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 ?
2569 sync_random_frame : INIT_GFX_RANDOM());
2571 if (gpc->value != gpc->last_value)
2574 gpc->gfx_random = init_gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582 gpc->gfx_random = init_gfx_random;
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = gpc->gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589 gpc->gfx_frame = element_info[element].collect_score;
2591 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = last_anim_random_frame;
2597 else if (gpc->type == TYPE_GRAPHIC)
2599 if (gpc->graphic != IMG_UNDEFINED)
2601 int last_anim_random_frame = gfx.anim_random_frame;
2602 int graphic = gpc->graphic;
2603 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604 sync_random_frame : INIT_GFX_RANDOM());
2606 if (gpc->value != gpc->last_value)
2609 gpc->gfx_random = init_gfx_random;
2615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617 gpc->gfx_random = init_gfx_random;
2620 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621 gfx.anim_random_frame = gpc->gfx_random;
2623 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2625 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626 gfx.anim_random_frame = last_anim_random_frame;
2632 static void DisplayGameControlValues(void)
2634 boolean redraw_panel = FALSE;
2637 for (i = 0; game_panel_controls[i].nr != -1; i++)
2639 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2641 if (PANEL_DEACTIVATED(gpc->pos))
2644 if (gpc->value == gpc->last_value &&
2645 gpc->frame == gpc->last_frame)
2648 redraw_panel = TRUE;
2654 // copy default game door content to main double buffer
2656 // !!! CHECK AGAIN !!!
2657 SetPanelBackground();
2658 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2661 // redraw game control buttons
2662 RedrawGameButtons();
2664 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2666 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2668 int nr = game_panel_order[i].nr;
2669 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670 struct TextPosInfo *pos = gpc->pos;
2671 int type = gpc->type;
2672 int value = gpc->value;
2673 int frame = gpc->frame;
2674 int size = pos->size;
2675 int font = pos->font;
2676 boolean draw_masked = pos->draw_masked;
2677 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2679 if (PANEL_DEACTIVATED(pos))
2682 if (pos->class == get_hash_from_key("extra_panel_items") &&
2683 !setup.prefer_extra_panel_items)
2686 gpc->last_value = value;
2687 gpc->last_frame = frame;
2689 if (type == TYPE_INTEGER)
2691 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692 nr == GAME_PANEL_INVENTORY_COUNT ||
2693 nr == GAME_PANEL_SCORE ||
2694 nr == GAME_PANEL_HIGHSCORE ||
2695 nr == GAME_PANEL_TIME)
2697 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2699 if (use_dynamic_size) // use dynamic number of digits
2701 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702 nr == GAME_PANEL_INVENTORY_COUNT ||
2703 nr == GAME_PANEL_TIME ? 1000 : 100000);
2704 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705 nr == GAME_PANEL_INVENTORY_COUNT ||
2706 nr == GAME_PANEL_TIME ? 1 : 2);
2707 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708 nr == GAME_PANEL_INVENTORY_COUNT ||
2709 nr == GAME_PANEL_TIME ? 3 : 5);
2710 int size2 = size1 + size_add;
2711 int font1 = pos->font;
2712 int font2 = pos->font_alt;
2714 size = (value < value_change ? size1 : size2);
2715 font = (value < value_change ? font1 : font2);
2719 // correct text size if "digits" is zero or less
2721 size = strlen(int2str(value, size));
2723 // dynamically correct text alignment
2724 pos->width = size * getFontWidth(font);
2726 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727 int2str(value, size), font, mask_mode);
2729 else if (type == TYPE_ELEMENT)
2731 int element, graphic;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2738 if (value != EL_UNDEFINED && value != EL_EMPTY)
2741 graphic = el2panelimg(value);
2744 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745 element, EL_NAME(element), size);
2748 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2751 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2754 width = graphic_info[graphic].width * size / TILESIZE;
2755 height = graphic_info[graphic].height * size / TILESIZE;
2758 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2761 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2765 else if (type == TYPE_GRAPHIC)
2767 int graphic = gpc->graphic;
2768 int graphic_active = gpc->graphic_active;
2772 int dst_x = PANEL_XPOS(pos);
2773 int dst_y = PANEL_YPOS(pos);
2774 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2777 if (graphic != IMG_UNDEFINED && !skip)
2779 if (pos->style == STYLE_REVERSE)
2780 value = 100 - value;
2782 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2784 if (pos->direction & MV_HORIZONTAL)
2786 width = graphic_info[graphic_active].width * value / 100;
2787 height = graphic_info[graphic_active].height;
2789 if (pos->direction == MV_LEFT)
2791 src_x += graphic_info[graphic_active].width - width;
2792 dst_x += graphic_info[graphic_active].width - width;
2797 width = graphic_info[graphic_active].width;
2798 height = graphic_info[graphic_active].height * value / 100;
2800 if (pos->direction == MV_UP)
2802 src_y += graphic_info[graphic_active].height - height;
2803 dst_y += graphic_info[graphic_active].height - height;
2808 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2811 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2816 if (pos->direction & MV_HORIZONTAL)
2818 if (pos->direction == MV_RIGHT)
2825 dst_x = PANEL_XPOS(pos);
2828 width = graphic_info[graphic].width - width;
2832 if (pos->direction == MV_DOWN)
2839 dst_y = PANEL_YPOS(pos);
2842 height = graphic_info[graphic].height - height;
2846 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2849 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2853 else if (type == TYPE_STRING)
2855 boolean active = (value != 0);
2856 char *state_normal = "off";
2857 char *state_active = "on";
2858 char *state = (active ? state_active : state_normal);
2859 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2861 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2862 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2864 if (nr == GAME_PANEL_GRAVITY_STATE)
2866 int font1 = pos->font; // (used for normal state)
2867 int font2 = pos->font_alt; // (used for active state)
2869 font = (active ? font2 : font1);
2878 // don't truncate output if "chars" is zero or less
2881 // dynamically correct text alignment
2882 pos->width = size * getFontWidth(font);
2885 s_cut = getStringCopyN(s, size);
2887 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888 s_cut, font, mask_mode);
2894 redraw_mask |= REDRAW_DOOR_1;
2897 SetGameStatus(GAME_MODE_PLAYING);
2900 void UpdateAndDisplayGameControlValues(void)
2902 if (tape.deactivate_display)
2905 UpdateGameControlValues();
2906 DisplayGameControlValues();
2909 void UpdateGameDoorValues(void)
2911 UpdateGameControlValues();
2914 void DrawGameDoorValues(void)
2916 DisplayGameControlValues();
2920 // ============================================================================
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2926 static void InitGameEngine(void)
2928 int i, j, k, l, x, y;
2930 // set game engine from tape file when re-playing, else from level file
2931 game.engine_version = (tape.playing ? tape.engine_version :
2932 level.game_version);
2934 // set single or multi-player game mode (needed for re-playing tapes)
2935 game.team_mode = setup.team_mode;
2939 int num_players = 0;
2941 for (i = 0; i < MAX_PLAYERS; i++)
2942 if (tape.player_participates[i])
2945 // multi-player tapes contain input data for more than one player
2946 game.team_mode = (num_players > 1);
2950 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2951 level.game_version);
2952 Debug("game:init:level", " tape.file_version == %06d",
2954 Debug("game:init:level", " tape.game_version == %06d",
2956 Debug("game:init:level", " tape.engine_version == %06d",
2957 tape.engine_version);
2958 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2959 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2962 // --------------------------------------------------------------------------
2963 // set flags for bugs and changes according to active game engine version
2964 // --------------------------------------------------------------------------
2968 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2970 Bug was introduced in version:
2973 Bug was fixed in version:
2977 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978 but the property "can fall" was missing, which caused some levels to be
2979 unsolvable. This was fixed in version 4.2.0.0.
2981 Affected levels/tapes:
2982 An example for a tape that was fixed by this bugfix is tape 029 from the
2983 level set "rnd_sam_bateman".
2984 The wrong behaviour will still be used for all levels or tapes that were
2985 created/recorded with it. An example for this is tape 023 from the level
2986 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2989 boolean use_amoeba_dropping_cannot_fall_bug =
2990 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2993 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994 tape.game_version < VERSION_IDENT(4,2,0,0)));
2997 Summary of bugfix/change:
2998 Fixed move speed of elements entering or leaving magic wall.
3000 Fixed/changed in version:
3004 Before 2.0.1, move speed of elements entering or leaving magic wall was
3005 twice as fast as it is now.
3006 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3008 Affected levels/tapes:
3009 The first condition is generally needed for all levels/tapes before version
3010 2.0.1, which might use the old behaviour before it was changed; known tapes
3011 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012 The second condition is an exception from the above case and is needed for
3013 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014 above, but before it was known that this change would break tapes like the
3015 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016 although the engine version while recording maybe was before 2.0.1. There
3017 are a lot of tapes that are affected by this exception, like tape 006 from
3018 the level set "rnd_conor_mancone".
3021 boolean use_old_move_stepsize_for_magic_wall =
3022 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3024 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025 tape.game_version < VERSION_IDENT(4,2,0,0)));
3028 Summary of bugfix/change:
3029 Fixed handling for custom elements that change when pushed by the player.
3031 Fixed/changed in version:
3035 Before 3.1.0, custom elements that "change when pushing" changed directly
3036 after the player started pushing them (until then handled in "DigField()").
3037 Since 3.1.0, these custom elements are not changed until the "pushing"
3038 move of the element is finished (now handled in "ContinueMoving()").
3040 Affected levels/tapes:
3041 The first condition is generally needed for all levels/tapes before version
3042 3.1.0, which might use the old behaviour before it was changed; known tapes
3043 that are affected are some tapes from the level set "Walpurgis Gardens" by
3045 The second condition is an exception from the above case and is needed for
3046 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047 above (including some development versions of 3.1.0), but before it was
3048 known that this change would break tapes like the above and was fixed in
3049 3.1.1, so that the changed behaviour was active although the engine version
3050 while recording maybe was before 3.1.0. There is at least one tape that is
3051 affected by this exception, which is the tape for the one-level set "Bug
3052 Machine" by Juergen Bonhagen.
3055 game.use_change_when_pushing_bug =
3056 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3058 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059 tape.game_version < VERSION_IDENT(3,1,1,0)));
3062 Summary of bugfix/change:
3063 Fixed handling for blocking the field the player leaves when moving.
3065 Fixed/changed in version:
3069 Before 3.1.1, when "block last field when moving" was enabled, the field
3070 the player is leaving when moving was blocked for the time of the move,
3071 and was directly unblocked afterwards. This resulted in the last field
3072 being blocked for exactly one less than the number of frames of one player
3073 move. Additionally, even when blocking was disabled, the last field was
3074 blocked for exactly one frame.
3075 Since 3.1.1, due to changes in player movement handling, the last field
3076 is not blocked at all when blocking is disabled. When blocking is enabled,
3077 the last field is blocked for exactly the number of frames of one player
3078 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079 last field is blocked for exactly one more than the number of frames of
3082 Affected levels/tapes:
3083 (!!! yet to be determined -- probably many !!!)
3086 game.use_block_last_field_bug =
3087 (game.engine_version < VERSION_IDENT(3,1,1,0));
3089 /* various special flags and settings for native Emerald Mine game engine */
3091 game_em.use_single_button =
3092 (game.engine_version > VERSION_IDENT(4,0,0,2));
3094 game_em.use_snap_key_bug =
3095 (game.engine_version < VERSION_IDENT(4,0,1,0));
3097 game_em.use_random_bug =
3098 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3100 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3102 game_em.use_old_explosions = use_old_em_engine;
3103 game_em.use_old_android = use_old_em_engine;
3104 game_em.use_old_push_elements = use_old_em_engine;
3105 game_em.use_old_push_into_acid = use_old_em_engine;
3107 game_em.use_wrap_around = !use_old_em_engine;
3109 // --------------------------------------------------------------------------
3111 // set maximal allowed number of custom element changes per game frame
3112 game.max_num_changes_per_frame = 1;
3114 // default scan direction: scan playfield from top/left to bottom/right
3115 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3117 // dynamically adjust element properties according to game engine version
3118 InitElementPropertiesEngine(game.engine_version);
3120 // ---------- initialize special element properties -------------------------
3122 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123 if (use_amoeba_dropping_cannot_fall_bug)
3124 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3126 // ---------- initialize player's initial move delay ------------------------
3128 // dynamically adjust player properties according to level information
3129 for (i = 0; i < MAX_PLAYERS; i++)
3130 game.initial_move_delay_value[i] =
3131 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3133 // dynamically adjust player properties according to game engine version
3134 for (i = 0; i < MAX_PLAYERS; i++)
3135 game.initial_move_delay[i] =
3136 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137 game.initial_move_delay_value[i] : 0);
3139 // ---------- initialize player's initial push delay ------------------------
3141 // dynamically adjust player properties according to game engine version
3142 game.initial_push_delay_value =
3143 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3145 // ---------- initialize changing elements ----------------------------------
3147 // initialize changing elements information
3148 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3150 struct ElementInfo *ei = &element_info[i];
3152 // this pointer might have been changed in the level editor
3153 ei->change = &ei->change_page[0];
3155 if (!IS_CUSTOM_ELEMENT(i))
3157 ei->change->target_element = EL_EMPTY_SPACE;
3158 ei->change->delay_fixed = 0;
3159 ei->change->delay_random = 0;
3160 ei->change->delay_frames = 1;
3163 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3165 ei->has_change_event[j] = FALSE;
3167 ei->event_page_nr[j] = 0;
3168 ei->event_page[j] = &ei->change_page[0];
3172 // add changing elements from pre-defined list
3173 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3175 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176 struct ElementInfo *ei = &element_info[ch_delay->element];
3178 ei->change->target_element = ch_delay->target_element;
3179 ei->change->delay_fixed = ch_delay->change_delay;
3181 ei->change->pre_change_function = ch_delay->pre_change_function;
3182 ei->change->change_function = ch_delay->change_function;
3183 ei->change->post_change_function = ch_delay->post_change_function;
3185 ei->change->can_change = TRUE;
3186 ei->change->can_change_or_has_action = TRUE;
3188 ei->has_change_event[CE_DELAY] = TRUE;
3190 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3194 // ---------- initialize internal run-time variables ------------------------
3196 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3198 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3200 for (j = 0; j < ei->num_change_pages; j++)
3202 ei->change_page[j].can_change_or_has_action =
3203 (ei->change_page[j].can_change |
3204 ei->change_page[j].has_action);
3208 // add change events from custom element configuration
3209 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3211 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3213 for (j = 0; j < ei->num_change_pages; j++)
3215 if (!ei->change_page[j].can_change_or_has_action)
3218 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3220 // only add event page for the first page found with this event
3221 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3223 ei->has_change_event[k] = TRUE;
3225 ei->event_page_nr[k] = j;
3226 ei->event_page[k] = &ei->change_page[j];
3232 // ---------- initialize reference elements in change conditions ------------
3234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3236 int element = EL_CUSTOM_START + i;
3237 struct ElementInfo *ei = &element_info[element];
3239 for (j = 0; j < ei->num_change_pages; j++)
3241 int trigger_element = ei->change_page[j].initial_trigger_element;
3243 if (trigger_element >= EL_PREV_CE_8 &&
3244 trigger_element <= EL_NEXT_CE_8)
3245 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3247 ei->change_page[j].trigger_element = trigger_element;
3251 // ---------- initialize run-time trigger player and element ----------------
3253 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3255 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263 ei->change_page[j].actual_trigger_ce_value = 0;
3264 ei->change_page[j].actual_trigger_ce_score = 0;
3268 // ---------- initialize trigger events -------------------------------------
3270 // initialize trigger events information
3271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273 trigger_events[i][j] = FALSE;
3275 // add trigger events from element change event properties
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 struct ElementInfo *ei = &element_info[i];
3280 for (j = 0; j < ei->num_change_pages; j++)
3282 if (!ei->change_page[j].can_change_or_has_action)
3285 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3287 int trigger_element = ei->change_page[j].trigger_element;
3289 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3291 if (ei->change_page[j].has_event[k])
3293 if (IS_GROUP_ELEMENT(trigger_element))
3295 struct ElementGroupInfo *group =
3296 element_info[trigger_element].group;
3298 for (l = 0; l < group->num_elements_resolved; l++)
3299 trigger_events[group->element_resolved[l]][k] = TRUE;
3301 else if (trigger_element == EL_ANY_ELEMENT)
3302 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303 trigger_events[l][k] = TRUE;
3305 trigger_events[trigger_element][k] = TRUE;
3312 // ---------- initialize push delay -----------------------------------------
3314 // initialize push delay values to default
3315 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3317 if (!IS_CUSTOM_ELEMENT(i))
3319 // set default push delay values (corrected since version 3.0.7-1)
3320 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3322 element_info[i].push_delay_fixed = 2;
3323 element_info[i].push_delay_random = 8;
3327 element_info[i].push_delay_fixed = 8;
3328 element_info[i].push_delay_random = 8;
3333 // set push delay value for certain elements from pre-defined list
3334 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3336 int e = push_delay_list[i].element;
3338 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3339 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3342 // set push delay value for Supaplex elements for newer engine versions
3343 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3345 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3347 if (IS_SP_ELEMENT(i))
3349 // set SP push delay to just enough to push under a falling zonk
3350 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3352 element_info[i].push_delay_fixed = delay;
3353 element_info[i].push_delay_random = 0;
3358 // ---------- initialize move stepsize --------------------------------------
3360 // initialize move stepsize values to default
3361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362 if (!IS_CUSTOM_ELEMENT(i))
3363 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3365 // set move stepsize value for certain elements from pre-defined list
3366 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3368 int e = move_stepsize_list[i].element;
3370 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3372 // set move stepsize value for certain elements for older engine versions
3373 if (use_old_move_stepsize_for_magic_wall)
3375 if (e == EL_MAGIC_WALL_FILLING ||
3376 e == EL_MAGIC_WALL_EMPTYING ||
3377 e == EL_BD_MAGIC_WALL_FILLING ||
3378 e == EL_BD_MAGIC_WALL_EMPTYING)
3379 element_info[e].move_stepsize *= 2;
3383 // ---------- initialize collect score --------------------------------------
3385 // initialize collect score values for custom elements from initial value
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387 if (IS_CUSTOM_ELEMENT(i))
3388 element_info[i].collect_score = element_info[i].collect_score_initial;
3390 // ---------- initialize collect count --------------------------------------
3392 // initialize collect count values for non-custom elements
3393 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394 if (!IS_CUSTOM_ELEMENT(i))
3395 element_info[i].collect_count_initial = 0;
3397 // add collect count values for all elements from pre-defined list
3398 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399 element_info[collect_count_list[i].element].collect_count_initial =
3400 collect_count_list[i].count;
3402 // ---------- initialize access direction -----------------------------------
3404 // initialize access direction values to default (access from every side)
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (!IS_CUSTOM_ELEMENT(i))
3407 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3409 // set access direction value for certain elements from pre-defined list
3410 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411 element_info[access_direction_list[i].element].access_direction =
3412 access_direction_list[i].direction;
3414 // ---------- initialize explosion content ----------------------------------
3415 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3417 if (IS_CUSTOM_ELEMENT(i))
3420 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3422 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3424 element_info[i].content.e[x][y] =
3425 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427 i == EL_PLAYER_3 ? EL_EMERALD :
3428 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429 i == EL_MOLE ? EL_EMERALD_RED :
3430 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435 i == EL_WALL_EMERALD ? EL_EMERALD :
3436 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441 i == EL_WALL_PEARL ? EL_PEARL :
3442 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3447 // ---------- initialize recursion detection --------------------------------
3448 recursion_loop_depth = 0;
3449 recursion_loop_detected = FALSE;
3450 recursion_loop_element = EL_UNDEFINED;
3452 // ---------- initialize graphics engine ------------------------------------
3453 game.scroll_delay_value =
3454 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456 !setup.forced_scroll_delay ? 0 :
3457 setup.scroll_delay ? setup.scroll_delay_value : 0);
3458 game.scroll_delay_value =
3459 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3461 // ---------- initialize game engine snapshots ------------------------------
3462 for (i = 0; i < MAX_PLAYERS; i++)
3463 game.snapshot.last_action[i] = 0;
3464 game.snapshot.changed_action = FALSE;
3465 game.snapshot.collected_item = FALSE;
3466 game.snapshot.mode =
3467 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468 SNAPSHOT_MODE_EVERY_STEP :
3469 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470 SNAPSHOT_MODE_EVERY_MOVE :
3471 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473 game.snapshot.save_snapshot = FALSE;
3475 // ---------- initialize level time for Supaplex engine ---------------------
3476 // Supaplex levels with time limit currently unsupported -- should be added
3477 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3480 // ---------- initialize flags for handling game actions --------------------
3482 // set flags for game actions to default values
3483 game.use_key_actions = TRUE;
3484 game.use_mouse_actions = FALSE;
3486 // when using Mirror Magic game engine, handle mouse events only
3487 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3489 game.use_key_actions = FALSE;
3490 game.use_mouse_actions = TRUE;
3493 // check for custom elements with mouse click events
3494 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3496 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3498 int element = EL_CUSTOM_START + i;
3500 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504 game.use_mouse_actions = TRUE;
3509 static int get_num_special_action(int element, int action_first,
3512 int num_special_action = 0;
3515 for (i = action_first; i <= action_last; i++)
3517 boolean found = FALSE;
3519 for (j = 0; j < NUM_DIRECTIONS; j++)
3520 if (el_act_dir2img(element, i, j) !=
3521 el_act_dir2img(element, ACTION_DEFAULT, j))
3525 num_special_action++;
3530 return num_special_action;
3534 // ============================================================================
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3548 Debug("game:init:player", "%s:", message);
3550 for (i = 0; i < MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 Debug("game:init:player",
3555 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3559 player->connected_locally,
3560 player->connected_network,
3562 (local_player == player ? " (local player)" : ""));
3569 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571 int fade_mask = REDRAW_FIELD;
3573 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3574 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3575 int initial_move_dir = MV_DOWN;
3578 // required here to update video display before fading (FIX THIS)
3579 DrawMaskedBorder(REDRAW_DOOR_2);
3581 if (!game.restart_level)
3582 CloseDoor(DOOR_CLOSE_1);
3584 SetGameStatus(GAME_MODE_PLAYING);
3586 if (level_editor_test_game)
3587 FadeSkipNextFadeOut();
3589 FadeSetEnterScreen();
3592 fade_mask = REDRAW_ALL;
3594 FadeLevelSoundsAndMusic();
3596 ExpireSoundLoops(TRUE);
3600 if (level_editor_test_game)
3601 FadeSkipNextFadeIn();
3603 // needed if different viewport properties defined for playing
3604 ChangeViewportPropertiesIfNeeded();
3608 DrawCompleteVideoDisplay();
3610 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3613 InitGameControlValues();
3617 // initialize tape actions from game when recording tape
3618 tape.use_key_actions = game.use_key_actions;
3619 tape.use_mouse_actions = game.use_mouse_actions;
3621 // initialize visible playfield size when recording tape (for team mode)
3622 tape.scr_fieldx = SCR_FIELDX;
3623 tape.scr_fieldy = SCR_FIELDY;
3626 // don't play tapes over network
3627 network_playing = (network.enabled && !tape.playing);
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 player->index_nr = i;
3634 player->index_bit = (1 << i);
3635 player->element_nr = EL_PLAYER_1 + i;
3637 player->present = FALSE;
3638 player->active = FALSE;
3639 player->mapped = FALSE;
3641 player->killed = FALSE;
3642 player->reanimated = FALSE;
3643 player->buried = FALSE;
3646 player->effective_action = 0;
3647 player->programmed_action = 0;
3648 player->snap_action = 0;
3650 player->mouse_action.lx = 0;
3651 player->mouse_action.ly = 0;
3652 player->mouse_action.button = 0;
3653 player->mouse_action.button_hint = 0;
3655 player->effective_mouse_action.lx = 0;
3656 player->effective_mouse_action.ly = 0;
3657 player->effective_mouse_action.button = 0;
3658 player->effective_mouse_action.button_hint = 0;
3660 for (j = 0; j < MAX_NUM_KEYS; j++)
3661 player->key[j] = FALSE;
3663 player->num_white_keys = 0;
3665 player->dynabomb_count = 0;
3666 player->dynabomb_size = 1;
3667 player->dynabombs_left = 0;
3668 player->dynabomb_xl = FALSE;
3670 player->MovDir = initial_move_dir;
3673 player->GfxDir = initial_move_dir;
3674 player->GfxAction = ACTION_DEFAULT;
3676 player->StepFrame = 0;
3678 player->initial_element = player->element_nr;
3679 player->artwork_element =
3680 (level.use_artwork_element[i] ? level.artwork_element[i] :
3681 player->element_nr);
3682 player->use_murphy = FALSE;
3684 player->block_last_field = FALSE; // initialized in InitPlayerField()
3685 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3687 player->gravity = level.initial_player_gravity[i];
3689 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3691 player->actual_frame_counter.count = 0;
3692 player->actual_frame_counter.value = 1;
3694 player->step_counter = 0;
3696 player->last_move_dir = initial_move_dir;
3698 player->is_active = FALSE;
3700 player->is_waiting = FALSE;
3701 player->is_moving = FALSE;
3702 player->is_auto_moving = FALSE;
3703 player->is_digging = FALSE;
3704 player->is_snapping = FALSE;
3705 player->is_collecting = FALSE;
3706 player->is_pushing = FALSE;
3707 player->is_switching = FALSE;
3708 player->is_dropping = FALSE;
3709 player->is_dropping_pressed = FALSE;
3711 player->is_bored = FALSE;
3712 player->is_sleeping = FALSE;
3714 player->was_waiting = TRUE;
3715 player->was_moving = FALSE;
3716 player->was_snapping = FALSE;
3717 player->was_dropping = FALSE;
3719 player->force_dropping = FALSE;
3721 player->frame_counter_bored = -1;
3722 player->frame_counter_sleeping = -1;
3724 player->anim_delay_counter = 0;
3725 player->post_delay_counter = 0;
3727 player->dir_waiting = initial_move_dir;
3728 player->action_waiting = ACTION_DEFAULT;
3729 player->last_action_waiting = ACTION_DEFAULT;
3730 player->special_action_bored = ACTION_DEFAULT;
3731 player->special_action_sleeping = ACTION_DEFAULT;
3733 player->switch_x = -1;
3734 player->switch_y = -1;
3736 player->drop_x = -1;
3737 player->drop_y = -1;
3739 player->show_envelope = 0;
3741 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3743 player->push_delay = -1; // initialized when pushing starts
3744 player->push_delay_value = game.initial_push_delay_value;
3746 player->drop_delay = 0;
3747 player->drop_pressed_delay = 0;
3749 player->last_jx = -1;
3750 player->last_jy = -1;
3754 player->shield_normal_time_left = 0;
3755 player->shield_deadly_time_left = 0;
3757 player->last_removed_element = EL_UNDEFINED;
3759 player->inventory_infinite_element = EL_UNDEFINED;
3760 player->inventory_size = 0;
3762 if (level.use_initial_inventory[i])
3764 for (j = 0; j < level.initial_inventory_size[i]; j++)
3766 int element = level.initial_inventory_content[i][j];
3767 int collect_count = element_info[element].collect_count_initial;
3770 if (!IS_CUSTOM_ELEMENT(element))
3773 if (collect_count == 0)
3774 player->inventory_infinite_element = element;
3776 for (k = 0; k < collect_count; k++)
3777 if (player->inventory_size < MAX_INVENTORY_SIZE)
3778 player->inventory_element[player->inventory_size++] = element;
3782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783 SnapField(player, 0, 0);
3785 map_player_action[i] = i;
3788 network_player_action_received = FALSE;
3790 // initial null action
3791 if (network_playing)
3792 SendToServer_MovePlayer(MV_NONE);
3797 TimeLeft = level.time;
3800 ScreenMovDir = MV_NONE;
3804 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3806 game.robot_wheel_x = -1;
3807 game.robot_wheel_y = -1;
3812 game.all_players_gone = FALSE;
3814 game.LevelSolved = FALSE;
3815 game.GameOver = FALSE;
3817 game.GamePlayed = !tape.playing;
3819 game.LevelSolved_GameWon = FALSE;
3820 game.LevelSolved_GameEnd = FALSE;
3821 game.LevelSolved_SaveTape = FALSE;
3822 game.LevelSolved_SaveScore = FALSE;
3824 game.LevelSolved_CountingTime = 0;
3825 game.LevelSolved_CountingScore = 0;
3826 game.LevelSolved_CountingHealth = 0;
3828 game.panel.active = TRUE;
3830 game.no_level_time_limit = (level.time == 0);
3831 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3833 game.yamyam_content_nr = 0;
3834 game.robot_wheel_active = FALSE;
3835 game.magic_wall_active = FALSE;
3836 game.magic_wall_time_left = 0;
3837 game.light_time_left = 0;
3838 game.timegate_time_left = 0;
3839 game.switchgate_pos = 0;
3840 game.wind_direction = level.wind_direction_initial;
3842 game.time_final = 0;
3843 game.score_time_final = 0;
3846 game.score_final = 0;
3848 game.health = MAX_HEALTH;
3849 game.health_final = MAX_HEALTH;
3851 game.gems_still_needed = level.gems_needed;
3852 game.sokoban_fields_still_needed = 0;
3853 game.sokoban_objects_still_needed = 0;
3854 game.lights_still_needed = 0;
3855 game.players_still_needed = 0;
3856 game.friends_still_needed = 0;
3858 game.lenses_time_left = 0;
3859 game.magnify_time_left = 0;
3861 game.ball_active = level.ball_active_initial;
3862 game.ball_content_nr = 0;
3864 game.explosions_delayed = TRUE;
3866 game.envelope_active = FALSE;
3868 // special case: set custom artwork setting to initial value
3869 game.use_masked_elements = game.use_masked_elements_initial;
3871 for (i = 0; i < NUM_BELTS; i++)
3873 game.belt_dir[i] = MV_NONE;
3874 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3880 #if DEBUG_INIT_PLAYER
3881 DebugPrintPlayerStatus("Player status at level initialization");
3884 SCAN_PLAYFIELD(x, y)
3886 Tile[x][y] = Last[x][y] = level.field[x][y];
3887 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888 ChangeDelay[x][y] = 0;
3889 ChangePage[x][y] = -1;
3890 CustomValue[x][y] = 0; // initialized in InitField()
3891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3893 WasJustMoving[x][y] = 0;
3894 WasJustFalling[x][y] = 0;
3895 CheckCollision[x][y] = 0;
3896 CheckImpact[x][y] = 0;
3898 Pushed[x][y] = FALSE;
3900 ChangeCount[x][y] = 0;
3901 ChangeEvent[x][y] = -1;
3903 ExplodePhase[x][y] = 0;
3904 ExplodeDelay[x][y] = 0;
3905 ExplodeField[x][y] = EX_TYPE_NONE;
3907 RunnerVisit[x][y] = 0;
3908 PlayerVisit[x][y] = 0;
3911 GfxRandom[x][y] = INIT_GFX_RANDOM();
3912 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913 GfxElement[x][y] = EL_UNDEFINED;
3914 GfxElementEmpty[x][y] = EL_EMPTY;
3915 GfxAction[x][y] = ACTION_DEFAULT;
3916 GfxDir[x][y] = MV_NONE;
3917 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3920 SCAN_PLAYFIELD(x, y)
3922 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3924 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3927 InitField(x, y, TRUE);
3929 ResetGfxAnimation(x, y);
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 struct PlayerInfo *player = &stored_player[i];
3938 // set number of special actions for bored and sleeping animation
3939 player->num_special_action_bored =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_BORING_1, ACTION_BORING_LAST);
3942 player->num_special_action_sleeping =
3943 get_num_special_action(player->artwork_element,
3944 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3947 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3950 // initialize type of slippery elements
3951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3953 if (!IS_CUSTOM_ELEMENT(i))
3955 // default: elements slip down either to the left or right randomly
3956 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3958 // SP style elements prefer to slip down on the left side
3959 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3962 // BD style elements prefer to slip down on the left side
3963 if (game.emulation == EMU_BOULDERDASH)
3964 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 // initialize explosion and ignition delay
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 // correct non-moving belts to start moving left
3989 for (i = 0; i < NUM_BELTS; i++)
3990 if (game.belt_dir[i] == MV_NONE)
3991 game.belt_dir_nr[i] = 3; // not moving, next moving left
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994 // use preferred player also in local single-player mode
3995 if (!network.enabled && !game.team_mode)
3997 int new_index_nr = setup.network_player_nr;
3999 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected_locally = FALSE;
4004 stored_player[new_index_nr].connected_locally = TRUE;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4010 stored_player[i].connected = FALSE;
4012 // in network game mode, the local player might not be the first player
4013 if (stored_player[i].connected_locally)
4014 local_player = &stored_player[i];
4017 if (!network.enabled)
4018 local_player->connected = TRUE;
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 stored_player[i].connected = tape.player_participates[i];
4025 else if (network.enabled)
4027 // add team mode players connected over the network (needed for correct
4028 // assignment of player figures from level to locally playing players)
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected_network)
4032 stored_player[i].connected = TRUE;
4034 else if (game.team_mode)
4036 // try to guess locally connected team mode players (needed for correct
4037 // assignment of player figures from level to locally playing players)
4039 for (i = 0; i < MAX_PLAYERS; i++)
4040 if (setup.input[i].use_joystick ||
4041 setup.input[i].key.left != KSYM_UNDEFINED)
4042 stored_player[i].connected = TRUE;
4045 #if DEBUG_INIT_PLAYER
4046 DebugPrintPlayerStatus("Player status after level initialization");
4049 #if DEBUG_INIT_PLAYER
4050 Debug("game:init:player", "Reassigning players ...");
4053 // check if any connected player was not found in playfield
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 struct PlayerInfo *player = &stored_player[i];
4058 if (player->connected && !player->present)
4060 struct PlayerInfo *field_player = NULL;
4062 #if DEBUG_INIT_PLAYER
4063 Debug("game:init:player",
4064 "- looking for field player for player %d ...", i + 1);
4067 // assign first free player found that is present in the playfield
4069 // first try: look for unmapped playfield player that is not connected
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped &&
4074 !stored_player[j].connected)
4075 field_player = &stored_player[j];
4077 // second try: look for *any* unmapped playfield player
4078 for (j = 0; j < MAX_PLAYERS; j++)
4079 if (field_player == NULL &&
4080 stored_player[j].present &&
4081 !stored_player[j].mapped)
4082 field_player = &stored_player[j];
4084 if (field_player != NULL)
4086 int jx = field_player->jx, jy = field_player->jy;
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "- found player %d",
4090 field_player->index_nr + 1);
4093 player->present = FALSE;
4094 player->active = FALSE;
4096 field_player->present = TRUE;
4097 field_player->active = TRUE;
4100 player->initial_element = field_player->initial_element;
4101 player->artwork_element = field_player->artwork_element;
4103 player->block_last_field = field_player->block_last_field;
4104 player->block_delay_adjustment = field_player->block_delay_adjustment;
4107 StorePlayer[jx][jy] = field_player->element_nr;
4109 field_player->jx = field_player->last_jx = jx;
4110 field_player->jy = field_player->last_jy = jy;
4112 if (local_player == player)
4113 local_player = field_player;
4115 map_player_action[field_player->index_nr] = i;
4117 field_player->mapped = TRUE;
4119 #if DEBUG_INIT_PLAYER
4120 Debug("game:init:player", "- map_player_action[%d] == %d",
4121 field_player->index_nr + 1, i + 1);
4126 if (player->connected && player->present)
4127 player->mapped = TRUE;
4130 #if DEBUG_INIT_PLAYER
4131 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4136 // check if any connected player was not found in playfield
4137 for (i = 0; i < MAX_PLAYERS; i++)
4139 struct PlayerInfo *player = &stored_player[i];
4141 if (player->connected && !player->present)
4143 for (j = 0; j < MAX_PLAYERS; j++)
4145 struct PlayerInfo *field_player = &stored_player[j];
4146 int jx = field_player->jx, jy = field_player->jy;
4148 // assign first free player found that is present in the playfield
4149 if (field_player->present && !field_player->connected)
4151 player->present = TRUE;
4152 player->active = TRUE;
4154 field_player->present = FALSE;
4155 field_player->active = FALSE;
4157 player->initial_element = field_player->initial_element;
4158 player->artwork_element = field_player->artwork_element;
4160 player->block_last_field = field_player->block_last_field;
4161 player->block_delay_adjustment = field_player->block_delay_adjustment;
4163 StorePlayer[jx][jy] = player->element_nr;
4165 player->jx = player->last_jx = jx;
4166 player->jy = player->last_jy = jy;
4176 Debug("game:init:player", "local_player->present == %d",
4177 local_player->present);
4180 // set focus to local player for network games, else to all players
4181 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182 game.centered_player_nr_next = game.centered_player_nr;
4183 game.set_centered_player = FALSE;
4184 game.set_centered_player_wrap = FALSE;
4186 if (network_playing && tape.recording)
4188 // store client dependent player focus when recording network games
4189 tape.centered_player_nr_next = game.centered_player_nr_next;
4190 tape.set_centered_player = TRUE;
4195 // when playing a tape, eliminate all players who do not participate
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4199 if (!game.team_mode)
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 if (stored_player[i].active &&
4204 !tape.player_participates[map_player_action[i]])
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 #if DEBUG_INIT_PLAYER
4210 Debug("game:init:player", "Removing player %d at (%d, %d)",
4214 player->active = FALSE;
4215 StorePlayer[jx][jy] = 0;
4216 Tile[jx][jy] = EL_EMPTY;
4223 for (i = 0; i < MAX_PLAYERS; i++)
4225 if (stored_player[i].active &&
4226 !tape.player_participates[i])
4228 struct PlayerInfo *player = &stored_player[i];
4229 int jx = player->jx, jy = player->jy;
4231 player->active = FALSE;
4232 StorePlayer[jx][jy] = 0;
4233 Tile[jx][jy] = EL_EMPTY;
4238 else if (!network.enabled && !game.team_mode) // && !tape.playing
4240 // when in single player mode, eliminate all but the local player
4242 for (i = 0; i < MAX_PLAYERS; i++)
4244 struct PlayerInfo *player = &stored_player[i];
4246 if (player->active && player != local_player)
4248 int jx = player->jx, jy = player->jy;
4250 player->active = FALSE;
4251 player->present = FALSE;
4253 StorePlayer[jx][jy] = 0;
4254 Tile[jx][jy] = EL_EMPTY;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active)
4261 game.players_still_needed++;
4263 if (level.solved_by_one_player)
4264 game.players_still_needed = 1;
4266 // when recording the game, store which players take part in the game
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].connected)
4272 tape.player_participates[i] = TRUE;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4275 if (stored_player[i].active)
4276 tape.player_participates[i] = TRUE;
4280 #if DEBUG_INIT_PLAYER
4281 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4284 if (BorderElement == EL_EMPTY)
4287 SBX_Right = lev_fieldx - SCR_FIELDX;
4289 SBY_Lower = lev_fieldy - SCR_FIELDY;
4294 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4296 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4299 if (full_lev_fieldx <= SCR_FIELDX)
4300 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301 if (full_lev_fieldy <= SCR_FIELDY)
4302 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4304 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4306 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4309 // if local player not found, look for custom element that might create
4310 // the player (make some assumptions about the right custom element)
4311 if (!local_player->present)
4313 int start_x = 0, start_y = 0;
4314 int found_rating = 0;
4315 int found_element = EL_UNDEFINED;
4316 int player_nr = local_player->index_nr;
4318 SCAN_PLAYFIELD(x, y)
4320 int element = Tile[x][y];
4325 if (level.use_start_element[player_nr] &&
4326 level.start_element[player_nr] == element &&
4333 found_element = element;
4336 if (!IS_CUSTOM_ELEMENT(element))
4339 if (CAN_CHANGE(element))
4341 for (i = 0; i < element_info[element].num_change_pages; i++)
4343 // check for player created from custom element as single target
4344 content = element_info[element].change_page[i].target_element;
4345 is_player = IS_PLAYER_ELEMENT(content);
4347 if (is_player && (found_rating < 3 ||
4348 (found_rating == 3 && element < found_element)))
4354 found_element = element;
4359 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4361 // check for player created from custom element as explosion content
4362 content = element_info[element].content.e[xx][yy];
4363 is_player = IS_PLAYER_ELEMENT(content);
4365 if (is_player && (found_rating < 2 ||
4366 (found_rating == 2 && element < found_element)))
4368 start_x = x + xx - 1;
4369 start_y = y + yy - 1;
4372 found_element = element;
4375 if (!CAN_CHANGE(element))
4378 for (i = 0; i < element_info[element].num_change_pages; i++)
4380 // check for player created from custom element as extended target
4382 element_info[element].change_page[i].target_content.e[xx][yy];
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 1 ||
4387 (found_rating == 1 && element < found_element)))
4389 start_x = x + xx - 1;
4390 start_y = y + yy - 1;
4393 found_element = element;
4399 scroll_x = SCROLL_POSITION_X(start_x);
4400 scroll_y = SCROLL_POSITION_Y(start_y);
4404 scroll_x = SCROLL_POSITION_X(local_player->jx);
4405 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4408 // !!! FIX THIS (START) !!!
4409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4411 InitGameEngine_EM();
4413 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4415 InitGameEngine_SP();
4417 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4419 InitGameEngine_MM();
4423 DrawLevel(REDRAW_FIELD);
4426 // after drawing the level, correct some elements
4427 if (game.timegate_time_left == 0)
4428 CloseAllOpenTimegates();
4431 // blit playfield from scroll buffer to normal back buffer for fading in
4432 BlitScreenToBitmap(backbuffer);
4433 // !!! FIX THIS (END) !!!
4435 DrawMaskedBorder(fade_mask);
4440 // full screen redraw is required at this point in the following cases:
4441 // - special editor door undrawn when game was started from level editor
4442 // - drawing area (playfield) was changed and has to be removed completely
4443 redraw_mask = REDRAW_ALL;
4447 if (!game.restart_level)
4449 // copy default game door content to main double buffer
4451 // !!! CHECK AGAIN !!!
4452 SetPanelBackground();
4453 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4457 SetPanelBackground();
4458 SetDrawBackgroundMask(REDRAW_DOOR_1);
4460 UpdateAndDisplayGameControlValues();
4462 if (!game.restart_level)
4468 CreateGameButtons();
4473 // copy actual game door content to door double buffer for OpenDoor()
4474 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4476 OpenDoor(DOOR_OPEN_ALL);
4478 KeyboardAutoRepeatOffUnlessAutoplay();
4480 #if DEBUG_INIT_PLAYER
4481 DebugPrintPlayerStatus("Player status (final)");
4490 if (!game.restart_level && !tape.playing)
4492 LevelStats_incPlayed(level_nr);
4494 SaveLevelSetup_SeriesInfo();
4497 game.restart_level = FALSE;
4498 game.restart_game_message = NULL;
4500 game.request_active = FALSE;
4501 game.request_active_or_moving = FALSE;
4503 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504 InitGameActions_MM();
4506 SaveEngineSnapshotToListInitial();
4508 if (!game.restart_level)
4510 PlaySound(SND_GAME_STARTING);
4512 if (setup.sound_music)
4516 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520 int actual_player_x, int actual_player_y)
4522 // this is used for non-R'n'D game engines to update certain engine values
4524 // needed to determine if sounds are played within the visible screen area
4525 scroll_x = actual_scroll_x;
4526 scroll_y = actual_scroll_y;
4528 // needed to get player position for "follow finger" playing input method
4529 local_player->jx = actual_player_x;
4530 local_player->jy = actual_player_y;
4533 void InitMovDir(int x, int y)
4535 int i, element = Tile[x][y];
4536 static int xy[4][2] =
4543 static int direction[3][4] =
4545 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4546 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4547 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4556 Tile[x][y] = EL_BUG;
4557 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4560 case EL_SPACESHIP_RIGHT:
4561 case EL_SPACESHIP_UP:
4562 case EL_SPACESHIP_LEFT:
4563 case EL_SPACESHIP_DOWN:
4564 Tile[x][y] = EL_SPACESHIP;
4565 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4568 case EL_BD_BUTTERFLY_RIGHT:
4569 case EL_BD_BUTTERFLY_UP:
4570 case EL_BD_BUTTERFLY_LEFT:
4571 case EL_BD_BUTTERFLY_DOWN:
4572 Tile[x][y] = EL_BD_BUTTERFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4576 case EL_BD_FIREFLY_RIGHT:
4577 case EL_BD_FIREFLY_UP:
4578 case EL_BD_FIREFLY_LEFT:
4579 case EL_BD_FIREFLY_DOWN:
4580 Tile[x][y] = EL_BD_FIREFLY;
4581 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4584 case EL_PACMAN_RIGHT:
4586 case EL_PACMAN_LEFT:
4587 case EL_PACMAN_DOWN:
4588 Tile[x][y] = EL_PACMAN;
4589 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4592 case EL_YAMYAM_LEFT:
4593 case EL_YAMYAM_RIGHT:
4595 case EL_YAMYAM_DOWN:
4596 Tile[x][y] = EL_YAMYAM;
4597 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4600 case EL_SP_SNIKSNAK:
4601 MovDir[x][y] = MV_UP;
4604 case EL_SP_ELECTRON:
4605 MovDir[x][y] = MV_LEFT;
4612 Tile[x][y] = EL_MOLE;
4613 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4616 case EL_SPRING_LEFT:
4617 case EL_SPRING_RIGHT:
4618 Tile[x][y] = EL_SPRING;
4619 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4623 if (IS_CUSTOM_ELEMENT(element))
4625 struct ElementInfo *ei = &element_info[element];
4626 int move_direction_initial = ei->move_direction_initial;
4627 int move_pattern = ei->move_pattern;
4629 if (move_direction_initial == MV_START_PREVIOUS)
4631 if (MovDir[x][y] != MV_NONE)
4634 move_direction_initial = MV_START_AUTOMATIC;
4637 if (move_direction_initial == MV_START_RANDOM)
4638 MovDir[x][y] = 1 << RND(4);
4639 else if (move_direction_initial & MV_ANY_DIRECTION)
4640 MovDir[x][y] = move_direction_initial;
4641 else if (move_pattern == MV_ALL_DIRECTIONS ||
4642 move_pattern == MV_TURNING_LEFT ||
4643 move_pattern == MV_TURNING_RIGHT ||
4644 move_pattern == MV_TURNING_LEFT_RIGHT ||
4645 move_pattern == MV_TURNING_RIGHT_LEFT ||
4646 move_pattern == MV_TURNING_RANDOM)
4647 MovDir[x][y] = 1 << RND(4);
4648 else if (move_pattern == MV_HORIZONTAL)
4649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650 else if (move_pattern == MV_VERTICAL)
4651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652 else if (move_pattern & MV_ANY_DIRECTION)
4653 MovDir[x][y] = element_info[element].move_pattern;
4654 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655 move_pattern == MV_ALONG_RIGHT_SIDE)
4657 // use random direction as default start direction
4658 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659 MovDir[x][y] = 1 << RND(4);
4661 for (i = 0; i < NUM_DIRECTIONS; i++)
4663 int x1 = x + xy[i][0];
4664 int y1 = y + xy[i][1];
4666 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4668 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669 MovDir[x][y] = direction[0][i];
4671 MovDir[x][y] = direction[1][i];
4680 MovDir[x][y] = 1 << RND(4);
4682 if (element != EL_BUG &&
4683 element != EL_SPACESHIP &&
4684 element != EL_BD_BUTTERFLY &&
4685 element != EL_BD_FIREFLY)
4688 for (i = 0; i < NUM_DIRECTIONS; i++)
4690 int x1 = x + xy[i][0];
4691 int y1 = y + xy[i][1];
4693 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4695 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4697 MovDir[x][y] = direction[0][i];
4700 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4703 MovDir[x][y] = direction[1][i];
4712 GfxDir[x][y] = MovDir[x][y];
4715 void InitAmoebaNr(int x, int y)
4718 int group_nr = AmoebaNeighbourNr(x, y);
4722 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4724 if (AmoebaCnt[i] == 0)
4732 AmoebaNr[x][y] = group_nr;
4733 AmoebaCnt[group_nr]++;
4734 AmoebaCnt2[group_nr]++;
4737 static void LevelSolved_SetFinalGameValues(void)
4739 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740 game.score_time_final = (level.use_step_counter ? TimePlayed :
4741 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4743 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744 game_em.lev->score :
4745 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4749 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750 MM_HEALTH(game_mm.laser_overload_value) :
4753 game.LevelSolved_CountingTime = game.time_final;
4754 game.LevelSolved_CountingScore = game.score_final;
4755 game.LevelSolved_CountingHealth = game.health_final;
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4760 game.LevelSolved_CountingTime = time;
4761 game.LevelSolved_CountingScore = score;
4762 game.LevelSolved_CountingHealth = health;
4764 game_panel_controls[GAME_PANEL_TIME].value = time;
4765 game_panel_controls[GAME_PANEL_SCORE].value = score;
4766 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4768 DisplayGameControlValues();
4771 static void LevelSolved(void)
4773 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774 game.players_still_needed > 0)
4777 game.LevelSolved = TRUE;
4778 game.GameOver = TRUE;
4782 // needed here to display correct panel values while player walks into exit
4783 LevelSolved_SetFinalGameValues();
4788 static int time_count_steps;
4789 static int time, time_final;
4790 static float score, score_final; // needed for time score < 10 for 10 seconds
4791 static int health, health_final;
4792 static int game_over_delay_1 = 0;
4793 static int game_over_delay_2 = 0;
4794 static int game_over_delay_3 = 0;
4795 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4796 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4798 if (!game.LevelSolved_GameWon)
4802 // do not start end game actions before the player stops moving (to exit)
4803 if (local_player->active && local_player->MovPos)
4806 // calculate final game values after player finished walking into exit
4807 LevelSolved_SetFinalGameValues();
4809 game.LevelSolved_GameWon = TRUE;
4810 game.LevelSolved_SaveTape = tape.recording;
4811 game.LevelSolved_SaveScore = !tape.playing;
4815 LevelStats_incSolved(level_nr);
4817 SaveLevelSetup_SeriesInfo();
4820 if (tape.auto_play) // tape might already be stopped here
4821 tape.auto_play_level_solved = TRUE;
4825 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4826 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4827 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4829 time = time_final = game.time_final;
4830 score = score_final = game.score_final;
4831 health = health_final = game.health_final;
4833 // update game panel values before (delayed) counting of score (if any)
4834 LevelSolved_DisplayFinalGameValues(time, score, health);
4836 // if level has time score defined, calculate new final game values
4839 int time_final_max = 999;
4840 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4841 int time_frames = 0;
4842 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4843 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4848 time_frames = time_frames_left;
4850 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4852 time_final = time_final_max;
4853 time_frames = time_frames_final_max - time_frames_played;
4856 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4858 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4860 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4863 score_final += health * time_score;
4866 game.score_final = score_final;
4867 game.health_final = health_final;
4870 // if not counting score after game, immediately update game panel values
4871 if (level_editor_test_game || !setup.count_score_after_game)
4874 score = score_final;
4876 LevelSolved_DisplayFinalGameValues(time, score, health);
4879 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4881 // check if last player has left the level
4882 if (game.exit_x >= 0 &&
4885 int x = game.exit_x;
4886 int y = game.exit_y;
4887 int element = Tile[x][y];
4889 // close exit door after last player
4890 if ((game.all_players_gone &&
4891 (element == EL_EXIT_OPEN ||
4892 element == EL_SP_EXIT_OPEN ||
4893 element == EL_STEEL_EXIT_OPEN)) ||
4894 element == EL_EM_EXIT_OPEN ||
4895 element == EL_EM_STEEL_EXIT_OPEN)
4899 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4900 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4901 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4902 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4903 EL_EM_STEEL_EXIT_CLOSING);
4905 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4908 // player disappears
4909 DrawLevelField(x, y);
4912 for (i = 0; i < MAX_PLAYERS; i++)
4914 struct PlayerInfo *player = &stored_player[i];
4916 if (player->present)
4918 RemovePlayer(player);
4920 // player disappears
4921 DrawLevelField(player->jx, player->jy);
4926 PlaySound(SND_GAME_WINNING);
4929 if (setup.count_score_after_game)
4931 if (time != time_final)
4933 if (game_over_delay_1 > 0)
4935 game_over_delay_1--;
4940 int time_to_go = ABS(time_final - time);
4941 int time_count_dir = (time < time_final ? +1 : -1);
4943 if (time_to_go < time_count_steps)
4944 time_count_steps = 1;
4946 time += time_count_steps * time_count_dir;
4947 score += time_count_steps * time_score;
4949 // set final score to correct rounding differences after counting score
4950 if (time == time_final)
4951 score = score_final;
4953 LevelSolved_DisplayFinalGameValues(time, score, health);
4955 if (time == time_final)
4956 StopSound(SND_GAME_LEVELTIME_BONUS);
4957 else if (setup.sound_loops)
4958 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4960 PlaySound(SND_GAME_LEVELTIME_BONUS);
4965 if (health != health_final)
4967 if (game_over_delay_2 > 0)
4969 game_over_delay_2--;
4974 int health_count_dir = (health < health_final ? +1 : -1);
4976 health += health_count_dir;
4977 score += time_score;
4979 LevelSolved_DisplayFinalGameValues(time, score, health);
4981 if (health == health_final)
4982 StopSound(SND_GAME_LEVELTIME_BONUS);
4983 else if (setup.sound_loops)
4984 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4986 PlaySound(SND_GAME_LEVELTIME_BONUS);
4992 game.panel.active = FALSE;
4994 if (game_over_delay_3 > 0)
4996 game_over_delay_3--;
5006 // used instead of "level_nr" (needed for network games)
5007 int last_level_nr = levelset.level_nr;
5008 boolean tape_saved = FALSE;
5010 game.LevelSolved_GameEnd = TRUE;
5012 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5014 // make sure that request dialog to save tape does not open door again
5015 if (!global.use_envelope_request)
5016 CloseDoor(DOOR_CLOSE_1);
5019 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5021 // set unique basename for score tape (also saved in high score table)
5022 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5025 // if no tape is to be saved, close both doors simultaneously
5026 CloseDoor(DOOR_CLOSE_ALL);
5028 if (level_editor_test_game || score_info_tape_play)
5030 SetGameStatus(GAME_MODE_MAIN);
5037 if (!game.LevelSolved_SaveScore)
5039 SetGameStatus(GAME_MODE_MAIN);
5046 if (level_nr == leveldir_current->handicap_level)
5048 leveldir_current->handicap_level++;
5050 SaveLevelSetup_SeriesInfo();
5053 // save score and score tape before potentially erasing tape below
5054 NewHighScore(last_level_nr, tape_saved);
5056 if (setup.increment_levels &&
5057 level_nr < leveldir_current->last_level &&
5060 level_nr++; // advance to next level
5061 TapeErase(); // start with empty tape
5063 if (setup.auto_play_next_level)
5065 scores.continue_playing = TRUE;
5066 scores.next_level_nr = level_nr;
5068 LoadLevel(level_nr);
5070 SaveLevelSetup_SeriesInfo();
5074 if (scores.last_added >= 0 && setup.show_scores_after_game)
5076 SetGameStatus(GAME_MODE_SCORES);
5078 DrawHallOfFame(last_level_nr);
5080 else if (scores.continue_playing)
5082 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5086 SetGameStatus(GAME_MODE_MAIN);
5092 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5093 boolean one_score_entry_per_name)
5097 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5100 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5102 struct ScoreEntry *entry = &list->entry[i];
5103 boolean score_is_better = (new_entry->score > entry->score);
5104 boolean score_is_equal = (new_entry->score == entry->score);
5105 boolean time_is_better = (new_entry->time < entry->time);
5106 boolean time_is_equal = (new_entry->time == entry->time);
5107 boolean better_by_score = (score_is_better ||
5108 (score_is_equal && time_is_better));
5109 boolean better_by_time = (time_is_better ||
5110 (time_is_equal && score_is_better));
5111 boolean is_better = (level.rate_time_over_score ? better_by_time :
5113 boolean entry_is_empty = (entry->score == 0 &&
5116 // prevent adding server score entries if also existing in local score file
5117 // (special case: historic score entries have an empty tape basename entry)
5118 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5119 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5121 // add fields from server score entry not stored in local score entry
5122 // (currently, this means setting platform, version and country fields;
5123 // in rare cases, this may also correct an invalid score value, as
5124 // historic scores might have been truncated to 16-bit values locally)
5125 *entry = *new_entry;
5130 if (is_better || entry_is_empty)
5132 // player has made it to the hall of fame
5134 if (i < MAX_SCORE_ENTRIES - 1)
5136 int m = MAX_SCORE_ENTRIES - 1;
5139 if (one_score_entry_per_name)
5141 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5142 if (strEqual(list->entry[l].name, new_entry->name))
5145 if (m == i) // player's new highscore overwrites his old one
5149 for (l = m; l > i; l--)
5150 list->entry[l] = list->entry[l - 1];
5155 *entry = *new_entry;
5159 else if (one_score_entry_per_name &&
5160 strEqual(entry->name, new_entry->name))
5162 // player already in high score list with better score or time
5168 // special case: new score is beyond the last high score list position
5169 return MAX_SCORE_ENTRIES;
5172 void NewHighScore(int level_nr, boolean tape_saved)
5174 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5175 boolean one_per_name = FALSE;
5177 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5178 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5180 new_entry.score = game.score_final;
5181 new_entry.time = game.score_time_final;
5183 LoadScore(level_nr);
5185 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5187 if (scores.last_added >= MAX_SCORE_ENTRIES)
5189 scores.last_added = MAX_SCORE_ENTRIES - 1;
5190 scores.force_last_added = TRUE;
5192 scores.entry[scores.last_added] = new_entry;
5194 // store last added local score entry (before merging server scores)
5195 scores.last_added_local = scores.last_added;
5200 if (scores.last_added < 0)
5203 SaveScore(level_nr);
5205 // store last added local score entry (before merging server scores)
5206 scores.last_added_local = scores.last_added;
5208 if (!game.LevelSolved_SaveTape)
5211 SaveScoreTape(level_nr);
5213 if (setup.ask_for_using_api_server)
5215 setup.use_api_server =
5216 Request("Upload your score and tape to the high score server?", REQ_ASK);
5218 if (!setup.use_api_server)
5219 Request("Not using high score server! Use setup menu to enable again!",
5222 runtime.use_api_server = setup.use_api_server;
5224 // after asking for using API server once, do not ask again
5225 setup.ask_for_using_api_server = FALSE;
5227 SaveSetup_ServerSetup();
5230 SaveServerScore(level_nr, tape_saved);
5233 void MergeServerScore(void)
5235 struct ScoreEntry last_added_entry;
5236 boolean one_per_name = FALSE;
5239 if (scores.last_added >= 0)
5240 last_added_entry = scores.entry[scores.last_added];
5242 for (i = 0; i < server_scores.num_entries; i++)
5244 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5246 if (pos >= 0 && pos <= scores.last_added)
5247 scores.last_added++;
5250 if (scores.last_added >= MAX_SCORE_ENTRIES)
5252 scores.last_added = MAX_SCORE_ENTRIES - 1;
5253 scores.force_last_added = TRUE;
5255 scores.entry[scores.last_added] = last_added_entry;
5259 static int getElementMoveStepsizeExt(int x, int y, int direction)
5261 int element = Tile[x][y];
5262 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5263 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5264 int horiz_move = (dx != 0);
5265 int sign = (horiz_move ? dx : dy);
5266 int step = sign * element_info[element].move_stepsize;
5268 // special values for move stepsize for spring and things on conveyor belt
5271 if (CAN_FALL(element) &&
5272 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5273 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5274 else if (element == EL_SPRING)
5275 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5281 static int getElementMoveStepsize(int x, int y)
5283 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5286 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5288 if (player->GfxAction != action || player->GfxDir != dir)
5290 player->GfxAction = action;
5291 player->GfxDir = dir;
5293 player->StepFrame = 0;
5297 static void ResetGfxFrame(int x, int y)
5299 // profiling showed that "autotest" spends 10~20% of its time in this function
5300 if (DrawingDeactivatedField())
5303 int element = Tile[x][y];
5304 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5306 if (graphic_info[graphic].anim_global_sync)
5307 GfxFrame[x][y] = FrameCounter;
5308 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5309 GfxFrame[x][y] = CustomValue[x][y];
5310 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5311 GfxFrame[x][y] = element_info[element].collect_score;
5312 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5313 GfxFrame[x][y] = ChangeDelay[x][y];
5316 static void ResetGfxAnimation(int x, int y)
5318 GfxAction[x][y] = ACTION_DEFAULT;
5319 GfxDir[x][y] = MovDir[x][y];
5322 ResetGfxFrame(x, y);
5325 static void ResetRandomAnimationValue(int x, int y)
5327 GfxRandom[x][y] = INIT_GFX_RANDOM();
5330 static void InitMovingField(int x, int y, int direction)
5332 int element = Tile[x][y];
5333 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5334 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5337 boolean is_moving_before, is_moving_after;
5339 // check if element was/is moving or being moved before/after mode change
5340 is_moving_before = (WasJustMoving[x][y] != 0);
5341 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5343 // reset animation only for moving elements which change direction of moving
5344 // or which just started or stopped moving
5345 // (else CEs with property "can move" / "not moving" are reset each frame)
5346 if (is_moving_before != is_moving_after ||
5347 direction != MovDir[x][y])
5348 ResetGfxAnimation(x, y);
5350 MovDir[x][y] = direction;
5351 GfxDir[x][y] = direction;
5353 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5354 direction == MV_DOWN && CAN_FALL(element) ?
5355 ACTION_FALLING : ACTION_MOVING);
5357 // this is needed for CEs with property "can move" / "not moving"
5359 if (is_moving_after)
5361 if (Tile[newx][newy] == EL_EMPTY)
5362 Tile[newx][newy] = EL_BLOCKED;
5364 MovDir[newx][newy] = MovDir[x][y];
5366 CustomValue[newx][newy] = CustomValue[x][y];
5368 GfxFrame[newx][newy] = GfxFrame[x][y];
5369 GfxRandom[newx][newy] = GfxRandom[x][y];
5370 GfxAction[newx][newy] = GfxAction[x][y];
5371 GfxDir[newx][newy] = GfxDir[x][y];
5375 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5377 int direction = MovDir[x][y];
5378 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5379 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5385 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5387 int oldx = x, oldy = y;
5388 int direction = MovDir[x][y];
5390 if (direction == MV_LEFT)
5392 else if (direction == MV_RIGHT)
5394 else if (direction == MV_UP)
5396 else if (direction == MV_DOWN)
5399 *comes_from_x = oldx;
5400 *comes_from_y = oldy;
5403 static int MovingOrBlocked2Element(int x, int y)
5405 int element = Tile[x][y];
5407 if (element == EL_BLOCKED)
5411 Blocked2Moving(x, y, &oldx, &oldy);
5412 return Tile[oldx][oldy];
5418 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5420 // like MovingOrBlocked2Element(), but if element is moving
5421 // and (x,y) is the field the moving element is just leaving,
5422 // return EL_BLOCKED instead of the element value
5423 int element = Tile[x][y];
5425 if (IS_MOVING(x, y))
5427 if (element == EL_BLOCKED)
5431 Blocked2Moving(x, y, &oldx, &oldy);
5432 return Tile[oldx][oldy];
5441 static void RemoveField(int x, int y)
5443 Tile[x][y] = EL_EMPTY;
5449 CustomValue[x][y] = 0;
5452 ChangeDelay[x][y] = 0;
5453 ChangePage[x][y] = -1;
5454 Pushed[x][y] = FALSE;
5456 GfxElement[x][y] = EL_UNDEFINED;
5457 GfxAction[x][y] = ACTION_DEFAULT;
5458 GfxDir[x][y] = MV_NONE;
5461 static void RemoveMovingField(int x, int y)
5463 int oldx = x, oldy = y, newx = x, newy = y;
5464 int element = Tile[x][y];
5465 int next_element = EL_UNDEFINED;
5467 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5470 if (IS_MOVING(x, y))
5472 Moving2Blocked(x, y, &newx, &newy);
5474 if (Tile[newx][newy] != EL_BLOCKED)
5476 // element is moving, but target field is not free (blocked), but
5477 // already occupied by something different (example: acid pool);
5478 // in this case, only remove the moving field, but not the target
5480 RemoveField(oldx, oldy);
5482 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5484 TEST_DrawLevelField(oldx, oldy);
5489 else if (element == EL_BLOCKED)
5491 Blocked2Moving(x, y, &oldx, &oldy);
5492 if (!IS_MOVING(oldx, oldy))
5496 if (element == EL_BLOCKED &&
5497 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5498 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5499 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5500 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5501 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5502 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5503 next_element = get_next_element(Tile[oldx][oldy]);
5505 RemoveField(oldx, oldy);
5506 RemoveField(newx, newy);
5508 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5510 if (next_element != EL_UNDEFINED)
5511 Tile[oldx][oldy] = next_element;
5513 TEST_DrawLevelField(oldx, oldy);
5514 TEST_DrawLevelField(newx, newy);
5517 void DrawDynamite(int x, int y)
5519 int sx = SCREENX(x), sy = SCREENY(y);
5520 int graphic = el2img(Tile[x][y]);
5523 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5526 if (IS_WALKABLE_INSIDE(Back[x][y]))
5530 DrawLevelElement(x, y, Back[x][y]);
5531 else if (Store[x][y])
5532 DrawLevelElement(x, y, Store[x][y]);
5533 else if (game.use_masked_elements)
5534 DrawLevelElement(x, y, EL_EMPTY);
5536 frame = getGraphicAnimationFrameXY(graphic, x, y);
5538 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5539 DrawGraphicThruMask(sx, sy, graphic, frame);
5541 DrawGraphic(sx, sy, graphic, frame);
5544 static void CheckDynamite(int x, int y)
5546 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5550 if (MovDelay[x][y] != 0)
5553 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5559 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5564 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5566 boolean num_checked_players = 0;
5569 for (i = 0; i < MAX_PLAYERS; i++)
5571 if (stored_player[i].active)
5573 int sx = stored_player[i].jx;
5574 int sy = stored_player[i].jy;
5576 if (num_checked_players == 0)
5583 *sx1 = MIN(*sx1, sx);
5584 *sy1 = MIN(*sy1, sy);
5585 *sx2 = MAX(*sx2, sx);
5586 *sy2 = MAX(*sy2, sy);
5589 num_checked_players++;
5594 static boolean checkIfAllPlayersFitToScreen_RND(void)
5596 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5598 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5600 return (sx2 - sx1 < SCR_FIELDX &&
5601 sy2 - sy1 < SCR_FIELDY);
5604 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5606 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5608 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5610 *sx = (sx1 + sx2) / 2;
5611 *sy = (sy1 + sy2) / 2;
5614 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5615 boolean center_screen, boolean quick_relocation)
5617 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5618 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5619 boolean no_delay = (tape.warp_forward);
5620 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5621 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5622 int new_scroll_x, new_scroll_y;
5624 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5626 // case 1: quick relocation inside visible screen (without scrolling)
5633 if (!level.shifted_relocation || center_screen)
5635 // relocation _with_ centering of screen
5637 new_scroll_x = SCROLL_POSITION_X(x);
5638 new_scroll_y = SCROLL_POSITION_Y(y);
5642 // relocation _without_ centering of screen
5644 int center_scroll_x = SCROLL_POSITION_X(old_x);
5645 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5646 int offset_x = x + (scroll_x - center_scroll_x);
5647 int offset_y = y + (scroll_y - center_scroll_y);
5649 // for new screen position, apply previous offset to center position
5650 new_scroll_x = SCROLL_POSITION_X(offset_x);
5651 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5654 if (quick_relocation)
5656 // case 2: quick relocation (redraw without visible scrolling)
5658 scroll_x = new_scroll_x;
5659 scroll_y = new_scroll_y;
5666 // case 3: visible relocation (with scrolling to new position)
5668 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5670 SetVideoFrameDelay(wait_delay_value);
5672 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5674 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5675 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5677 if (dx == 0 && dy == 0) // no scrolling needed at all
5683 // set values for horizontal/vertical screen scrolling (half tile size)
5684 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5685 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5686 int pos_x = dx * TILEX / 2;
5687 int pos_y = dy * TILEY / 2;
5688 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5689 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5691 ScrollLevel(dx, dy);
5694 // scroll in two steps of half tile size to make things smoother
5695 BlitScreenToBitmapExt_RND(window, fx, fy);
5697 // scroll second step to align at full tile size
5698 BlitScreenToBitmap(window);
5704 SetVideoFrameDelay(frame_delay_value_old);
5707 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5709 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5710 int player_nr = GET_PLAYER_NR(el_player);
5711 struct PlayerInfo *player = &stored_player[player_nr];
5712 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5713 boolean no_delay = (tape.warp_forward);
5714 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5715 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5716 int old_jx = player->jx;
5717 int old_jy = player->jy;
5718 int old_element = Tile[old_jx][old_jy];
5719 int element = Tile[jx][jy];
5720 boolean player_relocated = (old_jx != jx || old_jy != jy);
5722 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5723 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5724 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5725 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5726 int leave_side_horiz = move_dir_horiz;
5727 int leave_side_vert = move_dir_vert;
5728 int enter_side = enter_side_horiz | enter_side_vert;
5729 int leave_side = leave_side_horiz | leave_side_vert;
5731 if (player->buried) // do not reanimate dead player
5734 if (!player_relocated) // no need to relocate the player
5737 if (IS_PLAYER(jx, jy)) // player already placed at new position
5739 RemoveField(jx, jy); // temporarily remove newly placed player
5740 DrawLevelField(jx, jy);
5743 if (player->present)
5745 while (player->MovPos)
5747 ScrollPlayer(player, SCROLL_GO_ON);
5748 ScrollScreen(NULL, SCROLL_GO_ON);
5750 AdvanceFrameAndPlayerCounters(player->index_nr);
5754 BackToFront_WithFrameDelay(wait_delay_value);
5757 DrawPlayer(player); // needed here only to cleanup last field
5758 DrawLevelField(player->jx, player->jy); // remove player graphic
5760 player->is_moving = FALSE;
5763 if (IS_CUSTOM_ELEMENT(old_element))
5764 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5766 player->index_bit, leave_side);
5768 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5770 player->index_bit, leave_side);
5772 Tile[jx][jy] = el_player;
5773 InitPlayerField(jx, jy, el_player, TRUE);
5775 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5776 possible that the relocation target field did not contain a player element,
5777 but a walkable element, to which the new player was relocated -- in this
5778 case, restore that (already initialized!) element on the player field */
5779 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5781 Tile[jx][jy] = element; // restore previously existing element
5784 // only visually relocate centered player
5785 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5786 FALSE, level.instant_relocation);
5788 TestIfPlayerTouchesBadThing(jx, jy);
5789 TestIfPlayerTouchesCustomElement(jx, jy);
5791 if (IS_CUSTOM_ELEMENT(element))
5792 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5793 player->index_bit, enter_side);
5795 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5796 player->index_bit, enter_side);
5798 if (player->is_switching)
5800 /* ensure that relocation while still switching an element does not cause
5801 a new element to be treated as also switched directly after relocation
5802 (this is important for teleporter switches that teleport the player to
5803 a place where another teleporter switch is in the same direction, which
5804 would then incorrectly be treated as immediately switched before the
5805 direction key that caused the switch was released) */
5807 player->switch_x += jx - old_jx;
5808 player->switch_y += jy - old_jy;
5812 static void Explode(int ex, int ey, int phase, int mode)
5818 // !!! eliminate this variable !!!
5819 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5821 if (game.explosions_delayed)
5823 ExplodeField[ex][ey] = mode;
5827 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5829 int center_element = Tile[ex][ey];
5830 int artwork_element, explosion_element; // set these values later
5832 // remove things displayed in background while burning dynamite
5833 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5836 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5838 // put moving element to center field (and let it explode there)
5839 center_element = MovingOrBlocked2Element(ex, ey);
5840 RemoveMovingField(ex, ey);
5841 Tile[ex][ey] = center_element;
5844 // now "center_element" is finally determined -- set related values now
5845 artwork_element = center_element; // for custom player artwork
5846 explosion_element = center_element; // for custom player artwork
5848 if (IS_PLAYER(ex, ey))
5850 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5852 artwork_element = stored_player[player_nr].artwork_element;
5854 if (level.use_explosion_element[player_nr])
5856 explosion_element = level.explosion_element[player_nr];
5857 artwork_element = explosion_element;
5861 if (mode == EX_TYPE_NORMAL ||
5862 mode == EX_TYPE_CENTER ||
5863 mode == EX_TYPE_CROSS)
5864 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5866 last_phase = element_info[explosion_element].explosion_delay + 1;
5868 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5870 int xx = x - ex + 1;
5871 int yy = y - ey + 1;
5874 if (!IN_LEV_FIELD(x, y) ||
5875 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5876 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5879 element = Tile[x][y];
5881 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5883 element = MovingOrBlocked2Element(x, y);
5885 if (!IS_EXPLOSION_PROOF(element))
5886 RemoveMovingField(x, y);
5889 // indestructible elements can only explode in center (but not flames)
5890 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5891 mode == EX_TYPE_BORDER)) ||
5892 element == EL_FLAMES)
5895 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5896 behaviour, for example when touching a yamyam that explodes to rocks
5897 with active deadly shield, a rock is created under the player !!! */
5898 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5900 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5901 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5902 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5904 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5907 if (IS_ACTIVE_BOMB(element))
5909 // re-activate things under the bomb like gate or penguin
5910 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5917 // save walkable background elements while explosion on same tile
5918 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5919 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5920 Back[x][y] = element;
5922 // ignite explodable elements reached by other explosion
5923 if (element == EL_EXPLOSION)
5924 element = Store2[x][y];
5926 if (AmoebaNr[x][y] &&
5927 (element == EL_AMOEBA_FULL ||
5928 element == EL_BD_AMOEBA ||
5929 element == EL_AMOEBA_GROWING))
5931 AmoebaCnt[AmoebaNr[x][y]]--;
5932 AmoebaCnt2[AmoebaNr[x][y]]--;
5937 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5939 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5941 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5943 if (PLAYERINFO(ex, ey)->use_murphy)
5944 Store[x][y] = EL_EMPTY;
5947 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5948 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5949 else if (IS_PLAYER_ELEMENT(center_element))
5950 Store[x][y] = EL_EMPTY;
5951 else if (center_element == EL_YAMYAM)
5952 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5953 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5954 Store[x][y] = element_info[center_element].content.e[xx][yy];
5956 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5957 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5958 // otherwise) -- FIX THIS !!!
5959 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5960 Store[x][y] = element_info[element].content.e[1][1];
5962 else if (!CAN_EXPLODE(element))
5963 Store[x][y] = element_info[element].content.e[1][1];
5966 Store[x][y] = EL_EMPTY;
5968 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5969 center_element == EL_AMOEBA_TO_DIAMOND)
5970 Store2[x][y] = element;
5972 Tile[x][y] = EL_EXPLOSION;
5973 GfxElement[x][y] = artwork_element;
5975 ExplodePhase[x][y] = 1;
5976 ExplodeDelay[x][y] = last_phase;
5981 if (center_element == EL_YAMYAM)
5982 game.yamyam_content_nr =
5983 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5995 GfxFrame[x][y] = 0; // restart explosion animation
5997 last_phase = ExplodeDelay[x][y];
5999 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6001 // this can happen if the player leaves an explosion just in time
6002 if (GfxElement[x][y] == EL_UNDEFINED)
6003 GfxElement[x][y] = EL_EMPTY;
6005 border_element = Store2[x][y];
6006 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6007 border_element = StorePlayer[x][y];
6009 if (phase == element_info[border_element].ignition_delay ||
6010 phase == last_phase)
6012 boolean border_explosion = FALSE;
6014 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6015 !PLAYER_EXPLOSION_PROTECTED(x, y))
6017 KillPlayerUnlessExplosionProtected(x, y);
6018 border_explosion = TRUE;
6020 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6022 Tile[x][y] = Store2[x][y];
6025 border_explosion = TRUE;
6027 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6029 AmoebaToDiamond(x, y);
6031 border_explosion = TRUE;
6034 // if an element just explodes due to another explosion (chain-reaction),
6035 // do not immediately end the new explosion when it was the last frame of
6036 // the explosion (as it would be done in the following "if"-statement!)
6037 if (border_explosion && phase == last_phase)
6041 // this can happen if the player was just killed by an explosion
6042 if (GfxElement[x][y] == EL_UNDEFINED)
6043 GfxElement[x][y] = EL_EMPTY;
6045 if (phase == last_phase)
6049 element = Tile[x][y] = Store[x][y];
6050 Store[x][y] = Store2[x][y] = 0;
6051 GfxElement[x][y] = EL_UNDEFINED;
6053 // player can escape from explosions and might therefore be still alive
6054 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6055 element <= EL_PLAYER_IS_EXPLODING_4)
6057 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6058 int explosion_element = EL_PLAYER_1 + player_nr;
6059 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6060 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6062 if (level.use_explosion_element[player_nr])
6063 explosion_element = level.explosion_element[player_nr];
6065 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6066 element_info[explosion_element].content.e[xx][yy]);
6069 // restore probably existing indestructible background element
6070 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6071 element = Tile[x][y] = Back[x][y];
6074 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6075 GfxDir[x][y] = MV_NONE;
6076 ChangeDelay[x][y] = 0;
6077 ChangePage[x][y] = -1;
6079 CustomValue[x][y] = 0;
6081 InitField_WithBug2(x, y, FALSE);
6083 TEST_DrawLevelField(x, y);
6085 TestIfElementTouchesCustomElement(x, y);
6087 if (GFX_CRUMBLED(element))
6088 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6090 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6091 StorePlayer[x][y] = 0;
6093 if (IS_PLAYER_ELEMENT(element))
6094 RelocatePlayer(x, y, element);
6096 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6098 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6099 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6102 TEST_DrawLevelFieldCrumbled(x, y);
6104 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6106 DrawLevelElement(x, y, Back[x][y]);
6107 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6109 else if (IS_WALKABLE_UNDER(Back[x][y]))
6111 DrawLevelGraphic(x, y, graphic, frame);
6112 DrawLevelElementThruMask(x, y, Back[x][y]);
6114 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6115 DrawLevelGraphic(x, y, graphic, frame);
6119 static void DynaExplode(int ex, int ey)
6122 int dynabomb_element = Tile[ex][ey];
6123 int dynabomb_size = 1;
6124 boolean dynabomb_xl = FALSE;
6125 struct PlayerInfo *player;
6126 struct XY *xy = xy_topdown;
6128 if (IS_ACTIVE_BOMB(dynabomb_element))
6130 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6131 dynabomb_size = player->dynabomb_size;
6132 dynabomb_xl = player->dynabomb_xl;
6133 player->dynabombs_left++;
6136 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6138 for (i = 0; i < NUM_DIRECTIONS; i++)
6140 for (j = 1; j <= dynabomb_size; j++)
6142 int x = ex + j * xy[i].x;
6143 int y = ey + j * xy[i].y;
6146 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6149 element = Tile[x][y];
6151 // do not restart explosions of fields with active bombs
6152 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6155 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6157 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6158 !IS_DIGGABLE(element) && !dynabomb_xl)
6164 void Bang(int x, int y)
6166 int element = MovingOrBlocked2Element(x, y);
6167 int explosion_type = EX_TYPE_NORMAL;
6169 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6171 struct PlayerInfo *player = PLAYERINFO(x, y);
6173 element = Tile[x][y] = player->initial_element;
6175 if (level.use_explosion_element[player->index_nr])
6177 int explosion_element = level.explosion_element[player->index_nr];
6179 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6180 explosion_type = EX_TYPE_CROSS;
6181 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6182 explosion_type = EX_TYPE_CENTER;
6190 case EL_BD_BUTTERFLY:
6193 case EL_DARK_YAMYAM:
6197 RaiseScoreElement(element);
6200 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6201 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6202 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6203 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6204 case EL_DYNABOMB_INCREASE_NUMBER:
6205 case EL_DYNABOMB_INCREASE_SIZE:
6206 case EL_DYNABOMB_INCREASE_POWER:
6207 explosion_type = EX_TYPE_DYNA;
6210 case EL_DC_LANDMINE:
6211 explosion_type = EX_TYPE_CENTER;
6216 case EL_LAMP_ACTIVE:
6217 case EL_AMOEBA_TO_DIAMOND:
6218 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6219 explosion_type = EX_TYPE_CENTER;
6223 if (element_info[element].explosion_type == EXPLODES_CROSS)
6224 explosion_type = EX_TYPE_CROSS;
6225 else if (element_info[element].explosion_type == EXPLODES_1X1)
6226 explosion_type = EX_TYPE_CENTER;
6230 if (explosion_type == EX_TYPE_DYNA)
6233 Explode(x, y, EX_PHASE_START, explosion_type);
6235 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6238 static void SplashAcid(int x, int y)
6240 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6241 (!IN_LEV_FIELD(x - 1, y - 2) ||
6242 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6243 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6245 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6246 (!IN_LEV_FIELD(x + 1, y - 2) ||
6247 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6248 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6250 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6253 static void InitBeltMovement(void)
6255 static int belt_base_element[4] =
6257 EL_CONVEYOR_BELT_1_LEFT,
6258 EL_CONVEYOR_BELT_2_LEFT,
6259 EL_CONVEYOR_BELT_3_LEFT,
6260 EL_CONVEYOR_BELT_4_LEFT
6262 static int belt_base_active_element[4] =
6264 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6265 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6266 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6267 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6272 // set frame order for belt animation graphic according to belt direction
6273 for (i = 0; i < NUM_BELTS; i++)
6277 for (j = 0; j < NUM_BELT_PARTS; j++)
6279 int element = belt_base_active_element[belt_nr] + j;
6280 int graphic_1 = el2img(element);
6281 int graphic_2 = el2panelimg(element);
6283 if (game.belt_dir[i] == MV_LEFT)
6285 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6286 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6290 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6291 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6296 SCAN_PLAYFIELD(x, y)
6298 int element = Tile[x][y];
6300 for (i = 0; i < NUM_BELTS; i++)
6302 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6304 int e_belt_nr = getBeltNrFromBeltElement(element);
6307 if (e_belt_nr == belt_nr)
6309 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6311 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6318 static void ToggleBeltSwitch(int x, int y)
6320 static int belt_base_element[4] =
6322 EL_CONVEYOR_BELT_1_LEFT,
6323 EL_CONVEYOR_BELT_2_LEFT,
6324 EL_CONVEYOR_BELT_3_LEFT,
6325 EL_CONVEYOR_BELT_4_LEFT
6327 static int belt_base_active_element[4] =
6329 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6330 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6331 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6332 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6334 static int belt_base_switch_element[4] =
6336 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6337 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6338 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6339 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6341 static int belt_move_dir[4] =
6349 int element = Tile[x][y];
6350 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6351 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6352 int belt_dir = belt_move_dir[belt_dir_nr];
6355 if (!IS_BELT_SWITCH(element))
6358 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6359 game.belt_dir[belt_nr] = belt_dir;
6361 if (belt_dir_nr == 3)
6364 // set frame order for belt animation graphic according to belt direction
6365 for (i = 0; i < NUM_BELT_PARTS; i++)
6367 int element = belt_base_active_element[belt_nr] + i;
6368 int graphic_1 = el2img(element);
6369 int graphic_2 = el2panelimg(element);
6371 if (belt_dir == MV_LEFT)
6373 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6374 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6378 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6379 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6383 SCAN_PLAYFIELD(xx, yy)
6385 int element = Tile[xx][yy];
6387 if (IS_BELT_SWITCH(element))
6389 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6391 if (e_belt_nr == belt_nr)
6393 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6394 TEST_DrawLevelField(xx, yy);
6397 else if (IS_BELT(element) && belt_dir != MV_NONE)
6399 int e_belt_nr = getBeltNrFromBeltElement(element);
6401 if (e_belt_nr == belt_nr)
6403 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6405 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6406 TEST_DrawLevelField(xx, yy);
6409 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6411 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6413 if (e_belt_nr == belt_nr)
6415 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6417 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6418 TEST_DrawLevelField(xx, yy);
6424 static void ToggleSwitchgateSwitch(void)
6428 game.switchgate_pos = !game.switchgate_pos;
6430 SCAN_PLAYFIELD(xx, yy)
6432 int element = Tile[xx][yy];
6434 if (element == EL_SWITCHGATE_SWITCH_UP)
6436 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6437 TEST_DrawLevelField(xx, yy);
6439 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6441 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6442 TEST_DrawLevelField(xx, yy);
6444 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6446 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6447 TEST_DrawLevelField(xx, yy);
6449 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6452 TEST_DrawLevelField(xx, yy);
6454 else if (element == EL_SWITCHGATE_OPEN ||
6455 element == EL_SWITCHGATE_OPENING)
6457 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6459 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6461 else if (element == EL_SWITCHGATE_CLOSED ||
6462 element == EL_SWITCHGATE_CLOSING)
6464 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6466 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6471 static int getInvisibleActiveFromInvisibleElement(int element)
6473 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6474 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6475 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6479 static int getInvisibleFromInvisibleActiveElement(int element)
6481 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6482 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6483 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6487 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6491 SCAN_PLAYFIELD(x, y)
6493 int element = Tile[x][y];
6495 if (element == EL_LIGHT_SWITCH &&
6496 game.light_time_left > 0)
6498 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6499 TEST_DrawLevelField(x, y);
6501 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6502 game.light_time_left == 0)
6504 Tile[x][y] = EL_LIGHT_SWITCH;
6505 TEST_DrawLevelField(x, y);
6507 else if (element == EL_EMC_DRIPPER &&
6508 game.light_time_left > 0)
6510 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6511 TEST_DrawLevelField(x, y);
6513 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6514 game.light_time_left == 0)
6516 Tile[x][y] = EL_EMC_DRIPPER;
6517 TEST_DrawLevelField(x, y);
6519 else if (element == EL_INVISIBLE_STEELWALL ||
6520 element == EL_INVISIBLE_WALL ||
6521 element == EL_INVISIBLE_SAND)
6523 if (game.light_time_left > 0)
6524 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6526 TEST_DrawLevelField(x, y);
6528 // uncrumble neighbour fields, if needed
6529 if (element == EL_INVISIBLE_SAND)
6530 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6532 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6533 element == EL_INVISIBLE_WALL_ACTIVE ||
6534 element == EL_INVISIBLE_SAND_ACTIVE)
6536 if (game.light_time_left == 0)
6537 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6539 TEST_DrawLevelField(x, y);
6541 // re-crumble neighbour fields, if needed
6542 if (element == EL_INVISIBLE_SAND)
6543 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6548 static void RedrawAllInvisibleElementsForLenses(void)
6552 SCAN_PLAYFIELD(x, y)
6554 int element = Tile[x][y];
6556 if (element == EL_EMC_DRIPPER &&
6557 game.lenses_time_left > 0)
6559 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6560 TEST_DrawLevelField(x, y);
6562 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6563 game.lenses_time_left == 0)
6565 Tile[x][y] = EL_EMC_DRIPPER;
6566 TEST_DrawLevelField(x, y);
6568 else if (element == EL_INVISIBLE_STEELWALL ||
6569 element == EL_INVISIBLE_WALL ||
6570 element == EL_INVISIBLE_SAND)
6572 if (game.lenses_time_left > 0)
6573 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6575 TEST_DrawLevelField(x, y);
6577 // uncrumble neighbour fields, if needed
6578 if (element == EL_INVISIBLE_SAND)
6579 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6581 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6582 element == EL_INVISIBLE_WALL_ACTIVE ||
6583 element == EL_INVISIBLE_SAND_ACTIVE)
6585 if (game.lenses_time_left == 0)
6586 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6588 TEST_DrawLevelField(x, y);
6590 // re-crumble neighbour fields, if needed
6591 if (element == EL_INVISIBLE_SAND)
6592 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6597 static void RedrawAllInvisibleElementsForMagnifier(void)
6601 SCAN_PLAYFIELD(x, y)
6603 int element = Tile[x][y];
6605 if (element == EL_EMC_FAKE_GRASS &&
6606 game.magnify_time_left > 0)
6608 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6609 TEST_DrawLevelField(x, y);
6611 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6612 game.magnify_time_left == 0)
6614 Tile[x][y] = EL_EMC_FAKE_GRASS;
6615 TEST_DrawLevelField(x, y);
6617 else if (IS_GATE_GRAY(element) &&
6618 game.magnify_time_left > 0)
6620 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6621 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6622 IS_EM_GATE_GRAY(element) ?
6623 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6624 IS_EMC_GATE_GRAY(element) ?
6625 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6626 IS_DC_GATE_GRAY(element) ?
6627 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6629 TEST_DrawLevelField(x, y);
6631 else if (IS_GATE_GRAY_ACTIVE(element) &&
6632 game.magnify_time_left == 0)
6634 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6635 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6636 IS_EM_GATE_GRAY_ACTIVE(element) ?
6637 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6638 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6639 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6640 IS_DC_GATE_GRAY_ACTIVE(element) ?
6641 EL_DC_GATE_WHITE_GRAY :
6643 TEST_DrawLevelField(x, y);
6648 static void ToggleLightSwitch(int x, int y)
6650 int element = Tile[x][y];
6652 game.light_time_left =
6653 (element == EL_LIGHT_SWITCH ?
6654 level.time_light * FRAMES_PER_SECOND : 0);
6656 RedrawAllLightSwitchesAndInvisibleElements();
6659 static void ActivateTimegateSwitch(int x, int y)
6663 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6665 SCAN_PLAYFIELD(xx, yy)
6667 int element = Tile[xx][yy];
6669 if (element == EL_TIMEGATE_CLOSED ||
6670 element == EL_TIMEGATE_CLOSING)
6672 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6673 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6677 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6679 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6680 TEST_DrawLevelField(xx, yy);
6686 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6687 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6690 static void Impact(int x, int y)
6692 boolean last_line = (y == lev_fieldy - 1);
6693 boolean object_hit = FALSE;
6694 boolean impact = (last_line || object_hit);
6695 int element = Tile[x][y];
6696 int smashed = EL_STEELWALL;
6698 if (!last_line) // check if element below was hit
6700 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6703 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6704 MovDir[x][y + 1] != MV_DOWN ||
6705 MovPos[x][y + 1] <= TILEY / 2));
6707 // do not smash moving elements that left the smashed field in time
6708 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6709 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6712 #if USE_QUICKSAND_IMPACT_BUGFIX
6713 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6715 RemoveMovingField(x, y + 1);
6716 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6717 Tile[x][y + 2] = EL_ROCK;
6718 TEST_DrawLevelField(x, y + 2);
6723 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6725 RemoveMovingField(x, y + 1);
6726 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6727 Tile[x][y + 2] = EL_ROCK;
6728 TEST_DrawLevelField(x, y + 2);
6735 smashed = MovingOrBlocked2Element(x, y + 1);
6737 impact = (last_line || object_hit);
6740 if (!last_line && smashed == EL_ACID) // element falls into acid
6742 SplashAcid(x, y + 1);
6746 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6747 // only reset graphic animation if graphic really changes after impact
6749 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6751 ResetGfxAnimation(x, y);
6752 TEST_DrawLevelField(x, y);
6755 if (impact && CAN_EXPLODE_IMPACT(element))
6760 else if (impact && element == EL_PEARL &&
6761 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6763 ResetGfxAnimation(x, y);
6765 Tile[x][y] = EL_PEARL_BREAKING;
6766 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6769 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6771 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6776 if (impact && element == EL_AMOEBA_DROP)
6778 if (object_hit && IS_PLAYER(x, y + 1))
6779 KillPlayerUnlessEnemyProtected(x, y + 1);
6780 else if (object_hit && smashed == EL_PENGUIN)
6784 Tile[x][y] = EL_AMOEBA_GROWING;
6785 Store[x][y] = EL_AMOEBA_WET;
6787 ResetRandomAnimationValue(x, y);
6792 if (object_hit) // check which object was hit
6794 if ((CAN_PASS_MAGIC_WALL(element) &&
6795 (smashed == EL_MAGIC_WALL ||
6796 smashed == EL_BD_MAGIC_WALL)) ||
6797 (CAN_PASS_DC_MAGIC_WALL(element) &&
6798 smashed == EL_DC_MAGIC_WALL))
6801 int activated_magic_wall =
6802 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6803 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6804 EL_DC_MAGIC_WALL_ACTIVE);
6806 // activate magic wall / mill
6807 SCAN_PLAYFIELD(xx, yy)
6809 if (Tile[xx][yy] == smashed)
6810 Tile[xx][yy] = activated_magic_wall;
6813 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6814 game.magic_wall_active = TRUE;
6816 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6817 SND_MAGIC_WALL_ACTIVATING :
6818 smashed == EL_BD_MAGIC_WALL ?
6819 SND_BD_MAGIC_WALL_ACTIVATING :
6820 SND_DC_MAGIC_WALL_ACTIVATING));
6823 if (IS_PLAYER(x, y + 1))
6825 if (CAN_SMASH_PLAYER(element))
6827 KillPlayerUnlessEnemyProtected(x, y + 1);
6831 else if (smashed == EL_PENGUIN)
6833 if (CAN_SMASH_PLAYER(element))
6839 else if (element == EL_BD_DIAMOND)
6841 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6847 else if (((element == EL_SP_INFOTRON ||
6848 element == EL_SP_ZONK) &&
6849 (smashed == EL_SP_SNIKSNAK ||
6850 smashed == EL_SP_ELECTRON ||
6851 smashed == EL_SP_DISK_ORANGE)) ||
6852 (element == EL_SP_INFOTRON &&
6853 smashed == EL_SP_DISK_YELLOW))
6858 else if (CAN_SMASH_EVERYTHING(element))
6860 if (IS_CLASSIC_ENEMY(smashed) ||
6861 CAN_EXPLODE_SMASHED(smashed))
6866 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6868 if (smashed == EL_LAMP ||
6869 smashed == EL_LAMP_ACTIVE)
6874 else if (smashed == EL_NUT)
6876 Tile[x][y + 1] = EL_NUT_BREAKING;
6877 PlayLevelSound(x, y, SND_NUT_BREAKING);
6878 RaiseScoreElement(EL_NUT);
6881 else if (smashed == EL_PEARL)
6883 ResetGfxAnimation(x, y);
6885 Tile[x][y + 1] = EL_PEARL_BREAKING;
6886 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6889 else if (smashed == EL_DIAMOND)
6891 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6892 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6895 else if (IS_BELT_SWITCH(smashed))
6897 ToggleBeltSwitch(x, y + 1);
6899 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6900 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6901 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6902 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6904 ToggleSwitchgateSwitch();
6906 else if (smashed == EL_LIGHT_SWITCH ||
6907 smashed == EL_LIGHT_SWITCH_ACTIVE)
6909 ToggleLightSwitch(x, y + 1);
6913 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6915 CheckElementChangeBySide(x, y + 1, smashed, element,
6916 CE_SWITCHED, CH_SIDE_TOP);
6917 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6923 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6928 // play sound of magic wall / mill
6930 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6931 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6932 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6934 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6935 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6936 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6937 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6938 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6939 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6944 // play sound of object that hits the ground
6945 if (last_line || object_hit)
6946 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6949 static void TurnRoundExt(int x, int y)
6961 { 0, 0 }, { 0, 0 }, { 0, 0 },
6966 int left, right, back;
6970 { MV_DOWN, MV_UP, MV_RIGHT },
6971 { MV_UP, MV_DOWN, MV_LEFT },
6973 { MV_LEFT, MV_RIGHT, MV_DOWN },
6977 { MV_RIGHT, MV_LEFT, MV_UP }
6980 int element = Tile[x][y];
6981 int move_pattern = element_info[element].move_pattern;
6983 int old_move_dir = MovDir[x][y];
6984 int left_dir = turn[old_move_dir].left;
6985 int right_dir = turn[old_move_dir].right;
6986 int back_dir = turn[old_move_dir].back;
6988 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6989 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6990 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6991 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6993 int left_x = x + left_dx, left_y = y + left_dy;
6994 int right_x = x + right_dx, right_y = y + right_dy;
6995 int move_x = x + move_dx, move_y = y + move_dy;
6999 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7001 TestIfBadThingTouchesOtherBadThing(x, y);
7003 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7004 MovDir[x][y] = right_dir;
7005 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7006 MovDir[x][y] = left_dir;
7008 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7010 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7013 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7015 TestIfBadThingTouchesOtherBadThing(x, y);
7017 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7018 MovDir[x][y] = left_dir;
7019 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7020 MovDir[x][y] = right_dir;
7022 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7024 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7027 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7029 TestIfBadThingTouchesOtherBadThing(x, y);
7031 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7032 MovDir[x][y] = left_dir;
7033 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7034 MovDir[x][y] = right_dir;
7036 if (MovDir[x][y] != old_move_dir)
7039 else if (element == EL_YAMYAM)
7041 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7042 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7044 if (can_turn_left && can_turn_right)
7045 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7046 else if (can_turn_left)
7047 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7048 else if (can_turn_right)
7049 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7051 MovDir[x][y] = back_dir;
7053 MovDelay[x][y] = 16 + 16 * RND(3);
7055 else if (element == EL_DARK_YAMYAM)
7057 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7059 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7062 if (can_turn_left && can_turn_right)
7063 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7064 else if (can_turn_left)
7065 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7066 else if (can_turn_right)
7067 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7069 MovDir[x][y] = back_dir;
7071 MovDelay[x][y] = 16 + 16 * RND(3);
7073 else if (element == EL_PACMAN)
7075 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7076 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7078 if (can_turn_left && can_turn_right)
7079 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7080 else if (can_turn_left)
7081 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7082 else if (can_turn_right)
7083 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7085 MovDir[x][y] = back_dir;
7087 MovDelay[x][y] = 6 + RND(40);
7089 else if (element == EL_PIG)
7091 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7092 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7093 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7094 boolean should_turn_left, should_turn_right, should_move_on;
7096 int rnd = RND(rnd_value);
7098 should_turn_left = (can_turn_left &&
7100 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7101 y + back_dy + left_dy)));
7102 should_turn_right = (can_turn_right &&
7104 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7105 y + back_dy + right_dy)));
7106 should_move_on = (can_move_on &&
7109 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7110 y + move_dy + left_dy) ||
7111 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7112 y + move_dy + right_dy)));
7114 if (should_turn_left || should_turn_right || should_move_on)
7116 if (should_turn_left && should_turn_right && should_move_on)
7117 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7118 rnd < 2 * rnd_value / 3 ? right_dir :
7120 else if (should_turn_left && should_turn_right)
7121 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7122 else if (should_turn_left && should_move_on)
7123 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7124 else if (should_turn_right && should_move_on)
7125 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7126 else if (should_turn_left)
7127 MovDir[x][y] = left_dir;
7128 else if (should_turn_right)
7129 MovDir[x][y] = right_dir;
7130 else if (should_move_on)
7131 MovDir[x][y] = old_move_dir;
7133 else if (can_move_on && rnd > rnd_value / 8)
7134 MovDir[x][y] = old_move_dir;
7135 else if (can_turn_left && can_turn_right)
7136 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7137 else if (can_turn_left && rnd > rnd_value / 8)
7138 MovDir[x][y] = left_dir;
7139 else if (can_turn_right && rnd > rnd_value/8)
7140 MovDir[x][y] = right_dir;
7142 MovDir[x][y] = back_dir;
7144 xx = x + move_xy[MovDir[x][y]].dx;
7145 yy = y + move_xy[MovDir[x][y]].dy;
7147 if (!IN_LEV_FIELD(xx, yy) ||
7148 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7149 MovDir[x][y] = old_move_dir;
7153 else if (element == EL_DRAGON)
7155 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7156 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7157 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7159 int rnd = RND(rnd_value);
7161 if (can_move_on && rnd > rnd_value / 8)
7162 MovDir[x][y] = old_move_dir;
7163 else if (can_turn_left && can_turn_right)
7164 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7165 else if (can_turn_left && rnd > rnd_value / 8)
7166 MovDir[x][y] = left_dir;
7167 else if (can_turn_right && rnd > rnd_value / 8)
7168 MovDir[x][y] = right_dir;
7170 MovDir[x][y] = back_dir;
7172 xx = x + move_xy[MovDir[x][y]].dx;
7173 yy = y + move_xy[MovDir[x][y]].dy;
7175 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7176 MovDir[x][y] = old_move_dir;
7180 else if (element == EL_MOLE)
7182 boolean can_move_on =
7183 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7184 IS_AMOEBOID(Tile[move_x][move_y]) ||
7185 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7188 boolean can_turn_left =
7189 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7190 IS_AMOEBOID(Tile[left_x][left_y])));
7192 boolean can_turn_right =
7193 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7194 IS_AMOEBOID(Tile[right_x][right_y])));
7196 if (can_turn_left && can_turn_right)
7197 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7198 else if (can_turn_left)
7199 MovDir[x][y] = left_dir;
7201 MovDir[x][y] = right_dir;
7204 if (MovDir[x][y] != old_move_dir)
7207 else if (element == EL_BALLOON)
7209 MovDir[x][y] = game.wind_direction;
7212 else if (element == EL_SPRING)
7214 if (MovDir[x][y] & MV_HORIZONTAL)
7216 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7217 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7219 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7220 ResetGfxAnimation(move_x, move_y);
7221 TEST_DrawLevelField(move_x, move_y);
7223 MovDir[x][y] = back_dir;
7225 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7226 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7227 MovDir[x][y] = MV_NONE;
7232 else if (element == EL_ROBOT ||
7233 element == EL_SATELLITE ||
7234 element == EL_PENGUIN ||
7235 element == EL_EMC_ANDROID)
7237 int attr_x = -1, attr_y = -1;
7239 if (game.all_players_gone)
7241 attr_x = game.exit_x;
7242 attr_y = game.exit_y;
7248 for (i = 0; i < MAX_PLAYERS; i++)
7250 struct PlayerInfo *player = &stored_player[i];
7251 int jx = player->jx, jy = player->jy;
7253 if (!player->active)
7257 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7265 if (element == EL_ROBOT &&
7266 game.robot_wheel_x >= 0 &&
7267 game.robot_wheel_y >= 0 &&
7268 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7269 game.engine_version < VERSION_IDENT(3,1,0,0)))
7271 attr_x = game.robot_wheel_x;
7272 attr_y = game.robot_wheel_y;
7275 if (element == EL_PENGUIN)
7278 struct XY *xy = xy_topdown;
7280 for (i = 0; i < NUM_DIRECTIONS; i++)
7282 int ex = x + xy[i].x;
7283 int ey = y + xy[i].y;
7285 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7286 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7287 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7288 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7297 MovDir[x][y] = MV_NONE;
7299 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7300 else if (attr_x > x)
7301 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7303 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7304 else if (attr_y > y)
7305 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7307 if (element == EL_ROBOT)
7311 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7312 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7313 Moving2Blocked(x, y, &newx, &newy);
7315 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7316 MovDelay[x][y] = 8 + 8 * !RND(3);
7318 MovDelay[x][y] = 16;
7320 else if (element == EL_PENGUIN)
7326 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7328 boolean first_horiz = RND(2);
7329 int new_move_dir = MovDir[x][y];
7332 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7333 Moving2Blocked(x, y, &newx, &newy);
7335 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7339 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7340 Moving2Blocked(x, y, &newx, &newy);
7342 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7345 MovDir[x][y] = old_move_dir;
7349 else if (element == EL_SATELLITE)
7355 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7357 boolean first_horiz = RND(2);
7358 int new_move_dir = MovDir[x][y];
7361 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7362 Moving2Blocked(x, y, &newx, &newy);
7364 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7368 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7369 Moving2Blocked(x, y, &newx, &newy);
7371 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7374 MovDir[x][y] = old_move_dir;
7378 else if (element == EL_EMC_ANDROID)
7380 static int check_pos[16] =
7382 -1, // 0 => (invalid)
7385 -1, // 3 => (invalid)
7387 0, // 5 => MV_LEFT | MV_UP
7388 2, // 6 => MV_RIGHT | MV_UP
7389 -1, // 7 => (invalid)
7391 6, // 9 => MV_LEFT | MV_DOWN
7392 4, // 10 => MV_RIGHT | MV_DOWN
7393 -1, // 11 => (invalid)
7394 -1, // 12 => (invalid)
7395 -1, // 13 => (invalid)
7396 -1, // 14 => (invalid)
7397 -1, // 15 => (invalid)
7405 { -1, -1, MV_LEFT | MV_UP },
7407 { +1, -1, MV_RIGHT | MV_UP },
7408 { +1, 0, MV_RIGHT },
7409 { +1, +1, MV_RIGHT | MV_DOWN },
7411 { -1, +1, MV_LEFT | MV_DOWN },
7414 int start_pos, check_order;
7415 boolean can_clone = FALSE;
7418 // check if there is any free field around current position
7419 for (i = 0; i < 8; i++)
7421 int newx = x + check_xy[i].dx;
7422 int newy = y + check_xy[i].dy;
7424 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7432 if (can_clone) // randomly find an element to clone
7436 start_pos = check_pos[RND(8)];
7437 check_order = (RND(2) ? -1 : +1);
7439 for (i = 0; i < 8; i++)
7441 int pos_raw = start_pos + i * check_order;
7442 int pos = (pos_raw + 8) % 8;
7443 int newx = x + check_xy[pos].dx;
7444 int newy = y + check_xy[pos].dy;
7446 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7448 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7449 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7451 Store[x][y] = Tile[newx][newy];
7460 if (can_clone) // randomly find a direction to move
7464 start_pos = check_pos[RND(8)];
7465 check_order = (RND(2) ? -1 : +1);
7467 for (i = 0; i < 8; i++)
7469 int pos_raw = start_pos + i * check_order;
7470 int pos = (pos_raw + 8) % 8;
7471 int newx = x + check_xy[pos].dx;
7472 int newy = y + check_xy[pos].dy;
7473 int new_move_dir = check_xy[pos].dir;
7475 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7477 MovDir[x][y] = new_move_dir;
7478 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7487 if (can_clone) // cloning and moving successful
7490 // cannot clone -- try to move towards player
7492 start_pos = check_pos[MovDir[x][y] & 0x0f];
7493 check_order = (RND(2) ? -1 : +1);
7495 for (i = 0; i < 3; i++)
7497 // first check start_pos, then previous/next or (next/previous) pos
7498 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7499 int pos = (pos_raw + 8) % 8;
7500 int newx = x + check_xy[pos].dx;
7501 int newy = y + check_xy[pos].dy;
7502 int new_move_dir = check_xy[pos].dir;
7504 if (IS_PLAYER(newx, newy))
7507 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7509 MovDir[x][y] = new_move_dir;
7510 MovDelay[x][y] = level.android_move_time * 8 + 1;
7517 else if (move_pattern == MV_TURNING_LEFT ||
7518 move_pattern == MV_TURNING_RIGHT ||
7519 move_pattern == MV_TURNING_LEFT_RIGHT ||
7520 move_pattern == MV_TURNING_RIGHT_LEFT ||
7521 move_pattern == MV_TURNING_RANDOM ||
7522 move_pattern == MV_ALL_DIRECTIONS)
7524 boolean can_turn_left =
7525 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7526 boolean can_turn_right =
7527 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7529 if (element_info[element].move_stepsize == 0) // "not moving"
7532 if (move_pattern == MV_TURNING_LEFT)
7533 MovDir[x][y] = left_dir;
7534 else if (move_pattern == MV_TURNING_RIGHT)
7535 MovDir[x][y] = right_dir;
7536 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7537 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7538 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7539 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7540 else if (move_pattern == MV_TURNING_RANDOM)
7541 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7542 can_turn_right && !can_turn_left ? right_dir :
7543 RND(2) ? left_dir : right_dir);
7544 else if (can_turn_left && can_turn_right)
7545 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7546 else if (can_turn_left)
7547 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7548 else if (can_turn_right)
7549 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7551 MovDir[x][y] = back_dir;
7553 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7555 else if (move_pattern == MV_HORIZONTAL ||
7556 move_pattern == MV_VERTICAL)
7558 if (move_pattern & old_move_dir)
7559 MovDir[x][y] = back_dir;
7560 else if (move_pattern == MV_HORIZONTAL)
7561 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7562 else if (move_pattern == MV_VERTICAL)
7563 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7565 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7567 else if (move_pattern & MV_ANY_DIRECTION)
7569 MovDir[x][y] = move_pattern;
7570 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7572 else if (move_pattern & MV_WIND_DIRECTION)
7574 MovDir[x][y] = game.wind_direction;
7575 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7577 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7579 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7580 MovDir[x][y] = left_dir;
7581 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7582 MovDir[x][y] = right_dir;
7584 if (MovDir[x][y] != old_move_dir)
7585 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7587 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7589 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7590 MovDir[x][y] = right_dir;
7591 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7592 MovDir[x][y] = left_dir;
7594 if (MovDir[x][y] != old_move_dir)
7595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7597 else if (move_pattern == MV_TOWARDS_PLAYER ||
7598 move_pattern == MV_AWAY_FROM_PLAYER)
7600 int attr_x = -1, attr_y = -1;
7602 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7604 if (game.all_players_gone)
7606 attr_x = game.exit_x;
7607 attr_y = game.exit_y;
7613 for (i = 0; i < MAX_PLAYERS; i++)
7615 struct PlayerInfo *player = &stored_player[i];
7616 int jx = player->jx, jy = player->jy;
7618 if (!player->active)
7622 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7630 MovDir[x][y] = MV_NONE;
7632 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7633 else if (attr_x > x)
7634 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7636 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7637 else if (attr_y > y)
7638 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7640 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7642 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7644 boolean first_horiz = RND(2);
7645 int new_move_dir = MovDir[x][y];
7647 if (element_info[element].move_stepsize == 0) // "not moving"
7649 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7650 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7656 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7657 Moving2Blocked(x, y, &newx, &newy);
7659 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7663 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7664 Moving2Blocked(x, y, &newx, &newy);
7666 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7669 MovDir[x][y] = old_move_dir;
7672 else if (move_pattern == MV_WHEN_PUSHED ||
7673 move_pattern == MV_WHEN_DROPPED)
7675 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7676 MovDir[x][y] = MV_NONE;
7680 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7682 struct XY *test_xy = xy_topdown;
7683 static int test_dir[4] =
7690 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7691 int move_preference = -1000000; // start with very low preference
7692 int new_move_dir = MV_NONE;
7693 int start_test = RND(4);
7696 for (i = 0; i < NUM_DIRECTIONS; i++)
7698 int j = (start_test + i) % 4;
7699 int move_dir = test_dir[j];
7700 int move_dir_preference;
7702 xx = x + test_xy[j].x;
7703 yy = y + test_xy[j].y;
7705 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7706 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7708 new_move_dir = move_dir;
7713 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7716 move_dir_preference = -1 * RunnerVisit[xx][yy];
7717 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7718 move_dir_preference = PlayerVisit[xx][yy];
7720 if (move_dir_preference > move_preference)
7722 // prefer field that has not been visited for the longest time
7723 move_preference = move_dir_preference;
7724 new_move_dir = move_dir;
7726 else if (move_dir_preference == move_preference &&
7727 move_dir == old_move_dir)
7729 // prefer last direction when all directions are preferred equally
7730 move_preference = move_dir_preference;
7731 new_move_dir = move_dir;
7735 MovDir[x][y] = new_move_dir;
7736 if (old_move_dir != new_move_dir)
7737 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7741 static void TurnRound(int x, int y)
7743 int direction = MovDir[x][y];
7747 GfxDir[x][y] = MovDir[x][y];
7749 if (direction != MovDir[x][y])
7753 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7755 ResetGfxFrame(x, y);
7758 static boolean JustBeingPushed(int x, int y)
7762 for (i = 0; i < MAX_PLAYERS; i++)
7764 struct PlayerInfo *player = &stored_player[i];
7766 if (player->active && player->is_pushing && player->MovPos)
7768 int next_jx = player->jx + (player->jx - player->last_jx);
7769 int next_jy = player->jy + (player->jy - player->last_jy);
7771 if (x == next_jx && y == next_jy)
7779 static void StartMoving(int x, int y)
7781 boolean started_moving = FALSE; // some elements can fall _and_ move
7782 int element = Tile[x][y];
7787 if (MovDelay[x][y] == 0)
7788 GfxAction[x][y] = ACTION_DEFAULT;
7790 if (CAN_FALL(element) && y < lev_fieldy - 1)
7792 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7793 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7794 if (JustBeingPushed(x, y))
7797 if (element == EL_QUICKSAND_FULL)
7799 if (IS_FREE(x, y + 1))
7801 InitMovingField(x, y, MV_DOWN);
7802 started_moving = TRUE;
7804 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7805 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7806 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7807 Store[x][y] = EL_ROCK;
7809 Store[x][y] = EL_ROCK;
7812 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7814 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7816 if (!MovDelay[x][y])
7818 MovDelay[x][y] = TILEY + 1;
7820 ResetGfxAnimation(x, y);
7821 ResetGfxAnimation(x, y + 1);
7826 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7827 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7834 Tile[x][y] = EL_QUICKSAND_EMPTY;
7835 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7836 Store[x][y + 1] = Store[x][y];
7839 PlayLevelSoundAction(x, y, ACTION_FILLING);
7841 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7843 if (!MovDelay[x][y])
7845 MovDelay[x][y] = TILEY + 1;
7847 ResetGfxAnimation(x, y);
7848 ResetGfxAnimation(x, y + 1);
7853 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7854 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7861 Tile[x][y] = EL_QUICKSAND_EMPTY;
7862 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7863 Store[x][y + 1] = Store[x][y];
7866 PlayLevelSoundAction(x, y, ACTION_FILLING);
7869 else if (element == EL_QUICKSAND_FAST_FULL)
7871 if (IS_FREE(x, y + 1))
7873 InitMovingField(x, y, MV_DOWN);
7874 started_moving = TRUE;
7876 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7877 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7878 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7879 Store[x][y] = EL_ROCK;
7881 Store[x][y] = EL_ROCK;
7884 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7886 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7888 if (!MovDelay[x][y])
7890 MovDelay[x][y] = TILEY + 1;
7892 ResetGfxAnimation(x, y);
7893 ResetGfxAnimation(x, y + 1);
7898 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7899 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7906 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7907 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7908 Store[x][y + 1] = Store[x][y];
7911 PlayLevelSoundAction(x, y, ACTION_FILLING);
7913 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7915 if (!MovDelay[x][y])
7917 MovDelay[x][y] = TILEY + 1;
7919 ResetGfxAnimation(x, y);
7920 ResetGfxAnimation(x, y + 1);
7925 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7926 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7933 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7934 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7935 Store[x][y + 1] = Store[x][y];
7938 PlayLevelSoundAction(x, y, ACTION_FILLING);
7941 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7942 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7944 InitMovingField(x, y, MV_DOWN);
7945 started_moving = TRUE;
7947 Tile[x][y] = EL_QUICKSAND_FILLING;
7948 Store[x][y] = element;
7950 PlayLevelSoundAction(x, y, ACTION_FILLING);
7952 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7953 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7955 InitMovingField(x, y, MV_DOWN);
7956 started_moving = TRUE;
7958 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7959 Store[x][y] = element;
7961 PlayLevelSoundAction(x, y, ACTION_FILLING);
7963 else if (element == EL_MAGIC_WALL_FULL)
7965 if (IS_FREE(x, y + 1))
7967 InitMovingField(x, y, MV_DOWN);
7968 started_moving = TRUE;
7970 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7971 Store[x][y] = EL_CHANGED(Store[x][y]);
7973 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7975 if (!MovDelay[x][y])
7976 MovDelay[x][y] = TILEY / 4 + 1;
7985 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7986 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7987 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7991 else if (element == EL_BD_MAGIC_WALL_FULL)
7993 if (IS_FREE(x, y + 1))
7995 InitMovingField(x, y, MV_DOWN);
7996 started_moving = TRUE;
7998 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7999 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8001 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8003 if (!MovDelay[x][y])
8004 MovDelay[x][y] = TILEY / 4 + 1;
8013 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8014 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8015 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8019 else if (element == EL_DC_MAGIC_WALL_FULL)
8021 if (IS_FREE(x, y + 1))
8023 InitMovingField(x, y, MV_DOWN);
8024 started_moving = TRUE;
8026 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8027 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8029 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8031 if (!MovDelay[x][y])
8032 MovDelay[x][y] = TILEY / 4 + 1;
8041 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8042 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8043 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8047 else if ((CAN_PASS_MAGIC_WALL(element) &&
8048 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8049 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8050 (CAN_PASS_DC_MAGIC_WALL(element) &&
8051 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8054 InitMovingField(x, y, MV_DOWN);
8055 started_moving = TRUE;
8058 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8059 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8060 EL_DC_MAGIC_WALL_FILLING);
8061 Store[x][y] = element;
8063 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8065 SplashAcid(x, y + 1);
8067 InitMovingField(x, y, MV_DOWN);
8068 started_moving = TRUE;
8070 Store[x][y] = EL_ACID;
8073 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8074 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8075 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8076 CAN_FALL(element) && WasJustFalling[x][y] &&
8077 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8079 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8080 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8081 (Tile[x][y + 1] == EL_BLOCKED)))
8083 /* this is needed for a special case not covered by calling "Impact()"
8084 from "ContinueMoving()": if an element moves to a tile directly below
8085 another element which was just falling on that tile (which was empty
8086 in the previous frame), the falling element above would just stop
8087 instead of smashing the element below (in previous version, the above
8088 element was just checked for "moving" instead of "falling", resulting
8089 in incorrect smashes caused by horizontal movement of the above
8090 element; also, the case of the player being the element to smash was
8091 simply not covered here... :-/ ) */
8093 CheckCollision[x][y] = 0;
8094 CheckImpact[x][y] = 0;
8098 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8100 if (MovDir[x][y] == MV_NONE)
8102 InitMovingField(x, y, MV_DOWN);
8103 started_moving = TRUE;
8106 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8108 if (WasJustFalling[x][y]) // prevent animation from being restarted
8109 MovDir[x][y] = MV_DOWN;
8111 InitMovingField(x, y, MV_DOWN);
8112 started_moving = TRUE;
8114 else if (element == EL_AMOEBA_DROP)
8116 Tile[x][y] = EL_AMOEBA_GROWING;
8117 Store[x][y] = EL_AMOEBA_WET;
8119 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8120 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8121 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8122 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8124 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8125 (IS_FREE(x - 1, y + 1) ||
8126 Tile[x - 1][y + 1] == EL_ACID));
8127 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8128 (IS_FREE(x + 1, y + 1) ||
8129 Tile[x + 1][y + 1] == EL_ACID));
8130 boolean can_fall_any = (can_fall_left || can_fall_right);
8131 boolean can_fall_both = (can_fall_left && can_fall_right);
8132 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8134 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8136 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8137 can_fall_right = FALSE;
8138 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8139 can_fall_left = FALSE;
8140 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8141 can_fall_right = FALSE;
8142 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8143 can_fall_left = FALSE;
8145 can_fall_any = (can_fall_left || can_fall_right);
8146 can_fall_both = FALSE;
8151 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8152 can_fall_right = FALSE; // slip down on left side
8154 can_fall_left = !(can_fall_right = RND(2));
8156 can_fall_both = FALSE;
8161 // if not determined otherwise, prefer left side for slipping down
8162 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8163 started_moving = TRUE;
8166 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8168 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8169 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8170 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8171 int belt_dir = game.belt_dir[belt_nr];
8173 if ((belt_dir == MV_LEFT && left_is_free) ||
8174 (belt_dir == MV_RIGHT && right_is_free))
8176 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8178 InitMovingField(x, y, belt_dir);
8179 started_moving = TRUE;
8181 Pushed[x][y] = TRUE;
8182 Pushed[nextx][y] = TRUE;
8184 GfxAction[x][y] = ACTION_DEFAULT;
8188 MovDir[x][y] = 0; // if element was moving, stop it
8193 // not "else if" because of elements that can fall and move (EL_SPRING)
8194 if (CAN_MOVE(element) && !started_moving)
8196 int move_pattern = element_info[element].move_pattern;
8199 Moving2Blocked(x, y, &newx, &newy);
8201 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8204 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8205 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8207 WasJustMoving[x][y] = 0;
8208 CheckCollision[x][y] = 0;
8210 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8212 if (Tile[x][y] != element) // element has changed
8216 if (!MovDelay[x][y]) // start new movement phase
8218 // all objects that can change their move direction after each step
8219 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8221 if (element != EL_YAMYAM &&
8222 element != EL_DARK_YAMYAM &&
8223 element != EL_PACMAN &&
8224 !(move_pattern & MV_ANY_DIRECTION) &&
8225 move_pattern != MV_TURNING_LEFT &&
8226 move_pattern != MV_TURNING_RIGHT &&
8227 move_pattern != MV_TURNING_LEFT_RIGHT &&
8228 move_pattern != MV_TURNING_RIGHT_LEFT &&
8229 move_pattern != MV_TURNING_RANDOM)
8233 if (MovDelay[x][y] && (element == EL_BUG ||
8234 element == EL_SPACESHIP ||
8235 element == EL_SP_SNIKSNAK ||
8236 element == EL_SP_ELECTRON ||
8237 element == EL_MOLE))
8238 TEST_DrawLevelField(x, y);
8242 if (MovDelay[x][y]) // wait some time before next movement
8246 if (element == EL_ROBOT ||
8247 element == EL_YAMYAM ||
8248 element == EL_DARK_YAMYAM)
8250 DrawLevelElementAnimationIfNeeded(x, y, element);
8251 PlayLevelSoundAction(x, y, ACTION_WAITING);
8253 else if (element == EL_SP_ELECTRON)
8254 DrawLevelElementAnimationIfNeeded(x, y, element);
8255 else if (element == EL_DRAGON)
8258 int dir = MovDir[x][y];
8259 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8260 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8261 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8262 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8263 dir == MV_UP ? IMG_FLAMES_1_UP :
8264 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8265 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8267 GfxAction[x][y] = ACTION_ATTACKING;
8269 if (IS_PLAYER(x, y))
8270 DrawPlayerField(x, y);
8272 TEST_DrawLevelField(x, y);
8274 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8276 for (i = 1; i <= 3; i++)
8278 int xx = x + i * dx;
8279 int yy = y + i * dy;
8280 int sx = SCREENX(xx);
8281 int sy = SCREENY(yy);
8282 int flame_graphic = graphic + (i - 1);
8284 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8289 int flamed = MovingOrBlocked2Element(xx, yy);
8291 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8294 RemoveMovingField(xx, yy);
8296 ChangeDelay[xx][yy] = 0;
8298 Tile[xx][yy] = EL_FLAMES;
8300 if (IN_SCR_FIELD(sx, sy))
8302 TEST_DrawLevelFieldCrumbled(xx, yy);
8303 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8308 if (Tile[xx][yy] == EL_FLAMES)
8309 Tile[xx][yy] = EL_EMPTY;
8310 TEST_DrawLevelField(xx, yy);
8315 if (MovDelay[x][y]) // element still has to wait some time
8317 PlayLevelSoundAction(x, y, ACTION_WAITING);
8323 // now make next step
8325 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8327 if (DONT_COLLIDE_WITH(element) &&
8328 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8329 !PLAYER_ENEMY_PROTECTED(newx, newy))
8331 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8336 else if (CAN_MOVE_INTO_ACID(element) &&
8337 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8338 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8339 (MovDir[x][y] == MV_DOWN ||
8340 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8342 SplashAcid(newx, newy);
8343 Store[x][y] = EL_ACID;
8345 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8347 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8348 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8349 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8350 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8353 TEST_DrawLevelField(x, y);
8355 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8356 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8357 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8359 game.friends_still_needed--;
8360 if (!game.friends_still_needed &&
8362 game.all_players_gone)
8367 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8369 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8370 TEST_DrawLevelField(newx, newy);
8372 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8374 else if (!IS_FREE(newx, newy))
8376 GfxAction[x][y] = ACTION_WAITING;
8378 if (IS_PLAYER(x, y))
8379 DrawPlayerField(x, y);
8381 TEST_DrawLevelField(x, y);
8386 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8388 if (IS_FOOD_PIG(Tile[newx][newy]))
8390 if (IS_MOVING(newx, newy))
8391 RemoveMovingField(newx, newy);
8394 Tile[newx][newy] = EL_EMPTY;
8395 TEST_DrawLevelField(newx, newy);
8398 PlayLevelSound(x, y, SND_PIG_DIGGING);
8400 else if (!IS_FREE(newx, newy))
8402 if (IS_PLAYER(x, y))
8403 DrawPlayerField(x, y);
8405 TEST_DrawLevelField(x, y);
8410 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8412 if (Store[x][y] != EL_EMPTY)
8414 boolean can_clone = FALSE;
8417 // check if element to clone is still there
8418 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8420 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8428 // cannot clone or target field not free anymore -- do not clone
8429 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8430 Store[x][y] = EL_EMPTY;
8433 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8435 if (IS_MV_DIAGONAL(MovDir[x][y]))
8437 int diagonal_move_dir = MovDir[x][y];
8438 int stored = Store[x][y];
8439 int change_delay = 8;
8442 // android is moving diagonally
8444 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8446 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8447 GfxElement[x][y] = EL_EMC_ANDROID;
8448 GfxAction[x][y] = ACTION_SHRINKING;
8449 GfxDir[x][y] = diagonal_move_dir;
8450 ChangeDelay[x][y] = change_delay;
8452 if (Store[x][y] == EL_EMPTY)
8453 Store[x][y] = GfxElementEmpty[x][y];
8455 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8458 DrawLevelGraphicAnimation(x, y, graphic);
8459 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8461 if (Tile[newx][newy] == EL_ACID)
8463 SplashAcid(newx, newy);
8468 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8470 Store[newx][newy] = EL_EMC_ANDROID;
8471 GfxElement[newx][newy] = EL_EMC_ANDROID;
8472 GfxAction[newx][newy] = ACTION_GROWING;
8473 GfxDir[newx][newy] = diagonal_move_dir;
8474 ChangeDelay[newx][newy] = change_delay;
8476 graphic = el_act_dir2img(GfxElement[newx][newy],
8477 GfxAction[newx][newy], GfxDir[newx][newy]);
8479 DrawLevelGraphicAnimation(newx, newy, graphic);
8480 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8486 Tile[newx][newy] = EL_EMPTY;
8487 TEST_DrawLevelField(newx, newy);
8489 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8492 else if (!IS_FREE(newx, newy))
8497 else if (IS_CUSTOM_ELEMENT(element) &&
8498 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8500 if (!DigFieldByCE(newx, newy, element))
8503 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8505 RunnerVisit[x][y] = FrameCounter;
8506 PlayerVisit[x][y] /= 8; // expire player visit path
8509 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8511 if (!IS_FREE(newx, newy))
8513 if (IS_PLAYER(x, y))
8514 DrawPlayerField(x, y);
8516 TEST_DrawLevelField(x, y);
8522 boolean wanna_flame = !RND(10);
8523 int dx = newx - x, dy = newy - y;
8524 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8525 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8526 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8527 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8528 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8529 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8532 IS_CLASSIC_ENEMY(element1) ||
8533 IS_CLASSIC_ENEMY(element2)) &&
8534 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8535 element1 != EL_FLAMES && element2 != EL_FLAMES)
8537 ResetGfxAnimation(x, y);
8538 GfxAction[x][y] = ACTION_ATTACKING;
8540 if (IS_PLAYER(x, y))
8541 DrawPlayerField(x, y);
8543 TEST_DrawLevelField(x, y);
8545 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8547 MovDelay[x][y] = 50;
8549 Tile[newx][newy] = EL_FLAMES;
8550 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8551 Tile[newx1][newy1] = EL_FLAMES;
8552 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8553 Tile[newx2][newy2] = EL_FLAMES;
8559 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8560 Tile[newx][newy] == EL_DIAMOND)
8562 if (IS_MOVING(newx, newy))
8563 RemoveMovingField(newx, newy);
8566 Tile[newx][newy] = EL_EMPTY;
8567 TEST_DrawLevelField(newx, newy);
8570 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8572 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8573 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8575 if (AmoebaNr[newx][newy])
8577 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8578 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8579 Tile[newx][newy] == EL_BD_AMOEBA)
8580 AmoebaCnt[AmoebaNr[newx][newy]]--;
8583 if (IS_MOVING(newx, newy))
8585 RemoveMovingField(newx, newy);
8589 Tile[newx][newy] = EL_EMPTY;
8590 TEST_DrawLevelField(newx, newy);
8593 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8595 else if ((element == EL_PACMAN || element == EL_MOLE)
8596 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8598 if (AmoebaNr[newx][newy])
8600 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8601 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8602 Tile[newx][newy] == EL_BD_AMOEBA)
8603 AmoebaCnt[AmoebaNr[newx][newy]]--;
8606 if (element == EL_MOLE)
8608 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8609 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8611 ResetGfxAnimation(x, y);
8612 GfxAction[x][y] = ACTION_DIGGING;
8613 TEST_DrawLevelField(x, y);
8615 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8617 return; // wait for shrinking amoeba
8619 else // element == EL_PACMAN
8621 Tile[newx][newy] = EL_EMPTY;
8622 TEST_DrawLevelField(newx, newy);
8623 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8626 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8627 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8628 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8630 // wait for shrinking amoeba to completely disappear
8633 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8635 // object was running against a wall
8639 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8640 DrawLevelElementAnimation(x, y, element);
8642 if (DONT_TOUCH(element))
8643 TestIfBadThingTouchesPlayer(x, y);
8648 InitMovingField(x, y, MovDir[x][y]);
8650 PlayLevelSoundAction(x, y, ACTION_MOVING);
8654 ContinueMoving(x, y);
8657 void ContinueMoving(int x, int y)
8659 int element = Tile[x][y];
8660 struct ElementInfo *ei = &element_info[element];
8661 int direction = MovDir[x][y];
8662 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8663 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8664 int newx = x + dx, newy = y + dy;
8665 int stored = Store[x][y];
8666 int stored_new = Store[newx][newy];
8667 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8668 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8669 boolean last_line = (newy == lev_fieldy - 1);
8670 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8672 if (pushed_by_player) // special case: moving object pushed by player
8674 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8676 else if (use_step_delay) // special case: moving object has step delay
8678 if (!MovDelay[x][y])
8679 MovPos[x][y] += getElementMoveStepsize(x, y);
8684 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8688 TEST_DrawLevelField(x, y);
8690 return; // element is still waiting
8693 else // normal case: generically moving object
8695 MovPos[x][y] += getElementMoveStepsize(x, y);
8698 if (ABS(MovPos[x][y]) < TILEX)
8700 TEST_DrawLevelField(x, y);
8702 return; // element is still moving
8705 // element reached destination field
8707 Tile[x][y] = EL_EMPTY;
8708 Tile[newx][newy] = element;
8709 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8711 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8713 element = Tile[newx][newy] = EL_ACID;
8715 else if (element == EL_MOLE)
8717 Tile[x][y] = EL_SAND;
8719 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8721 else if (element == EL_QUICKSAND_FILLING)
8723 element = Tile[newx][newy] = get_next_element(element);
8724 Store[newx][newy] = Store[x][y];
8726 else if (element == EL_QUICKSAND_EMPTYING)
8728 Tile[x][y] = get_next_element(element);
8729 element = Tile[newx][newy] = Store[x][y];
8731 else if (element == EL_QUICKSAND_FAST_FILLING)
8733 element = Tile[newx][newy] = get_next_element(element);
8734 Store[newx][newy] = Store[x][y];
8736 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8738 Tile[x][y] = get_next_element(element);
8739 element = Tile[newx][newy] = Store[x][y];
8741 else if (element == EL_MAGIC_WALL_FILLING)
8743 element = Tile[newx][newy] = get_next_element(element);
8744 if (!game.magic_wall_active)
8745 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8746 Store[newx][newy] = Store[x][y];
8748 else if (element == EL_MAGIC_WALL_EMPTYING)
8750 Tile[x][y] = get_next_element(element);
8751 if (!game.magic_wall_active)
8752 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8753 element = Tile[newx][newy] = Store[x][y];
8755 InitField(newx, newy, FALSE);
8757 else if (element == EL_BD_MAGIC_WALL_FILLING)
8759 element = Tile[newx][newy] = get_next_element(element);
8760 if (!game.magic_wall_active)
8761 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8762 Store[newx][newy] = Store[x][y];
8764 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8766 Tile[x][y] = get_next_element(element);
8767 if (!game.magic_wall_active)
8768 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8769 element = Tile[newx][newy] = Store[x][y];
8771 InitField(newx, newy, FALSE);
8773 else if (element == EL_DC_MAGIC_WALL_FILLING)
8775 element = Tile[newx][newy] = get_next_element(element);
8776 if (!game.magic_wall_active)
8777 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8778 Store[newx][newy] = Store[x][y];
8780 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8782 Tile[x][y] = get_next_element(element);
8783 if (!game.magic_wall_active)
8784 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8785 element = Tile[newx][newy] = Store[x][y];
8787 InitField(newx, newy, FALSE);
8789 else if (element == EL_AMOEBA_DROPPING)
8791 Tile[x][y] = get_next_element(element);
8792 element = Tile[newx][newy] = Store[x][y];
8794 else if (element == EL_SOKOBAN_OBJECT)
8797 Tile[x][y] = Back[x][y];
8799 if (Back[newx][newy])
8800 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8802 Back[x][y] = Back[newx][newy] = 0;
8805 Store[x][y] = EL_EMPTY;
8810 MovDelay[newx][newy] = 0;
8812 if (CAN_CHANGE_OR_HAS_ACTION(element))
8814 // copy element change control values to new field
8815 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8816 ChangePage[newx][newy] = ChangePage[x][y];
8817 ChangeCount[newx][newy] = ChangeCount[x][y];
8818 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8821 CustomValue[newx][newy] = CustomValue[x][y];
8823 ChangeDelay[x][y] = 0;
8824 ChangePage[x][y] = -1;
8825 ChangeCount[x][y] = 0;
8826 ChangeEvent[x][y] = -1;
8828 CustomValue[x][y] = 0;
8830 // copy animation control values to new field
8831 GfxFrame[newx][newy] = GfxFrame[x][y];
8832 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8833 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8834 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8836 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8838 // some elements can leave other elements behind after moving
8839 if (ei->move_leave_element != EL_EMPTY &&
8840 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8841 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8843 int move_leave_element = ei->move_leave_element;
8845 // this makes it possible to leave the removed element again
8846 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8847 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8849 Tile[x][y] = move_leave_element;
8851 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8852 MovDir[x][y] = direction;
8854 InitField(x, y, FALSE);
8856 if (GFX_CRUMBLED(Tile[x][y]))
8857 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8859 if (IS_PLAYER_ELEMENT(move_leave_element))
8860 RelocatePlayer(x, y, move_leave_element);
8863 // do this after checking for left-behind element
8864 ResetGfxAnimation(x, y); // reset animation values for old field
8866 if (!CAN_MOVE(element) ||
8867 (CAN_FALL(element) && direction == MV_DOWN &&
8868 (element == EL_SPRING ||
8869 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8870 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8871 GfxDir[x][y] = MovDir[newx][newy] = 0;
8873 TEST_DrawLevelField(x, y);
8874 TEST_DrawLevelField(newx, newy);
8876 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8878 // prevent pushed element from moving on in pushed direction
8879 if (pushed_by_player && CAN_MOVE(element) &&
8880 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8881 !(element_info[element].move_pattern & direction))
8882 TurnRound(newx, newy);
8884 // prevent elements on conveyor belt from moving on in last direction
8885 if (pushed_by_conveyor && CAN_FALL(element) &&
8886 direction & MV_HORIZONTAL)
8887 MovDir[newx][newy] = 0;
8889 if (!pushed_by_player)
8891 int nextx = newx + dx, nexty = newy + dy;
8892 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8894 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8896 if (CAN_FALL(element) && direction == MV_DOWN)
8897 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8899 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8900 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8902 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8903 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8906 if (DONT_TOUCH(element)) // object may be nasty to player or others
8908 TestIfBadThingTouchesPlayer(newx, newy);
8909 TestIfBadThingTouchesFriend(newx, newy);
8911 if (!IS_CUSTOM_ELEMENT(element))
8912 TestIfBadThingTouchesOtherBadThing(newx, newy);
8914 else if (element == EL_PENGUIN)
8915 TestIfFriendTouchesBadThing(newx, newy);
8917 if (DONT_GET_HIT_BY(element))
8919 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8922 // give the player one last chance (one more frame) to move away
8923 if (CAN_FALL(element) && direction == MV_DOWN &&
8924 (last_line || (!IS_FREE(x, newy + 1) &&
8925 (!IS_PLAYER(x, newy + 1) ||
8926 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8929 if (pushed_by_player && !game.use_change_when_pushing_bug)
8931 int push_side = MV_DIR_OPPOSITE(direction);
8932 struct PlayerInfo *player = PLAYERINFO(x, y);
8934 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8935 player->index_bit, push_side);
8936 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8937 player->index_bit, push_side);
8940 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8941 MovDelay[newx][newy] = 1;
8943 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8945 TestIfElementTouchesCustomElement(x, y); // empty or new element
8946 TestIfElementHitsCustomElement(newx, newy, direction);
8947 TestIfPlayerTouchesCustomElement(newx, newy);
8948 TestIfElementTouchesCustomElement(newx, newy);
8950 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8951 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8952 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8953 MV_DIR_OPPOSITE(direction));
8956 int AmoebaNeighbourNr(int ax, int ay)
8959 int element = Tile[ax][ay];
8961 struct XY *xy = xy_topdown;
8963 for (i = 0; i < NUM_DIRECTIONS; i++)
8965 int x = ax + xy[i].x;
8966 int y = ay + xy[i].y;
8968 if (!IN_LEV_FIELD(x, y))
8971 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8972 group_nr = AmoebaNr[x][y];
8978 static void AmoebaMerge(int ax, int ay)
8980 int i, x, y, xx, yy;
8981 int new_group_nr = AmoebaNr[ax][ay];
8982 struct XY *xy = xy_topdown;
8984 if (new_group_nr == 0)
8987 for (i = 0; i < NUM_DIRECTIONS; i++)
8992 if (!IN_LEV_FIELD(x, y))
8995 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8996 Tile[x][y] == EL_BD_AMOEBA ||
8997 Tile[x][y] == EL_AMOEBA_DEAD) &&
8998 AmoebaNr[x][y] != new_group_nr)
9000 int old_group_nr = AmoebaNr[x][y];
9002 if (old_group_nr == 0)
9005 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9006 AmoebaCnt[old_group_nr] = 0;
9007 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9008 AmoebaCnt2[old_group_nr] = 0;
9010 SCAN_PLAYFIELD(xx, yy)
9012 if (AmoebaNr[xx][yy] == old_group_nr)
9013 AmoebaNr[xx][yy] = new_group_nr;
9019 void AmoebaToDiamond(int ax, int ay)
9023 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9025 int group_nr = AmoebaNr[ax][ay];
9030 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9031 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9037 SCAN_PLAYFIELD(x, y)
9039 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9042 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9046 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9047 SND_AMOEBA_TURNING_TO_GEM :
9048 SND_AMOEBA_TURNING_TO_ROCK));
9053 struct XY *xy = xy_topdown;
9055 for (i = 0; i < NUM_DIRECTIONS; i++)
9060 if (!IN_LEV_FIELD(x, y))
9063 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9065 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9066 SND_AMOEBA_TURNING_TO_GEM :
9067 SND_AMOEBA_TURNING_TO_ROCK));
9074 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9077 int group_nr = AmoebaNr[ax][ay];
9078 boolean done = FALSE;
9083 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9084 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9090 SCAN_PLAYFIELD(x, y)
9092 if (AmoebaNr[x][y] == group_nr &&
9093 (Tile[x][y] == EL_AMOEBA_DEAD ||
9094 Tile[x][y] == EL_BD_AMOEBA ||
9095 Tile[x][y] == EL_AMOEBA_GROWING))
9098 Tile[x][y] = new_element;
9099 InitField(x, y, FALSE);
9100 TEST_DrawLevelField(x, y);
9106 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9107 SND_BD_AMOEBA_TURNING_TO_ROCK :
9108 SND_BD_AMOEBA_TURNING_TO_GEM));
9111 static void AmoebaGrowing(int x, int y)
9113 static DelayCounter sound_delay = { 0 };
9115 if (!MovDelay[x][y]) // start new growing cycle
9119 if (DelayReached(&sound_delay))
9121 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9122 sound_delay.value = 30;
9126 if (MovDelay[x][y]) // wait some time before growing bigger
9129 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9131 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9132 6 - MovDelay[x][y]);
9134 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9137 if (!MovDelay[x][y])
9139 Tile[x][y] = Store[x][y];
9141 TEST_DrawLevelField(x, y);
9146 static void AmoebaShrinking(int x, int y)
9148 static DelayCounter sound_delay = { 0 };
9150 if (!MovDelay[x][y]) // start new shrinking cycle
9154 if (DelayReached(&sound_delay))
9155 sound_delay.value = 30;
9158 if (MovDelay[x][y]) // wait some time before shrinking
9161 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9163 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9164 6 - MovDelay[x][y]);
9166 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9169 if (!MovDelay[x][y])
9171 Tile[x][y] = EL_EMPTY;
9172 TEST_DrawLevelField(x, y);
9174 // don't let mole enter this field in this cycle;
9175 // (give priority to objects falling to this field from above)
9181 static void AmoebaReproduce(int ax, int ay)
9184 int element = Tile[ax][ay];
9185 int graphic = el2img(element);
9186 int newax = ax, neway = ay;
9187 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9188 struct XY *xy = xy_topdown;
9190 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9192 Tile[ax][ay] = EL_AMOEBA_DEAD;
9193 TEST_DrawLevelField(ax, ay);
9197 if (IS_ANIMATED(graphic))
9198 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9200 if (!MovDelay[ax][ay]) // start making new amoeba field
9201 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9203 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9206 if (MovDelay[ax][ay])
9210 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9213 int x = ax + xy[start].x;
9214 int y = ay + xy[start].y;
9216 if (!IN_LEV_FIELD(x, y))
9219 if (IS_FREE(x, y) ||
9220 CAN_GROW_INTO(Tile[x][y]) ||
9221 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9222 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9228 if (newax == ax && neway == ay)
9231 else // normal or "filled" (BD style) amoeba
9234 boolean waiting_for_player = FALSE;
9236 for (i = 0; i < NUM_DIRECTIONS; i++)
9238 int j = (start + i) % 4;
9239 int x = ax + xy[j].x;
9240 int y = ay + xy[j].y;
9242 if (!IN_LEV_FIELD(x, y))
9245 if (IS_FREE(x, y) ||
9246 CAN_GROW_INTO(Tile[x][y]) ||
9247 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9248 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9254 else if (IS_PLAYER(x, y))
9255 waiting_for_player = TRUE;
9258 if (newax == ax && neway == ay) // amoeba cannot grow
9260 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9262 Tile[ax][ay] = EL_AMOEBA_DEAD;
9263 TEST_DrawLevelField(ax, ay);
9264 AmoebaCnt[AmoebaNr[ax][ay]]--;
9266 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9268 if (element == EL_AMOEBA_FULL)
9269 AmoebaToDiamond(ax, ay);
9270 else if (element == EL_BD_AMOEBA)
9271 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9276 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9278 // amoeba gets larger by growing in some direction
9280 int new_group_nr = AmoebaNr[ax][ay];
9283 if (new_group_nr == 0)
9285 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9287 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9293 AmoebaNr[newax][neway] = new_group_nr;
9294 AmoebaCnt[new_group_nr]++;
9295 AmoebaCnt2[new_group_nr]++;
9297 // if amoeba touches other amoeba(s) after growing, unify them
9298 AmoebaMerge(newax, neway);
9300 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9302 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9308 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9309 (neway == lev_fieldy - 1 && newax != ax))
9311 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9312 Store[newax][neway] = element;
9314 else if (neway == ay || element == EL_EMC_DRIPPER)
9316 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9318 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9322 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9323 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9324 Store[ax][ay] = EL_AMOEBA_DROP;
9325 ContinueMoving(ax, ay);
9329 TEST_DrawLevelField(newax, neway);
9332 static void Life(int ax, int ay)
9336 int element = Tile[ax][ay];
9337 int graphic = el2img(element);
9338 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9340 boolean changed = FALSE;
9342 if (IS_ANIMATED(graphic))
9343 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9348 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9349 MovDelay[ax][ay] = life_time;
9351 if (MovDelay[ax][ay]) // wait some time before next cycle
9354 if (MovDelay[ax][ay])
9358 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9360 int xx = ax+x1, yy = ay+y1;
9361 int old_element = Tile[xx][yy];
9362 int num_neighbours = 0;
9364 if (!IN_LEV_FIELD(xx, yy))
9367 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9369 int x = xx+x2, y = yy+y2;
9371 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9374 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9375 boolean is_neighbour = FALSE;
9377 if (level.use_life_bugs)
9379 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9380 (IS_FREE(x, y) && Stop[x][y]));
9383 (Last[x][y] == element || is_player_cell);
9389 boolean is_free = FALSE;
9391 if (level.use_life_bugs)
9392 is_free = (IS_FREE(xx, yy));
9394 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9396 if (xx == ax && yy == ay) // field in the middle
9398 if (num_neighbours < life_parameter[0] ||
9399 num_neighbours > life_parameter[1])
9401 Tile[xx][yy] = EL_EMPTY;
9402 if (Tile[xx][yy] != old_element)
9403 TEST_DrawLevelField(xx, yy);
9404 Stop[xx][yy] = TRUE;
9408 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9409 { // free border field
9410 if (num_neighbours >= life_parameter[2] &&
9411 num_neighbours <= life_parameter[3])
9413 Tile[xx][yy] = element;
9414 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9415 if (Tile[xx][yy] != old_element)
9416 TEST_DrawLevelField(xx, yy);
9417 Stop[xx][yy] = TRUE;
9424 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9425 SND_GAME_OF_LIFE_GROWING);
9428 static void InitRobotWheel(int x, int y)
9430 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9433 static void RunRobotWheel(int x, int y)
9435 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9438 static void StopRobotWheel(int x, int y)
9440 if (game.robot_wheel_x == x &&
9441 game.robot_wheel_y == y)
9443 game.robot_wheel_x = -1;
9444 game.robot_wheel_y = -1;
9445 game.robot_wheel_active = FALSE;
9449 static void InitTimegateWheel(int x, int y)
9451 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9454 static void RunTimegateWheel(int x, int y)
9456 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9459 static void InitMagicBallDelay(int x, int y)
9461 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9464 static void ActivateMagicBall(int bx, int by)
9468 if (level.ball_random)
9470 int pos_border = RND(8); // select one of the eight border elements
9471 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9472 int xx = pos_content % 3;
9473 int yy = pos_content / 3;
9478 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9479 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9483 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9485 int xx = x - bx + 1;
9486 int yy = y - by + 1;
9488 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9489 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9493 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9496 static void CheckExit(int x, int y)
9498 if (game.gems_still_needed > 0 ||
9499 game.sokoban_fields_still_needed > 0 ||
9500 game.sokoban_objects_still_needed > 0 ||
9501 game.lights_still_needed > 0)
9503 int element = Tile[x][y];
9504 int graphic = el2img(element);
9506 if (IS_ANIMATED(graphic))
9507 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9512 // do not re-open exit door closed after last player
9513 if (game.all_players_gone)
9516 Tile[x][y] = EL_EXIT_OPENING;
9518 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9521 static void CheckExitEM(int x, int y)
9523 if (game.gems_still_needed > 0 ||
9524 game.sokoban_fields_still_needed > 0 ||
9525 game.sokoban_objects_still_needed > 0 ||
9526 game.lights_still_needed > 0)
9528 int element = Tile[x][y];
9529 int graphic = el2img(element);
9531 if (IS_ANIMATED(graphic))
9532 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9537 // do not re-open exit door closed after last player
9538 if (game.all_players_gone)
9541 Tile[x][y] = EL_EM_EXIT_OPENING;
9543 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9546 static void CheckExitSteel(int x, int y)
9548 if (game.gems_still_needed > 0 ||
9549 game.sokoban_fields_still_needed > 0 ||
9550 game.sokoban_objects_still_needed > 0 ||
9551 game.lights_still_needed > 0)
9553 int element = Tile[x][y];
9554 int graphic = el2img(element);
9556 if (IS_ANIMATED(graphic))
9557 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9562 // do not re-open exit door closed after last player
9563 if (game.all_players_gone)
9566 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9568 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9571 static void CheckExitSteelEM(int x, int y)
9573 if (game.gems_still_needed > 0 ||
9574 game.sokoban_fields_still_needed > 0 ||
9575 game.sokoban_objects_still_needed > 0 ||
9576 game.lights_still_needed > 0)
9578 int element = Tile[x][y];
9579 int graphic = el2img(element);
9581 if (IS_ANIMATED(graphic))
9582 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9587 // do not re-open exit door closed after last player
9588 if (game.all_players_gone)
9591 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9593 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9596 static void CheckExitSP(int x, int y)
9598 if (game.gems_still_needed > 0)
9600 int element = Tile[x][y];
9601 int graphic = el2img(element);
9603 if (IS_ANIMATED(graphic))
9604 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9609 // do not re-open exit door closed after last player
9610 if (game.all_players_gone)
9613 Tile[x][y] = EL_SP_EXIT_OPENING;
9615 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9618 static void CloseAllOpenTimegates(void)
9622 SCAN_PLAYFIELD(x, y)
9624 int element = Tile[x][y];
9626 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9628 Tile[x][y] = EL_TIMEGATE_CLOSING;
9630 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9635 static void DrawTwinkleOnField(int x, int y)
9637 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9640 if (Tile[x][y] == EL_BD_DIAMOND)
9643 if (MovDelay[x][y] == 0) // next animation frame
9644 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9646 if (MovDelay[x][y] != 0) // wait some time before next frame
9650 DrawLevelElementAnimation(x, y, Tile[x][y]);
9652 if (MovDelay[x][y] != 0)
9654 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9655 10 - MovDelay[x][y]);
9657 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9662 static void WallGrowing(int x, int y)
9666 if (!MovDelay[x][y]) // next animation frame
9667 MovDelay[x][y] = 3 * delay;
9669 if (MovDelay[x][y]) // wait some time before next frame
9673 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9675 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9676 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9678 DrawLevelGraphic(x, y, graphic, frame);
9681 if (!MovDelay[x][y])
9683 if (MovDir[x][y] == MV_LEFT)
9685 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9686 TEST_DrawLevelField(x - 1, y);
9688 else if (MovDir[x][y] == MV_RIGHT)
9690 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9691 TEST_DrawLevelField(x + 1, y);
9693 else if (MovDir[x][y] == MV_UP)
9695 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9696 TEST_DrawLevelField(x, y - 1);
9700 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9701 TEST_DrawLevelField(x, y + 1);
9704 Tile[x][y] = Store[x][y];
9706 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9707 TEST_DrawLevelField(x, y);
9712 static void CheckWallGrowing(int ax, int ay)
9714 int element = Tile[ax][ay];
9715 int graphic = el2img(element);
9716 boolean free_top = FALSE;
9717 boolean free_bottom = FALSE;
9718 boolean free_left = FALSE;
9719 boolean free_right = FALSE;
9720 boolean stop_top = FALSE;
9721 boolean stop_bottom = FALSE;
9722 boolean stop_left = FALSE;
9723 boolean stop_right = FALSE;
9724 boolean new_wall = FALSE;
9726 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9727 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9728 element == EL_EXPANDABLE_STEELWALL_ANY);
9730 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9731 element == EL_EXPANDABLE_WALL_ANY ||
9732 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9733 element == EL_EXPANDABLE_STEELWALL_ANY);
9735 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9736 element == EL_EXPANDABLE_WALL_ANY ||
9737 element == EL_EXPANDABLE_WALL ||
9738 element == EL_BD_EXPANDABLE_WALL ||
9739 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9740 element == EL_EXPANDABLE_STEELWALL_ANY);
9742 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9743 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9745 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9746 element == EL_EXPANDABLE_WALL ||
9747 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9749 int wall_growing = (is_steelwall ?
9750 EL_EXPANDABLE_STEELWALL_GROWING :
9751 EL_EXPANDABLE_WALL_GROWING);
9753 int gfx_wall_growing_up = (is_steelwall ?
9754 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9755 IMG_EXPANDABLE_WALL_GROWING_UP);
9756 int gfx_wall_growing_down = (is_steelwall ?
9757 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9758 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9759 int gfx_wall_growing_left = (is_steelwall ?
9760 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9761 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9762 int gfx_wall_growing_right = (is_steelwall ?
9763 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9764 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9766 if (IS_ANIMATED(graphic))
9767 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9769 if (!MovDelay[ax][ay]) // start building new wall
9770 MovDelay[ax][ay] = 6;
9772 if (MovDelay[ax][ay]) // wait some time before building new wall
9775 if (MovDelay[ax][ay])
9779 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9781 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9783 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9785 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9792 Tile[ax][ay - 1] = wall_growing;
9793 Store[ax][ay - 1] = element;
9794 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9796 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9797 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9804 Tile[ax][ay + 1] = wall_growing;
9805 Store[ax][ay + 1] = element;
9806 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9808 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9809 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9815 if (grow_horizontal)
9819 Tile[ax - 1][ay] = wall_growing;
9820 Store[ax - 1][ay] = element;
9821 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9823 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9824 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9831 Tile[ax + 1][ay] = wall_growing;
9832 Store[ax + 1][ay] = element;
9833 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9835 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9836 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9842 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9843 TEST_DrawLevelField(ax, ay);
9845 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9847 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9849 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9851 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9854 if (((stop_top && stop_bottom) || stop_horizontal) &&
9855 ((stop_left && stop_right) || stop_vertical))
9856 Tile[ax][ay] = EL_WALL;
9859 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9862 static void CheckForDragon(int x, int y)
9865 boolean dragon_found = FALSE;
9866 struct XY *xy = xy_topdown;
9868 for (i = 0; i < NUM_DIRECTIONS; i++)
9870 for (j = 0; j < 4; j++)
9872 int xx = x + j * xy[i].x;
9873 int yy = y + j * xy[i].y;
9875 if (IN_LEV_FIELD(xx, yy) &&
9876 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9878 if (Tile[xx][yy] == EL_DRAGON)
9879 dragon_found = TRUE;
9888 for (i = 0; i < NUM_DIRECTIONS; i++)
9890 for (j = 0; j < 3; j++)
9892 int xx = x + j * xy[i].x;
9893 int yy = y + j * xy[i].y;
9895 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9897 Tile[xx][yy] = EL_EMPTY;
9898 TEST_DrawLevelField(xx, yy);
9907 static void InitBuggyBase(int x, int y)
9909 int element = Tile[x][y];
9910 int activating_delay = FRAMES_PER_SECOND / 4;
9913 (element == EL_SP_BUGGY_BASE ?
9914 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9915 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9917 element == EL_SP_BUGGY_BASE_ACTIVE ?
9918 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9921 static void WarnBuggyBase(int x, int y)
9924 struct XY *xy = xy_topdown;
9926 for (i = 0; i < NUM_DIRECTIONS; i++)
9928 int xx = x + xy[i].x;
9929 int yy = y + xy[i].y;
9931 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9933 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9940 static void InitTrap(int x, int y)
9942 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9945 static void ActivateTrap(int x, int y)
9947 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9950 static void ChangeActiveTrap(int x, int y)
9952 int graphic = IMG_TRAP_ACTIVE;
9954 // if new animation frame was drawn, correct crumbled sand border
9955 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9956 TEST_DrawLevelFieldCrumbled(x, y);
9959 static int getSpecialActionElement(int element, int number, int base_element)
9961 return (element != EL_EMPTY ? element :
9962 number != -1 ? base_element + number - 1 :
9966 static int getModifiedActionNumber(int value_old, int operator, int operand,
9967 int value_min, int value_max)
9969 int value_new = (operator == CA_MODE_SET ? operand :
9970 operator == CA_MODE_ADD ? value_old + operand :
9971 operator == CA_MODE_SUBTRACT ? value_old - operand :
9972 operator == CA_MODE_MULTIPLY ? value_old * operand :
9973 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9974 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9977 return (value_new < value_min ? value_min :
9978 value_new > value_max ? value_max :
9982 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9984 struct ElementInfo *ei = &element_info[element];
9985 struct ElementChangeInfo *change = &ei->change_page[page];
9986 int target_element = change->target_element;
9987 int action_type = change->action_type;
9988 int action_mode = change->action_mode;
9989 int action_arg = change->action_arg;
9990 int action_element = change->action_element;
9993 if (!change->has_action)
9996 // ---------- determine action paramater values -----------------------------
9998 int level_time_value =
9999 (level.time > 0 ? TimeLeft :
10002 int action_arg_element_raw =
10003 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10004 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10005 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10006 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10007 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10008 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10009 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10011 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10013 int action_arg_direction =
10014 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10015 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10016 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10017 change->actual_trigger_side :
10018 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10019 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10022 int action_arg_number_min =
10023 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10026 int action_arg_number_max =
10027 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10028 action_type == CA_SET_LEVEL_GEMS ? 999 :
10029 action_type == CA_SET_LEVEL_TIME ? 9999 :
10030 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10031 action_type == CA_SET_CE_VALUE ? 9999 :
10032 action_type == CA_SET_CE_SCORE ? 9999 :
10035 int action_arg_number_reset =
10036 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10037 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10038 action_type == CA_SET_LEVEL_TIME ? level.time :
10039 action_type == CA_SET_LEVEL_SCORE ? 0 :
10040 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10041 action_type == CA_SET_CE_SCORE ? 0 :
10044 int action_arg_number =
10045 (action_arg <= CA_ARG_MAX ? action_arg :
10046 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10047 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10048 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10049 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10050 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10051 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10052 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10053 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10054 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10055 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10056 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10057 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10058 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10059 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10060 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10061 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10062 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10063 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10064 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10065 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10066 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10069 int action_arg_number_old =
10070 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10071 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10072 action_type == CA_SET_LEVEL_SCORE ? game.score :
10073 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10074 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10077 int action_arg_number_new =
10078 getModifiedActionNumber(action_arg_number_old,
10079 action_mode, action_arg_number,
10080 action_arg_number_min, action_arg_number_max);
10082 int trigger_player_bits =
10083 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10084 change->actual_trigger_player_bits : change->trigger_player);
10086 int action_arg_player_bits =
10087 (action_arg >= CA_ARG_PLAYER_1 &&
10088 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10089 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10090 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10093 // ---------- execute action -----------------------------------------------
10095 switch (action_type)
10102 // ---------- level actions ----------------------------------------------
10104 case CA_RESTART_LEVEL:
10106 game.restart_level = TRUE;
10111 case CA_SHOW_ENVELOPE:
10113 int element = getSpecialActionElement(action_arg_element,
10114 action_arg_number, EL_ENVELOPE_1);
10116 if (IS_ENVELOPE(element))
10117 local_player->show_envelope = element;
10122 case CA_SET_LEVEL_TIME:
10124 if (level.time > 0) // only modify limited time value
10126 TimeLeft = action_arg_number_new;
10128 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10130 DisplayGameControlValues();
10132 if (!TimeLeft && game.time_limit)
10133 for (i = 0; i < MAX_PLAYERS; i++)
10134 KillPlayer(&stored_player[i]);
10140 case CA_SET_LEVEL_SCORE:
10142 game.score = action_arg_number_new;
10144 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10146 DisplayGameControlValues();
10151 case CA_SET_LEVEL_GEMS:
10153 game.gems_still_needed = action_arg_number_new;
10155 game.snapshot.collected_item = TRUE;
10157 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10159 DisplayGameControlValues();
10164 case CA_SET_LEVEL_WIND:
10166 game.wind_direction = action_arg_direction;
10171 case CA_SET_LEVEL_RANDOM_SEED:
10173 // ensure that setting a new random seed while playing is predictable
10174 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10179 // ---------- player actions ---------------------------------------------
10181 case CA_MOVE_PLAYER:
10182 case CA_MOVE_PLAYER_NEW:
10184 // automatically move to the next field in specified direction
10185 for (i = 0; i < MAX_PLAYERS; i++)
10186 if (trigger_player_bits & (1 << i))
10187 if (action_type == CA_MOVE_PLAYER ||
10188 stored_player[i].MovPos == 0)
10189 stored_player[i].programmed_action = action_arg_direction;
10194 case CA_EXIT_PLAYER:
10196 for (i = 0; i < MAX_PLAYERS; i++)
10197 if (action_arg_player_bits & (1 << i))
10198 ExitPlayer(&stored_player[i]);
10200 if (game.players_still_needed == 0)
10206 case CA_KILL_PLAYER:
10208 for (i = 0; i < MAX_PLAYERS; i++)
10209 if (action_arg_player_bits & (1 << i))
10210 KillPlayer(&stored_player[i]);
10215 case CA_SET_PLAYER_KEYS:
10217 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10218 int element = getSpecialActionElement(action_arg_element,
10219 action_arg_number, EL_KEY_1);
10221 if (IS_KEY(element))
10223 for (i = 0; i < MAX_PLAYERS; i++)
10225 if (trigger_player_bits & (1 << i))
10227 stored_player[i].key[KEY_NR(element)] = key_state;
10229 DrawGameDoorValues();
10237 case CA_SET_PLAYER_SPEED:
10239 for (i = 0; i < MAX_PLAYERS; i++)
10241 if (trigger_player_bits & (1 << i))
10243 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10245 if (action_arg == CA_ARG_SPEED_FASTER &&
10246 stored_player[i].cannot_move)
10248 action_arg_number = STEPSIZE_VERY_SLOW;
10250 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10251 action_arg == CA_ARG_SPEED_FASTER)
10253 action_arg_number = 2;
10254 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10257 else if (action_arg == CA_ARG_NUMBER_RESET)
10259 action_arg_number = level.initial_player_stepsize[i];
10263 getModifiedActionNumber(move_stepsize,
10266 action_arg_number_min,
10267 action_arg_number_max);
10269 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10276 case CA_SET_PLAYER_SHIELD:
10278 for (i = 0; i < MAX_PLAYERS; i++)
10280 if (trigger_player_bits & (1 << i))
10282 if (action_arg == CA_ARG_SHIELD_OFF)
10284 stored_player[i].shield_normal_time_left = 0;
10285 stored_player[i].shield_deadly_time_left = 0;
10287 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10289 stored_player[i].shield_normal_time_left = 999999;
10291 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10293 stored_player[i].shield_normal_time_left = 999999;
10294 stored_player[i].shield_deadly_time_left = 999999;
10302 case CA_SET_PLAYER_GRAVITY:
10304 for (i = 0; i < MAX_PLAYERS; i++)
10306 if (trigger_player_bits & (1 << i))
10308 stored_player[i].gravity =
10309 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10310 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10311 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10312 stored_player[i].gravity);
10319 case CA_SET_PLAYER_ARTWORK:
10321 for (i = 0; i < MAX_PLAYERS; i++)
10323 if (trigger_player_bits & (1 << i))
10325 int artwork_element = action_arg_element;
10327 if (action_arg == CA_ARG_ELEMENT_RESET)
10329 (level.use_artwork_element[i] ? level.artwork_element[i] :
10330 stored_player[i].element_nr);
10332 if (stored_player[i].artwork_element != artwork_element)
10333 stored_player[i].Frame = 0;
10335 stored_player[i].artwork_element = artwork_element;
10337 SetPlayerWaiting(&stored_player[i], FALSE);
10339 // set number of special actions for bored and sleeping animation
10340 stored_player[i].num_special_action_bored =
10341 get_num_special_action(artwork_element,
10342 ACTION_BORING_1, ACTION_BORING_LAST);
10343 stored_player[i].num_special_action_sleeping =
10344 get_num_special_action(artwork_element,
10345 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10352 case CA_SET_PLAYER_INVENTORY:
10354 for (i = 0; i < MAX_PLAYERS; i++)
10356 struct PlayerInfo *player = &stored_player[i];
10359 if (trigger_player_bits & (1 << i))
10361 int inventory_element = action_arg_element;
10363 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10364 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10365 action_arg == CA_ARG_ELEMENT_ACTION)
10367 int element = inventory_element;
10368 int collect_count = element_info[element].collect_count_initial;
10370 if (!IS_CUSTOM_ELEMENT(element))
10373 if (collect_count == 0)
10374 player->inventory_infinite_element = element;
10376 for (k = 0; k < collect_count; k++)
10377 if (player->inventory_size < MAX_INVENTORY_SIZE)
10378 player->inventory_element[player->inventory_size++] =
10381 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10382 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10383 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10385 if (player->inventory_infinite_element != EL_UNDEFINED &&
10386 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10387 action_arg_element_raw))
10388 player->inventory_infinite_element = EL_UNDEFINED;
10390 for (k = 0, j = 0; j < player->inventory_size; j++)
10392 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10393 action_arg_element_raw))
10394 player->inventory_element[k++] = player->inventory_element[j];
10397 player->inventory_size = k;
10399 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10401 if (player->inventory_size > 0)
10403 for (j = 0; j < player->inventory_size - 1; j++)
10404 player->inventory_element[j] = player->inventory_element[j + 1];
10406 player->inventory_size--;
10409 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10411 if (player->inventory_size > 0)
10412 player->inventory_size--;
10414 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10416 player->inventory_infinite_element = EL_UNDEFINED;
10417 player->inventory_size = 0;
10419 else if (action_arg == CA_ARG_INVENTORY_RESET)
10421 player->inventory_infinite_element = EL_UNDEFINED;
10422 player->inventory_size = 0;
10424 if (level.use_initial_inventory[i])
10426 for (j = 0; j < level.initial_inventory_size[i]; j++)
10428 int element = level.initial_inventory_content[i][j];
10429 int collect_count = element_info[element].collect_count_initial;
10431 if (!IS_CUSTOM_ELEMENT(element))
10434 if (collect_count == 0)
10435 player->inventory_infinite_element = element;
10437 for (k = 0; k < collect_count; k++)
10438 if (player->inventory_size < MAX_INVENTORY_SIZE)
10439 player->inventory_element[player->inventory_size++] =
10450 // ---------- CE actions -------------------------------------------------
10452 case CA_SET_CE_VALUE:
10454 int last_ce_value = CustomValue[x][y];
10456 CustomValue[x][y] = action_arg_number_new;
10458 if (CustomValue[x][y] != last_ce_value)
10460 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10461 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10463 if (CustomValue[x][y] == 0)
10465 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10466 ChangeCount[x][y] = 0; // allow at least one more change
10468 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10469 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10476 case CA_SET_CE_SCORE:
10478 int last_ce_score = ei->collect_score;
10480 ei->collect_score = action_arg_number_new;
10482 if (ei->collect_score != last_ce_score)
10484 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10485 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10487 if (ei->collect_score == 0)
10491 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10492 ChangeCount[x][y] = 0; // allow at least one more change
10494 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10495 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10498 This is a very special case that seems to be a mixture between
10499 CheckElementChange() and CheckTriggeredElementChange(): while
10500 the first one only affects single elements that are triggered
10501 directly, the second one affects multiple elements in the playfield
10502 that are triggered indirectly by another element. This is a third
10503 case: Changing the CE score always affects multiple identical CEs,
10504 so every affected CE must be checked, not only the single CE for
10505 which the CE score was changed in the first place (as every instance
10506 of that CE shares the same CE score, and therefore also can change)!
10508 SCAN_PLAYFIELD(xx, yy)
10510 if (Tile[xx][yy] == element)
10511 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10512 CE_SCORE_GETS_ZERO);
10520 case CA_SET_CE_ARTWORK:
10522 int artwork_element = action_arg_element;
10523 boolean reset_frame = FALSE;
10526 if (action_arg == CA_ARG_ELEMENT_RESET)
10527 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10530 if (ei->gfx_element != artwork_element)
10531 reset_frame = TRUE;
10533 ei->gfx_element = artwork_element;
10535 SCAN_PLAYFIELD(xx, yy)
10537 if (Tile[xx][yy] == element)
10541 ResetGfxAnimation(xx, yy);
10542 ResetRandomAnimationValue(xx, yy);
10545 TEST_DrawLevelField(xx, yy);
10552 // ---------- engine actions ---------------------------------------------
10554 case CA_SET_ENGINE_SCAN_MODE:
10556 InitPlayfieldScanMode(action_arg);
10566 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10568 int old_element = Tile[x][y];
10569 int new_element = GetElementFromGroupElement(element);
10570 int previous_move_direction = MovDir[x][y];
10571 int last_ce_value = CustomValue[x][y];
10572 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10573 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10574 boolean add_player_onto_element = (new_element_is_player &&
10575 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10576 IS_WALKABLE(old_element));
10578 if (!add_player_onto_element)
10580 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10581 RemoveMovingField(x, y);
10585 Tile[x][y] = new_element;
10587 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10588 MovDir[x][y] = previous_move_direction;
10590 if (element_info[new_element].use_last_ce_value)
10591 CustomValue[x][y] = last_ce_value;
10593 InitField_WithBug1(x, y, FALSE);
10595 new_element = Tile[x][y]; // element may have changed
10597 ResetGfxAnimation(x, y);
10598 ResetRandomAnimationValue(x, y);
10600 TEST_DrawLevelField(x, y);
10602 if (GFX_CRUMBLED(new_element))
10603 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10606 // check if element under the player changes from accessible to unaccessible
10607 // (needed for special case of dropping element which then changes)
10608 // (must be checked after creating new element for walkable group elements)
10609 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10610 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10617 // "ChangeCount" not set yet to allow "entered by player" change one time
10618 if (new_element_is_player)
10619 RelocatePlayer(x, y, new_element);
10622 ChangeCount[x][y]++; // count number of changes in the same frame
10624 TestIfBadThingTouchesPlayer(x, y);
10625 TestIfPlayerTouchesCustomElement(x, y);
10626 TestIfElementTouchesCustomElement(x, y);
10629 static void CreateField(int x, int y, int element)
10631 CreateFieldExt(x, y, element, FALSE);
10634 static void CreateElementFromChange(int x, int y, int element)
10636 element = GET_VALID_RUNTIME_ELEMENT(element);
10638 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10640 int old_element = Tile[x][y];
10642 // prevent changed element from moving in same engine frame
10643 // unless both old and new element can either fall or move
10644 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10645 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10649 CreateFieldExt(x, y, element, TRUE);
10652 static boolean ChangeElement(int x, int y, int element, int page)
10654 struct ElementInfo *ei = &element_info[element];
10655 struct ElementChangeInfo *change = &ei->change_page[page];
10656 int ce_value = CustomValue[x][y];
10657 int ce_score = ei->collect_score;
10658 int target_element;
10659 int old_element = Tile[x][y];
10661 // always use default change event to prevent running into a loop
10662 if (ChangeEvent[x][y] == -1)
10663 ChangeEvent[x][y] = CE_DELAY;
10665 if (ChangeEvent[x][y] == CE_DELAY)
10667 // reset actual trigger element, trigger player and action element
10668 change->actual_trigger_element = EL_EMPTY;
10669 change->actual_trigger_player = EL_EMPTY;
10670 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10671 change->actual_trigger_side = CH_SIDE_NONE;
10672 change->actual_trigger_ce_value = 0;
10673 change->actual_trigger_ce_score = 0;
10676 // do not change elements more than a specified maximum number of changes
10677 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10680 ChangeCount[x][y]++; // count number of changes in the same frame
10682 if (change->explode)
10689 if (change->use_target_content)
10691 boolean complete_replace = TRUE;
10692 boolean can_replace[3][3];
10695 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10698 boolean is_walkable;
10699 boolean is_diggable;
10700 boolean is_collectible;
10701 boolean is_removable;
10702 boolean is_destructible;
10703 int ex = x + xx - 1;
10704 int ey = y + yy - 1;
10705 int content_element = change->target_content.e[xx][yy];
10708 can_replace[xx][yy] = TRUE;
10710 if (ex == x && ey == y) // do not check changing element itself
10713 if (content_element == EL_EMPTY_SPACE)
10715 can_replace[xx][yy] = FALSE; // do not replace border with space
10720 if (!IN_LEV_FIELD(ex, ey))
10722 can_replace[xx][yy] = FALSE;
10723 complete_replace = FALSE;
10730 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10731 e = MovingOrBlocked2Element(ex, ey);
10733 is_empty = (IS_FREE(ex, ey) ||
10734 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10736 is_walkable = (is_empty || IS_WALKABLE(e));
10737 is_diggable = (is_empty || IS_DIGGABLE(e));
10738 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10739 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10740 is_removable = (is_diggable || is_collectible);
10742 can_replace[xx][yy] =
10743 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10744 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10745 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10746 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10747 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10748 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10749 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10751 if (!can_replace[xx][yy])
10752 complete_replace = FALSE;
10755 if (!change->only_if_complete || complete_replace)
10757 boolean something_has_changed = FALSE;
10759 if (change->only_if_complete && change->use_random_replace &&
10760 RND(100) < change->random_percentage)
10763 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10765 int ex = x + xx - 1;
10766 int ey = y + yy - 1;
10767 int content_element;
10769 if (can_replace[xx][yy] && (!change->use_random_replace ||
10770 RND(100) < change->random_percentage))
10772 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10773 RemoveMovingField(ex, ey);
10775 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10777 content_element = change->target_content.e[xx][yy];
10778 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10779 ce_value, ce_score);
10781 CreateElementFromChange(ex, ey, target_element);
10783 something_has_changed = TRUE;
10785 // for symmetry reasons, freeze newly created border elements
10786 if (ex != x || ey != y)
10787 Stop[ex][ey] = TRUE; // no more moving in this frame
10791 if (something_has_changed)
10793 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10794 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10800 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10801 ce_value, ce_score);
10803 if (element == EL_DIAGONAL_GROWING ||
10804 element == EL_DIAGONAL_SHRINKING)
10806 target_element = Store[x][y];
10808 Store[x][y] = EL_EMPTY;
10811 // special case: element changes to player (and may be kept if walkable)
10812 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10813 CreateElementFromChange(x, y, EL_EMPTY);
10815 CreateElementFromChange(x, y, target_element);
10817 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10818 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10821 // this uses direct change before indirect change
10822 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10827 static void HandleElementChange(int x, int y, int page)
10829 int element = MovingOrBlocked2Element(x, y);
10830 struct ElementInfo *ei = &element_info[element];
10831 struct ElementChangeInfo *change = &ei->change_page[page];
10832 boolean handle_action_before_change = FALSE;
10835 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10836 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10838 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10839 x, y, element, element_info[element].token_name);
10840 Debug("game:playing:HandleElementChange", "This should never happen!");
10844 // this can happen with classic bombs on walkable, changing elements
10845 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10850 if (ChangeDelay[x][y] == 0) // initialize element change
10852 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10854 if (change->can_change)
10856 // !!! not clear why graphic animation should be reset at all here !!!
10857 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10858 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10861 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10863 When using an animation frame delay of 1 (this only happens with
10864 "sp_zonk.moving.left/right" in the classic graphics), the default
10865 (non-moving) animation shows wrong animation frames (while the
10866 moving animation, like "sp_zonk.moving.left/right", is correct,
10867 so this graphical bug never shows up with the classic graphics).
10868 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10869 be drawn instead of the correct frames 0,1,2,3. This is caused by
10870 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10871 an element change: First when the change delay ("ChangeDelay[][]")
10872 counter has reached zero after decrementing, then a second time in
10873 the next frame (after "GfxFrame[][]" was already incremented) when
10874 "ChangeDelay[][]" is reset to the initial delay value again.
10876 This causes frame 0 to be drawn twice, while the last frame won't
10877 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10879 As some animations may already be cleverly designed around this bug
10880 (at least the "Snake Bite" snake tail animation does this), it cannot
10881 simply be fixed here without breaking such existing animations.
10882 Unfortunately, it cannot easily be detected if a graphics set was
10883 designed "before" or "after" the bug was fixed. As a workaround,
10884 a new graphics set option "game.graphics_engine_version" was added
10885 to be able to specify the game's major release version for which the
10886 graphics set was designed, which can then be used to decide if the
10887 bugfix should be used (version 4 and above) or not (version 3 or
10888 below, or if no version was specified at all, as with old sets).
10890 (The wrong/fixed animation frames can be tested with the test level set
10891 "test_gfxframe" and level "000", which contains a specially prepared
10892 custom element at level position (x/y) == (11/9) which uses the zonk
10893 animation mentioned above. Using "game.graphics_engine_version: 4"
10894 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10895 This can also be seen from the debug output for this test element.)
10898 // when a custom element is about to change (for example by change delay),
10899 // do not reset graphic animation when the custom element is moving
10900 if (game.graphics_engine_version < 4 &&
10903 ResetGfxAnimation(x, y);
10904 ResetRandomAnimationValue(x, y);
10907 if (change->pre_change_function)
10908 change->pre_change_function(x, y);
10912 ChangeDelay[x][y]--;
10914 if (ChangeDelay[x][y] != 0) // continue element change
10916 if (change->can_change)
10918 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10920 if (IS_ANIMATED(graphic))
10921 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10923 if (change->change_function)
10924 change->change_function(x, y);
10927 else // finish element change
10929 if (ChangePage[x][y] != -1) // remember page from delayed change
10931 page = ChangePage[x][y];
10932 ChangePage[x][y] = -1;
10934 change = &ei->change_page[page];
10937 if (IS_MOVING(x, y)) // never change a running system ;-)
10939 ChangeDelay[x][y] = 1; // try change after next move step
10940 ChangePage[x][y] = page; // remember page to use for change
10945 // special case: set new level random seed before changing element
10946 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10947 handle_action_before_change = TRUE;
10949 if (change->has_action && handle_action_before_change)
10950 ExecuteCustomElementAction(x, y, element, page);
10952 if (change->can_change)
10954 if (ChangeElement(x, y, element, page))
10956 if (change->post_change_function)
10957 change->post_change_function(x, y);
10961 if (change->has_action && !handle_action_before_change)
10962 ExecuteCustomElementAction(x, y, element, page);
10966 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10967 int trigger_element,
10969 int trigger_player,
10973 boolean change_done_any = FALSE;
10974 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10977 if (!(trigger_events[trigger_element][trigger_event]))
10980 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10982 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10984 int element = EL_CUSTOM_START + i;
10985 boolean change_done = FALSE;
10988 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10989 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10992 for (p = 0; p < element_info[element].num_change_pages; p++)
10994 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10996 if (change->can_change_or_has_action &&
10997 change->has_event[trigger_event] &&
10998 change->trigger_side & trigger_side &&
10999 change->trigger_player & trigger_player &&
11000 change->trigger_page & trigger_page_bits &&
11001 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11003 change->actual_trigger_element = trigger_element;
11004 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11005 change->actual_trigger_player_bits = trigger_player;
11006 change->actual_trigger_side = trigger_side;
11007 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11008 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11010 if ((change->can_change && !change_done) || change->has_action)
11014 SCAN_PLAYFIELD(x, y)
11016 if (Tile[x][y] == element)
11018 if (change->can_change && !change_done)
11020 // if element already changed in this frame, not only prevent
11021 // another element change (checked in ChangeElement()), but
11022 // also prevent additional element actions for this element
11024 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11025 !level.use_action_after_change_bug)
11028 ChangeDelay[x][y] = 1;
11029 ChangeEvent[x][y] = trigger_event;
11031 HandleElementChange(x, y, p);
11033 else if (change->has_action)
11035 // if element already changed in this frame, not only prevent
11036 // another element change (checked in ChangeElement()), but
11037 // also prevent additional element actions for this element
11039 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11040 !level.use_action_after_change_bug)
11043 ExecuteCustomElementAction(x, y, element, p);
11044 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11049 if (change->can_change)
11051 change_done = TRUE;
11052 change_done_any = TRUE;
11059 RECURSION_LOOP_DETECTION_END();
11061 return change_done_any;
11064 static boolean CheckElementChangeExt(int x, int y,
11066 int trigger_element,
11068 int trigger_player,
11071 boolean change_done = FALSE;
11074 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11075 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11078 if (Tile[x][y] == EL_BLOCKED)
11080 Blocked2Moving(x, y, &x, &y);
11081 element = Tile[x][y];
11084 // check if element has already changed or is about to change after moving
11085 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11086 Tile[x][y] != element) ||
11088 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11089 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11090 ChangePage[x][y] != -1)))
11093 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11095 for (p = 0; p < element_info[element].num_change_pages; p++)
11097 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11099 /* check trigger element for all events where the element that is checked
11100 for changing interacts with a directly adjacent element -- this is
11101 different to element changes that affect other elements to change on the
11102 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11103 boolean check_trigger_element =
11104 (trigger_event == CE_NEXT_TO_X ||
11105 trigger_event == CE_TOUCHING_X ||
11106 trigger_event == CE_HITTING_X ||
11107 trigger_event == CE_HIT_BY_X ||
11108 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11110 if (change->can_change_or_has_action &&
11111 change->has_event[trigger_event] &&
11112 change->trigger_side & trigger_side &&
11113 change->trigger_player & trigger_player &&
11114 (!check_trigger_element ||
11115 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11117 change->actual_trigger_element = trigger_element;
11118 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11119 change->actual_trigger_player_bits = trigger_player;
11120 change->actual_trigger_side = trigger_side;
11121 change->actual_trigger_ce_value = CustomValue[x][y];
11122 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11124 // special case: trigger element not at (x,y) position for some events
11125 if (check_trigger_element)
11137 { 0, 0 }, { 0, 0 }, { 0, 0 },
11141 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11142 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11144 change->actual_trigger_ce_value = CustomValue[xx][yy];
11145 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11148 if (change->can_change && !change_done)
11150 ChangeDelay[x][y] = 1;
11151 ChangeEvent[x][y] = trigger_event;
11153 HandleElementChange(x, y, p);
11155 change_done = TRUE;
11157 else if (change->has_action)
11159 ExecuteCustomElementAction(x, y, element, p);
11160 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11165 RECURSION_LOOP_DETECTION_END();
11167 return change_done;
11170 static void PlayPlayerSound(struct PlayerInfo *player)
11172 int jx = player->jx, jy = player->jy;
11173 int sound_element = player->artwork_element;
11174 int last_action = player->last_action_waiting;
11175 int action = player->action_waiting;
11177 if (player->is_waiting)
11179 if (action != last_action)
11180 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11182 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11186 if (action != last_action)
11187 StopSound(element_info[sound_element].sound[last_action]);
11189 if (last_action == ACTION_SLEEPING)
11190 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11194 static void PlayAllPlayersSound(void)
11198 for (i = 0; i < MAX_PLAYERS; i++)
11199 if (stored_player[i].active)
11200 PlayPlayerSound(&stored_player[i]);
11203 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11205 boolean last_waiting = player->is_waiting;
11206 int move_dir = player->MovDir;
11208 player->dir_waiting = move_dir;
11209 player->last_action_waiting = player->action_waiting;
11213 if (!last_waiting) // not waiting -> waiting
11215 player->is_waiting = TRUE;
11217 player->frame_counter_bored =
11219 game.player_boring_delay_fixed +
11220 GetSimpleRandom(game.player_boring_delay_random);
11221 player->frame_counter_sleeping =
11223 game.player_sleeping_delay_fixed +
11224 GetSimpleRandom(game.player_sleeping_delay_random);
11226 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11229 if (game.player_sleeping_delay_fixed +
11230 game.player_sleeping_delay_random > 0 &&
11231 player->anim_delay_counter == 0 &&
11232 player->post_delay_counter == 0 &&
11233 FrameCounter >= player->frame_counter_sleeping)
11234 player->is_sleeping = TRUE;
11235 else if (game.player_boring_delay_fixed +
11236 game.player_boring_delay_random > 0 &&
11237 FrameCounter >= player->frame_counter_bored)
11238 player->is_bored = TRUE;
11240 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11241 player->is_bored ? ACTION_BORING :
11244 if (player->is_sleeping && player->use_murphy)
11246 // special case for sleeping Murphy when leaning against non-free tile
11248 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11249 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11250 !IS_MOVING(player->jx - 1, player->jy)))
11251 move_dir = MV_LEFT;
11252 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11253 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11254 !IS_MOVING(player->jx + 1, player->jy)))
11255 move_dir = MV_RIGHT;
11257 player->is_sleeping = FALSE;
11259 player->dir_waiting = move_dir;
11262 if (player->is_sleeping)
11264 if (player->num_special_action_sleeping > 0)
11266 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11268 int last_special_action = player->special_action_sleeping;
11269 int num_special_action = player->num_special_action_sleeping;
11270 int special_action =
11271 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11272 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11273 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11274 last_special_action + 1 : ACTION_SLEEPING);
11275 int special_graphic =
11276 el_act_dir2img(player->artwork_element, special_action, move_dir);
11278 player->anim_delay_counter =
11279 graphic_info[special_graphic].anim_delay_fixed +
11280 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11281 player->post_delay_counter =
11282 graphic_info[special_graphic].post_delay_fixed +
11283 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11285 player->special_action_sleeping = special_action;
11288 if (player->anim_delay_counter > 0)
11290 player->action_waiting = player->special_action_sleeping;
11291 player->anim_delay_counter--;
11293 else if (player->post_delay_counter > 0)
11295 player->post_delay_counter--;
11299 else if (player->is_bored)
11301 if (player->num_special_action_bored > 0)
11303 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11305 int special_action =
11306 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11307 int special_graphic =
11308 el_act_dir2img(player->artwork_element, special_action, move_dir);
11310 player->anim_delay_counter =
11311 graphic_info[special_graphic].anim_delay_fixed +
11312 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11313 player->post_delay_counter =
11314 graphic_info[special_graphic].post_delay_fixed +
11315 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11317 player->special_action_bored = special_action;
11320 if (player->anim_delay_counter > 0)
11322 player->action_waiting = player->special_action_bored;
11323 player->anim_delay_counter--;
11325 else if (player->post_delay_counter > 0)
11327 player->post_delay_counter--;
11332 else if (last_waiting) // waiting -> not waiting
11334 player->is_waiting = FALSE;
11335 player->is_bored = FALSE;
11336 player->is_sleeping = FALSE;
11338 player->frame_counter_bored = -1;
11339 player->frame_counter_sleeping = -1;
11341 player->anim_delay_counter = 0;
11342 player->post_delay_counter = 0;
11344 player->dir_waiting = player->MovDir;
11345 player->action_waiting = ACTION_DEFAULT;
11347 player->special_action_bored = ACTION_DEFAULT;
11348 player->special_action_sleeping = ACTION_DEFAULT;
11352 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11354 if ((!player->is_moving && player->was_moving) ||
11355 (player->MovPos == 0 && player->was_moving) ||
11356 (player->is_snapping && !player->was_snapping) ||
11357 (player->is_dropping && !player->was_dropping))
11359 if (!CheckSaveEngineSnapshotToList())
11362 player->was_moving = FALSE;
11363 player->was_snapping = TRUE;
11364 player->was_dropping = TRUE;
11368 if (player->is_moving)
11369 player->was_moving = TRUE;
11371 if (!player->is_snapping)
11372 player->was_snapping = FALSE;
11374 if (!player->is_dropping)
11375 player->was_dropping = FALSE;
11378 static struct MouseActionInfo mouse_action_last = { 0 };
11379 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11380 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11383 CheckSaveEngineSnapshotToList();
11385 mouse_action_last = mouse_action;
11388 static void CheckSingleStepMode(struct PlayerInfo *player)
11390 if (tape.single_step && tape.recording && !tape.pausing)
11392 // as it is called "single step mode", just return to pause mode when the
11393 // player stopped moving after one tile (or never starts moving at all)
11394 // (reverse logic needed here in case single step mode used in team mode)
11395 if (player->is_moving ||
11396 player->is_pushing ||
11397 player->is_dropping_pressed ||
11398 player->effective_mouse_action.button)
11399 game.enter_single_step_mode = FALSE;
11402 CheckSaveEngineSnapshot(player);
11405 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11407 int left = player_action & JOY_LEFT;
11408 int right = player_action & JOY_RIGHT;
11409 int up = player_action & JOY_UP;
11410 int down = player_action & JOY_DOWN;
11411 int button1 = player_action & JOY_BUTTON_1;
11412 int button2 = player_action & JOY_BUTTON_2;
11413 int dx = (left ? -1 : right ? 1 : 0);
11414 int dy = (up ? -1 : down ? 1 : 0);
11416 if (!player->active || tape.pausing)
11422 SnapField(player, dx, dy);
11426 DropElement(player);
11428 MovePlayer(player, dx, dy);
11431 CheckSingleStepMode(player);
11433 SetPlayerWaiting(player, FALSE);
11435 return player_action;
11439 // no actions for this player (no input at player's configured device)
11441 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11442 SnapField(player, 0, 0);
11443 CheckGravityMovementWhenNotMoving(player);
11445 if (player->MovPos == 0)
11446 SetPlayerWaiting(player, TRUE);
11448 if (player->MovPos == 0) // needed for tape.playing
11449 player->is_moving = FALSE;
11451 player->is_dropping = FALSE;
11452 player->is_dropping_pressed = FALSE;
11453 player->drop_pressed_delay = 0;
11455 CheckSingleStepMode(player);
11461 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11464 if (!tape.use_mouse_actions)
11467 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11468 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11469 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11472 static void SetTapeActionFromMouseAction(byte *tape_action,
11473 struct MouseActionInfo *mouse_action)
11475 if (!tape.use_mouse_actions)
11478 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11479 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11480 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11483 static void CheckLevelSolved(void)
11485 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11487 if (game_em.level_solved &&
11488 !game_em.game_over) // game won
11492 game_em.game_over = TRUE;
11494 game.all_players_gone = TRUE;
11497 if (game_em.game_over) // game lost
11498 game.all_players_gone = TRUE;
11500 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11502 if (game_sp.level_solved &&
11503 !game_sp.game_over) // game won
11507 game_sp.game_over = TRUE;
11509 game.all_players_gone = TRUE;
11512 if (game_sp.game_over) // game lost
11513 game.all_players_gone = TRUE;
11515 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11517 if (game_mm.level_solved &&
11518 !game_mm.game_over) // game won
11522 game_mm.game_over = TRUE;
11524 game.all_players_gone = TRUE;
11527 if (game_mm.game_over) // game lost
11528 game.all_players_gone = TRUE;
11532 static void CheckLevelTime_StepCounter(void)
11542 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11543 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11545 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11547 DisplayGameControlValues();
11549 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11550 for (i = 0; i < MAX_PLAYERS; i++)
11551 KillPlayer(&stored_player[i]);
11553 else if (game.no_level_time_limit && !game.all_players_gone)
11555 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11557 DisplayGameControlValues();
11561 static void CheckLevelTime(void)
11565 if (TimeFrames >= FRAMES_PER_SECOND)
11570 for (i = 0; i < MAX_PLAYERS; i++)
11572 struct PlayerInfo *player = &stored_player[i];
11574 if (SHIELD_ON(player))
11576 player->shield_normal_time_left--;
11578 if (player->shield_deadly_time_left > 0)
11579 player->shield_deadly_time_left--;
11583 if (!game.LevelSolved && !level.use_step_counter)
11591 if (TimeLeft <= 10 && game.time_limit)
11592 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11594 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11595 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11597 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11599 if (!TimeLeft && game.time_limit)
11601 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11602 game_em.lev->killed_out_of_time = TRUE;
11604 for (i = 0; i < MAX_PLAYERS; i++)
11605 KillPlayer(&stored_player[i]);
11608 else if (game.no_level_time_limit && !game.all_players_gone)
11610 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11613 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11616 if (tape.recording || tape.playing)
11617 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11620 if (tape.recording || tape.playing)
11621 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11623 UpdateAndDisplayGameControlValues();
11626 void AdvanceFrameAndPlayerCounters(int player_nr)
11630 // advance frame counters (global frame counter and time frame counter)
11634 // advance player counters (counters for move delay, move animation etc.)
11635 for (i = 0; i < MAX_PLAYERS; i++)
11637 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11638 int move_delay_value = stored_player[i].move_delay_value;
11639 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11641 if (!advance_player_counters) // not all players may be affected
11644 if (move_frames == 0) // less than one move per game frame
11646 int stepsize = TILEX / move_delay_value;
11647 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11648 int count = (stored_player[i].is_moving ?
11649 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11651 if (count % delay == 0)
11655 stored_player[i].Frame += move_frames;
11657 if (stored_player[i].MovPos != 0)
11658 stored_player[i].StepFrame += move_frames;
11660 if (stored_player[i].move_delay > 0)
11661 stored_player[i].move_delay--;
11663 // due to bugs in previous versions, counter must count up, not down
11664 if (stored_player[i].push_delay != -1)
11665 stored_player[i].push_delay++;
11667 if (stored_player[i].drop_delay > 0)
11668 stored_player[i].drop_delay--;
11670 if (stored_player[i].is_dropping_pressed)
11671 stored_player[i].drop_pressed_delay++;
11675 void StartGameActions(boolean init_network_game, boolean record_tape,
11678 unsigned int new_random_seed = InitRND(random_seed);
11681 TapeStartRecording(new_random_seed);
11683 if (setup.auto_pause_on_start && !tape.pausing)
11684 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11686 if (init_network_game)
11688 SendToServer_LevelFile();
11689 SendToServer_StartPlaying();
11697 static void GameActionsExt(void)
11700 static unsigned int game_frame_delay = 0;
11702 unsigned int game_frame_delay_value;
11703 byte *recorded_player_action;
11704 byte summarized_player_action = 0;
11705 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11708 // detect endless loops, caused by custom element programming
11709 if (recursion_loop_detected && recursion_loop_depth == 0)
11711 char *message = getStringCat3("Internal Error! Element ",
11712 EL_NAME(recursion_loop_element),
11713 " caused endless loop! Quit the game?");
11715 Warn("element '%s' caused endless loop in game engine",
11716 EL_NAME(recursion_loop_element));
11718 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11720 recursion_loop_detected = FALSE; // if game should be continued
11727 if (game.restart_level)
11728 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11730 CheckLevelSolved();
11732 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11735 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11738 if (game_status != GAME_MODE_PLAYING) // status might have changed
11741 game_frame_delay_value =
11742 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11744 if (tape.playing && tape.warp_forward && !tape.pausing)
11745 game_frame_delay_value = 0;
11747 SetVideoFrameDelay(game_frame_delay_value);
11749 // (de)activate virtual buttons depending on current game status
11750 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11752 if (game.all_players_gone) // if no players there to be controlled anymore
11753 SetOverlayActive(FALSE);
11754 else if (!tape.playing) // if game continues after tape stopped playing
11755 SetOverlayActive(TRUE);
11760 // ---------- main game synchronization point ----------
11762 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11764 Debug("game:playing:skip", "skip == %d", skip);
11767 // ---------- main game synchronization point ----------
11769 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11773 if (network_playing && !network_player_action_received)
11775 // try to get network player actions in time
11777 // last chance to get network player actions without main loop delay
11778 HandleNetworking();
11780 // game was quit by network peer
11781 if (game_status != GAME_MODE_PLAYING)
11784 // check if network player actions still missing and game still running
11785 if (!network_player_action_received && !checkGameEnded())
11786 return; // failed to get network player actions in time
11788 // do not yet reset "network_player_action_received" (for tape.pausing)
11794 // at this point we know that we really continue executing the game
11796 network_player_action_received = FALSE;
11798 // when playing tape, read previously recorded player input from tape data
11799 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11801 local_player->effective_mouse_action = local_player->mouse_action;
11803 if (recorded_player_action != NULL)
11804 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11805 recorded_player_action);
11807 // TapePlayAction() may return NULL when toggling to "pause before death"
11811 if (tape.set_centered_player)
11813 game.centered_player_nr_next = tape.centered_player_nr_next;
11814 game.set_centered_player = TRUE;
11817 for (i = 0; i < MAX_PLAYERS; i++)
11819 summarized_player_action |= stored_player[i].action;
11821 if (!network_playing && (game.team_mode || tape.playing))
11822 stored_player[i].effective_action = stored_player[i].action;
11825 if (network_playing && !checkGameEnded())
11826 SendToServer_MovePlayer(summarized_player_action);
11828 // summarize all actions at local players mapped input device position
11829 // (this allows using different input devices in single player mode)
11830 if (!network.enabled && !game.team_mode)
11831 stored_player[map_player_action[local_player->index_nr]].effective_action =
11832 summarized_player_action;
11834 // summarize all actions at centered player in local team mode
11835 if (tape.recording &&
11836 setup.team_mode && !network.enabled &&
11837 setup.input_on_focus &&
11838 game.centered_player_nr != -1)
11840 for (i = 0; i < MAX_PLAYERS; i++)
11841 stored_player[map_player_action[i]].effective_action =
11842 (i == game.centered_player_nr ? summarized_player_action : 0);
11845 if (recorded_player_action != NULL)
11846 for (i = 0; i < MAX_PLAYERS; i++)
11847 stored_player[i].effective_action = recorded_player_action[i];
11849 for (i = 0; i < MAX_PLAYERS; i++)
11851 tape_action[i] = stored_player[i].effective_action;
11853 /* (this may happen in the RND game engine if a player was not present on
11854 the playfield on level start, but appeared later from a custom element */
11855 if (setup.team_mode &&
11858 !tape.player_participates[i])
11859 tape.player_participates[i] = TRUE;
11862 SetTapeActionFromMouseAction(tape_action,
11863 &local_player->effective_mouse_action);
11865 // only record actions from input devices, but not programmed actions
11866 if (tape.recording)
11867 TapeRecordAction(tape_action);
11869 // remember if game was played (especially after tape stopped playing)
11870 if (!tape.playing && summarized_player_action)
11871 game.GamePlayed = TRUE;
11873 #if USE_NEW_PLAYER_ASSIGNMENTS
11874 // !!! also map player actions in single player mode !!!
11875 // if (game.team_mode)
11878 byte mapped_action[MAX_PLAYERS];
11880 #if DEBUG_PLAYER_ACTIONS
11881 for (i = 0; i < MAX_PLAYERS; i++)
11882 DebugContinued("", "%d, ", stored_player[i].effective_action);
11885 for (i = 0; i < MAX_PLAYERS; i++)
11886 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11888 for (i = 0; i < MAX_PLAYERS; i++)
11889 stored_player[i].effective_action = mapped_action[i];
11891 #if DEBUG_PLAYER_ACTIONS
11892 DebugContinued("", "=> ");
11893 for (i = 0; i < MAX_PLAYERS; i++)
11894 DebugContinued("", "%d, ", stored_player[i].effective_action);
11895 DebugContinued("game:playing:player", "\n");
11898 #if DEBUG_PLAYER_ACTIONS
11901 for (i = 0; i < MAX_PLAYERS; i++)
11902 DebugContinued("", "%d, ", stored_player[i].effective_action);
11903 DebugContinued("game:playing:player", "\n");
11908 for (i = 0; i < MAX_PLAYERS; i++)
11910 // allow engine snapshot in case of changed movement attempt
11911 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11912 (stored_player[i].effective_action & KEY_MOTION))
11913 game.snapshot.changed_action = TRUE;
11915 // allow engine snapshot in case of snapping/dropping attempt
11916 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11917 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11918 game.snapshot.changed_action = TRUE;
11920 game.snapshot.last_action[i] = stored_player[i].effective_action;
11923 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11925 GameActions_EM_Main();
11927 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11929 GameActions_SP_Main();
11931 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11933 GameActions_MM_Main();
11937 GameActions_RND_Main();
11940 BlitScreenToBitmap(backbuffer);
11942 CheckLevelSolved();
11945 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11947 if (global.show_frames_per_second)
11949 static unsigned int fps_counter = 0;
11950 static int fps_frames = 0;
11951 unsigned int fps_delay_ms = Counter() - fps_counter;
11955 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11957 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11960 fps_counter = Counter();
11962 // always draw FPS to screen after FPS value was updated
11963 redraw_mask |= REDRAW_FPS;
11966 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11967 if (GetDrawDeactivationMask() == REDRAW_NONE)
11968 redraw_mask |= REDRAW_FPS;
11972 static void GameActions_CheckSaveEngineSnapshot(void)
11974 if (!game.snapshot.save_snapshot)
11977 // clear flag for saving snapshot _before_ saving snapshot
11978 game.snapshot.save_snapshot = FALSE;
11980 SaveEngineSnapshotToList();
11983 void GameActions(void)
11987 GameActions_CheckSaveEngineSnapshot();
11990 void GameActions_EM_Main(void)
11992 byte effective_action[MAX_PLAYERS];
11995 for (i = 0; i < MAX_PLAYERS; i++)
11996 effective_action[i] = stored_player[i].effective_action;
11998 GameActions_EM(effective_action);
12001 void GameActions_SP_Main(void)
12003 byte effective_action[MAX_PLAYERS];
12006 for (i = 0; i < MAX_PLAYERS; i++)
12007 effective_action[i] = stored_player[i].effective_action;
12009 GameActions_SP(effective_action);
12011 for (i = 0; i < MAX_PLAYERS; i++)
12013 if (stored_player[i].force_dropping)
12014 stored_player[i].action |= KEY_BUTTON_DROP;
12016 stored_player[i].force_dropping = FALSE;
12020 void GameActions_MM_Main(void)
12022 GameActions_MM(local_player->effective_mouse_action);
12025 void GameActions_RND_Main(void)
12030 void GameActions_RND(void)
12032 static struct MouseActionInfo mouse_action_last = { 0 };
12033 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12034 int magic_wall_x = 0, magic_wall_y = 0;
12035 int i, x, y, element, graphic, last_gfx_frame;
12037 InitPlayfieldScanModeVars();
12039 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12041 SCAN_PLAYFIELD(x, y)
12043 ChangeCount[x][y] = 0;
12044 ChangeEvent[x][y] = -1;
12048 if (game.set_centered_player)
12050 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12052 // switching to "all players" only possible if all players fit to screen
12053 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12055 game.centered_player_nr_next = game.centered_player_nr;
12056 game.set_centered_player = FALSE;
12059 // do not switch focus to non-existing (or non-active) player
12060 if (game.centered_player_nr_next >= 0 &&
12061 !stored_player[game.centered_player_nr_next].active)
12063 game.centered_player_nr_next = game.centered_player_nr;
12064 game.set_centered_player = FALSE;
12068 if (game.set_centered_player &&
12069 ScreenMovPos == 0) // screen currently aligned at tile position
12073 if (game.centered_player_nr_next == -1)
12075 setScreenCenteredToAllPlayers(&sx, &sy);
12079 sx = stored_player[game.centered_player_nr_next].jx;
12080 sy = stored_player[game.centered_player_nr_next].jy;
12083 game.centered_player_nr = game.centered_player_nr_next;
12084 game.set_centered_player = FALSE;
12086 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12087 DrawGameDoorValues();
12090 // check single step mode (set flag and clear again if any player is active)
12091 game.enter_single_step_mode =
12092 (tape.single_step && tape.recording && !tape.pausing);
12094 for (i = 0; i < MAX_PLAYERS; i++)
12096 int actual_player_action = stored_player[i].effective_action;
12099 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12100 - rnd_equinox_tetrachloride 048
12101 - rnd_equinox_tetrachloride_ii 096
12102 - rnd_emanuel_schmieg 002
12103 - doctor_sloan_ww 001, 020
12105 if (stored_player[i].MovPos == 0)
12106 CheckGravityMovement(&stored_player[i]);
12109 // overwrite programmed action with tape action
12110 if (stored_player[i].programmed_action)
12111 actual_player_action = stored_player[i].programmed_action;
12113 PlayerActions(&stored_player[i], actual_player_action);
12115 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12118 // single step pause mode may already have been toggled by "ScrollPlayer()"
12119 if (game.enter_single_step_mode && !tape.pausing)
12120 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12122 ScrollScreen(NULL, SCROLL_GO_ON);
12124 /* for backwards compatibility, the following code emulates a fixed bug that
12125 occured when pushing elements (causing elements that just made their last
12126 pushing step to already (if possible) make their first falling step in the
12127 same game frame, which is bad); this code is also needed to use the famous
12128 "spring push bug" which is used in older levels and might be wanted to be
12129 used also in newer levels, but in this case the buggy pushing code is only
12130 affecting the "spring" element and no other elements */
12132 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12134 for (i = 0; i < MAX_PLAYERS; i++)
12136 struct PlayerInfo *player = &stored_player[i];
12137 int x = player->jx;
12138 int y = player->jy;
12140 if (player->active && player->is_pushing && player->is_moving &&
12142 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12143 Tile[x][y] == EL_SPRING))
12145 ContinueMoving(x, y);
12147 // continue moving after pushing (this is actually a bug)
12148 if (!IS_MOVING(x, y))
12149 Stop[x][y] = FALSE;
12154 SCAN_PLAYFIELD(x, y)
12156 Last[x][y] = Tile[x][y];
12158 ChangeCount[x][y] = 0;
12159 ChangeEvent[x][y] = -1;
12161 // this must be handled before main playfield loop
12162 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12165 if (MovDelay[x][y] <= 0)
12169 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12172 if (MovDelay[x][y] <= 0)
12174 int element = Store[x][y];
12175 int move_direction = MovDir[x][y];
12176 int player_index_bit = Store2[x][y];
12182 TEST_DrawLevelField(x, y);
12184 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12186 if (IS_ENVELOPE(element))
12187 local_player->show_envelope = element;
12192 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12194 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12196 Debug("game:playing:GameActions_RND", "This should never happen!");
12198 ChangePage[x][y] = -1;
12202 Stop[x][y] = FALSE;
12203 if (WasJustMoving[x][y] > 0)
12204 WasJustMoving[x][y]--;
12205 if (WasJustFalling[x][y] > 0)
12206 WasJustFalling[x][y]--;
12207 if (CheckCollision[x][y] > 0)
12208 CheckCollision[x][y]--;
12209 if (CheckImpact[x][y] > 0)
12210 CheckImpact[x][y]--;
12214 /* reset finished pushing action (not done in ContinueMoving() to allow
12215 continuous pushing animation for elements with zero push delay) */
12216 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12218 ResetGfxAnimation(x, y);
12219 TEST_DrawLevelField(x, y);
12223 if (IS_BLOCKED(x, y))
12227 Blocked2Moving(x, y, &oldx, &oldy);
12228 if (!IS_MOVING(oldx, oldy))
12230 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12231 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12232 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12233 Debug("game:playing:GameActions_RND", "This should never happen!");
12239 if (mouse_action.button)
12241 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12242 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12244 x = mouse_action.lx;
12245 y = mouse_action.ly;
12246 element = Tile[x][y];
12250 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12251 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12255 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12256 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12259 if (level.use_step_counter)
12261 boolean counted_click = FALSE;
12263 // element clicked that can change when clicked/pressed
12264 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12265 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12266 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12267 counted_click = TRUE;
12269 // element clicked that can trigger change when clicked/pressed
12270 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12271 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12272 counted_click = TRUE;
12274 if (new_button && counted_click)
12275 CheckLevelTime_StepCounter();
12279 SCAN_PLAYFIELD(x, y)
12281 element = Tile[x][y];
12282 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12283 last_gfx_frame = GfxFrame[x][y];
12285 if (element == EL_EMPTY)
12286 graphic = el2img(GfxElementEmpty[x][y]);
12288 ResetGfxFrame(x, y);
12290 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12291 DrawLevelGraphicAnimation(x, y, graphic);
12293 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12294 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12295 ResetRandomAnimationValue(x, y);
12297 SetRandomAnimationValue(x, y);
12299 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12301 if (IS_INACTIVE(element))
12303 if (IS_ANIMATED(graphic))
12304 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12309 // this may take place after moving, so 'element' may have changed
12310 if (IS_CHANGING(x, y) &&
12311 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12313 int page = element_info[element].event_page_nr[CE_DELAY];
12315 HandleElementChange(x, y, page);
12317 element = Tile[x][y];
12318 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12321 CheckNextToConditions(x, y);
12323 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12327 element = Tile[x][y];
12328 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12330 if (IS_ANIMATED(graphic) &&
12331 !IS_MOVING(x, y) &&
12333 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12335 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12336 TEST_DrawTwinkleOnField(x, y);
12338 else if (element == EL_ACID)
12341 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12343 else if ((element == EL_EXIT_OPEN ||
12344 element == EL_EM_EXIT_OPEN ||
12345 element == EL_SP_EXIT_OPEN ||
12346 element == EL_STEEL_EXIT_OPEN ||
12347 element == EL_EM_STEEL_EXIT_OPEN ||
12348 element == EL_SP_TERMINAL ||
12349 element == EL_SP_TERMINAL_ACTIVE ||
12350 element == EL_EXTRA_TIME ||
12351 element == EL_SHIELD_NORMAL ||
12352 element == EL_SHIELD_DEADLY) &&
12353 IS_ANIMATED(graphic))
12354 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12355 else if (IS_MOVING(x, y))
12356 ContinueMoving(x, y);
12357 else if (IS_ACTIVE_BOMB(element))
12358 CheckDynamite(x, y);
12359 else if (element == EL_AMOEBA_GROWING)
12360 AmoebaGrowing(x, y);
12361 else if (element == EL_AMOEBA_SHRINKING)
12362 AmoebaShrinking(x, y);
12364 #if !USE_NEW_AMOEBA_CODE
12365 else if (IS_AMOEBALIVE(element))
12366 AmoebaReproduce(x, y);
12369 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12371 else if (element == EL_EXIT_CLOSED)
12373 else if (element == EL_EM_EXIT_CLOSED)
12375 else if (element == EL_STEEL_EXIT_CLOSED)
12376 CheckExitSteel(x, y);
12377 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12378 CheckExitSteelEM(x, y);
12379 else if (element == EL_SP_EXIT_CLOSED)
12381 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12382 element == EL_EXPANDABLE_STEELWALL_GROWING)
12384 else if (element == EL_EXPANDABLE_WALL ||
12385 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12386 element == EL_EXPANDABLE_WALL_VERTICAL ||
12387 element == EL_EXPANDABLE_WALL_ANY ||
12388 element == EL_BD_EXPANDABLE_WALL ||
12389 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12390 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12391 element == EL_EXPANDABLE_STEELWALL_ANY)
12392 CheckWallGrowing(x, y);
12393 else if (element == EL_FLAMES)
12394 CheckForDragon(x, y);
12395 else if (element == EL_EXPLOSION)
12396 ; // drawing of correct explosion animation is handled separately
12397 else if (element == EL_ELEMENT_SNAPPING ||
12398 element == EL_DIAGONAL_SHRINKING ||
12399 element == EL_DIAGONAL_GROWING)
12401 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12403 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12405 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12406 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12408 if (IS_BELT_ACTIVE(element))
12409 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12411 if (game.magic_wall_active)
12413 int jx = local_player->jx, jy = local_player->jy;
12415 // play the element sound at the position nearest to the player
12416 if ((element == EL_MAGIC_WALL_FULL ||
12417 element == EL_MAGIC_WALL_ACTIVE ||
12418 element == EL_MAGIC_WALL_EMPTYING ||
12419 element == EL_BD_MAGIC_WALL_FULL ||
12420 element == EL_BD_MAGIC_WALL_ACTIVE ||
12421 element == EL_BD_MAGIC_WALL_EMPTYING ||
12422 element == EL_DC_MAGIC_WALL_FULL ||
12423 element == EL_DC_MAGIC_WALL_ACTIVE ||
12424 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12425 ABS(x - jx) + ABS(y - jy) <
12426 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12434 #if USE_NEW_AMOEBA_CODE
12435 // new experimental amoeba growth stuff
12436 if (!(FrameCounter % 8))
12438 static unsigned int random = 1684108901;
12440 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12442 x = RND(lev_fieldx);
12443 y = RND(lev_fieldy);
12444 element = Tile[x][y];
12446 if (!IS_PLAYER(x,y) &&
12447 (element == EL_EMPTY ||
12448 CAN_GROW_INTO(element) ||
12449 element == EL_QUICKSAND_EMPTY ||
12450 element == EL_QUICKSAND_FAST_EMPTY ||
12451 element == EL_ACID_SPLASH_LEFT ||
12452 element == EL_ACID_SPLASH_RIGHT))
12454 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12455 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12456 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12457 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12458 Tile[x][y] = EL_AMOEBA_DROP;
12461 random = random * 129 + 1;
12466 game.explosions_delayed = FALSE;
12468 SCAN_PLAYFIELD(x, y)
12470 element = Tile[x][y];
12472 if (ExplodeField[x][y])
12473 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12474 else if (element == EL_EXPLOSION)
12475 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12477 ExplodeField[x][y] = EX_TYPE_NONE;
12480 game.explosions_delayed = TRUE;
12482 if (game.magic_wall_active)
12484 if (!(game.magic_wall_time_left % 4))
12486 int element = Tile[magic_wall_x][magic_wall_y];
12488 if (element == EL_BD_MAGIC_WALL_FULL ||
12489 element == EL_BD_MAGIC_WALL_ACTIVE ||
12490 element == EL_BD_MAGIC_WALL_EMPTYING)
12491 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12492 else if (element == EL_DC_MAGIC_WALL_FULL ||
12493 element == EL_DC_MAGIC_WALL_ACTIVE ||
12494 element == EL_DC_MAGIC_WALL_EMPTYING)
12495 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12497 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12500 if (game.magic_wall_time_left > 0)
12502 game.magic_wall_time_left--;
12504 if (!game.magic_wall_time_left)
12506 SCAN_PLAYFIELD(x, y)
12508 element = Tile[x][y];
12510 if (element == EL_MAGIC_WALL_ACTIVE ||
12511 element == EL_MAGIC_WALL_FULL)
12513 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12514 TEST_DrawLevelField(x, y);
12516 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12517 element == EL_BD_MAGIC_WALL_FULL)
12519 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12520 TEST_DrawLevelField(x, y);
12522 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12523 element == EL_DC_MAGIC_WALL_FULL)
12525 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12526 TEST_DrawLevelField(x, y);
12530 game.magic_wall_active = FALSE;
12535 if (game.light_time_left > 0)
12537 game.light_time_left--;
12539 if (game.light_time_left == 0)
12540 RedrawAllLightSwitchesAndInvisibleElements();
12543 if (game.timegate_time_left > 0)
12545 game.timegate_time_left--;
12547 if (game.timegate_time_left == 0)
12548 CloseAllOpenTimegates();
12551 if (game.lenses_time_left > 0)
12553 game.lenses_time_left--;
12555 if (game.lenses_time_left == 0)
12556 RedrawAllInvisibleElementsForLenses();
12559 if (game.magnify_time_left > 0)
12561 game.magnify_time_left--;
12563 if (game.magnify_time_left == 0)
12564 RedrawAllInvisibleElementsForMagnifier();
12567 for (i = 0; i < MAX_PLAYERS; i++)
12569 struct PlayerInfo *player = &stored_player[i];
12571 if (SHIELD_ON(player))
12573 if (player->shield_deadly_time_left)
12574 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12575 else if (player->shield_normal_time_left)
12576 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12580 #if USE_DELAYED_GFX_REDRAW
12581 SCAN_PLAYFIELD(x, y)
12583 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12585 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12586 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12588 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12589 DrawLevelField(x, y);
12591 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12592 DrawLevelFieldCrumbled(x, y);
12594 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12595 DrawLevelFieldCrumbledNeighbours(x, y);
12597 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12598 DrawTwinkleOnField(x, y);
12601 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12606 PlayAllPlayersSound();
12608 for (i = 0; i < MAX_PLAYERS; i++)
12610 struct PlayerInfo *player = &stored_player[i];
12612 if (player->show_envelope != 0 && (!player->active ||
12613 player->MovPos == 0))
12615 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12617 player->show_envelope = 0;
12621 // use random number generator in every frame to make it less predictable
12622 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12625 mouse_action_last = mouse_action;
12628 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12630 int min_x = x, min_y = y, max_x = x, max_y = y;
12631 int scr_fieldx = getScreenFieldSizeX();
12632 int scr_fieldy = getScreenFieldSizeY();
12635 for (i = 0; i < MAX_PLAYERS; i++)
12637 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12639 if (!stored_player[i].active || &stored_player[i] == player)
12642 min_x = MIN(min_x, jx);
12643 min_y = MIN(min_y, jy);
12644 max_x = MAX(max_x, jx);
12645 max_y = MAX(max_y, jy);
12648 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12651 static boolean AllPlayersInVisibleScreen(void)
12655 for (i = 0; i < MAX_PLAYERS; i++)
12657 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12659 if (!stored_player[i].active)
12662 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12669 void ScrollLevel(int dx, int dy)
12671 int scroll_offset = 2 * TILEX_VAR;
12674 BlitBitmap(drawto_field, drawto_field,
12675 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12676 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12677 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12678 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12679 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12680 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12684 x = (dx == 1 ? BX1 : BX2);
12685 for (y = BY1; y <= BY2; y++)
12686 DrawScreenField(x, y);
12691 y = (dy == 1 ? BY1 : BY2);
12692 for (x = BX1; x <= BX2; x++)
12693 DrawScreenField(x, y);
12696 redraw_mask |= REDRAW_FIELD;
12699 static boolean canFallDown(struct PlayerInfo *player)
12701 int jx = player->jx, jy = player->jy;
12703 return (IN_LEV_FIELD(jx, jy + 1) &&
12704 (IS_FREE(jx, jy + 1) ||
12705 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12706 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12707 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12710 static boolean canPassField(int x, int y, int move_dir)
12712 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12713 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12714 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12715 int nextx = x + dx;
12716 int nexty = y + dy;
12717 int element = Tile[x][y];
12719 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12720 !CAN_MOVE(element) &&
12721 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12722 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12723 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12726 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12728 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12729 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12730 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12734 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12735 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12736 (IS_DIGGABLE(Tile[newx][newy]) ||
12737 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12738 canPassField(newx, newy, move_dir)));
12741 static void CheckGravityMovement(struct PlayerInfo *player)
12743 if (player->gravity && !player->programmed_action)
12745 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12746 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12747 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12748 int jx = player->jx, jy = player->jy;
12749 boolean player_is_moving_to_valid_field =
12750 (!player_is_snapping &&
12751 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12752 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12753 boolean player_can_fall_down = canFallDown(player);
12755 if (player_can_fall_down &&
12756 !player_is_moving_to_valid_field)
12757 player->programmed_action = MV_DOWN;
12761 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12763 return CheckGravityMovement(player);
12765 if (player->gravity && !player->programmed_action)
12767 int jx = player->jx, jy = player->jy;
12768 boolean field_under_player_is_free =
12769 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12770 boolean player_is_standing_on_valid_field =
12771 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12772 (IS_WALKABLE(Tile[jx][jy]) &&
12773 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12775 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12776 player->programmed_action = MV_DOWN;
12781 MovePlayerOneStep()
12782 -----------------------------------------------------------------------------
12783 dx, dy: direction (non-diagonal) to try to move the player to
12784 real_dx, real_dy: direction as read from input device (can be diagonal)
12787 boolean MovePlayerOneStep(struct PlayerInfo *player,
12788 int dx, int dy, int real_dx, int real_dy)
12790 int jx = player->jx, jy = player->jy;
12791 int new_jx = jx + dx, new_jy = jy + dy;
12793 boolean player_can_move = !player->cannot_move;
12795 if (!player->active || (!dx && !dy))
12796 return MP_NO_ACTION;
12798 player->MovDir = (dx < 0 ? MV_LEFT :
12799 dx > 0 ? MV_RIGHT :
12801 dy > 0 ? MV_DOWN : MV_NONE);
12803 if (!IN_LEV_FIELD(new_jx, new_jy))
12804 return MP_NO_ACTION;
12806 if (!player_can_move)
12808 if (player->MovPos == 0)
12810 player->is_moving = FALSE;
12811 player->is_digging = FALSE;
12812 player->is_collecting = FALSE;
12813 player->is_snapping = FALSE;
12814 player->is_pushing = FALSE;
12818 if (!network.enabled && game.centered_player_nr == -1 &&
12819 !AllPlayersInSight(player, new_jx, new_jy))
12820 return MP_NO_ACTION;
12822 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12823 if (can_move != MP_MOVING)
12826 // check if DigField() has caused relocation of the player
12827 if (player->jx != jx || player->jy != jy)
12828 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12830 StorePlayer[jx][jy] = 0;
12831 player->last_jx = jx;
12832 player->last_jy = jy;
12833 player->jx = new_jx;
12834 player->jy = new_jy;
12835 StorePlayer[new_jx][new_jy] = player->element_nr;
12837 if (player->move_delay_value_next != -1)
12839 player->move_delay_value = player->move_delay_value_next;
12840 player->move_delay_value_next = -1;
12844 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12846 player->step_counter++;
12848 PlayerVisit[jx][jy] = FrameCounter;
12850 player->is_moving = TRUE;
12853 // should better be called in MovePlayer(), but this breaks some tapes
12854 ScrollPlayer(player, SCROLL_INIT);
12860 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12862 int jx = player->jx, jy = player->jy;
12863 int old_jx = jx, old_jy = jy;
12864 int moved = MP_NO_ACTION;
12866 if (!player->active)
12871 if (player->MovPos == 0)
12873 player->is_moving = FALSE;
12874 player->is_digging = FALSE;
12875 player->is_collecting = FALSE;
12876 player->is_snapping = FALSE;
12877 player->is_pushing = FALSE;
12883 if (player->move_delay > 0)
12886 player->move_delay = -1; // set to "uninitialized" value
12888 // store if player is automatically moved to next field
12889 player->is_auto_moving = (player->programmed_action != MV_NONE);
12891 // remove the last programmed player action
12892 player->programmed_action = 0;
12894 if (player->MovPos)
12896 // should only happen if pre-1.2 tape recordings are played
12897 // this is only for backward compatibility
12899 int original_move_delay_value = player->move_delay_value;
12902 Debug("game:playing:MovePlayer",
12903 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12907 // scroll remaining steps with finest movement resolution
12908 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12910 while (player->MovPos)
12912 ScrollPlayer(player, SCROLL_GO_ON);
12913 ScrollScreen(NULL, SCROLL_GO_ON);
12915 AdvanceFrameAndPlayerCounters(player->index_nr);
12918 BackToFront_WithFrameDelay(0);
12921 player->move_delay_value = original_move_delay_value;
12924 player->is_active = FALSE;
12926 if (player->last_move_dir & MV_HORIZONTAL)
12928 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12929 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12933 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12934 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12937 if (!moved && !player->is_active)
12939 player->is_moving = FALSE;
12940 player->is_digging = FALSE;
12941 player->is_collecting = FALSE;
12942 player->is_snapping = FALSE;
12943 player->is_pushing = FALSE;
12949 if (moved & MP_MOVING && !ScreenMovPos &&
12950 (player->index_nr == game.centered_player_nr ||
12951 game.centered_player_nr == -1))
12953 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12955 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12957 // actual player has left the screen -- scroll in that direction
12958 if (jx != old_jx) // player has moved horizontally
12959 scroll_x += (jx - old_jx);
12960 else // player has moved vertically
12961 scroll_y += (jy - old_jy);
12965 int offset_raw = game.scroll_delay_value;
12967 if (jx != old_jx) // player has moved horizontally
12969 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12970 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12971 int new_scroll_x = jx - MIDPOSX + offset_x;
12973 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12974 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12975 scroll_x = new_scroll_x;
12977 // don't scroll over playfield boundaries
12978 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12980 // don't scroll more than one field at a time
12981 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12983 // don't scroll against the player's moving direction
12984 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12985 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12986 scroll_x = old_scroll_x;
12988 else // player has moved vertically
12990 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12991 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12992 int new_scroll_y = jy - MIDPOSY + offset_y;
12994 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12995 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12996 scroll_y = new_scroll_y;
12998 // don't scroll over playfield boundaries
12999 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13001 // don't scroll more than one field at a time
13002 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13004 // don't scroll against the player's moving direction
13005 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13006 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13007 scroll_y = old_scroll_y;
13011 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13013 if (!network.enabled && game.centered_player_nr == -1 &&
13014 !AllPlayersInVisibleScreen())
13016 scroll_x = old_scroll_x;
13017 scroll_y = old_scroll_y;
13021 ScrollScreen(player, SCROLL_INIT);
13022 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13027 player->StepFrame = 0;
13029 if (moved & MP_MOVING)
13031 if (old_jx != jx && old_jy == jy)
13032 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13033 else if (old_jx == jx && old_jy != jy)
13034 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13036 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13038 player->last_move_dir = player->MovDir;
13039 player->is_moving = TRUE;
13040 player->is_snapping = FALSE;
13041 player->is_switching = FALSE;
13042 player->is_dropping = FALSE;
13043 player->is_dropping_pressed = FALSE;
13044 player->drop_pressed_delay = 0;
13047 // should better be called here than above, but this breaks some tapes
13048 ScrollPlayer(player, SCROLL_INIT);
13053 CheckGravityMovementWhenNotMoving(player);
13055 player->is_moving = FALSE;
13057 /* at this point, the player is allowed to move, but cannot move right now
13058 (e.g. because of something blocking the way) -- ensure that the player
13059 is also allowed to move in the next frame (in old versions before 3.1.1,
13060 the player was forced to wait again for eight frames before next try) */
13062 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13063 player->move_delay = 0; // allow direct movement in the next frame
13066 if (player->move_delay == -1) // not yet initialized by DigField()
13067 player->move_delay = player->move_delay_value;
13069 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13071 TestIfPlayerTouchesBadThing(jx, jy);
13072 TestIfPlayerTouchesCustomElement(jx, jy);
13075 if (!player->active)
13076 RemovePlayer(player);
13081 void ScrollPlayer(struct PlayerInfo *player, int mode)
13083 int jx = player->jx, jy = player->jy;
13084 int last_jx = player->last_jx, last_jy = player->last_jy;
13085 int move_stepsize = TILEX / player->move_delay_value;
13087 if (!player->active)
13090 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13093 if (mode == SCROLL_INIT)
13095 player->actual_frame_counter.count = FrameCounter;
13096 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13098 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13099 Tile[last_jx][last_jy] == EL_EMPTY)
13101 int last_field_block_delay = 0; // start with no blocking at all
13102 int block_delay_adjustment = player->block_delay_adjustment;
13104 // if player blocks last field, add delay for exactly one move
13105 if (player->block_last_field)
13107 last_field_block_delay += player->move_delay_value;
13109 // when blocking enabled, prevent moving up despite gravity
13110 if (player->gravity && player->MovDir == MV_UP)
13111 block_delay_adjustment = -1;
13114 // add block delay adjustment (also possible when not blocking)
13115 last_field_block_delay += block_delay_adjustment;
13117 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13118 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13121 if (player->MovPos != 0) // player has not yet reached destination
13124 else if (!FrameReached(&player->actual_frame_counter))
13127 if (player->MovPos != 0)
13129 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13130 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13132 // before DrawPlayer() to draw correct player graphic for this case
13133 if (player->MovPos == 0)
13134 CheckGravityMovement(player);
13137 if (player->MovPos == 0) // player reached destination field
13139 if (player->move_delay_reset_counter > 0)
13141 player->move_delay_reset_counter--;
13143 if (player->move_delay_reset_counter == 0)
13145 // continue with normal speed after quickly moving through gate
13146 HALVE_PLAYER_SPEED(player);
13148 // be able to make the next move without delay
13149 player->move_delay = 0;
13153 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13154 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13155 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13156 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13157 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13158 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13159 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13160 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13162 ExitPlayer(player);
13164 if (game.players_still_needed == 0 &&
13165 (game.friends_still_needed == 0 ||
13166 IS_SP_ELEMENT(Tile[jx][jy])))
13170 player->last_jx = jx;
13171 player->last_jy = jy;
13173 // this breaks one level: "machine", level 000
13175 int move_direction = player->MovDir;
13176 int enter_side = MV_DIR_OPPOSITE(move_direction);
13177 int leave_side = move_direction;
13178 int old_jx = last_jx;
13179 int old_jy = last_jy;
13180 int old_element = Tile[old_jx][old_jy];
13181 int new_element = Tile[jx][jy];
13183 if (IS_CUSTOM_ELEMENT(old_element))
13184 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13186 player->index_bit, leave_side);
13188 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13189 CE_PLAYER_LEAVES_X,
13190 player->index_bit, leave_side);
13192 if (IS_CUSTOM_ELEMENT(new_element))
13193 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13194 player->index_bit, enter_side);
13196 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13197 CE_PLAYER_ENTERS_X,
13198 player->index_bit, enter_side);
13200 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13201 CE_MOVE_OF_X, move_direction);
13204 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13206 TestIfPlayerTouchesBadThing(jx, jy);
13207 TestIfPlayerTouchesCustomElement(jx, jy);
13209 /* needed because pushed element has not yet reached its destination,
13210 so it would trigger a change event at its previous field location */
13211 if (!player->is_pushing)
13212 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13214 if (level.finish_dig_collect &&
13215 (player->is_digging || player->is_collecting))
13217 int last_element = player->last_removed_element;
13218 int move_direction = player->MovDir;
13219 int enter_side = MV_DIR_OPPOSITE(move_direction);
13220 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13221 CE_PLAYER_COLLECTS_X);
13223 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13224 player->index_bit, enter_side);
13226 player->last_removed_element = EL_UNDEFINED;
13229 if (!player->active)
13230 RemovePlayer(player);
13233 if (level.use_step_counter)
13234 CheckLevelTime_StepCounter();
13236 if (tape.single_step && tape.recording && !tape.pausing &&
13237 !player->programmed_action)
13238 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13240 if (!player->programmed_action)
13241 CheckSaveEngineSnapshot(player);
13245 void ScrollScreen(struct PlayerInfo *player, int mode)
13247 static DelayCounter screen_frame_counter = { 0 };
13249 if (mode == SCROLL_INIT)
13251 // set scrolling step size according to actual player's moving speed
13252 ScrollStepSize = TILEX / player->move_delay_value;
13254 screen_frame_counter.count = FrameCounter;
13255 screen_frame_counter.value = 1;
13257 ScreenMovDir = player->MovDir;
13258 ScreenMovPos = player->MovPos;
13259 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13262 else if (!FrameReached(&screen_frame_counter))
13267 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13268 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13269 redraw_mask |= REDRAW_FIELD;
13272 ScreenMovDir = MV_NONE;
13275 void CheckNextToConditions(int x, int y)
13277 int element = Tile[x][y];
13279 if (IS_PLAYER(x, y))
13280 TestIfPlayerNextToCustomElement(x, y);
13282 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13283 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13284 TestIfElementNextToCustomElement(x, y);
13287 void TestIfPlayerNextToCustomElement(int x, int y)
13289 struct XY *xy = xy_topdown;
13290 static int trigger_sides[4][2] =
13292 // center side border side
13293 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13294 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13295 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13296 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13300 if (!IS_PLAYER(x, y))
13303 struct PlayerInfo *player = PLAYERINFO(x, y);
13305 if (player->is_moving)
13308 for (i = 0; i < NUM_DIRECTIONS; i++)
13310 int xx = x + xy[i].x;
13311 int yy = y + xy[i].y;
13312 int border_side = trigger_sides[i][1];
13313 int border_element;
13315 if (!IN_LEV_FIELD(xx, yy))
13318 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13319 continue; // center and border element not connected
13321 border_element = Tile[xx][yy];
13323 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13324 player->index_bit, border_side);
13325 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13326 CE_PLAYER_NEXT_TO_X,
13327 player->index_bit, border_side);
13329 /* use player element that is initially defined in the level playfield,
13330 not the player element that corresponds to the runtime player number
13331 (example: a level that contains EL_PLAYER_3 as the only player would
13332 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13334 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13335 CE_NEXT_TO_X, border_side);
13339 void TestIfPlayerTouchesCustomElement(int x, int y)
13341 struct XY *xy = xy_topdown;
13342 static int trigger_sides[4][2] =
13344 // center side border side
13345 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13346 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13347 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13348 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13350 static int touch_dir[4] =
13352 MV_LEFT | MV_RIGHT,
13357 int center_element = Tile[x][y]; // should always be non-moving!
13360 for (i = 0; i < NUM_DIRECTIONS; i++)
13362 int xx = x + xy[i].x;
13363 int yy = y + xy[i].y;
13364 int center_side = trigger_sides[i][0];
13365 int border_side = trigger_sides[i][1];
13366 int border_element;
13368 if (!IN_LEV_FIELD(xx, yy))
13371 if (IS_PLAYER(x, y)) // player found at center element
13373 struct PlayerInfo *player = PLAYERINFO(x, y);
13375 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13376 border_element = Tile[xx][yy]; // may be moving!
13377 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13378 border_element = Tile[xx][yy];
13379 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13380 border_element = MovingOrBlocked2Element(xx, yy);
13382 continue; // center and border element do not touch
13384 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13385 player->index_bit, border_side);
13386 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13387 CE_PLAYER_TOUCHES_X,
13388 player->index_bit, border_side);
13391 /* use player element that is initially defined in the level playfield,
13392 not the player element that corresponds to the runtime player number
13393 (example: a level that contains EL_PLAYER_3 as the only player would
13394 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13395 int player_element = PLAYERINFO(x, y)->initial_element;
13397 CheckElementChangeBySide(xx, yy, border_element, player_element,
13398 CE_TOUCHING_X, border_side);
13401 else if (IS_PLAYER(xx, yy)) // player found at border element
13403 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13405 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13407 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13408 continue; // center and border element do not touch
13411 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13412 player->index_bit, center_side);
13413 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13414 CE_PLAYER_TOUCHES_X,
13415 player->index_bit, center_side);
13418 /* use player element that is initially defined in the level playfield,
13419 not the player element that corresponds to the runtime player number
13420 (example: a level that contains EL_PLAYER_3 as the only player would
13421 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13422 int player_element = PLAYERINFO(xx, yy)->initial_element;
13424 CheckElementChangeBySide(x, y, center_element, player_element,
13425 CE_TOUCHING_X, center_side);
13433 void TestIfElementNextToCustomElement(int x, int y)
13435 struct XY *xy = xy_topdown;
13436 static int trigger_sides[4][2] =
13438 // center side border side
13439 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13440 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13441 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13442 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13444 int center_element = Tile[x][y]; // should always be non-moving!
13447 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13450 for (i = 0; i < NUM_DIRECTIONS; i++)
13452 int xx = x + xy[i].x;
13453 int yy = y + xy[i].y;
13454 int border_side = trigger_sides[i][1];
13455 int border_element;
13457 if (!IN_LEV_FIELD(xx, yy))
13460 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13461 continue; // center and border element not connected
13463 border_element = Tile[xx][yy];
13465 // check for change of center element (but change it only once)
13466 if (CheckElementChangeBySide(x, y, center_element, border_element,
13467 CE_NEXT_TO_X, border_side))
13472 void TestIfElementTouchesCustomElement(int x, int y)
13474 struct XY *xy = xy_topdown;
13475 static int trigger_sides[4][2] =
13477 // center side border side
13478 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13479 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13480 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13481 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13483 static int touch_dir[4] =
13485 MV_LEFT | MV_RIGHT,
13490 boolean change_center_element = FALSE;
13491 int center_element = Tile[x][y]; // should always be non-moving!
13492 int border_element_old[NUM_DIRECTIONS];
13495 for (i = 0; i < NUM_DIRECTIONS; i++)
13497 int xx = x + xy[i].x;
13498 int yy = y + xy[i].y;
13499 int border_element;
13501 border_element_old[i] = -1;
13503 if (!IN_LEV_FIELD(xx, yy))
13506 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13507 border_element = Tile[xx][yy]; // may be moving!
13508 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13509 border_element = Tile[xx][yy];
13510 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13511 border_element = MovingOrBlocked2Element(xx, yy);
13513 continue; // center and border element do not touch
13515 border_element_old[i] = border_element;
13518 for (i = 0; i < NUM_DIRECTIONS; i++)
13520 int xx = x + xy[i].x;
13521 int yy = y + xy[i].y;
13522 int center_side = trigger_sides[i][0];
13523 int border_element = border_element_old[i];
13525 if (border_element == -1)
13528 // check for change of border element
13529 CheckElementChangeBySide(xx, yy, border_element, center_element,
13530 CE_TOUCHING_X, center_side);
13532 // (center element cannot be player, so we dont have to check this here)
13535 for (i = 0; i < NUM_DIRECTIONS; i++)
13537 int xx = x + xy[i].x;
13538 int yy = y + xy[i].y;
13539 int border_side = trigger_sides[i][1];
13540 int border_element = border_element_old[i];
13542 if (border_element == -1)
13545 // check for change of center element (but change it only once)
13546 if (!change_center_element)
13547 change_center_element =
13548 CheckElementChangeBySide(x, y, center_element, border_element,
13549 CE_TOUCHING_X, border_side);
13551 if (IS_PLAYER(xx, yy))
13553 /* use player element that is initially defined in the level playfield,
13554 not the player element that corresponds to the runtime player number
13555 (example: a level that contains EL_PLAYER_3 as the only player would
13556 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13557 int player_element = PLAYERINFO(xx, yy)->initial_element;
13559 CheckElementChangeBySide(x, y, center_element, player_element,
13560 CE_TOUCHING_X, border_side);
13565 void TestIfElementHitsCustomElement(int x, int y, int direction)
13567 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13568 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13569 int hitx = x + dx, hity = y + dy;
13570 int hitting_element = Tile[x][y];
13571 int touched_element;
13573 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13576 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13577 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13579 if (IN_LEV_FIELD(hitx, hity))
13581 int opposite_direction = MV_DIR_OPPOSITE(direction);
13582 int hitting_side = direction;
13583 int touched_side = opposite_direction;
13584 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13585 MovDir[hitx][hity] != direction ||
13586 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13592 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13593 CE_HITTING_X, touched_side);
13595 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13596 CE_HIT_BY_X, hitting_side);
13598 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13599 CE_HIT_BY_SOMETHING, opposite_direction);
13601 if (IS_PLAYER(hitx, hity))
13603 /* use player element that is initially defined in the level playfield,
13604 not the player element that corresponds to the runtime player number
13605 (example: a level that contains EL_PLAYER_3 as the only player would
13606 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13607 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13609 CheckElementChangeBySide(x, y, hitting_element, player_element,
13610 CE_HITTING_X, touched_side);
13615 // "hitting something" is also true when hitting the playfield border
13616 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13617 CE_HITTING_SOMETHING, direction);
13620 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13622 int i, kill_x = -1, kill_y = -1;
13624 int bad_element = -1;
13625 struct XY *test_xy = xy_topdown;
13626 static int test_dir[4] =
13634 for (i = 0; i < NUM_DIRECTIONS; i++)
13636 int test_x, test_y, test_move_dir, test_element;
13638 test_x = good_x + test_xy[i].x;
13639 test_y = good_y + test_xy[i].y;
13641 if (!IN_LEV_FIELD(test_x, test_y))
13645 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13647 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13649 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13650 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13652 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13653 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13657 bad_element = test_element;
13663 if (kill_x != -1 || kill_y != -1)
13665 if (IS_PLAYER(good_x, good_y))
13667 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13669 if (player->shield_deadly_time_left > 0 &&
13670 !IS_INDESTRUCTIBLE(bad_element))
13671 Bang(kill_x, kill_y);
13672 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13673 KillPlayer(player);
13676 Bang(good_x, good_y);
13680 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13682 int i, kill_x = -1, kill_y = -1;
13683 int bad_element = Tile[bad_x][bad_y];
13684 struct XY *test_xy = xy_topdown;
13685 static int touch_dir[4] =
13687 MV_LEFT | MV_RIGHT,
13692 static int test_dir[4] =
13700 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13703 for (i = 0; i < NUM_DIRECTIONS; i++)
13705 int test_x, test_y, test_move_dir, test_element;
13707 test_x = bad_x + test_xy[i].x;
13708 test_y = bad_y + test_xy[i].y;
13710 if (!IN_LEV_FIELD(test_x, test_y))
13714 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13716 test_element = Tile[test_x][test_y];
13718 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13719 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13721 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13722 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13724 // good thing is player or penguin that does not move away
13725 if (IS_PLAYER(test_x, test_y))
13727 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13729 if (bad_element == EL_ROBOT && player->is_moving)
13730 continue; // robot does not kill player if he is moving
13732 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13734 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13735 continue; // center and border element do not touch
13743 else if (test_element == EL_PENGUIN)
13753 if (kill_x != -1 || kill_y != -1)
13755 if (IS_PLAYER(kill_x, kill_y))
13757 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13759 if (player->shield_deadly_time_left > 0 &&
13760 !IS_INDESTRUCTIBLE(bad_element))
13761 Bang(bad_x, bad_y);
13762 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13763 KillPlayer(player);
13766 Bang(kill_x, kill_y);
13770 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13772 int bad_element = Tile[bad_x][bad_y];
13773 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13774 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13775 int test_x = bad_x + dx, test_y = bad_y + dy;
13776 int test_move_dir, test_element;
13777 int kill_x = -1, kill_y = -1;
13779 if (!IN_LEV_FIELD(test_x, test_y))
13783 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13785 test_element = Tile[test_x][test_y];
13787 if (test_move_dir != bad_move_dir)
13789 // good thing can be player or penguin that does not move away
13790 if (IS_PLAYER(test_x, test_y))
13792 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13794 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13795 player as being hit when he is moving towards the bad thing, because
13796 the "get hit by" condition would be lost after the player stops) */
13797 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13798 return; // player moves away from bad thing
13803 else if (test_element == EL_PENGUIN)
13810 if (kill_x != -1 || kill_y != -1)
13812 if (IS_PLAYER(kill_x, kill_y))
13814 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13816 if (player->shield_deadly_time_left > 0 &&
13817 !IS_INDESTRUCTIBLE(bad_element))
13818 Bang(bad_x, bad_y);
13819 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13820 KillPlayer(player);
13823 Bang(kill_x, kill_y);
13827 void TestIfPlayerTouchesBadThing(int x, int y)
13829 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13832 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13834 TestIfGoodThingHitsBadThing(x, y, move_dir);
13837 void TestIfBadThingTouchesPlayer(int x, int y)
13839 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13842 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13844 TestIfBadThingHitsGoodThing(x, y, move_dir);
13847 void TestIfFriendTouchesBadThing(int x, int y)
13849 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13852 void TestIfBadThingTouchesFriend(int x, int y)
13854 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13857 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13859 int i, kill_x = bad_x, kill_y = bad_y;
13860 struct XY *xy = xy_topdown;
13862 for (i = 0; i < NUM_DIRECTIONS; i++)
13866 x = bad_x + xy[i].x;
13867 y = bad_y + xy[i].y;
13868 if (!IN_LEV_FIELD(x, y))
13871 element = Tile[x][y];
13872 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13873 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13881 if (kill_x != bad_x || kill_y != bad_y)
13882 Bang(bad_x, bad_y);
13885 void KillPlayer(struct PlayerInfo *player)
13887 int jx = player->jx, jy = player->jy;
13889 if (!player->active)
13893 Debug("game:playing:KillPlayer",
13894 "0: killed == %d, active == %d, reanimated == %d",
13895 player->killed, player->active, player->reanimated);
13898 /* the following code was introduced to prevent an infinite loop when calling
13900 -> CheckTriggeredElementChangeExt()
13901 -> ExecuteCustomElementAction()
13903 -> (infinitely repeating the above sequence of function calls)
13904 which occurs when killing the player while having a CE with the setting
13905 "kill player X when explosion of <player X>"; the solution using a new
13906 field "player->killed" was chosen for backwards compatibility, although
13907 clever use of the fields "player->active" etc. would probably also work */
13909 if (player->killed)
13913 player->killed = TRUE;
13915 // remove accessible field at the player's position
13916 Tile[jx][jy] = EL_EMPTY;
13918 // deactivate shield (else Bang()/Explode() would not work right)
13919 player->shield_normal_time_left = 0;
13920 player->shield_deadly_time_left = 0;
13923 Debug("game:playing:KillPlayer",
13924 "1: killed == %d, active == %d, reanimated == %d",
13925 player->killed, player->active, player->reanimated);
13931 Debug("game:playing:KillPlayer",
13932 "2: killed == %d, active == %d, reanimated == %d",
13933 player->killed, player->active, player->reanimated);
13936 if (player->reanimated) // killed player may have been reanimated
13937 player->killed = player->reanimated = FALSE;
13939 BuryPlayer(player);
13942 static void KillPlayerUnlessEnemyProtected(int x, int y)
13944 if (!PLAYER_ENEMY_PROTECTED(x, y))
13945 KillPlayer(PLAYERINFO(x, y));
13948 static void KillPlayerUnlessExplosionProtected(int x, int y)
13950 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13951 KillPlayer(PLAYERINFO(x, y));
13954 void BuryPlayer(struct PlayerInfo *player)
13956 int jx = player->jx, jy = player->jy;
13958 if (!player->active)
13961 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13962 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13964 RemovePlayer(player);
13966 player->buried = TRUE;
13968 if (game.all_players_gone)
13969 game.GameOver = TRUE;
13972 void RemovePlayer(struct PlayerInfo *player)
13974 int jx = player->jx, jy = player->jy;
13975 int i, found = FALSE;
13977 player->present = FALSE;
13978 player->active = FALSE;
13980 // required for some CE actions (even if the player is not active anymore)
13981 player->MovPos = 0;
13983 if (!ExplodeField[jx][jy])
13984 StorePlayer[jx][jy] = 0;
13986 if (player->is_moving)
13987 TEST_DrawLevelField(player->last_jx, player->last_jy);
13989 for (i = 0; i < MAX_PLAYERS; i++)
13990 if (stored_player[i].active)
13995 game.all_players_gone = TRUE;
13996 game.GameOver = TRUE;
13999 game.exit_x = game.robot_wheel_x = jx;
14000 game.exit_y = game.robot_wheel_y = jy;
14003 void ExitPlayer(struct PlayerInfo *player)
14005 DrawPlayer(player); // needed here only to cleanup last field
14006 RemovePlayer(player);
14008 if (game.players_still_needed > 0)
14009 game.players_still_needed--;
14012 static void SetFieldForSnapping(int x, int y, int element, int direction,
14013 int player_index_bit)
14015 struct ElementInfo *ei = &element_info[element];
14016 int direction_bit = MV_DIR_TO_BIT(direction);
14017 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14018 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14019 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14021 Tile[x][y] = EL_ELEMENT_SNAPPING;
14022 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14023 MovDir[x][y] = direction;
14024 Store[x][y] = element;
14025 Store2[x][y] = player_index_bit;
14027 ResetGfxAnimation(x, y);
14029 GfxElement[x][y] = element;
14030 GfxAction[x][y] = action;
14031 GfxDir[x][y] = direction;
14032 GfxFrame[x][y] = -1;
14035 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14036 int player_index_bit)
14038 TestIfElementTouchesCustomElement(x, y); // for empty space
14040 if (level.finish_dig_collect)
14042 int dig_side = MV_DIR_OPPOSITE(direction);
14043 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14044 CE_PLAYER_COLLECTS_X);
14046 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14047 player_index_bit, dig_side);
14048 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14049 player_index_bit, dig_side);
14054 =============================================================================
14055 checkDiagonalPushing()
14056 -----------------------------------------------------------------------------
14057 check if diagonal input device direction results in pushing of object
14058 (by checking if the alternative direction is walkable, diggable, ...)
14059 =============================================================================
14062 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14063 int x, int y, int real_dx, int real_dy)
14065 int jx, jy, dx, dy, xx, yy;
14067 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14070 // diagonal direction: check alternative direction
14075 xx = jx + (dx == 0 ? real_dx : 0);
14076 yy = jy + (dy == 0 ? real_dy : 0);
14078 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14082 =============================================================================
14084 -----------------------------------------------------------------------------
14085 x, y: field next to player (non-diagonal) to try to dig to
14086 real_dx, real_dy: direction as read from input device (can be diagonal)
14087 =============================================================================
14090 static int DigField(struct PlayerInfo *player,
14091 int oldx, int oldy, int x, int y,
14092 int real_dx, int real_dy, int mode)
14094 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14095 boolean player_was_pushing = player->is_pushing;
14096 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14097 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14098 int jx = oldx, jy = oldy;
14099 int dx = x - jx, dy = y - jy;
14100 int nextx = x + dx, nexty = y + dy;
14101 int move_direction = (dx == -1 ? MV_LEFT :
14102 dx == +1 ? MV_RIGHT :
14104 dy == +1 ? MV_DOWN : MV_NONE);
14105 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14106 int dig_side = MV_DIR_OPPOSITE(move_direction);
14107 int old_element = Tile[jx][jy];
14108 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14111 if (is_player) // function can also be called by EL_PENGUIN
14113 if (player->MovPos == 0)
14115 player->is_digging = FALSE;
14116 player->is_collecting = FALSE;
14119 if (player->MovPos == 0) // last pushing move finished
14120 player->is_pushing = FALSE;
14122 if (mode == DF_NO_PUSH) // player just stopped pushing
14124 player->is_switching = FALSE;
14125 player->push_delay = -1;
14127 return MP_NO_ACTION;
14130 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14131 old_element = Back[jx][jy];
14133 // in case of element dropped at player position, check background
14134 else if (Back[jx][jy] != EL_EMPTY &&
14135 game.engine_version >= VERSION_IDENT(2,2,0,0))
14136 old_element = Back[jx][jy];
14138 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14139 return MP_NO_ACTION; // field has no opening in this direction
14141 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14142 return MP_NO_ACTION; // field has no opening in this direction
14144 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14148 Tile[jx][jy] = player->artwork_element;
14149 InitMovingField(jx, jy, MV_DOWN);
14150 Store[jx][jy] = EL_ACID;
14151 ContinueMoving(jx, jy);
14152 BuryPlayer(player);
14154 return MP_DONT_RUN_INTO;
14157 if (player_can_move && DONT_RUN_INTO(element))
14159 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14161 return MP_DONT_RUN_INTO;
14164 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14165 return MP_NO_ACTION;
14167 collect_count = element_info[element].collect_count_initial;
14169 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14170 return MP_NO_ACTION;
14172 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14173 player_can_move = player_can_move_or_snap;
14175 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14176 game.engine_version >= VERSION_IDENT(2,2,0,0))
14178 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14179 player->index_bit, dig_side);
14180 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14181 player->index_bit, dig_side);
14183 if (element == EL_DC_LANDMINE)
14186 if (Tile[x][y] != element) // field changed by snapping
14189 return MP_NO_ACTION;
14192 if (player->gravity && is_player && !player->is_auto_moving &&
14193 canFallDown(player) && move_direction != MV_DOWN &&
14194 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14195 return MP_NO_ACTION; // player cannot walk here due to gravity
14197 if (player_can_move &&
14198 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14200 int sound_element = SND_ELEMENT(element);
14201 int sound_action = ACTION_WALKING;
14203 if (IS_RND_GATE(element))
14205 if (!player->key[RND_GATE_NR(element)])
14206 return MP_NO_ACTION;
14208 else if (IS_RND_GATE_GRAY(element))
14210 if (!player->key[RND_GATE_GRAY_NR(element)])
14211 return MP_NO_ACTION;
14213 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14215 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14216 return MP_NO_ACTION;
14218 else if (element == EL_EXIT_OPEN ||
14219 element == EL_EM_EXIT_OPEN ||
14220 element == EL_EM_EXIT_OPENING ||
14221 element == EL_STEEL_EXIT_OPEN ||
14222 element == EL_EM_STEEL_EXIT_OPEN ||
14223 element == EL_EM_STEEL_EXIT_OPENING ||
14224 element == EL_SP_EXIT_OPEN ||
14225 element == EL_SP_EXIT_OPENING)
14227 sound_action = ACTION_PASSING; // player is passing exit
14229 else if (element == EL_EMPTY)
14231 sound_action = ACTION_MOVING; // nothing to walk on
14234 // play sound from background or player, whatever is available
14235 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14236 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14238 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14240 else if (player_can_move &&
14241 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14243 if (!ACCESS_FROM(element, opposite_direction))
14244 return MP_NO_ACTION; // field not accessible from this direction
14246 if (CAN_MOVE(element)) // only fixed elements can be passed!
14247 return MP_NO_ACTION;
14249 if (IS_EM_GATE(element))
14251 if (!player->key[EM_GATE_NR(element)])
14252 return MP_NO_ACTION;
14254 else if (IS_EM_GATE_GRAY(element))
14256 if (!player->key[EM_GATE_GRAY_NR(element)])
14257 return MP_NO_ACTION;
14259 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14261 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14262 return MP_NO_ACTION;
14264 else if (IS_EMC_GATE(element))
14266 if (!player->key[EMC_GATE_NR(element)])
14267 return MP_NO_ACTION;
14269 else if (IS_EMC_GATE_GRAY(element))
14271 if (!player->key[EMC_GATE_GRAY_NR(element)])
14272 return MP_NO_ACTION;
14274 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14276 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14277 return MP_NO_ACTION;
14279 else if (element == EL_DC_GATE_WHITE ||
14280 element == EL_DC_GATE_WHITE_GRAY ||
14281 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14283 if (player->num_white_keys == 0)
14284 return MP_NO_ACTION;
14286 player->num_white_keys--;
14288 else if (IS_SP_PORT(element))
14290 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14291 element == EL_SP_GRAVITY_PORT_RIGHT ||
14292 element == EL_SP_GRAVITY_PORT_UP ||
14293 element == EL_SP_GRAVITY_PORT_DOWN)
14294 player->gravity = !player->gravity;
14295 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14296 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14297 element == EL_SP_GRAVITY_ON_PORT_UP ||
14298 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14299 player->gravity = TRUE;
14300 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14301 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14302 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14303 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14304 player->gravity = FALSE;
14307 // automatically move to the next field with double speed
14308 player->programmed_action = move_direction;
14310 if (player->move_delay_reset_counter == 0)
14312 player->move_delay_reset_counter = 2; // two double speed steps
14314 DOUBLE_PLAYER_SPEED(player);
14317 PlayLevelSoundAction(x, y, ACTION_PASSING);
14319 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14323 if (mode != DF_SNAP)
14325 GfxElement[x][y] = GFX_ELEMENT(element);
14326 player->is_digging = TRUE;
14329 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14331 // use old behaviour for old levels (digging)
14332 if (!level.finish_dig_collect)
14334 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14335 player->index_bit, dig_side);
14337 // if digging triggered player relocation, finish digging tile
14338 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14339 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14342 if (mode == DF_SNAP)
14344 if (level.block_snap_field)
14345 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14347 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14349 // use old behaviour for old levels (snapping)
14350 if (!level.finish_dig_collect)
14351 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14352 player->index_bit, dig_side);
14355 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14359 if (is_player && mode != DF_SNAP)
14361 GfxElement[x][y] = element;
14362 player->is_collecting = TRUE;
14365 if (element == EL_SPEED_PILL)
14367 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14369 else if (element == EL_EXTRA_TIME && level.time > 0)
14371 TimeLeft += level.extra_time;
14373 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14375 DisplayGameControlValues();
14377 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14379 int shield_time = (element == EL_SHIELD_DEADLY ?
14380 level.shield_deadly_time :
14381 level.shield_normal_time);
14383 player->shield_normal_time_left += shield_time;
14384 if (element == EL_SHIELD_DEADLY)
14385 player->shield_deadly_time_left += shield_time;
14387 else if (element == EL_DYNAMITE ||
14388 element == EL_EM_DYNAMITE ||
14389 element == EL_SP_DISK_RED)
14391 if (player->inventory_size < MAX_INVENTORY_SIZE)
14392 player->inventory_element[player->inventory_size++] = element;
14394 DrawGameDoorValues();
14396 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14398 player->dynabomb_count++;
14399 player->dynabombs_left++;
14401 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14403 player->dynabomb_size++;
14405 else if (element == EL_DYNABOMB_INCREASE_POWER)
14407 player->dynabomb_xl = TRUE;
14409 else if (IS_KEY(element))
14411 player->key[KEY_NR(element)] = TRUE;
14413 DrawGameDoorValues();
14415 else if (element == EL_DC_KEY_WHITE)
14417 player->num_white_keys++;
14419 // display white keys?
14420 // DrawGameDoorValues();
14422 else if (IS_ENVELOPE(element))
14424 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14426 if (!wait_for_snapping)
14427 player->show_envelope = element;
14429 else if (element == EL_EMC_LENSES)
14431 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14433 RedrawAllInvisibleElementsForLenses();
14435 else if (element == EL_EMC_MAGNIFIER)
14437 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14439 RedrawAllInvisibleElementsForMagnifier();
14441 else if (IS_DROPPABLE(element) ||
14442 IS_THROWABLE(element)) // can be collected and dropped
14446 if (collect_count == 0)
14447 player->inventory_infinite_element = element;
14449 for (i = 0; i < collect_count; i++)
14450 if (player->inventory_size < MAX_INVENTORY_SIZE)
14451 player->inventory_element[player->inventory_size++] = element;
14453 DrawGameDoorValues();
14455 else if (collect_count > 0)
14457 game.gems_still_needed -= collect_count;
14458 if (game.gems_still_needed < 0)
14459 game.gems_still_needed = 0;
14461 game.snapshot.collected_item = TRUE;
14463 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14465 DisplayGameControlValues();
14468 RaiseScoreElement(element);
14469 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14471 // use old behaviour for old levels (collecting)
14472 if (!level.finish_dig_collect && is_player)
14474 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14475 player->index_bit, dig_side);
14477 // if collecting triggered player relocation, finish collecting tile
14478 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14479 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14482 if (mode == DF_SNAP)
14484 if (level.block_snap_field)
14485 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14487 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14489 // use old behaviour for old levels (snapping)
14490 if (!level.finish_dig_collect)
14491 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14492 player->index_bit, dig_side);
14495 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14497 if (mode == DF_SNAP && element != EL_BD_ROCK)
14498 return MP_NO_ACTION;
14500 if (CAN_FALL(element) && dy)
14501 return MP_NO_ACTION;
14503 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14504 !(element == EL_SPRING && level.use_spring_bug))
14505 return MP_NO_ACTION;
14507 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14508 ((move_direction & MV_VERTICAL &&
14509 ((element_info[element].move_pattern & MV_LEFT &&
14510 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14511 (element_info[element].move_pattern & MV_RIGHT &&
14512 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14513 (move_direction & MV_HORIZONTAL &&
14514 ((element_info[element].move_pattern & MV_UP &&
14515 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14516 (element_info[element].move_pattern & MV_DOWN &&
14517 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14518 return MP_NO_ACTION;
14520 // do not push elements already moving away faster than player
14521 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14522 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14523 return MP_NO_ACTION;
14525 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14527 if (player->push_delay_value == -1 || !player_was_pushing)
14528 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14530 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14532 if (player->push_delay_value == -1)
14533 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14535 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14537 if (!player->is_pushing)
14538 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14541 player->is_pushing = TRUE;
14542 player->is_active = TRUE;
14544 if (!(IN_LEV_FIELD(nextx, nexty) &&
14545 (IS_FREE(nextx, nexty) ||
14546 (IS_SB_ELEMENT(element) &&
14547 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14548 (IS_CUSTOM_ELEMENT(element) &&
14549 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14550 return MP_NO_ACTION;
14552 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14553 return MP_NO_ACTION;
14555 if (player->push_delay == -1) // new pushing; restart delay
14556 player->push_delay = 0;
14558 if (player->push_delay < player->push_delay_value &&
14559 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14560 element != EL_SPRING && element != EL_BALLOON)
14562 // make sure that there is no move delay before next try to push
14563 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14564 player->move_delay = 0;
14566 return MP_NO_ACTION;
14569 if (IS_CUSTOM_ELEMENT(element) &&
14570 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14572 if (!DigFieldByCE(nextx, nexty, element))
14573 return MP_NO_ACTION;
14576 if (IS_SB_ELEMENT(element))
14578 boolean sokoban_task_solved = FALSE;
14580 if (element == EL_SOKOBAN_FIELD_FULL)
14582 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14584 IncrementSokobanFieldsNeeded();
14585 IncrementSokobanObjectsNeeded();
14588 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14590 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14592 DecrementSokobanFieldsNeeded();
14593 DecrementSokobanObjectsNeeded();
14595 // sokoban object was pushed from empty field to sokoban field
14596 if (Back[x][y] == EL_EMPTY)
14597 sokoban_task_solved = TRUE;
14600 Tile[x][y] = EL_SOKOBAN_OBJECT;
14602 if (Back[x][y] == Back[nextx][nexty])
14603 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14604 else if (Back[x][y] != 0)
14605 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14608 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14611 if (sokoban_task_solved &&
14612 game.sokoban_fields_still_needed == 0 &&
14613 game.sokoban_objects_still_needed == 0 &&
14614 level.auto_exit_sokoban)
14616 game.players_still_needed = 0;
14620 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14624 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14626 InitMovingField(x, y, move_direction);
14627 GfxAction[x][y] = ACTION_PUSHING;
14629 if (mode == DF_SNAP)
14630 ContinueMoving(x, y);
14632 MovPos[x][y] = (dx != 0 ? dx : dy);
14634 Pushed[x][y] = TRUE;
14635 Pushed[nextx][nexty] = TRUE;
14637 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14638 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14640 player->push_delay_value = -1; // get new value later
14642 // check for element change _after_ element has been pushed
14643 if (game.use_change_when_pushing_bug)
14645 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14646 player->index_bit, dig_side);
14647 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14648 player->index_bit, dig_side);
14651 else if (IS_SWITCHABLE(element))
14653 if (PLAYER_SWITCHING(player, x, y))
14655 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14656 player->index_bit, dig_side);
14661 player->is_switching = TRUE;
14662 player->switch_x = x;
14663 player->switch_y = y;
14665 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14667 if (element == EL_ROBOT_WHEEL)
14669 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14671 game.robot_wheel_x = x;
14672 game.robot_wheel_y = y;
14673 game.robot_wheel_active = TRUE;
14675 TEST_DrawLevelField(x, y);
14677 else if (element == EL_SP_TERMINAL)
14681 SCAN_PLAYFIELD(xx, yy)
14683 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14687 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14689 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14691 ResetGfxAnimation(xx, yy);
14692 TEST_DrawLevelField(xx, yy);
14696 else if (IS_BELT_SWITCH(element))
14698 ToggleBeltSwitch(x, y);
14700 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14701 element == EL_SWITCHGATE_SWITCH_DOWN ||
14702 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14703 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14705 ToggleSwitchgateSwitch();
14707 else if (element == EL_LIGHT_SWITCH ||
14708 element == EL_LIGHT_SWITCH_ACTIVE)
14710 ToggleLightSwitch(x, y);
14712 else if (element == EL_TIMEGATE_SWITCH ||
14713 element == EL_DC_TIMEGATE_SWITCH)
14715 ActivateTimegateSwitch(x, y);
14717 else if (element == EL_BALLOON_SWITCH_LEFT ||
14718 element == EL_BALLOON_SWITCH_RIGHT ||
14719 element == EL_BALLOON_SWITCH_UP ||
14720 element == EL_BALLOON_SWITCH_DOWN ||
14721 element == EL_BALLOON_SWITCH_NONE ||
14722 element == EL_BALLOON_SWITCH_ANY)
14724 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14725 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14726 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14727 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14728 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14731 else if (element == EL_LAMP)
14733 Tile[x][y] = EL_LAMP_ACTIVE;
14734 game.lights_still_needed--;
14736 ResetGfxAnimation(x, y);
14737 TEST_DrawLevelField(x, y);
14739 else if (element == EL_TIME_ORB_FULL)
14741 Tile[x][y] = EL_TIME_ORB_EMPTY;
14743 if (level.time > 0 || level.use_time_orb_bug)
14745 TimeLeft += level.time_orb_time;
14746 game.no_level_time_limit = FALSE;
14748 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14750 DisplayGameControlValues();
14753 ResetGfxAnimation(x, y);
14754 TEST_DrawLevelField(x, y);
14756 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14757 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14761 game.ball_active = !game.ball_active;
14763 SCAN_PLAYFIELD(xx, yy)
14765 int e = Tile[xx][yy];
14767 if (game.ball_active)
14769 if (e == EL_EMC_MAGIC_BALL)
14770 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14771 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14772 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14776 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14777 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14778 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14779 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14784 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14785 player->index_bit, dig_side);
14787 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14788 player->index_bit, dig_side);
14790 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14791 player->index_bit, dig_side);
14797 if (!PLAYER_SWITCHING(player, x, y))
14799 player->is_switching = TRUE;
14800 player->switch_x = x;
14801 player->switch_y = y;
14803 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14804 player->index_bit, dig_side);
14805 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14806 player->index_bit, dig_side);
14808 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14809 player->index_bit, dig_side);
14810 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14811 player->index_bit, dig_side);
14814 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14815 player->index_bit, dig_side);
14816 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14817 player->index_bit, dig_side);
14819 return MP_NO_ACTION;
14822 player->push_delay = -1;
14824 if (is_player) // function can also be called by EL_PENGUIN
14826 if (Tile[x][y] != element) // really digged/collected something
14828 player->is_collecting = !player->is_digging;
14829 player->is_active = TRUE;
14831 player->last_removed_element = element;
14838 static boolean DigFieldByCE(int x, int y, int digging_element)
14840 int element = Tile[x][y];
14842 if (!IS_FREE(x, y))
14844 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14845 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14848 // no element can dig solid indestructible elements
14849 if (IS_INDESTRUCTIBLE(element) &&
14850 !IS_DIGGABLE(element) &&
14851 !IS_COLLECTIBLE(element))
14854 if (AmoebaNr[x][y] &&
14855 (element == EL_AMOEBA_FULL ||
14856 element == EL_BD_AMOEBA ||
14857 element == EL_AMOEBA_GROWING))
14859 AmoebaCnt[AmoebaNr[x][y]]--;
14860 AmoebaCnt2[AmoebaNr[x][y]]--;
14863 if (IS_MOVING(x, y))
14864 RemoveMovingField(x, y);
14868 TEST_DrawLevelField(x, y);
14871 // if digged element was about to explode, prevent the explosion
14872 ExplodeField[x][y] = EX_TYPE_NONE;
14874 PlayLevelSoundAction(x, y, action);
14877 Store[x][y] = EL_EMPTY;
14879 // this makes it possible to leave the removed element again
14880 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14881 Store[x][y] = element;
14886 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14888 int jx = player->jx, jy = player->jy;
14889 int x = jx + dx, y = jy + dy;
14890 int snap_direction = (dx == -1 ? MV_LEFT :
14891 dx == +1 ? MV_RIGHT :
14893 dy == +1 ? MV_DOWN : MV_NONE);
14894 boolean can_continue_snapping = (level.continuous_snapping &&
14895 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14897 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14900 if (!player->active || !IN_LEV_FIELD(x, y))
14908 if (player->MovPos == 0)
14909 player->is_pushing = FALSE;
14911 player->is_snapping = FALSE;
14913 if (player->MovPos == 0)
14915 player->is_moving = FALSE;
14916 player->is_digging = FALSE;
14917 player->is_collecting = FALSE;
14923 // prevent snapping with already pressed snap key when not allowed
14924 if (player->is_snapping && !can_continue_snapping)
14927 player->MovDir = snap_direction;
14929 if (player->MovPos == 0)
14931 player->is_moving = FALSE;
14932 player->is_digging = FALSE;
14933 player->is_collecting = FALSE;
14936 player->is_dropping = FALSE;
14937 player->is_dropping_pressed = FALSE;
14938 player->drop_pressed_delay = 0;
14940 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14943 player->is_snapping = TRUE;
14944 player->is_active = TRUE;
14946 if (player->MovPos == 0)
14948 player->is_moving = FALSE;
14949 player->is_digging = FALSE;
14950 player->is_collecting = FALSE;
14953 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14954 TEST_DrawLevelField(player->last_jx, player->last_jy);
14956 TEST_DrawLevelField(x, y);
14961 static boolean DropElement(struct PlayerInfo *player)
14963 int old_element, new_element;
14964 int dropx = player->jx, dropy = player->jy;
14965 int drop_direction = player->MovDir;
14966 int drop_side = drop_direction;
14967 int drop_element = get_next_dropped_element(player);
14969 /* do not drop an element on top of another element; when holding drop key
14970 pressed without moving, dropped element must move away before the next
14971 element can be dropped (this is especially important if the next element
14972 is dynamite, which can be placed on background for historical reasons) */
14973 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14976 if (IS_THROWABLE(drop_element))
14978 dropx += GET_DX_FROM_DIR(drop_direction);
14979 dropy += GET_DY_FROM_DIR(drop_direction);
14981 if (!IN_LEV_FIELD(dropx, dropy))
14985 old_element = Tile[dropx][dropy]; // old element at dropping position
14986 new_element = drop_element; // default: no change when dropping
14988 // check if player is active, not moving and ready to drop
14989 if (!player->active || player->MovPos || player->drop_delay > 0)
14992 // check if player has anything that can be dropped
14993 if (new_element == EL_UNDEFINED)
14996 // only set if player has anything that can be dropped
14997 player->is_dropping_pressed = TRUE;
14999 // check if drop key was pressed long enough for EM style dynamite
15000 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15003 // check if anything can be dropped at the current position
15004 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15007 // collected custom elements can only be dropped on empty fields
15008 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15011 if (old_element != EL_EMPTY)
15012 Back[dropx][dropy] = old_element; // store old element on this field
15014 ResetGfxAnimation(dropx, dropy);
15015 ResetRandomAnimationValue(dropx, dropy);
15017 if (player->inventory_size > 0 ||
15018 player->inventory_infinite_element != EL_UNDEFINED)
15020 if (player->inventory_size > 0)
15022 player->inventory_size--;
15024 DrawGameDoorValues();
15026 if (new_element == EL_DYNAMITE)
15027 new_element = EL_DYNAMITE_ACTIVE;
15028 else if (new_element == EL_EM_DYNAMITE)
15029 new_element = EL_EM_DYNAMITE_ACTIVE;
15030 else if (new_element == EL_SP_DISK_RED)
15031 new_element = EL_SP_DISK_RED_ACTIVE;
15034 Tile[dropx][dropy] = new_element;
15036 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15037 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15038 el2img(Tile[dropx][dropy]), 0);
15040 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15042 // needed if previous element just changed to "empty" in the last frame
15043 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15045 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15046 player->index_bit, drop_side);
15047 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15049 player->index_bit, drop_side);
15051 TestIfElementTouchesCustomElement(dropx, dropy);
15053 else // player is dropping a dyna bomb
15055 player->dynabombs_left--;
15057 Tile[dropx][dropy] = new_element;
15059 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15060 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15061 el2img(Tile[dropx][dropy]), 0);
15063 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15066 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15067 InitField_WithBug1(dropx, dropy, FALSE);
15069 new_element = Tile[dropx][dropy]; // element might have changed
15071 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15072 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15074 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15075 MovDir[dropx][dropy] = drop_direction;
15077 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15079 // do not cause impact style collision by dropping elements that can fall
15080 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15083 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15084 player->is_dropping = TRUE;
15086 player->drop_pressed_delay = 0;
15087 player->is_dropping_pressed = FALSE;
15089 player->drop_x = dropx;
15090 player->drop_y = dropy;
15095 // ----------------------------------------------------------------------------
15096 // game sound playing functions
15097 // ----------------------------------------------------------------------------
15099 static int *loop_sound_frame = NULL;
15100 static int *loop_sound_volume = NULL;
15102 void InitPlayLevelSound(void)
15104 int num_sounds = getSoundListSize();
15106 checked_free(loop_sound_frame);
15107 checked_free(loop_sound_volume);
15109 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15110 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15113 static void PlayLevelSound(int x, int y, int nr)
15115 int sx = SCREENX(x), sy = SCREENY(y);
15116 int volume, stereo_position;
15117 int max_distance = 8;
15118 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15120 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15121 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15124 if (!IN_LEV_FIELD(x, y) ||
15125 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15126 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15129 volume = SOUND_MAX_VOLUME;
15131 if (!IN_SCR_FIELD(sx, sy))
15133 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15134 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15136 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15139 stereo_position = (SOUND_MAX_LEFT +
15140 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15141 (SCR_FIELDX + 2 * max_distance));
15143 if (IS_LOOP_SOUND(nr))
15145 /* This assures that quieter loop sounds do not overwrite louder ones,
15146 while restarting sound volume comparison with each new game frame. */
15148 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15151 loop_sound_volume[nr] = volume;
15152 loop_sound_frame[nr] = FrameCounter;
15155 PlaySoundExt(nr, volume, stereo_position, type);
15158 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15160 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15161 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15162 y < LEVELY(BY1) ? LEVELY(BY1) :
15163 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15167 static void PlayLevelSoundAction(int x, int y, int action)
15169 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15172 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15174 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15176 if (sound_effect != SND_UNDEFINED)
15177 PlayLevelSound(x, y, sound_effect);
15180 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15183 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15185 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15186 PlayLevelSound(x, y, sound_effect);
15189 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15191 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15193 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15194 PlayLevelSound(x, y, sound_effect);
15197 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15199 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15201 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15202 StopSound(sound_effect);
15205 static int getLevelMusicNr(void)
15207 if (levelset.music[level_nr] != MUS_UNDEFINED)
15208 return levelset.music[level_nr]; // from config file
15210 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15213 static void FadeLevelSounds(void)
15218 static void FadeLevelMusic(void)
15220 int music_nr = getLevelMusicNr();
15221 char *curr_music = getCurrentlyPlayingMusicFilename();
15222 char *next_music = getMusicInfoEntryFilename(music_nr);
15224 if (!strEqual(curr_music, next_music))
15228 void FadeLevelSoundsAndMusic(void)
15234 static void PlayLevelMusic(void)
15236 int music_nr = getLevelMusicNr();
15237 char *curr_music = getCurrentlyPlayingMusicFilename();
15238 char *next_music = getMusicInfoEntryFilename(music_nr);
15240 if (!strEqual(curr_music, next_music))
15241 PlayMusicLoop(music_nr);
15244 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15246 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15248 int x = xx - offset;
15249 int y = yy - offset;
15254 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15258 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15262 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15266 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15270 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15274 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15278 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15281 case SOUND_android_clone:
15282 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15285 case SOUND_android_move:
15286 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15290 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15294 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15298 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15301 case SOUND_eater_eat:
15302 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15306 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15309 case SOUND_collect:
15310 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15313 case SOUND_diamond:
15314 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15318 // !!! CHECK THIS !!!
15320 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15322 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15326 case SOUND_wonderfall:
15327 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15331 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15335 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15339 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15343 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15347 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15351 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15355 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15359 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15362 case SOUND_exit_open:
15363 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15366 case SOUND_exit_leave:
15367 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15370 case SOUND_dynamite:
15371 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15375 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15379 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15383 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15387 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15391 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15395 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15399 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15404 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15406 int element = map_element_SP_to_RND(element_sp);
15407 int action = map_action_SP_to_RND(action_sp);
15408 int offset = (setup.sp_show_border_elements ? 0 : 1);
15409 int x = xx - offset;
15410 int y = yy - offset;
15412 PlayLevelSoundElementAction(x, y, element, action);
15415 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15417 int element = map_element_MM_to_RND(element_mm);
15418 int action = map_action_MM_to_RND(action_mm);
15420 int x = xx - offset;
15421 int y = yy - offset;
15423 if (!IS_MM_ELEMENT(element))
15424 element = EL_MM_DEFAULT;
15426 PlayLevelSoundElementAction(x, y, element, action);
15429 void PlaySound_MM(int sound_mm)
15431 int sound = map_sound_MM_to_RND(sound_mm);
15433 if (sound == SND_UNDEFINED)
15439 void PlaySoundLoop_MM(int sound_mm)
15441 int sound = map_sound_MM_to_RND(sound_mm);
15443 if (sound == SND_UNDEFINED)
15446 PlaySoundLoop(sound);
15449 void StopSound_MM(int sound_mm)
15451 int sound = map_sound_MM_to_RND(sound_mm);
15453 if (sound == SND_UNDEFINED)
15459 void RaiseScore(int value)
15461 game.score += value;
15463 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15465 DisplayGameControlValues();
15468 void RaiseScoreElement(int element)
15473 case EL_BD_DIAMOND:
15474 case EL_EMERALD_YELLOW:
15475 case EL_EMERALD_RED:
15476 case EL_EMERALD_PURPLE:
15477 case EL_SP_INFOTRON:
15478 RaiseScore(level.score[SC_EMERALD]);
15481 RaiseScore(level.score[SC_DIAMOND]);
15484 RaiseScore(level.score[SC_CRYSTAL]);
15487 RaiseScore(level.score[SC_PEARL]);
15490 case EL_BD_BUTTERFLY:
15491 case EL_SP_ELECTRON:
15492 RaiseScore(level.score[SC_BUG]);
15495 case EL_BD_FIREFLY:
15496 case EL_SP_SNIKSNAK:
15497 RaiseScore(level.score[SC_SPACESHIP]);
15500 case EL_DARK_YAMYAM:
15501 RaiseScore(level.score[SC_YAMYAM]);
15504 RaiseScore(level.score[SC_ROBOT]);
15507 RaiseScore(level.score[SC_PACMAN]);
15510 RaiseScore(level.score[SC_NUT]);
15513 case EL_EM_DYNAMITE:
15514 case EL_SP_DISK_RED:
15515 case EL_DYNABOMB_INCREASE_NUMBER:
15516 case EL_DYNABOMB_INCREASE_SIZE:
15517 case EL_DYNABOMB_INCREASE_POWER:
15518 RaiseScore(level.score[SC_DYNAMITE]);
15520 case EL_SHIELD_NORMAL:
15521 case EL_SHIELD_DEADLY:
15522 RaiseScore(level.score[SC_SHIELD]);
15524 case EL_EXTRA_TIME:
15525 RaiseScore(level.extra_time_score);
15539 case EL_DC_KEY_WHITE:
15540 RaiseScore(level.score[SC_KEY]);
15543 RaiseScore(element_info[element].collect_score);
15548 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15550 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15554 // prevent short reactivation of overlay buttons while closing door
15555 SetOverlayActive(FALSE);
15556 UnmapGameButtons();
15558 // door may still be open due to skipped or envelope style request
15559 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15562 if (network.enabled)
15563 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15567 FadeSkipNextFadeIn();
15569 SetGameStatus(GAME_MODE_MAIN);
15574 else // continue playing the game
15576 if (tape.playing && tape.deactivate_display)
15577 TapeDeactivateDisplayOff(TRUE);
15579 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15581 if (tape.playing && tape.deactivate_display)
15582 TapeDeactivateDisplayOn();
15586 void RequestQuitGame(boolean escape_key_pressed)
15588 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15589 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15590 level_editor_test_game);
15591 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15592 quick_quit || score_info_tape_play);
15594 RequestQuitGameExt(skip_request, quick_quit,
15595 "Do you really want to quit the game?");
15598 void RequestRestartGame(char *message)
15600 game.restart_game_message = NULL;
15602 boolean has_started_game = hasStartedNetworkGame();
15603 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15605 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15607 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15611 // needed in case of envelope request to close game panel
15612 CloseDoor(DOOR_CLOSE_1);
15614 SetGameStatus(GAME_MODE_MAIN);
15620 void CheckGameOver(void)
15622 static boolean last_game_over = FALSE;
15623 static int game_over_delay = 0;
15624 int game_over_delay_value = 50;
15625 boolean game_over = checkGameFailed();
15627 // do not handle game over if request dialog is already active
15628 if (game.request_active)
15631 // do not ask to play again if game was never actually played
15632 if (!game.GamePlayed)
15637 last_game_over = FALSE;
15638 game_over_delay = game_over_delay_value;
15643 if (game_over_delay > 0)
15650 if (last_game_over != game_over)
15651 game.restart_game_message = (hasStartedNetworkGame() ?
15652 "Game over! Play it again?" :
15655 last_game_over = game_over;
15658 boolean checkGameSolved(void)
15660 // set for all game engines if level was solved
15661 return game.LevelSolved_GameEnd;
15664 boolean checkGameFailed(void)
15666 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15667 return (game_em.game_over && !game_em.level_solved);
15668 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15669 return (game_sp.game_over && !game_sp.level_solved);
15670 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15671 return (game_mm.game_over && !game_mm.level_solved);
15672 else // GAME_ENGINE_TYPE_RND
15673 return (game.GameOver && !game.LevelSolved);
15676 boolean checkGameEnded(void)
15678 return (checkGameSolved() || checkGameFailed());
15682 // ----------------------------------------------------------------------------
15683 // random generator functions
15684 // ----------------------------------------------------------------------------
15686 unsigned int InitEngineRandom_RND(int seed)
15688 game.num_random_calls = 0;
15690 return InitEngineRandom(seed);
15693 unsigned int RND(int max)
15697 game.num_random_calls++;
15699 return GetEngineRandom(max);
15706 // ----------------------------------------------------------------------------
15707 // game engine snapshot handling functions
15708 // ----------------------------------------------------------------------------
15710 struct EngineSnapshotInfo
15712 // runtime values for custom element collect score
15713 int collect_score[NUM_CUSTOM_ELEMENTS];
15715 // runtime values for group element choice position
15716 int choice_pos[NUM_GROUP_ELEMENTS];
15718 // runtime values for belt position animations
15719 int belt_graphic[4][NUM_BELT_PARTS];
15720 int belt_anim_mode[4][NUM_BELT_PARTS];
15723 static struct EngineSnapshotInfo engine_snapshot_rnd;
15724 static char *snapshot_level_identifier = NULL;
15725 static int snapshot_level_nr = -1;
15727 static void SaveEngineSnapshotValues_RND(void)
15729 static int belt_base_active_element[4] =
15731 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15732 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15733 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15734 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15738 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15740 int element = EL_CUSTOM_START + i;
15742 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15745 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15747 int element = EL_GROUP_START + i;
15749 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15752 for (i = 0; i < 4; i++)
15754 for (j = 0; j < NUM_BELT_PARTS; j++)
15756 int element = belt_base_active_element[i] + j;
15757 int graphic = el2img(element);
15758 int anim_mode = graphic_info[graphic].anim_mode;
15760 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15761 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15766 static void LoadEngineSnapshotValues_RND(void)
15768 unsigned int num_random_calls = game.num_random_calls;
15771 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15773 int element = EL_CUSTOM_START + i;
15775 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15778 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15780 int element = EL_GROUP_START + i;
15782 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15785 for (i = 0; i < 4; i++)
15787 for (j = 0; j < NUM_BELT_PARTS; j++)
15789 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15790 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15792 graphic_info[graphic].anim_mode = anim_mode;
15796 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15798 InitRND(tape.random_seed);
15799 for (i = 0; i < num_random_calls; i++)
15803 if (game.num_random_calls != num_random_calls)
15805 Error("number of random calls out of sync");
15806 Error("number of random calls should be %d", num_random_calls);
15807 Error("number of random calls is %d", game.num_random_calls);
15809 Fail("this should not happen -- please debug");
15813 void FreeEngineSnapshotSingle(void)
15815 FreeSnapshotSingle();
15817 setString(&snapshot_level_identifier, NULL);
15818 snapshot_level_nr = -1;
15821 void FreeEngineSnapshotList(void)
15823 FreeSnapshotList();
15826 static ListNode *SaveEngineSnapshotBuffers(void)
15828 ListNode *buffers = NULL;
15830 // copy some special values to a structure better suited for the snapshot
15832 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15833 SaveEngineSnapshotValues_RND();
15834 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15835 SaveEngineSnapshotValues_EM();
15836 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15837 SaveEngineSnapshotValues_SP(&buffers);
15838 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15839 SaveEngineSnapshotValues_MM();
15841 // save values stored in special snapshot structure
15843 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15844 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15845 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15846 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15847 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15848 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15849 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15850 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15852 // save further RND engine values
15854 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15855 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15856 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15858 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15859 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15860 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15861 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15862 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15864 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15865 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15866 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15868 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15870 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15871 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15873 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15874 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15875 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15876 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15877 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15878 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15879 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15880 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15881 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15882 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15883 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15884 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15885 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15886 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15887 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15888 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15889 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15890 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15892 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15893 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15895 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15896 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15897 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15899 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15900 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15902 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15903 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15904 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15905 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15906 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15907 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15910 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15913 ListNode *node = engine_snapshot_list_rnd;
15916 while (node != NULL)
15918 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15923 Debug("game:playing:SaveEngineSnapshotBuffers",
15924 "size of engine snapshot: %d bytes", num_bytes);
15930 void SaveEngineSnapshotSingle(void)
15932 ListNode *buffers = SaveEngineSnapshotBuffers();
15934 // finally save all snapshot buffers to single snapshot
15935 SaveSnapshotSingle(buffers);
15937 // save level identification information
15938 setString(&snapshot_level_identifier, leveldir_current->identifier);
15939 snapshot_level_nr = level_nr;
15942 boolean CheckSaveEngineSnapshotToList(void)
15944 boolean save_snapshot =
15945 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15946 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15947 game.snapshot.changed_action) ||
15948 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15949 game.snapshot.collected_item));
15951 game.snapshot.changed_action = FALSE;
15952 game.snapshot.collected_item = FALSE;
15953 game.snapshot.save_snapshot = save_snapshot;
15955 return save_snapshot;
15958 void SaveEngineSnapshotToList(void)
15960 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15964 ListNode *buffers = SaveEngineSnapshotBuffers();
15966 // finally save all snapshot buffers to snapshot list
15967 SaveSnapshotToList(buffers);
15970 void SaveEngineSnapshotToListInitial(void)
15972 FreeEngineSnapshotList();
15974 SaveEngineSnapshotToList();
15977 static void LoadEngineSnapshotValues(void)
15979 // restore special values from snapshot structure
15981 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15982 LoadEngineSnapshotValues_RND();
15983 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15984 LoadEngineSnapshotValues_EM();
15985 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15986 LoadEngineSnapshotValues_SP();
15987 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15988 LoadEngineSnapshotValues_MM();
15991 void LoadEngineSnapshotSingle(void)
15993 LoadSnapshotSingle();
15995 LoadEngineSnapshotValues();
15998 static void LoadEngineSnapshot_Undo(int steps)
16000 LoadSnapshotFromList_Older(steps);
16002 LoadEngineSnapshotValues();
16005 static void LoadEngineSnapshot_Redo(int steps)
16007 LoadSnapshotFromList_Newer(steps);
16009 LoadEngineSnapshotValues();
16012 boolean CheckEngineSnapshotSingle(void)
16014 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16015 snapshot_level_nr == level_nr);
16018 boolean CheckEngineSnapshotList(void)
16020 return CheckSnapshotList();
16024 // ---------- new game button stuff -------------------------------------------
16031 boolean *setup_value;
16032 boolean allowed_on_tape;
16033 boolean is_touch_button;
16035 } gamebutton_info[NUM_GAME_BUTTONS] =
16038 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16039 GAME_CTRL_ID_STOP, NULL,
16040 TRUE, FALSE, "stop game"
16043 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16044 GAME_CTRL_ID_PAUSE, NULL,
16045 TRUE, FALSE, "pause game"
16048 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16049 GAME_CTRL_ID_PLAY, NULL,
16050 TRUE, FALSE, "play game"
16053 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16054 GAME_CTRL_ID_UNDO, NULL,
16055 TRUE, FALSE, "undo step"
16058 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16059 GAME_CTRL_ID_REDO, NULL,
16060 TRUE, FALSE, "redo step"
16063 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16064 GAME_CTRL_ID_SAVE, NULL,
16065 TRUE, FALSE, "save game"
16068 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16069 GAME_CTRL_ID_PAUSE2, NULL,
16070 TRUE, FALSE, "pause game"
16073 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16074 GAME_CTRL_ID_LOAD, NULL,
16075 TRUE, FALSE, "load game"
16078 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16079 GAME_CTRL_ID_PANEL_STOP, NULL,
16080 FALSE, FALSE, "stop game"
16083 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16084 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16085 FALSE, FALSE, "pause game"
16088 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16089 GAME_CTRL_ID_PANEL_PLAY, NULL,
16090 FALSE, FALSE, "play game"
16093 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16094 GAME_CTRL_ID_TOUCH_STOP, NULL,
16095 FALSE, TRUE, "stop game"
16098 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16099 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16100 FALSE, TRUE, "pause game"
16103 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16104 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16105 TRUE, FALSE, "background music on/off"
16108 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16109 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16110 TRUE, FALSE, "sound loops on/off"
16113 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16114 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16115 TRUE, FALSE, "normal sounds on/off"
16118 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16119 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16120 FALSE, FALSE, "background music on/off"
16123 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16124 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16125 FALSE, FALSE, "sound loops on/off"
16128 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16129 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16130 FALSE, FALSE, "normal sounds on/off"
16134 void CreateGameButtons(void)
16138 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16140 int graphic = gamebutton_info[i].graphic;
16141 struct GraphicInfo *gfx = &graphic_info[graphic];
16142 struct XY *pos = gamebutton_info[i].pos;
16143 struct GadgetInfo *gi;
16146 unsigned int event_mask;
16147 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16148 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16149 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16150 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16151 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16152 int gd_x = gfx->src_x;
16153 int gd_y = gfx->src_y;
16154 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16155 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16156 int gd_xa = gfx->src_x + gfx->active_xoffset;
16157 int gd_ya = gfx->src_y + gfx->active_yoffset;
16158 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16159 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16160 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16161 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16164 // do not use touch buttons if overlay touch buttons are disabled
16165 if (is_touch_button && !setup.touch.overlay_buttons)
16168 if (gfx->bitmap == NULL)
16170 game_gadget[id] = NULL;
16175 if (id == GAME_CTRL_ID_STOP ||
16176 id == GAME_CTRL_ID_PANEL_STOP ||
16177 id == GAME_CTRL_ID_TOUCH_STOP ||
16178 id == GAME_CTRL_ID_PLAY ||
16179 id == GAME_CTRL_ID_PANEL_PLAY ||
16180 id == GAME_CTRL_ID_SAVE ||
16181 id == GAME_CTRL_ID_LOAD)
16183 button_type = GD_TYPE_NORMAL_BUTTON;
16185 event_mask = GD_EVENT_RELEASED;
16187 else if (id == GAME_CTRL_ID_UNDO ||
16188 id == GAME_CTRL_ID_REDO)
16190 button_type = GD_TYPE_NORMAL_BUTTON;
16192 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16196 button_type = GD_TYPE_CHECK_BUTTON;
16197 checked = (gamebutton_info[i].setup_value != NULL ?
16198 *gamebutton_info[i].setup_value : FALSE);
16199 event_mask = GD_EVENT_PRESSED;
16202 gi = CreateGadget(GDI_CUSTOM_ID, id,
16203 GDI_IMAGE_ID, graphic,
16204 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16207 GDI_WIDTH, gfx->width,
16208 GDI_HEIGHT, gfx->height,
16209 GDI_TYPE, button_type,
16210 GDI_STATE, GD_BUTTON_UNPRESSED,
16211 GDI_CHECKED, checked,
16212 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16213 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16214 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16215 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16216 GDI_DIRECT_DRAW, FALSE,
16217 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16218 GDI_EVENT_MASK, event_mask,
16219 GDI_CALLBACK_ACTION, HandleGameButtons,
16223 Fail("cannot create gadget");
16225 game_gadget[id] = gi;
16229 void FreeGameButtons(void)
16233 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16234 FreeGadget(game_gadget[i]);
16237 static void UnmapGameButtonsAtSamePosition(int id)
16241 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16243 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16244 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16245 UnmapGadget(game_gadget[i]);
16248 static void UnmapGameButtonsAtSamePosition_All(void)
16250 if (setup.show_load_save_buttons)
16252 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16253 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16254 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16256 else if (setup.show_undo_redo_buttons)
16258 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16259 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16260 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16264 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16265 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16266 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16268 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16269 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16270 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16274 void MapLoadSaveButtons(void)
16276 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16277 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16279 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16280 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16283 void MapUndoRedoButtons(void)
16285 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16286 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16288 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16289 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16292 void ModifyPauseButtons(void)
16296 GAME_CTRL_ID_PAUSE,
16297 GAME_CTRL_ID_PAUSE2,
16298 GAME_CTRL_ID_PANEL_PAUSE,
16299 GAME_CTRL_ID_TOUCH_PAUSE,
16304 for (i = 0; ids[i] > -1; i++)
16305 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16308 static void MapGameButtonsExt(boolean on_tape)
16312 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16314 if ((i == GAME_CTRL_ID_UNDO ||
16315 i == GAME_CTRL_ID_REDO) &&
16316 game_status != GAME_MODE_PLAYING)
16319 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16320 MapGadget(game_gadget[i]);
16323 UnmapGameButtonsAtSamePosition_All();
16325 RedrawGameButtons();
16328 static void UnmapGameButtonsExt(boolean on_tape)
16332 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16333 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16334 UnmapGadget(game_gadget[i]);
16337 static void RedrawGameButtonsExt(boolean on_tape)
16341 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16342 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16343 RedrawGadget(game_gadget[i]);
16346 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16351 gi->checked = state;
16354 static void RedrawSoundButtonGadget(int id)
16356 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16357 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16358 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16359 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16360 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16361 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16364 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16365 RedrawGadget(game_gadget[id2]);
16368 void MapGameButtons(void)
16370 MapGameButtonsExt(FALSE);
16373 void UnmapGameButtons(void)
16375 UnmapGameButtonsExt(FALSE);
16378 void RedrawGameButtons(void)
16380 RedrawGameButtonsExt(FALSE);
16383 void MapGameButtonsOnTape(void)
16385 MapGameButtonsExt(TRUE);
16388 void UnmapGameButtonsOnTape(void)
16390 UnmapGameButtonsExt(TRUE);
16393 void RedrawGameButtonsOnTape(void)
16395 RedrawGameButtonsExt(TRUE);
16398 static void GameUndoRedoExt(void)
16400 ClearPlayerAction();
16402 tape.pausing = TRUE;
16405 UpdateAndDisplayGameControlValues();
16407 DrawCompleteVideoDisplay();
16408 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16409 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16410 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16412 ModifyPauseButtons();
16417 static void GameUndo(int steps)
16419 if (!CheckEngineSnapshotList())
16422 int tape_property_bits = tape.property_bits;
16424 LoadEngineSnapshot_Undo(steps);
16426 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16431 static void GameRedo(int steps)
16433 if (!CheckEngineSnapshotList())
16436 int tape_property_bits = tape.property_bits;
16438 LoadEngineSnapshot_Redo(steps);
16440 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16445 static void HandleGameButtonsExt(int id, int button)
16447 static boolean game_undo_executed = FALSE;
16448 int steps = BUTTON_STEPSIZE(button);
16449 boolean handle_game_buttons =
16450 (game_status == GAME_MODE_PLAYING ||
16451 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16453 if (!handle_game_buttons)
16458 case GAME_CTRL_ID_STOP:
16459 case GAME_CTRL_ID_PANEL_STOP:
16460 case GAME_CTRL_ID_TOUCH_STOP:
16465 case GAME_CTRL_ID_PAUSE:
16466 case GAME_CTRL_ID_PAUSE2:
16467 case GAME_CTRL_ID_PANEL_PAUSE:
16468 case GAME_CTRL_ID_TOUCH_PAUSE:
16469 if (network.enabled && game_status == GAME_MODE_PLAYING)
16472 SendToServer_ContinuePlaying();
16474 SendToServer_PausePlaying();
16477 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16479 game_undo_executed = FALSE;
16483 case GAME_CTRL_ID_PLAY:
16484 case GAME_CTRL_ID_PANEL_PLAY:
16485 if (game_status == GAME_MODE_MAIN)
16487 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16489 else if (tape.pausing)
16491 if (network.enabled)
16492 SendToServer_ContinuePlaying();
16494 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16498 case GAME_CTRL_ID_UNDO:
16499 // Important: When using "save snapshot when collecting an item" mode,
16500 // load last (current) snapshot for first "undo" after pressing "pause"
16501 // (else the last-but-one snapshot would be loaded, because the snapshot
16502 // pointer already points to the last snapshot when pressing "pause",
16503 // which is fine for "every step/move" mode, but not for "every collect")
16504 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16505 !game_undo_executed)
16508 game_undo_executed = TRUE;
16513 case GAME_CTRL_ID_REDO:
16517 case GAME_CTRL_ID_SAVE:
16521 case GAME_CTRL_ID_LOAD:
16525 case SOUND_CTRL_ID_MUSIC:
16526 case SOUND_CTRL_ID_PANEL_MUSIC:
16527 if (setup.sound_music)
16529 setup.sound_music = FALSE;
16533 else if (audio.music_available)
16535 setup.sound = setup.sound_music = TRUE;
16537 SetAudioMode(setup.sound);
16539 if (game_status == GAME_MODE_PLAYING)
16543 RedrawSoundButtonGadget(id);
16547 case SOUND_CTRL_ID_LOOPS:
16548 case SOUND_CTRL_ID_PANEL_LOOPS:
16549 if (setup.sound_loops)
16550 setup.sound_loops = FALSE;
16551 else if (audio.loops_available)
16553 setup.sound = setup.sound_loops = TRUE;
16555 SetAudioMode(setup.sound);
16558 RedrawSoundButtonGadget(id);
16562 case SOUND_CTRL_ID_SIMPLE:
16563 case SOUND_CTRL_ID_PANEL_SIMPLE:
16564 if (setup.sound_simple)
16565 setup.sound_simple = FALSE;
16566 else if (audio.sound_available)
16568 setup.sound = setup.sound_simple = TRUE;
16570 SetAudioMode(setup.sound);
16573 RedrawSoundButtonGadget(id);
16582 static void HandleGameButtons(struct GadgetInfo *gi)
16584 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16587 void HandleSoundButtonKeys(Key key)
16589 if (key == setup.shortcut.sound_simple)
16590 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16591 else if (key == setup.shortcut.sound_loops)
16592 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16593 else if (key == setup.shortcut.sound_music)
16594 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);