027 MovDelay[newx][newy] = 1;
9029 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9031 TestIfElementTouchesCustomElement(x, y); // empty or new element
9032 TestIfElementHitsCustomElement(newx, newy, direction);
9033 TestIfPlayerTouchesCustomElement(newx, newy);
9034 TestIfElementTouchesCustomElement(newx, newy);
9036 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9037 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9038 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9039 MV_DIR_OPPOSITE(direction));
9042 int AmoebaNeighbourNr(int ax, int ay)
9045 int element = Tile[ax][ay];
9047 struct XY *xy = xy_topdown;
9049 for (i = 0; i < NUM_DIRECTIONS; i++)
9051 int x = ax + xy[i].x;
9052 int y = ay + xy[i].y;
9054 if (!IN_LEV_FIELD(x, y))
9057 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9058 group_nr = AmoebaNr[x][y];
9064 static void AmoebaMerge(int ax, int ay)
9066 int i, x, y, xx, yy;
9067 int new_group_nr = AmoebaNr[ax][ay];
9068 struct XY *xy = xy_topdown;
9070 if (new_group_nr == 0)
9073 for (i = 0; i < NUM_DIRECTIONS; i++)
9078 if (!IN_LEV_FIELD(x, y))
9081 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9082 Tile[x][y] == EL_BD_AMOEBA ||
9083 Tile[x][y] == EL_AMOEBA_DEAD) &&
9084 AmoebaNr[x][y] != new_group_nr)
9086 int old_group_nr = AmoebaNr[x][y];
9088 if (old_group_nr == 0)
9091 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9092 AmoebaCnt[old_group_nr] = 0;
9093 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9094 AmoebaCnt2[old_group_nr] = 0;
9096 SCAN_PLAYFIELD(xx, yy)
9098 if (AmoebaNr[xx][yy] == old_group_nr)
9099 AmoebaNr[xx][yy] = new_group_nr;
9105 void AmoebaToDiamond(int ax, int ay)
9109 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9111 int group_nr = AmoebaNr[ax][ay];
9116 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9117 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9123 SCAN_PLAYFIELD(x, y)
9125 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9128 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9132 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9133 SND_AMOEBA_TURNING_TO_GEM :
9134 SND_AMOEBA_TURNING_TO_ROCK));
9139 struct XY *xy = xy_topdown;
9141 for (i = 0; i < NUM_DIRECTIONS; i++)
9146 if (!IN_LEV_FIELD(x, y))
9149 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9151 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9152 SND_AMOEBA_TURNING_TO_GEM :
9153 SND_AMOEBA_TURNING_TO_ROCK));
9160 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9163 int group_nr = AmoebaNr[ax][ay];
9164 boolean done = FALSE;
9169 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9170 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9176 SCAN_PLAYFIELD(x, y)
9178 if (AmoebaNr[x][y] == group_nr &&
9179 (Tile[x][y] == EL_AMOEBA_DEAD ||
9180 Tile[x][y] == EL_BD_AMOEBA ||
9181 Tile[x][y] == EL_AMOEBA_GROWING))
9184 Tile[x][y] = new_element;
9185 InitField(x, y, FALSE);
9186 TEST_DrawLevelField(x, y);
9192 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9193 SND_BD_AMOEBA_TURNING_TO_ROCK :
9194 SND_BD_AMOEBA_TURNING_TO_GEM));
9197 static void AmoebaGrowing(int x, int y)
9199 static DelayCounter sound_delay = { 0 };
9201 if (!MovDelay[x][y]) // start new growing cycle
9205 if (DelayReached(&sound_delay))
9207 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9208 sound_delay.value = 30;
9212 if (MovDelay[x][y]) // wait some time before growing bigger
9215 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9217 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9218 6 - MovDelay[x][y]);
9220 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9223 if (!MovDelay[x][y])
9225 Tile[x][y] = Store[x][y];
9227 TEST_DrawLevelField(x, y);
9232 static void AmoebaShrinking(int x, int y)
9234 static DelayCounter sound_delay = { 0 };
9236 if (!MovDelay[x][y]) // start new shrinking cycle
9240 if (DelayReached(&sound_delay))
9241 sound_delay.value = 30;
9244 if (MovDelay[x][y]) // wait some time before shrinking
9247 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9249 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9250 6 - MovDelay[x][y]);
9252 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9255 if (!MovDelay[x][y])
9257 Tile[x][y] = EL_EMPTY;
9258 TEST_DrawLevelField(x, y);
9260 // don't let mole enter this field in this cycle;
9261 // (give priority to objects falling to this field from above)
9267 static void AmoebaReproduce(int ax, int ay)
9270 int element = Tile[ax][ay];
9271 int graphic = el2img(element);
9272 int newax = ax, neway = ay;
9273 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9274 struct XY *xy = xy_topdown;
9276 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9278 Tile[ax][ay] = EL_AMOEBA_DEAD;
9279 TEST_DrawLevelField(ax, ay);
9283 if (IS_ANIMATED(graphic))
9284 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9286 if (!MovDelay[ax][ay]) // start making new amoeba field
9287 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9289 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9292 if (MovDelay[ax][ay])
9296 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9299 int x = ax + xy[start].x;
9300 int y = ay + xy[start].y;
9302 if (!IN_LEV_FIELD(x, y))
9305 if (IS_FREE(x, y) ||
9306 CAN_GROW_INTO(Tile[x][y]) ||
9307 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9308 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9314 if (newax == ax && neway == ay)
9317 else // normal or "filled" (BD style) amoeba
9320 boolean waiting_for_player = FALSE;
9322 for (i = 0; i < NUM_DIRECTIONS; i++)
9324 int j = (start + i) % 4;
9325 int x = ax + xy[j].x;
9326 int y = ay + xy[j].y;
9328 if (!IN_LEV_FIELD(x, y))
9331 if (IS_FREE(x, y) ||
9332 CAN_GROW_INTO(Tile[x][y]) ||
9333 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9334 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9340 else if (IS_PLAYER(x, y))
9341 waiting_for_player = TRUE;
9344 if (newax == ax && neway == ay) // amoeba cannot grow
9346 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9348 Tile[ax][ay] = EL_AMOEBA_DEAD;
9349 TEST_DrawLevelField(ax, ay);
9350 AmoebaCnt[AmoebaNr[ax][ay]]--;
9352 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9354 if (element == EL_AMOEBA_FULL)
9355 AmoebaToDiamond(ax, ay);
9356 else if (element == EL_BD_AMOEBA)
9357 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9362 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9364 // amoeba gets larger by growing in some direction
9366 int new_group_nr = AmoebaNr[ax][ay];
9369 if (new_group_nr == 0)
9371 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9373 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9379 AmoebaNr[newax][neway] = new_group_nr;
9380 AmoebaCnt[new_group_nr]++;
9381 AmoebaCnt2[new_group_nr]++;
9383 // if amoeba touches other amoeba(s) after growing, unify them
9384 AmoebaMerge(newax, neway);
9386 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9388 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9394 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9395 (neway == lev_fieldy - 1 && newax != ax))
9397 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9398 Store[newax][neway] = element;
9400 else if (neway == ay || element == EL_EMC_DRIPPER)
9402 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9404 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9408 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9409 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9410 Store[ax][ay] = EL_AMOEBA_DROP;
9411 ContinueMoving(ax, ay);
9415 TEST_DrawLevelField(newax, neway);
9418 static void Life(int ax, int ay)
9422 int element = Tile[ax][ay];
9423 int graphic = el2img(element);
9424 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9426 boolean changed = FALSE;
9428 if (IS_ANIMATED(graphic))
9429 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9434 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9435 MovDelay[ax][ay] = life_time;
9437 if (MovDelay[ax][ay]) // wait some time before next cycle
9440 if (MovDelay[ax][ay])
9444 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9446 int xx = ax+x1, yy = ay+y1;
9447 int old_element = Tile[xx][yy];
9448 int num_neighbours = 0;
9450 if (!IN_LEV_FIELD(xx, yy))
9453 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9455 int x = xx+x2, y = yy+y2;
9457 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9460 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9461 boolean is_neighbour = FALSE;
9463 if (level.use_life_bugs)
9465 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9466 (IS_FREE(x, y) && Stop[x][y]));
9469 (Last[x][y] == element || is_player_cell);
9475 boolean is_free = FALSE;
9477 if (level.use_life_bugs)
9478 is_free = (IS_FREE(xx, yy));
9480 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9482 if (xx == ax && yy == ay) // field in the middle
9484 if (num_neighbours < life_parameter[0] ||
9485 num_neighbours > life_parameter[1])
9487 Tile[xx][yy] = EL_EMPTY;
9488 if (Tile[xx][yy] != old_element)
9489 TEST_DrawLevelField(xx, yy);
9490 Stop[xx][yy] = TRUE;
9494 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9495 { // free border field
9496 if (num_neighbours >= life_parameter[2] &&
9497 num_neighbours <= life_parameter[3])
9499 Tile[xx][yy] = element;
9500 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9501 if (Tile[xx][yy] != old_element)
9502 TEST_DrawLevelField(xx, yy);
9503 Stop[xx][yy] = TRUE;
9510 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9511 SND_GAME_OF_LIFE_GROWING);
9514 static void InitRobotWheel(int x, int y)
9516 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9519 static void RunRobotWheel(int x, int y)
9521 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9524 static void StopRobotWheel(int x, int y)
9526 if (game.robot_wheel_x == x &&
9527 game.robot_wheel_y == y)
9529 game.robot_wheel_x = -1;
9530 game.robot_wheel_y = -1;
9531 game.robot_wheel_active = FALSE;
9535 static void InitTimegateWheel(int x, int y)
9537 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9540 static void RunTimegateWheel(int x, int y)
9542 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9545 static void InitMagicBallDelay(int x, int y)
9547 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9550 static void ActivateMagicBall(int bx, int by)
9554 if (level.ball_random)
9556 int pos_border = RND(8); // select one of the eight border elements
9557 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9558 int xx = pos_content % 3;
9559 int yy = pos_content / 3;
9564 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9565 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9569 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9571 int xx = x - bx + 1;
9572 int yy = y - by + 1;
9574 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9575 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9579 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9582 static void CheckExit(int x, int y)
9584 if (game.gems_still_needed > 0 ||
9585 game.sokoban_fields_still_needed > 0 ||
9586 game.sokoban_objects_still_needed > 0 ||
9587 game.lights_still_needed > 0)
9589 int element = Tile[x][y];
9590 int graphic = el2img(element);
9592 if (IS_ANIMATED(graphic))
9593 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9598 // do not re-open exit door closed after last player
9599 if (game.all_players_gone)
9602 Tile[x][y] = EL_EXIT_OPENING;
9604 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9607 static void CheckExitEM(int x, int y)
9609 if (game.gems_still_needed > 0 ||
9610 game.sokoban_fields_still_needed > 0 ||
9611 game.sokoban_objects_still_needed > 0 ||
9612 game.lights_still_needed > 0)
9614 int element = Tile[x][y];
9615 int graphic = el2img(element);
9617 if (IS_ANIMATED(graphic))
9618 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9623 // do not re-open exit door closed after last player
9624 if (game.all_players_gone)
9627 Tile[x][y] = EL_EM_EXIT_OPENING;
9629 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9632 static void CheckExitSteel(int x, int y)
9634 if (game.gems_still_needed > 0 ||
9635 game.sokoban_fields_still_needed > 0 ||
9636 game.sokoban_objects_still_needed > 0 ||
9637 game.lights_still_needed > 0)
9639 int element = Tile[x][y];
9640 int graphic = el2img(element);
9642 if (IS_ANIMATED(graphic))
9643 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9648 // do not re-open exit door closed after last player
9649 if (game.all_players_gone)
9652 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9654 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9657 static void CheckExitSteelEM(int x, int y)
9659 if (game.gems_still_needed > 0 ||
9660 game.sokoban_fields_still_needed > 0 ||
9661 game.sokoban_objects_still_needed > 0 ||
9662 game.lights_still_needed > 0)
9664 int element = Tile[x][y];
9665 int graphic = el2img(element);
9667 if (IS_ANIMATED(graphic))
9668 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9673 // do not re-open exit door closed after last player
9674 if (game.all_players_gone)
9677 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9679 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9682 static void CheckExitSP(int x, int y)
9684 if (game.gems_still_needed > 0)
9686 int element = Tile[x][y];
9687 int graphic = el2img(element);
9689 if (IS_ANIMATED(graphic))
9690 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9695 // do not re-open exit door closed after last player
9696 if (game.all_players_gone)
9699 Tile[x][y] = EL_SP_EXIT_OPENING;
9701 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9704 static void CloseAllOpenTimegates(void)
9708 SCAN_PLAYFIELD(x, y)
9710 int element = Tile[x][y];
9712 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9714 Tile[x][y] = EL_TIMEGATE_CLOSING;
9716 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9721 static void DrawTwinkleOnField(int x, int y)
9723 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9726 if (Tile[x][y] == EL_BD_DIAMOND)
9729 if (MovDelay[x][y] == 0) // next animation frame
9730 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9732 if (MovDelay[x][y] != 0) // wait some time before next frame
9736 DrawLevelElementAnimation(x, y, Tile[x][y]);
9738 if (MovDelay[x][y] != 0)
9740 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9741 10 - MovDelay[x][y]);
9743 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9748 static void WallGrowing(int x, int y)
9752 if (!MovDelay[x][y]) // next animation frame
9753 MovDelay[x][y] = 3 * delay;
9755 if (MovDelay[x][y]) // wait some time before next frame
9759 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9761 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9762 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9764 DrawLevelGraphic(x, y, graphic, frame);
9767 if (!MovDelay[x][y])
9769 if (MovDir[x][y] == MV_LEFT)
9771 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9772 TEST_DrawLevelField(x - 1, y);
9774 else if (MovDir[x][y] == MV_RIGHT)
9776 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9777 TEST_DrawLevelField(x + 1, y);
9779 else if (MovDir[x][y] == MV_UP)
9781 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9782 TEST_DrawLevelField(x, y - 1);
9786 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9787 TEST_DrawLevelField(x, y + 1);
9790 Tile[x][y] = Store[x][y];
9792 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9793 TEST_DrawLevelField(x, y);
9798 static void CheckWallGrowing(int ax, int ay)
9800 int element = Tile[ax][ay];
9801 int graphic = el2img(element);
9802 boolean free_top = FALSE;
9803 boolean free_bottom = FALSE;
9804 boolean free_left = FALSE;
9805 boolean free_right = FALSE;
9806 boolean stop_top = FALSE;
9807 boolean stop_bottom = FALSE;
9808 boolean stop_left = FALSE;
9809 boolean stop_right = FALSE;
9810 boolean new_wall = FALSE;
9812 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9813 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9814 element == EL_EXPANDABLE_STEELWALL_ANY);
9816 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9817 element == EL_EXPANDABLE_WALL_ANY ||
9818 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9819 element == EL_EXPANDABLE_STEELWALL_ANY);
9821 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9822 element == EL_EXPANDABLE_WALL_ANY ||
9823 element == EL_EXPANDABLE_WALL ||
9824 element == EL_BD_EXPANDABLE_WALL ||
9825 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9826 element == EL_EXPANDABLE_STEELWALL_ANY);
9828 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9829 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9831 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9832 element == EL_EXPANDABLE_WALL ||
9833 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9835 int wall_growing = (is_steelwall ?
9836 EL_EXPANDABLE_STEELWALL_GROWING :
9837 EL_EXPANDABLE_WALL_GROWING);
9839 int gfx_wall_growing_up = (is_steelwall ?
9840 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9841 IMG_EXPANDABLE_WALL_GROWING_UP);
9842 int gfx_wall_growing_down = (is_steelwall ?
9843 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9844 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9845 int gfx_wall_growing_left = (is_steelwall ?
9846 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9847 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9848 int gfx_wall_growing_right = (is_steelwall ?
9849 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9850 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9852 if (IS_ANIMATED(graphic))
9853 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9855 if (!MovDelay[ax][ay]) // start building new wall
9856 MovDelay[ax][ay] = 6;
9858 if (MovDelay[ax][ay]) // wait some time before building new wall
9861 if (MovDelay[ax][ay])
9865 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9867 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9869 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9871 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9878 Tile[ax][ay - 1] = wall_growing;
9879 Store[ax][ay - 1] = element;
9880 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9882 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9883 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9890 Tile[ax][ay + 1] = wall_growing;
9891 Store[ax][ay + 1] = element;
9892 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9894 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9895 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9901 if (grow_horizontal)
9905 Tile[ax - 1][ay] = wall_growing;
9906 Store[ax - 1][ay] = element;
9907 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9909 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9910 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9917 Tile[ax + 1][ay] = wall_growing;
9918 Store[ax + 1][ay] = element;
9919 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9921 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9922 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9928 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9929 TEST_DrawLevelField(ax, ay);
9931 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9933 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9935 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9937 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9940 if (((stop_top && stop_bottom) || stop_horizontal) &&
9941 ((stop_left && stop_right) || stop_vertical))
9942 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9945 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9948 static void CheckForDragon(int x, int y)
9951 boolean dragon_found = FALSE;
9952 struct XY *xy = xy_topdown;
9954 for (i = 0; i < NUM_DIRECTIONS; i++)
9956 for (j = 0; j < 4; j++)
9958 int xx = x + j * xy[i].x;
9959 int yy = y + j * xy[i].y;
9961 if (IN_LEV_FIELD(xx, yy) &&
9962 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9964 if (Tile[xx][yy] == EL_DRAGON)
9965 dragon_found = TRUE;
9974 for (i = 0; i < NUM_DIRECTIONS; i++)
9976 for (j = 0; j < 3; j++)
9978 int xx = x + j * xy[i].x;
9979 int yy = y + j * xy[i].y;
9981 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9983 Tile[xx][yy] = EL_EMPTY;
9984 TEST_DrawLevelField(xx, yy);
9993 static void InitBuggyBase(int x, int y)
9995 int element = Tile[x][y];
9996 int activating_delay = FRAMES_PER_SECOND / 4;
9999 (element == EL_SP_BUGGY_BASE ?
10000 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10001 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10003 element == EL_SP_BUGGY_BASE_ACTIVE ?
10004 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10007 static void WarnBuggyBase(int x, int y)
10010 struct XY *xy = xy_topdown;
10012 for (i = 0; i < NUM_DIRECTIONS; i++)
10014 int xx = x + xy[i].x;
10015 int yy = y + xy[i].y;
10017 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10019 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10026 static void InitTrap(int x, int y)
10028 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10031 static void ActivateTrap(int x, int y)
10033 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10036 static void ChangeActiveTrap(int x, int y)
10038 int graphic = IMG_TRAP_ACTIVE;
10040 // if new animation frame was drawn, correct crumbled sand border
10041 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10042 TEST_DrawLevelFieldCrumbled(x, y);
10045 static int getSpecialActionElement(int element, int number, int base_element)
10047 return (element != EL_EMPTY ? element :
10048 number != -1 ? base_element + number - 1 :
10052 static int getModifiedActionNumber(int value_old, int operator, int operand,
10053 int value_min, int value_max)
10055 int value_new = (operator == CA_MODE_SET ? operand :
10056 operator == CA_MODE_ADD ? value_old + operand :
10057 operator == CA_MODE_SUBTRACT ? value_old - operand :
10058 operator == CA_MODE_MULTIPLY ? value_old * operand :
10059 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10060 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10063 return (value_new < value_min ? value_min :
10064 value_new > value_max ? value_max :
10068 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10070 struct ElementInfo *ei = &element_info[element];
10071 struct ElementChangeInfo *change = &ei->change_page[page];
10072 int target_element = change->target_element;
10073 int action_type = change->action_type;
10074 int action_mode = change->action_mode;
10075 int action_arg = change->action_arg;
10076 int action_element = change->action_element;
10079 if (!change->has_action)
10082 // ---------- determine action paramater values -----------------------------
10084 int level_time_value =
10085 (level.time > 0 ? TimeLeft :
10088 int action_arg_element_raw =
10089 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10090 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10091 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10092 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10093 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10094 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10095 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10097 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10099 int action_arg_direction =
10100 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10101 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10102 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10103 change->actual_trigger_side :
10104 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10105 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10108 int action_arg_number_min =
10109 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10112 int action_arg_number_max =
10113 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10114 action_type == CA_SET_LEVEL_GEMS ? 999 :
10115 action_type == CA_SET_LEVEL_TIME ? 9999 :
10116 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10117 action_type == CA_SET_CE_VALUE ? 9999 :
10118 action_type == CA_SET_CE_SCORE ? 9999 :
10121 int action_arg_number_reset =
10122 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10123 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10124 action_type == CA_SET_LEVEL_TIME ? level.time :
10125 action_type == CA_SET_LEVEL_SCORE ? 0 :
10126 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10127 action_type == CA_SET_CE_SCORE ? 0 :
10130 int action_arg_number =
10131 (action_arg <= CA_ARG_MAX ? action_arg :
10132 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10133 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10134 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10135 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10136 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10137 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10138 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10139 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10140 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10141 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10142 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10143 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10144 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10145 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10146 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10147 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10148 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10149 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10150 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10151 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10152 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10155 int action_arg_number_old =
10156 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10157 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10158 action_type == CA_SET_LEVEL_SCORE ? game.score :
10159 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10160 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10163 int action_arg_number_new =
10164 getModifiedActionNumber(action_arg_number_old,
10165 action_mode, action_arg_number,
10166 action_arg_number_min, action_arg_number_max);
10168 int trigger_player_bits =
10169 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10170 change->actual_trigger_player_bits : change->trigger_player);
10172 int action_arg_player_bits =
10173 (action_arg >= CA_ARG_PLAYER_1 &&
10174 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10175 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10176 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10179 // ---------- execute action -----------------------------------------------
10181 switch (action_type)
10188 // ---------- level actions ----------------------------------------------
10190 case CA_RESTART_LEVEL:
10192 game.restart_level = TRUE;
10197 case CA_SHOW_ENVELOPE:
10199 int element = getSpecialActionElement(action_arg_element,
10200 action_arg_number, EL_ENVELOPE_1);
10202 if (IS_ENVELOPE(element))
10203 local_player->show_envelope = element;
10208 case CA_SET_LEVEL_TIME:
10210 if (level.time > 0) // only modify limited time value
10212 TimeLeft = action_arg_number_new;
10214 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10216 DisplayGameControlValues();
10218 if (!TimeLeft && game.time_limit)
10219 for (i = 0; i < MAX_PLAYERS; i++)
10220 KillPlayer(&stored_player[i]);
10226 case CA_SET_LEVEL_SCORE:
10228 game.score = action_arg_number_new;
10230 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10232 DisplayGameControlValues();
10237 case CA_SET_LEVEL_GEMS:
10239 game.gems_still_needed = action_arg_number_new;
10241 game.snapshot.collected_item = TRUE;
10243 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10245 DisplayGameControlValues();
10250 case CA_SET_LEVEL_WIND:
10252 game.wind_direction = action_arg_direction;
10257 case CA_SET_LEVEL_RANDOM_SEED:
10259 // ensure that setting a new random seed while playing is predictable
10260 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10265 // ---------- player actions ---------------------------------------------
10267 case CA_MOVE_PLAYER:
10268 case CA_MOVE_PLAYER_NEW:
10270 // automatically move to the next field in specified direction
10271 for (i = 0; i < MAX_PLAYERS; i++)
10272 if (trigger_player_bits & (1 << i))
10273 if (action_type == CA_MOVE_PLAYER ||
10274 stored_player[i].MovPos == 0)
10275 stored_player[i].programmed_action = action_arg_direction;
10280 case CA_EXIT_PLAYER:
10282 for (i = 0; i < MAX_PLAYERS; i++)
10283 if (action_arg_player_bits & (1 << i))
10284 ExitPlayer(&stored_player[i]);
10286 if (game.players_still_needed == 0)
10292 case CA_KILL_PLAYER:
10294 for (i = 0; i < MAX_PLAYERS; i++)
10295 if (action_arg_player_bits & (1 << i))
10296 KillPlayer(&stored_player[i]);
10301 case CA_SET_PLAYER_KEYS:
10303 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10304 int element = getSpecialActionElement(action_arg_element,
10305 action_arg_number, EL_KEY_1);
10307 if (IS_KEY(element))
10309 for (i = 0; i < MAX_PLAYERS; i++)
10311 if (trigger_player_bits & (1 << i))
10313 stored_player[i].key[KEY_NR(element)] = key_state;
10315 DrawGameDoorValues();
10323 case CA_SET_PLAYER_SPEED:
10325 for (i = 0; i < MAX_PLAYERS; i++)
10327 if (trigger_player_bits & (1 << i))
10329 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10331 if (action_arg == CA_ARG_SPEED_FASTER &&
10332 stored_player[i].cannot_move)
10334 action_arg_number = STEPSIZE_VERY_SLOW;
10336 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10337 action_arg == CA_ARG_SPEED_FASTER)
10339 action_arg_number = 2;
10340 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10343 else if (action_arg == CA_ARG_NUMBER_RESET)
10345 action_arg_number = level.initial_player_stepsize[i];
10349 getModifiedActionNumber(move_stepsize,
10352 action_arg_number_min,
10353 action_arg_number_max);
10355 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10362 case CA_SET_PLAYER_SHIELD:
10364 for (i = 0; i < MAX_PLAYERS; i++)
10366 if (trigger_player_bits & (1 << i))
10368 if (action_arg == CA_ARG_SHIELD_OFF)
10370 stored_player[i].shield_normal_time_left = 0;
10371 stored_player[i].shield_deadly_time_left = 0;
10373 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10375 stored_player[i].shield_normal_time_left = 999999;
10377 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10379 stored_player[i].shield_normal_time_left = 999999;
10380 stored_player[i].shield_deadly_time_left = 999999;
10388 case CA_SET_PLAYER_GRAVITY:
10390 for (i = 0; i < MAX_PLAYERS; i++)
10392 if (trigger_player_bits & (1 << i))
10394 stored_player[i].gravity =
10395 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10396 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10397 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10398 stored_player[i].gravity);
10405 case CA_SET_PLAYER_ARTWORK:
10407 for (i = 0; i < MAX_PLAYERS; i++)
10409 if (trigger_player_bits & (1 << i))
10411 int artwork_element = action_arg_element;
10413 if (action_arg == CA_ARG_ELEMENT_RESET)
10415 (level.use_artwork_element[i] ? level.artwork_element[i] :
10416 stored_player[i].element_nr);
10418 if (stored_player[i].artwork_element != artwork_element)
10419 stored_player[i].Frame = 0;
10421 stored_player[i].artwork_element = artwork_element;
10423 SetPlayerWaiting(&stored_player[i], FALSE);
10425 // set number of special actions for bored and sleeping animation
10426 stored_player[i].num_special_action_bored =
10427 get_num_special_action(artwork_element,
10428 ACTION_BORING_1, ACTION_BORING_LAST);
10429 stored_player[i].num_special_action_sleeping =
10430 get_num_special_action(artwork_element,
10431 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10438 case CA_SET_PLAYER_INVENTORY:
10440 for (i = 0; i < MAX_PLAYERS; i++)
10442 struct PlayerInfo *player = &stored_player[i];
10445 if (trigger_player_bits & (1 << i))
10447 int inventory_element = action_arg_element;
10449 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10450 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10451 action_arg == CA_ARG_ELEMENT_ACTION)
10453 int element = inventory_element;
10454 int collect_count = element_info[element].collect_count_initial;
10456 if (!IS_CUSTOM_ELEMENT(element))
10459 if (collect_count == 0)
10460 player->inventory_infinite_element = element;
10462 for (k = 0; k < collect_count; k++)
10463 if (player->inventory_size < MAX_INVENTORY_SIZE)
10464 player->inventory_element[player->inventory_size++] =
10467 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10468 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10469 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10471 if (player->inventory_infinite_element != EL_UNDEFINED &&
10472 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10473 action_arg_element_raw))
10474 player->inventory_infinite_element = EL_UNDEFINED;
10476 for (k = 0, j = 0; j < player->inventory_size; j++)
10478 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10479 action_arg_element_raw))
10480 player->inventory_element[k++] = player->inventory_element[j];
10483 player->inventory_size = k;
10485 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10487 if (player->inventory_size > 0)
10489 for (j = 0; j < player->inventory_size - 1; j++)
10490 player->inventory_element[j] = player->inventory_element[j + 1];
10492 player->inventory_size--;
10495 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10497 if (player->inventory_size > 0)
10498 player->inventory_size--;
10500 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10502 player->inventory_infinite_element = EL_UNDEFINED;
10503 player->inventory_size = 0;
10505 else if (action_arg == CA_ARG_INVENTORY_RESET)
10507 player->inventory_infinite_element = EL_UNDEFINED;
10508 player->inventory_size = 0;
10510 if (level.use_initial_inventory[i])
10512 for (j = 0; j < level.initial_inventory_size[i]; j++)
10514 int element = level.initial_inventory_content[i][j];
10515 int collect_count = element_info[element].collect_count_initial;
10517 if (!IS_CUSTOM_ELEMENT(element))
10520 if (collect_count == 0)
10521 player->inventory_infinite_element = element;
10523 for (k = 0; k < collect_count; k++)
10524 if (player->inventory_size < MAX_INVENTORY_SIZE)
10525 player->inventory_element[player->inventory_size++] =
10536 // ---------- CE actions -------------------------------------------------
10538 case CA_SET_CE_VALUE:
10540 int last_ce_value = CustomValue[x][y];
10542 CustomValue[x][y] = action_arg_number_new;
10544 if (CustomValue[x][y] != last_ce_value)
10546 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10547 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10549 if (CustomValue[x][y] == 0)
10551 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10552 ChangeCount[x][y] = 0; // allow at least one more change
10554 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10555 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10562 case CA_SET_CE_SCORE:
10564 int last_ce_score = ei->collect_score;
10566 ei->collect_score = action_arg_number_new;
10568 if (ei->collect_score != last_ce_score)
10570 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10571 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10573 if (ei->collect_score == 0)
10577 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10578 ChangeCount[x][y] = 0; // allow at least one more change
10580 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10581 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10584 This is a very special case that seems to be a mixture between
10585 CheckElementChange() and CheckTriggeredElementChange(): while
10586 the first one only affects single elements that are triggered
10587 directly, the second one affects multiple elements in the playfield
10588 that are triggered indirectly by another element. This is a third
10589 case: Changing the CE score always affects multiple identical CEs,
10590 so every affected CE must be checked, not only the single CE for
10591 which the CE score was changed in the first place (as every instance
10592 of that CE shares the same CE score, and therefore also can change)!
10594 SCAN_PLAYFIELD(xx, yy)
10596 if (Tile[xx][yy] == element)
10597 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10598 CE_SCORE_GETS_ZERO);
10606 case CA_SET_CE_ARTWORK:
10608 int artwork_element = action_arg_element;
10609 boolean reset_frame = FALSE;
10612 if (action_arg == CA_ARG_ELEMENT_RESET)
10613 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10616 if (ei->gfx_element != artwork_element)
10617 reset_frame = TRUE;
10619 ei->gfx_element = artwork_element;
10621 SCAN_PLAYFIELD(xx, yy)
10623 if (Tile[xx][yy] == element)
10627 ResetGfxAnimation(xx, yy);
10628 ResetRandomAnimationValue(xx, yy);
10631 TEST_DrawLevelField(xx, yy);
10638 // ---------- engine actions ---------------------------------------------
10640 case CA_SET_ENGINE_SCAN_MODE:
10642 InitPlayfieldScanMode(action_arg);
10652 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10654 int old_element = Tile[x][y];
10655 int new_element = GetElementFromGroupElement(element);
10656 int previous_move_direction = MovDir[x][y];
10657 int last_ce_value = CustomValue[x][y];
10658 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10659 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10660 boolean add_player_onto_element = (new_element_is_player &&
10661 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10662 IS_WALKABLE(old_element));
10664 if (!add_player_onto_element)
10666 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10667 RemoveMovingField(x, y);
10671 Tile[x][y] = new_element;
10673 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10674 MovDir[x][y] = previous_move_direction;
10676 if (element_info[new_element].use_last_ce_value)
10677 CustomValue[x][y] = last_ce_value;
10679 InitField_WithBug1(x, y, FALSE);
10681 new_element = Tile[x][y]; // element may have changed
10683 ResetGfxAnimation(x, y);
10684 ResetRandomAnimationValue(x, y);
10686 TEST_DrawLevelField(x, y);
10688 if (GFX_CRUMBLED(new_element))
10689 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10691 if (old_element == EL_EXPLOSION)
10693 Store[x][y] = Store2[x][y] = 0;
10695 // check if new element replaces an exploding player, requiring cleanup
10696 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10697 StorePlayer[x][y] = 0;
10700 // check if element under the player changes from accessible to unaccessible
10701 // (needed for special case of dropping element which then changes)
10702 // (must be checked after creating new element for walkable group elements)
10703 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10704 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10706 KillPlayer(PLAYERINFO(x, y));
10712 // "ChangeCount" not set yet to allow "entered by player" change one time
10713 if (new_element_is_player)
10714 RelocatePlayer(x, y, new_element);
10717 ChangeCount[x][y]++; // count number of changes in the same frame
10719 TestIfBadThingTouchesPlayer(x, y);
10720 TestIfPlayerTouchesCustomElement(x, y);
10721 TestIfElementTouchesCustomElement(x, y);
10724 static void CreateField(int x, int y, int element)
10726 CreateFieldExt(x, y, element, FALSE);
10729 static void CreateElementFromChange(int x, int y, int element)
10731 element = GET_VALID_RUNTIME_ELEMENT(element);
10733 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10735 int old_element = Tile[x][y];
10737 // prevent changed element from moving in same engine frame
10738 // unless both old and new element can either fall or move
10739 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10740 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10744 CreateFieldExt(x, y, element, TRUE);
10747 static boolean ChangeElement(int x, int y, int element, int page)
10749 struct ElementInfo *ei = &element_info[element];
10750 struct ElementChangeInfo *change = &ei->change_page[page];
10751 int ce_value = CustomValue[x][y];
10752 int ce_score = ei->collect_score;
10753 int target_element;
10754 int old_element = Tile[x][y];
10756 // always use default change event to prevent running into a loop
10757 if (ChangeEvent[x][y] == -1)
10758 ChangeEvent[x][y] = CE_DELAY;
10760 if (ChangeEvent[x][y] == CE_DELAY)
10762 // reset actual trigger element, trigger player and action element
10763 change->actual_trigger_element = EL_EMPTY;
10764 change->actual_trigger_player = EL_EMPTY;
10765 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10766 change->actual_trigger_side = CH_SIDE_NONE;
10767 change->actual_trigger_ce_value = 0;
10768 change->actual_trigger_ce_score = 0;
10769 change->actual_trigger_x = -1;
10770 change->actual_trigger_y = -1;
10773 // do not change elements more than a specified maximum number of changes
10774 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10777 ChangeCount[x][y]++; // count number of changes in the same frame
10779 if (ei->has_anim_event)
10780 HandleGlobalAnimEventByElementChange(element, page, x, y,
10781 change->actual_trigger_x,
10782 change->actual_trigger_y);
10784 if (change->explode)
10791 if (change->use_target_content)
10793 boolean complete_replace = TRUE;
10794 boolean can_replace[3][3];
10797 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10800 boolean is_walkable;
10801 boolean is_diggable;
10802 boolean is_collectible;
10803 boolean is_removable;
10804 boolean is_destructible;
10805 int ex = x + xx - 1;
10806 int ey = y + yy - 1;
10807 int content_element = change->target_content.e[xx][yy];
10810 can_replace[xx][yy] = TRUE;
10812 if (ex == x && ey == y) // do not check changing element itself
10815 if (content_element == EL_EMPTY_SPACE)
10817 can_replace[xx][yy] = FALSE; // do not replace border with space
10822 if (!IN_LEV_FIELD(ex, ey))
10824 can_replace[xx][yy] = FALSE;
10825 complete_replace = FALSE;
10832 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10833 e = MovingOrBlocked2Element(ex, ey);
10835 is_empty = (IS_FREE(ex, ey) ||
10836 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10838 is_walkable = (is_empty || IS_WALKABLE(e));
10839 is_diggable = (is_empty || IS_DIGGABLE(e));
10840 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10841 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10842 is_removable = (is_diggable || is_collectible);
10844 can_replace[xx][yy] =
10845 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10846 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10847 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10848 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10849 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10850 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10851 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10853 if (!can_replace[xx][yy])
10854 complete_replace = FALSE;
10857 if (!change->only_if_complete || complete_replace)
10859 boolean something_has_changed = FALSE;
10861 if (change->only_if_complete && change->use_random_replace &&
10862 RND(100) < change->random_percentage)
10865 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10867 int ex = x + xx - 1;
10868 int ey = y + yy - 1;
10869 int content_element;
10871 if (can_replace[xx][yy] && (!change->use_random_replace ||
10872 RND(100) < change->random_percentage))
10874 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10875 RemoveMovingField(ex, ey);
10877 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10879 content_element = change->target_content.e[xx][yy];
10880 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10881 ce_value, ce_score);
10883 CreateElementFromChange(ex, ey, target_element);
10885 something_has_changed = TRUE;
10887 // for symmetry reasons, freeze newly created border elements
10888 if (ex != x || ey != y)
10889 Stop[ex][ey] = TRUE; // no more moving in this frame
10893 if (something_has_changed)
10895 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10896 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10902 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10903 ce_value, ce_score);
10905 if (element == EL_DIAGONAL_GROWING ||
10906 element == EL_DIAGONAL_SHRINKING)
10908 target_element = Store[x][y];
10910 Store[x][y] = EL_EMPTY;
10913 // special case: element changes to player (and may be kept if walkable)
10914 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10915 CreateElementFromChange(x, y, EL_EMPTY);
10917 CreateElementFromChange(x, y, target_element);
10919 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10920 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10923 // this uses direct change before indirect change
10924 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10929 static void HandleElementChange(int x, int y, int page)
10931 int element = MovingOrBlocked2Element(x, y);
10932 struct ElementInfo *ei = &element_info[element];
10933 struct ElementChangeInfo *change = &ei->change_page[page];
10934 boolean handle_action_before_change = FALSE;
10937 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10938 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10940 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10941 x, y, element, element_info[element].token_name);
10942 Debug("game:playing:HandleElementChange", "This should never happen!");
10946 // this can happen with classic bombs on walkable, changing elements
10947 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10952 if (ChangeDelay[x][y] == 0) // initialize element change
10954 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10956 if (change->can_change)
10958 // !!! not clear why graphic animation should be reset at all here !!!
10959 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10960 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10963 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10965 When using an animation frame delay of 1 (this only happens with
10966 "sp_zonk.moving.left/right" in the classic graphics), the default
10967 (non-moving) animation shows wrong animation frames (while the
10968 moving animation, like "sp_zonk.moving.left/right", is correct,
10969 so this graphical bug never shows up with the classic graphics).
10970 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10971 be drawn instead of the correct frames 0,1,2,3. This is caused by
10972 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10973 an element change: First when the change delay ("ChangeDelay[][]")
10974 counter has reached zero after decrementing, then a second time in
10975 the next frame (after "GfxFrame[][]" was already incremented) when
10976 "ChangeDelay[][]" is reset to the initial delay value again.
10978 This causes frame 0 to be drawn twice, while the last frame won't
10979 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10981 As some animations may already be cleverly designed around this bug
10982 (at least the "Snake Bite" snake tail animation does this), it cannot
10983 simply be fixed here without breaking such existing animations.
10984 Unfortunately, it cannot easily be detected if a graphics set was
10985 designed "before" or "after" the bug was fixed. As a workaround,
10986 a new graphics set option "game.graphics_engine_version" was added
10987 to be able to specify the game's major release version for which the
10988 graphics set was designed, which can then be used to decide if the
10989 bugfix should be used (version 4 and above) or not (version 3 or
10990 below, or if no version was specified at all, as with old sets).
10992 (The wrong/fixed animation frames can be tested with the test level set
10993 "test_gfxframe" and level "000", which contains a specially prepared
10994 custom element at level position (x/y) == (11/9) which uses the zonk
10995 animation mentioned above. Using "game.graphics_engine_version: 4"
10996 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10997 This can also be seen from the debug output for this test element.)
11000 // when a custom element is about to change (for example by change delay),
11001 // do not reset graphic animation when the custom element is moving
11002 if (game.graphics_engine_version < 4 &&
11005 ResetGfxAnimation(x, y);
11006 ResetRandomAnimationValue(x, y);
11009 if (change->pre_change_function)
11010 change->pre_change_function(x, y);
11014 ChangeDelay[x][y]--;
11016 if (ChangeDelay[x][y] != 0) // continue element change
11018 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11020 // also needed if CE can not change, but has CE delay with CE action
11021 if (IS_ANIMATED(graphic))
11022 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11024 if (change->can_change)
11026 if (change->change_function)
11027 change->change_function(x, y);
11030 else // finish element change
11032 if (ChangePage[x][y] != -1) // remember page from delayed change
11034 page = ChangePage[x][y];
11035 ChangePage[x][y] = -1;
11037 change = &ei->change_page[page];
11040 if (IS_MOVING(x, y)) // never change a running system ;-)
11042 ChangeDelay[x][y] = 1; // try change after next move step
11043 ChangePage[x][y] = page; // remember page to use for change
11048 // special case: set new level random seed before changing element
11049 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11050 handle_action_before_change = TRUE;
11052 if (change->has_action && handle_action_before_change)
11053 ExecuteCustomElementAction(x, y, element, page);
11055 if (change->can_change)
11057 if (ChangeElement(x, y, element, page))
11059 if (change->post_change_function)
11060 change->post_change_function(x, y);
11064 if (change->has_action && !handle_action_before_change)
11065 ExecuteCustomElementAction(x, y, element, page);
11069 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11070 int trigger_element,
11072 int trigger_player,
11076 boolean change_done_any = FALSE;
11077 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11080 if (!(trigger_events[trigger_element][trigger_event]))
11083 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11085 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11087 int element = EL_CUSTOM_START + i;
11088 boolean change_done = FALSE;
11091 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11092 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11095 for (p = 0; p < element_info[element].num_change_pages; p++)
11097 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11099 if (change->can_change_or_has_action &&
11100 change->has_event[trigger_event] &&
11101 change->trigger_side & trigger_side &&
11102 change->trigger_player & trigger_player &&
11103 change->trigger_page & trigger_page_bits &&
11104 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11106 change->actual_trigger_element = trigger_element;
11107 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11108 change->actual_trigger_player_bits = trigger_player;
11109 change->actual_trigger_side = trigger_side;
11110 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11111 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11112 change->actual_trigger_x = trigger_x;
11113 change->actual_trigger_y = trigger_y;
11115 if ((change->can_change && !change_done) || change->has_action)
11119 SCAN_PLAYFIELD(x, y)
11121 if (Tile[x][y] == element)
11123 if (change->can_change && !change_done)
11125 // if element already changed in this frame, not only prevent
11126 // another element change (checked in ChangeElement()), but
11127 // also prevent additional element actions for this element
11129 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11130 !level.use_action_after_change_bug)
11133 ChangeDelay[x][y] = 1;
11134 ChangeEvent[x][y] = trigger_event;
11136 HandleElementChange(x, y, p);
11138 else if (change->has_action)
11140 // if element already changed in this frame, not only prevent
11141 // another element change (checked in ChangeElement()), but
11142 // also prevent additional element actions for this element
11144 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11145 !level.use_action_after_change_bug)
11148 ExecuteCustomElementAction(x, y, element, p);
11149 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11154 if (change->can_change)
11156 change_done = TRUE;
11157 change_done_any = TRUE;
11164 RECURSION_LOOP_DETECTION_END();
11166 return change_done_any;
11169 static boolean CheckElementChangeExt(int x, int y,
11171 int trigger_element,
11173 int trigger_player,
11176 boolean change_done = FALSE;
11179 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11180 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11183 if (Tile[x][y] == EL_BLOCKED)
11185 Blocked2Moving(x, y, &x, &y);
11186 element = Tile[x][y];
11189 // check if element has already changed or is about to change after moving
11190 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11191 Tile[x][y] != element) ||
11193 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11194 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11195 ChangePage[x][y] != -1)))
11198 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11200 for (p = 0; p < element_info[element].num_change_pages; p++)
11202 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11204 /* check trigger element for all events where the element that is checked
11205 for changing interacts with a directly adjacent element -- this is
11206 different to element changes that affect other elements to change on the
11207 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11208 boolean check_trigger_element =
11209 (trigger_event == CE_NEXT_TO_X ||
11210 trigger_event == CE_TOUCHING_X ||
11211 trigger_event == CE_HITTING_X ||
11212 trigger_event == CE_HIT_BY_X ||
11213 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11215 if (change->can_change_or_has_action &&
11216 change->has_event[trigger_event] &&
11217 change->trigger_side & trigger_side &&
11218 change->trigger_player & trigger_player &&
11219 (!check_trigger_element ||
11220 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11222 change->actual_trigger_element = trigger_element;
11223 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11224 change->actual_trigger_player_bits = trigger_player;
11225 change->actual_trigger_side = trigger_side;
11226 change->actual_trigger_ce_value = CustomValue[x][y];
11227 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11228 change->actual_trigger_x = x;
11229 change->actual_trigger_y = y;
11231 // special case: trigger element not at (x,y) position for some events
11232 if (check_trigger_element)
11244 { 0, 0 }, { 0, 0 }, { 0, 0 },
11248 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11249 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11251 change->actual_trigger_ce_value = CustomValue[xx][yy];
11252 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11253 change->actual_trigger_x = xx;
11254 change->actual_trigger_y = yy;
11257 if (change->can_change && !change_done)
11259 ChangeDelay[x][y] = 1;
11260 ChangeEvent[x][y] = trigger_event;
11262 HandleElementChange(x, y, p);
11264 change_done = TRUE;
11266 else if (change->has_action)
11268 ExecuteCustomElementAction(x, y, element, p);
11269 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11274 RECURSION_LOOP_DETECTION_END();
11276 return change_done;
11279 static void PlayPlayerSound(struct PlayerInfo *player)
11281 int jx = player->jx, jy = player->jy;
11282 int sound_element = player->artwork_element;
11283 int last_action = player->last_action_waiting;
11284 int action = player->action_waiting;
11286 if (player->is_waiting)
11288 if (action != last_action)
11289 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11291 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11295 if (action != last_action)
11296 StopSound(element_info[sound_element].sound[last_action]);
11298 if (last_action == ACTION_SLEEPING)
11299 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11303 static void PlayAllPlayersSound(void)
11307 for (i = 0; i < MAX_PLAYERS; i++)
11308 if (stored_player[i].active)
11309 PlayPlayerSound(&stored_player[i]);
11312 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11314 boolean last_waiting = player->is_waiting;
11315 int move_dir = player->MovDir;
11317 player->dir_waiting = move_dir;
11318 player->last_action_waiting = player->action_waiting;
11322 if (!last_waiting) // not waiting -> waiting
11324 player->is_waiting = TRUE;
11326 player->frame_counter_bored =
11328 game.player_boring_delay_fixed +
11329 GetSimpleRandom(game.player_boring_delay_random);
11330 player->frame_counter_sleeping =
11332 game.player_sleeping_delay_fixed +
11333 GetSimpleRandom(game.player_sleeping_delay_random);
11335 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11338 if (game.player_sleeping_delay_fixed +
11339 game.player_sleeping_delay_random > 0 &&
11340 player->anim_delay_counter == 0 &&
11341 player->post_delay_counter == 0 &&
11342 FrameCounter >= player->frame_counter_sleeping)
11343 player->is_sleeping = TRUE;
11344 else if (game.player_boring_delay_fixed +
11345 game.player_boring_delay_random > 0 &&
11346 FrameCounter >= player->frame_counter_bored)
11347 player->is_bored = TRUE;
11349 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11350 player->is_bored ? ACTION_BORING :
11353 if (player->is_sleeping && player->use_murphy)
11355 // special case for sleeping Murphy when leaning against non-free tile
11357 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11358 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11359 !IS_MOVING(player->jx - 1, player->jy)))
11360 move_dir = MV_LEFT;
11361 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11362 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11363 !IS_MOVING(player->jx + 1, player->jy)))
11364 move_dir = MV_RIGHT;
11366 player->is_sleeping = FALSE;
11368 player->dir_waiting = move_dir;
11371 if (player->is_sleeping)
11373 if (player->num_special_action_sleeping > 0)
11375 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11377 int last_special_action = player->special_action_sleeping;
11378 int num_special_action = player->num_special_action_sleeping;
11379 int special_action =
11380 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11381 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11382 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11383 last_special_action + 1 : ACTION_SLEEPING);
11384 int special_graphic =
11385 el_act_dir2img(player->artwork_element, special_action, move_dir);
11387 player->anim_delay_counter =
11388 graphic_info[special_graphic].anim_delay_fixed +
11389 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11390 player->post_delay_counter =
11391 graphic_info[special_graphic].post_delay_fixed +
11392 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11394 player->special_action_sleeping = special_action;
11397 if (player->anim_delay_counter > 0)
11399 player->action_waiting = player->special_action_sleeping;
11400 player->anim_delay_counter--;
11402 else if (player->post_delay_counter > 0)
11404 player->post_delay_counter--;
11408 else if (player->is_bored)
11410 if (player->num_special_action_bored > 0)
11412 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11414 int special_action =
11415 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11416 int special_graphic =
11417 el_act_dir2img(player->artwork_element, special_action, move_dir);
11419 player->anim_delay_counter =
11420 graphic_info[special_graphic].anim_delay_fixed +
11421 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11422 player->post_delay_counter =
11423 graphic_info[special_graphic].post_delay_fixed +
11424 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11426 player->special_action_bored = special_action;
11429 if (player->anim_delay_counter > 0)
11431 player->action_waiting = player->special_action_bored;
11432 player->anim_delay_counter--;
11434 else if (player->post_delay_counter > 0)
11436 player->post_delay_counter--;
11441 else if (last_waiting) // waiting -> not waiting
11443 player->is_waiting = FALSE;
11444 player->is_bored = FALSE;
11445 player->is_sleeping = FALSE;
11447 player->frame_counter_bored = -1;
11448 player->frame_counter_sleeping = -1;
11450 player->anim_delay_counter = 0;
11451 player->post_delay_counter = 0;
11453 player->dir_waiting = player->MovDir;
11454 player->action_waiting = ACTION_DEFAULT;
11456 player->special_action_bored = ACTION_DEFAULT;
11457 player->special_action_sleeping = ACTION_DEFAULT;
11461 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11463 if ((!player->is_moving && player->was_moving) ||
11464 (player->MovPos == 0 && player->was_moving) ||
11465 (player->is_snapping && !player->was_snapping) ||
11466 (player->is_dropping && !player->was_dropping))
11468 if (!CheckSaveEngineSnapshotToList())
11471 player->was_moving = FALSE;
11472 player->was_snapping = TRUE;
11473 player->was_dropping = TRUE;
11477 if (player->is_moving)
11478 player->was_moving = TRUE;
11480 if (!player->is_snapping)
11481 player->was_snapping = FALSE;
11483 if (!player->is_dropping)
11484 player->was_dropping = FALSE;
11487 static struct MouseActionInfo mouse_action_last = { 0 };
11488 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11489 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11492 CheckSaveEngineSnapshotToList();
11494 mouse_action_last = mouse_action;
11497 static void CheckSingleStepMode(struct PlayerInfo *player)
11499 if (tape.single_step && tape.recording && !tape.pausing)
11501 // as it is called "single step mode", just return to pause mode when the
11502 // player stopped moving after one tile (or never starts moving at all)
11503 // (reverse logic needed here in case single step mode used in team mode)
11504 if (player->is_moving ||
11505 player->is_pushing ||
11506 player->is_dropping_pressed ||
11507 player->effective_mouse_action.button)
11508 game.enter_single_step_mode = FALSE;
11511 CheckSaveEngineSnapshot(player);
11514 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11516 int left = player_action & JOY_LEFT;
11517 int right = player_action & JOY_RIGHT;
11518 int up = player_action & JOY_UP;
11519 int down = player_action & JOY_DOWN;
11520 int button1 = player_action & JOY_BUTTON_1;
11521 int button2 = player_action & JOY_BUTTON_2;
11522 int dx = (left ? -1 : right ? 1 : 0);
11523 int dy = (up ? -1 : down ? 1 : 0);
11525 if (!player->active || tape.pausing)
11531 SnapField(player, dx, dy);
11535 DropElement(player);
11537 MovePlayer(player, dx, dy);
11540 CheckSingleStepMode(player);
11542 SetPlayerWaiting(player, FALSE);
11544 return player_action;
11548 // no actions for this player (no input at player's configured device)
11550 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11551 SnapField(player, 0, 0);
11552 CheckGravityMovementWhenNotMoving(player);
11554 if (player->MovPos == 0)
11555 SetPlayerWaiting(player, TRUE);
11557 if (player->MovPos == 0) // needed for tape.playing
11558 player->is_moving = FALSE;
11560 player->is_dropping = FALSE;
11561 player->is_dropping_pressed = FALSE;
11562 player->drop_pressed_delay = 0;
11564 CheckSingleStepMode(player);
11570 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11573 if (!tape.use_mouse_actions)
11576 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11577 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11578 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11581 static void SetTapeActionFromMouseAction(byte *tape_action,
11582 struct MouseActionInfo *mouse_action)
11584 if (!tape.use_mouse_actions)
11587 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11588 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11589 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11592 static void CheckLevelSolved(void)
11594 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11596 if (game_em.level_solved &&
11597 !game_em.game_over) // game won
11601 game_em.game_over = TRUE;
11603 game.all_players_gone = TRUE;
11606 if (game_em.game_over) // game lost
11607 game.all_players_gone = TRUE;
11609 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11611 if (game_sp.level_solved &&
11612 !game_sp.game_over) // game won
11616 game_sp.game_over = TRUE;
11618 game.all_players_gone = TRUE;
11621 if (game_sp.game_over) // game lost
11622 game.all_players_gone = TRUE;
11624 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11626 if (game_mm.level_solved &&
11627 !game_mm.game_over) // game won
11631 game_mm.game_over = TRUE;
11633 game.all_players_gone = TRUE;
11636 if (game_mm.game_over) // game lost
11637 game.all_players_gone = TRUE;
11641 static void CheckLevelTime_StepCounter(void)
11651 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11652 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11654 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11656 DisplayGameControlValues();
11658 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11659 for (i = 0; i < MAX_PLAYERS; i++)
11660 KillPlayer(&stored_player[i]);
11662 else if (game.no_level_time_limit && !game.all_players_gone)
11664 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11666 DisplayGameControlValues();
11670 static void CheckLevelTime(void)
11674 if (TimeFrames >= FRAMES_PER_SECOND)
11679 for (i = 0; i < MAX_PLAYERS; i++)
11681 struct PlayerInfo *player = &stored_player[i];
11683 if (SHIELD_ON(player))
11685 player->shield_normal_time_left--;
11687 if (player->shield_deadly_time_left > 0)
11688 player->shield_deadly_time_left--;
11692 if (!game.LevelSolved && !level.use_step_counter)
11700 if (TimeLeft <= 10 && game.time_limit)
11701 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11703 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11704 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11706 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11708 if (!TimeLeft && game.time_limit)
11710 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11711 game_em.lev->killed_out_of_time = TRUE;
11713 for (i = 0; i < MAX_PLAYERS; i++)
11714 KillPlayer(&stored_player[i]);
11717 else if (game.no_level_time_limit && !game.all_players_gone)
11719 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11722 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11725 if (tape.recording || tape.playing)
11726 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11729 if (tape.recording || tape.playing)
11730 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11732 UpdateAndDisplayGameControlValues();
11735 void AdvanceFrameAndPlayerCounters(int player_nr)
11739 // advance frame counters (global frame counter and time frame counter)
11743 // advance player counters (counters for move delay, move animation etc.)
11744 for (i = 0; i < MAX_PLAYERS; i++)
11746 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11747 int move_delay_value = stored_player[i].move_delay_value;
11748 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11750 if (!advance_player_counters) // not all players may be affected
11753 if (move_frames == 0) // less than one move per game frame
11755 int stepsize = TILEX / move_delay_value;
11756 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11757 int count = (stored_player[i].is_moving ?
11758 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11760 if (count % delay == 0)
11764 stored_player[i].Frame += move_frames;
11766 if (stored_player[i].MovPos != 0)
11767 stored_player[i].StepFrame += move_frames;
11769 if (stored_player[i].move_delay > 0)
11770 stored_player[i].move_delay--;
11772 // due to bugs in previous versions, counter must count up, not down
11773 if (stored_player[i].push_delay != -1)
11774 stored_player[i].push_delay++;
11776 if (stored_player[i].drop_delay > 0)
11777 stored_player[i].drop_delay--;
11779 if (stored_player[i].is_dropping_pressed)
11780 stored_player[i].drop_pressed_delay++;
11784 void AdvanceFrameCounter(void)
11789 void AdvanceGfxFrame(void)
11793 SCAN_PLAYFIELD(x, y)
11799 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11800 struct MouseActionInfo *mouse_action_last)
11802 if (mouse_action->button)
11804 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11805 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11806 int x = mouse_action->lx;
11807 int y = mouse_action->ly;
11808 int element = Tile[x][y];
11812 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11813 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11817 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11818 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11821 if (level.use_step_counter)
11823 boolean counted_click = FALSE;
11825 // element clicked that can change when clicked/pressed
11826 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11827 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11828 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11829 counted_click = TRUE;
11831 // element clicked that can trigger change when clicked/pressed
11832 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11833 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11834 counted_click = TRUE;
11836 if (new_button && counted_click)
11837 CheckLevelTime_StepCounter();
11842 void StartGameActions(boolean init_network_game, boolean record_tape,
11845 unsigned int new_random_seed = InitRND(random_seed);
11848 TapeStartRecording(new_random_seed);
11850 if (setup.auto_pause_on_start && !tape.pausing)
11851 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11853 if (init_network_game)
11855 SendToServer_LevelFile();
11856 SendToServer_StartPlaying();
11864 static void GameActionsExt(void)
11867 static unsigned int game_frame_delay = 0;
11869 unsigned int game_frame_delay_value;
11870 byte *recorded_player_action;
11871 byte summarized_player_action = 0;
11872 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11875 // detect endless loops, caused by custom element programming
11876 if (recursion_loop_detected && recursion_loop_depth == 0)
11878 char *message = getStringCat3("Internal Error! Element ",
11879 EL_NAME(recursion_loop_element),
11880 " caused endless loop! Quit the game?");
11882 Warn("element '%s' caused endless loop in game engine",
11883 EL_NAME(recursion_loop_element));
11885 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11887 recursion_loop_detected = FALSE; // if game should be continued
11894 if (game.restart_level)
11895 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11897 CheckLevelSolved();
11899 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11902 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11905 if (game_status != GAME_MODE_PLAYING) // status might have changed
11908 game_frame_delay_value =
11909 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11911 if (tape.playing && tape.warp_forward && !tape.pausing)
11912 game_frame_delay_value = 0;
11914 SetVideoFrameDelay(game_frame_delay_value);
11916 // (de)activate virtual buttons depending on current game status
11917 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11919 if (game.all_players_gone) // if no players there to be controlled anymore
11920 SetOverlayActive(FALSE);
11921 else if (!tape.playing) // if game continues after tape stopped playing
11922 SetOverlayActive(TRUE);
11927 // ---------- main game synchronization point ----------
11929 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11931 Debug("game:playing:skip", "skip == %d", skip);
11934 // ---------- main game synchronization point ----------
11936 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11940 if (network_playing && !network_player_action_received)
11942 // try to get network player actions in time
11944 // last chance to get network player actions without main loop delay
11945 HandleNetworking();
11947 // game was quit by network peer
11948 if (game_status != GAME_MODE_PLAYING)
11951 // check if network player actions still missing and game still running
11952 if (!network_player_action_received && !checkGameEnded())
11953 return; // failed to get network player actions in time
11955 // do not yet reset "network_player_action_received" (for tape.pausing)
11961 // at this point we know that we really continue executing the game
11963 network_player_action_received = FALSE;
11965 // when playing tape, read previously recorded player input from tape data
11966 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11968 local_player->effective_mouse_action = local_player->mouse_action;
11970 if (recorded_player_action != NULL)
11971 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11972 recorded_player_action);
11974 // TapePlayAction() may return NULL when toggling to "pause before death"
11978 if (tape.set_centered_player)
11980 game.centered_player_nr_next = tape.centered_player_nr_next;
11981 game.set_centered_player = TRUE;
11984 for (i = 0; i < MAX_PLAYERS; i++)
11986 summarized_player_action |= stored_player[i].action;
11988 if (!network_playing && (game.team_mode || tape.playing))
11989 stored_player[i].effective_action = stored_player[i].action;
11992 if (network_playing && !checkGameEnded())
11993 SendToServer_MovePlayer(summarized_player_action);
11995 // summarize all actions at local players mapped input device position
11996 // (this allows using different input devices in single player mode)
11997 if (!network.enabled && !game.team_mode)
11998 stored_player[map_player_action[local_player->index_nr]].effective_action =
11999 summarized_player_action;
12001 // summarize all actions at centered player in local team mode
12002 if (tape.recording &&
12003 setup.team_mode && !network.enabled &&
12004 setup.input_on_focus &&
12005 game.centered_player_nr != -1)
12007 for (i = 0; i < MAX_PLAYERS; i++)
12008 stored_player[map_player_action[i]].effective_action =
12009 (i == game.centered_player_nr ? summarized_player_action : 0);
12012 if (recorded_player_action != NULL)
12013 for (i = 0; i < MAX_PLAYERS; i++)
12014 stored_player[i].effective_action = recorded_player_action[i];
12016 for (i = 0; i < MAX_PLAYERS; i++)
12018 tape_action[i] = stored_player[i].effective_action;
12020 /* (this may happen in the RND game engine if a player was not present on
12021 the playfield on level start, but appeared later from a custom element */
12022 if (setup.team_mode &&
12025 !tape.player_participates[i])
12026 tape.player_participates[i] = TRUE;
12029 SetTapeActionFromMouseAction(tape_action,
12030 &local_player->effective_mouse_action);
12032 // only record actions from input devices, but not programmed actions
12033 if (tape.recording)
12034 TapeRecordAction(tape_action);
12036 // remember if game was played (especially after tape stopped playing)
12037 if (!tape.playing && summarized_player_action && !checkGameFailed())
12038 game.GamePlayed = TRUE;
12040 #if USE_NEW_PLAYER_ASSIGNMENTS
12041 // !!! also map player actions in single player mode !!!
12042 // if (game.team_mode)
12045 byte mapped_action[MAX_PLAYERS];
12047 #if DEBUG_PLAYER_ACTIONS
12048 for (i = 0; i < MAX_PLAYERS; i++)
12049 DebugContinued("", "%d, ", stored_player[i].effective_action);
12052 for (i = 0; i < MAX_PLAYERS; i++)
12053 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12055 for (i = 0; i < MAX_PLAYERS; i++)
12056 stored_player[i].effective_action = mapped_action[i];
12058 #if DEBUG_PLAYER_ACTIONS
12059 DebugContinued("", "=> ");
12060 for (i = 0; i < MAX_PLAYERS; i++)
12061 DebugContinued("", "%d, ", stored_player[i].effective_action);
12062 DebugContinued("game:playing:player", "\n");
12065 #if DEBUG_PLAYER_ACTIONS
12068 for (i = 0; i < MAX_PLAYERS; i++)
12069 DebugContinued("", "%d, ", stored_player[i].effective_action);
12070 DebugContinued("game:playing:player", "\n");
12075 for (i = 0; i < MAX_PLAYERS; i++)
12077 // allow engine snapshot in case of changed movement attempt
12078 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12079 (stored_player[i].effective_action & KEY_MOTION))
12080 game.snapshot.changed_action = TRUE;
12082 // allow engine snapshot in case of snapping/dropping attempt
12083 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12084 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12085 game.snapshot.changed_action = TRUE;
12087 game.snapshot.last_action[i] = stored_player[i].effective_action;
12090 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12092 GameActions_EM_Main();
12094 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12096 GameActions_SP_Main();
12098 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12100 GameActions_MM_Main();
12104 GameActions_RND_Main();
12107 BlitScreenToBitmap(backbuffer);
12109 CheckLevelSolved();
12112 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12114 if (global.show_frames_per_second)
12116 static unsigned int fps_counter = 0;
12117 static int fps_frames = 0;
12118 unsigned int fps_delay_ms = Counter() - fps_counter;
12122 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12124 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12127 fps_counter = Counter();
12129 // always draw FPS to screen after FPS value was updated
12130 redraw_mask |= REDRAW_FPS;
12133 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12134 if (GetDrawDeactivationMask() == REDRAW_NONE)
12135 redraw_mask |= REDRAW_FPS;
12139 static void GameActions_CheckSaveEngineSnapshot(void)
12141 if (!game.snapshot.save_snapshot)
12144 // clear flag for saving snapshot _before_ saving snapshot
12145 game.snapshot.save_snapshot = FALSE;
12147 SaveEngineSnapshotToList();
12150 void GameActions(void)
12154 GameActions_CheckSaveEngineSnapshot();
12157 void GameActions_EM_Main(void)
12159 byte effective_action[MAX_PLAYERS];
12162 for (i = 0; i < MAX_PLAYERS; i++)
12163 effective_action[i] = stored_player[i].effective_action;
12165 GameActions_EM(effective_action);
12168 void GameActions_SP_Main(void)
12170 byte effective_action[MAX_PLAYERS];
12173 for (i = 0; i < MAX_PLAYERS; i++)
12174 effective_action[i] = stored_player[i].effective_action;
12176 GameActions_SP(effective_action);
12178 for (i = 0; i < MAX_PLAYERS; i++)
12180 if (stored_player[i].force_dropping)
12181 stored_player[i].action |= KEY_BUTTON_DROP;
12183 stored_player[i].force_dropping = FALSE;
12187 void GameActions_MM_Main(void)
12191 GameActions_MM(local_player->effective_mouse_action);
12194 void GameActions_RND_Main(void)
12199 void GameActions_RND(void)
12201 static struct MouseActionInfo mouse_action_last = { 0 };
12202 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12203 int magic_wall_x = 0, magic_wall_y = 0;
12204 int i, x, y, element, graphic, last_gfx_frame;
12206 InitPlayfieldScanModeVars();
12208 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12210 SCAN_PLAYFIELD(x, y)
12212 ChangeCount[x][y] = 0;
12213 ChangeEvent[x][y] = -1;
12217 if (game.set_centered_player)
12219 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12221 // switching to "all players" only possible if all players fit to screen
12222 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12224 game.centered_player_nr_next = game.centered_player_nr;
12225 game.set_centered_player = FALSE;
12228 // do not switch focus to non-existing (or non-active) player
12229 if (game.centered_player_nr_next >= 0 &&
12230 !stored_player[game.centered_player_nr_next].active)
12232 game.centered_player_nr_next = game.centered_player_nr;
12233 game.set_centered_player = FALSE;
12237 if (game.set_centered_player &&
12238 ScreenMovPos == 0) // screen currently aligned at tile position
12242 if (game.centered_player_nr_next == -1)
12244 setScreenCenteredToAllPlayers(&sx, &sy);
12248 sx = stored_player[game.centered_player_nr_next].jx;
12249 sy = stored_player[game.centered_player_nr_next].jy;
12252 game.centered_player_nr = game.centered_player_nr_next;
12253 game.set_centered_player = FALSE;
12255 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12256 DrawGameDoorValues();
12259 // check single step mode (set flag and clear again if any player is active)
12260 game.enter_single_step_mode =
12261 (tape.single_step && tape.recording && !tape.pausing);
12263 for (i = 0; i < MAX_PLAYERS; i++)
12265 int actual_player_action = stored_player[i].effective_action;
12268 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12269 - rnd_equinox_tetrachloride 048
12270 - rnd_equinox_tetrachloride_ii 096
12271 - rnd_emanuel_schmieg 002
12272 - doctor_sloan_ww 001, 020
12274 if (stored_player[i].MovPos == 0)
12275 CheckGravityMovement(&stored_player[i]);
12278 // overwrite programmed action with tape action
12279 if (stored_player[i].programmed_action)
12280 actual_player_action = stored_player[i].programmed_action;
12282 PlayerActions(&stored_player[i], actual_player_action);
12284 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12287 // single step pause mode may already have been toggled by "ScrollPlayer()"
12288 if (game.enter_single_step_mode && !tape.pausing)
12289 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12291 ScrollScreen(NULL, SCROLL_GO_ON);
12293 /* for backwards compatibility, the following code emulates a fixed bug that
12294 occured when pushing elements (causing elements that just made their last
12295 pushing step to already (if possible) make their first falling step in the
12296 same game frame, which is bad); this code is also needed to use the famous
12297 "spring push bug" which is used in older levels and might be wanted to be
12298 used also in newer levels, but in this case the buggy pushing code is only
12299 affecting the "spring" element and no other elements */
12301 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12303 for (i = 0; i < MAX_PLAYERS; i++)
12305 struct PlayerInfo *player = &stored_player[i];
12306 int x = player->jx;
12307 int y = player->jy;
12309 if (player->active && player->is_pushing && player->is_moving &&
12311 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12312 Tile[x][y] == EL_SPRING))
12314 ContinueMoving(x, y);
12316 // continue moving after pushing (this is actually a bug)
12317 if (!IS_MOVING(x, y))
12318 Stop[x][y] = FALSE;
12323 SCAN_PLAYFIELD(x, y)
12325 Last[x][y] = Tile[x][y];
12327 ChangeCount[x][y] = 0;
12328 ChangeEvent[x][y] = -1;
12330 // this must be handled before main playfield loop
12331 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12334 if (MovDelay[x][y] <= 0)
12338 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12341 if (MovDelay[x][y] <= 0)
12343 int element = Store[x][y];
12344 int move_direction = MovDir[x][y];
12345 int player_index_bit = Store2[x][y];
12351 TEST_DrawLevelField(x, y);
12353 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12355 if (IS_ENVELOPE(element))
12356 local_player->show_envelope = element;
12361 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12363 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12365 Debug("game:playing:GameActions_RND", "This should never happen!");
12367 ChangePage[x][y] = -1;
12371 Stop[x][y] = FALSE;
12372 if (WasJustMoving[x][y] > 0)
12373 WasJustMoving[x][y]--;
12374 if (WasJustFalling[x][y] > 0)
12375 WasJustFalling[x][y]--;
12376 if (CheckCollision[x][y] > 0)
12377 CheckCollision[x][y]--;
12378 if (CheckImpact[x][y] > 0)
12379 CheckImpact[x][y]--;
12383 /* reset finished pushing action (not done in ContinueMoving() to allow
12384 continuous pushing animation for elements with zero push delay) */
12385 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12387 ResetGfxAnimation(x, y);
12388 TEST_DrawLevelField(x, y);
12392 if (IS_BLOCKED(x, y))
12396 Blocked2Moving(x, y, &oldx, &oldy);
12397 if (!IS_MOVING(oldx, oldy))
12399 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12400 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12401 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12402 Debug("game:playing:GameActions_RND", "This should never happen!");
12408 HandleMouseAction(&mouse_action, &mouse_action_last);
12410 SCAN_PLAYFIELD(x, y)
12412 element = Tile[x][y];
12413 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12414 last_gfx_frame = GfxFrame[x][y];
12416 if (element == EL_EMPTY)
12417 graphic = el2img(GfxElementEmpty[x][y]);
12419 ResetGfxFrame(x, y);
12421 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12422 DrawLevelGraphicAnimation(x, y, graphic);
12424 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12425 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12426 ResetRandomAnimationValue(x, y);
12428 SetRandomAnimationValue(x, y);
12430 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12432 if (IS_INACTIVE(element))
12434 if (IS_ANIMATED(graphic))
12435 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12440 // this may take place after moving, so 'element' may have changed
12441 if (IS_CHANGING(x, y) &&
12442 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12444 int page = element_info[element].event_page_nr[CE_DELAY];
12446 HandleElementChange(x, y, page);
12448 element = Tile[x][y];
12449 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12452 CheckNextToConditions(x, y);
12454 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12458 element = Tile[x][y];
12459 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12461 if (IS_ANIMATED(graphic) &&
12462 !IS_MOVING(x, y) &&
12464 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12466 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12467 TEST_DrawTwinkleOnField(x, y);
12469 else if (element == EL_ACID)
12472 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12474 else if ((element == EL_EXIT_OPEN ||
12475 element == EL_EM_EXIT_OPEN ||
12476 element == EL_SP_EXIT_OPEN ||
12477 element == EL_STEEL_EXIT_OPEN ||
12478 element == EL_EM_STEEL_EXIT_OPEN ||
12479 element == EL_SP_TERMINAL ||
12480 element == EL_SP_TERMINAL_ACTIVE ||
12481 element == EL_EXTRA_TIME ||
12482 element == EL_SHIELD_NORMAL ||
12483 element == EL_SHIELD_DEADLY) &&
12484 IS_ANIMATED(graphic))
12485 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12486 else if (IS_MOVING(x, y))
12487 ContinueMoving(x, y);
12488 else if (IS_ACTIVE_BOMB(element))
12489 CheckDynamite(x, y);
12490 else if (element == EL_AMOEBA_GROWING)
12491 AmoebaGrowing(x, y);
12492 else if (element == EL_AMOEBA_SHRINKING)
12493 AmoebaShrinking(x, y);
12495 #if !USE_NEW_AMOEBA_CODE
12496 else if (IS_AMOEBALIVE(element))
12497 AmoebaReproduce(x, y);
12500 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12502 else if (element == EL_EXIT_CLOSED)
12504 else if (element == EL_EM_EXIT_CLOSED)
12506 else if (element == EL_STEEL_EXIT_CLOSED)
12507 CheckExitSteel(x, y);
12508 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12509 CheckExitSteelEM(x, y);
12510 else if (element == EL_SP_EXIT_CLOSED)
12512 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12513 element == EL_EXPANDABLE_STEELWALL_GROWING)
12515 else if (element == EL_EXPANDABLE_WALL ||
12516 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12517 element == EL_EXPANDABLE_WALL_VERTICAL ||
12518 element == EL_EXPANDABLE_WALL_ANY ||
12519 element == EL_BD_EXPANDABLE_WALL ||
12520 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12521 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12522 element == EL_EXPANDABLE_STEELWALL_ANY)
12523 CheckWallGrowing(x, y);
12524 else if (element == EL_FLAMES)
12525 CheckForDragon(x, y);
12526 else if (element == EL_EXPLOSION)
12527 ; // drawing of correct explosion animation is handled separately
12528 else if (element == EL_ELEMENT_SNAPPING ||
12529 element == EL_DIAGONAL_SHRINKING ||
12530 element == EL_DIAGONAL_GROWING)
12532 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12534 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12536 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12537 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12539 if (IS_BELT_ACTIVE(element))
12540 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12542 if (game.magic_wall_active)
12544 int jx = local_player->jx, jy = local_player->jy;
12546 // play the element sound at the position nearest to the player
12547 if ((element == EL_MAGIC_WALL_FULL ||
12548 element == EL_MAGIC_WALL_ACTIVE ||
12549 element == EL_MAGIC_WALL_EMPTYING ||
12550 element == EL_BD_MAGIC_WALL_FULL ||
12551 element == EL_BD_MAGIC_WALL_ACTIVE ||
12552 element == EL_BD_MAGIC_WALL_EMPTYING ||
12553 element == EL_DC_MAGIC_WALL_FULL ||
12554 element == EL_DC_MAGIC_WALL_ACTIVE ||
12555 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12556 ABS(x - jx) + ABS(y - jy) <
12557 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12565 #if USE_NEW_AMOEBA_CODE
12566 // new experimental amoeba growth stuff
12567 if (!(FrameCounter % 8))
12569 static unsigned int random = 1684108901;
12571 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12573 x = RND(lev_fieldx);
12574 y = RND(lev_fieldy);
12575 element = Tile[x][y];
12577 if (!IS_PLAYER(x, y) &&
12578 (element == EL_EMPTY ||
12579 CAN_GROW_INTO(element) ||
12580 element == EL_QUICKSAND_EMPTY ||
12581 element == EL_QUICKSAND_FAST_EMPTY ||
12582 element == EL_ACID_SPLASH_LEFT ||
12583 element == EL_ACID_SPLASH_RIGHT))
12585 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12586 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12587 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12588 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12589 Tile[x][y] = EL_AMOEBA_DROP;
12592 random = random * 129 + 1;
12597 game.explosions_delayed = FALSE;
12599 SCAN_PLAYFIELD(x, y)
12601 element = Tile[x][y];
12603 if (ExplodeField[x][y])
12604 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12605 else if (element == EL_EXPLOSION)
12606 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12608 ExplodeField[x][y] = EX_TYPE_NONE;
12611 game.explosions_delayed = TRUE;
12613 if (game.magic_wall_active)
12615 if (!(game.magic_wall_time_left % 4))
12617 int element = Tile[magic_wall_x][magic_wall_y];
12619 if (element == EL_BD_MAGIC_WALL_FULL ||
12620 element == EL_BD_MAGIC_WALL_ACTIVE ||
12621 element == EL_BD_MAGIC_WALL_EMPTYING)
12622 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12623 else if (element == EL_DC_MAGIC_WALL_FULL ||
12624 element == EL_DC_MAGIC_WALL_ACTIVE ||
12625 element == EL_DC_MAGIC_WALL_EMPTYING)
12626 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12628 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12631 if (game.magic_wall_time_left > 0)
12633 game.magic_wall_time_left--;
12635 if (!game.magic_wall_time_left)
12637 SCAN_PLAYFIELD(x, y)
12639 element = Tile[x][y];
12641 if (element == EL_MAGIC_WALL_ACTIVE ||
12642 element == EL_MAGIC_WALL_FULL)
12644 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12645 TEST_DrawLevelField(x, y);
12647 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12648 element == EL_BD_MAGIC_WALL_FULL)
12650 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12651 TEST_DrawLevelField(x, y);
12653 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12654 element == EL_DC_MAGIC_WALL_FULL)
12656 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12657 TEST_DrawLevelField(x, y);
12661 game.magic_wall_active = FALSE;
12666 if (game.light_time_left > 0)
12668 game.light_time_left--;
12670 if (game.light_time_left == 0)
12671 RedrawAllLightSwitchesAndInvisibleElements();
12674 if (game.timegate_time_left > 0)
12676 game.timegate_time_left--;
12678 if (game.timegate_time_left == 0)
12679 CloseAllOpenTimegates();
12682 if (game.lenses_time_left > 0)
12684 game.lenses_time_left--;
12686 if (game.lenses_time_left == 0)
12687 RedrawAllInvisibleElementsForLenses();
12690 if (game.magnify_time_left > 0)
12692 game.magnify_time_left--;
12694 if (game.magnify_time_left == 0)
12695 RedrawAllInvisibleElementsForMagnifier();
12698 for (i = 0; i < MAX_PLAYERS; i++)
12700 struct PlayerInfo *player = &stored_player[i];
12702 if (SHIELD_ON(player))
12704 if (player->shield_deadly_time_left)
12705 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12706 else if (player->shield_normal_time_left)
12707 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12711 #if USE_DELAYED_GFX_REDRAW
12712 SCAN_PLAYFIELD(x, y)
12714 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12716 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12717 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12719 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12720 DrawLevelField(x, y);
12722 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12723 DrawLevelFieldCrumbled(x, y);
12725 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12726 DrawLevelFieldCrumbledNeighbours(x, y);
12728 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12729 DrawTwinkleOnField(x, y);
12732 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12737 PlayAllPlayersSound();
12739 for (i = 0; i < MAX_PLAYERS; i++)
12741 struct PlayerInfo *player = &stored_player[i];
12743 if (player->show_envelope != 0 && (!player->active ||
12744 player->MovPos == 0))
12746 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12748 player->show_envelope = 0;
12752 // use random number generator in every frame to make it less predictable
12753 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12756 mouse_action_last = mouse_action;
12759 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12761 int min_x = x, min_y = y, max_x = x, max_y = y;
12762 int scr_fieldx = getScreenFieldSizeX();
12763 int scr_fieldy = getScreenFieldSizeY();
12766 for (i = 0; i < MAX_PLAYERS; i++)
12768 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12770 if (!stored_player[i].active || &stored_player[i] == player)
12773 min_x = MIN(min_x, jx);
12774 min_y = MIN(min_y, jy);
12775 max_x = MAX(max_x, jx);
12776 max_y = MAX(max_y, jy);
12779 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12782 static boolean AllPlayersInVisibleScreen(void)
12786 for (i = 0; i < MAX_PLAYERS; i++)
12788 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12790 if (!stored_player[i].active)
12793 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12800 void ScrollLevel(int dx, int dy)
12802 int scroll_offset = 2 * TILEX_VAR;
12805 BlitBitmap(drawto_field, drawto_field,
12806 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12807 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12808 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12809 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12810 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12811 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12815 x = (dx == 1 ? BX1 : BX2);
12816 for (y = BY1; y <= BY2; y++)
12817 DrawScreenField(x, y);
12822 y = (dy == 1 ? BY1 : BY2);
12823 for (x = BX1; x <= BX2; x++)
12824 DrawScreenField(x, y);
12827 redraw_mask |= REDRAW_FIELD;
12830 static boolean canFallDown(struct PlayerInfo *player)
12832 int jx = player->jx, jy = player->jy;
12834 return (IN_LEV_FIELD(jx, jy + 1) &&
12835 (IS_FREE(jx, jy + 1) ||
12836 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12837 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12838 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12841 static boolean canPassField(int x, int y, int move_dir)
12843 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12844 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12845 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12846 int nextx = x + dx;
12847 int nexty = y + dy;
12848 int element = Tile[x][y];
12850 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12851 !CAN_MOVE(element) &&
12852 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12853 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12854 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12857 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12859 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12860 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12861 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12865 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12866 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12867 (IS_DIGGABLE(Tile[newx][newy]) ||
12868 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12869 canPassField(newx, newy, move_dir)));
12872 static void CheckGravityMovement(struct PlayerInfo *player)
12874 if (player->gravity && !player->programmed_action)
12876 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12877 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12878 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12879 int jx = player->jx, jy = player->jy;
12880 boolean player_is_moving_to_valid_field =
12881 (!player_is_snapping &&
12882 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12883 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12884 boolean player_can_fall_down = canFallDown(player);
12886 if (player_can_fall_down &&
12887 !player_is_moving_to_valid_field)
12888 player->programmed_action = MV_DOWN;
12892 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12894 return CheckGravityMovement(player);
12896 if (player->gravity && !player->programmed_action)
12898 int jx = player->jx, jy = player->jy;
12899 boolean field_under_player_is_free =
12900 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12901 boolean player_is_standing_on_valid_field =
12902 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12903 (IS_WALKABLE(Tile[jx][jy]) &&
12904 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12906 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12907 player->programmed_action = MV_DOWN;
12912 MovePlayerOneStep()
12913 -----------------------------------------------------------------------------
12914 dx, dy: direction (non-diagonal) to try to move the player to
12915 real_dx, real_dy: direction as read from input device (can be diagonal)
12918 boolean MovePlayerOneStep(struct PlayerInfo *player,
12919 int dx, int dy, int real_dx, int real_dy)
12921 int jx = player->jx, jy = player->jy;
12922 int new_jx = jx + dx, new_jy = jy + dy;
12924 boolean player_can_move = !player->cannot_move;
12926 if (!player->active || (!dx && !dy))
12927 return MP_NO_ACTION;
12929 player->MovDir = (dx < 0 ? MV_LEFT :
12930 dx > 0 ? MV_RIGHT :
12932 dy > 0 ? MV_DOWN : MV_NONE);
12934 if (!IN_LEV_FIELD(new_jx, new_jy))
12935 return MP_NO_ACTION;
12937 if (!player_can_move)
12939 if (player->MovPos == 0)
12941 player->is_moving = FALSE;
12942 player->is_digging = FALSE;
12943 player->is_collecting = FALSE;
12944 player->is_snapping = FALSE;
12945 player->is_pushing = FALSE;
12949 if (!network.enabled && game.centered_player_nr == -1 &&
12950 !AllPlayersInSight(player, new_jx, new_jy))
12951 return MP_NO_ACTION;
12953 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12954 if (can_move != MP_MOVING)
12957 // check if DigField() has caused relocation of the player
12958 if (player->jx != jx || player->jy != jy)
12959 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12961 StorePlayer[jx][jy] = 0;
12962 player->last_jx = jx;
12963 player->last_jy = jy;
12964 player->jx = new_jx;
12965 player->jy = new_jy;
12966 StorePlayer[new_jx][new_jy] = player->element_nr;
12968 if (player->move_delay_value_next != -1)
12970 player->move_delay_value = player->move_delay_value_next;
12971 player->move_delay_value_next = -1;
12975 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12977 player->step_counter++;
12979 PlayerVisit[jx][jy] = FrameCounter;
12981 player->is_moving = TRUE;
12984 // should better be called in MovePlayer(), but this breaks some tapes
12985 ScrollPlayer(player, SCROLL_INIT);
12991 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12993 int jx = player->jx, jy = player->jy;
12994 int old_jx = jx, old_jy = jy;
12995 int moved = MP_NO_ACTION;
12997 if (!player->active)
13002 if (player->MovPos == 0)
13004 player->is_moving = FALSE;
13005 player->is_digging = FALSE;
13006 player->is_collecting = FALSE;
13007 player->is_snapping = FALSE;
13008 player->is_pushing = FALSE;
13014 if (player->move_delay > 0)
13017 player->move_delay = -1; // set to "uninitialized" value
13019 // store if player is automatically moved to next field
13020 player->is_auto_moving = (player->programmed_action != MV_NONE);
13022 // remove the last programmed player action
13023 player->programmed_action = 0;
13025 if (player->MovPos)
13027 // should only happen if pre-1.2 tape recordings are played
13028 // this is only for backward compatibility
13030 int original_move_delay_value = player->move_delay_value;
13033 Debug("game:playing:MovePlayer",
13034 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
13038 // scroll remaining steps with finest movement resolution
13039 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13041 while (player->MovPos)
13043 ScrollPlayer(player, SCROLL_GO_ON);
13044 ScrollScreen(NULL, SCROLL_GO_ON);
13046 AdvanceFrameAndPlayerCounters(player->index_nr);
13049 BackToFront_WithFrameDelay(0);
13052 player->move_delay_value = original_move_delay_value;
13055 player->is_active = FALSE;
13057 if (player->last_move_dir & MV_HORIZONTAL)
13059 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13060 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13064 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13065 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13068 if (!moved && !player->is_active)
13070 player->is_moving = FALSE;
13071 player->is_digging = FALSE;
13072 player->is_collecting = FALSE;
13073 player->is_snapping = FALSE;
13074 player->is_pushing = FALSE;
13080 if (moved & MP_MOVING && !ScreenMovPos &&
13081 (player->index_nr == game.centered_player_nr ||
13082 game.centered_player_nr == -1))
13084 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13086 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13088 // actual player has left the screen -- scroll in that direction
13089 if (jx != old_jx) // player has moved horizontally
13090 scroll_x += (jx - old_jx);
13091 else // player has moved vertically
13092 scroll_y += (jy - old_jy);
13096 int offset_raw = game.scroll_delay_value;
13098 if (jx != old_jx) // player has moved horizontally
13100 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13101 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13102 int new_scroll_x = jx - MIDPOSX + offset_x;
13104 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13105 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13106 scroll_x = new_scroll_x;
13108 // don't scroll over playfield boundaries
13109 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13111 // don't scroll more than one field at a time
13112 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13114 // don't scroll against the player's moving direction
13115 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13116 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13117 scroll_x = old_scroll_x;
13119 else // player has moved vertically
13121 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13122 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13123 int new_scroll_y = jy - MIDPOSY + offset_y;
13125 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13126 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13127 scroll_y = new_scroll_y;
13129 // don't scroll over playfield boundaries
13130 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13132 // don't scroll more than one field at a time
13133 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13135 // don't scroll against the player's moving direction
13136 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13137 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13138 scroll_y = old_scroll_y;
13142 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13144 if (!network.enabled && game.centered_player_nr == -1 &&
13145 !AllPlayersInVisibleScreen())
13147 scroll_x = old_scroll_x;
13148 scroll_y = old_scroll_y;
13152 ScrollScreen(player, SCROLL_INIT);
13153 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13158 player->StepFrame = 0;
13160 if (moved & MP_MOVING)
13162 if (old_jx != jx && old_jy == jy)
13163 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13164 else if (old_jx == jx && old_jy != jy)
13165 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13167 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13169 player->last_move_dir = player->MovDir;
13170 player->is_moving = TRUE;
13171 player->is_snapping = FALSE;
13172 player->is_switching = FALSE;
13173 player->is_dropping = FALSE;
13174 player->is_dropping_pressed = FALSE;
13175 player->drop_pressed_delay = 0;
13178 // should better be called here than above, but this breaks some tapes
13179 ScrollPlayer(player, SCROLL_INIT);
13184 CheckGravityMovementWhenNotMoving(player);
13186 player->is_moving = FALSE;
13188 /* at this point, the player is allowed to move, but cannot move right now
13189 (e.g. because of something blocking the way) -- ensure that the player
13190 is also allowed to move in the next frame (in old versions before 3.1.1,
13191 the player was forced to wait again for eight frames before next try) */
13193 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13194 player->move_delay = 0; // allow direct movement in the next frame
13197 if (player->move_delay == -1) // not yet initialized by DigField()
13198 player->move_delay = player->move_delay_value;
13200 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13202 TestIfPlayerTouchesBadThing(jx, jy);
13203 TestIfPlayerTouchesCustomElement(jx, jy);
13206 if (!player->active)
13207 RemovePlayer(player);
13212 void ScrollPlayer(struct PlayerInfo *player, int mode)
13214 int jx = player->jx, jy = player->jy;
13215 int last_jx = player->last_jx, last_jy = player->last_jy;
13216 int move_stepsize = TILEX / player->move_delay_value;
13218 if (!player->active)
13221 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13224 if (mode == SCROLL_INIT)
13226 player->actual_frame_counter.count = FrameCounter;
13227 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13229 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13230 Tile[last_jx][last_jy] == EL_EMPTY)
13232 int last_field_block_delay = 0; // start with no blocking at all
13233 int block_delay_adjustment = player->block_delay_adjustment;
13235 // if player blocks last field, add delay for exactly one move
13236 if (player->block_last_field)
13238 last_field_block_delay += player->move_delay_value;
13240 // when blocking enabled, prevent moving up despite gravity
13241 if (player->gravity && player->MovDir == MV_UP)
13242 block_delay_adjustment = -1;
13245 // add block delay adjustment (also possible when not blocking)
13246 last_field_block_delay += block_delay_adjustment;
13248 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13249 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13252 if (player->MovPos != 0) // player has not yet reached destination
13255 else if (!FrameReached(&player->actual_frame_counter))
13258 if (player->MovPos != 0)
13260 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13261 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13263 // before DrawPlayer() to draw correct player graphic for this case
13264 if (player->MovPos == 0)
13265 CheckGravityMovement(player);
13268 if (player->MovPos == 0) // player reached destination field
13270 if (player->move_delay_reset_counter > 0)
13272 player->move_delay_reset_counter--;
13274 if (player->move_delay_reset_counter == 0)
13276 // continue with normal speed after quickly moving through gate
13277 HALVE_PLAYER_SPEED(player);
13279 // be able to make the next move without delay
13280 player->move_delay = 0;
13284 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13285 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13286 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13287 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13288 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13289 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13290 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13291 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13293 ExitPlayer(player);
13295 if (game.players_still_needed == 0 &&
13296 (game.friends_still_needed == 0 ||
13297 IS_SP_ELEMENT(Tile[jx][jy])))
13301 player->last_jx = jx;
13302 player->last_jy = jy;
13304 // this breaks one level: "machine", level 000
13306 int move_direction = player->MovDir;
13307 int enter_side = MV_DIR_OPPOSITE(move_direction);
13308 int leave_side = move_direction;
13309 int old_jx = last_jx;
13310 int old_jy = last_jy;
13311 int old_element = Tile[old_jx][old_jy];
13312 int new_element = Tile[jx][jy];
13314 if (IS_CUSTOM_ELEMENT(old_element))
13315 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13317 player->index_bit, leave_side);
13319 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13320 CE_PLAYER_LEAVES_X,
13321 player->index_bit, leave_side);
13323 // needed because pushed element has not yet reached its destination,
13324 // so it would trigger a change event at its previous field location
13325 if (!player->is_pushing)
13327 if (IS_CUSTOM_ELEMENT(new_element))
13328 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13329 player->index_bit, enter_side);
13331 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13332 CE_PLAYER_ENTERS_X,
13333 player->index_bit, enter_side);
13336 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13337 CE_MOVE_OF_X, move_direction);
13340 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13342 TestIfPlayerTouchesBadThing(jx, jy);
13343 TestIfPlayerTouchesCustomElement(jx, jy);
13345 // needed because pushed element has not yet reached its destination,
13346 // so it would trigger a change event at its previous field location
13347 if (!player->is_pushing)
13348 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13350 if (level.finish_dig_collect &&
13351 (player->is_digging || player->is_collecting))
13353 int last_element = player->last_removed_element;
13354 int move_direction = player->MovDir;
13355 int enter_side = MV_DIR_OPPOSITE(move_direction);
13356 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13357 CE_PLAYER_COLLECTS_X);
13359 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13360 player->index_bit, enter_side);
13362 player->last_removed_element = EL_UNDEFINED;
13365 if (!player->active)
13366 RemovePlayer(player);
13369 if (level.use_step_counter)
13370 CheckLevelTime_StepCounter();
13372 if (tape.single_step && tape.recording && !tape.pausing &&
13373 !player->programmed_action)
13374 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13376 if (!player->programmed_action)
13377 CheckSaveEngineSnapshot(player);
13381 void ScrollScreen(struct PlayerInfo *player, int mode)
13383 static DelayCounter screen_frame_counter = { 0 };
13385 if (mode == SCROLL_INIT)
13387 // set scrolling step size according to actual player's moving speed
13388 ScrollStepSize = TILEX / player->move_delay_value;
13390 screen_frame_counter.count = FrameCounter;
13391 screen_frame_counter.value = 1;
13393 ScreenMovDir = player->MovDir;
13394 ScreenMovPos = player->MovPos;
13395 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13398 else if (!FrameReached(&screen_frame_counter))
13403 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13404 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13405 redraw_mask |= REDRAW_FIELD;
13408 ScreenMovDir = MV_NONE;
13411 void CheckNextToConditions(int x, int y)
13413 int element = Tile[x][y];
13415 if (IS_PLAYER(x, y))
13416 TestIfPlayerNextToCustomElement(x, y);
13418 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13419 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13420 TestIfElementNextToCustomElement(x, y);
13423 void TestIfPlayerNextToCustomElement(int x, int y)
13425 struct XY *xy = xy_topdown;
13426 static int trigger_sides[4][2] =
13428 // center side border side
13429 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13430 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13431 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13432 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13436 if (!IS_PLAYER(x, y))
13439 struct PlayerInfo *player = PLAYERINFO(x, y);
13441 if (player->is_moving)
13444 for (i = 0; i < NUM_DIRECTIONS; i++)
13446 int xx = x + xy[i].x;
13447 int yy = y + xy[i].y;
13448 int border_side = trigger_sides[i][1];
13449 int border_element;
13451 if (!IN_LEV_FIELD(xx, yy))
13454 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13455 continue; // center and border element not connected
13457 border_element = Tile[xx][yy];
13459 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13460 player->index_bit, border_side);
13461 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13462 CE_PLAYER_NEXT_TO_X,
13463 player->index_bit, border_side);
13465 /* use player element that is initially defined in the level playfield,
13466 not the player element that corresponds to the runtime player number
13467 (example: a level that contains EL_PLAYER_3 as the only player would
13468 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13470 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13471 CE_NEXT_TO_X, border_side);
13475 void TestIfPlayerTouchesCustomElement(int x, int y)
13477 struct XY *xy = xy_topdown;
13478 static int trigger_sides[4][2] =
13480 // center side border side
13481 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13482 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13483 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13484 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13486 static int touch_dir[4] =
13488 MV_LEFT | MV_RIGHT,
13493 int center_element = Tile[x][y]; // should always be non-moving!
13496 for (i = 0; i < NUM_DIRECTIONS; i++)
13498 int xx = x + xy[i].x;
13499 int yy = y + xy[i].y;
13500 int center_side = trigger_sides[i][0];
13501 int border_side = trigger_sides[i][1];
13502 int border_element;
13504 if (!IN_LEV_FIELD(xx, yy))
13507 if (IS_PLAYER(x, y)) // player found at center element
13509 struct PlayerInfo *player = PLAYERINFO(x, y);
13511 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13512 border_element = Tile[xx][yy]; // may be moving!
13513 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13514 border_element = Tile[xx][yy];
13515 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13516 border_element = MovingOrBlocked2Element(xx, yy);
13518 continue; // center and border element do not touch
13520 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13521 player->index_bit, border_side);
13522 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13523 CE_PLAYER_TOUCHES_X,
13524 player->index_bit, border_side);
13527 /* use player element that is initially defined in the level playfield,
13528 not the player element that corresponds to the runtime player number
13529 (example: a level that contains EL_PLAYER_3 as the only player would
13530 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13531 int player_element = PLAYERINFO(x, y)->initial_element;
13533 // as element "X" is the player here, check opposite (center) side
13534 CheckElementChangeBySide(xx, yy, border_element, player_element,
13535 CE_TOUCHING_X, center_side);
13538 else if (IS_PLAYER(xx, yy)) // player found at border element
13540 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13542 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13544 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13545 continue; // center and border element do not touch
13548 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13549 player->index_bit, center_side);
13550 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13551 CE_PLAYER_TOUCHES_X,
13552 player->index_bit, center_side);
13555 /* use player element that is initially defined in the level playfield,
13556 not the player element that corresponds to the runtime player number
13557 (example: a level that contains EL_PLAYER_3 as the only player would
13558 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13559 int player_element = PLAYERINFO(xx, yy)->initial_element;
13561 // as element "X" is the player here, check opposite (border) side
13562 CheckElementChangeBySide(x, y, center_element, player_element,
13563 CE_TOUCHING_X, border_side);
13571 void TestIfElementNextToCustomElement(int x, int y)
13573 struct XY *xy = xy_topdown;
13574 static int trigger_sides[4][2] =
13576 // center side border side
13577 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13578 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13579 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13580 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13582 int center_element = Tile[x][y]; // should always be non-moving!
13585 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13588 for (i = 0; i < NUM_DIRECTIONS; i++)
13590 int xx = x + xy[i].x;
13591 int yy = y + xy[i].y;
13592 int border_side = trigger_sides[i][1];
13593 int border_element;
13595 if (!IN_LEV_FIELD(xx, yy))
13598 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13599 continue; // center and border element not connected
13601 border_element = Tile[xx][yy];
13603 // check for change of center element (but change it only once)
13604 if (CheckElementChangeBySide(x, y, center_element, border_element,
13605 CE_NEXT_TO_X, border_side))
13610 void TestIfElementTouchesCustomElement(int x, int y)
13612 struct XY *xy = xy_topdown;
13613 static int trigger_sides[4][2] =
13615 // center side border side
13616 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13617 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13618 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13619 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13621 static int touch_dir[4] =
13623 MV_LEFT | MV_RIGHT,
13628 boolean change_center_element = FALSE;
13629 int center_element = Tile[x][y]; // should always be non-moving!
13630 int border_element_old[NUM_DIRECTIONS];
13633 for (i = 0; i < NUM_DIRECTIONS; i++)
13635 int xx = x + xy[i].x;
13636 int yy = y + xy[i].y;
13637 int border_element;
13639 border_element_old[i] = -1;
13641 if (!IN_LEV_FIELD(xx, yy))
13644 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13645 border_element = Tile[xx][yy]; // may be moving!
13646 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13647 border_element = Tile[xx][yy];
13648 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13649 border_element = MovingOrBlocked2Element(xx, yy);
13651 continue; // center and border element do not touch
13653 border_element_old[i] = border_element;
13656 for (i = 0; i < NUM_DIRECTIONS; i++)
13658 int xx = x + xy[i].x;
13659 int yy = y + xy[i].y;
13660 int center_side = trigger_sides[i][0];
13661 int border_element = border_element_old[i];
13663 if (border_element == -1)
13666 // check for change of border element
13667 CheckElementChangeBySide(xx, yy, border_element, center_element,
13668 CE_TOUCHING_X, center_side);
13670 // (center element cannot be player, so we don't have to check this here)
13673 for (i = 0; i < NUM_DIRECTIONS; i++)
13675 int xx = x + xy[i].x;
13676 int yy = y + xy[i].y;
13677 int border_side = trigger_sides[i][1];
13678 int border_element = border_element_old[i];
13680 if (border_element == -1)
13683 // check for change of center element (but change it only once)
13684 if (!change_center_element)
13685 change_center_element =
13686 CheckElementChangeBySide(x, y, center_element, border_element,
13687 CE_TOUCHING_X, border_side);
13689 if (IS_PLAYER(xx, yy))
13691 /* use player element that is initially defined in the level playfield,
13692 not the player element that corresponds to the runtime player number
13693 (example: a level that contains EL_PLAYER_3 as the only player would
13694 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13695 int player_element = PLAYERINFO(xx, yy)->initial_element;
13697 // as element "X" is the player here, check opposite (border) side
13698 CheckElementChangeBySide(x, y, center_element, player_element,
13699 CE_TOUCHING_X, border_side);
13704 void TestIfElementHitsCustomElement(int x, int y, int direction)
13706 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13707 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13708 int hitx = x + dx, hity = y + dy;
13709 int hitting_element = Tile[x][y];
13710 int touched_element;
13712 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13715 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13716 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13718 if (IN_LEV_FIELD(hitx, hity))
13720 int opposite_direction = MV_DIR_OPPOSITE(direction);
13721 int hitting_side = direction;
13722 int touched_side = opposite_direction;
13723 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13724 MovDir[hitx][hity] != direction ||
13725 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13731 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13732 CE_HITTING_X, touched_side);
13734 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13735 CE_HIT_BY_X, hitting_side);
13737 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13738 CE_HIT_BY_SOMETHING, opposite_direction);
13740 if (IS_PLAYER(hitx, hity))
13742 /* use player element that is initially defined in the level playfield,
13743 not the player element that corresponds to the runtime player number
13744 (example: a level that contains EL_PLAYER_3 as the only player would
13745 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13746 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13748 CheckElementChangeBySide(x, y, hitting_element, player_element,
13749 CE_HITTING_X, touched_side);
13754 // "hitting something" is also true when hitting the playfield border
13755 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13756 CE_HITTING_SOMETHING, direction);
13759 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13761 int i, kill_x = -1, kill_y = -1;
13763 int bad_element = -1;
13764 struct XY *test_xy = xy_topdown;
13765 static int test_dir[4] =
13773 for (i = 0; i < NUM_DIRECTIONS; i++)
13775 int test_x, test_y, test_move_dir, test_element;
13777 test_x = good_x + test_xy[i].x;
13778 test_y = good_y + test_xy[i].y;
13780 if (!IN_LEV_FIELD(test_x, test_y))
13784 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13786 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13788 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13789 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13791 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13792 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13796 bad_element = test_element;
13802 if (kill_x != -1 || kill_y != -1)
13804 if (IS_PLAYER(good_x, good_y))
13806 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13808 if (player->shield_deadly_time_left > 0 &&
13809 !IS_INDESTRUCTIBLE(bad_element))
13810 Bang(kill_x, kill_y);
13811 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13812 KillPlayer(player);
13815 Bang(good_x, good_y);
13819 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13821 int i, kill_x = -1, kill_y = -1;
13822 int bad_element = Tile[bad_x][bad_y];
13823 struct XY *test_xy = xy_topdown;
13824 static int touch_dir[4] =
13826 MV_LEFT | MV_RIGHT,
13831 static int test_dir[4] =
13839 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13842 for (i = 0; i < NUM_DIRECTIONS; i++)
13844 int test_x, test_y, test_move_dir, test_element;
13846 test_x = bad_x + test_xy[i].x;
13847 test_y = bad_y + test_xy[i].y;
13849 if (!IN_LEV_FIELD(test_x, test_y))
13853 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13855 test_element = Tile[test_x][test_y];
13857 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13858 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13860 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13861 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13863 // good thing is player or penguin that does not move away
13864 if (IS_PLAYER(test_x, test_y))
13866 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13868 if (bad_element == EL_ROBOT && player->is_moving)
13869 continue; // robot does not kill player if he is moving
13871 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13873 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13874 continue; // center and border element do not touch
13882 else if (test_element == EL_PENGUIN)
13892 if (kill_x != -1 || kill_y != -1)
13894 if (IS_PLAYER(kill_x, kill_y))
13896 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13898 if (player->shield_deadly_time_left > 0 &&
13899 !IS_INDESTRUCTIBLE(bad_element))
13900 Bang(bad_x, bad_y);
13901 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13902 KillPlayer(player);
13905 Bang(kill_x, kill_y);
13909 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13911 int bad_element = Tile[bad_x][bad_y];
13912 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13913 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13914 int test_x = bad_x + dx, test_y = bad_y + dy;
13915 int test_move_dir, test_element;
13916 int kill_x = -1, kill_y = -1;
13918 if (!IN_LEV_FIELD(test_x, test_y))
13922 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13924 test_element = Tile[test_x][test_y];
13926 if (test_move_dir != bad_move_dir)
13928 // good thing can be player or penguin that does not move away
13929 if (IS_PLAYER(test_x, test_y))
13931 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13933 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13934 player as being hit when he is moving towards the bad thing, because
13935 the "get hit by" condition would be lost after the player stops) */
13936 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13937 return; // player moves away from bad thing
13942 else if (test_element == EL_PENGUIN)
13949 if (kill_x != -1 || kill_y != -1)
13951 if (IS_PLAYER(kill_x, kill_y))
13953 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13955 if (player->shield_deadly_time_left > 0 &&
13956 !IS_INDESTRUCTIBLE(bad_element))
13957 Bang(bad_x, bad_y);
13958 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13959 KillPlayer(player);
13962 Bang(kill_x, kill_y);
13966 void TestIfPlayerTouchesBadThing(int x, int y)
13968 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13971 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13973 TestIfGoodThingHitsBadThing(x, y, move_dir);
13976 void TestIfBadThingTouchesPlayer(int x, int y)
13978 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13981 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13983 TestIfBadThingHitsGoodThing(x, y, move_dir);
13986 void TestIfFriendTouchesBadThing(int x, int y)
13988 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13991 void TestIfBadThingTouchesFriend(int x, int y)
13993 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13996 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13998 int i, kill_x = bad_x, kill_y = bad_y;
13999 struct XY *xy = xy_topdown;
14001 for (i = 0; i < NUM_DIRECTIONS; i++)
14005 x = bad_x + xy[i].x;
14006 y = bad_y + xy[i].y;
14007 if (!IN_LEV_FIELD(x, y))
14010 element = Tile[x][y];
14011 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14012 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14020 if (kill_x != bad_x || kill_y != bad_y)
14021 Bang(bad_x, bad_y);
14024 void KillPlayer(struct PlayerInfo *player)
14026 int jx = player->jx, jy = player->jy;
14028 if (!player->active)
14032 Debug("game:playing:KillPlayer",
14033 "0: killed == %d, active == %d, reanimated == %d",
14034 player->killed, player->active, player->reanimated);
14037 /* the following code was introduced to prevent an infinite loop when calling
14039 -> CheckTriggeredElementChangeExt()
14040 -> ExecuteCustomElementAction()
14042 -> (infinitely repeating the above sequence of function calls)
14043 which occurs when killing the player while having a CE with the setting
14044 "kill player X when explosion of <player X>"; the solution using a new
14045 field "player->killed" was chosen for backwards compatibility, although
14046 clever use of the fields "player->active" etc. would probably also work */
14048 if (player->killed)
14052 player->killed = TRUE;
14054 // remove accessible field at the player's position
14055 RemoveField(jx, jy);
14057 // deactivate shield (else Bang()/Explode() would not work right)
14058 player->shield_normal_time_left = 0;
14059 player->shield_deadly_time_left = 0;
14062 Debug("game:playing:KillPlayer",
14063 "1: killed == %d, active == %d, reanimated == %d",
14064 player->killed, player->active, player->reanimated);
14070 Debug("game:playing:KillPlayer",
14071 "2: killed == %d, active == %d, reanimated == %d",
14072 player->killed, player->active, player->reanimated);
14075 if (player->reanimated) // killed player may have been reanimated
14076 player->killed = player->reanimated = FALSE;
14078 BuryPlayer(player);
14081 static void KillPlayerUnlessEnemyProtected(int x, int y)
14083 if (!PLAYER_ENEMY_PROTECTED(x, y))
14084 KillPlayer(PLAYERINFO(x, y));
14087 static void KillPlayerUnlessExplosionProtected(int x, int y)
14089 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14090 KillPlayer(PLAYERINFO(x, y));
14093 void BuryPlayer(struct PlayerInfo *player)
14095 int jx = player->jx, jy = player->jy;
14097 if (!player->active)
14100 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14102 RemovePlayer(player);
14104 player->buried = TRUE;
14106 if (game.all_players_gone)
14107 game.GameOver = TRUE;
14110 void RemovePlayer(struct PlayerInfo *player)
14112 int jx = player->jx, jy = player->jy;
14113 int i, found = FALSE;
14115 player->present = FALSE;
14116 player->active = FALSE;
14118 // required for some CE actions (even if the player is not active anymore)
14119 player->MovPos = 0;
14121 if (!ExplodeField[jx][jy])
14122 StorePlayer[jx][jy] = 0;
14124 if (player->is_moving)
14125 TEST_DrawLevelField(player->last_jx, player->last_jy);
14127 for (i = 0; i < MAX_PLAYERS; i++)
14128 if (stored_player[i].active)
14133 game.all_players_gone = TRUE;
14134 game.GameOver = TRUE;
14137 game.exit_x = game.robot_wheel_x = jx;
14138 game.exit_y = game.robot_wheel_y = jy;
14141 void ExitPlayer(struct PlayerInfo *player)
14143 DrawPlayer(player); // needed here only to cleanup last field
14144 RemovePlayer(player);
14146 if (game.players_still_needed > 0)
14147 game.players_still_needed--;
14150 static void SetFieldForSnapping(int x, int y, int element, int direction,
14151 int player_index_bit)
14153 struct ElementInfo *ei = &element_info[element];
14154 int direction_bit = MV_DIR_TO_BIT(direction);
14155 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14156 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14157 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14159 Tile[x][y] = EL_ELEMENT_SNAPPING;
14160 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14161 MovDir[x][y] = direction;
14162 Store[x][y] = element;
14163 Store2[x][y] = player_index_bit;
14165 ResetGfxAnimation(x, y);
14167 GfxElement[x][y] = element;
14168 GfxAction[x][y] = action;
14169 GfxDir[x][y] = direction;
14170 GfxFrame[x][y] = -1;
14173 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14174 int player_index_bit)
14176 TestIfElementTouchesCustomElement(x, y); // for empty space
14178 if (level.finish_dig_collect)
14180 int dig_side = MV_DIR_OPPOSITE(direction);
14181 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14182 CE_PLAYER_COLLECTS_X);
14184 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14185 player_index_bit, dig_side);
14186 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14187 player_index_bit, dig_side);
14192 =============================================================================
14193 checkDiagonalPushing()
14194 -----------------------------------------------------------------------------
14195 check if diagonal input device direction results in pushing of object
14196 (by checking if the alternative direction is walkable, diggable, ...)
14197 =============================================================================
14200 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14201 int x, int y, int real_dx, int real_dy)
14203 int jx, jy, dx, dy, xx, yy;
14205 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14208 // diagonal direction: check alternative direction
14213 xx = jx + (dx == 0 ? real_dx : 0);
14214 yy = jy + (dy == 0 ? real_dy : 0);
14216 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14220 =============================================================================
14222 -----------------------------------------------------------------------------
14223 x, y: field next to player (non-diagonal) to try to dig to
14224 real_dx, real_dy: direction as read from input device (can be diagonal)
14225 =============================================================================
14228 static int DigField(struct PlayerInfo *player,
14229 int oldx, int oldy, int x, int y,
14230 int real_dx, int real_dy, int mode)
14232 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14233 boolean player_was_pushing = player->is_pushing;
14234 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14235 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14236 int jx = oldx, jy = oldy;
14237 int dx = x - jx, dy = y - jy;
14238 int nextx = x + dx, nexty = y + dy;
14239 int move_direction = (dx == -1 ? MV_LEFT :
14240 dx == +1 ? MV_RIGHT :
14242 dy == +1 ? MV_DOWN : MV_NONE);
14243 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14244 int dig_side = MV_DIR_OPPOSITE(move_direction);
14245 int old_element = Tile[jx][jy];
14246 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14249 if (is_player) // function can also be called by EL_PENGUIN
14251 if (player->MovPos == 0)
14253 player->is_digging = FALSE;
14254 player->is_collecting = FALSE;
14257 if (player->MovPos == 0) // last pushing move finished
14258 player->is_pushing = FALSE;
14260 if (mode == DF_NO_PUSH) // player just stopped pushing
14262 player->is_switching = FALSE;
14263 player->push_delay = -1;
14265 return MP_NO_ACTION;
14268 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14269 old_element = Back[jx][jy];
14271 // in case of element dropped at player position, check background
14272 else if (Back[jx][jy] != EL_EMPTY &&
14273 game.engine_version >= VERSION_IDENT(2,2,0,0))
14274 old_element = Back[jx][jy];
14276 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14277 return MP_NO_ACTION; // field has no opening in this direction
14279 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14280 return MP_NO_ACTION; // field has no opening in this direction
14282 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14286 Tile[jx][jy] = player->artwork_element;
14287 InitMovingField(jx, jy, MV_DOWN);
14288 Store[jx][jy] = EL_ACID;
14289 ContinueMoving(jx, jy);
14290 BuryPlayer(player);
14292 return MP_DONT_RUN_INTO;
14295 if (player_can_move && DONT_RUN_INTO(element))
14297 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14299 return MP_DONT_RUN_INTO;
14302 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14303 return MP_NO_ACTION;
14305 collect_count = element_info[element].collect_count_initial;
14307 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14308 return MP_NO_ACTION;
14310 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14311 player_can_move = player_can_move_or_snap;
14313 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14314 game.engine_version >= VERSION_IDENT(2,2,0,0))
14316 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14317 player->index_bit, dig_side);
14318 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14319 player->index_bit, dig_side);
14321 if (element == EL_DC_LANDMINE)
14324 if (Tile[x][y] != element) // field changed by snapping
14327 return MP_NO_ACTION;
14330 if (player->gravity && is_player && !player->is_auto_moving &&
14331 canFallDown(player) && move_direction != MV_DOWN &&
14332 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14333 return MP_NO_ACTION; // player cannot walk here due to gravity
14335 if (player_can_move &&
14336 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14338 int sound_element = SND_ELEMENT(element);
14339 int sound_action = ACTION_WALKING;
14341 if (IS_RND_GATE(element))
14343 if (!player->key[RND_GATE_NR(element)])
14344 return MP_NO_ACTION;
14346 else if (IS_RND_GATE_GRAY(element))
14348 if (!player->key[RND_GATE_GRAY_NR(element)])
14349 return MP_NO_ACTION;
14351 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14353 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14354 return MP_NO_ACTION;
14356 else if (element == EL_EXIT_OPEN ||
14357 element == EL_EM_EXIT_OPEN ||
14358 element == EL_EM_EXIT_OPENING ||
14359 element == EL_STEEL_EXIT_OPEN ||
14360 element == EL_EM_STEEL_EXIT_OPEN ||
14361 element == EL_EM_STEEL_EXIT_OPENING ||
14362 element == EL_SP_EXIT_OPEN ||
14363 element == EL_SP_EXIT_OPENING)
14365 sound_action = ACTION_PASSING; // player is passing exit
14367 else if (element == EL_EMPTY)
14369 sound_action = ACTION_MOVING; // nothing to walk on
14372 // play sound from background or player, whatever is available
14373 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14374 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14376 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14378 else if (player_can_move &&
14379 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14381 if (!ACCESS_FROM(element, opposite_direction))
14382 return MP_NO_ACTION; // field not accessible from this direction
14384 if (CAN_MOVE(element)) // only fixed elements can be passed!
14385 return MP_NO_ACTION;
14387 if (IS_EM_GATE(element))
14389 if (!player->key[EM_GATE_NR(element)])
14390 return MP_NO_ACTION;
14392 else if (IS_EM_GATE_GRAY(element))
14394 if (!player->key[EM_GATE_GRAY_NR(element)])
14395 return MP_NO_ACTION;
14397 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14399 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14400 return MP_NO_ACTION;
14402 else if (IS_EMC_GATE(element))
14404 if (!player->key[EMC_GATE_NR(element)])
14405 return MP_NO_ACTION;
14407 else if (IS_EMC_GATE_GRAY(element))
14409 if (!player->key[EMC_GATE_GRAY_NR(element)])
14410 return MP_NO_ACTION;
14412 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14414 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14415 return MP_NO_ACTION;
14417 else if (element == EL_DC_GATE_WHITE ||
14418 element == EL_DC_GATE_WHITE_GRAY ||
14419 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14421 if (player->num_white_keys == 0)
14422 return MP_NO_ACTION;
14424 player->num_white_keys--;
14426 else if (IS_SP_PORT(element))
14428 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14429 element == EL_SP_GRAVITY_PORT_RIGHT ||
14430 element == EL_SP_GRAVITY_PORT_UP ||
14431 element == EL_SP_GRAVITY_PORT_DOWN)
14432 player->gravity = !player->gravity;
14433 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14434 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14435 element == EL_SP_GRAVITY_ON_PORT_UP ||
14436 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14437 player->gravity = TRUE;
14438 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14439 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14440 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14441 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14442 player->gravity = FALSE;
14445 // automatically move to the next field with double speed
14446 player->programmed_action = move_direction;
14448 if (player->move_delay_reset_counter == 0)
14450 player->move_delay_reset_counter = 2; // two double speed steps
14452 DOUBLE_PLAYER_SPEED(player);
14455 PlayLevelSoundAction(x, y, ACTION_PASSING);
14457 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14461 if (mode != DF_SNAP)
14463 GfxElement[x][y] = GFX_ELEMENT(element);
14464 player->is_digging = TRUE;
14467 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14469 // use old behaviour for old levels (digging)
14470 if (!level.finish_dig_collect)
14472 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14473 player->index_bit, dig_side);
14475 // if digging triggered player relocation, finish digging tile
14476 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14477 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14480 if (mode == DF_SNAP)
14482 if (level.block_snap_field)
14483 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14485 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14487 // use old behaviour for old levels (snapping)
14488 if (!level.finish_dig_collect)
14489 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14490 player->index_bit, dig_side);
14493 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14497 if (is_player && mode != DF_SNAP)
14499 GfxElement[x][y] = element;
14500 player->is_collecting = TRUE;
14503 if (element == EL_SPEED_PILL)
14505 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14507 else if (element == EL_EXTRA_TIME && level.time > 0)
14509 TimeLeft += level.extra_time;
14511 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14513 DisplayGameControlValues();
14515 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14517 int shield_time = (element == EL_SHIELD_DEADLY ?
14518 level.shield_deadly_time :
14519 level.shield_normal_time);
14521 player->shield_normal_time_left += shield_time;
14522 if (element == EL_SHIELD_DEADLY)
14523 player->shield_deadly_time_left += shield_time;
14525 else if (element == EL_DYNAMITE ||
14526 element == EL_EM_DYNAMITE ||
14527 element == EL_SP_DISK_RED)
14529 if (player->inventory_size < MAX_INVENTORY_SIZE)
14530 player->inventory_element[player->inventory_size++] = element;
14532 DrawGameDoorValues();
14534 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14536 player->dynabomb_count++;
14537 player->dynabombs_left++;
14539 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14541 player->dynabomb_size++;
14543 else if (element == EL_DYNABOMB_INCREASE_POWER)
14545 player->dynabomb_xl = TRUE;
14547 else if (IS_KEY(element))
14549 player->key[KEY_NR(element)] = TRUE;
14551 DrawGameDoorValues();
14553 else if (element == EL_DC_KEY_WHITE)
14555 player->num_white_keys++;
14557 // display white keys?
14558 // DrawGameDoorValues();
14560 else if (IS_ENVELOPE(element))
14562 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14564 if (!wait_for_snapping)
14565 player->show_envelope = element;
14567 else if (element == EL_EMC_LENSES)
14569 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14571 RedrawAllInvisibleElementsForLenses();
14573 else if (element == EL_EMC_MAGNIFIER)
14575 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14577 RedrawAllInvisibleElementsForMagnifier();
14579 else if (IS_DROPPABLE(element) ||
14580 IS_THROWABLE(element)) // can be collected and dropped
14584 if (collect_count == 0)
14585 player->inventory_infinite_element = element;
14587 for (i = 0; i < collect_count; i++)
14588 if (player->inventory_size < MAX_INVENTORY_SIZE)
14589 player->inventory_element[player->inventory_size++] = element;
14591 DrawGameDoorValues();
14593 else if (collect_count > 0)
14595 game.gems_still_needed -= collect_count;
14596 if (game.gems_still_needed < 0)
14597 game.gems_still_needed = 0;
14599 game.snapshot.collected_item = TRUE;
14601 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14603 DisplayGameControlValues();
14606 RaiseScoreElement(element);
14607 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14609 // use old behaviour for old levels (collecting)
14610 if (!level.finish_dig_collect && is_player)
14612 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14613 player->index_bit, dig_side);
14615 // if collecting triggered player relocation, finish collecting tile
14616 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14617 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14620 if (mode == DF_SNAP)
14622 if (level.block_snap_field)
14623 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14625 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14627 // use old behaviour for old levels (snapping)
14628 if (!level.finish_dig_collect)
14629 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14630 player->index_bit, dig_side);
14633 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14635 if (mode == DF_SNAP && element != EL_BD_ROCK)
14636 return MP_NO_ACTION;
14638 if (CAN_FALL(element) && dy)
14639 return MP_NO_ACTION;
14641 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14642 !(element == EL_SPRING && level.use_spring_bug))
14643 return MP_NO_ACTION;
14645 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14646 ((move_direction & MV_VERTICAL &&
14647 ((element_info[element].move_pattern & MV_LEFT &&
14648 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14649 (element_info[element].move_pattern & MV_RIGHT &&
14650 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14651 (move_direction & MV_HORIZONTAL &&
14652 ((element_info[element].move_pattern & MV_UP &&
14653 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14654 (element_info[element].move_pattern & MV_DOWN &&
14655 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14656 return MP_NO_ACTION;
14658 // do not push elements already moving away faster than player
14659 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14660 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14661 return MP_NO_ACTION;
14663 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14665 if (player->push_delay_value == -1 || !player_was_pushing)
14666 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14668 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14670 if (player->push_delay_value == -1)
14671 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14673 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14675 if (!player->is_pushing)
14676 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14679 player->is_pushing = TRUE;
14680 player->is_active = TRUE;
14682 if (!(IN_LEV_FIELD(nextx, nexty) &&
14683 (IS_FREE(nextx, nexty) ||
14684 (IS_SB_ELEMENT(element) &&
14685 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14686 (IS_CUSTOM_ELEMENT(element) &&
14687 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14688 return MP_NO_ACTION;
14690 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14691 return MP_NO_ACTION;
14693 if (player->push_delay == -1) // new pushing; restart delay
14694 player->push_delay = 0;
14696 if (player->push_delay < player->push_delay_value &&
14697 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14698 element != EL_SPRING && element != EL_BALLOON)
14700 // make sure that there is no move delay before next try to push
14701 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14702 player->move_delay = 0;
14704 return MP_NO_ACTION;
14707 if (IS_CUSTOM_ELEMENT(element) &&
14708 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14710 if (!DigFieldByCE(nextx, nexty, element))
14711 return MP_NO_ACTION;
14714 if (IS_SB_ELEMENT(element))
14716 boolean sokoban_task_solved = FALSE;
14718 if (element == EL_SOKOBAN_FIELD_FULL)
14720 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14722 IncrementSokobanFieldsNeeded();
14723 IncrementSokobanObjectsNeeded();
14726 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14728 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14730 DecrementSokobanFieldsNeeded();
14731 DecrementSokobanObjectsNeeded();
14733 // sokoban object was pushed from empty field to sokoban field
14734 if (Back[x][y] == EL_EMPTY)
14735 sokoban_task_solved = TRUE;
14738 Tile[x][y] = EL_SOKOBAN_OBJECT;
14740 if (Back[x][y] == Back[nextx][nexty])
14741 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14742 else if (Back[x][y] != 0)
14743 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14746 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14749 if (sokoban_task_solved &&
14750 game.sokoban_fields_still_needed == 0 &&
14751 game.sokoban_objects_still_needed == 0 &&
14752 level.auto_exit_sokoban)
14754 game.players_still_needed = 0;
14758 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14762 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14764 InitMovingField(x, y, move_direction);
14765 GfxAction[x][y] = ACTION_PUSHING;
14767 if (mode == DF_SNAP)
14768 ContinueMoving(x, y);
14770 MovPos[x][y] = (dx != 0 ? dx : dy);
14772 Pushed[x][y] = TRUE;
14773 Pushed[nextx][nexty] = TRUE;
14775 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14776 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14778 player->push_delay_value = -1; // get new value later
14780 // check for element change _after_ element has been pushed
14781 if (game.use_change_when_pushing_bug)
14783 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14784 player->index_bit, dig_side);
14785 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14786 player->index_bit, dig_side);
14789 else if (IS_SWITCHABLE(element))
14791 if (PLAYER_SWITCHING(player, x, y))
14793 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14794 player->index_bit, dig_side);
14799 player->is_switching = TRUE;
14800 player->switch_x = x;
14801 player->switch_y = y;
14803 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14805 if (element == EL_ROBOT_WHEEL)
14807 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14809 game.robot_wheel_x = x;
14810 game.robot_wheel_y = y;
14811 game.robot_wheel_active = TRUE;
14813 TEST_DrawLevelField(x, y);
14815 else if (element == EL_SP_TERMINAL)
14819 SCAN_PLAYFIELD(xx, yy)
14821 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14825 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14827 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14829 ResetGfxAnimation(xx, yy);
14830 TEST_DrawLevelField(xx, yy);
14834 else if (IS_BELT_SWITCH(element))
14836 ToggleBeltSwitch(x, y);
14838 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14839 element == EL_SWITCHGATE_SWITCH_DOWN ||
14840 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14841 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14843 ToggleSwitchgateSwitch();
14845 else if (element == EL_LIGHT_SWITCH ||
14846 element == EL_LIGHT_SWITCH_ACTIVE)
14848 ToggleLightSwitch(x, y);
14850 else if (element == EL_TIMEGATE_SWITCH ||
14851 element == EL_DC_TIMEGATE_SWITCH)
14853 ActivateTimegateSwitch(x, y);
14855 else if (element == EL_BALLOON_SWITCH_LEFT ||
14856 element == EL_BALLOON_SWITCH_RIGHT ||
14857 element == EL_BALLOON_SWITCH_UP ||
14858 element == EL_BALLOON_SWITCH_DOWN ||
14859 element == EL_BALLOON_SWITCH_NONE ||
14860 element == EL_BALLOON_SWITCH_ANY)
14862 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14863 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14864 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14865 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14866 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14869 else if (element == EL_LAMP)
14871 Tile[x][y] = EL_LAMP_ACTIVE;
14872 game.lights_still_needed--;
14874 ResetGfxAnimation(x, y);
14875 TEST_DrawLevelField(x, y);
14877 else if (element == EL_TIME_ORB_FULL)
14879 Tile[x][y] = EL_TIME_ORB_EMPTY;
14881 if (level.time > 0 || level.use_time_orb_bug)
14883 TimeLeft += level.time_orb_time;
14884 game.no_level_time_limit = FALSE;
14886 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14888 DisplayGameControlValues();
14891 ResetGfxAnimation(x, y);
14892 TEST_DrawLevelField(x, y);
14894 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14895 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14899 game.ball_active = !game.ball_active;
14901 SCAN_PLAYFIELD(xx, yy)
14903 int e = Tile[xx][yy];
14905 if (game.ball_active)
14907 if (e == EL_EMC_MAGIC_BALL)
14908 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14909 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14910 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14914 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14915 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14916 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14917 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14922 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14923 player->index_bit, dig_side);
14925 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14926 player->index_bit, dig_side);
14928 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14929 player->index_bit, dig_side);
14935 if (!PLAYER_SWITCHING(player, x, y))
14937 player->is_switching = TRUE;
14938 player->switch_x = x;
14939 player->switch_y = y;
14941 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14942 player->index_bit, dig_side);
14943 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14944 player->index_bit, dig_side);
14946 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14947 player->index_bit, dig_side);
14948 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14949 player->index_bit, dig_side);
14952 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14953 player->index_bit, dig_side);
14954 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14955 player->index_bit, dig_side);
14957 return MP_NO_ACTION;
14960 player->push_delay = -1;
14962 if (is_player) // function can also be called by EL_PENGUIN
14964 if (Tile[x][y] != element) // really digged/collected something
14966 player->is_collecting = !player->is_digging;
14967 player->is_active = TRUE;
14969 player->last_removed_element = element;
14976 static boolean DigFieldByCE(int x, int y, int digging_element)
14978 int element = Tile[x][y];
14980 if (!IS_FREE(x, y))
14982 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14983 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14986 // no element can dig solid indestructible elements
14987 if (IS_INDESTRUCTIBLE(element) &&
14988 !IS_DIGGABLE(element) &&
14989 !IS_COLLECTIBLE(element))
14992 if (AmoebaNr[x][y] &&
14993 (element == EL_AMOEBA_FULL ||
14994 element == EL_BD_AMOEBA ||
14995 element == EL_AMOEBA_GROWING))
14997 AmoebaCnt[AmoebaNr[x][y]]--;
14998 AmoebaCnt2[AmoebaNr[x][y]]--;
15001 if (IS_MOVING(x, y))
15002 RemoveMovingField(x, y);
15006 TEST_DrawLevelField(x, y);
15009 // if digged element was about to explode, prevent the explosion
15010 ExplodeField[x][y] = EX_TYPE_NONE;
15012 PlayLevelSoundAction(x, y, action);
15015 Store[x][y] = EL_EMPTY;
15017 // this makes it possible to leave the removed element again
15018 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15019 Store[x][y] = element;
15024 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15026 int jx = player->jx, jy = player->jy;
15027 int x = jx + dx, y = jy + dy;
15028 int snap_direction = (dx == -1 ? MV_LEFT :
15029 dx == +1 ? MV_RIGHT :
15031 dy == +1 ? MV_DOWN : MV_NONE);
15032 boolean can_continue_snapping = (level.continuous_snapping &&
15033 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15035 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15038 if (!player->active || !IN_LEV_FIELD(x, y))
15046 if (player->MovPos == 0)
15047 player->is_pushing = FALSE;
15049 player->is_snapping = FALSE;
15051 if (player->MovPos == 0)
15053 player->is_moving = FALSE;
15054 player->is_digging = FALSE;
15055 player->is_collecting = FALSE;
15061 // prevent snapping with already pressed snap key when not allowed
15062 if (player->is_snapping && !can_continue_snapping)
15065 player->MovDir = snap_direction;
15067 if (player->MovPos == 0)
15069 player->is_moving = FALSE;
15070 player->is_digging = FALSE;
15071 player->is_collecting = FALSE;
15074 player->is_dropping = FALSE;
15075 player->is_dropping_pressed = FALSE;
15076 player->drop_pressed_delay = 0;
15078 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15081 player->is_snapping = TRUE;
15082 player->is_active = TRUE;
15084 if (player->MovPos == 0)
15086 player->is_moving = FALSE;
15087 player->is_digging = FALSE;
15088 player->is_collecting = FALSE;
15091 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15092 TEST_DrawLevelField(player->last_jx, player->last_jy);
15094 TEST_DrawLevelField(x, y);
15099 static boolean DropElement(struct PlayerInfo *player)
15101 int old_element, new_element;
15102 int dropx = player->jx, dropy = player->jy;
15103 int drop_direction = player->MovDir;
15104 int drop_side = drop_direction;
15105 int drop_element = get_next_dropped_element(player);
15107 /* do not drop an element on top of another element; when holding drop key
15108 pressed without moving, dropped element must move away before the next
15109 element can be dropped (this is especially important if the next element
15110 is dynamite, which can be placed on background for historical reasons) */
15111 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15114 if (IS_THROWABLE(drop_element))
15116 dropx += GET_DX_FROM_DIR(drop_direction);
15117 dropy += GET_DY_FROM_DIR(drop_direction);
15119 if (!IN_LEV_FIELD(dropx, dropy))
15123 old_element = Tile[dropx][dropy]; // old element at dropping position
15124 new_element = drop_element; // default: no change when dropping
15126 // check if player is active, not moving and ready to drop
15127 if (!player->active || player->MovPos || player->drop_delay > 0)
15130 // check if player has anything that can be dropped
15131 if (new_element == EL_UNDEFINED)
15134 // only set if player has anything that can be dropped
15135 player->is_dropping_pressed = TRUE;
15137 // check if drop key was pressed long enough for EM style dynamite
15138 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15141 // check if anything can be dropped at the current position
15142 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15145 // collected custom elements can only be dropped on empty fields
15146 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15149 if (old_element != EL_EMPTY)
15150 Back[dropx][dropy] = old_element; // store old element on this field
15152 ResetGfxAnimation(dropx, dropy);
15153 ResetRandomAnimationValue(dropx, dropy);
15155 if (player->inventory_size > 0 ||
15156 player->inventory_infinite_element != EL_UNDEFINED)
15158 if (player->inventory_size > 0)
15160 player->inventory_size--;
15162 DrawGameDoorValues();
15164 if (new_element == EL_DYNAMITE)
15165 new_element = EL_DYNAMITE_ACTIVE;
15166 else if (new_element == EL_EM_DYNAMITE)
15167 new_element = EL_EM_DYNAMITE_ACTIVE;
15168 else if (new_element == EL_SP_DISK_RED)
15169 new_element = EL_SP_DISK_RED_ACTIVE;
15172 Tile[dropx][dropy] = new_element;
15174 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15175 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15176 el2img(Tile[dropx][dropy]), 0);
15178 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15180 // needed if previous element just changed to "empty" in the last frame
15181 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15183 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15184 player->index_bit, drop_side);
15185 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15187 player->index_bit, drop_side);
15189 TestIfElementTouchesCustomElement(dropx, dropy);
15191 else // player is dropping a dyna bomb
15193 player->dynabombs_left--;
15195 Tile[dropx][dropy] = new_element;
15197 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15198 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15199 el2img(Tile[dropx][dropy]), 0);
15201 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15204 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15205 InitField_WithBug1(dropx, dropy, FALSE);
15207 new_element = Tile[dropx][dropy]; // element might have changed
15209 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15210 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15212 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15213 MovDir[dropx][dropy] = drop_direction;
15215 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15217 // do not cause impact style collision by dropping elements that can fall
15218 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15221 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15222 player->is_dropping = TRUE;
15224 player->drop_pressed_delay = 0;
15225 player->is_dropping_pressed = FALSE;
15227 player->drop_x = dropx;
15228 player->drop_y = dropy;
15233 // ----------------------------------------------------------------------------
15234 // game sound playing functions
15235 // ----------------------------------------------------------------------------
15237 static int *loop_sound_frame = NULL;
15238 static int *loop_sound_volume = NULL;
15240 void InitPlayLevelSound(void)
15242 int num_sounds = getSoundListSize();
15244 checked_free(loop_sound_frame);
15245 checked_free(loop_sound_volume);
15247 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15248 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15251 static void PlayLevelSound(int x, int y, int nr)
15253 int sx = SCREENX(x), sy = SCREENY(y);
15254 int volume, stereo_position;
15255 int max_distance = 8;
15256 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15258 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15259 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15262 if (!IN_LEV_FIELD(x, y) ||
15263 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15264 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15267 volume = SOUND_MAX_VOLUME;
15269 if (!IN_SCR_FIELD(sx, sy))
15271 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15272 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15274 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15277 stereo_position = (SOUND_MAX_LEFT +
15278 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15279 (SCR_FIELDX + 2 * max_distance));
15281 if (IS_LOOP_SOUND(nr))
15283 /* This assures that quieter loop sounds do not overwrite louder ones,
15284 while restarting sound volume comparison with each new game frame. */
15286 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15289 loop_sound_volume[nr] = volume;
15290 loop_sound_frame[nr] = FrameCounter;
15293 PlaySoundExt(nr, volume, stereo_position, type);
15296 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15298 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15299 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15300 y < LEVELY(BY1) ? LEVELY(BY1) :
15301 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15305 static void PlayLevelSoundAction(int x, int y, int action)
15307 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15310 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15312 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15314 if (sound_effect != SND_UNDEFINED)
15315 PlayLevelSound(x, y, sound_effect);
15318 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15321 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15323 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15324 PlayLevelSound(x, y, sound_effect);
15327 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15329 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15331 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15332 PlayLevelSound(x, y, sound_effect);
15335 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15337 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15339 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15340 StopSound(sound_effect);
15343 static int getLevelMusicNr(void)
15345 int level_pos = level_nr - leveldir_current->first_level;
15347 if (levelset.music[level_nr] != MUS_UNDEFINED)
15348 return levelset.music[level_nr]; // from config file
15350 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15353 static void FadeLevelSounds(void)
15358 static void FadeLevelMusic(void)
15360 int music_nr = getLevelMusicNr();
15361 char *curr_music = getCurrentlyPlayingMusicFilename();
15362 char *next_music = getMusicInfoEntryFilename(music_nr);
15364 if (!strEqual(curr_music, next_music))
15368 void FadeLevelSoundsAndMusic(void)
15374 static void PlayLevelMusic(void)
15376 int music_nr = getLevelMusicNr();
15377 char *curr_music = getCurrentlyPlayingMusicFilename();
15378 char *next_music = getMusicInfoEntryFilename(music_nr);
15380 if (!strEqual(curr_music, next_music))
15381 PlayMusicLoop(music_nr);
15384 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15386 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15388 int x = xx - offset;
15389 int y = yy - offset;
15394 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15398 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15402 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15421 case SOUND_android_clone:
15422 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15425 case SOUND_android_move:
15426 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15430 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15438 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15441 case SOUND_eater_eat:
15442 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15446 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15449 case SOUND_collect:
15450 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15453 case SOUND_diamond:
15454 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15458 // !!! CHECK THIS !!!
15460 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15462 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15466 case SOUND_wonderfall:
15467 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15471 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15475 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15479 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15483 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15487 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15491 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15495 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15499 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15502 case SOUND_exit_open:
15503 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15506 case SOUND_exit_leave:
15507 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15510 case SOUND_dynamite:
15511 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15515 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15519 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15523 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15527 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15531 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15535 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15539 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15544 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15546 int element = map_element_SP_to_RND(element_sp);
15547 int action = map_action_SP_to_RND(action_sp);
15548 int offset = (setup.sp_show_border_elements ? 0 : 1);
15549 int x = xx - offset;
15550 int y = yy - offset;
15552 PlayLevelSoundElementAction(x, y, element, action);
15555 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15557 int element = map_element_MM_to_RND(element_mm);
15558 int action = map_action_MM_to_RND(action_mm);
15560 int x = xx - offset;
15561 int y = yy - offset;
15563 if (!IS_MM_ELEMENT(element))
15564 element = EL_MM_DEFAULT;
15566 PlayLevelSoundElementAction(x, y, element, action);
15569 void PlaySound_MM(int sound_mm)
15571 int sound = map_sound_MM_to_RND(sound_mm);
15573 if (sound == SND_UNDEFINED)
15579 void PlaySoundLoop_MM(int sound_mm)
15581 int sound = map_sound_MM_to_RND(sound_mm);
15583 if (sound == SND_UNDEFINED)
15586 PlaySoundLoop(sound);
15589 void StopSound_MM(int sound_mm)
15591 int sound = map_sound_MM_to_RND(sound_mm);
15593 if (sound == SND_UNDEFINED)
15599 void RaiseScore(int value)
15601 game.score += value;
15603 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15605 DisplayGameControlValues();
15608 void RaiseScoreElement(int element)
15613 case EL_BD_DIAMOND:
15614 case EL_EMERALD_YELLOW:
15615 case EL_EMERALD_RED:
15616 case EL_EMERALD_PURPLE:
15617 case EL_SP_INFOTRON:
15618 RaiseScore(level.score[SC_EMERALD]);
15621 RaiseScore(level.score[SC_DIAMOND]);
15624 RaiseScore(level.score[SC_CRYSTAL]);
15627 RaiseScore(level.score[SC_PEARL]);
15630 case EL_BD_BUTTERFLY:
15631 case EL_SP_ELECTRON:
15632 RaiseScore(level.score[SC_BUG]);
15635 case EL_BD_FIREFLY:
15636 case EL_SP_SNIKSNAK:
15637 RaiseScore(level.score[SC_SPACESHIP]);
15640 case EL_DARK_YAMYAM:
15641 RaiseScore(level.score[SC_YAMYAM]);
15644 RaiseScore(level.score[SC_ROBOT]);
15647 RaiseScore(level.score[SC_PACMAN]);
15650 RaiseScore(level.score[SC_NUT]);
15653 case EL_EM_DYNAMITE:
15654 case EL_SP_DISK_RED:
15655 case EL_DYNABOMB_INCREASE_NUMBER:
15656 case EL_DYNABOMB_INCREASE_SIZE:
15657 case EL_DYNABOMB_INCREASE_POWER:
15658 RaiseScore(level.score[SC_DYNAMITE]);
15660 case EL_SHIELD_NORMAL:
15661 case EL_SHIELD_DEADLY:
15662 RaiseScore(level.score[SC_SHIELD]);
15664 case EL_EXTRA_TIME:
15665 RaiseScore(level.extra_time_score);
15679 case EL_DC_KEY_WHITE:
15680 RaiseScore(level.score[SC_KEY]);
15683 RaiseScore(element_info[element].collect_score);
15688 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15690 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15694 // prevent short reactivation of overlay buttons while closing door
15695 SetOverlayActive(FALSE);
15696 UnmapGameButtons();
15698 // door may still be open due to skipped or envelope style request
15699 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15702 if (network.enabled)
15703 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15707 FadeSkipNextFadeIn();
15709 SetGameStatus(GAME_MODE_MAIN);
15714 else // continue playing the game
15716 if (tape.playing && tape.deactivate_display)
15717 TapeDeactivateDisplayOff(TRUE);
15719 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15721 if (tape.playing && tape.deactivate_display)
15722 TapeDeactivateDisplayOn();
15726 void RequestQuitGame(boolean escape_key_pressed)
15728 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15729 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15730 level_editor_test_game);
15731 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15732 quick_quit || score_info_tape_play);
15734 RequestQuitGameExt(skip_request, quick_quit,
15735 "Do you really want to quit the game?");
15738 static char *getRestartGameMessage(void)
15740 boolean play_again = hasStartedNetworkGame();
15741 static char message[MAX_OUTPUT_LINESIZE];
15742 char *game_over_text = "Game over!";
15743 char *play_again_text = " Play it again?";
15745 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15746 game_mm.game_over_message != NULL)
15747 game_over_text = game_mm.game_over_message;
15749 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15750 (play_again ? play_again_text : ""));
15755 static void RequestRestartGame(void)
15757 char *message = getRestartGameMessage();
15758 boolean has_started_game = hasStartedNetworkGame();
15759 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15760 int door_state = DOOR_CLOSE_1;
15762 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15764 CloseDoor(door_state);
15766 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15770 // if game was invoked from level editor, also close tape recorder door
15771 if (level_editor_test_game)
15772 door_state = DOOR_CLOSE_ALL;
15774 CloseDoor(door_state);
15776 SetGameStatus(GAME_MODE_MAIN);
15782 boolean CheckRestartGame(void)
15784 static int game_over_delay = 0;
15785 int game_over_delay_value = 50;
15786 boolean game_over = checkGameFailed();
15790 game_over_delay = game_over_delay_value;
15795 if (game_over_delay > 0)
15797 if (game_over_delay == game_over_delay_value / 2)
15798 PlaySound(SND_GAME_LOSING);
15805 // do not ask to play again if request dialog is already active
15806 if (game.request_active)
15809 // do not ask to play again if game was never actually played
15810 if (!game.GamePlayed)
15813 // do not ask to play again if this was disabled in setup menu
15814 if (!setup.ask_on_game_over)
15817 RequestRestartGame();
15822 boolean checkGameSolved(void)
15824 // set for all game engines if level was solved
15825 return game.LevelSolved_GameEnd;
15828 boolean checkGameFailed(void)
15830 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15831 return (game_em.game_over && !game_em.level_solved);
15832 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15833 return (game_sp.game_over && !game_sp.level_solved);
15834 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15835 return (game_mm.game_over && !game_mm.level_solved);
15836 else // GAME_ENGINE_TYPE_RND
15837 return (game.GameOver && !game.LevelSolved);
15840 boolean checkGameEnded(void)
15842 return (checkGameSolved() || checkGameFailed());
15846 // ----------------------------------------------------------------------------
15847 // random generator functions
15848 // ----------------------------------------------------------------------------
15850 unsigned int InitEngineRandom_RND(int seed)
15852 game.num_random_calls = 0;
15854 return InitEngineRandom(seed);
15857 unsigned int RND(int max)
15861 game.num_random_calls++;
15863 return GetEngineRandom(max);
15870 // ----------------------------------------------------------------------------
15871 // game engine snapshot handling functions
15872 // ----------------------------------------------------------------------------
15874 struct EngineSnapshotInfo
15876 // runtime values for custom element collect score
15877 int collect_score[NUM_CUSTOM_ELEMENTS];
15879 // runtime values for group element choice position
15880 int choice_pos[NUM_GROUP_ELEMENTS];
15882 // runtime values for belt position animations
15883 int belt_graphic[4][NUM_BELT_PARTS];
15884 int belt_anim_mode[4][NUM_BELT_PARTS];
15887 static struct EngineSnapshotInfo engine_snapshot_rnd;
15888 static char *snapshot_level_identifier = NULL;
15889 static int snapshot_level_nr = -1;
15891 static void SaveEngineSnapshotValues_RND(void)
15893 static int belt_base_active_element[4] =
15895 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15896 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15897 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15898 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15902 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15904 int element = EL_CUSTOM_START + i;
15906 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15909 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15911 int element = EL_GROUP_START + i;
15913 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15916 for (i = 0; i < 4; i++)
15918 for (j = 0; j < NUM_BELT_PARTS; j++)
15920 int element = belt_base_active_element[i] + j;
15921 int graphic = el2img(element);
15922 int anim_mode = graphic_info[graphic].anim_mode;
15924 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15925 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15930 static void LoadEngineSnapshotValues_RND(void)
15932 unsigned int num_random_calls = game.num_random_calls;
15935 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15937 int element = EL_CUSTOM_START + i;
15939 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15942 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15944 int element = EL_GROUP_START + i;
15946 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15949 for (i = 0; i < 4; i++)
15951 for (j = 0; j < NUM_BELT_PARTS; j++)
15953 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15954 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15956 graphic_info[graphic].anim_mode = anim_mode;
15960 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15962 InitRND(tape.random_seed);
15963 for (i = 0; i < num_random_calls; i++)
15967 if (game.num_random_calls != num_random_calls)
15969 Error("number of random calls out of sync");
15970 Error("number of random calls should be %d", num_random_calls);
15971 Error("number of random calls is %d", game.num_random_calls);
15973 Fail("this should not happen -- please debug");
15977 void FreeEngineSnapshotSingle(void)
15979 FreeSnapshotSingle();
15981 setString(&snapshot_level_identifier, NULL);
15982 snapshot_level_nr = -1;
15985 void FreeEngineSnapshotList(void)
15987 FreeSnapshotList();
15990 static ListNode *SaveEngineSnapshotBuffers(void)
15992 ListNode *buffers = NULL;
15994 // copy some special values to a structure better suited for the snapshot
15996 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15997 SaveEngineSnapshotValues_RND();
15998 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15999 SaveEngineSnapshotValues_EM();
16000 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16001 SaveEngineSnapshotValues_SP(&buffers);
16002 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16003 SaveEngineSnapshotValues_MM();
16005 // save values stored in special snapshot structure
16007 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16009 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16010 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16011 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16013 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16014 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
16016 // save further RND engine values
16018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
16019 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
16020 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
16022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16023 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16024 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16025 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16026 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16029 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16030 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16032 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16034 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16035 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
16038 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
16039 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
16040 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16041 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16042 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16043 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16044 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
16045 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
16046 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16047 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
16048 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16049 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16050 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16051 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16052 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16053 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
16054 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
16056 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16057 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16059 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16060 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16061 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16063 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16064 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16066 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16067 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16068 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16069 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16070 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16071 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16073 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16074 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16077 ListNode *node = engine_snapshot_list_rnd;
16080 while (node != NULL)
16082 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16087 Debug("game:playing:SaveEngineSnapshotBuffers",
16088 "size of engine snapshot: %d bytes", num_bytes);
16094 void SaveEngineSnapshotSingle(void)
16096 ListNode *buffers = SaveEngineSnapshotBuffers();
16098 // finally save all snapshot buffers to single snapshot
16099 SaveSnapshotSingle(buffers);
16101 // save level identification information
16102 setString(&snapshot_level_identifier, leveldir_current->identifier);
16103 snapshot_level_nr = level_nr;
16106 boolean CheckSaveEngineSnapshotToList(void)
16108 boolean save_snapshot =
16109 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16110 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16111 game.snapshot.changed_action) ||
16112 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16113 game.snapshot.collected_item));
16115 game.snapshot.changed_action = FALSE;
16116 game.snapshot.collected_item = FALSE;
16117 game.snapshot.save_snapshot = save_snapshot;
16119 return save_snapshot;
16122 void SaveEngineSnapshotToList(void)
16124 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16128 ListNode *buffers = SaveEngineSnapshotBuffers();
16130 // finally save all snapshot buffers to snapshot list
16131 SaveSnapshotToList(buffers);
16134 void SaveEngineSnapshotToListInitial(void)
16136 FreeEngineSnapshotList();
16138 SaveEngineSnapshotToList();
16141 static void LoadEngineSnapshotValues(void)
16143 // restore special values from snapshot structure
16145 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16146 LoadEngineSnapshotValues_RND();
16147 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16148 LoadEngineSnapshotValues_EM();
16149 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16150 LoadEngineSnapshotValues_SP();
16151 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16152 LoadEngineSnapshotValues_MM();
16155 void LoadEngineSnapshotSingle(void)
16157 LoadSnapshotSingle();
16159 LoadEngineSnapshotValues();
16162 static void LoadEngineSnapshot_Undo(int steps)
16164 LoadSnapshotFromList_Older(steps);
16166 LoadEngineSnapshotValues();
16169 static void LoadEngineSnapshot_Redo(int steps)
16171 LoadSnapshotFromList_Newer(steps);
16173 LoadEngineSnapshotValues();
16176 boolean CheckEngineSnapshotSingle(void)
16178 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16179 snapshot_level_nr == level_nr);
16182 boolean CheckEngineSnapshotList(void)
16184 return CheckSnapshotList();
16188 // ---------- new game button stuff -------------------------------------------
16195 boolean *setup_value;
16196 boolean allowed_on_tape;
16197 boolean is_touch_button;
16199 } gamebutton_info[NUM_GAME_BUTTONS] =
16202 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16203 GAME_CTRL_ID_STOP, NULL,
16204 TRUE, FALSE, "stop game"
16207 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16208 GAME_CTRL_ID_PAUSE, NULL,
16209 TRUE, FALSE, "pause game"
16212 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16213 GAME_CTRL_ID_PLAY, NULL,
16214 TRUE, FALSE, "play game"
16217 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16218 GAME_CTRL_ID_UNDO, NULL,
16219 TRUE, FALSE, "undo step"
16222 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16223 GAME_CTRL_ID_REDO, NULL,
16224 TRUE, FALSE, "redo step"
16227 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16228 GAME_CTRL_ID_SAVE, NULL,
16229 TRUE, FALSE, "save game"
16232 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16233 GAME_CTRL_ID_PAUSE2, NULL,
16234 TRUE, FALSE, "pause game"
16237 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16238 GAME_CTRL_ID_LOAD, NULL,
16239 TRUE, FALSE, "load game"
16242 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16243 GAME_CTRL_ID_PANEL_STOP, NULL,
16244 FALSE, FALSE, "stop game"
16247 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16248 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16249 FALSE, FALSE, "pause game"
16252 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16253 GAME_CTRL_ID_PANEL_PLAY, NULL,
16254 FALSE, FALSE, "play game"
16257 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16258 GAME_CTRL_ID_TOUCH_STOP, NULL,
16259 FALSE, TRUE, "stop game"
16262 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16263 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16264 FALSE, TRUE, "pause game"
16267 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16268 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16269 TRUE, FALSE, "background music on/off"
16272 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16273 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16274 TRUE, FALSE, "sound loops on/off"
16277 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16278 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16279 TRUE, FALSE, "normal sounds on/off"
16282 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16283 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16284 FALSE, FALSE, "background music on/off"
16287 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16288 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16289 FALSE, FALSE, "sound loops on/off"
16292 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16293 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16294 FALSE, FALSE, "normal sounds on/off"
16298 void CreateGameButtons(void)
16302 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16304 int graphic = gamebutton_info[i].graphic;
16305 struct GraphicInfo *gfx = &graphic_info[graphic];
16306 struct XY *pos = gamebutton_info[i].pos;
16307 struct GadgetInfo *gi;
16310 unsigned int event_mask;
16311 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16312 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16313 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16314 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16315 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16316 int gd_x = gfx->src_x;
16317 int gd_y = gfx->src_y;
16318 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16319 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16320 int gd_xa = gfx->src_x + gfx->active_xoffset;
16321 int gd_ya = gfx->src_y + gfx->active_yoffset;
16322 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16323 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16324 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16325 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16328 // do not use touch buttons if overlay touch buttons are disabled
16329 if (is_touch_button && !setup.touch.overlay_buttons)
16332 if (gfx->bitmap == NULL)
16334 game_gadget[id] = NULL;
16339 if (id == GAME_CTRL_ID_STOP ||
16340 id == GAME_CTRL_ID_PANEL_STOP ||
16341 id == GAME_CTRL_ID_TOUCH_STOP ||
16342 id == GAME_CTRL_ID_PLAY ||
16343 id == GAME_CTRL_ID_PANEL_PLAY ||
16344 id == GAME_CTRL_ID_SAVE ||
16345 id == GAME_CTRL_ID_LOAD)
16347 button_type = GD_TYPE_NORMAL_BUTTON;
16349 event_mask = GD_EVENT_RELEASED;
16351 else if (id == GAME_CTRL_ID_UNDO ||
16352 id == GAME_CTRL_ID_REDO)
16354 button_type = GD_TYPE_NORMAL_BUTTON;
16356 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16360 button_type = GD_TYPE_CHECK_BUTTON;
16361 checked = (gamebutton_info[i].setup_value != NULL ?
16362 *gamebutton_info[i].setup_value : FALSE);
16363 event_mask = GD_EVENT_PRESSED;
16366 gi = CreateGadget(GDI_CUSTOM_ID, id,
16367 GDI_IMAGE_ID, graphic,
16368 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16371 GDI_WIDTH, gfx->width,
16372 GDI_HEIGHT, gfx->height,
16373 GDI_TYPE, button_type,
16374 GDI_STATE, GD_BUTTON_UNPRESSED,
16375 GDI_CHECKED, checked,
16376 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16377 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16378 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16379 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16380 GDI_DIRECT_DRAW, FALSE,
16381 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16382 GDI_EVENT_MASK, event_mask,
16383 GDI_CALLBACK_ACTION, HandleGameButtons,
16387 Fail("cannot create gadget");
16389 game_gadget[id] = gi;
16393 void FreeGameButtons(void)
16397 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16398 FreeGadget(game_gadget[i]);
16401 static void UnmapGameButtonsAtSamePosition(int id)
16405 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16407 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16408 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16409 UnmapGadget(game_gadget[i]);
16412 static void UnmapGameButtonsAtSamePosition_All(void)
16414 if (setup.show_load_save_buttons)
16416 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16417 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16418 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16420 else if (setup.show_undo_redo_buttons)
16422 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16423 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16424 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16428 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16429 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16430 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16432 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16433 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16434 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16438 void MapLoadSaveButtons(void)
16440 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16441 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16443 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16444 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16447 void MapUndoRedoButtons(void)
16449 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16450 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16452 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16453 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16456 void ModifyPauseButtons(void)
16460 GAME_CTRL_ID_PAUSE,
16461 GAME_CTRL_ID_PAUSE2,
16462 GAME_CTRL_ID_PANEL_PAUSE,
16463 GAME_CTRL_ID_TOUCH_PAUSE,
16468 for (i = 0; ids[i] > -1; i++)
16469 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16472 static void MapGameButtonsExt(boolean on_tape)
16476 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16478 if ((i == GAME_CTRL_ID_UNDO ||
16479 i == GAME_CTRL_ID_REDO) &&
16480 game_status != GAME_MODE_PLAYING)
16483 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16484 MapGadget(game_gadget[i]);
16487 UnmapGameButtonsAtSamePosition_All();
16489 RedrawGameButtons();
16492 static void UnmapGameButtonsExt(boolean on_tape)
16496 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16497 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16498 UnmapGadget(game_gadget[i]);
16501 static void RedrawGameButtonsExt(boolean on_tape)
16505 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16506 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16507 RedrawGadget(game_gadget[i]);
16510 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16515 gi->checked = state;
16518 static void RedrawSoundButtonGadget(int id)
16520 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16521 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16522 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16523 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16524 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16525 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16528 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16529 RedrawGadget(game_gadget[id2]);
16532 void MapGameButtons(void)
16534 MapGameButtonsExt(FALSE);
16537 void UnmapGameButtons(void)
16539 UnmapGameButtonsExt(FALSE);
16542 void RedrawGameButtons(void)
16544 RedrawGameButtonsExt(FALSE);
16547 void MapGameButtonsOnTape(void)
16549 MapGameButtonsExt(TRUE);
16552 void UnmapGameButtonsOnTape(void)
16554 UnmapGameButtonsExt(TRUE);
16557 void RedrawGameButtonsOnTape(void)
16559 RedrawGameButtonsExt(TRUE);
16562 static void GameUndoRedoExt(void)
16564 ClearPlayerAction();
16566 tape.pausing = TRUE;
16569 UpdateAndDisplayGameControlValues();
16571 DrawCompleteVideoDisplay();
16572 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16573 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16574 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16576 ModifyPauseButtons();
16581 static void GameUndo(int steps)
16583 if (!CheckEngineSnapshotList())
16586 int tape_property_bits = tape.property_bits;
16588 LoadEngineSnapshot_Undo(steps);
16590 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16595 static void GameRedo(int steps)
16597 if (!CheckEngineSnapshotList())
16600 int tape_property_bits = tape.property_bits;
16602 LoadEngineSnapshot_Redo(steps);
16604 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16609 static void HandleGameButtonsExt(int id, int button)
16611 static boolean game_undo_executed = FALSE;
16612 int steps = BUTTON_STEPSIZE(button);
16613 boolean handle_game_buttons =
16614 (game_status == GAME_MODE_PLAYING ||
16615 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16617 if (!handle_game_buttons)
16622 case GAME_CTRL_ID_STOP:
16623 case GAME_CTRL_ID_PANEL_STOP:
16624 case GAME_CTRL_ID_TOUCH_STOP:
16629 case GAME_CTRL_ID_PAUSE:
16630 case GAME_CTRL_ID_PAUSE2:
16631 case GAME_CTRL_ID_PANEL_PAUSE:
16632 case GAME_CTRL_ID_TOUCH_PAUSE:
16633 if (network.enabled && game_status == GAME_MODE_PLAYING)
16636 SendToServer_ContinuePlaying();
16638 SendToServer_PausePlaying();
16641 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16643 game_undo_executed = FALSE;
16647 case GAME_CTRL_ID_PLAY:
16648 case GAME_CTRL_ID_PANEL_PLAY:
16649 if (game_status == GAME_MODE_MAIN)
16651 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16653 else if (tape.pausing)
16655 if (network.enabled)
16656 SendToServer_ContinuePlaying();
16658 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16662 case GAME_CTRL_ID_UNDO:
16663 // Important: When using "save snapshot when collecting an item" mode,
16664 // load last (current) snapshot for first "undo" after pressing "pause"
16665 // (else the last-but-one snapshot would be loaded, because the snapshot
16666 // pointer already points to the last snapshot when pressing "pause",
16667 // which is fine for "every step/move" mode, but not for "every collect")
16668 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16669 !game_undo_executed)
16672 game_undo_executed = TRUE;
16677 case GAME_CTRL_ID_REDO:
16681 case GAME_CTRL_ID_SAVE:
16685 case GAME_CTRL_ID_LOAD:
16689 case SOUND_CTRL_ID_MUSIC:
16690 case SOUND_CTRL_ID_PANEL_MUSIC:
16691 if (setup.sound_music)
16693 setup.sound_music = FALSE;
16697 else if (audio.music_available)
16699 setup.sound = setup.sound_music = TRUE;
16701 SetAudioMode(setup.sound);
16703 if (game_status == GAME_MODE_PLAYING)
16707 RedrawSoundButtonGadget(id);
16711 case SOUND_CTRL_ID_LOOPS:
16712 case SOUND_CTRL_ID_PANEL_LOOPS:
16713 if (setup.sound_loops)
16714 setup.sound_loops = FALSE;
16715 else if (audio.loops_available)
16717 setup.sound = setup.sound_loops = TRUE;
16719 SetAudioMode(setup.sound);
16722 RedrawSoundButtonGadget(id);
16726 case SOUND_CTRL_ID_SIMPLE:
16727 case SOUND_CTRL_ID_PANEL_SIMPLE:
16728 if (setup.sound_simple)
16729 setup.sound_simple = FALSE;
16730 else if (audio.sound_available)
16732 setup.sound = setup.sound_simple = TRUE;
16734 SetAudioMode(setup.sound);
16737 RedrawSoundButtonGadget(id);
16746 static void HandleGameButtons(struct GadgetInfo *gi)
16748 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16751 void HandleSoundButtonKeys(Key key)
16753 if (key == setup.shortcut.sound_simple)
16754 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16755 else if (key == setup.shortcut.sound_loops)
16756 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16757 else if (key == setup.shortcut.sound_music)
16758 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);