1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
883 RND(element_info[e].step_delay_random))
884 #define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
885 (element_info[e].step_delay_random))
886 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
887 RND(element_info[e].ce_value_random_initial))
888 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
889 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
890 RND((c)->delay_random * (c)->delay_frames))
891 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
892 RND((c)->delay_random))
895 #define GET_VALID_RUNTIME_ELEMENT(e) \
896 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
898 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
899 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
900 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
901 (be) + (e) - EL_SELF)
903 #define GET_PLAYER_FROM_BITS(p) \
904 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
906 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
907 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
908 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
909 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
910 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
911 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
912 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
913 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
914 RESOLVED_REFERENCE_ELEMENT(be, e) : \
917 #define CAN_GROW_INTO(e) \
918 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
924 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
925 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 (CAN_MOVE_INTO_ACID(e) && \
927 Tile[x][y] == EL_ACID) || \
930 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
931 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
932 (CAN_MOVE_INTO_ACID(e) && \
933 Tile[x][y] == EL_ACID) || \
936 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
937 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
939 (CAN_MOVE_INTO_ACID(e) && \
940 Tile[x][y] == EL_ACID) || \
941 (DONT_COLLIDE_WITH(e) && \
943 !PLAYER_ENEMY_PROTECTED(x, y))))
945 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
946 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
948 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
949 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
951 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
952 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
954 #define ANDROID_CAN_CLONE_FIELD(x, y) \
955 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
956 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
958 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
959 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
961 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
962 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
964 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
965 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
967 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
968 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
970 #define PIG_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
973 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
975 Tile[x][y] == EL_EM_EXIT_OPEN || \
976 Tile[x][y] == EL_STEEL_EXIT_OPEN || \
977 Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
978 IS_FOOD_PENGUIN(Tile[x][y])))
979 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
980 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
982 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
985 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
988 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
989 (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
990 Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
992 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
994 #define CE_ENTER_FIELD_COND(e, x, y) \
995 (!IS_PLAYER(x, y) && \
996 IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
998 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1001 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1002 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1004 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1005 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1006 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1007 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1009 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1011 // game button identifiers
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define GAME_CTRL_ID_UNDO 3
1016 #define GAME_CTRL_ID_REDO 4
1017 #define GAME_CTRL_ID_SAVE 5
1018 #define GAME_CTRL_ID_PAUSE2 6
1019 #define GAME_CTRL_ID_LOAD 7
1020 #define GAME_CTRL_ID_PANEL_STOP 8
1021 #define GAME_CTRL_ID_PANEL_PAUSE 9
1022 #define GAME_CTRL_ID_PANEL_PLAY 10
1023 #define GAME_CTRL_ID_TOUCH_STOP 11
1024 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1025 #define SOUND_CTRL_ID_MUSIC 13
1026 #define SOUND_CTRL_ID_LOOPS 14
1027 #define SOUND_CTRL_ID_SIMPLE 15
1028 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1029 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1030 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1032 #define NUM_GAME_BUTTONS 19
1035 // forward declaration for internal use
1037 static void CreateField(int, int, int);
1039 static void ResetGfxAnimation(int, int);
1041 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1042 static void AdvanceFrameAndPlayerCounters(int);
1044 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1045 static boolean MovePlayer(struct PlayerInfo *, int, int);
1046 static void ScrollPlayer(struct PlayerInfo *, int);
1047 static void ScrollScreen(struct PlayerInfo *, int);
1049 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1050 static boolean DigFieldByCE(int, int, int);
1051 static boolean SnapField(struct PlayerInfo *, int, int);
1052 static boolean DropElement(struct PlayerInfo *);
1054 static void InitBeltMovement(void);
1055 static void CloseAllOpenTimegates(void);
1056 static void CheckGravityMovement(struct PlayerInfo *);
1057 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1058 static void KillPlayerUnlessEnemyProtected(int, int);
1059 static void KillPlayerUnlessExplosionProtected(int, int);
1061 static void CheckNextToConditions(int, int);
1062 static void TestIfPlayerNextToCustomElement(int, int);
1063 static void TestIfPlayerTouchesCustomElement(int, int);
1064 static void TestIfElementNextToCustomElement(int, int);
1065 static void TestIfElementTouchesCustomElement(int, int);
1066 static void TestIfElementHitsCustomElement(int, int, int);
1068 static void HandleElementChange(int, int, int);
1069 static void ExecuteCustomElementAction(int, int, int, int);
1070 static boolean ChangeElement(int, int, int, int);
1072 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int, int, int);
1073 #define CheckTriggeredElementChange(x, y, e, ev) \
1074 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
1075 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1076 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1077 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1078 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1079 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1080 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1081 #define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
1082 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1084 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1085 #define CheckElementChange(x, y, e, te, ev) \
1086 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1087 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1088 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1089 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1090 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1091 #define CheckElementChangeByMouse(x, y, e, ev, s) \
1092 CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
1094 static void PlayLevelSound(int, int, int);
1095 static void PlayLevelSoundNearest(int, int, int);
1096 static void PlayLevelSoundAction(int, int, int);
1097 static void PlayLevelSoundElementAction(int, int, int, int);
1098 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1099 static void PlayLevelSoundActionIfLoop(int, int, int);
1100 static void StopLevelSoundActionIfLoop(int, int, int);
1101 static void PlayLevelMusic(void);
1102 static void FadeLevelSoundsAndMusic(void);
1104 static void HandleGameButtons(struct GadgetInfo *);
1106 int AmoebaNeighbourNr(int, int);
1107 void AmoebaToDiamond(int, int);
1108 void ContinueMoving(int, int);
1109 void Bang(int, int);
1110 void InitMovDir(int, int);
1111 void InitAmoebaNr(int, int);
1112 void NewHighScore(int, boolean);
1114 void TestIfGoodThingHitsBadThing(int, int, int);
1115 void TestIfBadThingHitsGoodThing(int, int, int);
1116 void TestIfPlayerTouchesBadThing(int, int);
1117 void TestIfPlayerRunsIntoBadThing(int, int, int);
1118 void TestIfBadThingTouchesPlayer(int, int);
1119 void TestIfBadThingRunsIntoPlayer(int, int, int);
1120 void TestIfFriendTouchesBadThing(int, int);
1121 void TestIfBadThingTouchesFriend(int, int);
1122 void TestIfBadThingTouchesOtherBadThing(int, int);
1123 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1125 void KillPlayer(struct PlayerInfo *);
1126 void BuryPlayer(struct PlayerInfo *);
1127 void RemovePlayer(struct PlayerInfo *);
1128 void ExitPlayer(struct PlayerInfo *);
1130 static int getInvisibleActiveFromInvisibleElement(int);
1131 static int getInvisibleFromInvisibleActiveElement(int);
1133 static void TestFieldAfterSnapping(int, int, int, int, int);
1135 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1137 // for detection of endless loops, caused by custom element programming
1138 // (using maximal playfield width x 10 is just a rough approximation)
1139 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1141 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1143 if (recursion_loop_detected) \
1146 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1148 recursion_loop_detected = TRUE; \
1149 recursion_loop_element = (e); \
1152 recursion_loop_depth++; \
1155 #define RECURSION_LOOP_DETECTION_END() \
1157 recursion_loop_depth--; \
1160 static int recursion_loop_depth;
1161 static boolean recursion_loop_detected;
1162 static boolean recursion_loop_element;
1164 static int map_player_action[MAX_PLAYERS];
1167 // ----------------------------------------------------------------------------
1168 // definition of elements that automatically change to other elements after
1169 // a specified time, eventually calling a function when changing
1170 // ----------------------------------------------------------------------------
1172 // forward declaration for changer functions
1173 static void InitBuggyBase(int, int);
1174 static void WarnBuggyBase(int, int);
1176 static void InitTrap(int, int);
1177 static void ActivateTrap(int, int);
1178 static void ChangeActiveTrap(int, int);
1180 static void InitRobotWheel(int, int);
1181 static void RunRobotWheel(int, int);
1182 static void StopRobotWheel(int, int);
1184 static void InitTimegateWheel(int, int);
1185 static void RunTimegateWheel(int, int);
1187 static void InitMagicBallDelay(int, int);
1188 static void ActivateMagicBall(int, int);
1190 struct ChangingElementInfo
1195 void (*pre_change_function)(int x, int y);
1196 void (*change_function)(int x, int y);
1197 void (*post_change_function)(int x, int y);
1200 static struct ChangingElementInfo change_delay_list[] =
1235 EL_STEEL_EXIT_OPENING,
1243 EL_STEEL_EXIT_CLOSING,
1244 EL_STEEL_EXIT_CLOSED,
1267 EL_EM_STEEL_EXIT_OPENING,
1268 EL_EM_STEEL_EXIT_OPEN,
1275 EL_EM_STEEL_EXIT_CLOSING,
1299 EL_SWITCHGATE_OPENING,
1307 EL_SWITCHGATE_CLOSING,
1308 EL_SWITCHGATE_CLOSED,
1315 EL_TIMEGATE_OPENING,
1323 EL_TIMEGATE_CLOSING,
1332 EL_ACID_SPLASH_LEFT,
1340 EL_ACID_SPLASH_RIGHT,
1349 EL_SP_BUGGY_BASE_ACTIVATING,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1357 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1388 EL_ROBOT_WHEEL_ACTIVE,
1396 EL_TIMEGATE_SWITCH_ACTIVE,
1404 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1405 EL_DC_TIMEGATE_SWITCH,
1412 EL_EMC_MAGIC_BALL_ACTIVE,
1413 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_SPRING_BUMPER_ACTIVE,
1421 EL_EMC_SPRING_BUMPER,
1428 EL_DIAGONAL_SHRINKING,
1436 EL_DIAGONAL_GROWING,
1457 int push_delay_fixed, push_delay_random;
1461 { EL_SPRING, 0, 0 },
1462 { EL_BALLOON, 0, 0 },
1464 { EL_SOKOBAN_OBJECT, 2, 0 },
1465 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1466 { EL_SATELLITE, 2, 0 },
1467 { EL_SP_DISK_YELLOW, 2, 0 },
1469 { EL_UNDEFINED, 0, 0 },
1477 move_stepsize_list[] =
1479 { EL_AMOEBA_DROP, 2 },
1480 { EL_AMOEBA_DROPPING, 2 },
1481 { EL_QUICKSAND_FILLING, 1 },
1482 { EL_QUICKSAND_EMPTYING, 1 },
1483 { EL_QUICKSAND_FAST_FILLING, 2 },
1484 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1485 { EL_MAGIC_WALL_FILLING, 2 },
1486 { EL_MAGIC_WALL_EMPTYING, 2 },
1487 { EL_BD_MAGIC_WALL_FILLING, 2 },
1488 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1489 { EL_DC_MAGIC_WALL_FILLING, 2 },
1490 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1492 { EL_UNDEFINED, 0 },
1500 collect_count_list[] =
1503 { EL_BD_DIAMOND, 1 },
1504 { EL_EMERALD_YELLOW, 1 },
1505 { EL_EMERALD_RED, 1 },
1506 { EL_EMERALD_PURPLE, 1 },
1508 { EL_SP_INFOTRON, 1 },
1512 { EL_UNDEFINED, 0 },
1520 access_direction_list[] =
1522 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1523 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1525 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1526 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1527 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1528 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1529 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1530 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1531 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1532 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1534 { EL_SP_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_PORT_UP, MV_DOWN },
1537 { EL_SP_PORT_DOWN, MV_UP },
1538 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1540 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1544 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1545 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1546 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1547 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1548 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1549 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1550 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1551 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1552 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1554 { EL_UNDEFINED, MV_NONE }
1557 static struct XY xy_topdown[] =
1565 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1567 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1568 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1569 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
1570 IS_JUST_CHANGING(x, y))
1572 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1574 // static variables for playfield scan mode (scanning forward or backward)
1575 static int playfield_scan_start_x = 0;
1576 static int playfield_scan_start_y = 0;
1577 static int playfield_scan_delta_x = 1;
1578 static int playfield_scan_delta_y = 1;
1580 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1581 (y) >= 0 && (y) <= lev_fieldy - 1; \
1582 (y) += playfield_scan_delta_y) \
1583 for ((x) = playfield_scan_start_x; \
1584 (x) >= 0 && (x) <= lev_fieldx - 1; \
1585 (x) += playfield_scan_delta_x)
1588 void DEBUG_SetMaximumDynamite(void)
1592 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1593 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1594 local_player->inventory_element[local_player->inventory_size++] =
1599 static void InitPlayfieldScanModeVars(void)
1601 if (game.use_reverse_scan_direction)
1603 playfield_scan_start_x = lev_fieldx - 1;
1604 playfield_scan_start_y = lev_fieldy - 1;
1606 playfield_scan_delta_x = -1;
1607 playfield_scan_delta_y = -1;
1611 playfield_scan_start_x = 0;
1612 playfield_scan_start_y = 0;
1614 playfield_scan_delta_x = 1;
1615 playfield_scan_delta_y = 1;
1619 static void InitPlayfieldScanMode(int mode)
1621 game.use_reverse_scan_direction =
1622 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1624 InitPlayfieldScanModeVars();
1627 static int get_move_delay_from_stepsize(int move_stepsize)
1630 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1632 // make sure that stepsize value is always a power of 2
1633 move_stepsize = (1 << log_2(move_stepsize));
1635 return TILEX / move_stepsize;
1638 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1641 int player_nr = player->index_nr;
1642 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1643 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1645 // do no immediately change move delay -- the player might just be moving
1646 player->move_delay_value_next = move_delay;
1648 // information if player can move must be set separately
1649 player->cannot_move = cannot_move;
1653 player->move_delay = game.initial_move_delay[player_nr];
1654 player->move_delay_value = game.initial_move_delay_value[player_nr];
1656 player->move_delay_value_next = -1;
1658 player->move_delay_reset_counter = 0;
1662 void GetPlayerConfig(void)
1664 GameFrameDelay = setup.game_frame_delay;
1666 if (!audio.sound_available)
1667 setup.sound_simple = FALSE;
1669 if (!audio.loops_available)
1670 setup.sound_loops = FALSE;
1672 if (!audio.music_available)
1673 setup.sound_music = FALSE;
1675 if (!video.fullscreen_available)
1676 setup.fullscreen = FALSE;
1678 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1680 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void IncrementSokobanFieldsNeeded(void)
1711 if (level.sb_fields_needed)
1712 game.sokoban_fields_still_needed++;
1715 static void IncrementSokobanObjectsNeeded(void)
1717 if (level.sb_objects_needed)
1718 game.sokoban_objects_still_needed++;
1721 static void DecrementSokobanFieldsNeeded(void)
1723 if (game.sokoban_fields_still_needed > 0)
1724 game.sokoban_fields_still_needed--;
1727 static void DecrementSokobanObjectsNeeded(void)
1729 if (game.sokoban_objects_still_needed > 0)
1730 game.sokoban_objects_still_needed--;
1733 static void InitPlayerField(int x, int y, int element, boolean init_game)
1735 if (element == EL_SP_MURPHY)
1739 if (stored_player[0].present)
1741 Tile[x][y] = EL_SP_MURPHY_CLONE;
1747 stored_player[0].initial_element = element;
1748 stored_player[0].use_murphy = TRUE;
1750 if (!level.use_artwork_element[0])
1751 stored_player[0].artwork_element = EL_SP_MURPHY;
1754 Tile[x][y] = EL_PLAYER_1;
1760 struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
1761 int jx = player->jx, jy = player->jy;
1763 player->present = TRUE;
1765 player->block_last_field = (element == EL_SP_MURPHY ?
1766 level.sp_block_last_field :
1767 level.block_last_field);
1769 // ---------- initialize player's last field block delay ------------------
1771 // always start with reliable default value (no adjustment needed)
1772 player->block_delay_adjustment = 0;
1774 // special case 1: in Supaplex, Murphy blocks last field one more frame
1775 if (player->block_last_field && element == EL_SP_MURPHY)
1776 player->block_delay_adjustment = 1;
1778 // special case 2: in game engines before 3.1.1, blocking was different
1779 if (game.use_block_last_field_bug)
1780 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1782 if (!network.enabled || player->connected_network)
1784 player->active = TRUE;
1786 // remove potentially duplicate players
1787 if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2570 graphic_info[graphic].anim_global_anim_sync ?
2571 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2573 if (gpc->value != gpc->last_value)
2576 gpc->gfx_random = init_gfx_random;
2582 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2583 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2584 gpc->gfx_random = init_gfx_random;
2587 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2588 gfx.anim_random_frame = gpc->gfx_random;
2590 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2591 gpc->gfx_frame = element_info[element].collect_score;
2593 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2595 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2596 gfx.anim_random_frame = last_anim_random_frame;
2599 else if (gpc->type == TYPE_GRAPHIC)
2601 if (gpc->graphic != IMG_UNDEFINED)
2603 int last_anim_random_frame = gfx.anim_random_frame;
2604 int graphic = gpc->graphic;
2605 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2607 graphic_info[graphic].anim_global_anim_sync ?
2608 getGlobalAnimSyncFrame() : INIT_GFX_RANDOM());
2610 if (gpc->value != gpc->last_value)
2613 gpc->gfx_random = init_gfx_random;
2619 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2620 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2621 gpc->gfx_random = init_gfx_random;
2624 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2625 gfx.anim_random_frame = gpc->gfx_random;
2627 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2629 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2630 gfx.anim_random_frame = last_anim_random_frame;
2636 static void DisplayGameControlValues(void)
2638 boolean redraw_panel = FALSE;
2641 for (i = 0; game_panel_controls[i].nr != -1; i++)
2643 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2645 if (PANEL_DEACTIVATED(gpc->pos))
2648 if (gpc->value == gpc->last_value &&
2649 gpc->frame == gpc->last_frame)
2652 redraw_panel = TRUE;
2658 // copy default game door content to main double buffer
2660 // !!! CHECK AGAIN !!!
2661 SetPanelBackground();
2662 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2663 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2665 // redraw game control buttons
2666 RedrawGameButtons();
2668 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2670 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2672 int nr = game_panel_order[i].nr;
2673 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2674 struct TextPosInfo *pos = gpc->pos;
2675 int type = gpc->type;
2676 int value = gpc->value;
2677 int frame = gpc->frame;
2678 int size = pos->size;
2679 int font = pos->font;
2680 boolean draw_masked = pos->draw_masked;
2681 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2683 if (PANEL_DEACTIVATED(pos))
2686 if (pos->class == get_hash_from_key("extra_panel_items") &&
2687 !setup.prefer_extra_panel_items)
2690 gpc->last_value = value;
2691 gpc->last_frame = frame;
2693 if (type == TYPE_INTEGER)
2695 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2696 nr == GAME_PANEL_INVENTORY_COUNT ||
2697 nr == GAME_PANEL_SCORE ||
2698 nr == GAME_PANEL_HIGHSCORE ||
2699 nr == GAME_PANEL_TIME)
2701 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2703 if (use_dynamic_size) // use dynamic number of digits
2705 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2706 nr == GAME_PANEL_INVENTORY_COUNT ||
2707 nr == GAME_PANEL_TIME ? 1000 : 100000);
2708 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2709 nr == GAME_PANEL_INVENTORY_COUNT ||
2710 nr == GAME_PANEL_TIME ? 1 : 2);
2711 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2712 nr == GAME_PANEL_INVENTORY_COUNT ||
2713 nr == GAME_PANEL_TIME ? 3 : 5);
2714 int size2 = size1 + size_add;
2715 int font1 = pos->font;
2716 int font2 = pos->font_alt;
2718 size = (value < value_change ? size1 : size2);
2719 font = (value < value_change ? font1 : font2);
2723 // correct text size if "digits" is zero or less
2725 size = strlen(int2str(value, size));
2727 // dynamically correct text alignment
2728 pos->width = size * getFontWidth(font);
2730 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2731 int2str(value, size), font, mask_mode);
2733 else if (type == TYPE_ELEMENT)
2735 int element, graphic;
2739 int dst_x = PANEL_XPOS(pos);
2740 int dst_y = PANEL_YPOS(pos);
2742 if (value != EL_UNDEFINED && value != EL_EMPTY)
2745 graphic = el2panelimg(value);
2748 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2749 element, EL_NAME(element), size);
2752 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2755 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2758 width = graphic_info[graphic].width * size / TILESIZE;
2759 height = graphic_info[graphic].height * size / TILESIZE;
2762 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2765 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2769 else if (type == TYPE_GRAPHIC)
2771 int graphic = gpc->graphic;
2772 int graphic_active = gpc->graphic_active;
2776 int dst_x = PANEL_XPOS(pos);
2777 int dst_y = PANEL_YPOS(pos);
2778 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2779 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2781 if (graphic != IMG_UNDEFINED && !skip)
2783 if (pos->style == STYLE_REVERSE)
2784 value = 100 - value;
2786 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2788 if (pos->direction & MV_HORIZONTAL)
2790 width = graphic_info[graphic_active].width * value / 100;
2791 height = graphic_info[graphic_active].height;
2793 if (pos->direction == MV_LEFT)
2795 src_x += graphic_info[graphic_active].width - width;
2796 dst_x += graphic_info[graphic_active].width - width;
2801 width = graphic_info[graphic_active].width;
2802 height = graphic_info[graphic_active].height * value / 100;
2804 if (pos->direction == MV_UP)
2806 src_y += graphic_info[graphic_active].height - height;
2807 dst_y += graphic_info[graphic_active].height - height;
2812 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2815 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2818 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2820 if (pos->direction & MV_HORIZONTAL)
2822 if (pos->direction == MV_RIGHT)
2829 dst_x = PANEL_XPOS(pos);
2832 width = graphic_info[graphic].width - width;
2836 if (pos->direction == MV_DOWN)
2843 dst_y = PANEL_YPOS(pos);
2846 height = graphic_info[graphic].height - height;
2850 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2853 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2857 else if (type == TYPE_STRING)
2859 boolean active = (value != 0);
2860 char *state_normal = "off";
2861 char *state_active = "on";
2862 char *state = (active ? state_active : state_normal);
2863 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2864 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2865 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2866 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2868 if (nr == GAME_PANEL_GRAVITY_STATE)
2870 int font1 = pos->font; // (used for normal state)
2871 int font2 = pos->font_alt; // (used for active state)
2873 font = (active ? font2 : font1);
2882 // don't truncate output if "chars" is zero or less
2885 // dynamically correct text alignment
2886 pos->width = size * getFontWidth(font);
2889 s_cut = getStringCopyN(s, size);
2891 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2892 s_cut, font, mask_mode);
2898 redraw_mask |= REDRAW_DOOR_1;
2901 SetGameStatus(GAME_MODE_PLAYING);
2904 void UpdateAndDisplayGameControlValues(void)
2906 if (tape.deactivate_display)
2909 UpdateGameControlValues();
2910 DisplayGameControlValues();
2913 void UpdateGameDoorValues(void)
2915 UpdateGameControlValues();
2918 void DrawGameDoorValues(void)
2920 DisplayGameControlValues();
2924 // ============================================================================
2926 // ----------------------------------------------------------------------------
2927 // initialize game engine due to level / tape version number
2928 // ============================================================================
2930 static void InitGameEngine(void)
2932 int i, j, k, l, x, y;
2934 // set game engine from tape file when re-playing, else from level file
2935 game.engine_version = (tape.playing ? tape.engine_version :
2936 level.game_version);
2938 // set single or multi-player game mode (needed for re-playing tapes)
2939 game.team_mode = setup.team_mode;
2943 int num_players = 0;
2945 for (i = 0; i < MAX_PLAYERS; i++)
2946 if (tape.player_participates[i])
2949 // multi-player tapes contain input data for more than one player
2950 game.team_mode = (num_players > 1);
2954 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2955 level.game_version);
2956 Debug("game:init:level", " tape.file_version == %06d",
2958 Debug("game:init:level", " tape.game_version == %06d",
2960 Debug("game:init:level", " tape.engine_version == %06d",
2961 tape.engine_version);
2962 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2963 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2966 // --------------------------------------------------------------------------
2967 // set flags for bugs and changes according to active game engine version
2968 // --------------------------------------------------------------------------
2972 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2974 Bug was introduced in version:
2977 Bug was fixed in version:
2981 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2982 but the property "can fall" was missing, which caused some levels to be
2983 unsolvable. This was fixed in version 4.2.0.0.
2985 Affected levels/tapes:
2986 An example for a tape that was fixed by this bugfix is tape 029 from the
2987 level set "rnd_sam_bateman".
2988 The wrong behaviour will still be used for all levels or tapes that were
2989 created/recorded with it. An example for this is tape 023 from the level
2990 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2993 boolean use_amoeba_dropping_cannot_fall_bug =
2994 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2995 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2997 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2998 tape.game_version < VERSION_IDENT(4,2,0,0)));
3001 Summary of bugfix/change:
3002 Fixed move speed of elements entering or leaving magic wall.
3004 Fixed/changed in version:
3008 Before 2.0.1, move speed of elements entering or leaving magic wall was
3009 twice as fast as it is now.
3010 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3012 Affected levels/tapes:
3013 The first condition is generally needed for all levels/tapes before version
3014 2.0.1, which might use the old behaviour before it was changed; known tapes
3015 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3016 The second condition is an exception from the above case and is needed for
3017 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3018 above, but before it was known that this change would break tapes like the
3019 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3020 although the engine version while recording maybe was before 2.0.1. There
3021 are a lot of tapes that are affected by this exception, like tape 006 from
3022 the level set "rnd_conor_mancone".
3025 boolean use_old_move_stepsize_for_magic_wall =
3026 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3028 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3029 tape.game_version < VERSION_IDENT(4,2,0,0)));
3032 Summary of bugfix/change:
3033 Fixed handling for custom elements that change when pushed by the player.
3035 Fixed/changed in version:
3039 Before 3.1.0, custom elements that "change when pushing" changed directly
3040 after the player started pushing them (until then handled in "DigField()").
3041 Since 3.1.0, these custom elements are not changed until the "pushing"
3042 move of the element is finished (now handled in "ContinueMoving()").
3044 Affected levels/tapes:
3045 The first condition is generally needed for all levels/tapes before version
3046 3.1.0, which might use the old behaviour before it was changed; known tapes
3047 that are affected are some tapes from the level set "Walpurgis Gardens" by
3049 The second condition is an exception from the above case and is needed for
3050 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3051 above (including some development versions of 3.1.0), but before it was
3052 known that this change would break tapes like the above and was fixed in
3053 3.1.1, so that the changed behaviour was active although the engine version
3054 while recording maybe was before 3.1.0. There is at least one tape that is
3055 affected by this exception, which is the tape for the one-level set "Bug
3056 Machine" by Juergen Bonhagen.
3059 game.use_change_when_pushing_bug =
3060 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3062 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3063 tape.game_version < VERSION_IDENT(3,1,1,0)));
3066 Summary of bugfix/change:
3067 Fixed handling for blocking the field the player leaves when moving.
3069 Fixed/changed in version:
3073 Before 3.1.1, when "block last field when moving" was enabled, the field
3074 the player is leaving when moving was blocked for the time of the move,
3075 and was directly unblocked afterwards. This resulted in the last field
3076 being blocked for exactly one less than the number of frames of one player
3077 move. Additionally, even when blocking was disabled, the last field was
3078 blocked for exactly one frame.
3079 Since 3.1.1, due to changes in player movement handling, the last field
3080 is not blocked at all when blocking is disabled. When blocking is enabled,
3081 the last field is blocked for exactly the number of frames of one player
3082 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3083 last field is blocked for exactly one more than the number of frames of
3086 Affected levels/tapes:
3087 (!!! yet to be determined -- probably many !!!)
3090 game.use_block_last_field_bug =
3091 (game.engine_version < VERSION_IDENT(3,1,1,0));
3093 /* various special flags and settings for native Emerald Mine game engine */
3095 game_em.use_single_button =
3096 (game.engine_version > VERSION_IDENT(4,0,0,2));
3098 game_em.use_snap_key_bug =
3099 (game.engine_version < VERSION_IDENT(4,0,1,0));
3101 game_em.use_random_bug =
3102 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3104 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3106 game_em.use_old_explosions = use_old_em_engine;
3107 game_em.use_old_android = use_old_em_engine;
3108 game_em.use_old_push_elements = use_old_em_engine;
3109 game_em.use_old_push_into_acid = use_old_em_engine;
3111 game_em.use_wrap_around = !use_old_em_engine;
3113 // --------------------------------------------------------------------------
3115 // set maximal allowed number of custom element changes per game frame
3116 game.max_num_changes_per_frame = 1;
3118 // default scan direction: scan playfield from top/left to bottom/right
3119 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3121 // dynamically adjust element properties according to game engine version
3122 InitElementPropertiesEngine(game.engine_version);
3124 // ---------- initialize special element properties -------------------------
3126 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3127 if (use_amoeba_dropping_cannot_fall_bug)
3128 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3130 // ---------- initialize player's initial move delay ------------------------
3132 // dynamically adjust player properties according to level information
3133 for (i = 0; i < MAX_PLAYERS; i++)
3134 game.initial_move_delay_value[i] =
3135 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3137 // dynamically adjust player properties according to game engine version
3138 for (i = 0; i < MAX_PLAYERS; i++)
3139 game.initial_move_delay[i] =
3140 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3141 game.initial_move_delay_value[i] : 0);
3143 // ---------- initialize player's initial push delay ------------------------
3145 // dynamically adjust player properties according to game engine version
3146 game.initial_push_delay_value =
3147 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3149 // ---------- initialize changing elements ----------------------------------
3151 // initialize changing elements information
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 struct ElementInfo *ei = &element_info[i];
3156 // this pointer might have been changed in the level editor
3157 ei->change = &ei->change_page[0];
3159 if (!IS_CUSTOM_ELEMENT(i))
3161 ei->change->target_element = EL_EMPTY_SPACE;
3162 ei->change->delay_fixed = 0;
3163 ei->change->delay_random = 0;
3164 ei->change->delay_frames = 1;
3167 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3169 ei->has_change_event[j] = FALSE;
3171 ei->event_page_nr[j] = 0;
3172 ei->event_page[j] = &ei->change_page[0];
3176 // add changing elements from pre-defined list
3177 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3179 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3180 struct ElementInfo *ei = &element_info[ch_delay->element];
3182 ei->change->target_element = ch_delay->target_element;
3183 ei->change->delay_fixed = ch_delay->change_delay;
3185 ei->change->pre_change_function = ch_delay->pre_change_function;
3186 ei->change->change_function = ch_delay->change_function;
3187 ei->change->post_change_function = ch_delay->post_change_function;
3189 ei->change->can_change = TRUE;
3190 ei->change->can_change_or_has_action = TRUE;
3192 ei->has_change_event[CE_DELAY] = TRUE;
3194 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3195 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3198 // ---------- initialize if element can trigger global animations -----------
3200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 struct ElementInfo *ei = &element_info[i];
3204 ei->has_anim_event = FALSE;
3207 InitGlobalAnimEventsForCustomElements();
3209 // ---------- initialize internal run-time variables ------------------------
3211 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3213 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3215 for (j = 0; j < ei->num_change_pages; j++)
3217 ei->change_page[j].can_change_or_has_action =
3218 (ei->change_page[j].can_change |
3219 ei->change_page[j].has_action);
3223 // add change events from custom element configuration
3224 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3226 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3228 for (j = 0; j < ei->num_change_pages; j++)
3230 if (!ei->change_page[j].can_change_or_has_action)
3233 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3235 // only add event page for the first page found with this event
3236 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3238 ei->has_change_event[k] = TRUE;
3240 ei->event_page_nr[k] = j;
3241 ei->event_page[k] = &ei->change_page[j];
3247 // ---------- initialize reference elements in change conditions ------------
3249 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3251 int element = EL_CUSTOM_START + i;
3252 struct ElementInfo *ei = &element_info[element];
3254 for (j = 0; j < ei->num_change_pages; j++)
3256 int trigger_element = ei->change_page[j].initial_trigger_element;
3258 if (trigger_element >= EL_PREV_CE_8 &&
3259 trigger_element <= EL_NEXT_CE_8)
3260 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3262 ei->change_page[j].trigger_element = trigger_element;
3266 // ---------- initialize run-time trigger player and element ----------------
3268 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3270 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3272 for (j = 0; j < ei->num_change_pages; j++)
3274 struct ElementChangeInfo *change = &ei->change_page[j];
3276 change->actual_trigger_element = EL_EMPTY;
3277 change->actual_trigger_player = EL_EMPTY;
3278 change->actual_trigger_player_bits = CH_PLAYER_NONE;
3279 change->actual_trigger_side = CH_SIDE_NONE;
3280 change->actual_trigger_ce_value = 0;
3281 change->actual_trigger_ce_score = 0;
3285 // ---------- initialize trigger events -------------------------------------
3287 // initialize trigger events information
3288 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3289 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3290 trigger_events[i][j] = FALSE;
3292 // add trigger events from element change event properties
3293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3295 struct ElementInfo *ei = &element_info[i];
3297 for (j = 0; j < ei->num_change_pages; j++)
3299 struct ElementChangeInfo *change = &ei->change_page[j];
3301 if (!change->can_change_or_has_action)
3304 if (change->has_event[CE_BY_OTHER_ACTION])
3306 int trigger_element = change->trigger_element;
3308 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3310 if (change->has_event[k])
3312 if (IS_GROUP_ELEMENT(trigger_element))
3314 struct ElementGroupInfo *group =
3315 element_info[trigger_element].group;
3317 for (l = 0; l < group->num_elements_resolved; l++)
3318 trigger_events[group->element_resolved[l]][k] = TRUE;
3320 else if (trigger_element == EL_ANY_ELEMENT)
3321 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3322 trigger_events[l][k] = TRUE;
3324 trigger_events[trigger_element][k] = TRUE;
3331 // ---------- initialize push delay -----------------------------------------
3333 // initialize push delay values to default
3334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3336 if (!IS_CUSTOM_ELEMENT(i))
3338 // set default push delay values (corrected since version 3.0.7-1)
3339 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3341 element_info[i].push_delay_fixed = 2;
3342 element_info[i].push_delay_random = 8;
3346 element_info[i].push_delay_fixed = 8;
3347 element_info[i].push_delay_random = 8;
3352 // set push delay value for certain elements from pre-defined list
3353 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3355 int e = push_delay_list[i].element;
3357 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3358 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3361 // set push delay value for Supaplex elements for newer engine versions
3362 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3364 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3366 if (IS_SP_ELEMENT(i))
3368 // set SP push delay to just enough to push under a falling zonk
3369 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3371 element_info[i].push_delay_fixed = delay;
3372 element_info[i].push_delay_random = 0;
3377 // ---------- initialize move stepsize --------------------------------------
3379 // initialize move stepsize values to default
3380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3381 if (!IS_CUSTOM_ELEMENT(i))
3382 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3384 // set move stepsize value for certain elements from pre-defined list
3385 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3387 int e = move_stepsize_list[i].element;
3389 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3391 // set move stepsize value for certain elements for older engine versions
3392 if (use_old_move_stepsize_for_magic_wall)
3394 if (e == EL_MAGIC_WALL_FILLING ||
3395 e == EL_MAGIC_WALL_EMPTYING ||
3396 e == EL_BD_MAGIC_WALL_FILLING ||
3397 e == EL_BD_MAGIC_WALL_EMPTYING)
3398 element_info[e].move_stepsize *= 2;
3402 // ---------- initialize collect score --------------------------------------
3404 // initialize collect score values for custom elements from initial value
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (IS_CUSTOM_ELEMENT(i))
3407 element_info[i].collect_score = element_info[i].collect_score_initial;
3409 // ---------- initialize collect count --------------------------------------
3411 // initialize collect count values for non-custom elements
3412 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3413 if (!IS_CUSTOM_ELEMENT(i))
3414 element_info[i].collect_count_initial = 0;
3416 // add collect count values for all elements from pre-defined list
3417 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3418 element_info[collect_count_list[i].element].collect_count_initial =
3419 collect_count_list[i].count;
3421 // ---------- initialize access direction -----------------------------------
3423 // initialize access direction values to default (access from every side)
3424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3426 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3428 // set access direction value for certain elements from pre-defined list
3429 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3430 element_info[access_direction_list[i].element].access_direction =
3431 access_direction_list[i].direction;
3433 // ---------- initialize explosion content ----------------------------------
3434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3436 if (IS_CUSTOM_ELEMENT(i))
3439 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3441 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3443 element_info[i].content.e[x][y] =
3444 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3445 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3446 i == EL_PLAYER_3 ? EL_EMERALD :
3447 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3448 i == EL_MOLE ? EL_EMERALD_RED :
3449 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3450 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3451 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3452 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3453 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3454 i == EL_WALL_EMERALD ? EL_EMERALD :
3455 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3456 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3457 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3458 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3459 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3460 i == EL_WALL_PEARL ? EL_PEARL :
3461 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3466 // ---------- initialize recursion detection --------------------------------
3467 recursion_loop_depth = 0;
3468 recursion_loop_detected = FALSE;
3469 recursion_loop_element = EL_UNDEFINED;
3471 // ---------- initialize graphics engine ------------------------------------
3472 game.scroll_delay_value =
3473 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3474 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3475 !setup.forced_scroll_delay ? 0 :
3476 setup.scroll_delay ? setup.scroll_delay_value : 0);
3477 game.scroll_delay_value =
3478 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3480 // ---------- initialize game engine snapshots ------------------------------
3481 for (i = 0; i < MAX_PLAYERS; i++)
3482 game.snapshot.last_action[i] = 0;
3483 game.snapshot.changed_action = FALSE;
3484 game.snapshot.collected_item = FALSE;
3485 game.snapshot.mode =
3486 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3487 SNAPSHOT_MODE_EVERY_STEP :
3488 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3489 SNAPSHOT_MODE_EVERY_MOVE :
3490 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3491 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3492 game.snapshot.save_snapshot = FALSE;
3494 // ---------- initialize level time for Supaplex engine ---------------------
3495 // Supaplex levels with time limit currently unsupported -- should be added
3496 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3499 // ---------- initialize flags for handling game actions --------------------
3501 // set flags for game actions to default values
3502 game.use_key_actions = TRUE;
3503 game.use_mouse_actions = FALSE;
3505 // when using Mirror Magic game engine, handle mouse events only
3506 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3508 game.use_key_actions = FALSE;
3509 game.use_mouse_actions = TRUE;
3512 // check for custom elements with mouse click events
3513 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3515 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3517 int element = EL_CUSTOM_START + i;
3519 if (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3520 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3521 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3522 HAS_ANY_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3523 game.use_mouse_actions = TRUE;
3528 static int get_num_special_action(int element, int action_first,
3531 int num_special_action = 0;
3534 for (i = action_first; i <= action_last; i++)
3536 boolean found = FALSE;
3538 for (j = 0; j < NUM_DIRECTIONS; j++)
3539 if (el_act_dir2img(element, i, j) !=
3540 el_act_dir2img(element, ACTION_DEFAULT, j))
3544 num_special_action++;
3549 return num_special_action;
3553 // ============================================================================
3555 // ----------------------------------------------------------------------------
3556 // initialize and start new game
3557 // ============================================================================
3559 #if DEBUG_INIT_PLAYER
3560 static void DebugPrintPlayerStatus(char *message)
3567 Debug("game:init:player", "%s:", message);
3569 for (i = 0; i < MAX_PLAYERS; i++)
3571 struct PlayerInfo *player = &stored_player[i];
3573 Debug("game:init:player",
3574 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3578 player->connected_locally,
3579 player->connected_network,
3581 (local_player == player ? " (local player)" : ""));
3588 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3589 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3590 int fade_mask = REDRAW_FIELD;
3591 boolean restarting = (game_status == GAME_MODE_PLAYING);
3592 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3593 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3594 int initial_move_dir = MV_DOWN;
3597 // required here to update video display before fading (FIX THIS)
3598 DrawMaskedBorder(REDRAW_DOOR_2);
3600 if (!game.restart_level)
3601 CloseDoor(DOOR_CLOSE_1);
3605 // force fading out global animations displayed during game play
3606 SetGameStatus(GAME_MODE_PSEUDO_RESTARTING);
3610 SetGameStatus(GAME_MODE_PLAYING);
3613 if (level_editor_test_game)
3614 FadeSkipNextFadeOut();
3616 FadeSetEnterScreen();
3619 fade_mask = REDRAW_ALL;
3621 FadeLevelSoundsAndMusic();
3623 ExpireSoundLoops(TRUE);
3629 // force restarting global animations displayed during game play
3630 RestartGlobalAnimsByStatus(GAME_MODE_PSEUDO_RESTARTING);
3632 // this is required for "transforming" fade modes like cross-fading
3633 // (else global animations will be stopped, but not restarted here)
3634 SetAnimStatusBeforeFading(GAME_MODE_PSEUDO_RESTARTING);
3636 SetGameStatus(GAME_MODE_PLAYING);
3639 if (level_editor_test_game)
3640 FadeSkipNextFadeIn();
3642 // needed if different viewport properties defined for playing
3643 ChangeViewportPropertiesIfNeeded();
3647 DrawCompleteVideoDisplay();
3649 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3652 InitGameControlValues();
3656 // initialize tape actions from game when recording tape
3657 tape.use_key_actions = game.use_key_actions;
3658 tape.use_mouse_actions = game.use_mouse_actions;
3660 // initialize visible playfield size when recording tape (for team mode)
3661 tape.scr_fieldx = SCR_FIELDX;
3662 tape.scr_fieldy = SCR_FIELDY;
3665 // don't play tapes over network
3666 network_playing = (network.enabled && !tape.playing);
3668 for (i = 0; i < MAX_PLAYERS; i++)
3670 struct PlayerInfo *player = &stored_player[i];
3672 player->index_nr = i;
3673 player->index_bit = (1 << i);
3674 player->element_nr = EL_PLAYER_1 + i;
3676 player->present = FALSE;
3677 player->active = FALSE;
3678 player->mapped = FALSE;
3680 player->killed = FALSE;
3681 player->reanimated = FALSE;
3682 player->buried = FALSE;
3685 player->effective_action = 0;
3686 player->programmed_action = 0;
3687 player->snap_action = 0;
3689 player->mouse_action.lx = 0;
3690 player->mouse_action.ly = 0;
3691 player->mouse_action.button = 0;
3692 player->mouse_action.button_hint = 0;
3694 player->effective_mouse_action.lx = 0;
3695 player->effective_mouse_action.ly = 0;
3696 player->effective_mouse_action.button = 0;
3697 player->effective_mouse_action.button_hint = 0;
3699 for (j = 0; j < MAX_NUM_KEYS; j++)
3700 player->key[j] = FALSE;
3702 player->num_white_keys = 0;
3704 player->dynabomb_count = 0;
3705 player->dynabomb_size = 1;
3706 player->dynabombs_left = 0;
3707 player->dynabomb_xl = FALSE;
3709 player->MovDir = initial_move_dir;
3712 player->GfxDir = initial_move_dir;
3713 player->GfxAction = ACTION_DEFAULT;
3715 player->StepFrame = 0;
3717 player->initial_element = player->element_nr;
3718 player->artwork_element =
3719 (level.use_artwork_element[i] ? level.artwork_element[i] :
3720 player->element_nr);
3721 player->use_murphy = FALSE;
3723 player->block_last_field = FALSE; // initialized in InitPlayerField()
3724 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3726 player->gravity = level.initial_player_gravity[i];
3728 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3730 player->actual_frame_counter.count = 0;
3731 player->actual_frame_counter.value = 1;
3733 player->step_counter = 0;
3735 player->last_move_dir = initial_move_dir;
3737 player->is_active = FALSE;
3739 player->is_waiting = FALSE;
3740 player->is_moving = FALSE;
3741 player->is_auto_moving = FALSE;
3742 player->is_digging = FALSE;
3743 player->is_snapping = FALSE;
3744 player->is_collecting = FALSE;
3745 player->is_pushing = FALSE;
3746 player->is_switching = FALSE;
3747 player->is_dropping = FALSE;
3748 player->is_dropping_pressed = FALSE;
3750 player->is_bored = FALSE;
3751 player->is_sleeping = FALSE;
3753 player->was_waiting = TRUE;
3754 player->was_moving = FALSE;
3755 player->was_snapping = FALSE;
3756 player->was_dropping = FALSE;
3758 player->force_dropping = FALSE;
3760 player->frame_counter_bored = -1;
3761 player->frame_counter_sleeping = -1;
3763 player->anim_delay_counter = 0;
3764 player->post_delay_counter = 0;
3766 player->dir_waiting = initial_move_dir;
3767 player->action_waiting = ACTION_DEFAULT;
3768 player->last_action_waiting = ACTION_DEFAULT;
3769 player->special_action_bored = ACTION_DEFAULT;
3770 player->special_action_sleeping = ACTION_DEFAULT;
3772 player->switch_x = -1;
3773 player->switch_y = -1;
3775 player->drop_x = -1;
3776 player->drop_y = -1;
3778 player->show_envelope = 0;
3780 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3782 player->push_delay = -1; // initialized when pushing starts
3783 player->push_delay_value = game.initial_push_delay_value;
3785 player->drop_delay = 0;
3786 player->drop_pressed_delay = 0;
3788 player->last_jx = -1;
3789 player->last_jy = -1;
3793 player->shield_normal_time_left = 0;
3794 player->shield_deadly_time_left = 0;
3796 player->last_removed_element = EL_UNDEFINED;
3798 player->inventory_infinite_element = EL_UNDEFINED;
3799 player->inventory_size = 0;
3801 if (level.use_initial_inventory[i])
3803 for (j = 0; j < level.initial_inventory_size[i]; j++)
3805 int element = level.initial_inventory_content[i][j];
3806 int collect_count = element_info[element].collect_count_initial;
3809 if (!IS_CUSTOM_ELEMENT(element))
3812 if (collect_count == 0)
3813 player->inventory_infinite_element = element;
3815 for (k = 0; k < collect_count; k++)
3816 if (player->inventory_size < MAX_INVENTORY_SIZE)
3817 player->inventory_element[player->inventory_size++] = element;
3821 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3822 SnapField(player, 0, 0);
3824 map_player_action[i] = i;
3827 network_player_action_received = FALSE;
3829 // initial null action
3830 if (network_playing)
3831 SendToServer_MovePlayer(MV_NONE);
3836 TimeLeft = level.time;
3839 ScreenMovDir = MV_NONE;
3843 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3845 game.robot_wheel_x = -1;
3846 game.robot_wheel_y = -1;
3851 game.all_players_gone = FALSE;
3853 game.LevelSolved = FALSE;
3854 game.GameOver = FALSE;
3856 game.GamePlayed = !tape.playing;
3858 game.LevelSolved_GameWon = FALSE;
3859 game.LevelSolved_GameEnd = FALSE;
3860 game.LevelSolved_SaveTape = FALSE;
3861 game.LevelSolved_SaveScore = FALSE;
3863 game.LevelSolved_CountingTime = 0;
3864 game.LevelSolved_CountingScore = 0;
3865 game.LevelSolved_CountingHealth = 0;
3867 game.panel.active = TRUE;
3869 game.no_level_time_limit = (level.time == 0);
3870 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3872 game.yamyam_content_nr = 0;
3873 game.robot_wheel_active = FALSE;
3874 game.magic_wall_active = FALSE;
3875 game.magic_wall_time_left = 0;
3876 game.light_time_left = 0;
3877 game.timegate_time_left = 0;
3878 game.switchgate_pos = 0;
3879 game.wind_direction = level.wind_direction_initial;
3881 game.time_final = 0;
3882 game.score_time_final = 0;
3885 game.score_final = 0;
3887 game.health = MAX_HEALTH;
3888 game.health_final = MAX_HEALTH;
3890 game.gems_still_needed = level.gems_needed;
3891 game.sokoban_fields_still_needed = 0;
3892 game.sokoban_objects_still_needed = 0;
3893 game.lights_still_needed = 0;
3894 game.players_still_needed = 0;
3895 game.friends_still_needed = 0;
3897 game.lenses_time_left = 0;
3898 game.magnify_time_left = 0;
3900 game.ball_active = level.ball_active_initial;
3901 game.ball_content_nr = 0;
3903 game.explosions_delayed = TRUE;
3905 game.envelope_active = FALSE;
3907 // special case: set custom artwork setting to initial value
3908 game.use_masked_elements = game.use_masked_elements_initial;
3910 for (i = 0; i < NUM_BELTS; i++)
3912 game.belt_dir[i] = MV_NONE;
3913 game.belt_dir_nr[i] = 3; // not moving, next moving left
3916 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3917 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3919 #if DEBUG_INIT_PLAYER
3920 DebugPrintPlayerStatus("Player status at level initialization");
3923 SCAN_PLAYFIELD(x, y)
3925 Tile[x][y] = Last[x][y] = level.field[x][y];
3926 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3927 ChangeDelay[x][y] = 0;
3928 ChangePage[x][y] = -1;
3929 CustomValue[x][y] = 0; // initialized in InitField()
3930 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3932 WasJustMoving[x][y] = 0;
3933 WasJustFalling[x][y] = 0;
3934 CheckCollision[x][y] = 0;
3935 CheckImpact[x][y] = 0;
3937 Pushed[x][y] = FALSE;
3939 ChangeCount[x][y] = 0;
3940 ChangeEvent[x][y] = -1;
3942 ExplodePhase[x][y] = 0;
3943 ExplodeDelay[x][y] = 0;
3944 ExplodeField[x][y] = EX_TYPE_NONE;
3946 RunnerVisit[x][y] = 0;
3947 PlayerVisit[x][y] = 0;
3950 GfxRandom[x][y] = INIT_GFX_RANDOM();
3951 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3952 GfxElement[x][y] = EL_UNDEFINED;
3953 GfxElementEmpty[x][y] = EL_EMPTY;
3954 GfxAction[x][y] = ACTION_DEFAULT;
3955 GfxDir[x][y] = MV_NONE;
3956 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3959 SCAN_PLAYFIELD(x, y)
3961 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3963 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3966 InitField(x, y, TRUE);
3968 ResetGfxAnimation(x, y);
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 // set number of special actions for bored and sleeping animation
3978 player->num_special_action_bored =
3979 get_num_special_action(player->artwork_element,
3980 ACTION_BORING_1, ACTION_BORING_LAST);
3981 player->num_special_action_sleeping =
3982 get_num_special_action(player->artwork_element,
3983 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3986 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3987 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3989 // initialize type of slippery elements
3990 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3992 if (!IS_CUSTOM_ELEMENT(i))
3994 // default: elements slip down either to the left or right randomly
3995 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3997 // SP style elements prefer to slip down on the left side
3998 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3999 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4001 // BD style elements prefer to slip down on the left side
4002 if (game.emulation == EMU_BOULDERDASH)
4003 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4007 // initialize explosion and ignition delay
4008 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4010 if (!IS_CUSTOM_ELEMENT(i))
4013 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4014 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4015 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4016 int last_phase = (num_phase + 1) * delay;
4017 int half_phase = (num_phase / 2) * delay;
4019 element_info[i].explosion_delay = last_phase - 1;
4020 element_info[i].ignition_delay = half_phase;
4022 if (i == EL_BLACK_ORB)
4023 element_info[i].ignition_delay = 1;
4027 // correct non-moving belts to start moving left
4028 for (i = 0; i < NUM_BELTS; i++)
4029 if (game.belt_dir[i] == MV_NONE)
4030 game.belt_dir_nr[i] = 3; // not moving, next moving left
4032 #if USE_NEW_PLAYER_ASSIGNMENTS
4033 // use preferred player also in local single-player mode
4034 if (!network.enabled && !game.team_mode)
4036 int new_index_nr = setup.network_player_nr;
4038 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4040 for (i = 0; i < MAX_PLAYERS; i++)
4041 stored_player[i].connected_locally = FALSE;
4043 stored_player[new_index_nr].connected_locally = TRUE;
4047 for (i = 0; i < MAX_PLAYERS; i++)
4049 stored_player[i].connected = FALSE;
4051 // in network game mode, the local player might not be the first player
4052 if (stored_player[i].connected_locally)
4053 local_player = &stored_player[i];
4056 if (!network.enabled)
4057 local_player->connected = TRUE;
4061 for (i = 0; i < MAX_PLAYERS; i++)
4062 stored_player[i].connected = tape.player_participates[i];
4064 else if (network.enabled)
4066 // add team mode players connected over the network (needed for correct
4067 // assignment of player figures from level to locally playing players)
4069 for (i = 0; i < MAX_PLAYERS; i++)
4070 if (stored_player[i].connected_network)
4071 stored_player[i].connected = TRUE;
4073 else if (game.team_mode)
4075 // try to guess locally connected team mode players (needed for correct
4076 // assignment of player figures from level to locally playing players)
4078 for (i = 0; i < MAX_PLAYERS; i++)
4079 if (setup.input[i].use_joystick ||
4080 setup.input[i].key.left != KSYM_UNDEFINED)
4081 stored_player[i].connected = TRUE;
4084 #if DEBUG_INIT_PLAYER
4085 DebugPrintPlayerStatus("Player status after level initialization");
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "Reassigning players ...");
4092 // check if any connected player was not found in playfield
4093 for (i = 0; i < MAX_PLAYERS; i++)
4095 struct PlayerInfo *player = &stored_player[i];
4097 if (player->connected && !player->present)
4099 struct PlayerInfo *field_player = NULL;
4101 #if DEBUG_INIT_PLAYER
4102 Debug("game:init:player",
4103 "- looking for field player for player %d ...", i + 1);
4106 // assign first free player found that is present in the playfield
4108 // first try: look for unmapped playfield player that is not connected
4109 for (j = 0; j < MAX_PLAYERS; j++)
4110 if (field_player == NULL &&
4111 stored_player[j].present &&
4112 !stored_player[j].mapped &&
4113 !stored_player[j].connected)
4114 field_player = &stored_player[j];
4116 // second try: look for *any* unmapped playfield player
4117 for (j = 0; j < MAX_PLAYERS; j++)
4118 if (field_player == NULL &&
4119 stored_player[j].present &&
4120 !stored_player[j].mapped)
4121 field_player = &stored_player[j];
4123 if (field_player != NULL)
4125 int jx = field_player->jx, jy = field_player->jy;
4127 #if DEBUG_INIT_PLAYER
4128 Debug("game:init:player", "- found player %d",
4129 field_player->index_nr + 1);
4132 player->present = FALSE;
4133 player->active = FALSE;
4135 field_player->present = TRUE;
4136 field_player->active = TRUE;
4139 player->initial_element = field_player->initial_element;
4140 player->artwork_element = field_player->artwork_element;
4142 player->block_last_field = field_player->block_last_field;
4143 player->block_delay_adjustment = field_player->block_delay_adjustment;
4146 StorePlayer[jx][jy] = field_player->element_nr;
4148 field_player->jx = field_player->last_jx = jx;
4149 field_player->jy = field_player->last_jy = jy;
4151 if (local_player == player)
4152 local_player = field_player;
4154 map_player_action[field_player->index_nr] = i;
4156 field_player->mapped = TRUE;
4158 #if DEBUG_INIT_PLAYER
4159 Debug("game:init:player", "- map_player_action[%d] == %d",
4160 field_player->index_nr + 1, i + 1);
4165 if (player->connected && player->present)
4166 player->mapped = TRUE;
4169 #if DEBUG_INIT_PLAYER
4170 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4175 // check if any connected player was not found in playfield
4176 for (i = 0; i < MAX_PLAYERS; i++)
4178 struct PlayerInfo *player = &stored_player[i];
4180 if (player->connected && !player->present)
4182 for (j = 0; j < MAX_PLAYERS; j++)
4184 struct PlayerInfo *field_player = &stored_player[j];
4185 int jx = field_player->jx, jy = field_player->jy;
4187 // assign first free player found that is present in the playfield
4188 if (field_player->present && !field_player->connected)
4190 player->present = TRUE;
4191 player->active = TRUE;
4193 field_player->present = FALSE;
4194 field_player->active = FALSE;
4196 player->initial_element = field_player->initial_element;
4197 player->artwork_element = field_player->artwork_element;
4199 player->block_last_field = field_player->block_last_field;
4200 player->block_delay_adjustment = field_player->block_delay_adjustment;
4202 StorePlayer[jx][jy] = player->element_nr;
4204 player->jx = player->last_jx = jx;
4205 player->jy = player->last_jy = jy;
4215 Debug("game:init:player", "local_player->present == %d",
4216 local_player->present);
4219 // set focus to local player for network games, else to all players
4220 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4221 game.centered_player_nr_next = game.centered_player_nr;
4222 game.set_centered_player = FALSE;
4223 game.set_centered_player_wrap = FALSE;
4225 if (network_playing && tape.recording)
4227 // store client dependent player focus when recording network games
4228 tape.centered_player_nr_next = game.centered_player_nr_next;
4229 tape.set_centered_player = TRUE;
4234 // when playing a tape, eliminate all players who do not participate
4236 #if USE_NEW_PLAYER_ASSIGNMENTS
4238 if (!game.team_mode)
4240 for (i = 0; i < MAX_PLAYERS; i++)
4242 if (stored_player[i].active &&
4243 !tape.player_participates[map_player_action[i]])
4245 struct PlayerInfo *player = &stored_player[i];
4246 int jx = player->jx, jy = player->jy;
4248 #if DEBUG_INIT_PLAYER
4249 Debug("game:init:player", "Removing player %d at (%d, %d)",
4253 player->active = FALSE;
4254 StorePlayer[jx][jy] = 0;
4255 Tile[jx][jy] = EL_EMPTY;
4262 for (i = 0; i < MAX_PLAYERS; i++)
4264 if (stored_player[i].active &&
4265 !tape.player_participates[i])
4267 struct PlayerInfo *player = &stored_player[i];
4268 int jx = player->jx, jy = player->jy;
4270 player->active = FALSE;
4271 StorePlayer[jx][jy] = 0;
4272 Tile[jx][jy] = EL_EMPTY;
4277 else if (!network.enabled && !game.team_mode) // && !tape.playing
4279 // when in single player mode, eliminate all but the local player
4281 for (i = 0; i < MAX_PLAYERS; i++)
4283 struct PlayerInfo *player = &stored_player[i];
4285 if (player->active && player != local_player)
4287 int jx = player->jx, jy = player->jy;
4289 player->active = FALSE;
4290 player->present = FALSE;
4292 StorePlayer[jx][jy] = 0;
4293 Tile[jx][jy] = EL_EMPTY;
4298 for (i = 0; i < MAX_PLAYERS; i++)
4299 if (stored_player[i].active)
4300 game.players_still_needed++;
4302 if (level.solved_by_one_player)
4303 game.players_still_needed = 1;
4305 // when recording the game, store which players take part in the game
4308 #if USE_NEW_PLAYER_ASSIGNMENTS
4309 for (i = 0; i < MAX_PLAYERS; i++)
4310 if (stored_player[i].connected)
4311 tape.player_participates[i] = TRUE;
4313 for (i = 0; i < MAX_PLAYERS; i++)
4314 if (stored_player[i].active)
4315 tape.player_participates[i] = TRUE;
4319 #if DEBUG_INIT_PLAYER
4320 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4323 if (BorderElement == EL_EMPTY)
4326 SBX_Right = lev_fieldx - SCR_FIELDX;
4328 SBY_Lower = lev_fieldy - SCR_FIELDY;
4333 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4335 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4338 if (full_lev_fieldx <= SCR_FIELDX)
4339 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4340 if (full_lev_fieldy <= SCR_FIELDY)
4341 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4343 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4345 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4348 // if local player not found, look for custom element that might create
4349 // the player (make some assumptions about the right custom element)
4350 if (!local_player->present)
4352 int start_x = 0, start_y = 0;
4353 int found_rating = 0;
4354 int found_element = EL_UNDEFINED;
4355 int player_nr = local_player->index_nr;
4357 SCAN_PLAYFIELD(x, y)
4359 int element = Tile[x][y];
4364 if (level.use_start_element[player_nr] &&
4365 level.start_element[player_nr] == element &&
4372 found_element = element;
4375 if (!IS_CUSTOM_ELEMENT(element))
4378 if (CAN_CHANGE(element))
4380 for (i = 0; i < element_info[element].num_change_pages; i++)
4382 // check for player created from custom element as single target
4383 content = element_info[element].change_page[i].target_element;
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 3 ||
4387 (found_rating == 3 && element < found_element)))
4393 found_element = element;
4398 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4400 // check for player created from custom element as explosion content
4401 content = element_info[element].content.e[xx][yy];
4402 is_player = IS_PLAYER_ELEMENT(content);
4404 if (is_player && (found_rating < 2 ||
4405 (found_rating == 2 && element < found_element)))
4407 start_x = x + xx - 1;
4408 start_y = y + yy - 1;
4411 found_element = element;
4414 if (!CAN_CHANGE(element))
4417 for (i = 0; i < element_info[element].num_change_pages; i++)
4419 // check for player created from custom element as extended target
4421 element_info[element].change_page[i].target_content.e[xx][yy];
4423 is_player = IS_PLAYER_ELEMENT(content);
4425 if (is_player && (found_rating < 1 ||
4426 (found_rating == 1 && element < found_element)))
4428 start_x = x + xx - 1;
4429 start_y = y + yy - 1;
4432 found_element = element;
4438 scroll_x = SCROLL_POSITION_X(start_x);
4439 scroll_y = SCROLL_POSITION_Y(start_y);
4443 scroll_x = SCROLL_POSITION_X(local_player->jx);
4444 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4447 // !!! FIX THIS (START) !!!
4448 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4450 InitGameEngine_EM();
4452 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4454 InitGameEngine_SP();
4456 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4458 InitGameEngine_MM();
4462 DrawLevel(REDRAW_FIELD);
4465 // after drawing the level, correct some elements
4466 if (game.timegate_time_left == 0)
4467 CloseAllOpenTimegates();
4470 // blit playfield from scroll buffer to normal back buffer for fading in
4471 BlitScreenToBitmap(backbuffer);
4472 // !!! FIX THIS (END) !!!
4474 DrawMaskedBorder(fade_mask);
4479 // full screen redraw is required at this point in the following cases:
4480 // - special editor door undrawn when game was started from level editor
4481 // - drawing area (playfield) was changed and has to be removed completely
4482 redraw_mask = REDRAW_ALL;
4486 if (!game.restart_level)
4488 // copy default game door content to main double buffer
4490 // !!! CHECK AGAIN !!!
4491 SetPanelBackground();
4492 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4493 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4496 SetPanelBackground();
4497 SetDrawBackgroundMask(REDRAW_DOOR_1);
4499 UpdateAndDisplayGameControlValues();
4501 if (!game.restart_level)
4507 CreateGameButtons();
4512 // copy actual game door content to door double buffer for OpenDoor()
4513 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4515 OpenDoor(DOOR_OPEN_ALL);
4517 KeyboardAutoRepeatOffUnlessAutoplay();
4519 #if DEBUG_INIT_PLAYER
4520 DebugPrintPlayerStatus("Player status (final)");
4529 if (!game.restart_level && !tape.playing)
4531 LevelStats_incPlayed(level_nr);
4533 SaveLevelSetup_SeriesInfo();
4536 game.restart_level = FALSE;
4538 game.request_active = FALSE;
4539 game.request_active_or_moving = FALSE;
4541 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4542 InitGameActions_MM();
4544 SaveEngineSnapshotToListInitial();
4546 if (!game.restart_level)
4548 PlaySound(SND_GAME_STARTING);
4550 if (setup.sound_music)
4554 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4557 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4558 int actual_player_x, int actual_player_y)
4560 // this is used for non-R'n'D game engines to update certain engine values
4562 // needed to determine if sounds are played within the visible screen area
4563 scroll_x = actual_scroll_x;
4564 scroll_y = actual_scroll_y;
4566 // needed to get player position for "follow finger" playing input method
4567 local_player->jx = actual_player_x;
4568 local_player->jy = actual_player_y;
4571 void InitMovDir(int x, int y)
4573 int i, element = Tile[x][y];
4574 static int xy[4][2] =
4581 static int direction[3][4] =
4583 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4584 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4585 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4594 Tile[x][y] = EL_BUG;
4595 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4598 case EL_SPACESHIP_RIGHT:
4599 case EL_SPACESHIP_UP:
4600 case EL_SPACESHIP_LEFT:
4601 case EL_SPACESHIP_DOWN:
4602 Tile[x][y] = EL_SPACESHIP;
4603 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4606 case EL_BD_BUTTERFLY_RIGHT:
4607 case EL_BD_BUTTERFLY_UP:
4608 case EL_BD_BUTTERFLY_LEFT:
4609 case EL_BD_BUTTERFLY_DOWN:
4610 Tile[x][y] = EL_BD_BUTTERFLY;
4611 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4614 case EL_BD_FIREFLY_RIGHT:
4615 case EL_BD_FIREFLY_UP:
4616 case EL_BD_FIREFLY_LEFT:
4617 case EL_BD_FIREFLY_DOWN:
4618 Tile[x][y] = EL_BD_FIREFLY;
4619 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4622 case EL_PACMAN_RIGHT:
4624 case EL_PACMAN_LEFT:
4625 case EL_PACMAN_DOWN:
4626 Tile[x][y] = EL_PACMAN;
4627 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4630 case EL_YAMYAM_LEFT:
4631 case EL_YAMYAM_RIGHT:
4633 case EL_YAMYAM_DOWN:
4634 Tile[x][y] = EL_YAMYAM;
4635 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4638 case EL_SP_SNIKSNAK:
4639 MovDir[x][y] = MV_UP;
4642 case EL_SP_ELECTRON:
4643 MovDir[x][y] = MV_LEFT;
4650 Tile[x][y] = EL_MOLE;
4651 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4654 case EL_SPRING_LEFT:
4655 case EL_SPRING_RIGHT:
4656 Tile[x][y] = EL_SPRING;
4657 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4661 if (IS_CUSTOM_ELEMENT(element))
4663 struct ElementInfo *ei = &element_info[element];
4664 int move_direction_initial = ei->move_direction_initial;
4665 int move_pattern = ei->move_pattern;
4667 if (move_direction_initial == MV_START_PREVIOUS)
4669 if (MovDir[x][y] != MV_NONE)
4672 move_direction_initial = MV_START_AUTOMATIC;
4675 if (move_direction_initial == MV_START_RANDOM)
4676 MovDir[x][y] = 1 << RND(4);
4677 else if (move_direction_initial & MV_ANY_DIRECTION)
4678 MovDir[x][y] = move_direction_initial;
4679 else if (move_pattern == MV_ALL_DIRECTIONS ||
4680 move_pattern == MV_TURNING_LEFT ||
4681 move_pattern == MV_TURNING_RIGHT ||
4682 move_pattern == MV_TURNING_LEFT_RIGHT ||
4683 move_pattern == MV_TURNING_RIGHT_LEFT ||
4684 move_pattern == MV_TURNING_RANDOM)
4685 MovDir[x][y] = 1 << RND(4);
4686 else if (move_pattern == MV_HORIZONTAL)
4687 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4688 else if (move_pattern == MV_VERTICAL)
4689 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4690 else if (move_pattern & MV_ANY_DIRECTION)
4691 MovDir[x][y] = element_info[element].move_pattern;
4692 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4693 move_pattern == MV_ALONG_RIGHT_SIDE)
4695 // use random direction as default start direction
4696 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4697 MovDir[x][y] = 1 << RND(4);
4699 for (i = 0; i < NUM_DIRECTIONS; i++)
4701 int x1 = x + xy[i][0];
4702 int y1 = y + xy[i][1];
4704 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4706 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4707 MovDir[x][y] = direction[0][i];
4709 MovDir[x][y] = direction[1][i];
4718 MovDir[x][y] = 1 << RND(4);
4720 if (element != EL_BUG &&
4721 element != EL_SPACESHIP &&
4722 element != EL_BD_BUTTERFLY &&
4723 element != EL_BD_FIREFLY)
4726 for (i = 0; i < NUM_DIRECTIONS; i++)
4728 int x1 = x + xy[i][0];
4729 int y1 = y + xy[i][1];
4731 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4733 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4735 MovDir[x][y] = direction[0][i];
4738 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4739 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4741 MovDir[x][y] = direction[1][i];
4750 GfxDir[x][y] = MovDir[x][y];
4753 void InitAmoebaNr(int x, int y)
4756 int group_nr = AmoebaNeighbourNr(x, y);
4760 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4762 if (AmoebaCnt[i] == 0)
4770 AmoebaNr[x][y] = group_nr;
4771 AmoebaCnt[group_nr]++;
4772 AmoebaCnt2[group_nr]++;
4775 static void LevelSolved_SetFinalGameValues(void)
4777 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4778 game.score_time_final = (level.use_step_counter ? TimePlayed :
4779 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4781 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4782 game_em.lev->score :
4783 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4787 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4788 MM_HEALTH(game_mm.laser_overload_value) :
4791 game.LevelSolved_CountingTime = game.time_final;
4792 game.LevelSolved_CountingScore = game.score_final;
4793 game.LevelSolved_CountingHealth = game.health_final;
4796 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4798 game.LevelSolved_CountingTime = time;
4799 game.LevelSolved_CountingScore = score;
4800 game.LevelSolved_CountingHealth = health;
4802 game_panel_controls[GAME_PANEL_TIME].value = time;
4803 game_panel_controls[GAME_PANEL_SCORE].value = score;
4804 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4806 DisplayGameControlValues();
4809 static void LevelSolved(void)
4811 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4812 game.players_still_needed > 0)
4815 game.LevelSolved = TRUE;
4816 game.GameOver = TRUE;
4820 // needed here to display correct panel values while player walks into exit
4821 LevelSolved_SetFinalGameValues();
4826 static int time_count_steps;
4827 static int time, time_final;
4828 static float score, score_final; // needed for time score < 10 for 10 seconds
4829 static int health, health_final;
4830 static int game_over_delay_1 = 0;
4831 static int game_over_delay_2 = 0;
4832 static int game_over_delay_3 = 0;
4833 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4834 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4836 if (!game.LevelSolved_GameWon)
4840 // do not start end game actions before the player stops moving (to exit)
4841 if (local_player->active && local_player->MovPos)
4844 // calculate final game values after player finished walking into exit
4845 LevelSolved_SetFinalGameValues();
4847 game.LevelSolved_GameWon = TRUE;
4848 game.LevelSolved_SaveTape = tape.recording;
4849 game.LevelSolved_SaveScore = !tape.playing;
4853 LevelStats_incSolved(level_nr);
4855 SaveLevelSetup_SeriesInfo();
4858 if (tape.auto_play) // tape might already be stopped here
4859 tape.auto_play_level_solved = TRUE;
4863 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4864 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4865 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4867 time = time_final = game.time_final;
4868 score = score_final = game.score_final;
4869 health = health_final = game.health_final;
4871 // update game panel values before (delayed) counting of score (if any)
4872 LevelSolved_DisplayFinalGameValues(time, score, health);
4874 // if level has time score defined, calculate new final game values
4877 int time_final_max = 999;
4878 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4879 int time_frames = 0;
4880 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4881 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4886 time_frames = time_frames_left;
4888 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4890 time_final = time_final_max;
4891 time_frames = time_frames_final_max - time_frames_played;
4894 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4896 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4898 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4901 score_final += health * time_score;
4904 game.score_final = score_final;
4905 game.health_final = health_final;
4908 // if not counting score after game, immediately update game panel values
4909 if (level_editor_test_game || !setup.count_score_after_game)
4912 score = score_final;
4914 LevelSolved_DisplayFinalGameValues(time, score, health);
4917 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4919 // check if last player has left the level
4920 if (game.exit_x >= 0 &&
4923 int x = game.exit_x;
4924 int y = game.exit_y;
4925 int element = Tile[x][y];
4927 // close exit door after last player
4928 if ((game.all_players_gone &&
4929 (element == EL_EXIT_OPEN ||
4930 element == EL_SP_EXIT_OPEN ||
4931 element == EL_STEEL_EXIT_OPEN)) ||
4932 element == EL_EM_EXIT_OPEN ||
4933 element == EL_EM_STEEL_EXIT_OPEN)
4937 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4938 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4939 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4940 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4941 EL_EM_STEEL_EXIT_CLOSING);
4943 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4946 // player disappears
4947 DrawLevelField(x, y);
4950 for (i = 0; i < MAX_PLAYERS; i++)
4952 struct PlayerInfo *player = &stored_player[i];
4954 if (player->present)
4956 RemovePlayer(player);
4958 // player disappears
4959 DrawLevelField(player->jx, player->jy);
4964 PlaySound(SND_GAME_WINNING);
4967 if (setup.count_score_after_game)
4969 if (time != time_final)
4971 if (game_over_delay_1 > 0)
4973 game_over_delay_1--;
4978 int time_to_go = ABS(time_final - time);
4979 int time_count_dir = (time < time_final ? +1 : -1);
4981 if (time_to_go < time_count_steps)
4982 time_count_steps = 1;
4984 time += time_count_steps * time_count_dir;
4985 score += time_count_steps * time_score;
4987 // set final score to correct rounding differences after counting score
4988 if (time == time_final)
4989 score = score_final;
4991 LevelSolved_DisplayFinalGameValues(time, score, health);
4993 if (time == time_final)
4994 StopSound(SND_GAME_LEVELTIME_BONUS);
4995 else if (setup.sound_loops)
4996 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4998 PlaySound(SND_GAME_LEVELTIME_BONUS);
5003 if (health != health_final)
5005 if (game_over_delay_2 > 0)
5007 game_over_delay_2--;
5012 int health_count_dir = (health < health_final ? +1 : -1);
5014 health += health_count_dir;
5015 score += time_score;
5017 LevelSolved_DisplayFinalGameValues(time, score, health);
5019 if (health == health_final)
5020 StopSound(SND_GAME_LEVELTIME_BONUS);
5021 else if (setup.sound_loops)
5022 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5024 PlaySound(SND_GAME_LEVELTIME_BONUS);
5030 game.panel.active = FALSE;
5032 if (game_over_delay_3 > 0)
5034 game_over_delay_3--;
5044 // used instead of "level_nr" (needed for network games)
5045 int last_level_nr = levelset.level_nr;
5046 boolean tape_saved = FALSE;
5048 game.LevelSolved_GameEnd = TRUE;
5050 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5052 // make sure that request dialog to save tape does not open door again
5053 if (!global.use_envelope_request)
5054 CloseDoor(DOOR_CLOSE_1);
5057 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5059 // set unique basename for score tape (also saved in high score table)
5060 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5063 // if no tape is to be saved, close both doors simultaneously
5064 CloseDoor(DOOR_CLOSE_ALL);
5066 if (level_editor_test_game || score_info_tape_play)
5068 SetGameStatus(GAME_MODE_MAIN);
5075 if (!game.LevelSolved_SaveScore)
5077 SetGameStatus(GAME_MODE_MAIN);
5084 if (level_nr == leveldir_current->handicap_level)
5086 leveldir_current->handicap_level++;
5088 SaveLevelSetup_SeriesInfo();
5091 // save score and score tape before potentially erasing tape below
5092 NewHighScore(last_level_nr, tape_saved);
5094 if (setup.increment_levels &&
5095 level_nr < leveldir_current->last_level &&
5098 level_nr++; // advance to next level
5099 TapeErase(); // start with empty tape
5101 if (setup.auto_play_next_level)
5103 scores.continue_playing = TRUE;
5104 scores.next_level_nr = level_nr;
5106 LoadLevel(level_nr);
5108 SaveLevelSetup_SeriesInfo();
5112 if (scores.last_added >= 0 && setup.show_scores_after_game)
5114 SetGameStatus(GAME_MODE_SCORES);
5116 DrawHallOfFame(last_level_nr);
5118 else if (scores.continue_playing)
5120 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5124 SetGameStatus(GAME_MODE_MAIN);
5130 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5131 boolean one_score_entry_per_name)
5135 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5138 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5140 struct ScoreEntry *entry = &list->entry[i];
5141 boolean score_is_better = (new_entry->score > entry->score);
5142 boolean score_is_equal = (new_entry->score == entry->score);
5143 boolean time_is_better = (new_entry->time < entry->time);
5144 boolean time_is_equal = (new_entry->time == entry->time);
5145 boolean better_by_score = (score_is_better ||
5146 (score_is_equal && time_is_better));
5147 boolean better_by_time = (time_is_better ||
5148 (time_is_equal && score_is_better));
5149 boolean is_better = (level.rate_time_over_score ? better_by_time :
5151 boolean entry_is_empty = (entry->score == 0 &&
5154 // prevent adding server score entries if also existing in local score file
5155 // (special case: historic score entries have an empty tape basename entry)
5156 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5157 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5159 // add fields from server score entry not stored in local score entry
5160 // (currently, this means setting platform, version and country fields;
5161 // in rare cases, this may also correct an invalid score value, as
5162 // historic scores might have been truncated to 16-bit values locally)
5163 *entry = *new_entry;
5168 if (is_better || entry_is_empty)
5170 // player has made it to the hall of fame
5172 if (i < MAX_SCORE_ENTRIES - 1)
5174 int m = MAX_SCORE_ENTRIES - 1;
5177 if (one_score_entry_per_name)
5179 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5180 if (strEqual(list->entry[l].name, new_entry->name))
5183 if (m == i) // player's new highscore overwrites his old one
5187 for (l = m; l > i; l--)
5188 list->entry[l] = list->entry[l - 1];
5193 *entry = *new_entry;
5197 else if (one_score_entry_per_name &&
5198 strEqual(entry->name, new_entry->name))
5200 // player already in high score list with better score or time
5206 // special case: new score is beyond the last high score list position
5207 return MAX_SCORE_ENTRIES;
5210 void NewHighScore(int level_nr, boolean tape_saved)
5212 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5213 boolean one_per_name = FALSE;
5215 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5216 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5218 new_entry.score = game.score_final;
5219 new_entry.time = game.score_time_final;
5221 LoadScore(level_nr);
5223 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5225 if (scores.last_added >= MAX_SCORE_ENTRIES)
5227 scores.last_added = MAX_SCORE_ENTRIES - 1;
5228 scores.force_last_added = TRUE;
5230 scores.entry[scores.last_added] = new_entry;
5232 // store last added local score entry (before merging server scores)
5233 scores.last_added_local = scores.last_added;
5238 if (scores.last_added < 0)
5241 SaveScore(level_nr);
5243 // store last added local score entry (before merging server scores)
5244 scores.last_added_local = scores.last_added;
5246 if (!game.LevelSolved_SaveTape)
5249 SaveScoreTape(level_nr);
5251 if (setup.ask_for_using_api_server)
5253 setup.use_api_server =
5254 Request("Upload your score and tape to the high score server?", REQ_ASK);
5256 if (!setup.use_api_server)
5257 Request("Not using high score server! Use setup menu to enable again!",
5260 runtime.use_api_server = setup.use_api_server;
5262 // after asking for using API server once, do not ask again
5263 setup.ask_for_using_api_server = FALSE;
5265 SaveSetup_ServerSetup();
5268 SaveServerScore(level_nr, tape_saved);
5271 void MergeServerScore(void)
5273 struct ScoreEntry last_added_entry;
5274 boolean one_per_name = FALSE;
5277 if (scores.last_added >= 0)
5278 last_added_entry = scores.entry[scores.last_added];
5280 for (i = 0; i < server_scores.num_entries; i++)
5282 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5284 if (pos >= 0 && pos <= scores.last_added)
5285 scores.last_added++;
5288 if (scores.last_added >= MAX_SCORE_ENTRIES)
5290 scores.last_added = MAX_SCORE_ENTRIES - 1;
5291 scores.force_last_added = TRUE;
5293 scores.entry[scores.last_added] = last_added_entry;
5297 static int getElementMoveStepsizeExt(int x, int y, int direction)
5299 int element = Tile[x][y];
5300 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5301 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5302 int horiz_move = (dx != 0);
5303 int sign = (horiz_move ? dx : dy);
5304 int step = sign * element_info[element].move_stepsize;
5306 // special values for move stepsize for spring and things on conveyor belt
5309 if (CAN_FALL(element) &&
5310 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5311 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5312 else if (element == EL_SPRING)
5313 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5319 static int getElementMoveStepsize(int x, int y)
5321 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5324 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5326 if (player->GfxAction != action || player->GfxDir != dir)
5328 player->GfxAction = action;
5329 player->GfxDir = dir;
5331 player->StepFrame = 0;
5335 static void ResetGfxFrame(int x, int y)
5337 // profiling showed that "autotest" spends 10~20% of its time in this function
5338 if (DrawingDeactivatedField())
5341 int element = Tile[x][y];
5342 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5344 if (graphic_info[graphic].anim_global_sync)
5345 GfxFrame[x][y] = FrameCounter;
5346 else if (graphic_info[graphic].anim_global_anim_sync)
5347 GfxFrame[x][y] = getGlobalAnimSyncFrame();
5348 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5349 GfxFrame[x][y] = CustomValue[x][y];
5350 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5351 GfxFrame[x][y] = element_info[element].collect_score;
5352 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5353 GfxFrame[x][y] = ChangeDelay[x][y];
5356 static void ResetGfxAnimation(int x, int y)
5358 GfxAction[x][y] = ACTION_DEFAULT;
5359 GfxDir[x][y] = MovDir[x][y];
5362 ResetGfxFrame(x, y);
5365 static void ResetRandomAnimationValue(int x, int y)
5367 GfxRandom[x][y] = INIT_GFX_RANDOM();
5370 static void InitMovingField(int x, int y, int direction)
5372 int element = Tile[x][y];
5373 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5374 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5377 boolean is_moving_before, is_moving_after;
5379 // check if element was/is moving or being moved before/after mode change
5380 is_moving_before = (WasJustMoving[x][y] != 0);
5381 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5383 // reset animation only for moving elements which change direction of moving
5384 // or which just started or stopped moving
5385 // (else CEs with property "can move" / "not moving" are reset each frame)
5386 if (is_moving_before != is_moving_after ||
5387 direction != MovDir[x][y])
5388 ResetGfxAnimation(x, y);
5390 MovDir[x][y] = direction;
5391 GfxDir[x][y] = direction;
5393 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5394 direction == MV_DOWN && CAN_FALL(element) ?
5395 ACTION_FALLING : ACTION_MOVING);
5397 // this is needed for CEs with property "can move" / "not moving"
5399 if (is_moving_after)
5401 if (Tile[newx][newy] == EL_EMPTY)
5402 Tile[newx][newy] = EL_BLOCKED;
5404 MovDir[newx][newy] = MovDir[x][y];
5406 CustomValue[newx][newy] = CustomValue[x][y];
5408 GfxFrame[newx][newy] = GfxFrame[x][y];
5409 GfxRandom[newx][newy] = GfxRandom[x][y];
5410 GfxAction[newx][newy] = GfxAction[x][y];
5411 GfxDir[newx][newy] = GfxDir[x][y];
5415 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5417 int direction = MovDir[x][y];
5418 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5419 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5425 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5427 int direction = MovDir[x][y];
5428 int oldx = x + (direction & MV_LEFT ? +1 : direction & MV_RIGHT ? -1 : 0);
5429 int oldy = y + (direction & MV_UP ? +1 : direction & MV_DOWN ? -1 : 0);
5431 *comes_from_x = oldx;
5432 *comes_from_y = oldy;
5435 static int MovingOrBlocked2Element(int x, int y)
5437 int element = Tile[x][y];
5439 if (element == EL_BLOCKED)
5443 Blocked2Moving(x, y, &oldx, &oldy);
5445 return Tile[oldx][oldy];
5451 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5453 // like MovingOrBlocked2Element(), but if element is moving
5454 // and (x, y) is the field the moving element is just leaving,
5455 // return EL_BLOCKED instead of the element value
5456 int element = Tile[x][y];
5458 if (IS_MOVING(x, y))
5460 if (element == EL_BLOCKED)
5464 Blocked2Moving(x, y, &oldx, &oldy);
5465 return Tile[oldx][oldy];
5474 static void RemoveField(int x, int y)
5476 Tile[x][y] = EL_EMPTY;
5482 CustomValue[x][y] = 0;
5485 ChangeDelay[x][y] = 0;
5486 ChangePage[x][y] = -1;
5487 Pushed[x][y] = FALSE;
5489 GfxElement[x][y] = EL_UNDEFINED;
5490 GfxAction[x][y] = ACTION_DEFAULT;
5491 GfxDir[x][y] = MV_NONE;
5494 static void RemoveMovingField(int x, int y)
5496 int oldx = x, oldy = y, newx = x, newy = y;
5497 int element = Tile[x][y];
5498 int next_element = EL_UNDEFINED;
5500 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5503 if (IS_MOVING(x, y))
5505 Moving2Blocked(x, y, &newx, &newy);
5507 if (Tile[newx][newy] != EL_BLOCKED)
5509 // element is moving, but target field is not free (blocked), but
5510 // already occupied by something different (example: acid pool);
5511 // in this case, only remove the moving field, but not the target
5513 RemoveField(oldx, oldy);
5515 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5517 TEST_DrawLevelField(oldx, oldy);
5522 else if (element == EL_BLOCKED)
5524 Blocked2Moving(x, y, &oldx, &oldy);
5525 if (!IS_MOVING(oldx, oldy))
5529 if (element == EL_BLOCKED &&
5530 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5531 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5532 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5533 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5534 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5535 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5536 next_element = get_next_element(Tile[oldx][oldy]);
5538 RemoveField(oldx, oldy);
5539 RemoveField(newx, newy);
5541 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5543 if (next_element != EL_UNDEFINED)
5544 Tile[oldx][oldy] = next_element;
5546 TEST_DrawLevelField(oldx, oldy);
5547 TEST_DrawLevelField(newx, newy);
5550 void DrawDynamite(int x, int y)
5552 int sx = SCREENX(x), sy = SCREENY(y);
5553 int graphic = el2img(Tile[x][y]);
5556 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5559 if (IS_WALKABLE_INSIDE(Back[x][y]))
5563 DrawLevelElement(x, y, Back[x][y]);
5564 else if (Store[x][y])
5565 DrawLevelElement(x, y, Store[x][y]);
5566 else if (game.use_masked_elements)
5567 DrawLevelElement(x, y, EL_EMPTY);
5569 frame = getGraphicAnimationFrameXY(graphic, x, y);
5571 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5572 DrawGraphicThruMask(sx, sy, graphic, frame);
5574 DrawGraphic(sx, sy, graphic, frame);
5577 static void CheckDynamite(int x, int y)
5579 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5583 if (MovDelay[x][y] != 0)
5586 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5592 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5597 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5599 boolean num_checked_players = 0;
5602 for (i = 0; i < MAX_PLAYERS; i++)
5604 if (stored_player[i].active)
5606 int sx = stored_player[i].jx;
5607 int sy = stored_player[i].jy;
5609 if (num_checked_players == 0)
5616 *sx1 = MIN(*sx1, sx);
5617 *sy1 = MIN(*sy1, sy);
5618 *sx2 = MAX(*sx2, sx);
5619 *sy2 = MAX(*sy2, sy);
5622 num_checked_players++;
5627 static boolean checkIfAllPlayersFitToScreen_RND(void)
5629 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5631 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5633 return (sx2 - sx1 < SCR_FIELDX &&
5634 sy2 - sy1 < SCR_FIELDY);
5637 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5639 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5641 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5643 *sx = (sx1 + sx2) / 2;
5644 *sy = (sy1 + sy2) / 2;
5647 static void DrawRelocateScreen(int old_x, int old_y, int x, int y,
5648 boolean center_screen, boolean quick_relocation)
5650 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5651 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5652 boolean no_delay = (tape.warp_forward);
5653 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5654 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5655 int new_scroll_x, new_scroll_y;
5657 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5659 // case 1: quick relocation inside visible screen (without scrolling)
5666 if (!level.shifted_relocation || center_screen)
5668 // relocation _with_ centering of screen
5670 new_scroll_x = SCROLL_POSITION_X(x);
5671 new_scroll_y = SCROLL_POSITION_Y(y);
5675 // relocation _without_ centering of screen
5677 // apply distance between old and new player position to scroll position
5678 int shifted_scroll_x = scroll_x + (x - old_x);
5679 int shifted_scroll_y = scroll_y + (y - old_y);
5681 // make sure that shifted scroll position does not scroll beyond screen
5682 new_scroll_x = SCROLL_POSITION_X(shifted_scroll_x + MIDPOSX);
5683 new_scroll_y = SCROLL_POSITION_Y(shifted_scroll_y + MIDPOSY);
5686 if (quick_relocation)
5688 // case 2: quick relocation (redraw without visible scrolling)
5690 scroll_x = new_scroll_x;
5691 scroll_y = new_scroll_y;
5698 // case 3: visible relocation (with scrolling to new position)
5700 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5702 SetVideoFrameDelay(wait_delay_value);
5704 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5706 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5707 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5709 if (dx == 0 && dy == 0) // no scrolling needed at all
5715 // set values for horizontal/vertical screen scrolling (half tile size)
5716 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5717 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5718 int pos_x = dx * TILEX / 2;
5719 int pos_y = dy * TILEY / 2;
5720 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5721 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5723 ScrollLevel(dx, dy);
5726 // scroll in two steps of half tile size to make things smoother
5727 BlitScreenToBitmapExt_RND(window, fx, fy);
5729 // scroll second step to align at full tile size
5730 BlitScreenToBitmap(window);
5736 SetVideoFrameDelay(frame_delay_value_old);
5739 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5741 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5742 int player_nr = GET_PLAYER_NR(el_player);
5743 struct PlayerInfo *player = &stored_player[player_nr];
5744 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5745 boolean no_delay = (tape.warp_forward);
5746 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5747 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5748 int old_jx = player->jx;
5749 int old_jy = player->jy;
5750 int old_element = Tile[old_jx][old_jy];
5751 int element = Tile[jx][jy];
5752 boolean player_relocated = (old_jx != jx || old_jy != jy);
5754 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5755 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5756 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5757 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5758 int leave_side_horiz = move_dir_horiz;
5759 int leave_side_vert = move_dir_vert;
5760 int enter_side = enter_side_horiz | enter_side_vert;
5761 int leave_side = leave_side_horiz | leave_side_vert;
5763 if (player->buried) // do not reanimate dead player
5766 if (!player_relocated) // no need to relocate the player
5769 if (IS_PLAYER(jx, jy)) // player already placed at new position
5771 RemoveField(jx, jy); // temporarily remove newly placed player
5772 DrawLevelField(jx, jy);
5775 if (player->present)
5777 while (player->MovPos)
5779 ScrollPlayer(player, SCROLL_GO_ON);
5780 ScrollScreen(NULL, SCROLL_GO_ON);
5782 AdvanceFrameAndPlayerCounters(player->index_nr);
5786 BackToFront_WithFrameDelay(wait_delay_value);
5789 DrawPlayer(player); // needed here only to cleanup last field
5790 DrawLevelField(player->jx, player->jy); // remove player graphic
5792 player->is_moving = FALSE;
5795 if (IS_CUSTOM_ELEMENT(old_element))
5796 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5798 player->index_bit, leave_side);
5800 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5802 player->index_bit, leave_side);
5804 Tile[jx][jy] = el_player;
5805 InitPlayerField(jx, jy, el_player, TRUE);
5807 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5808 possible that the relocation target field did not contain a player element,
5809 but a walkable element, to which the new player was relocated -- in this
5810 case, restore that (already initialized!) element on the player field */
5811 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5813 Tile[jx][jy] = element; // restore previously existing element
5816 // only visually relocate centered player
5817 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy,
5818 FALSE, level.instant_relocation);
5820 TestIfPlayerTouchesBadThing(jx, jy);
5821 TestIfPlayerTouchesCustomElement(jx, jy);
5823 if (IS_CUSTOM_ELEMENT(element))
5824 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5825 player->index_bit, enter_side);
5827 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5828 player->index_bit, enter_side);
5830 if (player->is_switching)
5832 /* ensure that relocation while still switching an element does not cause
5833 a new element to be treated as also switched directly after relocation
5834 (this is important for teleporter switches that teleport the player to
5835 a place where another teleporter switch is in the same direction, which
5836 would then incorrectly be treated as immediately switched before the
5837 direction key that caused the switch was released) */
5839 player->switch_x += jx - old_jx;
5840 player->switch_y += jy - old_jy;
5844 static void Explode(int ex, int ey, int phase, int mode)
5850 if (game.explosions_delayed)
5852 ExplodeField[ex][ey] = mode;
5856 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5858 int center_element = Tile[ex][ey];
5859 int ce_value = CustomValue[ex][ey];
5860 int ce_score = element_info[center_element].collect_score;
5861 int artwork_element, explosion_element; // set these values later
5863 // remove things displayed in background while burning dynamite
5864 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5867 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5869 // put moving element to center field (and let it explode there)
5870 center_element = MovingOrBlocked2Element(ex, ey);
5871 RemoveMovingField(ex, ey);
5872 Tile[ex][ey] = center_element;
5875 // now "center_element" is finally determined -- set related values now
5876 artwork_element = center_element; // for custom player artwork
5877 explosion_element = center_element; // for custom player artwork
5879 if (IS_PLAYER(ex, ey))
5881 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5883 artwork_element = stored_player[player_nr].artwork_element;
5885 if (level.use_explosion_element[player_nr])
5887 explosion_element = level.explosion_element[player_nr];
5888 artwork_element = explosion_element;
5892 if (mode == EX_TYPE_NORMAL ||
5893 mode == EX_TYPE_CENTER ||
5894 mode == EX_TYPE_CROSS)
5895 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5897 last_phase = element_info[explosion_element].explosion_delay + 1;
5899 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5901 int xx = x - ex + 1;
5902 int yy = y - ey + 1;
5905 if (!IN_LEV_FIELD(x, y) ||
5906 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5907 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5910 element = Tile[x][y];
5912 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5914 element = MovingOrBlocked2Element(x, y);
5916 if (!IS_EXPLOSION_PROOF(element))
5917 RemoveMovingField(x, y);
5920 // indestructible elements can only explode in center (but not flames)
5921 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5922 mode == EX_TYPE_BORDER)) ||
5923 element == EL_FLAMES)
5926 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5927 behaviour, for example when touching a yamyam that explodes to rocks
5928 with active deadly shield, a rock is created under the player !!! */
5929 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5931 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5932 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5933 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5935 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5938 if (IS_ACTIVE_BOMB(element))
5940 // re-activate things under the bomb like gate or penguin
5941 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5948 // save walkable background elements while explosion on same tile
5949 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5950 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5951 Back[x][y] = element;
5953 // ignite explodable elements reached by other explosion
5954 if (element == EL_EXPLOSION)
5955 element = Store2[x][y];
5957 if (AmoebaNr[x][y] &&
5958 (element == EL_AMOEBA_FULL ||
5959 element == EL_BD_AMOEBA ||
5960 element == EL_AMOEBA_GROWING))
5962 AmoebaCnt[AmoebaNr[x][y]]--;
5963 AmoebaCnt2[AmoebaNr[x][y]]--;
5968 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5970 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5972 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5974 if (PLAYERINFO(ex, ey)->use_murphy)
5975 Store[x][y] = EL_EMPTY;
5978 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5979 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5980 else if (IS_PLAYER_ELEMENT(center_element))
5981 Store[x][y] = EL_EMPTY;
5982 else if (center_element == EL_YAMYAM)
5983 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5984 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5985 Store[x][y] = element_info[center_element].content.e[xx][yy];
5987 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5988 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5989 // otherwise) -- FIX THIS !!!
5990 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5991 Store[x][y] = element_info[element].content.e[1][1];
5993 else if (!CAN_EXPLODE(element))
5994 Store[x][y] = element_info[element].content.e[1][1];
5997 Store[x][y] = EL_EMPTY;
5999 if (IS_CUSTOM_ELEMENT(center_element))
6000 Store[x][y] = (Store[x][y] == EL_CURRENT_CE_VALUE ? ce_value :
6001 Store[x][y] == EL_CURRENT_CE_SCORE ? ce_score :
6002 Store[x][y] >= EL_PREV_CE_8 &&
6003 Store[x][y] <= EL_NEXT_CE_8 ?
6004 RESOLVED_REFERENCE_ELEMENT(center_element, Store[x][y]) :
6007 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6008 center_element == EL_AMOEBA_TO_DIAMOND)
6009 Store2[x][y] = element;
6011 Tile[x][y] = EL_EXPLOSION;
6012 GfxElement[x][y] = artwork_element;
6014 ExplodePhase[x][y] = 1;
6015 ExplodeDelay[x][y] = last_phase;
6020 if (center_element == EL_YAMYAM)
6021 game.yamyam_content_nr =
6022 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6034 GfxFrame[x][y] = 0; // restart explosion animation
6036 last_phase = ExplodeDelay[x][y];
6038 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6040 // this can happen if the player leaves an explosion just in time
6041 if (GfxElement[x][y] == EL_UNDEFINED)
6042 GfxElement[x][y] = EL_EMPTY;
6044 border_element = Store2[x][y];
6045 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6046 border_element = StorePlayer[x][y];
6048 if (phase == element_info[border_element].ignition_delay ||
6049 phase == last_phase)
6051 boolean border_explosion = FALSE;
6053 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6054 !PLAYER_EXPLOSION_PROTECTED(x, y))
6056 KillPlayerUnlessExplosionProtected(x, y);
6057 border_explosion = TRUE;
6059 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6061 Tile[x][y] = Store2[x][y];
6064 border_explosion = TRUE;
6066 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6068 AmoebaToDiamond(x, y);
6070 border_explosion = TRUE;
6073 // if an element just explodes due to another explosion (chain-reaction),
6074 // do not immediately end the new explosion when it was the last frame of
6075 // the explosion (as it would be done in the following "if"-statement!)
6076 if (border_explosion && phase == last_phase)
6080 // this can happen if the player was just killed by an explosion
6081 if (GfxElement[x][y] == EL_UNDEFINED)
6082 GfxElement[x][y] = EL_EMPTY;
6084 if (phase == last_phase)
6088 element = Tile[x][y] = Store[x][y];
6089 Store[x][y] = Store2[x][y] = 0;
6090 GfxElement[x][y] = EL_UNDEFINED;
6092 // player can escape from explosions and might therefore be still alive
6093 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6094 element <= EL_PLAYER_IS_EXPLODING_4)
6096 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6097 int explosion_element = EL_PLAYER_1 + player_nr;
6098 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6099 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6101 if (level.use_explosion_element[player_nr])
6102 explosion_element = level.explosion_element[player_nr];
6104 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6105 element_info[explosion_element].content.e[xx][yy]);
6108 // restore probably existing indestructible background element
6109 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6110 element = Tile[x][y] = Back[x][y];
6113 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6114 GfxDir[x][y] = MV_NONE;
6115 ChangeDelay[x][y] = 0;
6116 ChangePage[x][y] = -1;
6118 CustomValue[x][y] = 0;
6120 InitField_WithBug2(x, y, FALSE);
6122 TEST_DrawLevelField(x, y);
6124 TestIfElementTouchesCustomElement(x, y);
6126 if (GFX_CRUMBLED(element))
6127 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6129 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6130 StorePlayer[x][y] = 0;
6132 if (IS_PLAYER_ELEMENT(element))
6133 RelocatePlayer(x, y, element);
6135 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6137 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6138 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6141 TEST_DrawLevelFieldCrumbled(x, y);
6143 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6145 DrawLevelElement(x, y, Back[x][y]);
6146 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6148 else if (IS_WALKABLE_UNDER(Back[x][y]))
6150 DrawLevelGraphic(x, y, graphic, frame);
6151 DrawLevelElementThruMask(x, y, Back[x][y]);
6153 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6154 DrawLevelGraphic(x, y, graphic, frame);
6158 static void DynaExplode(int ex, int ey)
6161 int dynabomb_element = Tile[ex][ey];
6162 int dynabomb_size = 1;
6163 boolean dynabomb_xl = FALSE;
6164 struct PlayerInfo *player;
6165 struct XY *xy = xy_topdown;
6167 if (IS_ACTIVE_BOMB(dynabomb_element))
6169 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6170 dynabomb_size = player->dynabomb_size;
6171 dynabomb_xl = player->dynabomb_xl;
6172 player->dynabombs_left++;
6175 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6177 for (i = 0; i < NUM_DIRECTIONS; i++)
6179 for (j = 1; j <= dynabomb_size; j++)
6181 int x = ex + j * xy[i].x;
6182 int y = ey + j * xy[i].y;
6185 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6188 element = Tile[x][y];
6190 // do not restart explosions of fields with active bombs
6191 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6194 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6196 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6197 !IS_DIGGABLE(element) && !dynabomb_xl)
6203 void Bang(int x, int y)
6205 int element = MovingOrBlocked2Element(x, y);
6206 int explosion_type = EX_TYPE_NORMAL;
6208 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6210 struct PlayerInfo *player = PLAYERINFO(x, y);
6212 element = Tile[x][y] = player->initial_element;
6214 if (level.use_explosion_element[player->index_nr])
6216 int explosion_element = level.explosion_element[player->index_nr];
6218 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6219 explosion_type = EX_TYPE_CROSS;
6220 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6221 explosion_type = EX_TYPE_CENTER;
6229 case EL_BD_BUTTERFLY:
6232 case EL_DARK_YAMYAM:
6236 RaiseScoreElement(element);
6239 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6240 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6241 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6242 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6243 case EL_DYNABOMB_INCREASE_NUMBER:
6244 case EL_DYNABOMB_INCREASE_SIZE:
6245 case EL_DYNABOMB_INCREASE_POWER:
6246 explosion_type = EX_TYPE_DYNA;
6249 case EL_DC_LANDMINE:
6250 explosion_type = EX_TYPE_CENTER;
6255 case EL_LAMP_ACTIVE:
6256 case EL_AMOEBA_TO_DIAMOND:
6257 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6258 explosion_type = EX_TYPE_CENTER;
6262 if (element_info[element].explosion_type == EXPLODES_CROSS)
6263 explosion_type = EX_TYPE_CROSS;
6264 else if (element_info[element].explosion_type == EXPLODES_1X1)
6265 explosion_type = EX_TYPE_CENTER;
6269 if (explosion_type == EX_TYPE_DYNA)
6272 Explode(x, y, EX_PHASE_START, explosion_type);
6274 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6277 static void SplashAcid(int x, int y)
6279 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6280 (!IN_LEV_FIELD(x - 1, y - 2) ||
6281 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6282 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6284 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6285 (!IN_LEV_FIELD(x + 1, y - 2) ||
6286 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6287 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6289 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6292 static void InitBeltMovement(void)
6294 static int belt_base_element[4] =
6296 EL_CONVEYOR_BELT_1_LEFT,
6297 EL_CONVEYOR_BELT_2_LEFT,
6298 EL_CONVEYOR_BELT_3_LEFT,
6299 EL_CONVEYOR_BELT_4_LEFT
6301 static int belt_base_active_element[4] =
6303 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6304 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6305 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6306 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6311 // set frame order for belt animation graphic according to belt direction
6312 for (i = 0; i < NUM_BELTS; i++)
6316 for (j = 0; j < NUM_BELT_PARTS; j++)
6318 int element = belt_base_active_element[belt_nr] + j;
6319 int graphic_1 = el2img(element);
6320 int graphic_2 = el2panelimg(element);
6322 if (game.belt_dir[i] == MV_LEFT)
6324 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6325 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6329 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6330 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6335 SCAN_PLAYFIELD(x, y)
6337 int element = Tile[x][y];
6339 for (i = 0; i < NUM_BELTS; i++)
6341 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6343 int e_belt_nr = getBeltNrFromBeltElement(element);
6346 if (e_belt_nr == belt_nr)
6348 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6350 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6357 static void ToggleBeltSwitch(int x, int y)
6359 static int belt_base_element[4] =
6361 EL_CONVEYOR_BELT_1_LEFT,
6362 EL_CONVEYOR_BELT_2_LEFT,
6363 EL_CONVEYOR_BELT_3_LEFT,
6364 EL_CONVEYOR_BELT_4_LEFT
6366 static int belt_base_active_element[4] =
6368 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6369 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6370 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6371 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6373 static int belt_base_switch_element[4] =
6375 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6376 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6377 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6378 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6380 static int belt_move_dir[4] =
6388 int element = Tile[x][y];
6389 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6390 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6391 int belt_dir = belt_move_dir[belt_dir_nr];
6394 if (!IS_BELT_SWITCH(element))
6397 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6398 game.belt_dir[belt_nr] = belt_dir;
6400 if (belt_dir_nr == 3)
6403 // set frame order for belt animation graphic according to belt direction
6404 for (i = 0; i < NUM_BELT_PARTS; i++)
6406 int element = belt_base_active_element[belt_nr] + i;
6407 int graphic_1 = el2img(element);
6408 int graphic_2 = el2panelimg(element);
6410 if (belt_dir == MV_LEFT)
6412 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6413 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6417 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6418 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6422 SCAN_PLAYFIELD(xx, yy)
6424 int element = Tile[xx][yy];
6426 if (IS_BELT_SWITCH(element))
6428 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6430 if (e_belt_nr == belt_nr)
6432 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6433 TEST_DrawLevelField(xx, yy);
6436 else if (IS_BELT(element) && belt_dir != MV_NONE)
6438 int e_belt_nr = getBeltNrFromBeltElement(element);
6440 if (e_belt_nr == belt_nr)
6442 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6444 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6445 TEST_DrawLevelField(xx, yy);
6448 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6450 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6452 if (e_belt_nr == belt_nr)
6454 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6456 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6457 TEST_DrawLevelField(xx, yy);
6463 static void ToggleSwitchgateSwitch(void)
6467 game.switchgate_pos = !game.switchgate_pos;
6469 SCAN_PLAYFIELD(xx, yy)
6471 int element = Tile[xx][yy];
6473 if (element == EL_SWITCHGATE_SWITCH_UP)
6475 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6476 TEST_DrawLevelField(xx, yy);
6478 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6480 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6481 TEST_DrawLevelField(xx, yy);
6483 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6485 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6486 TEST_DrawLevelField(xx, yy);
6488 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6490 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6491 TEST_DrawLevelField(xx, yy);
6493 else if (element == EL_SWITCHGATE_OPEN ||
6494 element == EL_SWITCHGATE_OPENING)
6496 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6498 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6500 else if (element == EL_SWITCHGATE_CLOSED ||
6501 element == EL_SWITCHGATE_CLOSING)
6503 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6505 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6510 static int getInvisibleActiveFromInvisibleElement(int element)
6512 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6513 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6514 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6518 static int getInvisibleFromInvisibleActiveElement(int element)
6520 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6521 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6522 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6526 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6530 SCAN_PLAYFIELD(x, y)
6532 int element = Tile[x][y];
6534 if (element == EL_LIGHT_SWITCH &&
6535 game.light_time_left > 0)
6537 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6538 TEST_DrawLevelField(x, y);
6540 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6541 game.light_time_left == 0)
6543 Tile[x][y] = EL_LIGHT_SWITCH;
6544 TEST_DrawLevelField(x, y);
6546 else if (element == EL_EMC_DRIPPER &&
6547 game.light_time_left > 0)
6549 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6550 TEST_DrawLevelField(x, y);
6552 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6553 game.light_time_left == 0)
6555 Tile[x][y] = EL_EMC_DRIPPER;
6556 TEST_DrawLevelField(x, y);
6558 else if (element == EL_INVISIBLE_STEELWALL ||
6559 element == EL_INVISIBLE_WALL ||
6560 element == EL_INVISIBLE_SAND)
6562 if (game.light_time_left > 0)
6563 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6565 TEST_DrawLevelField(x, y);
6567 // uncrumble neighbour fields, if needed
6568 if (element == EL_INVISIBLE_SAND)
6569 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6571 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6572 element == EL_INVISIBLE_WALL_ACTIVE ||
6573 element == EL_INVISIBLE_SAND_ACTIVE)
6575 if (game.light_time_left == 0)
6576 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6578 TEST_DrawLevelField(x, y);
6580 // re-crumble neighbour fields, if needed
6581 if (element == EL_INVISIBLE_SAND)
6582 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6587 static void RedrawAllInvisibleElementsForLenses(void)
6591 SCAN_PLAYFIELD(x, y)
6593 int element = Tile[x][y];
6595 if (element == EL_EMC_DRIPPER &&
6596 game.lenses_time_left > 0)
6598 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6599 TEST_DrawLevelField(x, y);
6601 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6602 game.lenses_time_left == 0)
6604 Tile[x][y] = EL_EMC_DRIPPER;
6605 TEST_DrawLevelField(x, y);
6607 else if (element == EL_INVISIBLE_STEELWALL ||
6608 element == EL_INVISIBLE_WALL ||
6609 element == EL_INVISIBLE_SAND)
6611 if (game.lenses_time_left > 0)
6612 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6614 TEST_DrawLevelField(x, y);
6616 // uncrumble neighbour fields, if needed
6617 if (element == EL_INVISIBLE_SAND)
6618 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6620 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6621 element == EL_INVISIBLE_WALL_ACTIVE ||
6622 element == EL_INVISIBLE_SAND_ACTIVE)
6624 if (game.lenses_time_left == 0)
6625 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6627 TEST_DrawLevelField(x, y);
6629 // re-crumble neighbour fields, if needed
6630 if (element == EL_INVISIBLE_SAND)
6631 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6636 static void RedrawAllInvisibleElementsForMagnifier(void)
6640 SCAN_PLAYFIELD(x, y)
6642 int element = Tile[x][y];
6644 if (element == EL_EMC_FAKE_GRASS &&
6645 game.magnify_time_left > 0)
6647 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6648 TEST_DrawLevelField(x, y);
6650 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6651 game.magnify_time_left == 0)
6653 Tile[x][y] = EL_EMC_FAKE_GRASS;
6654 TEST_DrawLevelField(x, y);
6656 else if (IS_GATE_GRAY(element) &&
6657 game.magnify_time_left > 0)
6659 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6660 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6661 IS_EM_GATE_GRAY(element) ?
6662 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6663 IS_EMC_GATE_GRAY(element) ?
6664 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6665 IS_DC_GATE_GRAY(element) ?
6666 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6668 TEST_DrawLevelField(x, y);
6670 else if (IS_GATE_GRAY_ACTIVE(element) &&
6671 game.magnify_time_left == 0)
6673 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6674 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6675 IS_EM_GATE_GRAY_ACTIVE(element) ?
6676 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6677 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6678 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6679 IS_DC_GATE_GRAY_ACTIVE(element) ?
6680 EL_DC_GATE_WHITE_GRAY :
6682 TEST_DrawLevelField(x, y);
6687 static void ToggleLightSwitch(int x, int y)
6689 int element = Tile[x][y];
6691 game.light_time_left =
6692 (element == EL_LIGHT_SWITCH ?
6693 level.time_light * FRAMES_PER_SECOND : 0);
6695 RedrawAllLightSwitchesAndInvisibleElements();
6698 static void ActivateTimegateSwitch(int x, int y)
6702 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6704 SCAN_PLAYFIELD(xx, yy)
6706 int element = Tile[xx][yy];
6708 if (element == EL_TIMEGATE_CLOSED ||
6709 element == EL_TIMEGATE_CLOSING)
6711 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6712 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6716 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6718 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6719 TEST_DrawLevelField(xx, yy);
6725 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6726 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6729 static void Impact(int x, int y)
6731 boolean last_line = (y == lev_fieldy - 1);
6732 boolean object_hit = FALSE;
6733 boolean impact = (last_line || object_hit);
6734 int element = Tile[x][y];
6735 int smashed = EL_STEELWALL;
6737 if (!last_line) // check if element below was hit
6739 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6742 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6743 MovDir[x][y + 1] != MV_DOWN ||
6744 MovPos[x][y + 1] <= TILEY / 2));
6746 // do not smash moving elements that left the smashed field in time
6747 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6748 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6751 #if USE_QUICKSAND_IMPACT_BUGFIX
6752 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6754 RemoveMovingField(x, y + 1);
6755 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6756 Tile[x][y + 2] = EL_ROCK;
6757 TEST_DrawLevelField(x, y + 2);
6762 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6764 RemoveMovingField(x, y + 1);
6765 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6766 Tile[x][y + 2] = EL_ROCK;
6767 TEST_DrawLevelField(x, y + 2);
6774 smashed = MovingOrBlocked2Element(x, y + 1);
6776 impact = (last_line || object_hit);
6779 if (!last_line && smashed == EL_ACID) // element falls into acid
6781 SplashAcid(x, y + 1);
6785 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6786 // only reset graphic animation if graphic really changes after impact
6788 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6790 ResetGfxAnimation(x, y);
6791 TEST_DrawLevelField(x, y);
6794 if (impact && CAN_EXPLODE_IMPACT(element))
6799 else if (impact && element == EL_PEARL &&
6800 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6802 ResetGfxAnimation(x, y);
6804 Tile[x][y] = EL_PEARL_BREAKING;
6805 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6808 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6810 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6815 if (impact && element == EL_AMOEBA_DROP)
6817 if (object_hit && IS_PLAYER(x, y + 1))
6818 KillPlayerUnlessEnemyProtected(x, y + 1);
6819 else if (object_hit && smashed == EL_PENGUIN)
6823 Tile[x][y] = EL_AMOEBA_GROWING;
6824 Store[x][y] = EL_AMOEBA_WET;
6826 ResetRandomAnimationValue(x, y);
6831 if (object_hit) // check which object was hit
6833 if ((CAN_PASS_MAGIC_WALL(element) &&
6834 (smashed == EL_MAGIC_WALL ||
6835 smashed == EL_BD_MAGIC_WALL)) ||
6836 (CAN_PASS_DC_MAGIC_WALL(element) &&
6837 smashed == EL_DC_MAGIC_WALL))
6840 int activated_magic_wall =
6841 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6842 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6843 EL_DC_MAGIC_WALL_ACTIVE);
6845 // activate magic wall / mill
6846 SCAN_PLAYFIELD(xx, yy)
6848 if (Tile[xx][yy] == smashed)
6849 Tile[xx][yy] = activated_magic_wall;
6852 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6853 game.magic_wall_active = TRUE;
6855 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6856 SND_MAGIC_WALL_ACTIVATING :
6857 smashed == EL_BD_MAGIC_WALL ?
6858 SND_BD_MAGIC_WALL_ACTIVATING :
6859 SND_DC_MAGIC_WALL_ACTIVATING));
6862 if (IS_PLAYER(x, y + 1))
6864 if (CAN_SMASH_PLAYER(element))
6866 KillPlayerUnlessEnemyProtected(x, y + 1);
6870 else if (smashed == EL_PENGUIN)
6872 if (CAN_SMASH_PLAYER(element))
6878 else if (element == EL_BD_DIAMOND)
6880 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6886 else if (((element == EL_SP_INFOTRON ||
6887 element == EL_SP_ZONK) &&
6888 (smashed == EL_SP_SNIKSNAK ||
6889 smashed == EL_SP_ELECTRON ||
6890 smashed == EL_SP_DISK_ORANGE)) ||
6891 (element == EL_SP_INFOTRON &&
6892 smashed == EL_SP_DISK_YELLOW))
6897 else if (CAN_SMASH_EVERYTHING(element))
6899 if (IS_CLASSIC_ENEMY(smashed) ||
6900 CAN_EXPLODE_SMASHED(smashed))
6905 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6907 if (smashed == EL_LAMP ||
6908 smashed == EL_LAMP_ACTIVE)
6913 else if (smashed == EL_NUT)
6915 Tile[x][y + 1] = EL_NUT_BREAKING;
6916 PlayLevelSound(x, y, SND_NUT_BREAKING);
6917 RaiseScoreElement(EL_NUT);
6920 else if (smashed == EL_PEARL)
6922 ResetGfxAnimation(x, y);
6924 Tile[x][y + 1] = EL_PEARL_BREAKING;
6925 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6928 else if (smashed == EL_DIAMOND)
6930 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6931 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6934 else if (IS_BELT_SWITCH(smashed))
6936 ToggleBeltSwitch(x, y + 1);
6938 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6939 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6940 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6941 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6943 ToggleSwitchgateSwitch();
6945 else if (smashed == EL_LIGHT_SWITCH ||
6946 smashed == EL_LIGHT_SWITCH_ACTIVE)
6948 ToggleLightSwitch(x, y + 1);
6952 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6954 CheckElementChangeBySide(x, y + 1, smashed, element,
6955 CE_SWITCHED, CH_SIDE_TOP);
6956 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6962 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6967 // play sound of magic wall / mill
6969 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6970 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6971 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6973 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6974 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6975 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6976 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6977 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6978 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6983 // play sound of object that hits the ground
6984 if (last_line || object_hit)
6985 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6988 static void TurnRoundExt(int x, int y)
7000 { 0, 0 }, { 0, 0 }, { 0, 0 },
7005 int left, right, back;
7009 { MV_DOWN, MV_UP, MV_RIGHT },
7010 { MV_UP, MV_DOWN, MV_LEFT },
7012 { MV_LEFT, MV_RIGHT, MV_DOWN },
7016 { MV_RIGHT, MV_LEFT, MV_UP }
7019 int element = Tile[x][y];
7020 int move_pattern = element_info[element].move_pattern;
7022 int old_move_dir = MovDir[x][y];
7023 int left_dir = turn[old_move_dir].left;
7024 int right_dir = turn[old_move_dir].right;
7025 int back_dir = turn[old_move_dir].back;
7027 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7028 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7029 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7030 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7032 int left_x = x + left_dx, left_y = y + left_dy;
7033 int right_x = x + right_dx, right_y = y + right_dy;
7034 int move_x = x + move_dx, move_y = y + move_dy;
7038 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7040 TestIfBadThingTouchesOtherBadThing(x, y);
7042 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7043 MovDir[x][y] = right_dir;
7044 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7045 MovDir[x][y] = left_dir;
7047 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7049 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7052 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7054 TestIfBadThingTouchesOtherBadThing(x, y);
7056 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7057 MovDir[x][y] = left_dir;
7058 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7059 MovDir[x][y] = right_dir;
7061 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7063 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7066 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7068 TestIfBadThingTouchesOtherBadThing(x, y);
7070 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7071 MovDir[x][y] = left_dir;
7072 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7073 MovDir[x][y] = right_dir;
7075 if (MovDir[x][y] != old_move_dir)
7078 else if (element == EL_YAMYAM)
7080 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7081 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7083 if (can_turn_left && can_turn_right)
7084 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7085 else if (can_turn_left)
7086 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7087 else if (can_turn_right)
7088 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7090 MovDir[x][y] = back_dir;
7092 MovDelay[x][y] = 16 + 16 * RND(3);
7094 else if (element == EL_DARK_YAMYAM)
7096 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7098 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7101 if (can_turn_left && can_turn_right)
7102 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7103 else if (can_turn_left)
7104 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7105 else if (can_turn_right)
7106 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7108 MovDir[x][y] = back_dir;
7110 MovDelay[x][y] = 16 + 16 * RND(3);
7112 else if (element == EL_PACMAN)
7114 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7115 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7117 if (can_turn_left && can_turn_right)
7118 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7119 else if (can_turn_left)
7120 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7121 else if (can_turn_right)
7122 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7124 MovDir[x][y] = back_dir;
7126 MovDelay[x][y] = 6 + RND(40);
7128 else if (element == EL_PIG)
7130 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7131 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7132 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7133 boolean should_turn_left, should_turn_right, should_move_on;
7135 int rnd = RND(rnd_value);
7137 should_turn_left = (can_turn_left &&
7139 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7140 y + back_dy + left_dy)));
7141 should_turn_right = (can_turn_right &&
7143 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7144 y + back_dy + right_dy)));
7145 should_move_on = (can_move_on &&
7148 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7149 y + move_dy + left_dy) ||
7150 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7151 y + move_dy + right_dy)));
7153 if (should_turn_left || should_turn_right || should_move_on)
7155 if (should_turn_left && should_turn_right && should_move_on)
7156 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7157 rnd < 2 * rnd_value / 3 ? right_dir :
7159 else if (should_turn_left && should_turn_right)
7160 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7161 else if (should_turn_left && should_move_on)
7162 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7163 else if (should_turn_right && should_move_on)
7164 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7165 else if (should_turn_left)
7166 MovDir[x][y] = left_dir;
7167 else if (should_turn_right)
7168 MovDir[x][y] = right_dir;
7169 else if (should_move_on)
7170 MovDir[x][y] = old_move_dir;
7172 else if (can_move_on && rnd > rnd_value / 8)
7173 MovDir[x][y] = old_move_dir;
7174 else if (can_turn_left && can_turn_right)
7175 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7176 else if (can_turn_left && rnd > rnd_value / 8)
7177 MovDir[x][y] = left_dir;
7178 else if (can_turn_right && rnd > rnd_value/8)
7179 MovDir[x][y] = right_dir;
7181 MovDir[x][y] = back_dir;
7183 xx = x + move_xy[MovDir[x][y]].dx;
7184 yy = y + move_xy[MovDir[x][y]].dy;
7186 if (!IN_LEV_FIELD(xx, yy) ||
7187 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7188 MovDir[x][y] = old_move_dir;
7192 else if (element == EL_DRAGON)
7194 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7195 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7196 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7198 int rnd = RND(rnd_value);
7200 if (can_move_on && rnd > rnd_value / 8)
7201 MovDir[x][y] = old_move_dir;
7202 else if (can_turn_left && can_turn_right)
7203 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7204 else if (can_turn_left && rnd > rnd_value / 8)
7205 MovDir[x][y] = left_dir;
7206 else if (can_turn_right && rnd > rnd_value / 8)
7207 MovDir[x][y] = right_dir;
7209 MovDir[x][y] = back_dir;
7211 xx = x + move_xy[MovDir[x][y]].dx;
7212 yy = y + move_xy[MovDir[x][y]].dy;
7214 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7215 MovDir[x][y] = old_move_dir;
7219 else if (element == EL_MOLE)
7221 boolean can_move_on =
7222 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7223 IS_AMOEBOID(Tile[move_x][move_y]) ||
7224 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7227 boolean can_turn_left =
7228 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7229 IS_AMOEBOID(Tile[left_x][left_y])));
7231 boolean can_turn_right =
7232 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7233 IS_AMOEBOID(Tile[right_x][right_y])));
7235 if (can_turn_left && can_turn_right)
7236 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7237 else if (can_turn_left)
7238 MovDir[x][y] = left_dir;
7240 MovDir[x][y] = right_dir;
7243 if (MovDir[x][y] != old_move_dir)
7246 else if (element == EL_BALLOON)
7248 MovDir[x][y] = game.wind_direction;
7251 else if (element == EL_SPRING)
7253 if (MovDir[x][y] & MV_HORIZONTAL)
7255 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7256 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7258 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7259 ResetGfxAnimation(move_x, move_y);
7260 TEST_DrawLevelField(move_x, move_y);
7262 MovDir[x][y] = back_dir;
7264 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7265 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7266 MovDir[x][y] = MV_NONE;
7271 else if (element == EL_ROBOT ||
7272 element == EL_SATELLITE ||
7273 element == EL_PENGUIN ||
7274 element == EL_EMC_ANDROID)
7276 int attr_x = -1, attr_y = -1;
7278 if (game.all_players_gone)
7280 attr_x = game.exit_x;
7281 attr_y = game.exit_y;
7287 for (i = 0; i < MAX_PLAYERS; i++)
7289 struct PlayerInfo *player = &stored_player[i];
7290 int jx = player->jx, jy = player->jy;
7292 if (!player->active)
7296 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7304 if (element == EL_ROBOT &&
7305 game.robot_wheel_x >= 0 &&
7306 game.robot_wheel_y >= 0 &&
7307 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7308 game.engine_version < VERSION_IDENT(3,1,0,0)))
7310 attr_x = game.robot_wheel_x;
7311 attr_y = game.robot_wheel_y;
7314 if (element == EL_PENGUIN)
7317 struct XY *xy = xy_topdown;
7319 for (i = 0; i < NUM_DIRECTIONS; i++)
7321 int ex = x + xy[i].x;
7322 int ey = y + xy[i].y;
7324 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7325 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7326 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7327 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7336 MovDir[x][y] = MV_NONE;
7338 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7339 else if (attr_x > x)
7340 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7342 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7343 else if (attr_y > y)
7344 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7346 if (element == EL_ROBOT)
7350 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7351 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7352 Moving2Blocked(x, y, &newx, &newy);
7354 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7355 MovDelay[x][y] = 8 + 8 * !RND(3);
7357 MovDelay[x][y] = 16;
7359 else if (element == EL_PENGUIN)
7365 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7367 boolean first_horiz = RND(2);
7368 int new_move_dir = MovDir[x][y];
7371 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7372 Moving2Blocked(x, y, &newx, &newy);
7374 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7378 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7379 Moving2Blocked(x, y, &newx, &newy);
7381 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7384 MovDir[x][y] = old_move_dir;
7388 else if (element == EL_SATELLITE)
7394 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7396 boolean first_horiz = RND(2);
7397 int new_move_dir = MovDir[x][y];
7400 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7401 Moving2Blocked(x, y, &newx, &newy);
7403 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7407 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7408 Moving2Blocked(x, y, &newx, &newy);
7410 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7413 MovDir[x][y] = old_move_dir;
7417 else if (element == EL_EMC_ANDROID)
7419 static int check_pos[16] =
7421 -1, // 0 => (invalid)
7424 -1, // 3 => (invalid)
7426 0, // 5 => MV_LEFT | MV_UP
7427 2, // 6 => MV_RIGHT | MV_UP
7428 -1, // 7 => (invalid)
7430 6, // 9 => MV_LEFT | MV_DOWN
7431 4, // 10 => MV_RIGHT | MV_DOWN
7432 -1, // 11 => (invalid)
7433 -1, // 12 => (invalid)
7434 -1, // 13 => (invalid)
7435 -1, // 14 => (invalid)
7436 -1, // 15 => (invalid)
7444 { -1, -1, MV_LEFT | MV_UP },
7446 { +1, -1, MV_RIGHT | MV_UP },
7447 { +1, 0, MV_RIGHT },
7448 { +1, +1, MV_RIGHT | MV_DOWN },
7450 { -1, +1, MV_LEFT | MV_DOWN },
7453 int start_pos, check_order;
7454 boolean can_clone = FALSE;
7457 // check if there is any free field around current position
7458 for (i = 0; i < 8; i++)
7460 int newx = x + check_xy[i].dx;
7461 int newy = y + check_xy[i].dy;
7463 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7471 if (can_clone) // randomly find an element to clone
7475 start_pos = check_pos[RND(8)];
7476 check_order = (RND(2) ? -1 : +1);
7478 for (i = 0; i < 8; i++)
7480 int pos_raw = start_pos + i * check_order;
7481 int pos = (pos_raw + 8) % 8;
7482 int newx = x + check_xy[pos].dx;
7483 int newy = y + check_xy[pos].dy;
7485 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7487 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7488 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7490 Store[x][y] = Tile[newx][newy];
7499 if (can_clone) // randomly find a direction to move
7503 start_pos = check_pos[RND(8)];
7504 check_order = (RND(2) ? -1 : +1);
7506 for (i = 0; i < 8; i++)
7508 int pos_raw = start_pos + i * check_order;
7509 int pos = (pos_raw + 8) % 8;
7510 int newx = x + check_xy[pos].dx;
7511 int newy = y + check_xy[pos].dy;
7512 int new_move_dir = check_xy[pos].dir;
7514 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7516 MovDir[x][y] = new_move_dir;
7517 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7526 if (can_clone) // cloning and moving successful
7529 // cannot clone -- try to move towards player
7531 start_pos = check_pos[MovDir[x][y] & 0x0f];
7532 check_order = (RND(2) ? -1 : +1);
7534 for (i = 0; i < 3; i++)
7536 // first check start_pos, then previous/next or (next/previous) pos
7537 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7538 int pos = (pos_raw + 8) % 8;
7539 int newx = x + check_xy[pos].dx;
7540 int newy = y + check_xy[pos].dy;
7541 int new_move_dir = check_xy[pos].dir;
7543 if (IS_PLAYER(newx, newy))
7546 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7548 MovDir[x][y] = new_move_dir;
7549 MovDelay[x][y] = level.android_move_time * 8 + 1;
7556 else if (move_pattern == MV_TURNING_LEFT ||
7557 move_pattern == MV_TURNING_RIGHT ||
7558 move_pattern == MV_TURNING_LEFT_RIGHT ||
7559 move_pattern == MV_TURNING_RIGHT_LEFT ||
7560 move_pattern == MV_TURNING_RANDOM ||
7561 move_pattern == MV_ALL_DIRECTIONS)
7563 boolean can_turn_left =
7564 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7565 boolean can_turn_right =
7566 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y);
7568 if (element_info[element].move_stepsize == 0) // "not moving"
7571 if (move_pattern == MV_TURNING_LEFT)
7572 MovDir[x][y] = left_dir;
7573 else if (move_pattern == MV_TURNING_RIGHT)
7574 MovDir[x][y] = right_dir;
7575 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7576 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7577 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7578 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7579 else if (move_pattern == MV_TURNING_RANDOM)
7580 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7581 can_turn_right && !can_turn_left ? right_dir :
7582 RND(2) ? left_dir : right_dir);
7583 else if (can_turn_left && can_turn_right)
7584 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7585 else if (can_turn_left)
7586 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7587 else if (can_turn_right)
7588 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7590 MovDir[x][y] = back_dir;
7592 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7594 else if (move_pattern == MV_HORIZONTAL ||
7595 move_pattern == MV_VERTICAL)
7597 if (move_pattern & old_move_dir)
7598 MovDir[x][y] = back_dir;
7599 else if (move_pattern == MV_HORIZONTAL)
7600 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7601 else if (move_pattern == MV_VERTICAL)
7602 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7604 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7606 else if (move_pattern & MV_ANY_DIRECTION)
7608 MovDir[x][y] = move_pattern;
7609 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7611 else if (move_pattern & MV_WIND_DIRECTION)
7613 MovDir[x][y] = game.wind_direction;
7614 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7616 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7618 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7619 MovDir[x][y] = left_dir;
7620 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7621 MovDir[x][y] = right_dir;
7623 if (MovDir[x][y] != old_move_dir)
7624 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7626 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7628 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7629 MovDir[x][y] = right_dir;
7630 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7631 MovDir[x][y] = left_dir;
7633 if (MovDir[x][y] != old_move_dir)
7634 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7636 else if (move_pattern == MV_TOWARDS_PLAYER ||
7637 move_pattern == MV_AWAY_FROM_PLAYER)
7639 int attr_x = -1, attr_y = -1;
7641 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7643 if (game.all_players_gone)
7645 attr_x = game.exit_x;
7646 attr_y = game.exit_y;
7652 for (i = 0; i < MAX_PLAYERS; i++)
7654 struct PlayerInfo *player = &stored_player[i];
7655 int jx = player->jx, jy = player->jy;
7657 if (!player->active)
7661 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7669 MovDir[x][y] = MV_NONE;
7671 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7672 else if (attr_x > x)
7673 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7675 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7676 else if (attr_y > y)
7677 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7679 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7681 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7683 boolean first_horiz = RND(2);
7684 int new_move_dir = MovDir[x][y];
7686 if (element_info[element].move_stepsize == 0) // "not moving"
7688 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7689 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7695 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7696 Moving2Blocked(x, y, &newx, &newy);
7698 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7702 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7703 Moving2Blocked(x, y, &newx, &newy);
7705 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7708 MovDir[x][y] = old_move_dir;
7711 else if (move_pattern == MV_WHEN_PUSHED ||
7712 move_pattern == MV_WHEN_DROPPED)
7714 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7715 MovDir[x][y] = MV_NONE;
7719 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7721 struct XY *test_xy = xy_topdown;
7722 static int test_dir[4] =
7729 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7730 int move_preference = -1000000; // start with very low preference
7731 int new_move_dir = MV_NONE;
7732 int start_test = RND(4);
7735 for (i = 0; i < NUM_DIRECTIONS; i++)
7737 int j = (start_test + i) % 4;
7738 int move_dir = test_dir[j];
7739 int move_dir_preference;
7741 xx = x + test_xy[j].x;
7742 yy = y + test_xy[j].y;
7744 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7745 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7747 new_move_dir = move_dir;
7752 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7755 move_dir_preference = -1 * RunnerVisit[xx][yy];
7756 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7757 move_dir_preference = PlayerVisit[xx][yy];
7759 if (move_dir_preference > move_preference)
7761 // prefer field that has not been visited for the longest time
7762 move_preference = move_dir_preference;
7763 new_move_dir = move_dir;
7765 else if (move_dir_preference == move_preference &&
7766 move_dir == old_move_dir)
7768 // prefer last direction when all directions are preferred equally
7769 move_preference = move_dir_preference;
7770 new_move_dir = move_dir;
7774 MovDir[x][y] = new_move_dir;
7775 if (old_move_dir != new_move_dir)
7776 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7780 static void TurnRound(int x, int y)
7782 int direction = MovDir[x][y];
7786 GfxDir[x][y] = MovDir[x][y];
7788 if (direction != MovDir[x][y])
7792 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7794 ResetGfxFrame(x, y);
7797 static boolean JustBeingPushed(int x, int y)
7801 for (i = 0; i < MAX_PLAYERS; i++)
7803 struct PlayerInfo *player = &stored_player[i];
7805 if (player->active && player->is_pushing && player->MovPos)
7807 int next_jx = player->jx + (player->jx - player->last_jx);
7808 int next_jy = player->jy + (player->jy - player->last_jy);
7810 if (x == next_jx && y == next_jy)
7818 static void StartMoving(int x, int y)
7820 boolean started_moving = FALSE; // some elements can fall _and_ move
7821 int element = Tile[x][y];
7826 if (MovDelay[x][y] == 0)
7827 GfxAction[x][y] = ACTION_DEFAULT;
7829 if (CAN_FALL(element) && y < lev_fieldy - 1)
7831 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7832 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7833 if (JustBeingPushed(x, y))
7836 if (element == EL_QUICKSAND_FULL)
7838 if (IS_FREE(x, y + 1))
7840 InitMovingField(x, y, MV_DOWN);
7841 started_moving = TRUE;
7843 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7844 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7845 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7846 Store[x][y] = EL_ROCK;
7848 Store[x][y] = EL_ROCK;
7851 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7853 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7855 if (!MovDelay[x][y])
7857 MovDelay[x][y] = TILEY + 1;
7859 ResetGfxAnimation(x, y);
7860 ResetGfxAnimation(x, y + 1);
7865 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7866 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7873 Tile[x][y] = EL_QUICKSAND_EMPTY;
7874 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7875 Store[x][y + 1] = Store[x][y];
7878 PlayLevelSoundAction(x, y, ACTION_FILLING);
7880 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7882 if (!MovDelay[x][y])
7884 MovDelay[x][y] = TILEY + 1;
7886 ResetGfxAnimation(x, y);
7887 ResetGfxAnimation(x, y + 1);
7892 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7893 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7900 Tile[x][y] = EL_QUICKSAND_EMPTY;
7901 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7902 Store[x][y + 1] = Store[x][y];
7905 PlayLevelSoundAction(x, y, ACTION_FILLING);
7908 else if (element == EL_QUICKSAND_FAST_FULL)
7910 if (IS_FREE(x, y + 1))
7912 InitMovingField(x, y, MV_DOWN);
7913 started_moving = TRUE;
7915 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7916 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7917 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7918 Store[x][y] = EL_ROCK;
7920 Store[x][y] = EL_ROCK;
7923 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7925 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7927 if (!MovDelay[x][y])
7929 MovDelay[x][y] = TILEY + 1;
7931 ResetGfxAnimation(x, y);
7932 ResetGfxAnimation(x, y + 1);
7937 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7938 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7945 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7946 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7947 Store[x][y + 1] = Store[x][y];
7950 PlayLevelSoundAction(x, y, ACTION_FILLING);
7952 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7954 if (!MovDelay[x][y])
7956 MovDelay[x][y] = TILEY + 1;
7958 ResetGfxAnimation(x, y);
7959 ResetGfxAnimation(x, y + 1);
7964 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7965 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7972 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7973 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7974 Store[x][y + 1] = Store[x][y];
7977 PlayLevelSoundAction(x, y, ACTION_FILLING);
7980 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7981 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7983 InitMovingField(x, y, MV_DOWN);
7984 started_moving = TRUE;
7986 Tile[x][y] = EL_QUICKSAND_FILLING;
7987 Store[x][y] = element;
7989 PlayLevelSoundAction(x, y, ACTION_FILLING);
7991 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7992 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7994 InitMovingField(x, y, MV_DOWN);
7995 started_moving = TRUE;
7997 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7998 Store[x][y] = element;
8000 PlayLevelSoundAction(x, y, ACTION_FILLING);
8002 else if (element == EL_MAGIC_WALL_FULL)
8004 if (IS_FREE(x, y + 1))
8006 InitMovingField(x, y, MV_DOWN);
8007 started_moving = TRUE;
8009 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
8010 Store[x][y] = EL_CHANGED(Store[x][y]);
8012 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8014 if (!MovDelay[x][y])
8015 MovDelay[x][y] = TILEY / 4 + 1;
8024 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
8025 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
8026 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8030 else if (element == EL_BD_MAGIC_WALL_FULL)
8032 if (IS_FREE(x, y + 1))
8034 InitMovingField(x, y, MV_DOWN);
8035 started_moving = TRUE;
8037 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8038 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8040 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8042 if (!MovDelay[x][y])
8043 MovDelay[x][y] = TILEY / 4 + 1;
8052 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8053 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8054 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8058 else if (element == EL_DC_MAGIC_WALL_FULL)
8060 if (IS_FREE(x, y + 1))
8062 InitMovingField(x, y, MV_DOWN);
8063 started_moving = TRUE;
8065 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8066 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8068 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8070 if (!MovDelay[x][y])
8071 MovDelay[x][y] = TILEY / 4 + 1;
8080 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8081 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8082 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8086 else if ((CAN_PASS_MAGIC_WALL(element) &&
8087 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8088 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8089 (CAN_PASS_DC_MAGIC_WALL(element) &&
8090 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8093 InitMovingField(x, y, MV_DOWN);
8094 started_moving = TRUE;
8097 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8098 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8099 EL_DC_MAGIC_WALL_FILLING);
8100 Store[x][y] = element;
8102 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8104 SplashAcid(x, y + 1);
8106 InitMovingField(x, y, MV_DOWN);
8107 started_moving = TRUE;
8109 Store[x][y] = EL_ACID;
8112 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8113 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8114 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8115 CAN_FALL(element) && WasJustFalling[x][y] &&
8116 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8118 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8119 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8120 (Tile[x][y + 1] == EL_BLOCKED)))
8122 /* this is needed for a special case not covered by calling "Impact()"
8123 from "ContinueMoving()": if an element moves to a tile directly below
8124 another element which was just falling on that tile (which was empty
8125 in the previous frame), the falling element above would just stop
8126 instead of smashing the element below (in previous version, the above
8127 element was just checked for "moving" instead of "falling", resulting
8128 in incorrect smashes caused by horizontal movement of the above
8129 element; also, the case of the player being the element to smash was
8130 simply not covered here... :-/ ) */
8132 CheckCollision[x][y] = 0;
8133 CheckImpact[x][y] = 0;
8137 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8139 if (MovDir[x][y] == MV_NONE)
8141 InitMovingField(x, y, MV_DOWN);
8142 started_moving = TRUE;
8145 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8147 if (WasJustFalling[x][y]) // prevent animation from being restarted
8148 MovDir[x][y] = MV_DOWN;
8150 InitMovingField(x, y, MV_DOWN);
8151 started_moving = TRUE;
8153 else if (element == EL_AMOEBA_DROP)
8155 Tile[x][y] = EL_AMOEBA_GROWING;
8156 Store[x][y] = EL_AMOEBA_WET;
8158 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8159 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8160 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8161 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8163 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8164 (IS_FREE(x - 1, y + 1) ||
8165 Tile[x - 1][y + 1] == EL_ACID));
8166 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8167 (IS_FREE(x + 1, y + 1) ||
8168 Tile[x + 1][y + 1] == EL_ACID));
8169 boolean can_fall_any = (can_fall_left || can_fall_right);
8170 boolean can_fall_both = (can_fall_left && can_fall_right);
8171 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8173 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8175 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8176 can_fall_right = FALSE;
8177 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8178 can_fall_left = FALSE;
8179 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8180 can_fall_right = FALSE;
8181 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8182 can_fall_left = FALSE;
8184 can_fall_any = (can_fall_left || can_fall_right);
8185 can_fall_both = FALSE;
8190 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8191 can_fall_right = FALSE; // slip down on left side
8193 can_fall_left = !(can_fall_right = RND(2));
8195 can_fall_both = FALSE;
8200 // if not determined otherwise, prefer left side for slipping down
8201 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8202 started_moving = TRUE;
8205 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8207 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8208 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8209 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8210 int belt_dir = game.belt_dir[belt_nr];
8212 if ((belt_dir == MV_LEFT && left_is_free) ||
8213 (belt_dir == MV_RIGHT && right_is_free))
8215 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8217 InitMovingField(x, y, belt_dir);
8218 started_moving = TRUE;
8220 Pushed[x][y] = TRUE;
8221 Pushed[nextx][y] = TRUE;
8223 GfxAction[x][y] = ACTION_DEFAULT;
8227 MovDir[x][y] = 0; // if element was moving, stop it
8232 // not "else if" because of elements that can fall and move (EL_SPRING)
8233 if (CAN_MOVE(element) && !started_moving)
8235 int move_pattern = element_info[element].move_pattern;
8238 Moving2Blocked(x, y, &newx, &newy);
8240 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8243 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8244 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8246 WasJustMoving[x][y] = 0;
8247 CheckCollision[x][y] = 0;
8249 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8251 if (Tile[x][y] != element) // element has changed
8255 if (!MovDelay[x][y]) // start new movement phase
8257 // all objects that can change their move direction after each step
8258 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8260 if (element != EL_YAMYAM &&
8261 element != EL_DARK_YAMYAM &&
8262 element != EL_PACMAN &&
8263 !(move_pattern & MV_ANY_DIRECTION) &&
8264 move_pattern != MV_TURNING_LEFT &&
8265 move_pattern != MV_TURNING_RIGHT &&
8266 move_pattern != MV_TURNING_LEFT_RIGHT &&
8267 move_pattern != MV_TURNING_RIGHT_LEFT &&
8268 move_pattern != MV_TURNING_RANDOM)
8272 if (MovDelay[x][y] && (element == EL_BUG ||
8273 element == EL_SPACESHIP ||
8274 element == EL_SP_SNIKSNAK ||
8275 element == EL_SP_ELECTRON ||
8276 element == EL_MOLE))
8277 TEST_DrawLevelField(x, y);
8281 if (MovDelay[x][y]) // wait some time before next movement
8285 if (element == EL_ROBOT ||
8286 element == EL_YAMYAM ||
8287 element == EL_DARK_YAMYAM)
8289 DrawLevelElementAnimationIfNeeded(x, y, element);
8290 PlayLevelSoundAction(x, y, ACTION_WAITING);
8292 else if (element == EL_SP_ELECTRON)
8293 DrawLevelElementAnimationIfNeeded(x, y, element);
8294 else if (element == EL_DRAGON)
8297 int dir = MovDir[x][y];
8298 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8299 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8300 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8301 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8302 dir == MV_UP ? IMG_FLAMES_1_UP :
8303 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8304 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8306 GfxAction[x][y] = ACTION_ATTACKING;
8308 if (IS_PLAYER(x, y))
8309 DrawPlayerField(x, y);
8311 TEST_DrawLevelField(x, y);
8313 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8315 for (i = 1; i <= 3; i++)
8317 int xx = x + i * dx;
8318 int yy = y + i * dy;
8319 int sx = SCREENX(xx);
8320 int sy = SCREENY(yy);
8321 int flame_graphic = graphic + (i - 1);
8323 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8328 int flamed = MovingOrBlocked2Element(xx, yy);
8330 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8333 RemoveMovingField(xx, yy);
8335 ChangeDelay[xx][yy] = 0;
8337 Tile[xx][yy] = EL_FLAMES;
8339 if (IN_SCR_FIELD(sx, sy))
8341 TEST_DrawLevelFieldCrumbled(xx, yy);
8342 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8347 if (Tile[xx][yy] == EL_FLAMES)
8348 Tile[xx][yy] = EL_EMPTY;
8349 TEST_DrawLevelField(xx, yy);
8354 if (MovDelay[x][y]) // element still has to wait some time
8356 PlayLevelSoundAction(x, y, ACTION_WAITING);
8362 // now make next step
8364 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8366 if (DONT_COLLIDE_WITH(element) &&
8367 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8368 !PLAYER_ENEMY_PROTECTED(newx, newy))
8370 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8375 else if (CAN_MOVE_INTO_ACID(element) &&
8376 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8377 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8378 (MovDir[x][y] == MV_DOWN ||
8379 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8381 SplashAcid(newx, newy);
8382 Store[x][y] = EL_ACID;
8384 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8386 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8387 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8388 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8389 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8392 TEST_DrawLevelField(x, y);
8394 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8395 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8396 DrawGraphicThruMask(SCREENX(newx), SCREENY(newy), el2img(element), 0);
8398 game.friends_still_needed--;
8399 if (!game.friends_still_needed &&
8401 game.all_players_gone)
8406 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8408 if (DigField(local_player, x, y, newx, newy, 0, 0, DF_DIG) == MP_MOVING)
8409 TEST_DrawLevelField(newx, newy);
8411 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8413 else if (!IS_FREE(newx, newy))
8415 GfxAction[x][y] = ACTION_WAITING;
8417 if (IS_PLAYER(x, y))
8418 DrawPlayerField(x, y);
8420 TEST_DrawLevelField(x, y);
8425 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8427 if (IS_FOOD_PIG(Tile[newx][newy]))
8429 if (IS_MOVING(newx, newy))
8430 RemoveMovingField(newx, newy);
8433 Tile[newx][newy] = EL_EMPTY;
8434 TEST_DrawLevelField(newx, newy);
8437 PlayLevelSound(x, y, SND_PIG_DIGGING);
8439 else if (!IS_FREE(newx, newy))
8441 if (IS_PLAYER(x, y))
8442 DrawPlayerField(x, y);
8444 TEST_DrawLevelField(x, y);
8449 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8451 if (Store[x][y] != EL_EMPTY)
8453 boolean can_clone = FALSE;
8456 // check if element to clone is still there
8457 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8459 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8467 // cannot clone or target field not free anymore -- do not clone
8468 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8469 Store[x][y] = EL_EMPTY;
8472 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8474 if (IS_MV_DIAGONAL(MovDir[x][y]))
8476 int diagonal_move_dir = MovDir[x][y];
8477 int stored = Store[x][y];
8478 int change_delay = 8;
8481 // android is moving diagonally
8483 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8485 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8486 GfxElement[x][y] = EL_EMC_ANDROID;
8487 GfxAction[x][y] = ACTION_SHRINKING;
8488 GfxDir[x][y] = diagonal_move_dir;
8489 ChangeDelay[x][y] = change_delay;
8491 if (Store[x][y] == EL_EMPTY)
8492 Store[x][y] = GfxElementEmpty[x][y];
8494 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8497 DrawLevelGraphicAnimation(x, y, graphic);
8498 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8500 if (Tile[newx][newy] == EL_ACID)
8502 SplashAcid(newx, newy);
8507 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8509 Store[newx][newy] = EL_EMC_ANDROID;
8510 GfxElement[newx][newy] = EL_EMC_ANDROID;
8511 GfxAction[newx][newy] = ACTION_GROWING;
8512 GfxDir[newx][newy] = diagonal_move_dir;
8513 ChangeDelay[newx][newy] = change_delay;
8515 graphic = el_act_dir2img(GfxElement[newx][newy],
8516 GfxAction[newx][newy], GfxDir[newx][newy]);
8518 DrawLevelGraphicAnimation(newx, newy, graphic);
8519 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8525 Tile[newx][newy] = EL_EMPTY;
8526 TEST_DrawLevelField(newx, newy);
8528 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8531 else if (!IS_FREE(newx, newy))
8536 else if (IS_CUSTOM_ELEMENT(element) &&
8537 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8539 if (!DigFieldByCE(newx, newy, element))
8542 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8544 RunnerVisit[x][y] = FrameCounter;
8545 PlayerVisit[x][y] /= 8; // expire player visit path
8548 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8550 if (!IS_FREE(newx, newy))
8552 if (IS_PLAYER(x, y))
8553 DrawPlayerField(x, y);
8555 TEST_DrawLevelField(x, y);
8561 boolean wanna_flame = !RND(10);
8562 int dx = newx - x, dy = newy - y;
8563 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8564 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8565 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8566 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8567 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8568 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8571 IS_CLASSIC_ENEMY(element1) ||
8572 IS_CLASSIC_ENEMY(element2)) &&
8573 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8574 element1 != EL_FLAMES && element2 != EL_FLAMES)
8576 ResetGfxAnimation(x, y);
8577 GfxAction[x][y] = ACTION_ATTACKING;
8579 if (IS_PLAYER(x, y))
8580 DrawPlayerField(x, y);
8582 TEST_DrawLevelField(x, y);
8584 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8586 MovDelay[x][y] = 50;
8588 Tile[newx][newy] = EL_FLAMES;
8589 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8590 Tile[newx1][newy1] = EL_FLAMES;
8591 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8592 Tile[newx2][newy2] = EL_FLAMES;
8598 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8599 Tile[newx][newy] == EL_DIAMOND)
8601 if (IS_MOVING(newx, newy))
8602 RemoveMovingField(newx, newy);
8605 Tile[newx][newy] = EL_EMPTY;
8606 TEST_DrawLevelField(newx, newy);
8609 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8611 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8612 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8614 if (AmoebaNr[newx][newy])
8616 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8617 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8618 Tile[newx][newy] == EL_BD_AMOEBA)
8619 AmoebaCnt[AmoebaNr[newx][newy]]--;
8622 if (IS_MOVING(newx, newy))
8624 RemoveMovingField(newx, newy);
8628 Tile[newx][newy] = EL_EMPTY;
8629 TEST_DrawLevelField(newx, newy);
8632 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8634 else if ((element == EL_PACMAN || element == EL_MOLE)
8635 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8637 if (AmoebaNr[newx][newy])
8639 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8640 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8641 Tile[newx][newy] == EL_BD_AMOEBA)
8642 AmoebaCnt[AmoebaNr[newx][newy]]--;
8645 if (element == EL_MOLE)
8647 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8648 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8650 ResetGfxAnimation(x, y);
8651 GfxAction[x][y] = ACTION_DIGGING;
8652 TEST_DrawLevelField(x, y);
8654 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8656 return; // wait for shrinking amoeba
8658 else // element == EL_PACMAN
8660 Tile[newx][newy] = EL_EMPTY;
8661 TEST_DrawLevelField(newx, newy);
8662 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8665 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8666 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8667 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8669 // wait for shrinking amoeba to completely disappear
8672 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8674 // object was running against a wall
8678 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8679 DrawLevelElementAnimation(x, y, element);
8681 if (DONT_TOUCH(element))
8682 TestIfBadThingTouchesPlayer(x, y);
8687 InitMovingField(x, y, MovDir[x][y]);
8689 PlayLevelSoundAction(x, y, ACTION_MOVING);
8693 ContinueMoving(x, y);
8696 void ContinueMoving(int x, int y)
8698 int element = Tile[x][y];
8699 struct ElementInfo *ei = &element_info[element];
8700 int direction = MovDir[x][y];
8701 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8702 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8703 int newx = x + dx, newy = y + dy;
8704 int stored = Store[x][y];
8705 int stored_new = Store[newx][newy];
8706 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8707 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8708 boolean last_line = (newy == lev_fieldy - 1);
8709 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8711 if (pushed_by_player) // special case: moving object pushed by player
8713 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x, y)->MovPos));
8715 else if (use_step_delay) // special case: moving object has step delay
8717 if (!MovDelay[x][y])
8718 MovPos[x][y] += getElementMoveStepsize(x, y);
8723 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8727 TEST_DrawLevelField(x, y);
8729 return; // element is still waiting
8732 else // normal case: generically moving object
8734 MovPos[x][y] += getElementMoveStepsize(x, y);
8737 if (ABS(MovPos[x][y]) < TILEX)
8739 TEST_DrawLevelField(x, y);
8741 return; // element is still moving
8744 // element reached destination field
8746 Tile[x][y] = EL_EMPTY;
8747 Tile[newx][newy] = element;
8748 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8750 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8752 element = Tile[newx][newy] = EL_ACID;
8754 else if (element == EL_MOLE)
8756 Tile[x][y] = EL_SAND;
8758 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8760 else if (element == EL_QUICKSAND_FILLING)
8762 element = Tile[newx][newy] = get_next_element(element);
8763 Store[newx][newy] = Store[x][y];
8765 else if (element == EL_QUICKSAND_EMPTYING)
8767 Tile[x][y] = get_next_element(element);
8768 element = Tile[newx][newy] = Store[x][y];
8770 else if (element == EL_QUICKSAND_FAST_FILLING)
8772 element = Tile[newx][newy] = get_next_element(element);
8773 Store[newx][newy] = Store[x][y];
8775 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8777 Tile[x][y] = get_next_element(element);
8778 element = Tile[newx][newy] = Store[x][y];
8780 else if (element == EL_MAGIC_WALL_FILLING)
8782 element = Tile[newx][newy] = get_next_element(element);
8783 if (!game.magic_wall_active)
8784 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8785 Store[newx][newy] = Store[x][y];
8787 else if (element == EL_MAGIC_WALL_EMPTYING)
8789 Tile[x][y] = get_next_element(element);
8790 if (!game.magic_wall_active)
8791 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8792 element = Tile[newx][newy] = Store[x][y];
8794 InitField(newx, newy, FALSE);
8796 else if (element == EL_BD_MAGIC_WALL_FILLING)
8798 element = Tile[newx][newy] = get_next_element(element);
8799 if (!game.magic_wall_active)
8800 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8801 Store[newx][newy] = Store[x][y];
8803 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8805 Tile[x][y] = get_next_element(element);
8806 if (!game.magic_wall_active)
8807 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8808 element = Tile[newx][newy] = Store[x][y];
8810 InitField(newx, newy, FALSE);
8812 else if (element == EL_DC_MAGIC_WALL_FILLING)
8814 element = Tile[newx][newy] = get_next_element(element);
8815 if (!game.magic_wall_active)
8816 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8817 Store[newx][newy] = Store[x][y];
8819 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8821 Tile[x][y] = get_next_element(element);
8822 if (!game.magic_wall_active)
8823 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8824 element = Tile[newx][newy] = Store[x][y];
8826 InitField(newx, newy, FALSE);
8828 else if (element == EL_AMOEBA_DROPPING)
8830 Tile[x][y] = get_next_element(element);
8831 element = Tile[newx][newy] = Store[x][y];
8833 else if (element == EL_SOKOBAN_OBJECT)
8836 Tile[x][y] = Back[x][y];
8838 if (Back[newx][newy])
8839 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8841 Back[x][y] = Back[newx][newy] = 0;
8844 Store[x][y] = EL_EMPTY;
8849 MovDelay[newx][newy] = 0;
8851 if (CAN_CHANGE_OR_HAS_ACTION(element))
8853 // copy element change control values to new field
8854 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8855 ChangePage[newx][newy] = ChangePage[x][y];
8856 ChangeCount[newx][newy] = ChangeCount[x][y];
8857 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8860 CustomValue[newx][newy] = CustomValue[x][y];
8862 ChangeDelay[x][y] = 0;
8863 ChangePage[x][y] = -1;
8864 ChangeCount[x][y] = 0;
8865 ChangeEvent[x][y] = -1;
8867 CustomValue[x][y] = 0;
8869 // copy animation control values to new field
8870 GfxFrame[newx][newy] = GfxFrame[x][y];
8871 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8872 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8873 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8875 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8877 // some elements can leave other elements behind after moving
8878 if (ei->move_leave_element != EL_EMPTY &&
8879 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8880 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8882 int move_leave_element = ei->move_leave_element;
8884 // this makes it possible to leave the removed element again
8885 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8886 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8888 Tile[x][y] = move_leave_element;
8890 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8891 MovDir[x][y] = direction;
8893 InitField(x, y, FALSE);
8895 if (GFX_CRUMBLED(Tile[x][y]))
8896 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8898 if (IS_PLAYER_ELEMENT(move_leave_element))
8899 RelocatePlayer(x, y, move_leave_element);
8902 // do this after checking for left-behind element
8903 ResetGfxAnimation(x, y); // reset animation values for old field
8905 if (!CAN_MOVE(element) ||
8906 (CAN_FALL(element) && direction == MV_DOWN &&
8907 (element == EL_SPRING ||
8908 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8909 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8910 GfxDir[x][y] = MovDir[newx][newy] = 0;
8912 TEST_DrawLevelField(x, y);
8913 TEST_DrawLevelField(newx, newy);
8915 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8917 // prevent pushed element from moving on in pushed direction
8918 if (pushed_by_player && CAN_MOVE(element) &&
8919 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8920 !(element_info[element].move_pattern & direction))
8921 TurnRound(newx, newy);
8923 // prevent elements on conveyor belt from moving on in last direction
8924 if (pushed_by_conveyor && CAN_FALL(element) &&
8925 direction & MV_HORIZONTAL)
8926 MovDir[newx][newy] = 0;
8928 if (!pushed_by_player)
8930 int nextx = newx + dx, nexty = newy + dy;
8931 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8933 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8935 if (CAN_FALL(element) && direction == MV_DOWN)
8936 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8938 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8939 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8941 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8942 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8945 if (DONT_TOUCH(element)) // object may be nasty to player or others
8947 TestIfBadThingTouchesPlayer(newx, newy);
8948 TestIfBadThingTouchesFriend(newx, newy);
8950 if (!IS_CUSTOM_ELEMENT(element))
8951 TestIfBadThingTouchesOtherBadThing(newx, newy);
8953 else if (element == EL_PENGUIN)
8954 TestIfFriendTouchesBadThing(newx, newy);
8956 if (DONT_GET_HIT_BY(element))
8958 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8961 // give the player one last chance (one more frame) to move away
8962 if (CAN_FALL(element) && direction == MV_DOWN &&
8963 (last_line || (!IS_FREE(x, newy + 1) &&
8964 (!IS_PLAYER(x, newy + 1) ||
8965 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8968 if (pushed_by_player && !game.use_change_when_pushing_bug)
8970 int push_side = MV_DIR_OPPOSITE(direction);
8971 struct PlayerInfo *player = PLAYERINFO(x, y);
8973 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8974 player->index_bit, push_side);
8975 CheckTriggeredElementChangeByPlayer(newx, newy, element, CE_PLAYER_PUSHES_X,
8976 player->index_bit, push_side);
8979 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8980 MovDelay[newx][newy] = 1;
8982 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8984 TestIfElementTouchesCustomElement(x, y); // empty or new element
8985 TestIfElementHitsCustomElement(newx, newy, direction);
8986 TestIfPlayerTouchesCustomElement(newx, newy);
8987 TestIfElementTouchesCustomElement(newx, newy);
8989 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8990 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8991 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8992 MV_DIR_OPPOSITE(direction));
8995 int AmoebaNeighbourNr(int ax, int ay)
8998 int element = Tile[ax][ay];
9000 struct XY *xy = xy_topdown;
9002 for (i = 0; i < NUM_DIRECTIONS; i++)
9004 int x = ax + xy[i].x;
9005 int y = ay + xy[i].y;
9007 if (!IN_LEV_FIELD(x, y))
9010 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
9011 group_nr = AmoebaNr[x][y];
9017 static void AmoebaMerge(int ax, int ay)
9019 int i, x, y, xx, yy;
9020 int new_group_nr = AmoebaNr[ax][ay];
9021 struct XY *xy = xy_topdown;
9023 if (new_group_nr == 0)
9026 for (i = 0; i < NUM_DIRECTIONS; i++)
9031 if (!IN_LEV_FIELD(x, y))
9034 if ((Tile[x][y] == EL_AMOEBA_FULL ||
9035 Tile[x][y] == EL_BD_AMOEBA ||
9036 Tile[x][y] == EL_AMOEBA_DEAD) &&
9037 AmoebaNr[x][y] != new_group_nr)
9039 int old_group_nr = AmoebaNr[x][y];
9041 if (old_group_nr == 0)
9044 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9045 AmoebaCnt[old_group_nr] = 0;
9046 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9047 AmoebaCnt2[old_group_nr] = 0;
9049 SCAN_PLAYFIELD(xx, yy)
9051 if (AmoebaNr[xx][yy] == old_group_nr)
9052 AmoebaNr[xx][yy] = new_group_nr;
9058 void AmoebaToDiamond(int ax, int ay)
9062 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9064 int group_nr = AmoebaNr[ax][ay];
9069 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9070 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9076 SCAN_PLAYFIELD(x, y)
9078 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9081 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9085 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9086 SND_AMOEBA_TURNING_TO_GEM :
9087 SND_AMOEBA_TURNING_TO_ROCK));
9092 struct XY *xy = xy_topdown;
9094 for (i = 0; i < NUM_DIRECTIONS; i++)
9099 if (!IN_LEV_FIELD(x, y))
9102 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9104 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9105 SND_AMOEBA_TURNING_TO_GEM :
9106 SND_AMOEBA_TURNING_TO_ROCK));
9113 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9116 int group_nr = AmoebaNr[ax][ay];
9117 boolean done = FALSE;
9122 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9123 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9129 SCAN_PLAYFIELD(x, y)
9131 if (AmoebaNr[x][y] == group_nr &&
9132 (Tile[x][y] == EL_AMOEBA_DEAD ||
9133 Tile[x][y] == EL_BD_AMOEBA ||
9134 Tile[x][y] == EL_AMOEBA_GROWING))
9137 Tile[x][y] = new_element;
9138 InitField(x, y, FALSE);
9139 TEST_DrawLevelField(x, y);
9145 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9146 SND_BD_AMOEBA_TURNING_TO_ROCK :
9147 SND_BD_AMOEBA_TURNING_TO_GEM));
9150 static void AmoebaGrowing(int x, int y)
9152 static DelayCounter sound_delay = { 0 };
9154 if (!MovDelay[x][y]) // start new growing cycle
9158 if (DelayReached(&sound_delay))
9160 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9161 sound_delay.value = 30;
9165 if (MovDelay[x][y]) // wait some time before growing bigger
9168 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9170 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9171 6 - MovDelay[x][y]);
9173 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9176 if (!MovDelay[x][y])
9178 Tile[x][y] = Store[x][y];
9180 TEST_DrawLevelField(x, y);
9185 static void AmoebaShrinking(int x, int y)
9187 static DelayCounter sound_delay = { 0 };
9189 if (!MovDelay[x][y]) // start new shrinking cycle
9193 if (DelayReached(&sound_delay))
9194 sound_delay.value = 30;
9197 if (MovDelay[x][y]) // wait some time before shrinking
9200 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9202 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9203 6 - MovDelay[x][y]);
9205 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9208 if (!MovDelay[x][y])
9210 Tile[x][y] = EL_EMPTY;
9211 TEST_DrawLevelField(x, y);
9213 // don't let mole enter this field in this cycle;
9214 // (give priority to objects falling to this field from above)
9220 static void AmoebaReproduce(int ax, int ay)
9223 int element = Tile[ax][ay];
9224 int graphic = el2img(element);
9225 int newax = ax, neway = ay;
9226 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9227 struct XY *xy = xy_topdown;
9229 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9231 Tile[ax][ay] = EL_AMOEBA_DEAD;
9232 TEST_DrawLevelField(ax, ay);
9236 if (IS_ANIMATED(graphic))
9237 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9239 if (!MovDelay[ax][ay]) // start making new amoeba field
9240 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9242 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9245 if (MovDelay[ax][ay])
9249 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9252 int x = ax + xy[start].x;
9253 int y = ay + xy[start].y;
9255 if (!IN_LEV_FIELD(x, y))
9258 if (IS_FREE(x, y) ||
9259 CAN_GROW_INTO(Tile[x][y]) ||
9260 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9261 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9267 if (newax == ax && neway == ay)
9270 else // normal or "filled" (BD style) amoeba
9273 boolean waiting_for_player = FALSE;
9275 for (i = 0; i < NUM_DIRECTIONS; i++)
9277 int j = (start + i) % 4;
9278 int x = ax + xy[j].x;
9279 int y = ay + xy[j].y;
9281 if (!IN_LEV_FIELD(x, y))
9284 if (IS_FREE(x, y) ||
9285 CAN_GROW_INTO(Tile[x][y]) ||
9286 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9287 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9293 else if (IS_PLAYER(x, y))
9294 waiting_for_player = TRUE;
9297 if (newax == ax && neway == ay) // amoeba cannot grow
9299 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9301 Tile[ax][ay] = EL_AMOEBA_DEAD;
9302 TEST_DrawLevelField(ax, ay);
9303 AmoebaCnt[AmoebaNr[ax][ay]]--;
9305 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9307 if (element == EL_AMOEBA_FULL)
9308 AmoebaToDiamond(ax, ay);
9309 else if (element == EL_BD_AMOEBA)
9310 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9315 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9317 // amoeba gets larger by growing in some direction
9319 int new_group_nr = AmoebaNr[ax][ay];
9322 if (new_group_nr == 0)
9324 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9326 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9332 AmoebaNr[newax][neway] = new_group_nr;
9333 AmoebaCnt[new_group_nr]++;
9334 AmoebaCnt2[new_group_nr]++;
9336 // if amoeba touches other amoeba(s) after growing, unify them
9337 AmoebaMerge(newax, neway);
9339 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9341 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9347 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9348 (neway == lev_fieldy - 1 && newax != ax))
9350 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9351 Store[newax][neway] = element;
9353 else if (neway == ay || element == EL_EMC_DRIPPER)
9355 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9357 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9361 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9362 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9363 Store[ax][ay] = EL_AMOEBA_DROP;
9364 ContinueMoving(ax, ay);
9368 TEST_DrawLevelField(newax, neway);
9371 static void Life(int ax, int ay)
9375 int element = Tile[ax][ay];
9376 int graphic = el2img(element);
9377 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9379 boolean changed = FALSE;
9381 if (IS_ANIMATED(graphic))
9382 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9387 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9388 MovDelay[ax][ay] = life_time;
9390 if (MovDelay[ax][ay]) // wait some time before next cycle
9393 if (MovDelay[ax][ay])
9397 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9399 int xx = ax+x1, yy = ay+y1;
9400 int old_element = Tile[xx][yy];
9401 int num_neighbours = 0;
9403 if (!IN_LEV_FIELD(xx, yy))
9406 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9408 int x = xx+x2, y = yy+y2;
9410 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9413 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9414 boolean is_neighbour = FALSE;
9416 if (level.use_life_bugs)
9418 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9419 (IS_FREE(x, y) && Stop[x][y]));
9422 (Last[x][y] == element || is_player_cell);
9428 boolean is_free = FALSE;
9430 if (level.use_life_bugs)
9431 is_free = (IS_FREE(xx, yy));
9433 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9435 if (xx == ax && yy == ay) // field in the middle
9437 if (num_neighbours < life_parameter[0] ||
9438 num_neighbours > life_parameter[1])
9440 Tile[xx][yy] = EL_EMPTY;
9441 if (Tile[xx][yy] != old_element)
9442 TEST_DrawLevelField(xx, yy);
9443 Stop[xx][yy] = TRUE;
9447 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9448 { // free border field
9449 if (num_neighbours >= life_parameter[2] &&
9450 num_neighbours <= life_parameter[3])
9452 Tile[xx][yy] = element;
9453 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9454 if (Tile[xx][yy] != old_element)
9455 TEST_DrawLevelField(xx, yy);
9456 Stop[xx][yy] = TRUE;
9463 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9464 SND_GAME_OF_LIFE_GROWING);
9467 static void InitRobotWheel(int x, int y)
9469 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9472 static void RunRobotWheel(int x, int y)
9474 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9477 static void StopRobotWheel(int x, int y)
9479 if (game.robot_wheel_x == x &&
9480 game.robot_wheel_y == y)
9482 game.robot_wheel_x = -1;
9483 game.robot_wheel_y = -1;
9484 game.robot_wheel_active = FALSE;
9488 static void InitTimegateWheel(int x, int y)
9490 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9493 static void RunTimegateWheel(int x, int y)
9495 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9498 static void InitMagicBallDelay(int x, int y)
9500 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9503 static void ActivateMagicBall(int bx, int by)
9507 if (level.ball_random)
9509 int pos_border = RND(8); // select one of the eight border elements
9510 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9511 int xx = pos_content % 3;
9512 int yy = pos_content / 3;
9517 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9518 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9522 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9524 int xx = x - bx + 1;
9525 int yy = y - by + 1;
9527 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9528 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9532 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9535 static void CheckExit(int x, int y)
9537 if (game.gems_still_needed > 0 ||
9538 game.sokoban_fields_still_needed > 0 ||
9539 game.sokoban_objects_still_needed > 0 ||
9540 game.lights_still_needed > 0)
9542 int element = Tile[x][y];
9543 int graphic = el2img(element);
9545 if (IS_ANIMATED(graphic))
9546 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9551 // do not re-open exit door closed after last player
9552 if (game.all_players_gone)
9555 Tile[x][y] = EL_EXIT_OPENING;
9557 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9560 static void CheckExitEM(int x, int y)
9562 if (game.gems_still_needed > 0 ||
9563 game.sokoban_fields_still_needed > 0 ||
9564 game.sokoban_objects_still_needed > 0 ||
9565 game.lights_still_needed > 0)
9567 int element = Tile[x][y];
9568 int graphic = el2img(element);
9570 if (IS_ANIMATED(graphic))
9571 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9576 // do not re-open exit door closed after last player
9577 if (game.all_players_gone)
9580 Tile[x][y] = EL_EM_EXIT_OPENING;
9582 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9585 static void CheckExitSteel(int x, int y)
9587 if (game.gems_still_needed > 0 ||
9588 game.sokoban_fields_still_needed > 0 ||
9589 game.sokoban_objects_still_needed > 0 ||
9590 game.lights_still_needed > 0)
9592 int element = Tile[x][y];
9593 int graphic = el2img(element);
9595 if (IS_ANIMATED(graphic))
9596 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9601 // do not re-open exit door closed after last player
9602 if (game.all_players_gone)
9605 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9607 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9610 static void CheckExitSteelEM(int x, int y)
9612 if (game.gems_still_needed > 0 ||
9613 game.sokoban_fields_still_needed > 0 ||
9614 game.sokoban_objects_still_needed > 0 ||
9615 game.lights_still_needed > 0)
9617 int element = Tile[x][y];
9618 int graphic = el2img(element);
9620 if (IS_ANIMATED(graphic))
9621 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9626 // do not re-open exit door closed after last player
9627 if (game.all_players_gone)
9630 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9632 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9635 static void CheckExitSP(int x, int y)
9637 if (game.gems_still_needed > 0)
9639 int element = Tile[x][y];
9640 int graphic = el2img(element);
9642 if (IS_ANIMATED(graphic))
9643 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9648 // do not re-open exit door closed after last player
9649 if (game.all_players_gone)
9652 Tile[x][y] = EL_SP_EXIT_OPENING;
9654 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9657 static void CloseAllOpenTimegates(void)
9661 SCAN_PLAYFIELD(x, y)
9663 int element = Tile[x][y];
9665 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9667 Tile[x][y] = EL_TIMEGATE_CLOSING;
9669 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9674 static void DrawTwinkleOnField(int x, int y)
9676 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9679 if (Tile[x][y] == EL_BD_DIAMOND)
9682 if (MovDelay[x][y] == 0) // next animation frame
9683 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9685 if (MovDelay[x][y] != 0) // wait some time before next frame
9689 DrawLevelElementAnimation(x, y, Tile[x][y]);
9691 if (MovDelay[x][y] != 0)
9693 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9694 10 - MovDelay[x][y]);
9696 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9701 static void WallGrowing(int x, int y)
9705 if (!MovDelay[x][y]) // next animation frame
9706 MovDelay[x][y] = 3 * delay;
9708 if (MovDelay[x][y]) // wait some time before next frame
9712 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9714 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9715 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9717 DrawLevelGraphic(x, y, graphic, frame);
9720 if (!MovDelay[x][y])
9722 if (MovDir[x][y] == MV_LEFT)
9724 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9725 TEST_DrawLevelField(x - 1, y);
9727 else if (MovDir[x][y] == MV_RIGHT)
9729 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9730 TEST_DrawLevelField(x + 1, y);
9732 else if (MovDir[x][y] == MV_UP)
9734 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9735 TEST_DrawLevelField(x, y - 1);
9739 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9740 TEST_DrawLevelField(x, y + 1);
9743 Tile[x][y] = Store[x][y];
9745 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9746 TEST_DrawLevelField(x, y);
9751 static void CheckWallGrowing(int ax, int ay)
9753 int element = Tile[ax][ay];
9754 int graphic = el2img(element);
9755 boolean free_top = FALSE;
9756 boolean free_bottom = FALSE;
9757 boolean free_left = FALSE;
9758 boolean free_right = FALSE;
9759 boolean stop_top = FALSE;
9760 boolean stop_bottom = FALSE;
9761 boolean stop_left = FALSE;
9762 boolean stop_right = FALSE;
9763 boolean new_wall = FALSE;
9765 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9766 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9767 element == EL_EXPANDABLE_STEELWALL_ANY);
9769 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9770 element == EL_EXPANDABLE_WALL_ANY ||
9771 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9772 element == EL_EXPANDABLE_STEELWALL_ANY);
9774 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9775 element == EL_EXPANDABLE_WALL_ANY ||
9776 element == EL_EXPANDABLE_WALL ||
9777 element == EL_BD_EXPANDABLE_WALL ||
9778 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9779 element == EL_EXPANDABLE_STEELWALL_ANY);
9781 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9782 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9784 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9785 element == EL_EXPANDABLE_WALL ||
9786 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9788 int wall_growing = (is_steelwall ?
9789 EL_EXPANDABLE_STEELWALL_GROWING :
9790 EL_EXPANDABLE_WALL_GROWING);
9792 int gfx_wall_growing_up = (is_steelwall ?
9793 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9794 IMG_EXPANDABLE_WALL_GROWING_UP);
9795 int gfx_wall_growing_down = (is_steelwall ?
9796 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9797 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9798 int gfx_wall_growing_left = (is_steelwall ?
9799 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9800 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9801 int gfx_wall_growing_right = (is_steelwall ?
9802 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9803 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9805 if (IS_ANIMATED(graphic))
9806 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9808 if (!MovDelay[ax][ay]) // start building new wall
9809 MovDelay[ax][ay] = 6;
9811 if (MovDelay[ax][ay]) // wait some time before building new wall
9814 if (MovDelay[ax][ay])
9818 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9820 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9822 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9824 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9831 Tile[ax][ay - 1] = wall_growing;
9832 Store[ax][ay - 1] = element;
9833 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9835 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9836 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9843 Tile[ax][ay + 1] = wall_growing;
9844 Store[ax][ay + 1] = element;
9845 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9847 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9848 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9854 if (grow_horizontal)
9858 Tile[ax - 1][ay] = wall_growing;
9859 Store[ax - 1][ay] = element;
9860 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9862 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9863 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9870 Tile[ax + 1][ay] = wall_growing;
9871 Store[ax + 1][ay] = element;
9872 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9874 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9875 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9881 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9882 TEST_DrawLevelField(ax, ay);
9884 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9886 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9888 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9890 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9893 if (((stop_top && stop_bottom) || stop_horizontal) &&
9894 ((stop_left && stop_right) || stop_vertical))
9895 Tile[ax][ay] = (is_steelwall ? EL_STEELWALL : EL_WALL);
9898 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9901 static void CheckForDragon(int x, int y)
9904 boolean dragon_found = FALSE;
9905 struct XY *xy = xy_topdown;
9907 for (i = 0; i < NUM_DIRECTIONS; i++)
9909 for (j = 0; j < 4; j++)
9911 int xx = x + j * xy[i].x;
9912 int yy = y + j * xy[i].y;
9914 if (IN_LEV_FIELD(xx, yy) &&
9915 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9917 if (Tile[xx][yy] == EL_DRAGON)
9918 dragon_found = TRUE;
9927 for (i = 0; i < NUM_DIRECTIONS; i++)
9929 for (j = 0; j < 3; j++)
9931 int xx = x + j * xy[i].x;
9932 int yy = y + j * xy[i].y;
9934 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9936 Tile[xx][yy] = EL_EMPTY;
9937 TEST_DrawLevelField(xx, yy);
9946 static void InitBuggyBase(int x, int y)
9948 int element = Tile[x][y];
9949 int activating_delay = FRAMES_PER_SECOND / 4;
9952 (element == EL_SP_BUGGY_BASE ?
9953 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9954 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9956 element == EL_SP_BUGGY_BASE_ACTIVE ?
9957 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9960 static void WarnBuggyBase(int x, int y)
9963 struct XY *xy = xy_topdown;
9965 for (i = 0; i < NUM_DIRECTIONS; i++)
9967 int xx = x + xy[i].x;
9968 int yy = y + xy[i].y;
9970 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9972 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9979 static void InitTrap(int x, int y)
9981 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9984 static void ActivateTrap(int x, int y)
9986 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9989 static void ChangeActiveTrap(int x, int y)
9991 int graphic = IMG_TRAP_ACTIVE;
9993 // if new animation frame was drawn, correct crumbled sand border
9994 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9995 TEST_DrawLevelFieldCrumbled(x, y);
9998 static int getSpecialActionElement(int element, int number, int base_element)
10000 return (element != EL_EMPTY ? element :
10001 number != -1 ? base_element + number - 1 :
10005 static int getModifiedActionNumber(int value_old, int operator, int operand,
10006 int value_min, int value_max)
10008 int value_new = (operator == CA_MODE_SET ? operand :
10009 operator == CA_MODE_ADD ? value_old + operand :
10010 operator == CA_MODE_SUBTRACT ? value_old - operand :
10011 operator == CA_MODE_MULTIPLY ? value_old * operand :
10012 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10013 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10016 return (value_new < value_min ? value_min :
10017 value_new > value_max ? value_max :
10021 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10023 struct ElementInfo *ei = &element_info[element];
10024 struct ElementChangeInfo *change = &ei->change_page[page];
10025 int target_element = change->target_element;
10026 int action_type = change->action_type;
10027 int action_mode = change->action_mode;
10028 int action_arg = change->action_arg;
10029 int action_element = change->action_element;
10032 if (!change->has_action)
10035 // ---------- determine action paramater values -----------------------------
10037 int level_time_value =
10038 (level.time > 0 ? TimeLeft :
10041 int action_arg_element_raw =
10042 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10043 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10044 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10045 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10046 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10047 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10048 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10050 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10052 int action_arg_direction =
10053 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10054 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10055 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10056 change->actual_trigger_side :
10057 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10058 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10061 int action_arg_number_min =
10062 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10065 int action_arg_number_max =
10066 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10067 action_type == CA_SET_LEVEL_GEMS ? 999 :
10068 action_type == CA_SET_LEVEL_TIME ? 9999 :
10069 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10070 action_type == CA_SET_CE_VALUE ? 9999 :
10071 action_type == CA_SET_CE_SCORE ? 9999 :
10074 int action_arg_number_reset =
10075 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10076 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10077 action_type == CA_SET_LEVEL_TIME ? level.time :
10078 action_type == CA_SET_LEVEL_SCORE ? 0 :
10079 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10080 action_type == CA_SET_CE_SCORE ? 0 :
10083 int action_arg_number =
10084 (action_arg <= CA_ARG_MAX ? action_arg :
10085 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10086 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10087 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10088 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10089 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10090 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10091 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10092 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10093 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10094 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10095 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10096 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10097 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10098 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10099 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10100 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10101 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10102 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10103 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10104 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10105 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10108 int action_arg_number_old =
10109 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10110 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10111 action_type == CA_SET_LEVEL_SCORE ? game.score :
10112 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10113 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10116 int action_arg_number_new =
10117 getModifiedActionNumber(action_arg_number_old,
10118 action_mode, action_arg_number,
10119 action_arg_number_min, action_arg_number_max);
10121 int trigger_player_bits =
10122 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10123 change->actual_trigger_player_bits : change->trigger_player);
10125 int action_arg_player_bits =
10126 (action_arg >= CA_ARG_PLAYER_1 &&
10127 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10128 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10129 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10132 // ---------- execute action -----------------------------------------------
10134 switch (action_type)
10141 // ---------- level actions ----------------------------------------------
10143 case CA_RESTART_LEVEL:
10145 game.restart_level = TRUE;
10150 case CA_SHOW_ENVELOPE:
10152 int element = getSpecialActionElement(action_arg_element,
10153 action_arg_number, EL_ENVELOPE_1);
10155 if (IS_ENVELOPE(element))
10156 local_player->show_envelope = element;
10161 case CA_SET_LEVEL_TIME:
10163 if (level.time > 0) // only modify limited time value
10165 TimeLeft = action_arg_number_new;
10167 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10169 DisplayGameControlValues();
10171 if (!TimeLeft && game.time_limit)
10172 for (i = 0; i < MAX_PLAYERS; i++)
10173 KillPlayer(&stored_player[i]);
10179 case CA_SET_LEVEL_SCORE:
10181 game.score = action_arg_number_new;
10183 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10185 DisplayGameControlValues();
10190 case CA_SET_LEVEL_GEMS:
10192 game.gems_still_needed = action_arg_number_new;
10194 game.snapshot.collected_item = TRUE;
10196 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10198 DisplayGameControlValues();
10203 case CA_SET_LEVEL_WIND:
10205 game.wind_direction = action_arg_direction;
10210 case CA_SET_LEVEL_RANDOM_SEED:
10212 // ensure that setting a new random seed while playing is predictable
10213 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10218 // ---------- player actions ---------------------------------------------
10220 case CA_MOVE_PLAYER:
10221 case CA_MOVE_PLAYER_NEW:
10223 // automatically move to the next field in specified direction
10224 for (i = 0; i < MAX_PLAYERS; i++)
10225 if (trigger_player_bits & (1 << i))
10226 if (action_type == CA_MOVE_PLAYER ||
10227 stored_player[i].MovPos == 0)
10228 stored_player[i].programmed_action = action_arg_direction;
10233 case CA_EXIT_PLAYER:
10235 for (i = 0; i < MAX_PLAYERS; i++)
10236 if (action_arg_player_bits & (1 << i))
10237 ExitPlayer(&stored_player[i]);
10239 if (game.players_still_needed == 0)
10245 case CA_KILL_PLAYER:
10247 for (i = 0; i < MAX_PLAYERS; i++)
10248 if (action_arg_player_bits & (1 << i))
10249 KillPlayer(&stored_player[i]);
10254 case CA_SET_PLAYER_KEYS:
10256 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10257 int element = getSpecialActionElement(action_arg_element,
10258 action_arg_number, EL_KEY_1);
10260 if (IS_KEY(element))
10262 for (i = 0; i < MAX_PLAYERS; i++)
10264 if (trigger_player_bits & (1 << i))
10266 stored_player[i].key[KEY_NR(element)] = key_state;
10268 DrawGameDoorValues();
10276 case CA_SET_PLAYER_SPEED:
10278 for (i = 0; i < MAX_PLAYERS; i++)
10280 if (trigger_player_bits & (1 << i))
10282 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10284 if (action_arg == CA_ARG_SPEED_FASTER &&
10285 stored_player[i].cannot_move)
10287 action_arg_number = STEPSIZE_VERY_SLOW;
10289 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10290 action_arg == CA_ARG_SPEED_FASTER)
10292 action_arg_number = 2;
10293 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10296 else if (action_arg == CA_ARG_NUMBER_RESET)
10298 action_arg_number = level.initial_player_stepsize[i];
10302 getModifiedActionNumber(move_stepsize,
10305 action_arg_number_min,
10306 action_arg_number_max);
10308 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10315 case CA_SET_PLAYER_SHIELD:
10317 for (i = 0; i < MAX_PLAYERS; i++)
10319 if (trigger_player_bits & (1 << i))
10321 if (action_arg == CA_ARG_SHIELD_OFF)
10323 stored_player[i].shield_normal_time_left = 0;
10324 stored_player[i].shield_deadly_time_left = 0;
10326 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10328 stored_player[i].shield_normal_time_left = 999999;
10330 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10332 stored_player[i].shield_normal_time_left = 999999;
10333 stored_player[i].shield_deadly_time_left = 999999;
10341 case CA_SET_PLAYER_GRAVITY:
10343 for (i = 0; i < MAX_PLAYERS; i++)
10345 if (trigger_player_bits & (1 << i))
10347 stored_player[i].gravity =
10348 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10349 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10350 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10351 stored_player[i].gravity);
10358 case CA_SET_PLAYER_ARTWORK:
10360 for (i = 0; i < MAX_PLAYERS; i++)
10362 if (trigger_player_bits & (1 << i))
10364 int artwork_element = action_arg_element;
10366 if (action_arg == CA_ARG_ELEMENT_RESET)
10368 (level.use_artwork_element[i] ? level.artwork_element[i] :
10369 stored_player[i].element_nr);
10371 if (stored_player[i].artwork_element != artwork_element)
10372 stored_player[i].Frame = 0;
10374 stored_player[i].artwork_element = artwork_element;
10376 SetPlayerWaiting(&stored_player[i], FALSE);
10378 // set number of special actions for bored and sleeping animation
10379 stored_player[i].num_special_action_bored =
10380 get_num_special_action(artwork_element,
10381 ACTION_BORING_1, ACTION_BORING_LAST);
10382 stored_player[i].num_special_action_sleeping =
10383 get_num_special_action(artwork_element,
10384 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10391 case CA_SET_PLAYER_INVENTORY:
10393 for (i = 0; i < MAX_PLAYERS; i++)
10395 struct PlayerInfo *player = &stored_player[i];
10398 if (trigger_player_bits & (1 << i))
10400 int inventory_element = action_arg_element;
10402 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10403 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10404 action_arg == CA_ARG_ELEMENT_ACTION)
10406 int element = inventory_element;
10407 int collect_count = element_info[element].collect_count_initial;
10409 if (!IS_CUSTOM_ELEMENT(element))
10412 if (collect_count == 0)
10413 player->inventory_infinite_element = element;
10415 for (k = 0; k < collect_count; k++)
10416 if (player->inventory_size < MAX_INVENTORY_SIZE)
10417 player->inventory_element[player->inventory_size++] =
10420 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10421 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10422 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10424 if (player->inventory_infinite_element != EL_UNDEFINED &&
10425 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10426 action_arg_element_raw))
10427 player->inventory_infinite_element = EL_UNDEFINED;
10429 for (k = 0, j = 0; j < player->inventory_size; j++)
10431 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10432 action_arg_element_raw))
10433 player->inventory_element[k++] = player->inventory_element[j];
10436 player->inventory_size = k;
10438 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10440 if (player->inventory_size > 0)
10442 for (j = 0; j < player->inventory_size - 1; j++)
10443 player->inventory_element[j] = player->inventory_element[j + 1];
10445 player->inventory_size--;
10448 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10450 if (player->inventory_size > 0)
10451 player->inventory_size--;
10453 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10455 player->inventory_infinite_element = EL_UNDEFINED;
10456 player->inventory_size = 0;
10458 else if (action_arg == CA_ARG_INVENTORY_RESET)
10460 player->inventory_infinite_element = EL_UNDEFINED;
10461 player->inventory_size = 0;
10463 if (level.use_initial_inventory[i])
10465 for (j = 0; j < level.initial_inventory_size[i]; j++)
10467 int element = level.initial_inventory_content[i][j];
10468 int collect_count = element_info[element].collect_count_initial;
10470 if (!IS_CUSTOM_ELEMENT(element))
10473 if (collect_count == 0)
10474 player->inventory_infinite_element = element;
10476 for (k = 0; k < collect_count; k++)
10477 if (player->inventory_size < MAX_INVENTORY_SIZE)
10478 player->inventory_element[player->inventory_size++] =
10489 // ---------- CE actions -------------------------------------------------
10491 case CA_SET_CE_VALUE:
10493 int last_ce_value = CustomValue[x][y];
10495 CustomValue[x][y] = action_arg_number_new;
10497 if (CustomValue[x][y] != last_ce_value)
10499 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10500 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10502 if (CustomValue[x][y] == 0)
10504 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10505 ChangeCount[x][y] = 0; // allow at least one more change
10507 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10508 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10515 case CA_SET_CE_SCORE:
10517 int last_ce_score = ei->collect_score;
10519 ei->collect_score = action_arg_number_new;
10521 if (ei->collect_score != last_ce_score)
10523 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10524 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10526 if (ei->collect_score == 0)
10530 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10531 ChangeCount[x][y] = 0; // allow at least one more change
10533 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10534 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10537 This is a very special case that seems to be a mixture between
10538 CheckElementChange() and CheckTriggeredElementChange(): while
10539 the first one only affects single elements that are triggered
10540 directly, the second one affects multiple elements in the playfield
10541 that are triggered indirectly by another element. This is a third
10542 case: Changing the CE score always affects multiple identical CEs,
10543 so every affected CE must be checked, not only the single CE for
10544 which the CE score was changed in the first place (as every instance
10545 of that CE shares the same CE score, and therefore also can change)!
10547 SCAN_PLAYFIELD(xx, yy)
10549 if (Tile[xx][yy] == element)
10550 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10551 CE_SCORE_GETS_ZERO);
10559 case CA_SET_CE_ARTWORK:
10561 int artwork_element = action_arg_element;
10562 boolean reset_frame = FALSE;
10565 if (action_arg == CA_ARG_ELEMENT_RESET)
10566 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10569 if (ei->gfx_element != artwork_element)
10570 reset_frame = TRUE;
10572 ei->gfx_element = artwork_element;
10574 SCAN_PLAYFIELD(xx, yy)
10576 if (Tile[xx][yy] == element)
10580 ResetGfxAnimation(xx, yy);
10581 ResetRandomAnimationValue(xx, yy);
10584 TEST_DrawLevelField(xx, yy);
10591 // ---------- engine actions ---------------------------------------------
10593 case CA_SET_ENGINE_SCAN_MODE:
10595 InitPlayfieldScanMode(action_arg);
10605 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10607 int old_element = Tile[x][y];
10608 int new_element = GetElementFromGroupElement(element);
10609 int previous_move_direction = MovDir[x][y];
10610 int last_ce_value = CustomValue[x][y];
10611 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10612 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10613 boolean add_player_onto_element = (new_element_is_player &&
10614 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10615 IS_WALKABLE(old_element));
10617 if (!add_player_onto_element)
10619 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10620 RemoveMovingField(x, y);
10624 Tile[x][y] = new_element;
10626 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10627 MovDir[x][y] = previous_move_direction;
10629 if (element_info[new_element].use_last_ce_value)
10630 CustomValue[x][y] = last_ce_value;
10632 InitField_WithBug1(x, y, FALSE);
10634 new_element = Tile[x][y]; // element may have changed
10636 ResetGfxAnimation(x, y);
10637 ResetRandomAnimationValue(x, y);
10639 TEST_DrawLevelField(x, y);
10641 if (GFX_CRUMBLED(new_element))
10642 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10644 if (old_element == EL_EXPLOSION)
10646 Store[x][y] = Store2[x][y] = 0;
10648 // check if new element replaces an exploding player, requiring cleanup
10649 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
10650 StorePlayer[x][y] = 0;
10653 // check if element under the player changes from accessible to unaccessible
10654 // (needed for special case of dropping element which then changes)
10655 // (must be checked after creating new element for walkable group elements)
10656 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10657 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10659 KillPlayer(PLAYERINFO(x, y));
10665 // "ChangeCount" not set yet to allow "entered by player" change one time
10666 if (new_element_is_player)
10667 RelocatePlayer(x, y, new_element);
10670 ChangeCount[x][y]++; // count number of changes in the same frame
10672 TestIfBadThingTouchesPlayer(x, y);
10673 TestIfPlayerTouchesCustomElement(x, y);
10674 TestIfElementTouchesCustomElement(x, y);
10677 static void CreateField(int x, int y, int element)
10679 CreateFieldExt(x, y, element, FALSE);
10682 static void CreateElementFromChange(int x, int y, int element)
10684 element = GET_VALID_RUNTIME_ELEMENT(element);
10686 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10688 int old_element = Tile[x][y];
10690 // prevent changed element from moving in same engine frame
10691 // unless both old and new element can either fall or move
10692 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10693 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10697 CreateFieldExt(x, y, element, TRUE);
10700 static boolean ChangeElement(int x, int y, int element, int page)
10702 struct ElementInfo *ei = &element_info[element];
10703 struct ElementChangeInfo *change = &ei->change_page[page];
10704 int ce_value = CustomValue[x][y];
10705 int ce_score = ei->collect_score;
10706 int target_element;
10707 int old_element = Tile[x][y];
10709 // always use default change event to prevent running into a loop
10710 if (ChangeEvent[x][y] == -1)
10711 ChangeEvent[x][y] = CE_DELAY;
10713 if (ChangeEvent[x][y] == CE_DELAY)
10715 // reset actual trigger element, trigger player and action element
10716 change->actual_trigger_element = EL_EMPTY;
10717 change->actual_trigger_player = EL_EMPTY;
10718 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10719 change->actual_trigger_side = CH_SIDE_NONE;
10720 change->actual_trigger_ce_value = 0;
10721 change->actual_trigger_ce_score = 0;
10724 // do not change elements more than a specified maximum number of changes
10725 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10728 ChangeCount[x][y]++; // count number of changes in the same frame
10730 if (ei->has_anim_event)
10731 HandleGlobalAnimEventByElementChange(element, page, x, y);
10733 if (change->explode)
10740 if (change->use_target_content)
10742 boolean complete_replace = TRUE;
10743 boolean can_replace[3][3];
10746 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10749 boolean is_walkable;
10750 boolean is_diggable;
10751 boolean is_collectible;
10752 boolean is_removable;
10753 boolean is_destructible;
10754 int ex = x + xx - 1;
10755 int ey = y + yy - 1;
10756 int content_element = change->target_content.e[xx][yy];
10759 can_replace[xx][yy] = TRUE;
10761 if (ex == x && ey == y) // do not check changing element itself
10764 if (content_element == EL_EMPTY_SPACE)
10766 can_replace[xx][yy] = FALSE; // do not replace border with space
10771 if (!IN_LEV_FIELD(ex, ey))
10773 can_replace[xx][yy] = FALSE;
10774 complete_replace = FALSE;
10781 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10782 e = MovingOrBlocked2Element(ex, ey);
10784 is_empty = (IS_FREE(ex, ey) ||
10785 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10787 is_walkable = (is_empty || IS_WALKABLE(e));
10788 is_diggable = (is_empty || IS_DIGGABLE(e));
10789 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10790 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10791 is_removable = (is_diggable || is_collectible);
10793 can_replace[xx][yy] =
10794 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10795 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10796 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10797 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10798 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10799 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10800 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10802 if (!can_replace[xx][yy])
10803 complete_replace = FALSE;
10806 if (!change->only_if_complete || complete_replace)
10808 boolean something_has_changed = FALSE;
10810 if (change->only_if_complete && change->use_random_replace &&
10811 RND(100) < change->random_percentage)
10814 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10816 int ex = x + xx - 1;
10817 int ey = y + yy - 1;
10818 int content_element;
10820 if (can_replace[xx][yy] && (!change->use_random_replace ||
10821 RND(100) < change->random_percentage))
10823 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10824 RemoveMovingField(ex, ey);
10826 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10828 content_element = change->target_content.e[xx][yy];
10829 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10830 ce_value, ce_score);
10832 CreateElementFromChange(ex, ey, target_element);
10834 something_has_changed = TRUE;
10836 // for symmetry reasons, freeze newly created border elements
10837 if (ex != x || ey != y)
10838 Stop[ex][ey] = TRUE; // no more moving in this frame
10842 if (something_has_changed)
10844 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10845 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10851 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10852 ce_value, ce_score);
10854 if (element == EL_DIAGONAL_GROWING ||
10855 element == EL_DIAGONAL_SHRINKING)
10857 target_element = Store[x][y];
10859 Store[x][y] = EL_EMPTY;
10862 // special case: element changes to player (and may be kept if walkable)
10863 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10864 CreateElementFromChange(x, y, EL_EMPTY);
10866 CreateElementFromChange(x, y, target_element);
10868 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10869 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10872 // this uses direct change before indirect change
10873 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10878 static void HandleElementChange(int x, int y, int page)
10880 int element = MovingOrBlocked2Element(x, y);
10881 struct ElementInfo *ei = &element_info[element];
10882 struct ElementChangeInfo *change = &ei->change_page[page];
10883 boolean handle_action_before_change = FALSE;
10886 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10887 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10889 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10890 x, y, element, element_info[element].token_name);
10891 Debug("game:playing:HandleElementChange", "This should never happen!");
10895 // this can happen with classic bombs on walkable, changing elements
10896 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10901 if (ChangeDelay[x][y] == 0) // initialize element change
10903 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10905 if (change->can_change)
10907 // !!! not clear why graphic animation should be reset at all here !!!
10908 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10909 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10912 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10914 When using an animation frame delay of 1 (this only happens with
10915 "sp_zonk.moving.left/right" in the classic graphics), the default
10916 (non-moving) animation shows wrong animation frames (while the
10917 moving animation, like "sp_zonk.moving.left/right", is correct,
10918 so this graphical bug never shows up with the classic graphics).
10919 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10920 be drawn instead of the correct frames 0,1,2,3. This is caused by
10921 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10922 an element change: First when the change delay ("ChangeDelay[][]")
10923 counter has reached zero after decrementing, then a second time in
10924 the next frame (after "GfxFrame[][]" was already incremented) when
10925 "ChangeDelay[][]" is reset to the initial delay value again.
10927 This causes frame 0 to be drawn twice, while the last frame won't
10928 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10930 As some animations may already be cleverly designed around this bug
10931 (at least the "Snake Bite" snake tail animation does this), it cannot
10932 simply be fixed here without breaking such existing animations.
10933 Unfortunately, it cannot easily be detected if a graphics set was
10934 designed "before" or "after" the bug was fixed. As a workaround,
10935 a new graphics set option "game.graphics_engine_version" was added
10936 to be able to specify the game's major release version for which the
10937 graphics set was designed, which can then be used to decide if the
10938 bugfix should be used (version 4 and above) or not (version 3 or
10939 below, or if no version was specified at all, as with old sets).
10941 (The wrong/fixed animation frames can be tested with the test level set
10942 "test_gfxframe" and level "000", which contains a specially prepared
10943 custom element at level position (x/y) == (11/9) which uses the zonk
10944 animation mentioned above. Using "game.graphics_engine_version: 4"
10945 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10946 This can also be seen from the debug output for this test element.)
10949 // when a custom element is about to change (for example by change delay),
10950 // do not reset graphic animation when the custom element is moving
10951 if (game.graphics_engine_version < 4 &&
10954 ResetGfxAnimation(x, y);
10955 ResetRandomAnimationValue(x, y);
10958 if (change->pre_change_function)
10959 change->pre_change_function(x, y);
10963 ChangeDelay[x][y]--;
10965 if (ChangeDelay[x][y] != 0) // continue element change
10967 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10969 // also needed if CE can not change, but has CE delay with CE action
10970 if (IS_ANIMATED(graphic))
10971 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10973 if (change->can_change)
10975 if (change->change_function)
10976 change->change_function(x, y);
10979 else // finish element change
10981 if (ChangePage[x][y] != -1) // remember page from delayed change
10983 page = ChangePage[x][y];
10984 ChangePage[x][y] = -1;
10986 change = &ei->change_page[page];
10989 if (IS_MOVING(x, y)) // never change a running system ;-)
10991 ChangeDelay[x][y] = 1; // try change after next move step
10992 ChangePage[x][y] = page; // remember page to use for change
10997 // special case: set new level random seed before changing element
10998 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10999 handle_action_before_change = TRUE;
11001 if (change->has_action && handle_action_before_change)
11002 ExecuteCustomElementAction(x, y, element, page);
11004 if (change->can_change)
11006 if (ChangeElement(x, y, element, page))
11008 if (change->post_change_function)
11009 change->post_change_function(x, y);
11013 if (change->has_action && !handle_action_before_change)
11014 ExecuteCustomElementAction(x, y, element, page);
11018 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11019 int trigger_element,
11021 int trigger_player,
11025 boolean change_done_any = FALSE;
11026 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11029 if (!(trigger_events[trigger_element][trigger_event]))
11032 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11034 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11036 int element = EL_CUSTOM_START + i;
11037 boolean change_done = FALSE;
11040 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11041 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11044 for (p = 0; p < element_info[element].num_change_pages; p++)
11046 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11048 if (change->can_change_or_has_action &&
11049 change->has_event[trigger_event] &&
11050 change->trigger_side & trigger_side &&
11051 change->trigger_player & trigger_player &&
11052 change->trigger_page & trigger_page_bits &&
11053 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11055 change->actual_trigger_element = trigger_element;
11056 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11057 change->actual_trigger_player_bits = trigger_player;
11058 change->actual_trigger_side = trigger_side;
11059 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11060 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11062 if ((change->can_change && !change_done) || change->has_action)
11066 SCAN_PLAYFIELD(x, y)
11068 if (Tile[x][y] == element)
11070 if (change->can_change && !change_done)
11072 // if element already changed in this frame, not only prevent
11073 // another element change (checked in ChangeElement()), but
11074 // also prevent additional element actions for this element
11076 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11077 !level.use_action_after_change_bug)
11080 ChangeDelay[x][y] = 1;
11081 ChangeEvent[x][y] = trigger_event;
11083 HandleElementChange(x, y, p);
11085 else if (change->has_action)
11087 // if element already changed in this frame, not only prevent
11088 // another element change (checked in ChangeElement()), but
11089 // also prevent additional element actions for this element
11091 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11092 !level.use_action_after_change_bug)
11095 ExecuteCustomElementAction(x, y, element, p);
11096 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11101 if (change->can_change)
11103 change_done = TRUE;
11104 change_done_any = TRUE;
11111 RECURSION_LOOP_DETECTION_END();
11113 return change_done_any;
11116 static boolean CheckElementChangeExt(int x, int y,
11118 int trigger_element,
11120 int trigger_player,
11123 boolean change_done = FALSE;
11126 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11127 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11130 if (Tile[x][y] == EL_BLOCKED)
11132 Blocked2Moving(x, y, &x, &y);
11133 element = Tile[x][y];
11136 // check if element has already changed or is about to change after moving
11137 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11138 Tile[x][y] != element) ||
11140 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11141 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11142 ChangePage[x][y] != -1)))
11145 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11147 for (p = 0; p < element_info[element].num_change_pages; p++)
11149 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11151 /* check trigger element for all events where the element that is checked
11152 for changing interacts with a directly adjacent element -- this is
11153 different to element changes that affect other elements to change on the
11154 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11155 boolean check_trigger_element =
11156 (trigger_event == CE_NEXT_TO_X ||
11157 trigger_event == CE_TOUCHING_X ||
11158 trigger_event == CE_HITTING_X ||
11159 trigger_event == CE_HIT_BY_X ||
11160 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11162 if (change->can_change_or_has_action &&
11163 change->has_event[trigger_event] &&
11164 change->trigger_side & trigger_side &&
11165 change->trigger_player & trigger_player &&
11166 (!check_trigger_element ||
11167 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11169 change->actual_trigger_element = trigger_element;
11170 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11171 change->actual_trigger_player_bits = trigger_player;
11172 change->actual_trigger_side = trigger_side;
11173 change->actual_trigger_ce_value = CustomValue[x][y];
11174 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11176 // special case: trigger element not at (x,y) position for some events
11177 if (check_trigger_element)
11189 { 0, 0 }, { 0, 0 }, { 0, 0 },
11193 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11194 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11196 change->actual_trigger_ce_value = CustomValue[xx][yy];
11197 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11200 if (change->can_change && !change_done)
11202 ChangeDelay[x][y] = 1;
11203 ChangeEvent[x][y] = trigger_event;
11205 HandleElementChange(x, y, p);
11207 change_done = TRUE;
11209 else if (change->has_action)
11211 ExecuteCustomElementAction(x, y, element, p);
11212 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11217 RECURSION_LOOP_DETECTION_END();
11219 return change_done;
11222 static void PlayPlayerSound(struct PlayerInfo *player)
11224 int jx = player->jx, jy = player->jy;
11225 int sound_element = player->artwork_element;
11226 int last_action = player->last_action_waiting;
11227 int action = player->action_waiting;
11229 if (player->is_waiting)
11231 if (action != last_action)
11232 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11234 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11238 if (action != last_action)
11239 StopSound(element_info[sound_element].sound[last_action]);
11241 if (last_action == ACTION_SLEEPING)
11242 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11246 static void PlayAllPlayersSound(void)
11250 for (i = 0; i < MAX_PLAYERS; i++)
11251 if (stored_player[i].active)
11252 PlayPlayerSound(&stored_player[i]);
11255 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11257 boolean last_waiting = player->is_waiting;
11258 int move_dir = player->MovDir;
11260 player->dir_waiting = move_dir;
11261 player->last_action_waiting = player->action_waiting;
11265 if (!last_waiting) // not waiting -> waiting
11267 player->is_waiting = TRUE;
11269 player->frame_counter_bored =
11271 game.player_boring_delay_fixed +
11272 GetSimpleRandom(game.player_boring_delay_random);
11273 player->frame_counter_sleeping =
11275 game.player_sleeping_delay_fixed +
11276 GetSimpleRandom(game.player_sleeping_delay_random);
11278 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11281 if (game.player_sleeping_delay_fixed +
11282 game.player_sleeping_delay_random > 0 &&
11283 player->anim_delay_counter == 0 &&
11284 player->post_delay_counter == 0 &&
11285 FrameCounter >= player->frame_counter_sleeping)
11286 player->is_sleeping = TRUE;
11287 else if (game.player_boring_delay_fixed +
11288 game.player_boring_delay_random > 0 &&
11289 FrameCounter >= player->frame_counter_bored)
11290 player->is_bored = TRUE;
11292 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11293 player->is_bored ? ACTION_BORING :
11296 if (player->is_sleeping && player->use_murphy)
11298 // special case for sleeping Murphy when leaning against non-free tile
11300 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11301 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11302 !IS_MOVING(player->jx - 1, player->jy)))
11303 move_dir = MV_LEFT;
11304 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11305 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11306 !IS_MOVING(player->jx + 1, player->jy)))
11307 move_dir = MV_RIGHT;
11309 player->is_sleeping = FALSE;
11311 player->dir_waiting = move_dir;
11314 if (player->is_sleeping)
11316 if (player->num_special_action_sleeping > 0)
11318 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11320 int last_special_action = player->special_action_sleeping;
11321 int num_special_action = player->num_special_action_sleeping;
11322 int special_action =
11323 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11324 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11325 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11326 last_special_action + 1 : ACTION_SLEEPING);
11327 int special_graphic =
11328 el_act_dir2img(player->artwork_element, special_action, move_dir);
11330 player->anim_delay_counter =
11331 graphic_info[special_graphic].anim_delay_fixed +
11332 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11333 player->post_delay_counter =
11334 graphic_info[special_graphic].post_delay_fixed +
11335 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11337 player->special_action_sleeping = special_action;
11340 if (player->anim_delay_counter > 0)
11342 player->action_waiting = player->special_action_sleeping;
11343 player->anim_delay_counter--;
11345 else if (player->post_delay_counter > 0)
11347 player->post_delay_counter--;
11351 else if (player->is_bored)
11353 if (player->num_special_action_bored > 0)
11355 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11357 int special_action =
11358 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11359 int special_graphic =
11360 el_act_dir2img(player->artwork_element, special_action, move_dir);
11362 player->anim_delay_counter =
11363 graphic_info[special_graphic].anim_delay_fixed +
11364 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11365 player->post_delay_counter =
11366 graphic_info[special_graphic].post_delay_fixed +
11367 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11369 player->special_action_bored = special_action;
11372 if (player->anim_delay_counter > 0)
11374 player->action_waiting = player->special_action_bored;
11375 player->anim_delay_counter--;
11377 else if (player->post_delay_counter > 0)
11379 player->post_delay_counter--;
11384 else if (last_waiting) // waiting -> not waiting
11386 player->is_waiting = FALSE;
11387 player->is_bored = FALSE;
11388 player->is_sleeping = FALSE;
11390 player->frame_counter_bored = -1;
11391 player->frame_counter_sleeping = -1;
11393 player->anim_delay_counter = 0;
11394 player->post_delay_counter = 0;
11396 player->dir_waiting = player->MovDir;
11397 player->action_waiting = ACTION_DEFAULT;
11399 player->special_action_bored = ACTION_DEFAULT;
11400 player->special_action_sleeping = ACTION_DEFAULT;
11404 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11406 if ((!player->is_moving && player->was_moving) ||
11407 (player->MovPos == 0 && player->was_moving) ||
11408 (player->is_snapping && !player->was_snapping) ||
11409 (player->is_dropping && !player->was_dropping))
11411 if (!CheckSaveEngineSnapshotToList())
11414 player->was_moving = FALSE;
11415 player->was_snapping = TRUE;
11416 player->was_dropping = TRUE;
11420 if (player->is_moving)
11421 player->was_moving = TRUE;
11423 if (!player->is_snapping)
11424 player->was_snapping = FALSE;
11426 if (!player->is_dropping)
11427 player->was_dropping = FALSE;
11430 static struct MouseActionInfo mouse_action_last = { 0 };
11431 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11432 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11435 CheckSaveEngineSnapshotToList();
11437 mouse_action_last = mouse_action;
11440 static void CheckSingleStepMode(struct PlayerInfo *player)
11442 if (tape.single_step && tape.recording && !tape.pausing)
11444 // as it is called "single step mode", just return to pause mode when the
11445 // player stopped moving after one tile (or never starts moving at all)
11446 // (reverse logic needed here in case single step mode used in team mode)
11447 if (player->is_moving ||
11448 player->is_pushing ||
11449 player->is_dropping_pressed ||
11450 player->effective_mouse_action.button)
11451 game.enter_single_step_mode = FALSE;
11454 CheckSaveEngineSnapshot(player);
11457 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11459 int left = player_action & JOY_LEFT;
11460 int right = player_action & JOY_RIGHT;
11461 int up = player_action & JOY_UP;
11462 int down = player_action & JOY_DOWN;
11463 int button1 = player_action & JOY_BUTTON_1;
11464 int button2 = player_action & JOY_BUTTON_2;
11465 int dx = (left ? -1 : right ? 1 : 0);
11466 int dy = (up ? -1 : down ? 1 : 0);
11468 if (!player->active || tape.pausing)
11474 SnapField(player, dx, dy);
11478 DropElement(player);
11480 MovePlayer(player, dx, dy);
11483 CheckSingleStepMode(player);
11485 SetPlayerWaiting(player, FALSE);
11487 return player_action;
11491 // no actions for this player (no input at player's configured device)
11493 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11494 SnapField(player, 0, 0);
11495 CheckGravityMovementWhenNotMoving(player);
11497 if (player->MovPos == 0)
11498 SetPlayerWaiting(player, TRUE);
11500 if (player->MovPos == 0) // needed for tape.playing
11501 player->is_moving = FALSE;
11503 player->is_dropping = FALSE;
11504 player->is_dropping_pressed = FALSE;
11505 player->drop_pressed_delay = 0;
11507 CheckSingleStepMode(player);
11513 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11516 if (!tape.use_mouse_actions)
11519 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11520 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11521 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11524 static void SetTapeActionFromMouseAction(byte *tape_action,
11525 struct MouseActionInfo *mouse_action)
11527 if (!tape.use_mouse_actions)
11530 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11531 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11532 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11535 static void CheckLevelSolved(void)
11537 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11539 if (game_em.level_solved &&
11540 !game_em.game_over) // game won
11544 game_em.game_over = TRUE;
11546 game.all_players_gone = TRUE;
11549 if (game_em.game_over) // game lost
11550 game.all_players_gone = TRUE;
11552 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11554 if (game_sp.level_solved &&
11555 !game_sp.game_over) // game won
11559 game_sp.game_over = TRUE;
11561 game.all_players_gone = TRUE;
11564 if (game_sp.game_over) // game lost
11565 game.all_players_gone = TRUE;
11567 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11569 if (game_mm.level_solved &&
11570 !game_mm.game_over) // game won
11574 game_mm.game_over = TRUE;
11576 game.all_players_gone = TRUE;
11579 if (game_mm.game_over) // game lost
11580 game.all_players_gone = TRUE;
11584 static void CheckLevelTime_StepCounter(void)
11594 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11595 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11597 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11599 DisplayGameControlValues();
11601 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11602 for (i = 0; i < MAX_PLAYERS; i++)
11603 KillPlayer(&stored_player[i]);
11605 else if (game.no_level_time_limit && !game.all_players_gone)
11607 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11609 DisplayGameControlValues();
11613 static void CheckLevelTime(void)
11617 if (TimeFrames >= FRAMES_PER_SECOND)
11622 for (i = 0; i < MAX_PLAYERS; i++)
11624 struct PlayerInfo *player = &stored_player[i];
11626 if (SHIELD_ON(player))
11628 player->shield_normal_time_left--;
11630 if (player->shield_deadly_time_left > 0)
11631 player->shield_deadly_time_left--;
11635 if (!game.LevelSolved && !level.use_step_counter)
11643 if (TimeLeft <= 10 && game.time_limit)
11644 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11646 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11647 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11649 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11651 if (!TimeLeft && game.time_limit)
11653 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11654 game_em.lev->killed_out_of_time = TRUE;
11656 for (i = 0; i < MAX_PLAYERS; i++)
11657 KillPlayer(&stored_player[i]);
11660 else if (game.no_level_time_limit && !game.all_players_gone)
11662 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11665 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11668 if (tape.recording || tape.playing)
11669 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11672 if (tape.recording || tape.playing)
11673 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11675 UpdateAndDisplayGameControlValues();
11678 void AdvanceFrameAndPlayerCounters(int player_nr)
11682 // advance frame counters (global frame counter and time frame counter)
11686 // advance player counters (counters for move delay, move animation etc.)
11687 for (i = 0; i < MAX_PLAYERS; i++)
11689 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11690 int move_delay_value = stored_player[i].move_delay_value;
11691 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11693 if (!advance_player_counters) // not all players may be affected
11696 if (move_frames == 0) // less than one move per game frame
11698 int stepsize = TILEX / move_delay_value;
11699 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11700 int count = (stored_player[i].is_moving ?
11701 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11703 if (count % delay == 0)
11707 stored_player[i].Frame += move_frames;
11709 if (stored_player[i].MovPos != 0)
11710 stored_player[i].StepFrame += move_frames;
11712 if (stored_player[i].move_delay > 0)
11713 stored_player[i].move_delay--;
11715 // due to bugs in previous versions, counter must count up, not down
11716 if (stored_player[i].push_delay != -1)
11717 stored_player[i].push_delay++;
11719 if (stored_player[i].drop_delay > 0)
11720 stored_player[i].drop_delay--;
11722 if (stored_player[i].is_dropping_pressed)
11723 stored_player[i].drop_pressed_delay++;
11727 void AdvanceFrameCounter(void)
11732 void AdvanceGfxFrame(void)
11736 SCAN_PLAYFIELD(x, y)
11742 static void HandleMouseAction(struct MouseActionInfo *mouse_action,
11743 struct MouseActionInfo *mouse_action_last)
11745 if (mouse_action->button)
11747 int new_button = (mouse_action->button && mouse_action_last->button == 0);
11748 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action->button);
11749 int x = mouse_action->lx;
11750 int y = mouse_action->ly;
11751 int element = Tile[x][y];
11755 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
11756 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
11760 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
11761 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
11764 if (level.use_step_counter)
11766 boolean counted_click = FALSE;
11768 // element clicked that can change when clicked/pressed
11769 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
11770 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
11771 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
11772 counted_click = TRUE;
11774 // element clicked that can trigger change when clicked/pressed
11775 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
11776 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
11777 counted_click = TRUE;
11779 if (new_button && counted_click)
11780 CheckLevelTime_StepCounter();
11785 void StartGameActions(boolean init_network_game, boolean record_tape,
11788 unsigned int new_random_seed = InitRND(random_seed);
11791 TapeStartRecording(new_random_seed);
11793 if (setup.auto_pause_on_start && !tape.pausing)
11794 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11796 if (init_network_game)
11798 SendToServer_LevelFile();
11799 SendToServer_StartPlaying();
11807 static void GameActionsExt(void)
11810 static unsigned int game_frame_delay = 0;
11812 unsigned int game_frame_delay_value;
11813 byte *recorded_player_action;
11814 byte summarized_player_action = 0;
11815 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11818 // detect endless loops, caused by custom element programming
11819 if (recursion_loop_detected && recursion_loop_depth == 0)
11821 char *message = getStringCat3("Internal Error! Element ",
11822 EL_NAME(recursion_loop_element),
11823 " caused endless loop! Quit the game?");
11825 Warn("element '%s' caused endless loop in game engine",
11826 EL_NAME(recursion_loop_element));
11828 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11830 recursion_loop_detected = FALSE; // if game should be continued
11837 if (game.restart_level)
11838 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11840 CheckLevelSolved();
11842 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11845 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11848 if (game_status != GAME_MODE_PLAYING) // status might have changed
11851 game_frame_delay_value =
11852 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11854 if (tape.playing && tape.warp_forward && !tape.pausing)
11855 game_frame_delay_value = 0;
11857 SetVideoFrameDelay(game_frame_delay_value);
11859 // (de)activate virtual buttons depending on current game status
11860 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11862 if (game.all_players_gone) // if no players there to be controlled anymore
11863 SetOverlayActive(FALSE);
11864 else if (!tape.playing) // if game continues after tape stopped playing
11865 SetOverlayActive(TRUE);
11870 // ---------- main game synchronization point ----------
11872 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11874 Debug("game:playing:skip", "skip == %d", skip);
11877 // ---------- main game synchronization point ----------
11879 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11883 if (network_playing && !network_player_action_received)
11885 // try to get network player actions in time
11887 // last chance to get network player actions without main loop delay
11888 HandleNetworking();
11890 // game was quit by network peer
11891 if (game_status != GAME_MODE_PLAYING)
11894 // check if network player actions still missing and game still running
11895 if (!network_player_action_received && !checkGameEnded())
11896 return; // failed to get network player actions in time
11898 // do not yet reset "network_player_action_received" (for tape.pausing)
11904 // at this point we know that we really continue executing the game
11906 network_player_action_received = FALSE;
11908 // when playing tape, read previously recorded player input from tape data
11909 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11911 local_player->effective_mouse_action = local_player->mouse_action;
11913 if (recorded_player_action != NULL)
11914 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11915 recorded_player_action);
11917 // TapePlayAction() may return NULL when toggling to "pause before death"
11921 if (tape.set_centered_player)
11923 game.centered_player_nr_next = tape.centered_player_nr_next;
11924 game.set_centered_player = TRUE;
11927 for (i = 0; i < MAX_PLAYERS; i++)
11929 summarized_player_action |= stored_player[i].action;
11931 if (!network_playing && (game.team_mode || tape.playing))
11932 stored_player[i].effective_action = stored_player[i].action;
11935 if (network_playing && !checkGameEnded())
11936 SendToServer_MovePlayer(summarized_player_action);
11938 // summarize all actions at local players mapped input device position
11939 // (this allows using different input devices in single player mode)
11940 if (!network.enabled && !game.team_mode)
11941 stored_player[map_player_action[local_player->index_nr]].effective_action =
11942 summarized_player_action;
11944 // summarize all actions at centered player in local team mode
11945 if (tape.recording &&
11946 setup.team_mode && !network.enabled &&
11947 setup.input_on_focus &&
11948 game.centered_player_nr != -1)
11950 for (i = 0; i < MAX_PLAYERS; i++)
11951 stored_player[map_player_action[i]].effective_action =
11952 (i == game.centered_player_nr ? summarized_player_action : 0);
11955 if (recorded_player_action != NULL)
11956 for (i = 0; i < MAX_PLAYERS; i++)
11957 stored_player[i].effective_action = recorded_player_action[i];
11959 for (i = 0; i < MAX_PLAYERS; i++)
11961 tape_action[i] = stored_player[i].effective_action;
11963 /* (this may happen in the RND game engine if a player was not present on
11964 the playfield on level start, but appeared later from a custom element */
11965 if (setup.team_mode &&
11968 !tape.player_participates[i])
11969 tape.player_participates[i] = TRUE;
11972 SetTapeActionFromMouseAction(tape_action,
11973 &local_player->effective_mouse_action);
11975 // only record actions from input devices, but not programmed actions
11976 if (tape.recording)
11977 TapeRecordAction(tape_action);
11979 // remember if game was played (especially after tape stopped playing)
11980 if (!tape.playing && summarized_player_action && !checkGameFailed())
11981 game.GamePlayed = TRUE;
11983 #if USE_NEW_PLAYER_ASSIGNMENTS
11984 // !!! also map player actions in single player mode !!!
11985 // if (game.team_mode)
11988 byte mapped_action[MAX_PLAYERS];
11990 #if DEBUG_PLAYER_ACTIONS
11991 for (i = 0; i < MAX_PLAYERS; i++)
11992 DebugContinued("", "%d, ", stored_player[i].effective_action);
11995 for (i = 0; i < MAX_PLAYERS; i++)
11996 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11998 for (i = 0; i < MAX_PLAYERS; i++)
11999 stored_player[i].effective_action = mapped_action[i];
12001 #if DEBUG_PLAYER_ACTIONS
12002 DebugContinued("", "=> ");
12003 for (i = 0; i < MAX_PLAYERS; i++)
12004 DebugContinued("", "%d, ", stored_player[i].effective_action);
12005 DebugContinued("game:playing:player", "\n");
12008 #if DEBUG_PLAYER_ACTIONS
12011 for (i = 0; i < MAX_PLAYERS; i++)
12012 DebugContinued("", "%d, ", stored_player[i].effective_action);
12013 DebugContinued("game:playing:player", "\n");
12018 for (i = 0; i < MAX_PLAYERS; i++)
12020 // allow engine snapshot in case of changed movement attempt
12021 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
12022 (stored_player[i].effective_action & KEY_MOTION))
12023 game.snapshot.changed_action = TRUE;
12025 // allow engine snapshot in case of snapping/dropping attempt
12026 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
12027 (stored_player[i].effective_action & KEY_BUTTON) != 0)
12028 game.snapshot.changed_action = TRUE;
12030 game.snapshot.last_action[i] = stored_player[i].effective_action;
12033 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12035 GameActions_EM_Main();
12037 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12039 GameActions_SP_Main();
12041 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
12043 GameActions_MM_Main();
12047 GameActions_RND_Main();
12050 BlitScreenToBitmap(backbuffer);
12052 CheckLevelSolved();
12055 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
12057 if (global.show_frames_per_second)
12059 static unsigned int fps_counter = 0;
12060 static int fps_frames = 0;
12061 unsigned int fps_delay_ms = Counter() - fps_counter;
12065 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
12067 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12070 fps_counter = Counter();
12072 // always draw FPS to screen after FPS value was updated
12073 redraw_mask |= REDRAW_FPS;
12076 // only draw FPS if no screen areas are deactivated (invisible warp mode)
12077 if (GetDrawDeactivationMask() == REDRAW_NONE)
12078 redraw_mask |= REDRAW_FPS;
12082 static void GameActions_CheckSaveEngineSnapshot(void)
12084 if (!game.snapshot.save_snapshot)
12087 // clear flag for saving snapshot _before_ saving snapshot
12088 game.snapshot.save_snapshot = FALSE;
12090 SaveEngineSnapshotToList();
12093 void GameActions(void)
12097 GameActions_CheckSaveEngineSnapshot();
12100 void GameActions_EM_Main(void)
12102 byte effective_action[MAX_PLAYERS];
12105 for (i = 0; i < MAX_PLAYERS; i++)
12106 effective_action[i] = stored_player[i].effective_action;
12108 GameActions_EM(effective_action);
12111 void GameActions_SP_Main(void)
12113 byte effective_action[MAX_PLAYERS];
12116 for (i = 0; i < MAX_PLAYERS; i++)
12117 effective_action[i] = stored_player[i].effective_action;
12119 GameActions_SP(effective_action);
12121 for (i = 0; i < MAX_PLAYERS; i++)
12123 if (stored_player[i].force_dropping)
12124 stored_player[i].action |= KEY_BUTTON_DROP;
12126 stored_player[i].force_dropping = FALSE;
12130 void GameActions_MM_Main(void)
12134 GameActions_MM(local_player->effective_mouse_action);
12137 void GameActions_RND_Main(void)
12142 void GameActions_RND(void)
12144 static struct MouseActionInfo mouse_action_last = { 0 };
12145 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12146 int magic_wall_x = 0, magic_wall_y = 0;
12147 int i, x, y, element, graphic, last_gfx_frame;
12149 InitPlayfieldScanModeVars();
12151 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12153 SCAN_PLAYFIELD(x, y)
12155 ChangeCount[x][y] = 0;
12156 ChangeEvent[x][y] = -1;
12160 if (game.set_centered_player)
12162 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12164 // switching to "all players" only possible if all players fit to screen
12165 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12167 game.centered_player_nr_next = game.centered_player_nr;
12168 game.set_centered_player = FALSE;
12171 // do not switch focus to non-existing (or non-active) player
12172 if (game.centered_player_nr_next >= 0 &&
12173 !stored_player[game.centered_player_nr_next].active)
12175 game.centered_player_nr_next = game.centered_player_nr;
12176 game.set_centered_player = FALSE;
12180 if (game.set_centered_player &&
12181 ScreenMovPos == 0) // screen currently aligned at tile position
12185 if (game.centered_player_nr_next == -1)
12187 setScreenCenteredToAllPlayers(&sx, &sy);
12191 sx = stored_player[game.centered_player_nr_next].jx;
12192 sy = stored_player[game.centered_player_nr_next].jy;
12195 game.centered_player_nr = game.centered_player_nr_next;
12196 game.set_centered_player = FALSE;
12198 DrawRelocateScreen(0, 0, sx, sy, TRUE, setup.quick_switch);
12199 DrawGameDoorValues();
12202 // check single step mode (set flag and clear again if any player is active)
12203 game.enter_single_step_mode =
12204 (tape.single_step && tape.recording && !tape.pausing);
12206 for (i = 0; i < MAX_PLAYERS; i++)
12208 int actual_player_action = stored_player[i].effective_action;
12211 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12212 - rnd_equinox_tetrachloride 048
12213 - rnd_equinox_tetrachloride_ii 096
12214 - rnd_emanuel_schmieg 002
12215 - doctor_sloan_ww 001, 020
12217 if (stored_player[i].MovPos == 0)
12218 CheckGravityMovement(&stored_player[i]);
12221 // overwrite programmed action with tape action
12222 if (stored_player[i].programmed_action)
12223 actual_player_action = stored_player[i].programmed_action;
12225 PlayerActions(&stored_player[i], actual_player_action);
12227 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12230 // single step pause mode may already have been toggled by "ScrollPlayer()"
12231 if (game.enter_single_step_mode && !tape.pausing)
12232 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12234 ScrollScreen(NULL, SCROLL_GO_ON);
12236 /* for backwards compatibility, the following code emulates a fixed bug that
12237 occured when pushing elements (causing elements that just made their last
12238 pushing step to already (if possible) make their first falling step in the
12239 same game frame, which is bad); this code is also needed to use the famous
12240 "spring push bug" which is used in older levels and might be wanted to be
12241 used also in newer levels, but in this case the buggy pushing code is only
12242 affecting the "spring" element and no other elements */
12244 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12246 for (i = 0; i < MAX_PLAYERS; i++)
12248 struct PlayerInfo *player = &stored_player[i];
12249 int x = player->jx;
12250 int y = player->jy;
12252 if (player->active && player->is_pushing && player->is_moving &&
12254 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12255 Tile[x][y] == EL_SPRING))
12257 ContinueMoving(x, y);
12259 // continue moving after pushing (this is actually a bug)
12260 if (!IS_MOVING(x, y))
12261 Stop[x][y] = FALSE;
12266 SCAN_PLAYFIELD(x, y)
12268 Last[x][y] = Tile[x][y];
12270 ChangeCount[x][y] = 0;
12271 ChangeEvent[x][y] = -1;
12273 // this must be handled before main playfield loop
12274 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12277 if (MovDelay[x][y] <= 0)
12281 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12284 if (MovDelay[x][y] <= 0)
12286 int element = Store[x][y];
12287 int move_direction = MovDir[x][y];
12288 int player_index_bit = Store2[x][y];
12294 TEST_DrawLevelField(x, y);
12296 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12298 if (IS_ENVELOPE(element))
12299 local_player->show_envelope = element;
12304 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12306 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12308 Debug("game:playing:GameActions_RND", "This should never happen!");
12310 ChangePage[x][y] = -1;
12314 Stop[x][y] = FALSE;
12315 if (WasJustMoving[x][y] > 0)
12316 WasJustMoving[x][y]--;
12317 if (WasJustFalling[x][y] > 0)
12318 WasJustFalling[x][y]--;
12319 if (CheckCollision[x][y] > 0)
12320 CheckCollision[x][y]--;
12321 if (CheckImpact[x][y] > 0)
12322 CheckImpact[x][y]--;
12326 /* reset finished pushing action (not done in ContinueMoving() to allow
12327 continuous pushing animation for elements with zero push delay) */
12328 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12330 ResetGfxAnimation(x, y);
12331 TEST_DrawLevelField(x, y);
12335 if (IS_BLOCKED(x, y))
12339 Blocked2Moving(x, y, &oldx, &oldy);
12340 if (!IS_MOVING(oldx, oldy))
12342 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12343 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12344 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12345 Debug("game:playing:GameActions_RND", "This should never happen!");
12351 HandleMouseAction(&mouse_action, &mouse_action_last);
12353 SCAN_PLAYFIELD(x, y)
12355 element = Tile[x][y];
12356 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12357 last_gfx_frame = GfxFrame[x][y];
12359 if (element == EL_EMPTY)
12360 graphic = el2img(GfxElementEmpty[x][y]);
12362 ResetGfxFrame(x, y);
12364 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12365 DrawLevelGraphicAnimation(x, y, graphic);
12367 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12368 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12369 ResetRandomAnimationValue(x, y);
12371 SetRandomAnimationValue(x, y);
12373 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12375 if (IS_INACTIVE(element))
12377 if (IS_ANIMATED(graphic))
12378 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12383 // this may take place after moving, so 'element' may have changed
12384 if (IS_CHANGING(x, y) &&
12385 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12387 int page = element_info[element].event_page_nr[CE_DELAY];
12389 HandleElementChange(x, y, page);
12391 element = Tile[x][y];
12392 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12395 CheckNextToConditions(x, y);
12397 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12401 element = Tile[x][y];
12402 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12404 if (IS_ANIMATED(graphic) &&
12405 !IS_MOVING(x, y) &&
12407 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12409 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12410 TEST_DrawTwinkleOnField(x, y);
12412 else if (element == EL_ACID)
12415 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12417 else if ((element == EL_EXIT_OPEN ||
12418 element == EL_EM_EXIT_OPEN ||
12419 element == EL_SP_EXIT_OPEN ||
12420 element == EL_STEEL_EXIT_OPEN ||
12421 element == EL_EM_STEEL_EXIT_OPEN ||
12422 element == EL_SP_TERMINAL ||
12423 element == EL_SP_TERMINAL_ACTIVE ||
12424 element == EL_EXTRA_TIME ||
12425 element == EL_SHIELD_NORMAL ||
12426 element == EL_SHIELD_DEADLY) &&
12427 IS_ANIMATED(graphic))
12428 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12429 else if (IS_MOVING(x, y))
12430 ContinueMoving(x, y);
12431 else if (IS_ACTIVE_BOMB(element))
12432 CheckDynamite(x, y);
12433 else if (element == EL_AMOEBA_GROWING)
12434 AmoebaGrowing(x, y);
12435 else if (element == EL_AMOEBA_SHRINKING)
12436 AmoebaShrinking(x, y);
12438 #if !USE_NEW_AMOEBA_CODE
12439 else if (IS_AMOEBALIVE(element))
12440 AmoebaReproduce(x, y);
12443 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12445 else if (element == EL_EXIT_CLOSED)
12447 else if (element == EL_EM_EXIT_CLOSED)
12449 else if (element == EL_STEEL_EXIT_CLOSED)
12450 CheckExitSteel(x, y);
12451 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12452 CheckExitSteelEM(x, y);
12453 else if (element == EL_SP_EXIT_CLOSED)
12455 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12456 element == EL_EXPANDABLE_STEELWALL_GROWING)
12458 else if (element == EL_EXPANDABLE_WALL ||
12459 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12460 element == EL_EXPANDABLE_WALL_VERTICAL ||
12461 element == EL_EXPANDABLE_WALL_ANY ||
12462 element == EL_BD_EXPANDABLE_WALL ||
12463 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12464 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12465 element == EL_EXPANDABLE_STEELWALL_ANY)
12466 CheckWallGrowing(x, y);
12467 else if (element == EL_FLAMES)
12468 CheckForDragon(x, y);
12469 else if (element == EL_EXPLOSION)
12470 ; // drawing of correct explosion animation is handled separately
12471 else if (element == EL_ELEMENT_SNAPPING ||
12472 element == EL_DIAGONAL_SHRINKING ||
12473 element == EL_DIAGONAL_GROWING)
12475 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y], GfxDir[x][y]);
12477 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12479 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12480 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12482 if (IS_BELT_ACTIVE(element))
12483 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12485 if (game.magic_wall_active)
12487 int jx = local_player->jx, jy = local_player->jy;
12489 // play the element sound at the position nearest to the player
12490 if ((element == EL_MAGIC_WALL_FULL ||
12491 element == EL_MAGIC_WALL_ACTIVE ||
12492 element == EL_MAGIC_WALL_EMPTYING ||
12493 element == EL_BD_MAGIC_WALL_FULL ||
12494 element == EL_BD_MAGIC_WALL_ACTIVE ||
12495 element == EL_BD_MAGIC_WALL_EMPTYING ||
12496 element == EL_DC_MAGIC_WALL_FULL ||
12497 element == EL_DC_MAGIC_WALL_ACTIVE ||
12498 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12499 ABS(x - jx) + ABS(y - jy) <
12500 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12508 #if USE_NEW_AMOEBA_CODE
12509 // new experimental amoeba growth stuff
12510 if (!(FrameCounter % 8))
12512 static unsigned int random = 1684108901;
12514 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12516 x = RND(lev_fieldx);
12517 y = RND(lev_fieldy);
12518 element = Tile[x][y];
12520 if (!IS_PLAYER(x, y) &&
12521 (element == EL_EMPTY ||
12522 CAN_GROW_INTO(element) ||
12523 element == EL_QUICKSAND_EMPTY ||
12524 element == EL_QUICKSAND_FAST_EMPTY ||
12525 element == EL_ACID_SPLASH_LEFT ||
12526 element == EL_ACID_SPLASH_RIGHT))
12528 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12529 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12530 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12531 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12532 Tile[x][y] = EL_AMOEBA_DROP;
12535 random = random * 129 + 1;
12540 game.explosions_delayed = FALSE;
12542 SCAN_PLAYFIELD(x, y)
12544 element = Tile[x][y];
12546 if (ExplodeField[x][y])
12547 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12548 else if (element == EL_EXPLOSION)
12549 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12551 ExplodeField[x][y] = EX_TYPE_NONE;
12554 game.explosions_delayed = TRUE;
12556 if (game.magic_wall_active)
12558 if (!(game.magic_wall_time_left % 4))
12560 int element = Tile[magic_wall_x][magic_wall_y];
12562 if (element == EL_BD_MAGIC_WALL_FULL ||
12563 element == EL_BD_MAGIC_WALL_ACTIVE ||
12564 element == EL_BD_MAGIC_WALL_EMPTYING)
12565 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12566 else if (element == EL_DC_MAGIC_WALL_FULL ||
12567 element == EL_DC_MAGIC_WALL_ACTIVE ||
12568 element == EL_DC_MAGIC_WALL_EMPTYING)
12569 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12571 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12574 if (game.magic_wall_time_left > 0)
12576 game.magic_wall_time_left--;
12578 if (!game.magic_wall_time_left)
12580 SCAN_PLAYFIELD(x, y)
12582 element = Tile[x][y];
12584 if (element == EL_MAGIC_WALL_ACTIVE ||
12585 element == EL_MAGIC_WALL_FULL)
12587 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12588 TEST_DrawLevelField(x, y);
12590 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12591 element == EL_BD_MAGIC_WALL_FULL)
12593 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12594 TEST_DrawLevelField(x, y);
12596 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12597 element == EL_DC_MAGIC_WALL_FULL)
12599 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12600 TEST_DrawLevelField(x, y);
12604 game.magic_wall_active = FALSE;
12609 if (game.light_time_left > 0)
12611 game.light_time_left--;
12613 if (game.light_time_left == 0)
12614 RedrawAllLightSwitchesAndInvisibleElements();
12617 if (game.timegate_time_left > 0)
12619 game.timegate_time_left--;
12621 if (game.timegate_time_left == 0)
12622 CloseAllOpenTimegates();
12625 if (game.lenses_time_left > 0)
12627 game.lenses_time_left--;
12629 if (game.lenses_time_left == 0)
12630 RedrawAllInvisibleElementsForLenses();
12633 if (game.magnify_time_left > 0)
12635 game.magnify_time_left--;
12637 if (game.magnify_time_left == 0)
12638 RedrawAllInvisibleElementsForMagnifier();
12641 for (i = 0; i < MAX_PLAYERS; i++)
12643 struct PlayerInfo *player = &stored_player[i];
12645 if (SHIELD_ON(player))
12647 if (player->shield_deadly_time_left)
12648 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12649 else if (player->shield_normal_time_left)
12650 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12654 #if USE_DELAYED_GFX_REDRAW
12655 SCAN_PLAYFIELD(x, y)
12657 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12659 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12660 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12662 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12663 DrawLevelField(x, y);
12665 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12666 DrawLevelFieldCrumbled(x, y);
12668 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12669 DrawLevelFieldCrumbledNeighbours(x, y);
12671 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12672 DrawTwinkleOnField(x, y);
12675 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12680 PlayAllPlayersSound();
12682 for (i = 0; i < MAX_PLAYERS; i++)
12684 struct PlayerInfo *player = &stored_player[i];
12686 if (player->show_envelope != 0 && (!player->active ||
12687 player->MovPos == 0))
12689 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12691 player->show_envelope = 0;
12695 // use random number generator in every frame to make it less predictable
12696 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12699 mouse_action_last = mouse_action;
12702 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12704 int min_x = x, min_y = y, max_x = x, max_y = y;
12705 int scr_fieldx = getScreenFieldSizeX();
12706 int scr_fieldy = getScreenFieldSizeY();
12709 for (i = 0; i < MAX_PLAYERS; i++)
12711 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12713 if (!stored_player[i].active || &stored_player[i] == player)
12716 min_x = MIN(min_x, jx);
12717 min_y = MIN(min_y, jy);
12718 max_x = MAX(max_x, jx);
12719 max_y = MAX(max_y, jy);
12722 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12725 static boolean AllPlayersInVisibleScreen(void)
12729 for (i = 0; i < MAX_PLAYERS; i++)
12731 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12733 if (!stored_player[i].active)
12736 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12743 void ScrollLevel(int dx, int dy)
12745 int scroll_offset = 2 * TILEX_VAR;
12748 BlitBitmap(drawto_field, drawto_field,
12749 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12750 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12751 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12752 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12753 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12754 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12758 x = (dx == 1 ? BX1 : BX2);
12759 for (y = BY1; y <= BY2; y++)
12760 DrawScreenField(x, y);
12765 y = (dy == 1 ? BY1 : BY2);
12766 for (x = BX1; x <= BX2; x++)
12767 DrawScreenField(x, y);
12770 redraw_mask |= REDRAW_FIELD;
12773 static boolean canFallDown(struct PlayerInfo *player)
12775 int jx = player->jx, jy = player->jy;
12777 return (IN_LEV_FIELD(jx, jy + 1) &&
12778 (IS_FREE(jx, jy + 1) ||
12779 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12780 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12781 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12784 static boolean canPassField(int x, int y, int move_dir)
12786 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12787 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12788 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12789 int nextx = x + dx;
12790 int nexty = y + dy;
12791 int element = Tile[x][y];
12793 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12794 !CAN_MOVE(element) &&
12795 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12796 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12797 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12800 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12802 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12803 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12804 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12808 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12809 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12810 (IS_DIGGABLE(Tile[newx][newy]) ||
12811 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12812 canPassField(newx, newy, move_dir)));
12815 static void CheckGravityMovement(struct PlayerInfo *player)
12817 if (player->gravity && !player->programmed_action)
12819 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12820 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12821 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12822 int jx = player->jx, jy = player->jy;
12823 boolean player_is_moving_to_valid_field =
12824 (!player_is_snapping &&
12825 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12826 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12827 boolean player_can_fall_down = canFallDown(player);
12829 if (player_can_fall_down &&
12830 !player_is_moving_to_valid_field)
12831 player->programmed_action = MV_DOWN;
12835 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12837 return CheckGravityMovement(player);
12839 if (player->gravity && !player->programmed_action)
12841 int jx = player->jx, jy = player->jy;
12842 boolean field_under_player_is_free =
12843 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12844 boolean player_is_standing_on_valid_field =
12845 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12846 (IS_WALKABLE(Tile[jx][jy]) &&
12847 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12849 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12850 player->programmed_action = MV_DOWN;
12855 MovePlayerOneStep()
12856 -----------------------------------------------------------------------------
12857 dx, dy: direction (non-diagonal) to try to move the player to
12858 real_dx, real_dy: direction as read from input device (can be diagonal)
12861 boolean MovePlayerOneStep(struct PlayerInfo *player,
12862 int dx, int dy, int real_dx, int real_dy)
12864 int jx = player->jx, jy = player->jy;
12865 int new_jx = jx + dx, new_jy = jy + dy;
12867 boolean player_can_move = !player->cannot_move;
12869 if (!player->active || (!dx && !dy))
12870 return MP_NO_ACTION;
12872 player->MovDir = (dx < 0 ? MV_LEFT :
12873 dx > 0 ? MV_RIGHT :
12875 dy > 0 ? MV_DOWN : MV_NONE);
12877 if (!IN_LEV_FIELD(new_jx, new_jy))
12878 return MP_NO_ACTION;
12880 if (!player_can_move)
12882 if (player->MovPos == 0)
12884 player->is_moving = FALSE;
12885 player->is_digging = FALSE;
12886 player->is_collecting = FALSE;
12887 player->is_snapping = FALSE;
12888 player->is_pushing = FALSE;
12892 if (!network.enabled && game.centered_player_nr == -1 &&
12893 !AllPlayersInSight(player, new_jx, new_jy))
12894 return MP_NO_ACTION;
12896 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx, real_dy, DF_DIG);
12897 if (can_move != MP_MOVING)
12900 // check if DigField() has caused relocation of the player
12901 if (player->jx != jx || player->jy != jy)
12902 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12904 StorePlayer[jx][jy] = 0;
12905 player->last_jx = jx;
12906 player->last_jy = jy;
12907 player->jx = new_jx;
12908 player->jy = new_jy;
12909 StorePlayer[new_jx][new_jy] = player->element_nr;
12911 if (player->move_delay_value_next != -1)
12913 player->move_delay_value = player->move_delay_value_next;
12914 player->move_delay_value_next = -1;
12918 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12920 player->step_counter++;
12922 PlayerVisit[jx][jy] = FrameCounter;
12924 player->is_moving = TRUE;
12927 // should better be called in MovePlayer(), but this breaks some tapes
12928 ScrollPlayer(player, SCROLL_INIT);
12934 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12936 int jx = player->jx, jy = player->jy;
12937 int old_jx = jx, old_jy = jy;
12938 int moved = MP_NO_ACTION;
12940 if (!player->active)
12945 if (player->MovPos == 0)
12947 player->is_moving = FALSE;
12948 player->is_digging = FALSE;
12949 player->is_collecting = FALSE;
12950 player->is_snapping = FALSE;
12951 player->is_pushing = FALSE;
12957 if (player->move_delay > 0)
12960 player->move_delay = -1; // set to "uninitialized" value
12962 // store if player is automatically moved to next field
12963 player->is_auto_moving = (player->programmed_action != MV_NONE);
12965 // remove the last programmed player action
12966 player->programmed_action = 0;
12968 if (player->MovPos)
12970 // should only happen if pre-1.2 tape recordings are played
12971 // this is only for backward compatibility
12973 int original_move_delay_value = player->move_delay_value;
12976 Debug("game:playing:MovePlayer",
12977 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12981 // scroll remaining steps with finest movement resolution
12982 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12984 while (player->MovPos)
12986 ScrollPlayer(player, SCROLL_GO_ON);
12987 ScrollScreen(NULL, SCROLL_GO_ON);
12989 AdvanceFrameAndPlayerCounters(player->index_nr);
12992 BackToFront_WithFrameDelay(0);
12995 player->move_delay_value = original_move_delay_value;
12998 player->is_active = FALSE;
13000 if (player->last_move_dir & MV_HORIZONTAL)
13002 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13003 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13007 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13008 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13011 if (!moved && !player->is_active)
13013 player->is_moving = FALSE;
13014 player->is_digging = FALSE;
13015 player->is_collecting = FALSE;
13016 player->is_snapping = FALSE;
13017 player->is_pushing = FALSE;
13023 if (moved & MP_MOVING && !ScreenMovPos &&
13024 (player->index_nr == game.centered_player_nr ||
13025 game.centered_player_nr == -1))
13027 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13029 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13031 // actual player has left the screen -- scroll in that direction
13032 if (jx != old_jx) // player has moved horizontally
13033 scroll_x += (jx - old_jx);
13034 else // player has moved vertically
13035 scroll_y += (jy - old_jy);
13039 int offset_raw = game.scroll_delay_value;
13041 if (jx != old_jx) // player has moved horizontally
13043 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
13044 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
13045 int new_scroll_x = jx - MIDPOSX + offset_x;
13047 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
13048 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
13049 scroll_x = new_scroll_x;
13051 // don't scroll over playfield boundaries
13052 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
13054 // don't scroll more than one field at a time
13055 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13057 // don't scroll against the player's moving direction
13058 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13059 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13060 scroll_x = old_scroll_x;
13062 else // player has moved vertically
13064 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
13065 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
13066 int new_scroll_y = jy - MIDPOSY + offset_y;
13068 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
13069 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
13070 scroll_y = new_scroll_y;
13072 // don't scroll over playfield boundaries
13073 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13075 // don't scroll more than one field at a time
13076 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13078 // don't scroll against the player's moving direction
13079 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13080 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13081 scroll_y = old_scroll_y;
13085 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13087 if (!network.enabled && game.centered_player_nr == -1 &&
13088 !AllPlayersInVisibleScreen())
13090 scroll_x = old_scroll_x;
13091 scroll_y = old_scroll_y;
13095 ScrollScreen(player, SCROLL_INIT);
13096 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13101 player->StepFrame = 0;
13103 if (moved & MP_MOVING)
13105 if (old_jx != jx && old_jy == jy)
13106 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13107 else if (old_jx == jx && old_jy != jy)
13108 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13110 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13112 player->last_move_dir = player->MovDir;
13113 player->is_moving = TRUE;
13114 player->is_snapping = FALSE;
13115 player->is_switching = FALSE;
13116 player->is_dropping = FALSE;
13117 player->is_dropping_pressed = FALSE;
13118 player->drop_pressed_delay = 0;
13121 // should better be called here than above, but this breaks some tapes
13122 ScrollPlayer(player, SCROLL_INIT);
13127 CheckGravityMovementWhenNotMoving(player);
13129 player->is_moving = FALSE;
13131 /* at this point, the player is allowed to move, but cannot move right now
13132 (e.g. because of something blocking the way) -- ensure that the player
13133 is also allowed to move in the next frame (in old versions before 3.1.1,
13134 the player was forced to wait again for eight frames before next try) */
13136 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13137 player->move_delay = 0; // allow direct movement in the next frame
13140 if (player->move_delay == -1) // not yet initialized by DigField()
13141 player->move_delay = player->move_delay_value;
13143 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13145 TestIfPlayerTouchesBadThing(jx, jy);
13146 TestIfPlayerTouchesCustomElement(jx, jy);
13149 if (!player->active)
13150 RemovePlayer(player);
13155 void ScrollPlayer(struct PlayerInfo *player, int mode)
13157 int jx = player->jx, jy = player->jy;
13158 int last_jx = player->last_jx, last_jy = player->last_jy;
13159 int move_stepsize = TILEX / player->move_delay_value;
13161 if (!player->active)
13164 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13167 if (mode == SCROLL_INIT)
13169 player->actual_frame_counter.count = FrameCounter;
13170 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13172 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13173 Tile[last_jx][last_jy] == EL_EMPTY)
13175 int last_field_block_delay = 0; // start with no blocking at all
13176 int block_delay_adjustment = player->block_delay_adjustment;
13178 // if player blocks last field, add delay for exactly one move
13179 if (player->block_last_field)
13181 last_field_block_delay += player->move_delay_value;
13183 // when blocking enabled, prevent moving up despite gravity
13184 if (player->gravity && player->MovDir == MV_UP)
13185 block_delay_adjustment = -1;
13188 // add block delay adjustment (also possible when not blocking)
13189 last_field_block_delay += block_delay_adjustment;
13191 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13192 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13195 if (player->MovPos != 0) // player has not yet reached destination
13198 else if (!FrameReached(&player->actual_frame_counter))
13201 if (player->MovPos != 0)
13203 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13204 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13206 // before DrawPlayer() to draw correct player graphic for this case
13207 if (player->MovPos == 0)
13208 CheckGravityMovement(player);
13211 if (player->MovPos == 0) // player reached destination field
13213 if (player->move_delay_reset_counter > 0)
13215 player->move_delay_reset_counter--;
13217 if (player->move_delay_reset_counter == 0)
13219 // continue with normal speed after quickly moving through gate
13220 HALVE_PLAYER_SPEED(player);
13222 // be able to make the next move without delay
13223 player->move_delay = 0;
13227 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13228 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13229 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13230 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13231 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13232 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13233 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13234 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13236 ExitPlayer(player);
13238 if (game.players_still_needed == 0 &&
13239 (game.friends_still_needed == 0 ||
13240 IS_SP_ELEMENT(Tile[jx][jy])))
13244 player->last_jx = jx;
13245 player->last_jy = jy;
13247 // this breaks one level: "machine", level 000
13249 int move_direction = player->MovDir;
13250 int enter_side = MV_DIR_OPPOSITE(move_direction);
13251 int leave_side = move_direction;
13252 int old_jx = last_jx;
13253 int old_jy = last_jy;
13254 int old_element = Tile[old_jx][old_jy];
13255 int new_element = Tile[jx][jy];
13257 if (IS_CUSTOM_ELEMENT(old_element))
13258 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13260 player->index_bit, leave_side);
13262 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13263 CE_PLAYER_LEAVES_X,
13264 player->index_bit, leave_side);
13266 // needed because pushed element has not yet reached its destination,
13267 // so it would trigger a change event at its previous field location
13268 if (!player->is_pushing)
13270 if (IS_CUSTOM_ELEMENT(new_element))
13271 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13272 player->index_bit, enter_side);
13274 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13275 CE_PLAYER_ENTERS_X,
13276 player->index_bit, enter_side);
13279 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13280 CE_MOVE_OF_X, move_direction);
13283 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13285 TestIfPlayerTouchesBadThing(jx, jy);
13286 TestIfPlayerTouchesCustomElement(jx, jy);
13288 // needed because pushed element has not yet reached its destination,
13289 // so it would trigger a change event at its previous field location
13290 if (!player->is_pushing)
13291 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13293 if (level.finish_dig_collect &&
13294 (player->is_digging || player->is_collecting))
13296 int last_element = player->last_removed_element;
13297 int move_direction = player->MovDir;
13298 int enter_side = MV_DIR_OPPOSITE(move_direction);
13299 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13300 CE_PLAYER_COLLECTS_X);
13302 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13303 player->index_bit, enter_side);
13305 player->last_removed_element = EL_UNDEFINED;
13308 if (!player->active)
13309 RemovePlayer(player);
13312 if (level.use_step_counter)
13313 CheckLevelTime_StepCounter();
13315 if (tape.single_step && tape.recording && !tape.pausing &&
13316 !player->programmed_action)
13317 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13319 if (!player->programmed_action)
13320 CheckSaveEngineSnapshot(player);
13324 void ScrollScreen(struct PlayerInfo *player, int mode)
13326 static DelayCounter screen_frame_counter = { 0 };
13328 if (mode == SCROLL_INIT)
13330 // set scrolling step size according to actual player's moving speed
13331 ScrollStepSize = TILEX / player->move_delay_value;
13333 screen_frame_counter.count = FrameCounter;
13334 screen_frame_counter.value = 1;
13336 ScreenMovDir = player->MovDir;
13337 ScreenMovPos = player->MovPos;
13338 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13341 else if (!FrameReached(&screen_frame_counter))
13346 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13347 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13348 redraw_mask |= REDRAW_FIELD;
13351 ScreenMovDir = MV_NONE;
13354 void CheckNextToConditions(int x, int y)
13356 int element = Tile[x][y];
13358 if (IS_PLAYER(x, y))
13359 TestIfPlayerNextToCustomElement(x, y);
13361 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13362 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13363 TestIfElementNextToCustomElement(x, y);
13366 void TestIfPlayerNextToCustomElement(int x, int y)
13368 struct XY *xy = xy_topdown;
13369 static int trigger_sides[4][2] =
13371 // center side border side
13372 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13373 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13374 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13375 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13379 if (!IS_PLAYER(x, y))
13382 struct PlayerInfo *player = PLAYERINFO(x, y);
13384 if (player->is_moving)
13387 for (i = 0; i < NUM_DIRECTIONS; i++)
13389 int xx = x + xy[i].x;
13390 int yy = y + xy[i].y;
13391 int border_side = trigger_sides[i][1];
13392 int border_element;
13394 if (!IN_LEV_FIELD(xx, yy))
13397 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13398 continue; // center and border element not connected
13400 border_element = Tile[xx][yy];
13402 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13403 player->index_bit, border_side);
13404 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13405 CE_PLAYER_NEXT_TO_X,
13406 player->index_bit, border_side);
13408 /* use player element that is initially defined in the level playfield,
13409 not the player element that corresponds to the runtime player number
13410 (example: a level that contains EL_PLAYER_3 as the only player would
13411 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13413 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13414 CE_NEXT_TO_X, border_side);
13418 void TestIfPlayerTouchesCustomElement(int x, int y)
13420 struct XY *xy = xy_topdown;
13421 static int trigger_sides[4][2] =
13423 // center side border side
13424 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13425 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13426 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13427 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13429 static int touch_dir[4] =
13431 MV_LEFT | MV_RIGHT,
13436 int center_element = Tile[x][y]; // should always be non-moving!
13439 for (i = 0; i < NUM_DIRECTIONS; i++)
13441 int xx = x + xy[i].x;
13442 int yy = y + xy[i].y;
13443 int center_side = trigger_sides[i][0];
13444 int border_side = trigger_sides[i][1];
13445 int border_element;
13447 if (!IN_LEV_FIELD(xx, yy))
13450 if (IS_PLAYER(x, y)) // player found at center element
13452 struct PlayerInfo *player = PLAYERINFO(x, y);
13454 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13455 border_element = Tile[xx][yy]; // may be moving!
13456 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13457 border_element = Tile[xx][yy];
13458 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13459 border_element = MovingOrBlocked2Element(xx, yy);
13461 continue; // center and border element do not touch
13463 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13464 player->index_bit, border_side);
13465 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13466 CE_PLAYER_TOUCHES_X,
13467 player->index_bit, border_side);
13470 /* use player element that is initially defined in the level playfield,
13471 not the player element that corresponds to the runtime player number
13472 (example: a level that contains EL_PLAYER_3 as the only player would
13473 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13474 int player_element = PLAYERINFO(x, y)->initial_element;
13476 // as element "X" is the player here, check opposite (center) side
13477 CheckElementChangeBySide(xx, yy, border_element, player_element,
13478 CE_TOUCHING_X, center_side);
13481 else if (IS_PLAYER(xx, yy)) // player found at border element
13483 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13485 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13487 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13488 continue; // center and border element do not touch
13491 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13492 player->index_bit, center_side);
13493 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13494 CE_PLAYER_TOUCHES_X,
13495 player->index_bit, center_side);
13498 /* use player element that is initially defined in the level playfield,
13499 not the player element that corresponds to the runtime player number
13500 (example: a level that contains EL_PLAYER_3 as the only player would
13501 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13502 int player_element = PLAYERINFO(xx, yy)->initial_element;
13504 // as element "X" is the player here, check opposite (border) side
13505 CheckElementChangeBySide(x, y, center_element, player_element,
13506 CE_TOUCHING_X, border_side);
13514 void TestIfElementNextToCustomElement(int x, int y)
13516 struct XY *xy = xy_topdown;
13517 static int trigger_sides[4][2] =
13519 // center side border side
13520 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13521 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13522 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13523 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13525 int center_element = Tile[x][y]; // should always be non-moving!
13528 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13531 for (i = 0; i < NUM_DIRECTIONS; i++)
13533 int xx = x + xy[i].x;
13534 int yy = y + xy[i].y;
13535 int border_side = trigger_sides[i][1];
13536 int border_element;
13538 if (!IN_LEV_FIELD(xx, yy))
13541 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13542 continue; // center and border element not connected
13544 border_element = Tile[xx][yy];
13546 // check for change of center element (but change it only once)
13547 if (CheckElementChangeBySide(x, y, center_element, border_element,
13548 CE_NEXT_TO_X, border_side))
13553 void TestIfElementTouchesCustomElement(int x, int y)
13555 struct XY *xy = xy_topdown;
13556 static int trigger_sides[4][2] =
13558 // center side border side
13559 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13560 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13561 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13562 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13564 static int touch_dir[4] =
13566 MV_LEFT | MV_RIGHT,
13571 boolean change_center_element = FALSE;
13572 int center_element = Tile[x][y]; // should always be non-moving!
13573 int border_element_old[NUM_DIRECTIONS];
13576 for (i = 0; i < NUM_DIRECTIONS; i++)
13578 int xx = x + xy[i].x;
13579 int yy = y + xy[i].y;
13580 int border_element;
13582 border_element_old[i] = -1;
13584 if (!IN_LEV_FIELD(xx, yy))
13587 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13588 border_element = Tile[xx][yy]; // may be moving!
13589 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13590 border_element = Tile[xx][yy];
13591 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13592 border_element = MovingOrBlocked2Element(xx, yy);
13594 continue; // center and border element do not touch
13596 border_element_old[i] = border_element;
13599 for (i = 0; i < NUM_DIRECTIONS; i++)
13601 int xx = x + xy[i].x;
13602 int yy = y + xy[i].y;
13603 int center_side = trigger_sides[i][0];
13604 int border_element = border_element_old[i];
13606 if (border_element == -1)
13609 // check for change of border element
13610 CheckElementChangeBySide(xx, yy, border_element, center_element,
13611 CE_TOUCHING_X, center_side);
13613 // (center element cannot be player, so we don't have to check this here)
13616 for (i = 0; i < NUM_DIRECTIONS; i++)
13618 int xx = x + xy[i].x;
13619 int yy = y + xy[i].y;
13620 int border_side = trigger_sides[i][1];
13621 int border_element = border_element_old[i];
13623 if (border_element == -1)
13626 // check for change of center element (but change it only once)
13627 if (!change_center_element)
13628 change_center_element =
13629 CheckElementChangeBySide(x, y, center_element, border_element,
13630 CE_TOUCHING_X, border_side);
13632 if (IS_PLAYER(xx, yy))
13634 /* use player element that is initially defined in the level playfield,
13635 not the player element that corresponds to the runtime player number
13636 (example: a level that contains EL_PLAYER_3 as the only player would
13637 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13638 int player_element = PLAYERINFO(xx, yy)->initial_element;
13640 // as element "X" is the player here, check opposite (border) side
13641 CheckElementChangeBySide(x, y, center_element, player_element,
13642 CE_TOUCHING_X, border_side);
13647 void TestIfElementHitsCustomElement(int x, int y, int direction)
13649 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13650 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13651 int hitx = x + dx, hity = y + dy;
13652 int hitting_element = Tile[x][y];
13653 int touched_element;
13655 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13658 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13659 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13661 if (IN_LEV_FIELD(hitx, hity))
13663 int opposite_direction = MV_DIR_OPPOSITE(direction);
13664 int hitting_side = direction;
13665 int touched_side = opposite_direction;
13666 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13667 MovDir[hitx][hity] != direction ||
13668 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13674 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13675 CE_HITTING_X, touched_side);
13677 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13678 CE_HIT_BY_X, hitting_side);
13680 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13681 CE_HIT_BY_SOMETHING, opposite_direction);
13683 if (IS_PLAYER(hitx, hity))
13685 /* use player element that is initially defined in the level playfield,
13686 not the player element that corresponds to the runtime player number
13687 (example: a level that contains EL_PLAYER_3 as the only player would
13688 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13689 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13691 CheckElementChangeBySide(x, y, hitting_element, player_element,
13692 CE_HITTING_X, touched_side);
13697 // "hitting something" is also true when hitting the playfield border
13698 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13699 CE_HITTING_SOMETHING, direction);
13702 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13704 int i, kill_x = -1, kill_y = -1;
13706 int bad_element = -1;
13707 struct XY *test_xy = xy_topdown;
13708 static int test_dir[4] =
13716 for (i = 0; i < NUM_DIRECTIONS; i++)
13718 int test_x, test_y, test_move_dir, test_element;
13720 test_x = good_x + test_xy[i].x;
13721 test_y = good_y + test_xy[i].y;
13723 if (!IN_LEV_FIELD(test_x, test_y))
13727 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13729 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13731 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13732 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13734 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13735 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13739 bad_element = test_element;
13745 if (kill_x != -1 || kill_y != -1)
13747 if (IS_PLAYER(good_x, good_y))
13749 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13751 if (player->shield_deadly_time_left > 0 &&
13752 !IS_INDESTRUCTIBLE(bad_element))
13753 Bang(kill_x, kill_y);
13754 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13755 KillPlayer(player);
13758 Bang(good_x, good_y);
13762 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13764 int i, kill_x = -1, kill_y = -1;
13765 int bad_element = Tile[bad_x][bad_y];
13766 struct XY *test_xy = xy_topdown;
13767 static int touch_dir[4] =
13769 MV_LEFT | MV_RIGHT,
13774 static int test_dir[4] =
13782 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13785 for (i = 0; i < NUM_DIRECTIONS; i++)
13787 int test_x, test_y, test_move_dir, test_element;
13789 test_x = bad_x + test_xy[i].x;
13790 test_y = bad_y + test_xy[i].y;
13792 if (!IN_LEV_FIELD(test_x, test_y))
13796 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13798 test_element = Tile[test_x][test_y];
13800 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13801 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13803 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13804 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13806 // good thing is player or penguin that does not move away
13807 if (IS_PLAYER(test_x, test_y))
13809 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13811 if (bad_element == EL_ROBOT && player->is_moving)
13812 continue; // robot does not kill player if he is moving
13814 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13816 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13817 continue; // center and border element do not touch
13825 else if (test_element == EL_PENGUIN)
13835 if (kill_x != -1 || kill_y != -1)
13837 if (IS_PLAYER(kill_x, kill_y))
13839 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13841 if (player->shield_deadly_time_left > 0 &&
13842 !IS_INDESTRUCTIBLE(bad_element))
13843 Bang(bad_x, bad_y);
13844 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13845 KillPlayer(player);
13848 Bang(kill_x, kill_y);
13852 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13854 int bad_element = Tile[bad_x][bad_y];
13855 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13856 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13857 int test_x = bad_x + dx, test_y = bad_y + dy;
13858 int test_move_dir, test_element;
13859 int kill_x = -1, kill_y = -1;
13861 if (!IN_LEV_FIELD(test_x, test_y))
13865 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13867 test_element = Tile[test_x][test_y];
13869 if (test_move_dir != bad_move_dir)
13871 // good thing can be player or penguin that does not move away
13872 if (IS_PLAYER(test_x, test_y))
13874 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13876 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13877 player as being hit when he is moving towards the bad thing, because
13878 the "get hit by" condition would be lost after the player stops) */
13879 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13880 return; // player moves away from bad thing
13885 else if (test_element == EL_PENGUIN)
13892 if (kill_x != -1 || kill_y != -1)
13894 if (IS_PLAYER(kill_x, kill_y))
13896 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13898 if (player->shield_deadly_time_left > 0 &&
13899 !IS_INDESTRUCTIBLE(bad_element))
13900 Bang(bad_x, bad_y);
13901 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13902 KillPlayer(player);
13905 Bang(kill_x, kill_y);
13909 void TestIfPlayerTouchesBadThing(int x, int y)
13911 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13914 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13916 TestIfGoodThingHitsBadThing(x, y, move_dir);
13919 void TestIfBadThingTouchesPlayer(int x, int y)
13921 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13924 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13926 TestIfBadThingHitsGoodThing(x, y, move_dir);
13929 void TestIfFriendTouchesBadThing(int x, int y)
13931 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13934 void TestIfBadThingTouchesFriend(int x, int y)
13936 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13939 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13941 int i, kill_x = bad_x, kill_y = bad_y;
13942 struct XY *xy = xy_topdown;
13944 for (i = 0; i < NUM_DIRECTIONS; i++)
13948 x = bad_x + xy[i].x;
13949 y = bad_y + xy[i].y;
13950 if (!IN_LEV_FIELD(x, y))
13953 element = Tile[x][y];
13954 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13955 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13963 if (kill_x != bad_x || kill_y != bad_y)
13964 Bang(bad_x, bad_y);
13967 void KillPlayer(struct PlayerInfo *player)
13969 int jx = player->jx, jy = player->jy;
13971 if (!player->active)
13975 Debug("game:playing:KillPlayer",
13976 "0: killed == %d, active == %d, reanimated == %d",
13977 player->killed, player->active, player->reanimated);
13980 /* the following code was introduced to prevent an infinite loop when calling
13982 -> CheckTriggeredElementChangeExt()
13983 -> ExecuteCustomElementAction()
13985 -> (infinitely repeating the above sequence of function calls)
13986 which occurs when killing the player while having a CE with the setting
13987 "kill player X when explosion of <player X>"; the solution using a new
13988 field "player->killed" was chosen for backwards compatibility, although
13989 clever use of the fields "player->active" etc. would probably also work */
13991 if (player->killed)
13995 player->killed = TRUE;
13997 // remove accessible field at the player's position
13998 RemoveField(jx, jy);
14000 // deactivate shield (else Bang()/Explode() would not work right)
14001 player->shield_normal_time_left = 0;
14002 player->shield_deadly_time_left = 0;
14005 Debug("game:playing:KillPlayer",
14006 "1: killed == %d, active == %d, reanimated == %d",
14007 player->killed, player->active, player->reanimated);
14013 Debug("game:playing:KillPlayer",
14014 "2: killed == %d, active == %d, reanimated == %d",
14015 player->killed, player->active, player->reanimated);
14018 if (player->reanimated) // killed player may have been reanimated
14019 player->killed = player->reanimated = FALSE;
14021 BuryPlayer(player);
14024 static void KillPlayerUnlessEnemyProtected(int x, int y)
14026 if (!PLAYER_ENEMY_PROTECTED(x, y))
14027 KillPlayer(PLAYERINFO(x, y));
14030 static void KillPlayerUnlessExplosionProtected(int x, int y)
14032 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14033 KillPlayer(PLAYERINFO(x, y));
14036 void BuryPlayer(struct PlayerInfo *player)
14038 int jx = player->jx, jy = player->jy;
14040 if (!player->active)
14043 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14045 RemovePlayer(player);
14047 player->buried = TRUE;
14049 if (game.all_players_gone)
14050 game.GameOver = TRUE;
14053 void RemovePlayer(struct PlayerInfo *player)
14055 int jx = player->jx, jy = player->jy;
14056 int i, found = FALSE;
14058 player->present = FALSE;
14059 player->active = FALSE;
14061 // required for some CE actions (even if the player is not active anymore)
14062 player->MovPos = 0;
14064 if (!ExplodeField[jx][jy])
14065 StorePlayer[jx][jy] = 0;
14067 if (player->is_moving)
14068 TEST_DrawLevelField(player->last_jx, player->last_jy);
14070 for (i = 0; i < MAX_PLAYERS; i++)
14071 if (stored_player[i].active)
14076 game.all_players_gone = TRUE;
14077 game.GameOver = TRUE;
14080 game.exit_x = game.robot_wheel_x = jx;
14081 game.exit_y = game.robot_wheel_y = jy;
14084 void ExitPlayer(struct PlayerInfo *player)
14086 DrawPlayer(player); // needed here only to cleanup last field
14087 RemovePlayer(player);
14089 if (game.players_still_needed > 0)
14090 game.players_still_needed--;
14093 static void SetFieldForSnapping(int x, int y, int element, int direction,
14094 int player_index_bit)
14096 struct ElementInfo *ei = &element_info[element];
14097 int direction_bit = MV_DIR_TO_BIT(direction);
14098 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14099 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14100 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14102 Tile[x][y] = EL_ELEMENT_SNAPPING;
14103 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14104 MovDir[x][y] = direction;
14105 Store[x][y] = element;
14106 Store2[x][y] = player_index_bit;
14108 ResetGfxAnimation(x, y);
14110 GfxElement[x][y] = element;
14111 GfxAction[x][y] = action;
14112 GfxDir[x][y] = direction;
14113 GfxFrame[x][y] = -1;
14116 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14117 int player_index_bit)
14119 TestIfElementTouchesCustomElement(x, y); // for empty space
14121 if (level.finish_dig_collect)
14123 int dig_side = MV_DIR_OPPOSITE(direction);
14124 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14125 CE_PLAYER_COLLECTS_X);
14127 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14128 player_index_bit, dig_side);
14129 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14130 player_index_bit, dig_side);
14135 =============================================================================
14136 checkDiagonalPushing()
14137 -----------------------------------------------------------------------------
14138 check if diagonal input device direction results in pushing of object
14139 (by checking if the alternative direction is walkable, diggable, ...)
14140 =============================================================================
14143 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14144 int x, int y, int real_dx, int real_dy)
14146 int jx, jy, dx, dy, xx, yy;
14148 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14151 // diagonal direction: check alternative direction
14156 xx = jx + (dx == 0 ? real_dx : 0);
14157 yy = jy + (dy == 0 ? real_dy : 0);
14159 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14163 =============================================================================
14165 -----------------------------------------------------------------------------
14166 x, y: field next to player (non-diagonal) to try to dig to
14167 real_dx, real_dy: direction as read from input device (can be diagonal)
14168 =============================================================================
14171 static int DigField(struct PlayerInfo *player,
14172 int oldx, int oldy, int x, int y,
14173 int real_dx, int real_dy, int mode)
14175 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14176 boolean player_was_pushing = player->is_pushing;
14177 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14178 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14179 int jx = oldx, jy = oldy;
14180 int dx = x - jx, dy = y - jy;
14181 int nextx = x + dx, nexty = y + dy;
14182 int move_direction = (dx == -1 ? MV_LEFT :
14183 dx == +1 ? MV_RIGHT :
14185 dy == +1 ? MV_DOWN : MV_NONE);
14186 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14187 int dig_side = MV_DIR_OPPOSITE(move_direction);
14188 int old_element = Tile[jx][jy];
14189 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14192 if (is_player) // function can also be called by EL_PENGUIN
14194 if (player->MovPos == 0)
14196 player->is_digging = FALSE;
14197 player->is_collecting = FALSE;
14200 if (player->MovPos == 0) // last pushing move finished
14201 player->is_pushing = FALSE;
14203 if (mode == DF_NO_PUSH) // player just stopped pushing
14205 player->is_switching = FALSE;
14206 player->push_delay = -1;
14208 return MP_NO_ACTION;
14211 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14212 old_element = Back[jx][jy];
14214 // in case of element dropped at player position, check background
14215 else if (Back[jx][jy] != EL_EMPTY &&
14216 game.engine_version >= VERSION_IDENT(2,2,0,0))
14217 old_element = Back[jx][jy];
14219 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14220 return MP_NO_ACTION; // field has no opening in this direction
14222 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element, opposite_direction))
14223 return MP_NO_ACTION; // field has no opening in this direction
14225 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14229 Tile[jx][jy] = player->artwork_element;
14230 InitMovingField(jx, jy, MV_DOWN);
14231 Store[jx][jy] = EL_ACID;
14232 ContinueMoving(jx, jy);
14233 BuryPlayer(player);
14235 return MP_DONT_RUN_INTO;
14238 if (player_can_move && DONT_RUN_INTO(element))
14240 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14242 return MP_DONT_RUN_INTO;
14245 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14246 return MP_NO_ACTION;
14248 collect_count = element_info[element].collect_count_initial;
14250 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14251 return MP_NO_ACTION;
14253 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14254 player_can_move = player_can_move_or_snap;
14256 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14257 game.engine_version >= VERSION_IDENT(2,2,0,0))
14259 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14260 player->index_bit, dig_side);
14261 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14262 player->index_bit, dig_side);
14264 if (element == EL_DC_LANDMINE)
14267 if (Tile[x][y] != element) // field changed by snapping
14270 return MP_NO_ACTION;
14273 if (player->gravity && is_player && !player->is_auto_moving &&
14274 canFallDown(player) && move_direction != MV_DOWN &&
14275 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14276 return MP_NO_ACTION; // player cannot walk here due to gravity
14278 if (player_can_move &&
14279 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14281 int sound_element = SND_ELEMENT(element);
14282 int sound_action = ACTION_WALKING;
14284 if (IS_RND_GATE(element))
14286 if (!player->key[RND_GATE_NR(element)])
14287 return MP_NO_ACTION;
14289 else if (IS_RND_GATE_GRAY(element))
14291 if (!player->key[RND_GATE_GRAY_NR(element)])
14292 return MP_NO_ACTION;
14294 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14296 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14297 return MP_NO_ACTION;
14299 else if (element == EL_EXIT_OPEN ||
14300 element == EL_EM_EXIT_OPEN ||
14301 element == EL_EM_EXIT_OPENING ||
14302 element == EL_STEEL_EXIT_OPEN ||
14303 element == EL_EM_STEEL_EXIT_OPEN ||
14304 element == EL_EM_STEEL_EXIT_OPENING ||
14305 element == EL_SP_EXIT_OPEN ||
14306 element == EL_SP_EXIT_OPENING)
14308 sound_action = ACTION_PASSING; // player is passing exit
14310 else if (element == EL_EMPTY)
14312 sound_action = ACTION_MOVING; // nothing to walk on
14315 // play sound from background or player, whatever is available
14316 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14317 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14319 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14321 else if (player_can_move &&
14322 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14324 if (!ACCESS_FROM(element, opposite_direction))
14325 return MP_NO_ACTION; // field not accessible from this direction
14327 if (CAN_MOVE(element)) // only fixed elements can be passed!
14328 return MP_NO_ACTION;
14330 if (IS_EM_GATE(element))
14332 if (!player->key[EM_GATE_NR(element)])
14333 return MP_NO_ACTION;
14335 else if (IS_EM_GATE_GRAY(element))
14337 if (!player->key[EM_GATE_GRAY_NR(element)])
14338 return MP_NO_ACTION;
14340 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14342 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14343 return MP_NO_ACTION;
14345 else if (IS_EMC_GATE(element))
14347 if (!player->key[EMC_GATE_NR(element)])
14348 return MP_NO_ACTION;
14350 else if (IS_EMC_GATE_GRAY(element))
14352 if (!player->key[EMC_GATE_GRAY_NR(element)])
14353 return MP_NO_ACTION;
14355 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14357 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14358 return MP_NO_ACTION;
14360 else if (element == EL_DC_GATE_WHITE ||
14361 element == EL_DC_GATE_WHITE_GRAY ||
14362 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14364 if (player->num_white_keys == 0)
14365 return MP_NO_ACTION;
14367 player->num_white_keys--;
14369 else if (IS_SP_PORT(element))
14371 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14372 element == EL_SP_GRAVITY_PORT_RIGHT ||
14373 element == EL_SP_GRAVITY_PORT_UP ||
14374 element == EL_SP_GRAVITY_PORT_DOWN)
14375 player->gravity = !player->gravity;
14376 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14377 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14378 element == EL_SP_GRAVITY_ON_PORT_UP ||
14379 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14380 player->gravity = TRUE;
14381 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14382 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14383 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14384 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14385 player->gravity = FALSE;
14388 // automatically move to the next field with double speed
14389 player->programmed_action = move_direction;
14391 if (player->move_delay_reset_counter == 0)
14393 player->move_delay_reset_counter = 2; // two double speed steps
14395 DOUBLE_PLAYER_SPEED(player);
14398 PlayLevelSoundAction(x, y, ACTION_PASSING);
14400 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14404 if (mode != DF_SNAP)
14406 GfxElement[x][y] = GFX_ELEMENT(element);
14407 player->is_digging = TRUE;
14410 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14412 // use old behaviour for old levels (digging)
14413 if (!level.finish_dig_collect)
14415 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14416 player->index_bit, dig_side);
14418 // if digging triggered player relocation, finish digging tile
14419 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14420 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14423 if (mode == DF_SNAP)
14425 if (level.block_snap_field)
14426 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14428 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14430 // use old behaviour for old levels (snapping)
14431 if (!level.finish_dig_collect)
14432 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14433 player->index_bit, dig_side);
14436 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14440 if (is_player && mode != DF_SNAP)
14442 GfxElement[x][y] = element;
14443 player->is_collecting = TRUE;
14446 if (element == EL_SPEED_PILL)
14448 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14450 else if (element == EL_EXTRA_TIME && level.time > 0)
14452 TimeLeft += level.extra_time;
14454 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14456 DisplayGameControlValues();
14458 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14460 int shield_time = (element == EL_SHIELD_DEADLY ?
14461 level.shield_deadly_time :
14462 level.shield_normal_time);
14464 player->shield_normal_time_left += shield_time;
14465 if (element == EL_SHIELD_DEADLY)
14466 player->shield_deadly_time_left += shield_time;
14468 else if (element == EL_DYNAMITE ||
14469 element == EL_EM_DYNAMITE ||
14470 element == EL_SP_DISK_RED)
14472 if (player->inventory_size < MAX_INVENTORY_SIZE)
14473 player->inventory_element[player->inventory_size++] = element;
14475 DrawGameDoorValues();
14477 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14479 player->dynabomb_count++;
14480 player->dynabombs_left++;
14482 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14484 player->dynabomb_size++;
14486 else if (element == EL_DYNABOMB_INCREASE_POWER)
14488 player->dynabomb_xl = TRUE;
14490 else if (IS_KEY(element))
14492 player->key[KEY_NR(element)] = TRUE;
14494 DrawGameDoorValues();
14496 else if (element == EL_DC_KEY_WHITE)
14498 player->num_white_keys++;
14500 // display white keys?
14501 // DrawGameDoorValues();
14503 else if (IS_ENVELOPE(element))
14505 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14507 if (!wait_for_snapping)
14508 player->show_envelope = element;
14510 else if (element == EL_EMC_LENSES)
14512 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14514 RedrawAllInvisibleElementsForLenses();
14516 else if (element == EL_EMC_MAGNIFIER)
14518 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14520 RedrawAllInvisibleElementsForMagnifier();
14522 else if (IS_DROPPABLE(element) ||
14523 IS_THROWABLE(element)) // can be collected and dropped
14527 if (collect_count == 0)
14528 player->inventory_infinite_element = element;
14530 for (i = 0; i < collect_count; i++)
14531 if (player->inventory_size < MAX_INVENTORY_SIZE)
14532 player->inventory_element[player->inventory_size++] = element;
14534 DrawGameDoorValues();
14536 else if (collect_count > 0)
14538 game.gems_still_needed -= collect_count;
14539 if (game.gems_still_needed < 0)
14540 game.gems_still_needed = 0;
14542 game.snapshot.collected_item = TRUE;
14544 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14546 DisplayGameControlValues();
14549 RaiseScoreElement(element);
14550 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14552 // use old behaviour for old levels (collecting)
14553 if (!level.finish_dig_collect && is_player)
14555 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14556 player->index_bit, dig_side);
14558 // if collecting triggered player relocation, finish collecting tile
14559 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14560 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14563 if (mode == DF_SNAP)
14565 if (level.block_snap_field)
14566 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14568 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14570 // use old behaviour for old levels (snapping)
14571 if (!level.finish_dig_collect)
14572 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14573 player->index_bit, dig_side);
14576 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14578 if (mode == DF_SNAP && element != EL_BD_ROCK)
14579 return MP_NO_ACTION;
14581 if (CAN_FALL(element) && dy)
14582 return MP_NO_ACTION;
14584 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14585 !(element == EL_SPRING && level.use_spring_bug))
14586 return MP_NO_ACTION;
14588 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14589 ((move_direction & MV_VERTICAL &&
14590 ((element_info[element].move_pattern & MV_LEFT &&
14591 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14592 (element_info[element].move_pattern & MV_RIGHT &&
14593 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14594 (move_direction & MV_HORIZONTAL &&
14595 ((element_info[element].move_pattern & MV_UP &&
14596 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14597 (element_info[element].move_pattern & MV_DOWN &&
14598 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14599 return MP_NO_ACTION;
14601 // do not push elements already moving away faster than player
14602 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14603 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14604 return MP_NO_ACTION;
14606 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14608 if (player->push_delay_value == -1 || !player_was_pushing)
14609 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14611 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14613 if (player->push_delay_value == -1)
14614 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14616 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14618 if (!player->is_pushing)
14619 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14622 player->is_pushing = TRUE;
14623 player->is_active = TRUE;
14625 if (!(IN_LEV_FIELD(nextx, nexty) &&
14626 (IS_FREE(nextx, nexty) ||
14627 (IS_SB_ELEMENT(element) &&
14628 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14629 (IS_CUSTOM_ELEMENT(element) &&
14630 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14631 return MP_NO_ACTION;
14633 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14634 return MP_NO_ACTION;
14636 if (player->push_delay == -1) // new pushing; restart delay
14637 player->push_delay = 0;
14639 if (player->push_delay < player->push_delay_value &&
14640 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14641 element != EL_SPRING && element != EL_BALLOON)
14643 // make sure that there is no move delay before next try to push
14644 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14645 player->move_delay = 0;
14647 return MP_NO_ACTION;
14650 if (IS_CUSTOM_ELEMENT(element) &&
14651 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14653 if (!DigFieldByCE(nextx, nexty, element))
14654 return MP_NO_ACTION;
14657 if (IS_SB_ELEMENT(element))
14659 boolean sokoban_task_solved = FALSE;
14661 if (element == EL_SOKOBAN_FIELD_FULL)
14663 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14665 IncrementSokobanFieldsNeeded();
14666 IncrementSokobanObjectsNeeded();
14669 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14671 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14673 DecrementSokobanFieldsNeeded();
14674 DecrementSokobanObjectsNeeded();
14676 // sokoban object was pushed from empty field to sokoban field
14677 if (Back[x][y] == EL_EMPTY)
14678 sokoban_task_solved = TRUE;
14681 Tile[x][y] = EL_SOKOBAN_OBJECT;
14683 if (Back[x][y] == Back[nextx][nexty])
14684 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14685 else if (Back[x][y] != 0)
14686 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14689 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14692 if (sokoban_task_solved &&
14693 game.sokoban_fields_still_needed == 0 &&
14694 game.sokoban_objects_still_needed == 0 &&
14695 level.auto_exit_sokoban)
14697 game.players_still_needed = 0;
14701 PlaySound(SND_GAME_SOKOBAN_SOLVING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14707 InitMovingField(x, y, move_direction);
14708 GfxAction[x][y] = ACTION_PUSHING;
14710 if (mode == DF_SNAP)
14711 ContinueMoving(x, y);
14713 MovPos[x][y] = (dx != 0 ? dx : dy);
14715 Pushed[x][y] = TRUE;
14716 Pushed[nextx][nexty] = TRUE;
14718 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14719 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14721 player->push_delay_value = -1; // get new value later
14723 // check for element change _after_ element has been pushed
14724 if (game.use_change_when_pushing_bug)
14726 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14727 player->index_bit, dig_side);
14728 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14729 player->index_bit, dig_side);
14732 else if (IS_SWITCHABLE(element))
14734 if (PLAYER_SWITCHING(player, x, y))
14736 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14737 player->index_bit, dig_side);
14742 player->is_switching = TRUE;
14743 player->switch_x = x;
14744 player->switch_y = y;
14746 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14748 if (element == EL_ROBOT_WHEEL)
14750 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14752 game.robot_wheel_x = x;
14753 game.robot_wheel_y = y;
14754 game.robot_wheel_active = TRUE;
14756 TEST_DrawLevelField(x, y);
14758 else if (element == EL_SP_TERMINAL)
14762 SCAN_PLAYFIELD(xx, yy)
14764 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14768 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14770 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14772 ResetGfxAnimation(xx, yy);
14773 TEST_DrawLevelField(xx, yy);
14777 else if (IS_BELT_SWITCH(element))
14779 ToggleBeltSwitch(x, y);
14781 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14782 element == EL_SWITCHGATE_SWITCH_DOWN ||
14783 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14784 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14786 ToggleSwitchgateSwitch();
14788 else if (element == EL_LIGHT_SWITCH ||
14789 element == EL_LIGHT_SWITCH_ACTIVE)
14791 ToggleLightSwitch(x, y);
14793 else if (element == EL_TIMEGATE_SWITCH ||
14794 element == EL_DC_TIMEGATE_SWITCH)
14796 ActivateTimegateSwitch(x, y);
14798 else if (element == EL_BALLOON_SWITCH_LEFT ||
14799 element == EL_BALLOON_SWITCH_RIGHT ||
14800 element == EL_BALLOON_SWITCH_UP ||
14801 element == EL_BALLOON_SWITCH_DOWN ||
14802 element == EL_BALLOON_SWITCH_NONE ||
14803 element == EL_BALLOON_SWITCH_ANY)
14805 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14806 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14807 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14808 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14809 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14812 else if (element == EL_LAMP)
14814 Tile[x][y] = EL_LAMP_ACTIVE;
14815 game.lights_still_needed--;
14817 ResetGfxAnimation(x, y);
14818 TEST_DrawLevelField(x, y);
14820 else if (element == EL_TIME_ORB_FULL)
14822 Tile[x][y] = EL_TIME_ORB_EMPTY;
14824 if (level.time > 0 || level.use_time_orb_bug)
14826 TimeLeft += level.time_orb_time;
14827 game.no_level_time_limit = FALSE;
14829 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14831 DisplayGameControlValues();
14834 ResetGfxAnimation(x, y);
14835 TEST_DrawLevelField(x, y);
14837 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14838 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14842 game.ball_active = !game.ball_active;
14844 SCAN_PLAYFIELD(xx, yy)
14846 int e = Tile[xx][yy];
14848 if (game.ball_active)
14850 if (e == EL_EMC_MAGIC_BALL)
14851 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14852 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14853 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14857 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14858 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14859 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14860 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14865 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14866 player->index_bit, dig_side);
14868 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14869 player->index_bit, dig_side);
14871 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14872 player->index_bit, dig_side);
14878 if (!PLAYER_SWITCHING(player, x, y))
14880 player->is_switching = TRUE;
14881 player->switch_x = x;
14882 player->switch_y = y;
14884 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14885 player->index_bit, dig_side);
14886 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14887 player->index_bit, dig_side);
14889 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14890 player->index_bit, dig_side);
14891 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14892 player->index_bit, dig_side);
14895 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14896 player->index_bit, dig_side);
14897 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14898 player->index_bit, dig_side);
14900 return MP_NO_ACTION;
14903 player->push_delay = -1;
14905 if (is_player) // function can also be called by EL_PENGUIN
14907 if (Tile[x][y] != element) // really digged/collected something
14909 player->is_collecting = !player->is_digging;
14910 player->is_active = TRUE;
14912 player->last_removed_element = element;
14919 static boolean DigFieldByCE(int x, int y, int digging_element)
14921 int element = Tile[x][y];
14923 if (!IS_FREE(x, y))
14925 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14926 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14929 // no element can dig solid indestructible elements
14930 if (IS_INDESTRUCTIBLE(element) &&
14931 !IS_DIGGABLE(element) &&
14932 !IS_COLLECTIBLE(element))
14935 if (AmoebaNr[x][y] &&
14936 (element == EL_AMOEBA_FULL ||
14937 element == EL_BD_AMOEBA ||
14938 element == EL_AMOEBA_GROWING))
14940 AmoebaCnt[AmoebaNr[x][y]]--;
14941 AmoebaCnt2[AmoebaNr[x][y]]--;
14944 if (IS_MOVING(x, y))
14945 RemoveMovingField(x, y);
14949 TEST_DrawLevelField(x, y);
14952 // if digged element was about to explode, prevent the explosion
14953 ExplodeField[x][y] = EX_TYPE_NONE;
14955 PlayLevelSoundAction(x, y, action);
14958 Store[x][y] = EL_EMPTY;
14960 // this makes it possible to leave the removed element again
14961 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14962 Store[x][y] = element;
14967 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14969 int jx = player->jx, jy = player->jy;
14970 int x = jx + dx, y = jy + dy;
14971 int snap_direction = (dx == -1 ? MV_LEFT :
14972 dx == +1 ? MV_RIGHT :
14974 dy == +1 ? MV_DOWN : MV_NONE);
14975 boolean can_continue_snapping = (level.continuous_snapping &&
14976 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14978 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14981 if (!player->active || !IN_LEV_FIELD(x, y))
14989 if (player->MovPos == 0)
14990 player->is_pushing = FALSE;
14992 player->is_snapping = FALSE;
14994 if (player->MovPos == 0)
14996 player->is_moving = FALSE;
14997 player->is_digging = FALSE;
14998 player->is_collecting = FALSE;
15004 // prevent snapping with already pressed snap key when not allowed
15005 if (player->is_snapping && !can_continue_snapping)
15008 player->MovDir = snap_direction;
15010 if (player->MovPos == 0)
15012 player->is_moving = FALSE;
15013 player->is_digging = FALSE;
15014 player->is_collecting = FALSE;
15017 player->is_dropping = FALSE;
15018 player->is_dropping_pressed = FALSE;
15019 player->drop_pressed_delay = 0;
15021 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15024 player->is_snapping = TRUE;
15025 player->is_active = TRUE;
15027 if (player->MovPos == 0)
15029 player->is_moving = FALSE;
15030 player->is_digging = FALSE;
15031 player->is_collecting = FALSE;
15034 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
15035 TEST_DrawLevelField(player->last_jx, player->last_jy);
15037 TEST_DrawLevelField(x, y);
15042 static boolean DropElement(struct PlayerInfo *player)
15044 int old_element, new_element;
15045 int dropx = player->jx, dropy = player->jy;
15046 int drop_direction = player->MovDir;
15047 int drop_side = drop_direction;
15048 int drop_element = get_next_dropped_element(player);
15050 /* do not drop an element on top of another element; when holding drop key
15051 pressed without moving, dropped element must move away before the next
15052 element can be dropped (this is especially important if the next element
15053 is dynamite, which can be placed on background for historical reasons) */
15054 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
15057 if (IS_THROWABLE(drop_element))
15059 dropx += GET_DX_FROM_DIR(drop_direction);
15060 dropy += GET_DY_FROM_DIR(drop_direction);
15062 if (!IN_LEV_FIELD(dropx, dropy))
15066 old_element = Tile[dropx][dropy]; // old element at dropping position
15067 new_element = drop_element; // default: no change when dropping
15069 // check if player is active, not moving and ready to drop
15070 if (!player->active || player->MovPos || player->drop_delay > 0)
15073 // check if player has anything that can be dropped
15074 if (new_element == EL_UNDEFINED)
15077 // only set if player has anything that can be dropped
15078 player->is_dropping_pressed = TRUE;
15080 // check if drop key was pressed long enough for EM style dynamite
15081 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15084 // check if anything can be dropped at the current position
15085 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15088 // collected custom elements can only be dropped on empty fields
15089 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15092 if (old_element != EL_EMPTY)
15093 Back[dropx][dropy] = old_element; // store old element on this field
15095 ResetGfxAnimation(dropx, dropy);
15096 ResetRandomAnimationValue(dropx, dropy);
15098 if (player->inventory_size > 0 ||
15099 player->inventory_infinite_element != EL_UNDEFINED)
15101 if (player->inventory_size > 0)
15103 player->inventory_size--;
15105 DrawGameDoorValues();
15107 if (new_element == EL_DYNAMITE)
15108 new_element = EL_DYNAMITE_ACTIVE;
15109 else if (new_element == EL_EM_DYNAMITE)
15110 new_element = EL_EM_DYNAMITE_ACTIVE;
15111 else if (new_element == EL_SP_DISK_RED)
15112 new_element = EL_SP_DISK_RED_ACTIVE;
15115 Tile[dropx][dropy] = new_element;
15117 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15118 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15119 el2img(Tile[dropx][dropy]), 0);
15121 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15123 // needed if previous element just changed to "empty" in the last frame
15124 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15126 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15127 player->index_bit, drop_side);
15128 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15130 player->index_bit, drop_side);
15132 TestIfElementTouchesCustomElement(dropx, dropy);
15134 else // player is dropping a dyna bomb
15136 player->dynabombs_left--;
15138 Tile[dropx][dropy] = new_element;
15140 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15141 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15142 el2img(Tile[dropx][dropy]), 0);
15144 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15147 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15148 InitField_WithBug1(dropx, dropy, FALSE);
15150 new_element = Tile[dropx][dropy]; // element might have changed
15152 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15153 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15155 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15156 MovDir[dropx][dropy] = drop_direction;
15158 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15160 // do not cause impact style collision by dropping elements that can fall
15161 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15164 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15165 player->is_dropping = TRUE;
15167 player->drop_pressed_delay = 0;
15168 player->is_dropping_pressed = FALSE;
15170 player->drop_x = dropx;
15171 player->drop_y = dropy;
15176 // ----------------------------------------------------------------------------
15177 // game sound playing functions
15178 // ----------------------------------------------------------------------------
15180 static int *loop_sound_frame = NULL;
15181 static int *loop_sound_volume = NULL;
15183 void InitPlayLevelSound(void)
15185 int num_sounds = getSoundListSize();
15187 checked_free(loop_sound_frame);
15188 checked_free(loop_sound_volume);
15190 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15191 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15194 static void PlayLevelSound(int x, int y, int nr)
15196 int sx = SCREENX(x), sy = SCREENY(y);
15197 int volume, stereo_position;
15198 int max_distance = 8;
15199 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15201 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15202 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15205 if (!IN_LEV_FIELD(x, y) ||
15206 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15207 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15210 volume = SOUND_MAX_VOLUME;
15212 if (!IN_SCR_FIELD(sx, sy))
15214 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15215 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15217 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15220 stereo_position = (SOUND_MAX_LEFT +
15221 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15222 (SCR_FIELDX + 2 * max_distance));
15224 if (IS_LOOP_SOUND(nr))
15226 /* This assures that quieter loop sounds do not overwrite louder ones,
15227 while restarting sound volume comparison with each new game frame. */
15229 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15232 loop_sound_volume[nr] = volume;
15233 loop_sound_frame[nr] = FrameCounter;
15236 PlaySoundExt(nr, volume, stereo_position, type);
15239 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15241 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15242 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15243 y < LEVELY(BY1) ? LEVELY(BY1) :
15244 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15248 static void PlayLevelSoundAction(int x, int y, int action)
15250 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15253 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15255 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15257 if (sound_effect != SND_UNDEFINED)
15258 PlayLevelSound(x, y, sound_effect);
15261 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15264 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15266 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15267 PlayLevelSound(x, y, sound_effect);
15270 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15272 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15274 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15275 PlayLevelSound(x, y, sound_effect);
15278 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15280 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15282 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15283 StopSound(sound_effect);
15286 static int getLevelMusicNr(void)
15288 int level_pos = level_nr - leveldir_current->first_level;
15290 if (levelset.music[level_nr] != MUS_UNDEFINED)
15291 return levelset.music[level_nr]; // from config file
15293 return MAP_NOCONF_MUSIC(level_pos); // from music dir
15296 static void FadeLevelSounds(void)
15301 static void FadeLevelMusic(void)
15303 int music_nr = getLevelMusicNr();
15304 char *curr_music = getCurrentlyPlayingMusicFilename();
15305 char *next_music = getMusicInfoEntryFilename(music_nr);
15307 if (!strEqual(curr_music, next_music))
15311 void FadeLevelSoundsAndMusic(void)
15317 static void PlayLevelMusic(void)
15319 int music_nr = getLevelMusicNr();
15320 char *curr_music = getCurrentlyPlayingMusicFilename();
15321 char *next_music = getMusicInfoEntryFilename(music_nr);
15323 if (!strEqual(curr_music, next_music))
15324 PlayMusicLoop(music_nr);
15327 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15329 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15331 int x = xx - offset;
15332 int y = yy - offset;
15337 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15341 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15353 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15357 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15361 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15364 case SOUND_android_clone:
15365 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15368 case SOUND_android_move:
15369 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15373 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15384 case SOUND_eater_eat:
15385 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15392 case SOUND_collect:
15393 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15396 case SOUND_diamond:
15397 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15401 // !!! CHECK THIS !!!
15403 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15405 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15409 case SOUND_wonderfall:
15410 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15418 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15422 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15426 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15430 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15434 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15438 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15442 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15445 case SOUND_exit_open:
15446 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15449 case SOUND_exit_leave:
15450 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15453 case SOUND_dynamite:
15454 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15458 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15462 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15466 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15470 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15474 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15478 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15482 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15487 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15489 int element = map_element_SP_to_RND(element_sp);
15490 int action = map_action_SP_to_RND(action_sp);
15491 int offset = (setup.sp_show_border_elements ? 0 : 1);
15492 int x = xx - offset;
15493 int y = yy - offset;
15495 PlayLevelSoundElementAction(x, y, element, action);
15498 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15500 int element = map_element_MM_to_RND(element_mm);
15501 int action = map_action_MM_to_RND(action_mm);
15503 int x = xx - offset;
15504 int y = yy - offset;
15506 if (!IS_MM_ELEMENT(element))
15507 element = EL_MM_DEFAULT;
15509 PlayLevelSoundElementAction(x, y, element, action);
15512 void PlaySound_MM(int sound_mm)
15514 int sound = map_sound_MM_to_RND(sound_mm);
15516 if (sound == SND_UNDEFINED)
15522 void PlaySoundLoop_MM(int sound_mm)
15524 int sound = map_sound_MM_to_RND(sound_mm);
15526 if (sound == SND_UNDEFINED)
15529 PlaySoundLoop(sound);
15532 void StopSound_MM(int sound_mm)
15534 int sound = map_sound_MM_to_RND(sound_mm);
15536 if (sound == SND_UNDEFINED)
15542 void RaiseScore(int value)
15544 game.score += value;
15546 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15548 DisplayGameControlValues();
15551 void RaiseScoreElement(int element)
15556 case EL_BD_DIAMOND:
15557 case EL_EMERALD_YELLOW:
15558 case EL_EMERALD_RED:
15559 case EL_EMERALD_PURPLE:
15560 case EL_SP_INFOTRON:
15561 RaiseScore(level.score[SC_EMERALD]);
15564 RaiseScore(level.score[SC_DIAMOND]);
15567 RaiseScore(level.score[SC_CRYSTAL]);
15570 RaiseScore(level.score[SC_PEARL]);
15573 case EL_BD_BUTTERFLY:
15574 case EL_SP_ELECTRON:
15575 RaiseScore(level.score[SC_BUG]);
15578 case EL_BD_FIREFLY:
15579 case EL_SP_SNIKSNAK:
15580 RaiseScore(level.score[SC_SPACESHIP]);
15583 case EL_DARK_YAMYAM:
15584 RaiseScore(level.score[SC_YAMYAM]);
15587 RaiseScore(level.score[SC_ROBOT]);
15590 RaiseScore(level.score[SC_PACMAN]);
15593 RaiseScore(level.score[SC_NUT]);
15596 case EL_EM_DYNAMITE:
15597 case EL_SP_DISK_RED:
15598 case EL_DYNABOMB_INCREASE_NUMBER:
15599 case EL_DYNABOMB_INCREASE_SIZE:
15600 case EL_DYNABOMB_INCREASE_POWER:
15601 RaiseScore(level.score[SC_DYNAMITE]);
15603 case EL_SHIELD_NORMAL:
15604 case EL_SHIELD_DEADLY:
15605 RaiseScore(level.score[SC_SHIELD]);
15607 case EL_EXTRA_TIME:
15608 RaiseScore(level.extra_time_score);
15622 case EL_DC_KEY_WHITE:
15623 RaiseScore(level.score[SC_KEY]);
15626 RaiseScore(element_info[element].collect_score);
15631 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15633 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15637 // prevent short reactivation of overlay buttons while closing door
15638 SetOverlayActive(FALSE);
15639 UnmapGameButtons();
15641 // door may still be open due to skipped or envelope style request
15642 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15645 if (network.enabled)
15646 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15650 FadeSkipNextFadeIn();
15652 SetGameStatus(GAME_MODE_MAIN);
15657 else // continue playing the game
15659 if (tape.playing && tape.deactivate_display)
15660 TapeDeactivateDisplayOff(TRUE);
15662 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15664 if (tape.playing && tape.deactivate_display)
15665 TapeDeactivateDisplayOn();
15669 void RequestQuitGame(boolean escape_key_pressed)
15671 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15672 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15673 level_editor_test_game);
15674 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15675 quick_quit || score_info_tape_play);
15677 RequestQuitGameExt(skip_request, quick_quit,
15678 "Do you really want to quit the game?");
15681 static char *getRestartGameMessage(void)
15683 boolean play_again = hasStartedNetworkGame();
15684 static char message[MAX_OUTPUT_LINESIZE];
15685 char *game_over_text = "Game over!";
15686 char *play_again_text = " Play it again?";
15688 if (level.game_engine_type == GAME_ENGINE_TYPE_MM &&
15689 game_mm.game_over_message != NULL)
15690 game_over_text = game_mm.game_over_message;
15692 snprintf(message, MAX_OUTPUT_LINESIZE, "%s%s", game_over_text,
15693 (play_again ? play_again_text : ""));
15698 static void RequestRestartGame(void)
15700 char *message = getRestartGameMessage();
15701 boolean has_started_game = hasStartedNetworkGame();
15702 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15703 int door_state = DOOR_CLOSE_1;
15705 if (Request(message, request_mode | REQ_STAY_OPEN) && has_started_game)
15707 CloseDoor(door_state);
15709 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15713 // if game was invoked from level editor, also close tape recorder door
15714 if (level_editor_test_game)
15715 door_state = DOOR_CLOSE_ALL;
15717 CloseDoor(door_state);
15719 SetGameStatus(GAME_MODE_MAIN);
15725 boolean CheckRestartGame(void)
15727 static int game_over_delay = 0;
15728 int game_over_delay_value = 50;
15729 boolean game_over = checkGameFailed();
15733 game_over_delay = game_over_delay_value;
15738 if (game_over_delay > 0)
15740 if (game_over_delay == game_over_delay_value / 2)
15741 PlaySound(SND_GAME_LOSING);
15748 // do not handle game over if request dialog is already active
15749 if (game.request_active)
15752 // do not ask to play again if game was never actually played
15753 if (!game.GamePlayed)
15756 // do not ask to play again if this was disabled in setup menu
15757 if (!setup.ask_on_game_over)
15760 RequestRestartGame();
15765 boolean checkGameSolved(void)
15767 // set for all game engines if level was solved
15768 return game.LevelSolved_GameEnd;
15771 boolean checkGameFailed(void)
15773 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15774 return (game_em.game_over && !game_em.level_solved);
15775 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15776 return (game_sp.game_over && !game_sp.level_solved);
15777 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15778 return (game_mm.game_over && !game_mm.level_solved);
15779 else // GAME_ENGINE_TYPE_RND
15780 return (game.GameOver && !game.LevelSolved);
15783 boolean checkGameEnded(void)
15785 return (checkGameSolved() || checkGameFailed());
15789 // ----------------------------------------------------------------------------
15790 // random generator functions
15791 // ----------------------------------------------------------------------------
15793 unsigned int InitEngineRandom_RND(int seed)
15795 game.num_random_calls = 0;
15797 return InitEngineRandom(seed);
15800 unsigned int RND(int max)
15804 game.num_random_calls++;
15806 return GetEngineRandom(max);
15813 // ----------------------------------------------------------------------------
15814 // game engine snapshot handling functions
15815 // ----------------------------------------------------------------------------
15817 struct EngineSnapshotInfo
15819 // runtime values for custom element collect score
15820 int collect_score[NUM_CUSTOM_ELEMENTS];
15822 // runtime values for group element choice position
15823 int choice_pos[NUM_GROUP_ELEMENTS];
15825 // runtime values for belt position animations
15826 int belt_graphic[4][NUM_BELT_PARTS];
15827 int belt_anim_mode[4][NUM_BELT_PARTS];
15830 static struct EngineSnapshotInfo engine_snapshot_rnd;
15831 static char *snapshot_level_identifier = NULL;
15832 static int snapshot_level_nr = -1;
15834 static void SaveEngineSnapshotValues_RND(void)
15836 static int belt_base_active_element[4] =
15838 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15839 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15840 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15841 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15845 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15847 int element = EL_CUSTOM_START + i;
15849 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15852 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15854 int element = EL_GROUP_START + i;
15856 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15859 for (i = 0; i < 4; i++)
15861 for (j = 0; j < NUM_BELT_PARTS; j++)
15863 int element = belt_base_active_element[i] + j;
15864 int graphic = el2img(element);
15865 int anim_mode = graphic_info[graphic].anim_mode;
15867 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15868 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15873 static void LoadEngineSnapshotValues_RND(void)
15875 unsigned int num_random_calls = game.num_random_calls;
15878 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15880 int element = EL_CUSTOM_START + i;
15882 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15885 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15887 int element = EL_GROUP_START + i;
15889 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15892 for (i = 0; i < 4; i++)
15894 for (j = 0; j < NUM_BELT_PARTS; j++)
15896 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15897 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15899 graphic_info[graphic].anim_mode = anim_mode;
15903 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15905 InitRND(tape.random_seed);
15906 for (i = 0; i < num_random_calls; i++)
15910 if (game.num_random_calls != num_random_calls)
15912 Error("number of random calls out of sync");
15913 Error("number of random calls should be %d", num_random_calls);
15914 Error("number of random calls is %d", game.num_random_calls);
15916 Fail("this should not happen -- please debug");
15920 void FreeEngineSnapshotSingle(void)
15922 FreeSnapshotSingle();
15924 setString(&snapshot_level_identifier, NULL);
15925 snapshot_level_nr = -1;
15928 void FreeEngineSnapshotList(void)
15930 FreeSnapshotList();
15933 static ListNode *SaveEngineSnapshotBuffers(void)
15935 ListNode *buffers = NULL;
15937 // copy some special values to a structure better suited for the snapshot
15939 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15940 SaveEngineSnapshotValues_RND();
15941 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15942 SaveEngineSnapshotValues_EM();
15943 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15944 SaveEngineSnapshotValues_SP(&buffers);
15945 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15946 SaveEngineSnapshotValues_MM();
15948 // save values stored in special snapshot structure
15950 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15951 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15952 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15953 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15954 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15955 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15956 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15957 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15959 // save further RND engine values
15961 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15962 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15963 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15965 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15966 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15967 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15968 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15969 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15971 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15973 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15975 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15977 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15978 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15983 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15988 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15990 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15992 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15993 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15994 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15997 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15999 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16000 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16002 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16004 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16010 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
16012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16013 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16014 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16016 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16020 ListNode *node = engine_snapshot_list_rnd;
16023 while (node != NULL)
16025 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16030 Debug("game:playing:SaveEngineSnapshotBuffers",
16031 "size of engine snapshot: %d bytes", num_bytes);
16037 void SaveEngineSnapshotSingle(void)
16039 ListNode *buffers = SaveEngineSnapshotBuffers();
16041 // finally save all snapshot buffers to single snapshot
16042 SaveSnapshotSingle(buffers);
16044 // save level identification information
16045 setString(&snapshot_level_identifier, leveldir_current->identifier);
16046 snapshot_level_nr = level_nr;
16049 boolean CheckSaveEngineSnapshotToList(void)
16051 boolean save_snapshot =
16052 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
16053 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
16054 game.snapshot.changed_action) ||
16055 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16056 game.snapshot.collected_item));
16058 game.snapshot.changed_action = FALSE;
16059 game.snapshot.collected_item = FALSE;
16060 game.snapshot.save_snapshot = save_snapshot;
16062 return save_snapshot;
16065 void SaveEngineSnapshotToList(void)
16067 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
16071 ListNode *buffers = SaveEngineSnapshotBuffers();
16073 // finally save all snapshot buffers to snapshot list
16074 SaveSnapshotToList(buffers);
16077 void SaveEngineSnapshotToListInitial(void)
16079 FreeEngineSnapshotList();
16081 SaveEngineSnapshotToList();
16084 static void LoadEngineSnapshotValues(void)
16086 // restore special values from snapshot structure
16088 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16089 LoadEngineSnapshotValues_RND();
16090 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
16091 LoadEngineSnapshotValues_EM();
16092 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
16093 LoadEngineSnapshotValues_SP();
16094 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
16095 LoadEngineSnapshotValues_MM();
16098 void LoadEngineSnapshotSingle(void)
16100 LoadSnapshotSingle();
16102 LoadEngineSnapshotValues();
16105 static void LoadEngineSnapshot_Undo(int steps)
16107 LoadSnapshotFromList_Older(steps);
16109 LoadEngineSnapshotValues();
16112 static void LoadEngineSnapshot_Redo(int steps)
16114 LoadSnapshotFromList_Newer(steps);
16116 LoadEngineSnapshotValues();
16119 boolean CheckEngineSnapshotSingle(void)
16121 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16122 snapshot_level_nr == level_nr);
16125 boolean CheckEngineSnapshotList(void)
16127 return CheckSnapshotList();
16131 // ---------- new game button stuff -------------------------------------------
16138 boolean *setup_value;
16139 boolean allowed_on_tape;
16140 boolean is_touch_button;
16142 } gamebutton_info[NUM_GAME_BUTTONS] =
16145 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16146 GAME_CTRL_ID_STOP, NULL,
16147 TRUE, FALSE, "stop game"
16150 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16151 GAME_CTRL_ID_PAUSE, NULL,
16152 TRUE, FALSE, "pause game"
16155 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16156 GAME_CTRL_ID_PLAY, NULL,
16157 TRUE, FALSE, "play game"
16160 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16161 GAME_CTRL_ID_UNDO, NULL,
16162 TRUE, FALSE, "undo step"
16165 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16166 GAME_CTRL_ID_REDO, NULL,
16167 TRUE, FALSE, "redo step"
16170 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16171 GAME_CTRL_ID_SAVE, NULL,
16172 TRUE, FALSE, "save game"
16175 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16176 GAME_CTRL_ID_PAUSE2, NULL,
16177 TRUE, FALSE, "pause game"
16180 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16181 GAME_CTRL_ID_LOAD, NULL,
16182 TRUE, FALSE, "load game"
16185 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16186 GAME_CTRL_ID_PANEL_STOP, NULL,
16187 FALSE, FALSE, "stop game"
16190 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16191 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16192 FALSE, FALSE, "pause game"
16195 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16196 GAME_CTRL_ID_PANEL_PLAY, NULL,
16197 FALSE, FALSE, "play game"
16200 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16201 GAME_CTRL_ID_TOUCH_STOP, NULL,
16202 FALSE, TRUE, "stop game"
16205 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16206 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16207 FALSE, TRUE, "pause game"
16210 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16211 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16212 TRUE, FALSE, "background music on/off"
16215 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16216 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16217 TRUE, FALSE, "sound loops on/off"
16220 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16221 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16222 TRUE, FALSE, "normal sounds on/off"
16225 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16226 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16227 FALSE, FALSE, "background music on/off"
16230 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16231 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16232 FALSE, FALSE, "sound loops on/off"
16235 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16236 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16237 FALSE, FALSE, "normal sounds on/off"
16241 void CreateGameButtons(void)
16245 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16247 int graphic = gamebutton_info[i].graphic;
16248 struct GraphicInfo *gfx = &graphic_info[graphic];
16249 struct XY *pos = gamebutton_info[i].pos;
16250 struct GadgetInfo *gi;
16253 unsigned int event_mask;
16254 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16255 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16256 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16257 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16258 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16259 int gd_x = gfx->src_x;
16260 int gd_y = gfx->src_y;
16261 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16262 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16263 int gd_xa = gfx->src_x + gfx->active_xoffset;
16264 int gd_ya = gfx->src_y + gfx->active_yoffset;
16265 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16266 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16267 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16268 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16271 // do not use touch buttons if overlay touch buttons are disabled
16272 if (is_touch_button && !setup.touch.overlay_buttons)
16275 if (gfx->bitmap == NULL)
16277 game_gadget[id] = NULL;
16282 if (id == GAME_CTRL_ID_STOP ||
16283 id == GAME_CTRL_ID_PANEL_STOP ||
16284 id == GAME_CTRL_ID_TOUCH_STOP ||
16285 id == GAME_CTRL_ID_PLAY ||
16286 id == GAME_CTRL_ID_PANEL_PLAY ||
16287 id == GAME_CTRL_ID_SAVE ||
16288 id == GAME_CTRL_ID_LOAD)
16290 button_type = GD_TYPE_NORMAL_BUTTON;
16292 event_mask = GD_EVENT_RELEASED;
16294 else if (id == GAME_CTRL_ID_UNDO ||
16295 id == GAME_CTRL_ID_REDO)
16297 button_type = GD_TYPE_NORMAL_BUTTON;
16299 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16303 button_type = GD_TYPE_CHECK_BUTTON;
16304 checked = (gamebutton_info[i].setup_value != NULL ?
16305 *gamebutton_info[i].setup_value : FALSE);
16306 event_mask = GD_EVENT_PRESSED;
16309 gi = CreateGadget(GDI_CUSTOM_ID, id,
16310 GDI_IMAGE_ID, graphic,
16311 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16314 GDI_WIDTH, gfx->width,
16315 GDI_HEIGHT, gfx->height,
16316 GDI_TYPE, button_type,
16317 GDI_STATE, GD_BUTTON_UNPRESSED,
16318 GDI_CHECKED, checked,
16319 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16320 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16321 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16322 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16323 GDI_DIRECT_DRAW, FALSE,
16324 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16325 GDI_EVENT_MASK, event_mask,
16326 GDI_CALLBACK_ACTION, HandleGameButtons,
16330 Fail("cannot create gadget");
16332 game_gadget[id] = gi;
16336 void FreeGameButtons(void)
16340 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16341 FreeGadget(game_gadget[i]);
16344 static void UnmapGameButtonsAtSamePosition(int id)
16348 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16350 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16351 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16352 UnmapGadget(game_gadget[i]);
16355 static void UnmapGameButtonsAtSamePosition_All(void)
16357 if (setup.show_load_save_buttons)
16359 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16360 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16361 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16363 else if (setup.show_undo_redo_buttons)
16365 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16366 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16367 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16371 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16372 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16373 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16375 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16376 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16377 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16381 void MapLoadSaveButtons(void)
16383 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16384 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16386 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16387 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16390 void MapUndoRedoButtons(void)
16392 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16393 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16395 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16396 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16399 void ModifyPauseButtons(void)
16403 GAME_CTRL_ID_PAUSE,
16404 GAME_CTRL_ID_PAUSE2,
16405 GAME_CTRL_ID_PANEL_PAUSE,
16406 GAME_CTRL_ID_TOUCH_PAUSE,
16411 for (i = 0; ids[i] > -1; i++)
16412 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16415 static void MapGameButtonsExt(boolean on_tape)
16419 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16421 if ((i == GAME_CTRL_ID_UNDO ||
16422 i == GAME_CTRL_ID_REDO) &&
16423 game_status != GAME_MODE_PLAYING)
16426 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16427 MapGadget(game_gadget[i]);
16430 UnmapGameButtonsAtSamePosition_All();
16432 RedrawGameButtons();
16435 static void UnmapGameButtonsExt(boolean on_tape)
16439 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16440 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16441 UnmapGadget(game_gadget[i]);
16444 static void RedrawGameButtonsExt(boolean on_tape)
16448 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16449 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16450 RedrawGadget(game_gadget[i]);
16453 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16458 gi->checked = state;
16461 static void RedrawSoundButtonGadget(int id)
16463 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16464 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16465 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16466 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16467 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16468 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16471 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16472 RedrawGadget(game_gadget[id2]);
16475 void MapGameButtons(void)
16477 MapGameButtonsExt(FALSE);
16480 void UnmapGameButtons(void)
16482 UnmapGameButtonsExt(FALSE);
16485 void RedrawGameButtons(void)
16487 RedrawGameButtonsExt(FALSE);
16490 void MapGameButtonsOnTape(void)
16492 MapGameButtonsExt(TRUE);
16495 void UnmapGameButtonsOnTape(void)
16497 UnmapGameButtonsExt(TRUE);
16500 void RedrawGameButtonsOnTape(void)
16502 RedrawGameButtonsExt(TRUE);
16505 static void GameUndoRedoExt(void)
16507 ClearPlayerAction();
16509 tape.pausing = TRUE;
16512 UpdateAndDisplayGameControlValues();
16514 DrawCompleteVideoDisplay();
16515 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16516 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16517 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16519 ModifyPauseButtons();
16524 static void GameUndo(int steps)
16526 if (!CheckEngineSnapshotList())
16529 int tape_property_bits = tape.property_bits;
16531 LoadEngineSnapshot_Undo(steps);
16533 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16538 static void GameRedo(int steps)
16540 if (!CheckEngineSnapshotList())
16543 int tape_property_bits = tape.property_bits;
16545 LoadEngineSnapshot_Redo(steps);
16547 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16552 static void HandleGameButtonsExt(int id, int button)
16554 static boolean game_undo_executed = FALSE;
16555 int steps = BUTTON_STEPSIZE(button);
16556 boolean handle_game_buttons =
16557 (game_status == GAME_MODE_PLAYING ||
16558 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16560 if (!handle_game_buttons)
16565 case GAME_CTRL_ID_STOP:
16566 case GAME_CTRL_ID_PANEL_STOP:
16567 case GAME_CTRL_ID_TOUCH_STOP:
16572 case GAME_CTRL_ID_PAUSE:
16573 case GAME_CTRL_ID_PAUSE2:
16574 case GAME_CTRL_ID_PANEL_PAUSE:
16575 case GAME_CTRL_ID_TOUCH_PAUSE:
16576 if (network.enabled && game_status == GAME_MODE_PLAYING)
16579 SendToServer_ContinuePlaying();
16581 SendToServer_PausePlaying();
16584 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16586 game_undo_executed = FALSE;
16590 case GAME_CTRL_ID_PLAY:
16591 case GAME_CTRL_ID_PANEL_PLAY:
16592 if (game_status == GAME_MODE_MAIN)
16594 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16596 else if (tape.pausing)
16598 if (network.enabled)
16599 SendToServer_ContinuePlaying();
16601 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16605 case GAME_CTRL_ID_UNDO:
16606 // Important: When using "save snapshot when collecting an item" mode,
16607 // load last (current) snapshot for first "undo" after pressing "pause"
16608 // (else the last-but-one snapshot would be loaded, because the snapshot
16609 // pointer already points to the last snapshot when pressing "pause",
16610 // which is fine for "every step/move" mode, but not for "every collect")
16611 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16612 !game_undo_executed)
16615 game_undo_executed = TRUE;
16620 case GAME_CTRL_ID_REDO:
16624 case GAME_CTRL_ID_SAVE:
16628 case GAME_CTRL_ID_LOAD:
16632 case SOUND_CTRL_ID_MUSIC:
16633 case SOUND_CTRL_ID_PANEL_MUSIC:
16634 if (setup.sound_music)
16636 setup.sound_music = FALSE;
16640 else if (audio.music_available)
16642 setup.sound = setup.sound_music = TRUE;
16644 SetAudioMode(setup.sound);
16646 if (game_status == GAME_MODE_PLAYING)
16650 RedrawSoundButtonGadget(id);
16654 case SOUND_CTRL_ID_LOOPS:
16655 case SOUND_CTRL_ID_PANEL_LOOPS:
16656 if (setup.sound_loops)
16657 setup.sound_loops = FALSE;
16658 else if (audio.loops_available)
16660 setup.sound = setup.sound_loops = TRUE;
16662 SetAudioMode(setup.sound);
16665 RedrawSoundButtonGadget(id);
16669 case SOUND_CTRL_ID_SIMPLE:
16670 case SOUND_CTRL_ID_PANEL_SIMPLE:
16671 if (setup.sound_simple)
16672 setup.sound_simple = FALSE;
16673 else if (audio.sound_available)
16675 setup.sound = setup.sound_simple = TRUE;
16677 SetAudioMode(setup.sound);
16680 RedrawSoundButtonGadget(id);
16689 static void HandleGameButtons(struct GadgetInfo *gi)
16691 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16694 void HandleSoundButtonKeys(Key key)
16696 if (key == setup.shortcut.sound_simple)
16697 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16698 else if (key == setup.shortcut.sound_loops)
16699 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16700 else if (key == setup.shortcut.sound_music)
16701 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);