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 (StorePlayer[jx][jy] == Tile[x][y])
1788 StorePlayer[jx][jy] = 0;
1790 StorePlayer[x][y] = Tile[x][y];
1792 #if DEBUG_INIT_PLAYER
1793 Debug("game:init:player", "- player element %d activated",
1794 player->element_nr);
1795 Debug("game:init:player", " (local player is %d and currently %s)",
1796 local_player->element_nr,
1797 local_player->active ? "active" : "not active");
1801 Tile[x][y] = EL_EMPTY;
1803 player->jx = player->last_jx = x;
1804 player->jy = player->last_jy = y;
1807 // always check if player was just killed and should be reanimated
1809 int player_nr = GET_PLAYER_NR(element);
1810 struct PlayerInfo *player = &stored_player[player_nr];
1812 if (player->active && player->killed)
1813 player->reanimated = TRUE; // if player was just killed, reanimate him
1817 static void InitField(int x, int y, boolean init_game)
1819 int element = Tile[x][y];
1828 InitPlayerField(x, y, element, init_game);
1831 case EL_SOKOBAN_FIELD_PLAYER:
1832 element = Tile[x][y] = EL_PLAYER_1;
1833 InitField(x, y, init_game);
1835 element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1836 InitField(x, y, init_game);
1839 case EL_SOKOBAN_FIELD_EMPTY:
1840 IncrementSokobanFieldsNeeded();
1843 case EL_SOKOBAN_OBJECT:
1844 IncrementSokobanObjectsNeeded();
1848 if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
1849 Tile[x][y] = EL_ACID_POOL_TOPLEFT;
1850 else if (x > 0 && Tile[x - 1][y] == EL_ACID)
1851 Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
1852 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
1853 Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1854 else if (y > 0 && Tile[x][y - 1] == EL_ACID)
1855 Tile[x][y] = EL_ACID_POOL_BOTTOM;
1856 else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
1857 Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1866 case EL_SPACESHIP_RIGHT:
1867 case EL_SPACESHIP_UP:
1868 case EL_SPACESHIP_LEFT:
1869 case EL_SPACESHIP_DOWN:
1870 case EL_BD_BUTTERFLY:
1871 case EL_BD_BUTTERFLY_RIGHT:
1872 case EL_BD_BUTTERFLY_UP:
1873 case EL_BD_BUTTERFLY_LEFT:
1874 case EL_BD_BUTTERFLY_DOWN:
1876 case EL_BD_FIREFLY_RIGHT:
1877 case EL_BD_FIREFLY_UP:
1878 case EL_BD_FIREFLY_LEFT:
1879 case EL_BD_FIREFLY_DOWN:
1880 case EL_PACMAN_RIGHT:
1882 case EL_PACMAN_LEFT:
1883 case EL_PACMAN_DOWN:
1885 case EL_YAMYAM_LEFT:
1886 case EL_YAMYAM_RIGHT:
1888 case EL_YAMYAM_DOWN:
1889 case EL_DARK_YAMYAM:
1892 case EL_SP_SNIKSNAK:
1893 case EL_SP_ELECTRON:
1899 case EL_SPRING_LEFT:
1900 case EL_SPRING_RIGHT:
1904 case EL_AMOEBA_FULL:
1909 case EL_AMOEBA_DROP:
1910 if (y == lev_fieldy - 1)
1912 Tile[x][y] = EL_AMOEBA_GROWING;
1913 Store[x][y] = EL_AMOEBA_WET;
1917 case EL_DYNAMITE_ACTIVE:
1918 case EL_SP_DISK_RED_ACTIVE:
1919 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1920 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1921 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1922 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1923 MovDelay[x][y] = 96;
1926 case EL_EM_DYNAMITE_ACTIVE:
1927 MovDelay[x][y] = 32;
1931 game.lights_still_needed++;
1935 game.friends_still_needed++;
1940 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1943 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1944 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1945 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1946 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1947 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1948 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1949 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1950 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1951 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1952 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1953 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1954 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1957 int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
1958 int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
1959 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
1961 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1963 game.belt_dir[belt_nr] = belt_dir;
1964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1966 else // more than one switch -- set it like the first switch
1968 Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1973 case EL_LIGHT_SWITCH_ACTIVE:
1975 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1978 case EL_INVISIBLE_STEELWALL:
1979 case EL_INVISIBLE_WALL:
1980 case EL_INVISIBLE_SAND:
1981 if (game.light_time_left > 0 ||
1982 game.lenses_time_left > 0)
1983 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
1986 case EL_EMC_MAGIC_BALL:
1987 if (game.ball_active)
1988 Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1991 case EL_EMC_MAGIC_BALL_SWITCH:
1992 if (game.ball_active)
1993 Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1996 case EL_TRIGGER_PLAYER:
1997 case EL_TRIGGER_ELEMENT:
1998 case EL_TRIGGER_CE_VALUE:
1999 case EL_TRIGGER_CE_SCORE:
2001 case EL_ANY_ELEMENT:
2002 case EL_CURRENT_CE_VALUE:
2003 case EL_CURRENT_CE_SCORE:
2020 // reference elements should not be used on the playfield
2021 Tile[x][y] = EL_EMPTY;
2025 if (IS_CUSTOM_ELEMENT(element))
2027 if (CAN_MOVE(element))
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
2033 else if (IS_GROUP_ELEMENT(element))
2035 Tile[x][y] = GetElementFromGroupElement(element);
2037 InitField(x, y, init_game);
2039 else if (IS_EMPTY_ELEMENT(element))
2041 GfxElementEmpty[x][y] = element;
2042 Tile[x][y] = EL_EMPTY;
2044 if (element_info[element].use_gfx_element)
2045 game.use_masked_elements = TRUE;
2052 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2055 static void InitField_WithBug1(int x, int y, boolean init_game)
2057 InitField(x, y, init_game);
2059 // not needed to call InitMovDir() -- already done by InitField()!
2060 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2061 CAN_MOVE(Tile[x][y]))
2065 static void InitField_WithBug2(int x, int y, boolean init_game)
2067 int old_element = Tile[x][y];
2069 InitField(x, y, init_game);
2071 // not needed to call InitMovDir() -- already done by InitField()!
2072 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2073 CAN_MOVE(old_element) &&
2074 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2077 /* this case is in fact a combination of not less than three bugs:
2078 first, it calls InitMovDir() for elements that can move, although this is
2079 already done by InitField(); then, it checks the element that was at this
2080 field _before_ the call to InitField() (which can change it); lastly, it
2081 was not called for "mole with direction" elements, which were treated as
2082 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2086 static int get_key_element_from_nr(int key_nr)
2088 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2089 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2090 EL_EM_KEY_1 : EL_KEY_1);
2092 return key_base_element + key_nr;
2095 static int get_next_dropped_element(struct PlayerInfo *player)
2097 return (player->inventory_size > 0 ?
2098 player->inventory_element[player->inventory_size - 1] :
2099 player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left > 0 ?
2102 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2106 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2108 // pos >= 0: get element from bottom of the stack;
2109 // pos < 0: get element from top of the stack
2113 int min_inventory_size = -pos;
2114 int inventory_pos = player->inventory_size - min_inventory_size;
2115 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2117 return (player->inventory_size >= min_inventory_size ?
2118 player->inventory_element[inventory_pos] :
2119 player->inventory_infinite_element != EL_UNDEFINED ?
2120 player->inventory_infinite_element :
2121 player->dynabombs_left >= min_dynabombs_left ?
2122 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2127 int min_dynabombs_left = pos + 1;
2128 int min_inventory_size = pos + 1 - player->dynabombs_left;
2129 int inventory_pos = pos - player->dynabombs_left;
2131 return (player->inventory_infinite_element != EL_UNDEFINED ?
2132 player->inventory_infinite_element :
2133 player->dynabombs_left >= min_dynabombs_left ?
2134 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2135 player->inventory_size >= min_inventory_size ?
2136 player->inventory_element[inventory_pos] :
2141 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2143 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2144 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2147 if (gpo1->sort_priority != gpo2->sort_priority)
2148 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2150 compare_result = gpo1->nr - gpo2->nr;
2152 return compare_result;
2155 int getPlayerInventorySize(int player_nr)
2157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2158 return game_em.ply[player_nr]->dynamite;
2159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2160 return game_sp.red_disk_count;
2162 return stored_player[player_nr].inventory_size;
2165 static void InitGameControlValues(void)
2169 for (i = 0; game_panel_controls[i].nr != -1; i++)
2171 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2172 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2173 struct TextPosInfo *pos = gpc->pos;
2175 int type = gpc->type;
2179 Error("'game_panel_controls' structure corrupted at %d", i);
2181 Fail("this should not happen -- please debug");
2184 // force update of game controls after initialization
2185 gpc->value = gpc->last_value = -1;
2186 gpc->frame = gpc->last_frame = -1;
2187 gpc->gfx_frame = -1;
2189 // determine panel value width for later calculation of alignment
2190 if (type == TYPE_INTEGER || type == TYPE_STRING)
2192 pos->width = pos->size * getFontWidth(pos->font);
2193 pos->height = getFontHeight(pos->font);
2195 else if (type == TYPE_ELEMENT)
2197 pos->width = pos->size;
2198 pos->height = pos->size;
2201 // fill structure for game panel draw order
2203 gpo->sort_priority = pos->sort_priority;
2206 // sort game panel controls according to sort_priority and control number
2207 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2208 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2211 static void UpdatePlayfieldElementCount(void)
2213 boolean use_element_count = FALSE;
2216 // first check if it is needed at all to calculate playfield element count
2217 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2218 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2219 use_element_count = TRUE;
2221 if (!use_element_count)
2224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2225 element_info[i].element_count = 0;
2227 SCAN_PLAYFIELD(x, y)
2229 element_info[Tile[x][y]].element_count++;
2232 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2233 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2234 if (IS_IN_GROUP(j, i))
2235 element_info[EL_GROUP_START + i].element_count +=
2236 element_info[j].element_count;
2239 static void UpdateGameControlValues(void)
2242 int time = (game.LevelSolved ?
2243 game.LevelSolved_CountingTime :
2244 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2247 game_sp.time_played :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 game_mm.energy_left :
2250 game.no_level_time_limit ? TimePlayed : TimeLeft);
2251 int score = (game.LevelSolved ?
2252 game.LevelSolved_CountingScore :
2253 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2254 game_em.lev->score :
2255 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2257 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2260 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2261 game_em.lev->gems_needed :
2262 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2263 game_sp.infotrons_still_needed :
2264 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2265 game_mm.kettles_still_needed :
2266 game.gems_still_needed);
2267 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2268 game_em.lev->gems_needed > 0 :
2269 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2270 game_sp.infotrons_still_needed > 0 :
2271 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2272 game_mm.kettles_still_needed > 0 ||
2273 game_mm.lights_still_needed > 0 :
2274 game.gems_still_needed > 0 ||
2275 game.sokoban_fields_still_needed > 0 ||
2276 game.sokoban_objects_still_needed > 0 ||
2277 game.lights_still_needed > 0);
2278 int health = (game.LevelSolved ?
2279 game.LevelSolved_CountingHealth :
2280 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2281 MM_HEALTH(game_mm.laser_overload_value) :
2283 int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
2285 UpdatePlayfieldElementCount();
2287 // update game panel control values
2289 // used instead of "level_nr" (for network games)
2290 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2291 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2293 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2294 for (i = 0; i < MAX_NUM_KEYS; i++)
2295 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2296 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2297 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2299 if (game.centered_player_nr == -1)
2301 for (i = 0; i < MAX_PLAYERS; i++)
2303 // only one player in Supaplex game engine
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2307 for (k = 0; k < MAX_NUM_KEYS; k++)
2309 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2311 if (game_em.ply[i]->keys & (1 << k))
2312 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2313 get_key_element_from_nr(k);
2315 else if (stored_player[i].key[k])
2316 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2317 get_key_element_from_nr(k);
2320 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2321 getPlayerInventorySize(i);
2323 if (stored_player[i].num_white_keys > 0)
2324 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2327 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2328 stored_player[i].num_white_keys;
2333 int player_nr = game.centered_player_nr;
2335 for (k = 0; k < MAX_NUM_KEYS; k++)
2337 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2339 if (game_em.ply[player_nr]->keys & (1 << k))
2340 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2341 get_key_element_from_nr(k);
2343 else if (stored_player[player_nr].key[k])
2344 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2345 get_key_element_from_nr(k);
2348 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2349 getPlayerInventorySize(player_nr);
2351 if (stored_player[player_nr].num_white_keys > 0)
2352 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2354 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2355 stored_player[player_nr].num_white_keys;
2358 // re-arrange keys on game panel, if needed or if defined by style settings
2359 for (i = 0; i < MAX_NUM_KEYS + 1; i++) // all normal keys + white key
2361 int nr = GAME_PANEL_KEY_1 + i;
2362 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2363 struct TextPosInfo *pos = gpc->pos;
2365 // skip check if key is not in the player's inventory
2366 if (gpc->value == EL_EMPTY)
2369 // check if keys should be arranged on panel from left to right
2370 if (pos->style == STYLE_LEFTMOST_POSITION)
2372 // check previous key positions (left from current key)
2373 for (k = 0; k < i; k++)
2375 int nr_new = GAME_PANEL_KEY_1 + k;
2377 if (game_panel_controls[nr_new].value == EL_EMPTY)
2379 game_panel_controls[nr_new].value = gpc->value;
2380 gpc->value = EL_EMPTY;
2387 // check if "undefined" keys can be placed at some other position
2388 if (pos->x == -1 && pos->y == -1)
2390 int nr_new = GAME_PANEL_KEY_1 + i % STD_NUM_KEYS;
2392 // 1st try: display key at the same position as normal or EM keys
2393 if (game_panel_controls[nr_new].value == EL_EMPTY)
2395 game_panel_controls[nr_new].value = gpc->value;
2399 // 2nd try: display key at the next free position in the key panel
2400 for (k = 0; k < STD_NUM_KEYS; k++)
2402 nr_new = GAME_PANEL_KEY_1 + k;
2404 if (game_panel_controls[nr_new].value == EL_EMPTY)
2406 game_panel_controls[nr_new].value = gpc->value;
2415 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2417 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2418 get_inventory_element_from_pos(local_player, i);
2419 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2420 get_inventory_element_from_pos(local_player, -i - 1);
2423 game_panel_controls[GAME_PANEL_SCORE].value = score;
2424 game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
2426 game_panel_controls[GAME_PANEL_TIME].value = time;
2428 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2429 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2430 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2432 if (level.time == 0)
2433 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2435 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2437 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2438 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2440 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2442 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2443 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2445 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2446 local_player->shield_normal_time_left;
2447 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2448 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2450 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2451 local_player->shield_deadly_time_left;
2453 game_panel_controls[GAME_PANEL_EXIT].value =
2454 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2456 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2457 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2458 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2459 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2460 EL_EMC_MAGIC_BALL_SWITCH);
2462 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2463 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2464 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2465 game.light_time_left;
2467 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2468 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2469 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2470 game.timegate_time_left;
2472 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2473 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2475 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2476 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2477 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2478 game.lenses_time_left;
2480 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2481 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2482 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2483 game.magnify_time_left;
2485 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2486 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2487 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2488 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2489 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2490 EL_BALLOON_SWITCH_NONE);
2492 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2493 local_player->dynabomb_count;
2494 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2495 local_player->dynabomb_size;
2496 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2497 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2499 game_panel_controls[GAME_PANEL_PENGUINS].value =
2500 game.friends_still_needed;
2502 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2503 game.sokoban_objects_still_needed;
2504 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2505 game.sokoban_fields_still_needed;
2507 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2508 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2510 for (i = 0; i < NUM_BELTS; i++)
2512 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2513 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2514 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2515 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2516 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2519 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2520 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2521 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2522 game.magic_wall_time_left;
2524 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2525 local_player->gravity;
2527 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2528 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2530 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2531 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2532 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2533 game.panel.element[i].id : EL_UNDEFINED);
2535 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2536 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2537 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2538 element_info[game.panel.element_count[i].id].element_count : 0);
2540 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2541 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2542 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2543 element_info[game.panel.ce_score[i].id].collect_score : 0);
2545 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2546 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2547 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2548 element_info[game.panel.ce_score_element[i].id].collect_score :
2551 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2552 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2553 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2555 // update game panel control frames
2557 for (i = 0; game_panel_controls[i].nr != -1; i++)
2559 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2561 if (gpc->type == TYPE_ELEMENT)
2563 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2565 int last_anim_random_frame = gfx.anim_random_frame;
2566 int element = gpc->value;
2567 int graphic = el2panelimg(element);
2568 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2569 sync_random_frame : INIT_GFX_RANDOM());
2571 if (gpc->value != gpc->last_value)
2574 gpc->gfx_random = init_gfx_random;
2580 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2581 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2582 gpc->gfx_random = init_gfx_random;
2585 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2586 gfx.anim_random_frame = gpc->gfx_random;
2588 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2589 gpc->gfx_frame = element_info[element].collect_score;
2591 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2593 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2594 gfx.anim_random_frame = last_anim_random_frame;
2597 else if (gpc->type == TYPE_GRAPHIC)
2599 if (gpc->graphic != IMG_UNDEFINED)
2601 int last_anim_random_frame = gfx.anim_random_frame;
2602 int graphic = gpc->graphic;
2603 int init_gfx_random = (graphic_info[graphic].anim_global_sync ?
2604 sync_random_frame : INIT_GFX_RANDOM());
2606 if (gpc->value != gpc->last_value)
2609 gpc->gfx_random = init_gfx_random;
2615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2616 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2617 gpc->gfx_random = init_gfx_random;
2620 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2621 gfx.anim_random_frame = gpc->gfx_random;
2623 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2625 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2626 gfx.anim_random_frame = last_anim_random_frame;
2632 static void DisplayGameControlValues(void)
2634 boolean redraw_panel = FALSE;
2637 for (i = 0; game_panel_controls[i].nr != -1; i++)
2639 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2641 if (PANEL_DEACTIVATED(gpc->pos))
2644 if (gpc->value == gpc->last_value &&
2645 gpc->frame == gpc->last_frame)
2648 redraw_panel = TRUE;
2654 // copy default game door content to main double buffer
2656 // !!! CHECK AGAIN !!!
2657 SetPanelBackground();
2658 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2659 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2661 // redraw game control buttons
2662 RedrawGameButtons();
2664 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2666 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2668 int nr = game_panel_order[i].nr;
2669 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2670 struct TextPosInfo *pos = gpc->pos;
2671 int type = gpc->type;
2672 int value = gpc->value;
2673 int frame = gpc->frame;
2674 int size = pos->size;
2675 int font = pos->font;
2676 boolean draw_masked = pos->draw_masked;
2677 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2679 if (PANEL_DEACTIVATED(pos))
2682 if (pos->class == get_hash_from_key("extra_panel_items") &&
2683 !setup.prefer_extra_panel_items)
2686 gpc->last_value = value;
2687 gpc->last_frame = frame;
2689 if (type == TYPE_INTEGER)
2691 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2692 nr == GAME_PANEL_INVENTORY_COUNT ||
2693 nr == GAME_PANEL_SCORE ||
2694 nr == GAME_PANEL_HIGHSCORE ||
2695 nr == GAME_PANEL_TIME)
2697 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2699 if (use_dynamic_size) // use dynamic number of digits
2701 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 :
2702 nr == GAME_PANEL_INVENTORY_COUNT ||
2703 nr == GAME_PANEL_TIME ? 1000 : 100000);
2704 int size_add = (nr == GAME_PANEL_LEVEL_NUMBER ||
2705 nr == GAME_PANEL_INVENTORY_COUNT ||
2706 nr == GAME_PANEL_TIME ? 1 : 2);
2707 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 :
2708 nr == GAME_PANEL_INVENTORY_COUNT ||
2709 nr == GAME_PANEL_TIME ? 3 : 5);
2710 int size2 = size1 + size_add;
2711 int font1 = pos->font;
2712 int font2 = pos->font_alt;
2714 size = (value < value_change ? size1 : size2);
2715 font = (value < value_change ? font1 : font2);
2719 // correct text size if "digits" is zero or less
2721 size = strlen(int2str(value, size));
2723 // dynamically correct text alignment
2724 pos->width = size * getFontWidth(font);
2726 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2727 int2str(value, size), font, mask_mode);
2729 else if (type == TYPE_ELEMENT)
2731 int element, graphic;
2735 int dst_x = PANEL_XPOS(pos);
2736 int dst_y = PANEL_YPOS(pos);
2738 if (value != EL_UNDEFINED && value != EL_EMPTY)
2741 graphic = el2panelimg(value);
2744 Debug("game:DisplayGameControlValues", "%d, '%s' [%d]",
2745 element, EL_NAME(element), size);
2748 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2751 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2754 width = graphic_info[graphic].width * size / TILESIZE;
2755 height = graphic_info[graphic].height * size / TILESIZE;
2758 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2761 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2765 else if (type == TYPE_GRAPHIC)
2767 int graphic = gpc->graphic;
2768 int graphic_active = gpc->graphic_active;
2772 int dst_x = PANEL_XPOS(pos);
2773 int dst_y = PANEL_YPOS(pos);
2774 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2775 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2777 if (graphic != IMG_UNDEFINED && !skip)
2779 if (pos->style == STYLE_REVERSE)
2780 value = 100 - value;
2782 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2784 if (pos->direction & MV_HORIZONTAL)
2786 width = graphic_info[graphic_active].width * value / 100;
2787 height = graphic_info[graphic_active].height;
2789 if (pos->direction == MV_LEFT)
2791 src_x += graphic_info[graphic_active].width - width;
2792 dst_x += graphic_info[graphic_active].width - width;
2797 width = graphic_info[graphic_active].width;
2798 height = graphic_info[graphic_active].height * value / 100;
2800 if (pos->direction == MV_UP)
2802 src_y += graphic_info[graphic_active].height - height;
2803 dst_y += graphic_info[graphic_active].height - height;
2808 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2811 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2814 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2816 if (pos->direction & MV_HORIZONTAL)
2818 if (pos->direction == MV_RIGHT)
2825 dst_x = PANEL_XPOS(pos);
2828 width = graphic_info[graphic].width - width;
2832 if (pos->direction == MV_DOWN)
2839 dst_y = PANEL_YPOS(pos);
2842 height = graphic_info[graphic].height - height;
2846 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2849 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2853 else if (type == TYPE_STRING)
2855 boolean active = (value != 0);
2856 char *state_normal = "off";
2857 char *state_active = "on";
2858 char *state = (active ? state_active : state_normal);
2859 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2860 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2861 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2862 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2864 if (nr == GAME_PANEL_GRAVITY_STATE)
2866 int font1 = pos->font; // (used for normal state)
2867 int font2 = pos->font_alt; // (used for active state)
2869 font = (active ? font2 : font1);
2878 // don't truncate output if "chars" is zero or less
2881 // dynamically correct text alignment
2882 pos->width = size * getFontWidth(font);
2885 s_cut = getStringCopyN(s, size);
2887 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2888 s_cut, font, mask_mode);
2894 redraw_mask |= REDRAW_DOOR_1;
2897 SetGameStatus(GAME_MODE_PLAYING);
2900 void UpdateAndDisplayGameControlValues(void)
2902 if (tape.deactivate_display)
2905 UpdateGameControlValues();
2906 DisplayGameControlValues();
2909 void UpdateGameDoorValues(void)
2911 UpdateGameControlValues();
2914 void DrawGameDoorValues(void)
2916 DisplayGameControlValues();
2920 // ============================================================================
2922 // ----------------------------------------------------------------------------
2923 // initialize game engine due to level / tape version number
2924 // ============================================================================
2926 static void InitGameEngine(void)
2928 int i, j, k, l, x, y;
2930 // set game engine from tape file when re-playing, else from level file
2931 game.engine_version = (tape.playing ? tape.engine_version :
2932 level.game_version);
2934 // set single or multi-player game mode (needed for re-playing tapes)
2935 game.team_mode = setup.team_mode;
2939 int num_players = 0;
2941 for (i = 0; i < MAX_PLAYERS; i++)
2942 if (tape.player_participates[i])
2945 // multi-player tapes contain input data for more than one player
2946 game.team_mode = (num_players > 1);
2950 Debug("game:init:level", "level %d: level.game_version == %06d", level_nr,
2951 level.game_version);
2952 Debug("game:init:level", " tape.file_version == %06d",
2954 Debug("game:init:level", " tape.game_version == %06d",
2956 Debug("game:init:level", " tape.engine_version == %06d",
2957 tape.engine_version);
2958 Debug("game:init:level", " => game.engine_version == %06d [tape mode: %s]",
2959 game.engine_version, (tape.playing ? "PLAYING" : "RECORDING"));
2962 // --------------------------------------------------------------------------
2963 // set flags for bugs and changes according to active game engine version
2964 // --------------------------------------------------------------------------
2968 Fixed property "can fall" for run-time element "EL_AMOEBA_DROPPING"
2970 Bug was introduced in version:
2973 Bug was fixed in version:
2977 In version 2.0.1, a new run-time element "EL_AMOEBA_DROPPING" was added,
2978 but the property "can fall" was missing, which caused some levels to be
2979 unsolvable. This was fixed in version 4.2.0.0.
2981 Affected levels/tapes:
2982 An example for a tape that was fixed by this bugfix is tape 029 from the
2983 level set "rnd_sam_bateman".
2984 The wrong behaviour will still be used for all levels or tapes that were
2985 created/recorded with it. An example for this is tape 023 from the level
2986 set "rnd_gerhard_haeusler", which was recorded with a buggy game engine.
2989 boolean use_amoeba_dropping_cannot_fall_bug =
2990 ((game.engine_version >= VERSION_IDENT(2,0,1,0) &&
2991 game.engine_version < VERSION_IDENT(4,2,0,0)) ||
2993 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
2994 tape.game_version < VERSION_IDENT(4,2,0,0)));
2997 Summary of bugfix/change:
2998 Fixed move speed of elements entering or leaving magic wall.
3000 Fixed/changed in version:
3004 Before 2.0.1, move speed of elements entering or leaving magic wall was
3005 twice as fast as it is now.
3006 Since 2.0.1, this is set to a lower value by using move_stepsize_list[].
3008 Affected levels/tapes:
3009 The first condition is generally needed for all levels/tapes before version
3010 2.0.1, which might use the old behaviour before it was changed; known tapes
3011 that are affected: Tape 014 from the level set "rnd_conor_mancone".
3012 The second condition is an exception from the above case and is needed for
3013 the special case of tapes recorded with game (not engine!) version 2.0.1 or
3014 above, but before it was known that this change would break tapes like the
3015 above and was fixed in 4.2.0.0, so that the changed behaviour was active
3016 although the engine version while recording maybe was before 2.0.1. There
3017 are a lot of tapes that are affected by this exception, like tape 006 from
3018 the level set "rnd_conor_mancone".
3021 boolean use_old_move_stepsize_for_magic_wall =
3022 (game.engine_version < VERSION_IDENT(2,0,1,0) &&
3024 tape.game_version >= VERSION_IDENT(2,0,1,0) &&
3025 tape.game_version < VERSION_IDENT(4,2,0,0)));
3028 Summary of bugfix/change:
3029 Fixed handling for custom elements that change when pushed by the player.
3031 Fixed/changed in version:
3035 Before 3.1.0, custom elements that "change when pushing" changed directly
3036 after the player started pushing them (until then handled in "DigField()").
3037 Since 3.1.0, these custom elements are not changed until the "pushing"
3038 move of the element is finished (now handled in "ContinueMoving()").
3040 Affected levels/tapes:
3041 The first condition is generally needed for all levels/tapes before version
3042 3.1.0, which might use the old behaviour before it was changed; known tapes
3043 that are affected are some tapes from the level set "Walpurgis Gardens" by
3045 The second condition is an exception from the above case and is needed for
3046 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3047 above (including some development versions of 3.1.0), but before it was
3048 known that this change would break tapes like the above and was fixed in
3049 3.1.1, so that the changed behaviour was active although the engine version
3050 while recording maybe was before 3.1.0. There is at least one tape that is
3051 affected by this exception, which is the tape for the one-level set "Bug
3052 Machine" by Juergen Bonhagen.
3055 game.use_change_when_pushing_bug =
3056 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3058 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3059 tape.game_version < VERSION_IDENT(3,1,1,0)));
3062 Summary of bugfix/change:
3063 Fixed handling for blocking the field the player leaves when moving.
3065 Fixed/changed in version:
3069 Before 3.1.1, when "block last field when moving" was enabled, the field
3070 the player is leaving when moving was blocked for the time of the move,
3071 and was directly unblocked afterwards. This resulted in the last field
3072 being blocked for exactly one less than the number of frames of one player
3073 move. Additionally, even when blocking was disabled, the last field was
3074 blocked for exactly one frame.
3075 Since 3.1.1, due to changes in player movement handling, the last field
3076 is not blocked at all when blocking is disabled. When blocking is enabled,
3077 the last field is blocked for exactly the number of frames of one player
3078 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3079 last field is blocked for exactly one more than the number of frames of
3082 Affected levels/tapes:
3083 (!!! yet to be determined -- probably many !!!)
3086 game.use_block_last_field_bug =
3087 (game.engine_version < VERSION_IDENT(3,1,1,0));
3089 /* various special flags and settings for native Emerald Mine game engine */
3091 game_em.use_single_button =
3092 (game.engine_version > VERSION_IDENT(4,0,0,2));
3094 game_em.use_snap_key_bug =
3095 (game.engine_version < VERSION_IDENT(4,0,1,0));
3097 game_em.use_random_bug =
3098 (tape.property_bits & TAPE_PROPERTY_EM_RANDOM_BUG);
3100 boolean use_old_em_engine = (game.engine_version < VERSION_IDENT(4,2,0,0));
3102 game_em.use_old_explosions = use_old_em_engine;
3103 game_em.use_old_android = use_old_em_engine;
3104 game_em.use_old_push_elements = use_old_em_engine;
3105 game_em.use_old_push_into_acid = use_old_em_engine;
3107 game_em.use_wrap_around = !use_old_em_engine;
3109 // --------------------------------------------------------------------------
3111 // set maximal allowed number of custom element changes per game frame
3112 game.max_num_changes_per_frame = 1;
3114 // default scan direction: scan playfield from top/left to bottom/right
3115 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3117 // dynamically adjust element properties according to game engine version
3118 InitElementPropertiesEngine(game.engine_version);
3120 // ---------- initialize special element properties -------------------------
3122 // "EL_AMOEBA_DROPPING" missed property "can fall" in older game versions
3123 if (use_amoeba_dropping_cannot_fall_bug)
3124 SET_PROPERTY(EL_AMOEBA_DROPPING, EP_CAN_FALL, FALSE);
3126 // ---------- initialize player's initial move delay ------------------------
3128 // dynamically adjust player properties according to level information
3129 for (i = 0; i < MAX_PLAYERS; i++)
3130 game.initial_move_delay_value[i] =
3131 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3133 // dynamically adjust player properties according to game engine version
3134 for (i = 0; i < MAX_PLAYERS; i++)
3135 game.initial_move_delay[i] =
3136 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3137 game.initial_move_delay_value[i] : 0);
3139 // ---------- initialize player's initial push delay ------------------------
3141 // dynamically adjust player properties according to game engine version
3142 game.initial_push_delay_value =
3143 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3145 // ---------- initialize changing elements ----------------------------------
3147 // initialize changing elements information
3148 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3150 struct ElementInfo *ei = &element_info[i];
3152 // this pointer might have been changed in the level editor
3153 ei->change = &ei->change_page[0];
3155 if (!IS_CUSTOM_ELEMENT(i))
3157 ei->change->target_element = EL_EMPTY_SPACE;
3158 ei->change->delay_fixed = 0;
3159 ei->change->delay_random = 0;
3160 ei->change->delay_frames = 1;
3163 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3165 ei->has_change_event[j] = FALSE;
3167 ei->event_page_nr[j] = 0;
3168 ei->event_page[j] = &ei->change_page[0];
3172 // add changing elements from pre-defined list
3173 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3175 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3176 struct ElementInfo *ei = &element_info[ch_delay->element];
3178 ei->change->target_element = ch_delay->target_element;
3179 ei->change->delay_fixed = ch_delay->change_delay;
3181 ei->change->pre_change_function = ch_delay->pre_change_function;
3182 ei->change->change_function = ch_delay->change_function;
3183 ei->change->post_change_function = ch_delay->post_change_function;
3185 ei->change->can_change = TRUE;
3186 ei->change->can_change_or_has_action = TRUE;
3188 ei->has_change_event[CE_DELAY] = TRUE;
3190 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3191 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3194 // ---------- initialize internal run-time variables ------------------------
3196 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3198 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3200 for (j = 0; j < ei->num_change_pages; j++)
3202 ei->change_page[j].can_change_or_has_action =
3203 (ei->change_page[j].can_change |
3204 ei->change_page[j].has_action);
3208 // add change events from custom element configuration
3209 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3211 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3213 for (j = 0; j < ei->num_change_pages; j++)
3215 if (!ei->change_page[j].can_change_or_has_action)
3218 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3220 // only add event page for the first page found with this event
3221 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3223 ei->has_change_event[k] = TRUE;
3225 ei->event_page_nr[k] = j;
3226 ei->event_page[k] = &ei->change_page[j];
3232 // ---------- initialize reference elements in change conditions ------------
3234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3236 int element = EL_CUSTOM_START + i;
3237 struct ElementInfo *ei = &element_info[element];
3239 for (j = 0; j < ei->num_change_pages; j++)
3241 int trigger_element = ei->change_page[j].initial_trigger_element;
3243 if (trigger_element >= EL_PREV_CE_8 &&
3244 trigger_element <= EL_NEXT_CE_8)
3245 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3247 ei->change_page[j].trigger_element = trigger_element;
3251 // ---------- initialize run-time trigger player and element ----------------
3253 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3255 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3257 for (j = 0; j < ei->num_change_pages; j++)
3259 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3260 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3261 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3262 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3263 ei->change_page[j].actual_trigger_ce_value = 0;
3264 ei->change_page[j].actual_trigger_ce_score = 0;
3268 // ---------- initialize trigger events -------------------------------------
3270 // initialize trigger events information
3271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3273 trigger_events[i][j] = FALSE;
3275 // add trigger events from element change event properties
3276 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3278 struct ElementInfo *ei = &element_info[i];
3280 for (j = 0; j < ei->num_change_pages; j++)
3282 if (!ei->change_page[j].can_change_or_has_action)
3285 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3287 int trigger_element = ei->change_page[j].trigger_element;
3289 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3291 if (ei->change_page[j].has_event[k])
3293 if (IS_GROUP_ELEMENT(trigger_element))
3295 struct ElementGroupInfo *group =
3296 element_info[trigger_element].group;
3298 for (l = 0; l < group->num_elements_resolved; l++)
3299 trigger_events[group->element_resolved[l]][k] = TRUE;
3301 else if (trigger_element == EL_ANY_ELEMENT)
3302 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3303 trigger_events[l][k] = TRUE;
3305 trigger_events[trigger_element][k] = TRUE;
3312 // ---------- initialize push delay -----------------------------------------
3314 // initialize push delay values to default
3315 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3317 if (!IS_CUSTOM_ELEMENT(i))
3319 // set default push delay values (corrected since version 3.0.7-1)
3320 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3322 element_info[i].push_delay_fixed = 2;
3323 element_info[i].push_delay_random = 8;
3327 element_info[i].push_delay_fixed = 8;
3328 element_info[i].push_delay_random = 8;
3333 // set push delay value for certain elements from pre-defined list
3334 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3336 int e = push_delay_list[i].element;
3338 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3339 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3342 // set push delay value for Supaplex elements for newer engine versions
3343 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3345 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3347 if (IS_SP_ELEMENT(i))
3349 // set SP push delay to just enough to push under a falling zonk
3350 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3352 element_info[i].push_delay_fixed = delay;
3353 element_info[i].push_delay_random = 0;
3358 // ---------- initialize move stepsize --------------------------------------
3360 // initialize move stepsize values to default
3361 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3362 if (!IS_CUSTOM_ELEMENT(i))
3363 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3365 // set move stepsize value for certain elements from pre-defined list
3366 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3368 int e = move_stepsize_list[i].element;
3370 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3372 // set move stepsize value for certain elements for older engine versions
3373 if (use_old_move_stepsize_for_magic_wall)
3375 if (e == EL_MAGIC_WALL_FILLING ||
3376 e == EL_MAGIC_WALL_EMPTYING ||
3377 e == EL_BD_MAGIC_WALL_FILLING ||
3378 e == EL_BD_MAGIC_WALL_EMPTYING)
3379 element_info[e].move_stepsize *= 2;
3383 // ---------- initialize collect score --------------------------------------
3385 // initialize collect score values for custom elements from initial value
3386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3387 if (IS_CUSTOM_ELEMENT(i))
3388 element_info[i].collect_score = element_info[i].collect_score_initial;
3390 // ---------- initialize collect count --------------------------------------
3392 // initialize collect count values for non-custom elements
3393 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3394 if (!IS_CUSTOM_ELEMENT(i))
3395 element_info[i].collect_count_initial = 0;
3397 // add collect count values for all elements from pre-defined list
3398 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3399 element_info[collect_count_list[i].element].collect_count_initial =
3400 collect_count_list[i].count;
3402 // ---------- initialize access direction -----------------------------------
3404 // initialize access direction values to default (access from every side)
3405 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3406 if (!IS_CUSTOM_ELEMENT(i))
3407 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3409 // set access direction value for certain elements from pre-defined list
3410 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3411 element_info[access_direction_list[i].element].access_direction =
3412 access_direction_list[i].direction;
3414 // ---------- initialize explosion content ----------------------------------
3415 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3417 if (IS_CUSTOM_ELEMENT(i))
3420 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3422 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3424 element_info[i].content.e[x][y] =
3425 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3426 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3427 i == EL_PLAYER_3 ? EL_EMERALD :
3428 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3429 i == EL_MOLE ? EL_EMERALD_RED :
3430 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3431 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3432 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3433 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3434 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3435 i == EL_WALL_EMERALD ? EL_EMERALD :
3436 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3437 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3438 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3439 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3440 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3441 i == EL_WALL_PEARL ? EL_PEARL :
3442 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3447 // ---------- initialize recursion detection --------------------------------
3448 recursion_loop_depth = 0;
3449 recursion_loop_detected = FALSE;
3450 recursion_loop_element = EL_UNDEFINED;
3452 // ---------- initialize graphics engine ------------------------------------
3453 game.scroll_delay_value =
3454 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3455 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3456 !setup.forced_scroll_delay ? 0 :
3457 setup.scroll_delay ? setup.scroll_delay_value : 0);
3458 game.scroll_delay_value =
3459 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3461 // ---------- initialize game engine snapshots ------------------------------
3462 for (i = 0; i < MAX_PLAYERS; i++)
3463 game.snapshot.last_action[i] = 0;
3464 game.snapshot.changed_action = FALSE;
3465 game.snapshot.collected_item = FALSE;
3466 game.snapshot.mode =
3467 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3468 SNAPSHOT_MODE_EVERY_STEP :
3469 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3470 SNAPSHOT_MODE_EVERY_MOVE :
3471 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3472 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3473 game.snapshot.save_snapshot = FALSE;
3475 // ---------- initialize level time for Supaplex engine ---------------------
3476 // Supaplex levels with time limit currently unsupported -- should be added
3477 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3480 // ---------- initialize flags for handling game actions --------------------
3482 // set flags for game actions to default values
3483 game.use_key_actions = TRUE;
3484 game.use_mouse_actions = FALSE;
3486 // when using Mirror Magic game engine, handle mouse events only
3487 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
3489 game.use_key_actions = FALSE;
3490 game.use_mouse_actions = TRUE;
3493 // check for custom elements with mouse click events
3494 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3496 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3498 int element = EL_CUSTOM_START + i;
3500 if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
3501 HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
3502 HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
3503 HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
3504 game.use_mouse_actions = TRUE;
3509 static int get_num_special_action(int element, int action_first,
3512 int num_special_action = 0;
3515 for (i = action_first; i <= action_last; i++)
3517 boolean found = FALSE;
3519 for (j = 0; j < NUM_DIRECTIONS; j++)
3520 if (el_act_dir2img(element, i, j) !=
3521 el_act_dir2img(element, ACTION_DEFAULT, j))
3525 num_special_action++;
3530 return num_special_action;
3534 // ============================================================================
3536 // ----------------------------------------------------------------------------
3537 // initialize and start new game
3538 // ============================================================================
3540 #if DEBUG_INIT_PLAYER
3541 static void DebugPrintPlayerStatus(char *message)
3548 Debug("game:init:player", "%s:", message);
3550 for (i = 0; i < MAX_PLAYERS; i++)
3552 struct PlayerInfo *player = &stored_player[i];
3554 Debug("game:init:player",
3555 "- player %d: present == %d, connected == %d [%d/%d], active == %d%s",
3559 player->connected_locally,
3560 player->connected_network,
3562 (local_player == player ? " (local player)" : ""));
3569 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3570 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3571 int fade_mask = REDRAW_FIELD;
3573 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3574 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3575 int initial_move_dir = MV_DOWN;
3578 // required here to update video display before fading (FIX THIS)
3579 DrawMaskedBorder(REDRAW_DOOR_2);
3581 if (!game.restart_level)
3582 CloseDoor(DOOR_CLOSE_1);
3584 SetGameStatus(GAME_MODE_PLAYING);
3586 if (level_editor_test_game)
3587 FadeSkipNextFadeOut();
3589 FadeSetEnterScreen();
3592 fade_mask = REDRAW_ALL;
3594 FadeLevelSoundsAndMusic();
3596 ExpireSoundLoops(TRUE);
3600 if (level_editor_test_game)
3601 FadeSkipNextFadeIn();
3603 // needed if different viewport properties defined for playing
3604 ChangeViewportPropertiesIfNeeded();
3608 DrawCompleteVideoDisplay();
3610 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3613 InitGameControlValues();
3617 // initialize tape actions from game when recording tape
3618 tape.use_key_actions = game.use_key_actions;
3619 tape.use_mouse_actions = game.use_mouse_actions;
3621 // initialize visible playfield size when recording tape (for team mode)
3622 tape.scr_fieldx = SCR_FIELDX;
3623 tape.scr_fieldy = SCR_FIELDY;
3626 // don't play tapes over network
3627 network_playing = (network.enabled && !tape.playing);
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 player->index_nr = i;
3634 player->index_bit = (1 << i);
3635 player->element_nr = EL_PLAYER_1 + i;
3637 player->present = FALSE;
3638 player->active = FALSE;
3639 player->mapped = FALSE;
3641 player->killed = FALSE;
3642 player->reanimated = FALSE;
3643 player->buried = FALSE;
3646 player->effective_action = 0;
3647 player->programmed_action = 0;
3648 player->snap_action = 0;
3650 player->mouse_action.lx = 0;
3651 player->mouse_action.ly = 0;
3652 player->mouse_action.button = 0;
3653 player->mouse_action.button_hint = 0;
3655 player->effective_mouse_action.lx = 0;
3656 player->effective_mouse_action.ly = 0;
3657 player->effective_mouse_action.button = 0;
3658 player->effective_mouse_action.button_hint = 0;
3660 for (j = 0; j < MAX_NUM_KEYS; j++)
3661 player->key[j] = FALSE;
3663 player->num_white_keys = 0;
3665 player->dynabomb_count = 0;
3666 player->dynabomb_size = 1;
3667 player->dynabombs_left = 0;
3668 player->dynabomb_xl = FALSE;
3670 player->MovDir = initial_move_dir;
3673 player->GfxDir = initial_move_dir;
3674 player->GfxAction = ACTION_DEFAULT;
3676 player->StepFrame = 0;
3678 player->initial_element = player->element_nr;
3679 player->artwork_element =
3680 (level.use_artwork_element[i] ? level.artwork_element[i] :
3681 player->element_nr);
3682 player->use_murphy = FALSE;
3684 player->block_last_field = FALSE; // initialized in InitPlayerField()
3685 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3687 player->gravity = level.initial_player_gravity[i];
3689 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3691 player->actual_frame_counter.count = 0;
3692 player->actual_frame_counter.value = 1;
3694 player->step_counter = 0;
3696 player->last_move_dir = initial_move_dir;
3698 player->is_active = FALSE;
3700 player->is_waiting = FALSE;
3701 player->is_moving = FALSE;
3702 player->is_auto_moving = FALSE;
3703 player->is_digging = FALSE;
3704 player->is_snapping = FALSE;
3705 player->is_collecting = FALSE;
3706 player->is_pushing = FALSE;
3707 player->is_switching = FALSE;
3708 player->is_dropping = FALSE;
3709 player->is_dropping_pressed = FALSE;
3711 player->is_bored = FALSE;
3712 player->is_sleeping = FALSE;
3714 player->was_waiting = TRUE;
3715 player->was_moving = FALSE;
3716 player->was_snapping = FALSE;
3717 player->was_dropping = FALSE;
3719 player->force_dropping = FALSE;
3721 player->frame_counter_bored = -1;
3722 player->frame_counter_sleeping = -1;
3724 player->anim_delay_counter = 0;
3725 player->post_delay_counter = 0;
3727 player->dir_waiting = initial_move_dir;
3728 player->action_waiting = ACTION_DEFAULT;
3729 player->last_action_waiting = ACTION_DEFAULT;
3730 player->special_action_bored = ACTION_DEFAULT;
3731 player->special_action_sleeping = ACTION_DEFAULT;
3733 player->switch_x = -1;
3734 player->switch_y = -1;
3736 player->drop_x = -1;
3737 player->drop_y = -1;
3739 player->show_envelope = 0;
3741 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3743 player->push_delay = -1; // initialized when pushing starts
3744 player->push_delay_value = game.initial_push_delay_value;
3746 player->drop_delay = 0;
3747 player->drop_pressed_delay = 0;
3749 player->last_jx = -1;
3750 player->last_jy = -1;
3754 player->shield_normal_time_left = 0;
3755 player->shield_deadly_time_left = 0;
3757 player->last_removed_element = EL_UNDEFINED;
3759 player->inventory_infinite_element = EL_UNDEFINED;
3760 player->inventory_size = 0;
3762 if (level.use_initial_inventory[i])
3764 for (j = 0; j < level.initial_inventory_size[i]; j++)
3766 int element = level.initial_inventory_content[i][j];
3767 int collect_count = element_info[element].collect_count_initial;
3770 if (!IS_CUSTOM_ELEMENT(element))
3773 if (collect_count == 0)
3774 player->inventory_infinite_element = element;
3776 for (k = 0; k < collect_count; k++)
3777 if (player->inventory_size < MAX_INVENTORY_SIZE)
3778 player->inventory_element[player->inventory_size++] = element;
3782 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3783 SnapField(player, 0, 0);
3785 map_player_action[i] = i;
3788 network_player_action_received = FALSE;
3790 // initial null action
3791 if (network_playing)
3792 SendToServer_MovePlayer(MV_NONE);
3797 TimeLeft = level.time;
3800 ScreenMovDir = MV_NONE;
3804 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3806 game.robot_wheel_x = -1;
3807 game.robot_wheel_y = -1;
3812 game.all_players_gone = FALSE;
3814 game.LevelSolved = FALSE;
3815 game.GameOver = FALSE;
3817 game.GamePlayed = !tape.playing;
3819 game.LevelSolved_GameWon = FALSE;
3820 game.LevelSolved_GameEnd = FALSE;
3821 game.LevelSolved_SaveTape = FALSE;
3822 game.LevelSolved_SaveScore = FALSE;
3824 game.LevelSolved_CountingTime = 0;
3825 game.LevelSolved_CountingScore = 0;
3826 game.LevelSolved_CountingHealth = 0;
3828 game.panel.active = TRUE;
3830 game.no_level_time_limit = (level.time == 0);
3831 game.time_limit = (leveldir_current->time_limit && setup.time_limit);
3833 game.yamyam_content_nr = 0;
3834 game.robot_wheel_active = FALSE;
3835 game.magic_wall_active = FALSE;
3836 game.magic_wall_time_left = 0;
3837 game.light_time_left = 0;
3838 game.timegate_time_left = 0;
3839 game.switchgate_pos = 0;
3840 game.wind_direction = level.wind_direction_initial;
3842 game.time_final = 0;
3843 game.score_time_final = 0;
3846 game.score_final = 0;
3848 game.health = MAX_HEALTH;
3849 game.health_final = MAX_HEALTH;
3851 game.gems_still_needed = level.gems_needed;
3852 game.sokoban_fields_still_needed = 0;
3853 game.sokoban_objects_still_needed = 0;
3854 game.lights_still_needed = 0;
3855 game.players_still_needed = 0;
3856 game.friends_still_needed = 0;
3858 game.lenses_time_left = 0;
3859 game.magnify_time_left = 0;
3861 game.ball_active = level.ball_active_initial;
3862 game.ball_content_nr = 0;
3864 game.explosions_delayed = TRUE;
3866 game.envelope_active = FALSE;
3868 // special case: set custom artwork setting to initial value
3869 game.use_masked_elements = game.use_masked_elements_initial;
3871 for (i = 0; i < NUM_BELTS; i++)
3873 game.belt_dir[i] = MV_NONE;
3874 game.belt_dir_nr[i] = 3; // not moving, next moving left
3877 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3878 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3880 #if DEBUG_INIT_PLAYER
3881 DebugPrintPlayerStatus("Player status at level initialization");
3884 SCAN_PLAYFIELD(x, y)
3886 Tile[x][y] = Last[x][y] = level.field[x][y];
3887 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3888 ChangeDelay[x][y] = 0;
3889 ChangePage[x][y] = -1;
3890 CustomValue[x][y] = 0; // initialized in InitField()
3891 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3893 WasJustMoving[x][y] = 0;
3894 WasJustFalling[x][y] = 0;
3895 CheckCollision[x][y] = 0;
3896 CheckImpact[x][y] = 0;
3898 Pushed[x][y] = FALSE;
3900 ChangeCount[x][y] = 0;
3901 ChangeEvent[x][y] = -1;
3903 ExplodePhase[x][y] = 0;
3904 ExplodeDelay[x][y] = 0;
3905 ExplodeField[x][y] = EX_TYPE_NONE;
3907 RunnerVisit[x][y] = 0;
3908 PlayerVisit[x][y] = 0;
3911 GfxRandom[x][y] = INIT_GFX_RANDOM();
3912 GfxRandomStatic[x][y] = INIT_GFX_RANDOM();
3913 GfxElement[x][y] = EL_UNDEFINED;
3914 GfxElementEmpty[x][y] = EL_EMPTY;
3915 GfxAction[x][y] = ACTION_DEFAULT;
3916 GfxDir[x][y] = MV_NONE;
3917 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3920 SCAN_PLAYFIELD(x, y)
3922 if (emulate_bd && !IS_BD_ELEMENT(Tile[x][y]))
3924 if (emulate_sp && !IS_SP_ELEMENT(Tile[x][y]))
3927 InitField(x, y, TRUE);
3929 ResetGfxAnimation(x, y);
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 struct PlayerInfo *player = &stored_player[i];
3938 // set number of special actions for bored and sleeping animation
3939 player->num_special_action_bored =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_BORING_1, ACTION_BORING_LAST);
3942 player->num_special_action_sleeping =
3943 get_num_special_action(player->artwork_element,
3944 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3947 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3948 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3950 // initialize type of slippery elements
3951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3953 if (!IS_CUSTOM_ELEMENT(i))
3955 // default: elements slip down either to the left or right randomly
3956 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3958 // SP style elements prefer to slip down on the left side
3959 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3960 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3962 // BD style elements prefer to slip down on the left side
3963 if (game.emulation == EMU_BOULDERDASH)
3964 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 // initialize explosion and ignition delay
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 // correct non-moving belts to start moving left
3989 for (i = 0; i < NUM_BELTS; i++)
3990 if (game.belt_dir[i] == MV_NONE)
3991 game.belt_dir_nr[i] = 3; // not moving, next moving left
3993 #if USE_NEW_PLAYER_ASSIGNMENTS
3994 // use preferred player also in local single-player mode
3995 if (!network.enabled && !game.team_mode)
3997 int new_index_nr = setup.network_player_nr;
3999 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 stored_player[i].connected_locally = FALSE;
4004 stored_player[new_index_nr].connected_locally = TRUE;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4010 stored_player[i].connected = FALSE;
4012 // in network game mode, the local player might not be the first player
4013 if (stored_player[i].connected_locally)
4014 local_player = &stored_player[i];
4017 if (!network.enabled)
4018 local_player->connected = TRUE;
4022 for (i = 0; i < MAX_PLAYERS; i++)
4023 stored_player[i].connected = tape.player_participates[i];
4025 else if (network.enabled)
4027 // add team mode players connected over the network (needed for correct
4028 // assignment of player figures from level to locally playing players)
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected_network)
4032 stored_player[i].connected = TRUE;
4034 else if (game.team_mode)
4036 // try to guess locally connected team mode players (needed for correct
4037 // assignment of player figures from level to locally playing players)
4039 for (i = 0; i < MAX_PLAYERS; i++)
4040 if (setup.input[i].use_joystick ||
4041 setup.input[i].key.left != KSYM_UNDEFINED)
4042 stored_player[i].connected = TRUE;
4045 #if DEBUG_INIT_PLAYER
4046 DebugPrintPlayerStatus("Player status after level initialization");
4049 #if DEBUG_INIT_PLAYER
4050 Debug("game:init:player", "Reassigning players ...");
4053 // check if any connected player was not found in playfield
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 struct PlayerInfo *player = &stored_player[i];
4058 if (player->connected && !player->present)
4060 struct PlayerInfo *field_player = NULL;
4062 #if DEBUG_INIT_PLAYER
4063 Debug("game:init:player",
4064 "- looking for field player for player %d ...", i + 1);
4067 // assign first free player found that is present in the playfield
4069 // first try: look for unmapped playfield player that is not connected
4070 for (j = 0; j < MAX_PLAYERS; j++)
4071 if (field_player == NULL &&
4072 stored_player[j].present &&
4073 !stored_player[j].mapped &&
4074 !stored_player[j].connected)
4075 field_player = &stored_player[j];
4077 // second try: look for *any* unmapped playfield player
4078 for (j = 0; j < MAX_PLAYERS; j++)
4079 if (field_player == NULL &&
4080 stored_player[j].present &&
4081 !stored_player[j].mapped)
4082 field_player = &stored_player[j];
4084 if (field_player != NULL)
4086 int jx = field_player->jx, jy = field_player->jy;
4088 #if DEBUG_INIT_PLAYER
4089 Debug("game:init:player", "- found player %d",
4090 field_player->index_nr + 1);
4093 player->present = FALSE;
4094 player->active = FALSE;
4096 field_player->present = TRUE;
4097 field_player->active = TRUE;
4100 player->initial_element = field_player->initial_element;
4101 player->artwork_element = field_player->artwork_element;
4103 player->block_last_field = field_player->block_last_field;
4104 player->block_delay_adjustment = field_player->block_delay_adjustment;
4107 StorePlayer[jx][jy] = field_player->element_nr;
4109 field_player->jx = field_player->last_jx = jx;
4110 field_player->jy = field_player->last_jy = jy;
4112 if (local_player == player)
4113 local_player = field_player;
4115 map_player_action[field_player->index_nr] = i;
4117 field_player->mapped = TRUE;
4119 #if DEBUG_INIT_PLAYER
4120 Debug("game:init:player", "- map_player_action[%d] == %d",
4121 field_player->index_nr + 1, i + 1);
4126 if (player->connected && player->present)
4127 player->mapped = TRUE;
4130 #if DEBUG_INIT_PLAYER
4131 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
4136 // check if any connected player was not found in playfield
4137 for (i = 0; i < MAX_PLAYERS; i++)
4139 struct PlayerInfo *player = &stored_player[i];
4141 if (player->connected && !player->present)
4143 for (j = 0; j < MAX_PLAYERS; j++)
4145 struct PlayerInfo *field_player = &stored_player[j];
4146 int jx = field_player->jx, jy = field_player->jy;
4148 // assign first free player found that is present in the playfield
4149 if (field_player->present && !field_player->connected)
4151 player->present = TRUE;
4152 player->active = TRUE;
4154 field_player->present = FALSE;
4155 field_player->active = FALSE;
4157 player->initial_element = field_player->initial_element;
4158 player->artwork_element = field_player->artwork_element;
4160 player->block_last_field = field_player->block_last_field;
4161 player->block_delay_adjustment = field_player->block_delay_adjustment;
4163 StorePlayer[jx][jy] = player->element_nr;
4165 player->jx = player->last_jx = jx;
4166 player->jy = player->last_jy = jy;
4176 Debug("game:init:player", "local_player->present == %d",
4177 local_player->present);
4180 // set focus to local player for network games, else to all players
4181 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
4182 game.centered_player_nr_next = game.centered_player_nr;
4183 game.set_centered_player = FALSE;
4184 game.set_centered_player_wrap = FALSE;
4186 if (network_playing && tape.recording)
4188 // store client dependent player focus when recording network games
4189 tape.centered_player_nr_next = game.centered_player_nr_next;
4190 tape.set_centered_player = TRUE;
4195 // when playing a tape, eliminate all players who do not participate
4197 #if USE_NEW_PLAYER_ASSIGNMENTS
4199 if (!game.team_mode)
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 if (stored_player[i].active &&
4204 !tape.player_participates[map_player_action[i]])
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 #if DEBUG_INIT_PLAYER
4210 Debug("game:init:player", "Removing player %d at (%d, %d)",
4214 player->active = FALSE;
4215 StorePlayer[jx][jy] = 0;
4216 Tile[jx][jy] = EL_EMPTY;
4223 for (i = 0; i < MAX_PLAYERS; i++)
4225 if (stored_player[i].active &&
4226 !tape.player_participates[i])
4228 struct PlayerInfo *player = &stored_player[i];
4229 int jx = player->jx, jy = player->jy;
4231 player->active = FALSE;
4232 StorePlayer[jx][jy] = 0;
4233 Tile[jx][jy] = EL_EMPTY;
4238 else if (!network.enabled && !game.team_mode) // && !tape.playing
4240 // when in single player mode, eliminate all but the local player
4242 for (i = 0; i < MAX_PLAYERS; i++)
4244 struct PlayerInfo *player = &stored_player[i];
4246 if (player->active && player != local_player)
4248 int jx = player->jx, jy = player->jy;
4250 player->active = FALSE;
4251 player->present = FALSE;
4253 StorePlayer[jx][jy] = 0;
4254 Tile[jx][jy] = EL_EMPTY;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4260 if (stored_player[i].active)
4261 game.players_still_needed++;
4263 if (level.solved_by_one_player)
4264 game.players_still_needed = 1;
4266 // when recording the game, store which players take part in the game
4269 #if USE_NEW_PLAYER_ASSIGNMENTS
4270 for (i = 0; i < MAX_PLAYERS; i++)
4271 if (stored_player[i].connected)
4272 tape.player_participates[i] = TRUE;
4274 for (i = 0; i < MAX_PLAYERS; i++)
4275 if (stored_player[i].active)
4276 tape.player_participates[i] = TRUE;
4280 #if DEBUG_INIT_PLAYER
4281 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4284 if (BorderElement == EL_EMPTY)
4287 SBX_Right = lev_fieldx - SCR_FIELDX;
4289 SBY_Lower = lev_fieldy - SCR_FIELDY;
4294 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4296 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4299 if (full_lev_fieldx <= SCR_FIELDX)
4300 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4301 if (full_lev_fieldy <= SCR_FIELDY)
4302 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4304 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4306 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4309 // if local player not found, look for custom element that might create
4310 // the player (make some assumptions about the right custom element)
4311 if (!local_player->present)
4313 int start_x = 0, start_y = 0;
4314 int found_rating = 0;
4315 int found_element = EL_UNDEFINED;
4316 int player_nr = local_player->index_nr;
4318 SCAN_PLAYFIELD(x, y)
4320 int element = Tile[x][y];
4325 if (level.use_start_element[player_nr] &&
4326 level.start_element[player_nr] == element &&
4333 found_element = element;
4336 if (!IS_CUSTOM_ELEMENT(element))
4339 if (CAN_CHANGE(element))
4341 for (i = 0; i < element_info[element].num_change_pages; i++)
4343 // check for player created from custom element as single target
4344 content = element_info[element].change_page[i].target_element;
4345 is_player = IS_PLAYER_ELEMENT(content);
4347 if (is_player && (found_rating < 3 ||
4348 (found_rating == 3 && element < found_element)))
4354 found_element = element;
4359 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4361 // check for player created from custom element as explosion content
4362 content = element_info[element].content.e[xx][yy];
4363 is_player = IS_PLAYER_ELEMENT(content);
4365 if (is_player && (found_rating < 2 ||
4366 (found_rating == 2 && element < found_element)))
4368 start_x = x + xx - 1;
4369 start_y = y + yy - 1;
4372 found_element = element;
4375 if (!CAN_CHANGE(element))
4378 for (i = 0; i < element_info[element].num_change_pages; i++)
4380 // check for player created from custom element as extended target
4382 element_info[element].change_page[i].target_content.e[xx][yy];
4384 is_player = IS_PLAYER_ELEMENT(content);
4386 if (is_player && (found_rating < 1 ||
4387 (found_rating == 1 && element < found_element)))
4389 start_x = x + xx - 1;
4390 start_y = y + yy - 1;
4393 found_element = element;
4399 scroll_x = SCROLL_POSITION_X(start_x);
4400 scroll_y = SCROLL_POSITION_Y(start_y);
4404 scroll_x = SCROLL_POSITION_X(local_player->jx);
4405 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4408 // !!! FIX THIS (START) !!!
4409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4411 InitGameEngine_EM();
4413 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4415 InitGameEngine_SP();
4417 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4419 InitGameEngine_MM();
4423 DrawLevel(REDRAW_FIELD);
4426 // after drawing the level, correct some elements
4427 if (game.timegate_time_left == 0)
4428 CloseAllOpenTimegates();
4431 // blit playfield from scroll buffer to normal back buffer for fading in
4432 BlitScreenToBitmap(backbuffer);
4433 // !!! FIX THIS (END) !!!
4435 DrawMaskedBorder(fade_mask);
4440 // full screen redraw is required at this point in the following cases:
4441 // - special editor door undrawn when game was started from level editor
4442 // - drawing area (playfield) was changed and has to be removed completely
4443 redraw_mask = REDRAW_ALL;
4447 if (!game.restart_level)
4449 // copy default game door content to main double buffer
4451 // !!! CHECK AGAIN !!!
4452 SetPanelBackground();
4453 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4454 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4457 SetPanelBackground();
4458 SetDrawBackgroundMask(REDRAW_DOOR_1);
4460 UpdateAndDisplayGameControlValues();
4462 if (!game.restart_level)
4468 CreateGameButtons();
4473 // copy actual game door content to door double buffer for OpenDoor()
4474 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4476 OpenDoor(DOOR_OPEN_ALL);
4478 KeyboardAutoRepeatOffUnlessAutoplay();
4480 #if DEBUG_INIT_PLAYER
4481 DebugPrintPlayerStatus("Player status (final)");
4490 if (!game.restart_level && !tape.playing)
4492 LevelStats_incPlayed(level_nr);
4494 SaveLevelSetup_SeriesInfo();
4497 game.restart_level = FALSE;
4498 game.restart_game_message = NULL;
4500 game.request_active = FALSE;
4501 game.request_active_or_moving = FALSE;
4503 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4504 InitGameActions_MM();
4506 SaveEngineSnapshotToListInitial();
4508 if (!game.restart_level)
4510 PlaySound(SND_GAME_STARTING);
4512 if (setup.sound_music)
4516 SetPlayfieldMouseCursorEnabled(!game.use_mouse_actions);
4519 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4520 int actual_player_x, int actual_player_y)
4522 // this is used for non-R'n'D game engines to update certain engine values
4524 // needed to determine if sounds are played within the visible screen area
4525 scroll_x = actual_scroll_x;
4526 scroll_y = actual_scroll_y;
4528 // needed to get player position for "follow finger" playing input method
4529 local_player->jx = actual_player_x;
4530 local_player->jy = actual_player_y;
4533 void InitMovDir(int x, int y)
4535 int i, element = Tile[x][y];
4536 static int xy[4][2] =
4543 static int direction[3][4] =
4545 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4546 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4547 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4556 Tile[x][y] = EL_BUG;
4557 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4560 case EL_SPACESHIP_RIGHT:
4561 case EL_SPACESHIP_UP:
4562 case EL_SPACESHIP_LEFT:
4563 case EL_SPACESHIP_DOWN:
4564 Tile[x][y] = EL_SPACESHIP;
4565 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4568 case EL_BD_BUTTERFLY_RIGHT:
4569 case EL_BD_BUTTERFLY_UP:
4570 case EL_BD_BUTTERFLY_LEFT:
4571 case EL_BD_BUTTERFLY_DOWN:
4572 Tile[x][y] = EL_BD_BUTTERFLY;
4573 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4576 case EL_BD_FIREFLY_RIGHT:
4577 case EL_BD_FIREFLY_UP:
4578 case EL_BD_FIREFLY_LEFT:
4579 case EL_BD_FIREFLY_DOWN:
4580 Tile[x][y] = EL_BD_FIREFLY;
4581 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4584 case EL_PACMAN_RIGHT:
4586 case EL_PACMAN_LEFT:
4587 case EL_PACMAN_DOWN:
4588 Tile[x][y] = EL_PACMAN;
4589 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4592 case EL_YAMYAM_LEFT:
4593 case EL_YAMYAM_RIGHT:
4595 case EL_YAMYAM_DOWN:
4596 Tile[x][y] = EL_YAMYAM;
4597 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4600 case EL_SP_SNIKSNAK:
4601 MovDir[x][y] = MV_UP;
4604 case EL_SP_ELECTRON:
4605 MovDir[x][y] = MV_LEFT;
4612 Tile[x][y] = EL_MOLE;
4613 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4616 case EL_SPRING_LEFT:
4617 case EL_SPRING_RIGHT:
4618 Tile[x][y] = EL_SPRING;
4619 MovDir[x][y] = direction[2][element - EL_SPRING_LEFT];
4623 if (IS_CUSTOM_ELEMENT(element))
4625 struct ElementInfo *ei = &element_info[element];
4626 int move_direction_initial = ei->move_direction_initial;
4627 int move_pattern = ei->move_pattern;
4629 if (move_direction_initial == MV_START_PREVIOUS)
4631 if (MovDir[x][y] != MV_NONE)
4634 move_direction_initial = MV_START_AUTOMATIC;
4637 if (move_direction_initial == MV_START_RANDOM)
4638 MovDir[x][y] = 1 << RND(4);
4639 else if (move_direction_initial & MV_ANY_DIRECTION)
4640 MovDir[x][y] = move_direction_initial;
4641 else if (move_pattern == MV_ALL_DIRECTIONS ||
4642 move_pattern == MV_TURNING_LEFT ||
4643 move_pattern == MV_TURNING_RIGHT ||
4644 move_pattern == MV_TURNING_LEFT_RIGHT ||
4645 move_pattern == MV_TURNING_RIGHT_LEFT ||
4646 move_pattern == MV_TURNING_RANDOM)
4647 MovDir[x][y] = 1 << RND(4);
4648 else if (move_pattern == MV_HORIZONTAL)
4649 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4650 else if (move_pattern == MV_VERTICAL)
4651 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4652 else if (move_pattern & MV_ANY_DIRECTION)
4653 MovDir[x][y] = element_info[element].move_pattern;
4654 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4655 move_pattern == MV_ALONG_RIGHT_SIDE)
4657 // use random direction as default start direction
4658 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4659 MovDir[x][y] = 1 << RND(4);
4661 for (i = 0; i < NUM_DIRECTIONS; i++)
4663 int x1 = x + xy[i][0];
4664 int y1 = y + xy[i][1];
4666 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4668 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4669 MovDir[x][y] = direction[0][i];
4671 MovDir[x][y] = direction[1][i];
4680 MovDir[x][y] = 1 << RND(4);
4682 if (element != EL_BUG &&
4683 element != EL_SPACESHIP &&
4684 element != EL_BD_BUTTERFLY &&
4685 element != EL_BD_FIREFLY)
4688 for (i = 0; i < NUM_DIRECTIONS; i++)
4690 int x1 = x + xy[i][0];
4691 int y1 = y + xy[i][1];
4693 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4695 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4697 MovDir[x][y] = direction[0][i];
4700 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4701 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4703 MovDir[x][y] = direction[1][i];
4712 GfxDir[x][y] = MovDir[x][y];
4715 void InitAmoebaNr(int x, int y)
4718 int group_nr = AmoebaNeighbourNr(x, y);
4722 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4724 if (AmoebaCnt[i] == 0)
4732 AmoebaNr[x][y] = group_nr;
4733 AmoebaCnt[group_nr]++;
4734 AmoebaCnt2[group_nr]++;
4737 static void LevelSolved_SetFinalGameValues(void)
4739 game.time_final = (game.no_level_time_limit ? TimePlayed : TimeLeft);
4740 game.score_time_final = (level.use_step_counter ? TimePlayed :
4741 TimePlayed * FRAMES_PER_SECOND + TimeFrames);
4743 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4744 game_em.lev->score :
4745 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4749 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4750 MM_HEALTH(game_mm.laser_overload_value) :
4753 game.LevelSolved_CountingTime = game.time_final;
4754 game.LevelSolved_CountingScore = game.score_final;
4755 game.LevelSolved_CountingHealth = game.health_final;
4758 static void LevelSolved_DisplayFinalGameValues(int time, int score, int health)
4760 game.LevelSolved_CountingTime = time;
4761 game.LevelSolved_CountingScore = score;
4762 game.LevelSolved_CountingHealth = health;
4764 game_panel_controls[GAME_PANEL_TIME].value = time;
4765 game_panel_controls[GAME_PANEL_SCORE].value = score;
4766 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4768 DisplayGameControlValues();
4771 static void LevelSolved(void)
4773 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4774 game.players_still_needed > 0)
4777 game.LevelSolved = TRUE;
4778 game.GameOver = TRUE;
4780 // needed here to display correct panel values while player walks into exit
4781 LevelSolved_SetFinalGameValues();
4786 static int time_count_steps;
4787 static int time, time_final;
4788 static float score, score_final; // needed for time score < 10 for 10 seconds
4789 static int health, health_final;
4790 static int game_over_delay_1 = 0;
4791 static int game_over_delay_2 = 0;
4792 static int game_over_delay_3 = 0;
4793 int time_score_base = MIN(MAX(1, level.time_score_base), 10);
4794 float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
4796 if (!game.LevelSolved_GameWon)
4800 // do not start end game actions before the player stops moving (to exit)
4801 if (local_player->active && local_player->MovPos)
4804 // calculate final game values after player finished walking into exit
4805 LevelSolved_SetFinalGameValues();
4807 game.LevelSolved_GameWon = TRUE;
4808 game.LevelSolved_SaveTape = tape.recording;
4809 game.LevelSolved_SaveScore = !tape.playing;
4813 LevelStats_incSolved(level_nr);
4815 SaveLevelSetup_SeriesInfo();
4818 if (tape.auto_play) // tape might already be stopped here
4819 tape.auto_play_level_solved = TRUE;
4823 game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
4824 game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
4825 game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
4827 time = time_final = game.time_final;
4828 score = score_final = game.score_final;
4829 health = health_final = game.health_final;
4831 // update game panel values before (delayed) counting of score (if any)
4832 LevelSolved_DisplayFinalGameValues(time, score, health);
4834 // if level has time score defined, calculate new final game values
4837 int time_final_max = 999;
4838 int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
4839 int time_frames = 0;
4840 int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
4841 int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
4846 time_frames = time_frames_left;
4848 else if (game.no_level_time_limit && TimePlayed < time_final_max)
4850 time_final = time_final_max;
4851 time_frames = time_frames_final_max - time_frames_played;
4854 score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
4856 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4858 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4861 score_final += health * time_score;
4864 game.score_final = score_final;
4865 game.health_final = health_final;
4868 // if not counting score after game, immediately update game panel values
4869 if (level_editor_test_game || !setup.count_score_after_game)
4872 score = score_final;
4874 LevelSolved_DisplayFinalGameValues(time, score, health);
4877 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4879 // check if last player has left the level
4880 if (game.exit_x >= 0 &&
4883 int x = game.exit_x;
4884 int y = game.exit_y;
4885 int element = Tile[x][y];
4887 // close exit door after last player
4888 if ((game.all_players_gone &&
4889 (element == EL_EXIT_OPEN ||
4890 element == EL_SP_EXIT_OPEN ||
4891 element == EL_STEEL_EXIT_OPEN)) ||
4892 element == EL_EM_EXIT_OPEN ||
4893 element == EL_EM_STEEL_EXIT_OPEN)
4897 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4898 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4899 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4900 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4901 EL_EM_STEEL_EXIT_CLOSING);
4903 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4906 // player disappears
4907 DrawLevelField(x, y);
4910 for (i = 0; i < MAX_PLAYERS; i++)
4912 struct PlayerInfo *player = &stored_player[i];
4914 if (player->present)
4916 RemovePlayer(player);
4918 // player disappears
4919 DrawLevelField(player->jx, player->jy);
4924 PlaySound(SND_GAME_WINNING);
4927 if (setup.count_score_after_game)
4929 if (time != time_final)
4931 if (game_over_delay_1 > 0)
4933 game_over_delay_1--;
4938 int time_to_go = ABS(time_final - time);
4939 int time_count_dir = (time < time_final ? +1 : -1);
4941 if (time_to_go < time_count_steps)
4942 time_count_steps = 1;
4944 time += time_count_steps * time_count_dir;
4945 score += time_count_steps * time_score;
4947 // set final score to correct rounding differences after counting score
4948 if (time == time_final)
4949 score = score_final;
4951 LevelSolved_DisplayFinalGameValues(time, score, health);
4953 if (time == time_final)
4954 StopSound(SND_GAME_LEVELTIME_BONUS);
4955 else if (setup.sound_loops)
4956 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4958 PlaySound(SND_GAME_LEVELTIME_BONUS);
4963 if (health != health_final)
4965 if (game_over_delay_2 > 0)
4967 game_over_delay_2--;
4972 int health_count_dir = (health < health_final ? +1 : -1);
4974 health += health_count_dir;
4975 score += time_score;
4977 LevelSolved_DisplayFinalGameValues(time, score, health);
4979 if (health == health_final)
4980 StopSound(SND_GAME_LEVELTIME_BONUS);
4981 else if (setup.sound_loops)
4982 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4984 PlaySound(SND_GAME_LEVELTIME_BONUS);
4990 game.panel.active = FALSE;
4992 if (game_over_delay_3 > 0)
4994 game_over_delay_3--;
5004 // used instead of "level_nr" (needed for network games)
5005 int last_level_nr = levelset.level_nr;
5006 boolean tape_saved = FALSE;
5008 game.LevelSolved_GameEnd = TRUE;
5010 if (game.LevelSolved_SaveTape && !score_info_tape_play)
5012 // make sure that request dialog to save tape does not open door again
5013 if (!global.use_envelope_request)
5014 CloseDoor(DOOR_CLOSE_1);
5017 tape_saved = SaveTapeChecked_LevelSolved(tape.level_nr);
5019 // set unique basename for score tape (also saved in high score table)
5020 strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
5023 // if no tape is to be saved, close both doors simultaneously
5024 CloseDoor(DOOR_CLOSE_ALL);
5026 if (level_editor_test_game || score_info_tape_play)
5028 SetGameStatus(GAME_MODE_MAIN);
5035 if (!game.LevelSolved_SaveScore)
5037 SetGameStatus(GAME_MODE_MAIN);
5044 if (level_nr == leveldir_current->handicap_level)
5046 leveldir_current->handicap_level++;
5048 SaveLevelSetup_SeriesInfo();
5051 // save score and score tape before potentially erasing tape below
5052 NewHighScore(last_level_nr, tape_saved);
5054 if (setup.increment_levels &&
5055 level_nr < leveldir_current->last_level &&
5058 level_nr++; // advance to next level
5059 TapeErase(); // start with empty tape
5061 if (setup.auto_play_next_level)
5063 scores.continue_playing = TRUE;
5064 scores.next_level_nr = level_nr;
5066 LoadLevel(level_nr);
5068 SaveLevelSetup_SeriesInfo();
5072 if (scores.last_added >= 0 && setup.show_scores_after_game)
5074 SetGameStatus(GAME_MODE_SCORES);
5076 DrawHallOfFame(last_level_nr);
5078 else if (scores.continue_playing)
5080 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
5084 SetGameStatus(GAME_MODE_MAIN);
5090 static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry,
5091 boolean one_score_entry_per_name)
5095 if (strEqual(new_entry->name, EMPTY_PLAYER_NAME))
5098 for (i = 0; i < MAX_SCORE_ENTRIES; i++)
5100 struct ScoreEntry *entry = &list->entry[i];
5101 boolean score_is_better = (new_entry->score > entry->score);
5102 boolean score_is_equal = (new_entry->score == entry->score);
5103 boolean time_is_better = (new_entry->time < entry->time);
5104 boolean time_is_equal = (new_entry->time == entry->time);
5105 boolean better_by_score = (score_is_better ||
5106 (score_is_equal && time_is_better));
5107 boolean better_by_time = (time_is_better ||
5108 (time_is_equal && score_is_better));
5109 boolean is_better = (level.rate_time_over_score ? better_by_time :
5111 boolean entry_is_empty = (entry->score == 0 &&
5114 // prevent adding server score entries if also existing in local score file
5115 // (special case: historic score entries have an empty tape basename entry)
5116 if (strEqual(new_entry->tape_basename, entry->tape_basename) &&
5117 !strEqual(new_entry->tape_basename, UNDEFINED_FILENAME))
5119 // add fields from server score entry not stored in local score entry
5120 // (currently, this means setting platform, version and country fields;
5121 // in rare cases, this may also correct an invalid score value, as
5122 // historic scores might have been truncated to 16-bit values locally)
5123 *entry = *new_entry;
5128 if (is_better || entry_is_empty)
5130 // player has made it to the hall of fame
5132 if (i < MAX_SCORE_ENTRIES - 1)
5134 int m = MAX_SCORE_ENTRIES - 1;
5137 if (one_score_entry_per_name)
5139 for (l = i; l < MAX_SCORE_ENTRIES; l++)
5140 if (strEqual(list->entry[l].name, new_entry->name))
5143 if (m == i) // player's new highscore overwrites his old one
5147 for (l = m; l > i; l--)
5148 list->entry[l] = list->entry[l - 1];
5153 *entry = *new_entry;
5157 else if (one_score_entry_per_name &&
5158 strEqual(entry->name, new_entry->name))
5160 // player already in high score list with better score or time
5166 // special case: new score is beyond the last high score list position
5167 return MAX_SCORE_ENTRIES;
5170 void NewHighScore(int level_nr, boolean tape_saved)
5172 struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
5173 boolean one_per_name = FALSE;
5175 strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
5176 strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
5178 new_entry.score = game.score_final;
5179 new_entry.time = game.score_time_final;
5181 LoadScore(level_nr);
5183 scores.last_added = addScoreEntry(&scores, &new_entry, one_per_name);
5185 if (scores.last_added >= MAX_SCORE_ENTRIES)
5187 scores.last_added = MAX_SCORE_ENTRIES - 1;
5188 scores.force_last_added = TRUE;
5190 scores.entry[scores.last_added] = new_entry;
5192 // store last added local score entry (before merging server scores)
5193 scores.last_added_local = scores.last_added;
5198 if (scores.last_added < 0)
5201 SaveScore(level_nr);
5203 // store last added local score entry (before merging server scores)
5204 scores.last_added_local = scores.last_added;
5206 if (!game.LevelSolved_SaveTape)
5209 SaveScoreTape(level_nr);
5211 if (setup.ask_for_using_api_server)
5213 setup.use_api_server =
5214 Request("Upload your score and tape to the high score server?", REQ_ASK);
5216 if (!setup.use_api_server)
5217 Request("Not using high score server! Use setup menu to enable again!",
5220 runtime.use_api_server = setup.use_api_server;
5222 // after asking for using API server once, do not ask again
5223 setup.ask_for_using_api_server = FALSE;
5225 SaveSetup_ServerSetup();
5228 SaveServerScore(level_nr, tape_saved);
5231 void MergeServerScore(void)
5233 struct ScoreEntry last_added_entry;
5234 boolean one_per_name = FALSE;
5237 if (scores.last_added >= 0)
5238 last_added_entry = scores.entry[scores.last_added];
5240 for (i = 0; i < server_scores.num_entries; i++)
5242 int pos = addScoreEntry(&scores, &server_scores.entry[i], one_per_name);
5244 if (pos >= 0 && pos <= scores.last_added)
5245 scores.last_added++;
5248 if (scores.last_added >= MAX_SCORE_ENTRIES)
5250 scores.last_added = MAX_SCORE_ENTRIES - 1;
5251 scores.force_last_added = TRUE;
5253 scores.entry[scores.last_added] = last_added_entry;
5257 static int getElementMoveStepsizeExt(int x, int y, int direction)
5259 int element = Tile[x][y];
5260 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5261 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5262 int horiz_move = (dx != 0);
5263 int sign = (horiz_move ? dx : dy);
5264 int step = sign * element_info[element].move_stepsize;
5266 // special values for move stepsize for spring and things on conveyor belt
5269 if (CAN_FALL(element) &&
5270 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Tile[x][y + 1]))
5271 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5272 else if (element == EL_SPRING)
5273 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5279 static int getElementMoveStepsize(int x, int y)
5281 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5284 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5286 if (player->GfxAction != action || player->GfxDir != dir)
5288 player->GfxAction = action;
5289 player->GfxDir = dir;
5291 player->StepFrame = 0;
5295 static void ResetGfxFrame(int x, int y)
5297 // profiling showed that "autotest" spends 10~20% of its time in this function
5298 if (DrawingDeactivatedField())
5301 int element = Tile[x][y];
5302 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5304 if (graphic_info[graphic].anim_global_sync)
5305 GfxFrame[x][y] = FrameCounter;
5306 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5307 GfxFrame[x][y] = CustomValue[x][y];
5308 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5309 GfxFrame[x][y] = element_info[element].collect_score;
5310 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5311 GfxFrame[x][y] = ChangeDelay[x][y];
5314 static void ResetGfxAnimation(int x, int y)
5316 GfxAction[x][y] = ACTION_DEFAULT;
5317 GfxDir[x][y] = MovDir[x][y];
5320 ResetGfxFrame(x, y);
5323 static void ResetRandomAnimationValue(int x, int y)
5325 GfxRandom[x][y] = INIT_GFX_RANDOM();
5328 static void InitMovingField(int x, int y, int direction)
5330 int element = Tile[x][y];
5331 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5332 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5335 boolean is_moving_before, is_moving_after;
5337 // check if element was/is moving or being moved before/after mode change
5338 is_moving_before = (WasJustMoving[x][y] != 0);
5339 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5341 // reset animation only for moving elements which change direction of moving
5342 // or which just started or stopped moving
5343 // (else CEs with property "can move" / "not moving" are reset each frame)
5344 if (is_moving_before != is_moving_after ||
5345 direction != MovDir[x][y])
5346 ResetGfxAnimation(x, y);
5348 MovDir[x][y] = direction;
5349 GfxDir[x][y] = direction;
5351 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5352 direction == MV_DOWN && CAN_FALL(element) ?
5353 ACTION_FALLING : ACTION_MOVING);
5355 // this is needed for CEs with property "can move" / "not moving"
5357 if (is_moving_after)
5359 if (Tile[newx][newy] == EL_EMPTY)
5360 Tile[newx][newy] = EL_BLOCKED;
5362 MovDir[newx][newy] = MovDir[x][y];
5364 CustomValue[newx][newy] = CustomValue[x][y];
5366 GfxFrame[newx][newy] = GfxFrame[x][y];
5367 GfxRandom[newx][newy] = GfxRandom[x][y];
5368 GfxAction[newx][newy] = GfxAction[x][y];
5369 GfxDir[newx][newy] = GfxDir[x][y];
5373 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5375 int direction = MovDir[x][y];
5376 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5377 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5383 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5385 int oldx = x, oldy = y;
5386 int direction = MovDir[x][y];
5388 if (direction == MV_LEFT)
5390 else if (direction == MV_RIGHT)
5392 else if (direction == MV_UP)
5394 else if (direction == MV_DOWN)
5397 *comes_from_x = oldx;
5398 *comes_from_y = oldy;
5401 static int MovingOrBlocked2Element(int x, int y)
5403 int element = Tile[x][y];
5405 if (element == EL_BLOCKED)
5409 Blocked2Moving(x, y, &oldx, &oldy);
5410 return Tile[oldx][oldy];
5416 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5418 // like MovingOrBlocked2Element(), but if element is moving
5419 // and (x,y) is the field the moving element is just leaving,
5420 // return EL_BLOCKED instead of the element value
5421 int element = Tile[x][y];
5423 if (IS_MOVING(x, y))
5425 if (element == EL_BLOCKED)
5429 Blocked2Moving(x, y, &oldx, &oldy);
5430 return Tile[oldx][oldy];
5439 static void RemoveField(int x, int y)
5441 Tile[x][y] = EL_EMPTY;
5447 CustomValue[x][y] = 0;
5450 ChangeDelay[x][y] = 0;
5451 ChangePage[x][y] = -1;
5452 Pushed[x][y] = FALSE;
5454 GfxElement[x][y] = EL_UNDEFINED;
5455 GfxAction[x][y] = ACTION_DEFAULT;
5456 GfxDir[x][y] = MV_NONE;
5459 static void RemoveMovingField(int x, int y)
5461 int oldx = x, oldy = y, newx = x, newy = y;
5462 int element = Tile[x][y];
5463 int next_element = EL_UNDEFINED;
5465 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5468 if (IS_MOVING(x, y))
5470 Moving2Blocked(x, y, &newx, &newy);
5472 if (Tile[newx][newy] != EL_BLOCKED)
5474 // element is moving, but target field is not free (blocked), but
5475 // already occupied by something different (example: acid pool);
5476 // in this case, only remove the moving field, but not the target
5478 RemoveField(oldx, oldy);
5480 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5482 TEST_DrawLevelField(oldx, oldy);
5487 else if (element == EL_BLOCKED)
5489 Blocked2Moving(x, y, &oldx, &oldy);
5490 if (!IS_MOVING(oldx, oldy))
5494 if (element == EL_BLOCKED &&
5495 (Tile[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5496 Tile[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5497 Tile[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5498 Tile[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5499 Tile[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5500 Tile[oldx][oldy] == EL_AMOEBA_DROPPING))
5501 next_element = get_next_element(Tile[oldx][oldy]);
5503 RemoveField(oldx, oldy);
5504 RemoveField(newx, newy);
5506 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5508 if (next_element != EL_UNDEFINED)
5509 Tile[oldx][oldy] = next_element;
5511 TEST_DrawLevelField(oldx, oldy);
5512 TEST_DrawLevelField(newx, newy);
5515 void DrawDynamite(int x, int y)
5517 int sx = SCREENX(x), sy = SCREENY(y);
5518 int graphic = el2img(Tile[x][y]);
5521 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5524 if (IS_WALKABLE_INSIDE(Back[x][y]))
5528 DrawLevelElement(x, y, Back[x][y]);
5529 else if (Store[x][y])
5530 DrawLevelElement(x, y, Store[x][y]);
5531 else if (game.use_masked_elements)
5532 DrawLevelElement(x, y, EL_EMPTY);
5534 frame = getGraphicAnimationFrameXY(graphic, x, y);
5536 if (Back[x][y] || Store[x][y] || game.use_masked_elements)
5537 DrawGraphicThruMask(sx, sy, graphic, frame);
5539 DrawGraphic(sx, sy, graphic, frame);
5542 static void CheckDynamite(int x, int y)
5544 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5548 if (MovDelay[x][y] != 0)
5551 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5557 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5562 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5564 boolean num_checked_players = 0;
5567 for (i = 0; i < MAX_PLAYERS; i++)
5569 if (stored_player[i].active)
5571 int sx = stored_player[i].jx;
5572 int sy = stored_player[i].jy;
5574 if (num_checked_players == 0)
5581 *sx1 = MIN(*sx1, sx);
5582 *sy1 = MIN(*sy1, sy);
5583 *sx2 = MAX(*sx2, sx);
5584 *sy2 = MAX(*sy2, sy);
5587 num_checked_players++;
5592 static boolean checkIfAllPlayersFitToScreen_RND(void)
5594 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5596 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5598 return (sx2 - sx1 < SCR_FIELDX &&
5599 sy2 - sy1 < SCR_FIELDY);
5602 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5604 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5606 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5608 *sx = (sx1 + sx2) / 2;
5609 *sy = (sy1 + sy2) / 2;
5612 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5613 boolean center_screen, boolean quick_relocation)
5615 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5616 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5617 boolean no_delay = (tape.warp_forward);
5618 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5619 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5620 int new_scroll_x, new_scroll_y;
5622 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5624 // case 1: quick relocation inside visible screen (without scrolling)
5631 if (!level.shifted_relocation || center_screen)
5633 // relocation _with_ centering of screen
5635 new_scroll_x = SCROLL_POSITION_X(x);
5636 new_scroll_y = SCROLL_POSITION_Y(y);
5640 // relocation _without_ centering of screen
5642 int center_scroll_x = SCROLL_POSITION_X(old_x);
5643 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5644 int offset_x = x + (scroll_x - center_scroll_x);
5645 int offset_y = y + (scroll_y - center_scroll_y);
5647 // for new screen position, apply previous offset to center position
5648 new_scroll_x = SCROLL_POSITION_X(offset_x);
5649 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5652 if (quick_relocation)
5654 // case 2: quick relocation (redraw without visible scrolling)
5656 scroll_x = new_scroll_x;
5657 scroll_y = new_scroll_y;
5664 // case 3: visible relocation (with scrolling to new position)
5666 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5668 SetVideoFrameDelay(wait_delay_value);
5670 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5672 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5673 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5675 if (dx == 0 && dy == 0) // no scrolling needed at all
5681 // set values for horizontal/vertical screen scrolling (half tile size)
5682 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5683 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5684 int pos_x = dx * TILEX / 2;
5685 int pos_y = dy * TILEY / 2;
5686 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5687 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5689 ScrollLevel(dx, dy);
5692 // scroll in two steps of half tile size to make things smoother
5693 BlitScreenToBitmapExt_RND(window, fx, fy);
5695 // scroll second step to align at full tile size
5696 BlitScreenToBitmap(window);
5702 SetVideoFrameDelay(frame_delay_value_old);
5705 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5707 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5708 int player_nr = GET_PLAYER_NR(el_player);
5709 struct PlayerInfo *player = &stored_player[player_nr];
5710 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5711 boolean no_delay = (tape.warp_forward);
5712 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5713 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5714 int old_jx = player->jx;
5715 int old_jy = player->jy;
5716 int old_element = Tile[old_jx][old_jy];
5717 int element = Tile[jx][jy];
5718 boolean player_relocated = (old_jx != jx || old_jy != jy);
5720 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5721 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5722 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5723 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5724 int leave_side_horiz = move_dir_horiz;
5725 int leave_side_vert = move_dir_vert;
5726 int enter_side = enter_side_horiz | enter_side_vert;
5727 int leave_side = leave_side_horiz | leave_side_vert;
5729 if (player->buried) // do not reanimate dead player
5732 if (!player_relocated) // no need to relocate the player
5735 if (IS_PLAYER(jx, jy)) // player already placed at new position
5737 RemoveField(jx, jy); // temporarily remove newly placed player
5738 DrawLevelField(jx, jy);
5741 if (player->present)
5743 while (player->MovPos)
5745 ScrollPlayer(player, SCROLL_GO_ON);
5746 ScrollScreen(NULL, SCROLL_GO_ON);
5748 AdvanceFrameAndPlayerCounters(player->index_nr);
5752 BackToFront_WithFrameDelay(wait_delay_value);
5755 DrawPlayer(player); // needed here only to cleanup last field
5756 DrawLevelField(player->jx, player->jy); // remove player graphic
5758 player->is_moving = FALSE;
5761 if (IS_CUSTOM_ELEMENT(old_element))
5762 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5764 player->index_bit, leave_side);
5766 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5768 player->index_bit, leave_side);
5770 Tile[jx][jy] = el_player;
5771 InitPlayerField(jx, jy, el_player, TRUE);
5773 /* "InitPlayerField()" above sets Tile[jx][jy] to EL_EMPTY, but it may be
5774 possible that the relocation target field did not contain a player element,
5775 but a walkable element, to which the new player was relocated -- in this
5776 case, restore that (already initialized!) element on the player field */
5777 if (!IS_PLAYER_ELEMENT(element)) // player may be set on walkable element
5779 Tile[jx][jy] = element; // restore previously existing element
5782 // only visually relocate centered player
5783 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5784 FALSE, level.instant_relocation);
5786 TestIfPlayerTouchesBadThing(jx, jy);
5787 TestIfPlayerTouchesCustomElement(jx, jy);
5789 if (IS_CUSTOM_ELEMENT(element))
5790 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5791 player->index_bit, enter_side);
5793 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5794 player->index_bit, enter_side);
5796 if (player->is_switching)
5798 /* ensure that relocation while still switching an element does not cause
5799 a new element to be treated as also switched directly after relocation
5800 (this is important for teleporter switches that teleport the player to
5801 a place where another teleporter switch is in the same direction, which
5802 would then incorrectly be treated as immediately switched before the
5803 direction key that caused the switch was released) */
5805 player->switch_x += jx - old_jx;
5806 player->switch_y += jy - old_jy;
5810 static void Explode(int ex, int ey, int phase, int mode)
5816 // !!! eliminate this variable !!!
5817 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5819 if (game.explosions_delayed)
5821 ExplodeField[ex][ey] = mode;
5825 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5827 int center_element = Tile[ex][ey];
5828 int artwork_element, explosion_element; // set these values later
5830 // remove things displayed in background while burning dynamite
5831 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5834 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5836 // put moving element to center field (and let it explode there)
5837 center_element = MovingOrBlocked2Element(ex, ey);
5838 RemoveMovingField(ex, ey);
5839 Tile[ex][ey] = center_element;
5842 // now "center_element" is finally determined -- set related values now
5843 artwork_element = center_element; // for custom player artwork
5844 explosion_element = center_element; // for custom player artwork
5846 if (IS_PLAYER(ex, ey))
5848 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5850 artwork_element = stored_player[player_nr].artwork_element;
5852 if (level.use_explosion_element[player_nr])
5854 explosion_element = level.explosion_element[player_nr];
5855 artwork_element = explosion_element;
5859 if (mode == EX_TYPE_NORMAL ||
5860 mode == EX_TYPE_CENTER ||
5861 mode == EX_TYPE_CROSS)
5862 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5864 last_phase = element_info[explosion_element].explosion_delay + 1;
5866 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5868 int xx = x - ex + 1;
5869 int yy = y - ey + 1;
5872 if (!IN_LEV_FIELD(x, y) ||
5873 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5874 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5877 element = Tile[x][y];
5879 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5881 element = MovingOrBlocked2Element(x, y);
5883 if (!IS_EXPLOSION_PROOF(element))
5884 RemoveMovingField(x, y);
5887 // indestructible elements can only explode in center (but not flames)
5888 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5889 mode == EX_TYPE_BORDER)) ||
5890 element == EL_FLAMES)
5893 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5894 behaviour, for example when touching a yamyam that explodes to rocks
5895 with active deadly shield, a rock is created under the player !!! */
5896 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5898 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5899 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5900 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5902 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5905 if (IS_ACTIVE_BOMB(element))
5907 // re-activate things under the bomb like gate or penguin
5908 Tile[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5915 // save walkable background elements while explosion on same tile
5916 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5917 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5918 Back[x][y] = element;
5920 // ignite explodable elements reached by other explosion
5921 if (element == EL_EXPLOSION)
5922 element = Store2[x][y];
5924 if (AmoebaNr[x][y] &&
5925 (element == EL_AMOEBA_FULL ||
5926 element == EL_BD_AMOEBA ||
5927 element == EL_AMOEBA_GROWING))
5929 AmoebaCnt[AmoebaNr[x][y]]--;
5930 AmoebaCnt2[AmoebaNr[x][y]]--;
5935 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5937 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5939 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5941 if (PLAYERINFO(ex, ey)->use_murphy)
5942 Store[x][y] = EL_EMPTY;
5945 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5946 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5947 else if (IS_PLAYER_ELEMENT(center_element))
5948 Store[x][y] = EL_EMPTY;
5949 else if (center_element == EL_YAMYAM)
5950 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5951 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5952 Store[x][y] = element_info[center_element].content.e[xx][yy];
5954 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5955 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5956 // otherwise) -- FIX THIS !!!
5957 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5958 Store[x][y] = element_info[element].content.e[1][1];
5960 else if (!CAN_EXPLODE(element))
5961 Store[x][y] = element_info[element].content.e[1][1];
5964 Store[x][y] = EL_EMPTY;
5966 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5967 center_element == EL_AMOEBA_TO_DIAMOND)
5968 Store2[x][y] = element;
5970 Tile[x][y] = EL_EXPLOSION;
5971 GfxElement[x][y] = artwork_element;
5973 ExplodePhase[x][y] = 1;
5974 ExplodeDelay[x][y] = last_phase;
5979 if (center_element == EL_YAMYAM)
5980 game.yamyam_content_nr =
5981 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5993 GfxFrame[x][y] = 0; // restart explosion animation
5995 last_phase = ExplodeDelay[x][y];
5997 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5999 // this can happen if the player leaves an explosion just in time
6000 if (GfxElement[x][y] == EL_UNDEFINED)
6001 GfxElement[x][y] = EL_EMPTY;
6003 border_element = Store2[x][y];
6004 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6005 border_element = StorePlayer[x][y];
6007 if (phase == element_info[border_element].ignition_delay ||
6008 phase == last_phase)
6010 boolean border_explosion = FALSE;
6012 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6013 !PLAYER_EXPLOSION_PROTECTED(x, y))
6015 KillPlayerUnlessExplosionProtected(x, y);
6016 border_explosion = TRUE;
6018 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6020 Tile[x][y] = Store2[x][y];
6023 border_explosion = TRUE;
6025 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6027 AmoebaToDiamond(x, y);
6029 border_explosion = TRUE;
6032 // if an element just explodes due to another explosion (chain-reaction),
6033 // do not immediately end the new explosion when it was the last frame of
6034 // the explosion (as it would be done in the following "if"-statement!)
6035 if (border_explosion && phase == last_phase)
6039 // this can happen if the player was just killed by an explosion
6040 if (GfxElement[x][y] == EL_UNDEFINED)
6041 GfxElement[x][y] = EL_EMPTY;
6043 if (phase == last_phase)
6047 element = Tile[x][y] = Store[x][y];
6048 Store[x][y] = Store2[x][y] = 0;
6049 GfxElement[x][y] = EL_UNDEFINED;
6051 // player can escape from explosions and might therefore be still alive
6052 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6053 element <= EL_PLAYER_IS_EXPLODING_4)
6055 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6056 int explosion_element = EL_PLAYER_1 + player_nr;
6057 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6058 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6060 if (level.use_explosion_element[player_nr])
6061 explosion_element = level.explosion_element[player_nr];
6063 Tile[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6064 element_info[explosion_element].content.e[xx][yy]);
6067 // restore probably existing indestructible background element
6068 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6069 element = Tile[x][y] = Back[x][y];
6072 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6073 GfxDir[x][y] = MV_NONE;
6074 ChangeDelay[x][y] = 0;
6075 ChangePage[x][y] = -1;
6077 CustomValue[x][y] = 0;
6079 InitField_WithBug2(x, y, FALSE);
6081 TEST_DrawLevelField(x, y);
6083 TestIfElementTouchesCustomElement(x, y);
6085 if (GFX_CRUMBLED(element))
6086 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6088 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6089 StorePlayer[x][y] = 0;
6091 if (IS_PLAYER_ELEMENT(element))
6092 RelocatePlayer(x, y, element);
6094 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6096 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6097 int frame = getGraphicAnimationFrameXY(graphic, x, y);
6100 TEST_DrawLevelFieldCrumbled(x, y);
6102 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6104 DrawLevelElement(x, y, Back[x][y]);
6105 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6107 else if (IS_WALKABLE_UNDER(Back[x][y]))
6109 DrawLevelGraphic(x, y, graphic, frame);
6110 DrawLevelElementThruMask(x, y, Back[x][y]);
6112 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6113 DrawLevelGraphic(x, y, graphic, frame);
6117 static void DynaExplode(int ex, int ey)
6120 int dynabomb_element = Tile[ex][ey];
6121 int dynabomb_size = 1;
6122 boolean dynabomb_xl = FALSE;
6123 struct PlayerInfo *player;
6124 struct XY *xy = xy_topdown;
6126 if (IS_ACTIVE_BOMB(dynabomb_element))
6128 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6129 dynabomb_size = player->dynabomb_size;
6130 dynabomb_xl = player->dynabomb_xl;
6131 player->dynabombs_left++;
6134 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6136 for (i = 0; i < NUM_DIRECTIONS; i++)
6138 for (j = 1; j <= dynabomb_size; j++)
6140 int x = ex + j * xy[i].x;
6141 int y = ey + j * xy[i].y;
6144 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Tile[x][y]))
6147 element = Tile[x][y];
6149 // do not restart explosions of fields with active bombs
6150 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6153 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6155 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6156 !IS_DIGGABLE(element) && !dynabomb_xl)
6162 void Bang(int x, int y)
6164 int element = MovingOrBlocked2Element(x, y);
6165 int explosion_type = EX_TYPE_NORMAL;
6167 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6169 struct PlayerInfo *player = PLAYERINFO(x, y);
6171 element = Tile[x][y] = player->initial_element;
6173 if (level.use_explosion_element[player->index_nr])
6175 int explosion_element = level.explosion_element[player->index_nr];
6177 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6178 explosion_type = EX_TYPE_CROSS;
6179 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6180 explosion_type = EX_TYPE_CENTER;
6188 case EL_BD_BUTTERFLY:
6191 case EL_DARK_YAMYAM:
6195 RaiseScoreElement(element);
6198 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6199 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6200 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6201 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6202 case EL_DYNABOMB_INCREASE_NUMBER:
6203 case EL_DYNABOMB_INCREASE_SIZE:
6204 case EL_DYNABOMB_INCREASE_POWER:
6205 explosion_type = EX_TYPE_DYNA;
6208 case EL_DC_LANDMINE:
6209 explosion_type = EX_TYPE_CENTER;
6214 case EL_LAMP_ACTIVE:
6215 case EL_AMOEBA_TO_DIAMOND:
6216 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
6217 explosion_type = EX_TYPE_CENTER;
6221 if (element_info[element].explosion_type == EXPLODES_CROSS)
6222 explosion_type = EX_TYPE_CROSS;
6223 else if (element_info[element].explosion_type == EXPLODES_1X1)
6224 explosion_type = EX_TYPE_CENTER;
6228 if (explosion_type == EX_TYPE_DYNA)
6231 Explode(x, y, EX_PHASE_START, explosion_type);
6233 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6236 static void SplashAcid(int x, int y)
6238 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6239 (!IN_LEV_FIELD(x - 1, y - 2) ||
6240 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6241 Tile[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6243 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6244 (!IN_LEV_FIELD(x + 1, y - 2) ||
6245 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6246 Tile[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6248 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6251 static void InitBeltMovement(void)
6253 static int belt_base_element[4] =
6255 EL_CONVEYOR_BELT_1_LEFT,
6256 EL_CONVEYOR_BELT_2_LEFT,
6257 EL_CONVEYOR_BELT_3_LEFT,
6258 EL_CONVEYOR_BELT_4_LEFT
6260 static int belt_base_active_element[4] =
6262 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6263 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6264 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6265 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6270 // set frame order for belt animation graphic according to belt direction
6271 for (i = 0; i < NUM_BELTS; i++)
6275 for (j = 0; j < NUM_BELT_PARTS; j++)
6277 int element = belt_base_active_element[belt_nr] + j;
6278 int graphic_1 = el2img(element);
6279 int graphic_2 = el2panelimg(element);
6281 if (game.belt_dir[i] == MV_LEFT)
6283 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6284 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6288 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6289 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6294 SCAN_PLAYFIELD(x, y)
6296 int element = Tile[x][y];
6298 for (i = 0; i < NUM_BELTS; i++)
6300 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6302 int e_belt_nr = getBeltNrFromBeltElement(element);
6305 if (e_belt_nr == belt_nr)
6307 int belt_part = Tile[x][y] - belt_base_element[belt_nr];
6309 Tile[x][y] = belt_base_active_element[belt_nr] + belt_part;
6316 static void ToggleBeltSwitch(int x, int y)
6318 static int belt_base_element[4] =
6320 EL_CONVEYOR_BELT_1_LEFT,
6321 EL_CONVEYOR_BELT_2_LEFT,
6322 EL_CONVEYOR_BELT_3_LEFT,
6323 EL_CONVEYOR_BELT_4_LEFT
6325 static int belt_base_active_element[4] =
6327 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6328 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6329 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6330 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6332 static int belt_base_switch_element[4] =
6334 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6335 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6336 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6337 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6339 static int belt_move_dir[4] =
6347 int element = Tile[x][y];
6348 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6349 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6350 int belt_dir = belt_move_dir[belt_dir_nr];
6353 if (!IS_BELT_SWITCH(element))
6356 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6357 game.belt_dir[belt_nr] = belt_dir;
6359 if (belt_dir_nr == 3)
6362 // set frame order for belt animation graphic according to belt direction
6363 for (i = 0; i < NUM_BELT_PARTS; i++)
6365 int element = belt_base_active_element[belt_nr] + i;
6366 int graphic_1 = el2img(element);
6367 int graphic_2 = el2panelimg(element);
6369 if (belt_dir == MV_LEFT)
6371 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6372 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6376 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6377 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6381 SCAN_PLAYFIELD(xx, yy)
6383 int element = Tile[xx][yy];
6385 if (IS_BELT_SWITCH(element))
6387 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6389 if (e_belt_nr == belt_nr)
6391 Tile[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6392 TEST_DrawLevelField(xx, yy);
6395 else if (IS_BELT(element) && belt_dir != MV_NONE)
6397 int e_belt_nr = getBeltNrFromBeltElement(element);
6399 if (e_belt_nr == belt_nr)
6401 int belt_part = Tile[xx][yy] - belt_base_element[belt_nr];
6403 Tile[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6404 TEST_DrawLevelField(xx, yy);
6407 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6409 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6411 if (e_belt_nr == belt_nr)
6413 int belt_part = Tile[xx][yy] - belt_base_active_element[belt_nr];
6415 Tile[xx][yy] = belt_base_element[belt_nr] + belt_part;
6416 TEST_DrawLevelField(xx, yy);
6422 static void ToggleSwitchgateSwitch(int x, int y)
6426 game.switchgate_pos = !game.switchgate_pos;
6428 SCAN_PLAYFIELD(xx, yy)
6430 int element = Tile[xx][yy];
6432 if (element == EL_SWITCHGATE_SWITCH_UP)
6434 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6435 TEST_DrawLevelField(xx, yy);
6437 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6439 Tile[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6440 TEST_DrawLevelField(xx, yy);
6442 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6444 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6445 TEST_DrawLevelField(xx, yy);
6447 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6449 Tile[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6450 TEST_DrawLevelField(xx, yy);
6452 else if (element == EL_SWITCHGATE_OPEN ||
6453 element == EL_SWITCHGATE_OPENING)
6455 Tile[xx][yy] = EL_SWITCHGATE_CLOSING;
6457 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6459 else if (element == EL_SWITCHGATE_CLOSED ||
6460 element == EL_SWITCHGATE_CLOSING)
6462 Tile[xx][yy] = EL_SWITCHGATE_OPENING;
6464 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6469 static int getInvisibleActiveFromInvisibleElement(int element)
6471 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6472 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6473 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6477 static int getInvisibleFromInvisibleActiveElement(int element)
6479 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6480 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6481 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6485 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6489 SCAN_PLAYFIELD(x, y)
6491 int element = Tile[x][y];
6493 if (element == EL_LIGHT_SWITCH &&
6494 game.light_time_left > 0)
6496 Tile[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6497 TEST_DrawLevelField(x, y);
6499 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6500 game.light_time_left == 0)
6502 Tile[x][y] = EL_LIGHT_SWITCH;
6503 TEST_DrawLevelField(x, y);
6505 else if (element == EL_EMC_DRIPPER &&
6506 game.light_time_left > 0)
6508 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6509 TEST_DrawLevelField(x, y);
6511 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6512 game.light_time_left == 0)
6514 Tile[x][y] = EL_EMC_DRIPPER;
6515 TEST_DrawLevelField(x, y);
6517 else if (element == EL_INVISIBLE_STEELWALL ||
6518 element == EL_INVISIBLE_WALL ||
6519 element == EL_INVISIBLE_SAND)
6521 if (game.light_time_left > 0)
6522 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6524 TEST_DrawLevelField(x, y);
6526 // uncrumble neighbour fields, if needed
6527 if (element == EL_INVISIBLE_SAND)
6528 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6530 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6531 element == EL_INVISIBLE_WALL_ACTIVE ||
6532 element == EL_INVISIBLE_SAND_ACTIVE)
6534 if (game.light_time_left == 0)
6535 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6537 TEST_DrawLevelField(x, y);
6539 // re-crumble neighbour fields, if needed
6540 if (element == EL_INVISIBLE_SAND)
6541 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6546 static void RedrawAllInvisibleElementsForLenses(void)
6550 SCAN_PLAYFIELD(x, y)
6552 int element = Tile[x][y];
6554 if (element == EL_EMC_DRIPPER &&
6555 game.lenses_time_left > 0)
6557 Tile[x][y] = EL_EMC_DRIPPER_ACTIVE;
6558 TEST_DrawLevelField(x, y);
6560 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6561 game.lenses_time_left == 0)
6563 Tile[x][y] = EL_EMC_DRIPPER;
6564 TEST_DrawLevelField(x, y);
6566 else if (element == EL_INVISIBLE_STEELWALL ||
6567 element == EL_INVISIBLE_WALL ||
6568 element == EL_INVISIBLE_SAND)
6570 if (game.lenses_time_left > 0)
6571 Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
6573 TEST_DrawLevelField(x, y);
6575 // uncrumble neighbour fields, if needed
6576 if (element == EL_INVISIBLE_SAND)
6577 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6579 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6580 element == EL_INVISIBLE_WALL_ACTIVE ||
6581 element == EL_INVISIBLE_SAND_ACTIVE)
6583 if (game.lenses_time_left == 0)
6584 Tile[x][y] = getInvisibleFromInvisibleActiveElement(element);
6586 TEST_DrawLevelField(x, y);
6588 // re-crumble neighbour fields, if needed
6589 if (element == EL_INVISIBLE_SAND)
6590 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6595 static void RedrawAllInvisibleElementsForMagnifier(void)
6599 SCAN_PLAYFIELD(x, y)
6601 int element = Tile[x][y];
6603 if (element == EL_EMC_FAKE_GRASS &&
6604 game.magnify_time_left > 0)
6606 Tile[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6607 TEST_DrawLevelField(x, y);
6609 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6610 game.magnify_time_left == 0)
6612 Tile[x][y] = EL_EMC_FAKE_GRASS;
6613 TEST_DrawLevelField(x, y);
6615 else if (IS_GATE_GRAY(element) &&
6616 game.magnify_time_left > 0)
6618 Tile[x][y] = (IS_RND_GATE_GRAY(element) ?
6619 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6620 IS_EM_GATE_GRAY(element) ?
6621 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6622 IS_EMC_GATE_GRAY(element) ?
6623 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6624 IS_DC_GATE_GRAY(element) ?
6625 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6627 TEST_DrawLevelField(x, y);
6629 else if (IS_GATE_GRAY_ACTIVE(element) &&
6630 game.magnify_time_left == 0)
6632 Tile[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6633 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6634 IS_EM_GATE_GRAY_ACTIVE(element) ?
6635 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6636 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6637 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6638 IS_DC_GATE_GRAY_ACTIVE(element) ?
6639 EL_DC_GATE_WHITE_GRAY :
6641 TEST_DrawLevelField(x, y);
6646 static void ToggleLightSwitch(int x, int y)
6648 int element = Tile[x][y];
6650 game.light_time_left =
6651 (element == EL_LIGHT_SWITCH ?
6652 level.time_light * FRAMES_PER_SECOND : 0);
6654 RedrawAllLightSwitchesAndInvisibleElements();
6657 static void ActivateTimegateSwitch(int x, int y)
6661 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6663 SCAN_PLAYFIELD(xx, yy)
6665 int element = Tile[xx][yy];
6667 if (element == EL_TIMEGATE_CLOSED ||
6668 element == EL_TIMEGATE_CLOSING)
6670 Tile[xx][yy] = EL_TIMEGATE_OPENING;
6671 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6677 Tile[xx][yy] = EL_TIMEGATE_SWITCH;
6678 TEST_DrawLevelField(xx, yy);
6684 Tile[x][y] = (Tile[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6685 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6688 static void Impact(int x, int y)
6690 boolean last_line = (y == lev_fieldy - 1);
6691 boolean object_hit = FALSE;
6692 boolean impact = (last_line || object_hit);
6693 int element = Tile[x][y];
6694 int smashed = EL_STEELWALL;
6696 if (!last_line) // check if element below was hit
6698 if (Tile[x][y + 1] == EL_PLAYER_IS_LEAVING)
6701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6702 MovDir[x][y + 1] != MV_DOWN ||
6703 MovPos[x][y + 1] <= TILEY / 2));
6705 // do not smash moving elements that left the smashed field in time
6706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6710 #if USE_QUICKSAND_IMPACT_BUGFIX
6711 if (Tile[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6713 RemoveMovingField(x, y + 1);
6714 Tile[x][y + 1] = EL_QUICKSAND_EMPTY;
6715 Tile[x][y + 2] = EL_ROCK;
6716 TEST_DrawLevelField(x, y + 2);
6721 if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6723 RemoveMovingField(x, y + 1);
6724 Tile[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6725 Tile[x][y + 2] = EL_ROCK;
6726 TEST_DrawLevelField(x, y + 2);
6733 smashed = MovingOrBlocked2Element(x, y + 1);
6735 impact = (last_line || object_hit);
6738 if (!last_line && smashed == EL_ACID) // element falls into acid
6740 SplashAcid(x, y + 1);
6744 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6745 // only reset graphic animation if graphic really changes after impact
6747 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6749 ResetGfxAnimation(x, y);
6750 TEST_DrawLevelField(x, y);
6753 if (impact && CAN_EXPLODE_IMPACT(element))
6758 else if (impact && element == EL_PEARL &&
6759 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6761 ResetGfxAnimation(x, y);
6763 Tile[x][y] = EL_PEARL_BREAKING;
6764 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6767 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6769 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6774 if (impact && element == EL_AMOEBA_DROP)
6776 if (object_hit && IS_PLAYER(x, y + 1))
6777 KillPlayerUnlessEnemyProtected(x, y + 1);
6778 else if (object_hit && smashed == EL_PENGUIN)
6782 Tile[x][y] = EL_AMOEBA_GROWING;
6783 Store[x][y] = EL_AMOEBA_WET;
6785 ResetRandomAnimationValue(x, y);
6790 if (object_hit) // check which object was hit
6792 if ((CAN_PASS_MAGIC_WALL(element) &&
6793 (smashed == EL_MAGIC_WALL ||
6794 smashed == EL_BD_MAGIC_WALL)) ||
6795 (CAN_PASS_DC_MAGIC_WALL(element) &&
6796 smashed == EL_DC_MAGIC_WALL))
6799 int activated_magic_wall =
6800 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6801 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6802 EL_DC_MAGIC_WALL_ACTIVE);
6804 // activate magic wall / mill
6805 SCAN_PLAYFIELD(xx, yy)
6807 if (Tile[xx][yy] == smashed)
6808 Tile[xx][yy] = activated_magic_wall;
6811 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6812 game.magic_wall_active = TRUE;
6814 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6815 SND_MAGIC_WALL_ACTIVATING :
6816 smashed == EL_BD_MAGIC_WALL ?
6817 SND_BD_MAGIC_WALL_ACTIVATING :
6818 SND_DC_MAGIC_WALL_ACTIVATING));
6821 if (IS_PLAYER(x, y + 1))
6823 if (CAN_SMASH_PLAYER(element))
6825 KillPlayerUnlessEnemyProtected(x, y + 1);
6829 else if (smashed == EL_PENGUIN)
6831 if (CAN_SMASH_PLAYER(element))
6837 else if (element == EL_BD_DIAMOND)
6839 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6845 else if (((element == EL_SP_INFOTRON ||
6846 element == EL_SP_ZONK) &&
6847 (smashed == EL_SP_SNIKSNAK ||
6848 smashed == EL_SP_ELECTRON ||
6849 smashed == EL_SP_DISK_ORANGE)) ||
6850 (element == EL_SP_INFOTRON &&
6851 smashed == EL_SP_DISK_YELLOW))
6856 else if (CAN_SMASH_EVERYTHING(element))
6858 if (IS_CLASSIC_ENEMY(smashed) ||
6859 CAN_EXPLODE_SMASHED(smashed))
6864 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6866 if (smashed == EL_LAMP ||
6867 smashed == EL_LAMP_ACTIVE)
6872 else if (smashed == EL_NUT)
6874 Tile[x][y + 1] = EL_NUT_BREAKING;
6875 PlayLevelSound(x, y, SND_NUT_BREAKING);
6876 RaiseScoreElement(EL_NUT);
6879 else if (smashed == EL_PEARL)
6881 ResetGfxAnimation(x, y);
6883 Tile[x][y + 1] = EL_PEARL_BREAKING;
6884 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6887 else if (smashed == EL_DIAMOND)
6889 Tile[x][y + 1] = EL_DIAMOND_BREAKING;
6890 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6893 else if (IS_BELT_SWITCH(smashed))
6895 ToggleBeltSwitch(x, y + 1);
6897 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6898 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6899 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6900 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6902 ToggleSwitchgateSwitch(x, y + 1);
6904 else if (smashed == EL_LIGHT_SWITCH ||
6905 smashed == EL_LIGHT_SWITCH_ACTIVE)
6907 ToggleLightSwitch(x, y + 1);
6911 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6913 CheckElementChangeBySide(x, y + 1, smashed, element,
6914 CE_SWITCHED, CH_SIDE_TOP);
6915 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6921 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6926 // play sound of magic wall / mill
6928 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6929 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6930 Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6932 if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6933 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6934 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6935 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6936 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6937 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6942 // play sound of object that hits the ground
6943 if (last_line || object_hit)
6944 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6947 static void TurnRoundExt(int x, int y)
6959 { 0, 0 }, { 0, 0 }, { 0, 0 },
6964 int left, right, back;
6968 { MV_DOWN, MV_UP, MV_RIGHT },
6969 { MV_UP, MV_DOWN, MV_LEFT },
6971 { MV_LEFT, MV_RIGHT, MV_DOWN },
6975 { MV_RIGHT, MV_LEFT, MV_UP }
6978 int element = Tile[x][y];
6979 int move_pattern = element_info[element].move_pattern;
6981 int old_move_dir = MovDir[x][y];
6982 int left_dir = turn[old_move_dir].left;
6983 int right_dir = turn[old_move_dir].right;
6984 int back_dir = turn[old_move_dir].back;
6986 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6987 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6988 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6989 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6991 int left_x = x + left_dx, left_y = y + left_dy;
6992 int right_x = x + right_dx, right_y = y + right_dy;
6993 int move_x = x + move_dx, move_y = y + move_dy;
6997 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6999 TestIfBadThingTouchesOtherBadThing(x, y);
7001 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7002 MovDir[x][y] = right_dir;
7003 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7004 MovDir[x][y] = left_dir;
7006 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7008 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
7011 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7013 TestIfBadThingTouchesOtherBadThing(x, y);
7015 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7016 MovDir[x][y] = left_dir;
7017 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7018 MovDir[x][y] = right_dir;
7020 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7022 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
7025 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7027 TestIfBadThingTouchesOtherBadThing(x, y);
7029 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7030 MovDir[x][y] = left_dir;
7031 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7032 MovDir[x][y] = right_dir;
7034 if (MovDir[x][y] != old_move_dir)
7037 else if (element == EL_YAMYAM)
7039 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7040 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7042 if (can_turn_left && can_turn_right)
7043 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7044 else if (can_turn_left)
7045 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7046 else if (can_turn_right)
7047 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7049 MovDir[x][y] = back_dir;
7051 MovDelay[x][y] = 16 + 16 * RND(3);
7053 else if (element == EL_DARK_YAMYAM)
7055 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7057 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7060 if (can_turn_left && can_turn_right)
7061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7062 else if (can_turn_left)
7063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7064 else if (can_turn_right)
7065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7067 MovDir[x][y] = back_dir;
7069 MovDelay[x][y] = 16 + 16 * RND(3);
7071 else if (element == EL_PACMAN)
7073 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7074 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7076 if (can_turn_left && can_turn_right)
7077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7078 else if (can_turn_left)
7079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7080 else if (can_turn_right)
7081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7083 MovDir[x][y] = back_dir;
7085 MovDelay[x][y] = 6 + RND(40);
7087 else if (element == EL_PIG)
7089 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7090 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7091 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7092 boolean should_turn_left, should_turn_right, should_move_on;
7094 int rnd = RND(rnd_value);
7096 should_turn_left = (can_turn_left &&
7098 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7099 y + back_dy + left_dy)));
7100 should_turn_right = (can_turn_right &&
7102 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7103 y + back_dy + right_dy)));
7104 should_move_on = (can_move_on &&
7107 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7108 y + move_dy + left_dy) ||
7109 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7110 y + move_dy + right_dy)));
7112 if (should_turn_left || should_turn_right || should_move_on)
7114 if (should_turn_left && should_turn_right && should_move_on)
7115 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7116 rnd < 2 * rnd_value / 3 ? right_dir :
7118 else if (should_turn_left && should_turn_right)
7119 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7120 else if (should_turn_left && should_move_on)
7121 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7122 else if (should_turn_right && should_move_on)
7123 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7124 else if (should_turn_left)
7125 MovDir[x][y] = left_dir;
7126 else if (should_turn_right)
7127 MovDir[x][y] = right_dir;
7128 else if (should_move_on)
7129 MovDir[x][y] = old_move_dir;
7131 else if (can_move_on && rnd > rnd_value / 8)
7132 MovDir[x][y] = old_move_dir;
7133 else if (can_turn_left && can_turn_right)
7134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7135 else if (can_turn_left && rnd > rnd_value / 8)
7136 MovDir[x][y] = left_dir;
7137 else if (can_turn_right && rnd > rnd_value/8)
7138 MovDir[x][y] = right_dir;
7140 MovDir[x][y] = back_dir;
7142 xx = x + move_xy[MovDir[x][y]].dx;
7143 yy = y + move_xy[MovDir[x][y]].dy;
7145 if (!IN_LEV_FIELD(xx, yy) ||
7146 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Tile[xx][yy])))
7147 MovDir[x][y] = old_move_dir;
7151 else if (element == EL_DRAGON)
7153 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7154 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7155 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7157 int rnd = RND(rnd_value);
7159 if (can_move_on && rnd > rnd_value / 8)
7160 MovDir[x][y] = old_move_dir;
7161 else if (can_turn_left && can_turn_right)
7162 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7163 else if (can_turn_left && rnd > rnd_value / 8)
7164 MovDir[x][y] = left_dir;
7165 else if (can_turn_right && rnd > rnd_value / 8)
7166 MovDir[x][y] = right_dir;
7168 MovDir[x][y] = back_dir;
7170 xx = x + move_xy[MovDir[x][y]].dx;
7171 yy = y + move_xy[MovDir[x][y]].dy;
7173 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7174 MovDir[x][y] = old_move_dir;
7178 else if (element == EL_MOLE)
7180 boolean can_move_on =
7181 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7182 IS_AMOEBOID(Tile[move_x][move_y]) ||
7183 Tile[move_x][move_y] == EL_AMOEBA_SHRINKING));
7186 boolean can_turn_left =
7187 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7188 IS_AMOEBOID(Tile[left_x][left_y])));
7190 boolean can_turn_right =
7191 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7192 IS_AMOEBOID(Tile[right_x][right_y])));
7194 if (can_turn_left && can_turn_right)
7195 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7196 else if (can_turn_left)
7197 MovDir[x][y] = left_dir;
7199 MovDir[x][y] = right_dir;
7202 if (MovDir[x][y] != old_move_dir)
7205 else if (element == EL_BALLOON)
7207 MovDir[x][y] = game.wind_direction;
7210 else if (element == EL_SPRING)
7212 if (MovDir[x][y] & MV_HORIZONTAL)
7214 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7215 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7217 Tile[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7218 ResetGfxAnimation(move_x, move_y);
7219 TEST_DrawLevelField(move_x, move_y);
7221 MovDir[x][y] = back_dir;
7223 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7224 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7225 MovDir[x][y] = MV_NONE;
7230 else if (element == EL_ROBOT ||
7231 element == EL_SATELLITE ||
7232 element == EL_PENGUIN ||
7233 element == EL_EMC_ANDROID)
7235 int attr_x = -1, attr_y = -1;
7237 if (game.all_players_gone)
7239 attr_x = game.exit_x;
7240 attr_y = game.exit_y;
7246 for (i = 0; i < MAX_PLAYERS; i++)
7248 struct PlayerInfo *player = &stored_player[i];
7249 int jx = player->jx, jy = player->jy;
7251 if (!player->active)
7255 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7263 if (element == EL_ROBOT &&
7264 game.robot_wheel_x >= 0 &&
7265 game.robot_wheel_y >= 0 &&
7266 (Tile[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
7267 game.engine_version < VERSION_IDENT(3,1,0,0)))
7269 attr_x = game.robot_wheel_x;
7270 attr_y = game.robot_wheel_y;
7273 if (element == EL_PENGUIN)
7276 struct XY *xy = xy_topdown;
7278 for (i = 0; i < NUM_DIRECTIONS; i++)
7280 int ex = x + xy[i].x;
7281 int ey = y + xy[i].y;
7283 if (IN_LEV_FIELD(ex, ey) && (Tile[ex][ey] == EL_EXIT_OPEN ||
7284 Tile[ex][ey] == EL_EM_EXIT_OPEN ||
7285 Tile[ex][ey] == EL_STEEL_EXIT_OPEN ||
7286 Tile[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7295 MovDir[x][y] = MV_NONE;
7297 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
7298 else if (attr_x > x)
7299 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
7301 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
7302 else if (attr_y > y)
7303 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
7305 if (element == EL_ROBOT)
7309 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7310 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7311 Moving2Blocked(x, y, &newx, &newy);
7313 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7314 MovDelay[x][y] = 8 + 8 * !RND(3);
7316 MovDelay[x][y] = 16;
7318 else if (element == EL_PENGUIN)
7324 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7326 boolean first_horiz = RND(2);
7327 int new_move_dir = MovDir[x][y];
7330 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7331 Moving2Blocked(x, y, &newx, &newy);
7333 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7337 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7338 Moving2Blocked(x, y, &newx, &newy);
7340 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7343 MovDir[x][y] = old_move_dir;
7347 else if (element == EL_SATELLITE)
7353 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7355 boolean first_horiz = RND(2);
7356 int new_move_dir = MovDir[x][y];
7359 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7360 Moving2Blocked(x, y, &newx, &newy);
7362 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7366 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7367 Moving2Blocked(x, y, &newx, &newy);
7369 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7372 MovDir[x][y] = old_move_dir;
7376 else if (element == EL_EMC_ANDROID)
7378 static int check_pos[16] =
7380 -1, // 0 => (invalid)
7383 -1, // 3 => (invalid)
7385 0, // 5 => MV_LEFT | MV_UP
7386 2, // 6 => MV_RIGHT | MV_UP
7387 -1, // 7 => (invalid)
7389 6, // 9 => MV_LEFT | MV_DOWN
7390 4, // 10 => MV_RIGHT | MV_DOWN
7391 -1, // 11 => (invalid)
7392 -1, // 12 => (invalid)
7393 -1, // 13 => (invalid)
7394 -1, // 14 => (invalid)
7395 -1, // 15 => (invalid)
7403 { -1, -1, MV_LEFT | MV_UP },
7405 { +1, -1, MV_RIGHT | MV_UP },
7406 { +1, 0, MV_RIGHT },
7407 { +1, +1, MV_RIGHT | MV_DOWN },
7409 { -1, +1, MV_LEFT | MV_DOWN },
7412 int start_pos, check_order;
7413 boolean can_clone = FALSE;
7416 // check if there is any free field around current position
7417 for (i = 0; i < 8; i++)
7419 int newx = x + check_xy[i].dx;
7420 int newy = y + check_xy[i].dy;
7422 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7430 if (can_clone) // randomly find an element to clone
7434 start_pos = check_pos[RND(8)];
7435 check_order = (RND(2) ? -1 : +1);
7437 for (i = 0; i < 8; i++)
7439 int pos_raw = start_pos + i * check_order;
7440 int pos = (pos_raw + 8) % 8;
7441 int newx = x + check_xy[pos].dx;
7442 int newy = y + check_xy[pos].dy;
7444 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7446 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7447 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7449 Store[x][y] = Tile[newx][newy];
7458 if (can_clone) // randomly find a direction to move
7462 start_pos = check_pos[RND(8)];
7463 check_order = (RND(2) ? -1 : +1);
7465 for (i = 0; i < 8; i++)
7467 int pos_raw = start_pos + i * check_order;
7468 int pos = (pos_raw + 8) % 8;
7469 int newx = x + check_xy[pos].dx;
7470 int newy = y + check_xy[pos].dy;
7471 int new_move_dir = check_xy[pos].dir;
7473 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7475 MovDir[x][y] = new_move_dir;
7476 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7485 if (can_clone) // cloning and moving successful
7488 // cannot clone -- try to move towards player
7490 start_pos = check_pos[MovDir[x][y] & 0x0f];
7491 check_order = (RND(2) ? -1 : +1);
7493 for (i = 0; i < 3; i++)
7495 // first check start_pos, then previous/next or (next/previous) pos
7496 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7497 int pos = (pos_raw + 8) % 8;
7498 int newx = x + check_xy[pos].dx;
7499 int newy = y + check_xy[pos].dy;
7500 int new_move_dir = check_xy[pos].dir;
7502 if (IS_PLAYER(newx, newy))
7505 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7507 MovDir[x][y] = new_move_dir;
7508 MovDelay[x][y] = level.android_move_time * 8 + 1;
7515 else if (move_pattern == MV_TURNING_LEFT ||
7516 move_pattern == MV_TURNING_RIGHT ||
7517 move_pattern == MV_TURNING_LEFT_RIGHT ||
7518 move_pattern == MV_TURNING_RIGHT_LEFT ||
7519 move_pattern == MV_TURNING_RANDOM ||
7520 move_pattern == MV_ALL_DIRECTIONS)
7522 boolean can_turn_left =
7523 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7524 boolean can_turn_right =
7525 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7527 if (element_info[element].move_stepsize == 0) // "not moving"
7530 if (move_pattern == MV_TURNING_LEFT)
7531 MovDir[x][y] = left_dir;
7532 else if (move_pattern == MV_TURNING_RIGHT)
7533 MovDir[x][y] = right_dir;
7534 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7535 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7536 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7537 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7538 else if (move_pattern == MV_TURNING_RANDOM)
7539 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7540 can_turn_right && !can_turn_left ? right_dir :
7541 RND(2) ? left_dir : right_dir);
7542 else if (can_turn_left && can_turn_right)
7543 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7544 else if (can_turn_left)
7545 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7546 else if (can_turn_right)
7547 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7549 MovDir[x][y] = back_dir;
7551 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7553 else if (move_pattern == MV_HORIZONTAL ||
7554 move_pattern == MV_VERTICAL)
7556 if (move_pattern & old_move_dir)
7557 MovDir[x][y] = back_dir;
7558 else if (move_pattern == MV_HORIZONTAL)
7559 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7560 else if (move_pattern == MV_VERTICAL)
7561 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7563 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7565 else if (move_pattern & MV_ANY_DIRECTION)
7567 MovDir[x][y] = move_pattern;
7568 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7570 else if (move_pattern & MV_WIND_DIRECTION)
7572 MovDir[x][y] = game.wind_direction;
7573 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7575 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7577 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7578 MovDir[x][y] = left_dir;
7579 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7580 MovDir[x][y] = right_dir;
7582 if (MovDir[x][y] != old_move_dir)
7583 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7585 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7587 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7588 MovDir[x][y] = right_dir;
7589 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7590 MovDir[x][y] = left_dir;
7592 if (MovDir[x][y] != old_move_dir)
7593 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7595 else if (move_pattern == MV_TOWARDS_PLAYER ||
7596 move_pattern == MV_AWAY_FROM_PLAYER)
7598 int attr_x = -1, attr_y = -1;
7600 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7602 if (game.all_players_gone)
7604 attr_x = game.exit_x;
7605 attr_y = game.exit_y;
7611 for (i = 0; i < MAX_PLAYERS; i++)
7613 struct PlayerInfo *player = &stored_player[i];
7614 int jx = player->jx, jy = player->jy;
7616 if (!player->active)
7620 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7628 MovDir[x][y] = MV_NONE;
7630 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7631 else if (attr_x > x)
7632 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7634 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7635 else if (attr_y > y)
7636 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7640 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7642 boolean first_horiz = RND(2);
7643 int new_move_dir = MovDir[x][y];
7645 if (element_info[element].move_stepsize == 0) // "not moving"
7647 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7648 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7654 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7655 Moving2Blocked(x, y, &newx, &newy);
7657 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7661 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7662 Moving2Blocked(x, y, &newx, &newy);
7664 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7667 MovDir[x][y] = old_move_dir;
7670 else if (move_pattern == MV_WHEN_PUSHED ||
7671 move_pattern == MV_WHEN_DROPPED)
7673 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7674 MovDir[x][y] = MV_NONE;
7678 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7680 struct XY *test_xy = xy_topdown;
7681 static int test_dir[4] =
7688 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7689 int move_preference = -1000000; // start with very low preference
7690 int new_move_dir = MV_NONE;
7691 int start_test = RND(4);
7694 for (i = 0; i < NUM_DIRECTIONS; i++)
7696 int j = (start_test + i) % 4;
7697 int move_dir = test_dir[j];
7698 int move_dir_preference;
7700 xx = x + test_xy[j].x;
7701 yy = y + test_xy[j].y;
7703 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7704 (IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
7706 new_move_dir = move_dir;
7711 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7714 move_dir_preference = -1 * RunnerVisit[xx][yy];
7715 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7716 move_dir_preference = PlayerVisit[xx][yy];
7718 if (move_dir_preference > move_preference)
7720 // prefer field that has not been visited for the longest time
7721 move_preference = move_dir_preference;
7722 new_move_dir = move_dir;
7724 else if (move_dir_preference == move_preference &&
7725 move_dir == old_move_dir)
7727 // prefer last direction when all directions are preferred equally
7728 move_preference = move_dir_preference;
7729 new_move_dir = move_dir;
7733 MovDir[x][y] = new_move_dir;
7734 if (old_move_dir != new_move_dir)
7735 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7739 static void TurnRound(int x, int y)
7741 int direction = MovDir[x][y];
7745 GfxDir[x][y] = MovDir[x][y];
7747 if (direction != MovDir[x][y])
7751 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7753 ResetGfxFrame(x, y);
7756 static boolean JustBeingPushed(int x, int y)
7760 for (i = 0; i < MAX_PLAYERS; i++)
7762 struct PlayerInfo *player = &stored_player[i];
7764 if (player->active && player->is_pushing && player->MovPos)
7766 int next_jx = player->jx + (player->jx - player->last_jx);
7767 int next_jy = player->jy + (player->jy - player->last_jy);
7769 if (x == next_jx && y == next_jy)
7777 static void StartMoving(int x, int y)
7779 boolean started_moving = FALSE; // some elements can fall _and_ move
7780 int element = Tile[x][y];
7785 if (MovDelay[x][y] == 0)
7786 GfxAction[x][y] = ACTION_DEFAULT;
7788 if (CAN_FALL(element) && y < lev_fieldy - 1)
7790 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7791 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7792 if (JustBeingPushed(x, y))
7795 if (element == EL_QUICKSAND_FULL)
7797 if (IS_FREE(x, y + 1))
7799 InitMovingField(x, y, MV_DOWN);
7800 started_moving = TRUE;
7802 Tile[x][y] = EL_QUICKSAND_EMPTYING;
7803 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7804 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7805 Store[x][y] = EL_ROCK;
7807 Store[x][y] = EL_ROCK;
7810 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7812 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7814 if (!MovDelay[x][y])
7816 MovDelay[x][y] = TILEY + 1;
7818 ResetGfxAnimation(x, y);
7819 ResetGfxAnimation(x, y + 1);
7824 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7825 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7832 Tile[x][y] = EL_QUICKSAND_EMPTY;
7833 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7834 Store[x][y + 1] = Store[x][y];
7837 PlayLevelSoundAction(x, y, ACTION_FILLING);
7839 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7841 if (!MovDelay[x][y])
7843 MovDelay[x][y] = TILEY + 1;
7845 ResetGfxAnimation(x, y);
7846 ResetGfxAnimation(x, y + 1);
7851 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7852 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7859 Tile[x][y] = EL_QUICKSAND_EMPTY;
7860 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7861 Store[x][y + 1] = Store[x][y];
7864 PlayLevelSoundAction(x, y, ACTION_FILLING);
7867 else if (element == EL_QUICKSAND_FAST_FULL)
7869 if (IS_FREE(x, y + 1))
7871 InitMovingField(x, y, MV_DOWN);
7872 started_moving = TRUE;
7874 Tile[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7875 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7876 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7877 Store[x][y] = EL_ROCK;
7879 Store[x][y] = EL_ROCK;
7882 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7884 else if (Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7886 if (!MovDelay[x][y])
7888 MovDelay[x][y] = TILEY + 1;
7890 ResetGfxAnimation(x, y);
7891 ResetGfxAnimation(x, y + 1);
7896 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7897 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7904 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7905 Tile[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7906 Store[x][y + 1] = Store[x][y];
7909 PlayLevelSoundAction(x, y, ACTION_FILLING);
7911 else if (Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7913 if (!MovDelay[x][y])
7915 MovDelay[x][y] = TILEY + 1;
7917 ResetGfxAnimation(x, y);
7918 ResetGfxAnimation(x, y + 1);
7923 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7924 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7931 Tile[x][y] = EL_QUICKSAND_FAST_EMPTY;
7932 Tile[x][y + 1] = EL_QUICKSAND_FULL;
7933 Store[x][y + 1] = Store[x][y];
7936 PlayLevelSoundAction(x, y, ACTION_FILLING);
7939 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7940 Tile[x][y + 1] == EL_QUICKSAND_EMPTY)
7942 InitMovingField(x, y, MV_DOWN);
7943 started_moving = TRUE;
7945 Tile[x][y] = EL_QUICKSAND_FILLING;
7946 Store[x][y] = element;
7948 PlayLevelSoundAction(x, y, ACTION_FILLING);
7950 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7951 Tile[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7953 InitMovingField(x, y, MV_DOWN);
7954 started_moving = TRUE;
7956 Tile[x][y] = EL_QUICKSAND_FAST_FILLING;
7957 Store[x][y] = element;
7959 PlayLevelSoundAction(x, y, ACTION_FILLING);
7961 else if (element == EL_MAGIC_WALL_FULL)
7963 if (IS_FREE(x, y + 1))
7965 InitMovingField(x, y, MV_DOWN);
7966 started_moving = TRUE;
7968 Tile[x][y] = EL_MAGIC_WALL_EMPTYING;
7969 Store[x][y] = EL_CHANGED(Store[x][y]);
7971 else if (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7973 if (!MovDelay[x][y])
7974 MovDelay[x][y] = TILEY / 4 + 1;
7983 Tile[x][y] = EL_MAGIC_WALL_ACTIVE;
7984 Tile[x][y + 1] = EL_MAGIC_WALL_FULL;
7985 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7989 else if (element == EL_BD_MAGIC_WALL_FULL)
7991 if (IS_FREE(x, y + 1))
7993 InitMovingField(x, y, MV_DOWN);
7994 started_moving = TRUE;
7996 Tile[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7997 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7999 else if (Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8001 if (!MovDelay[x][y])
8002 MovDelay[x][y] = TILEY / 4 + 1;
8011 Tile[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8012 Tile[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8013 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8017 else if (element == EL_DC_MAGIC_WALL_FULL)
8019 if (IS_FREE(x, y + 1))
8021 InitMovingField(x, y, MV_DOWN);
8022 started_moving = TRUE;
8024 Tile[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8025 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8027 else if (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8029 if (!MovDelay[x][y])
8030 MovDelay[x][y] = TILEY / 4 + 1;
8039 Tile[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8040 Tile[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8041 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8045 else if ((CAN_PASS_MAGIC_WALL(element) &&
8046 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8047 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8048 (CAN_PASS_DC_MAGIC_WALL(element) &&
8049 (Tile[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8052 InitMovingField(x, y, MV_DOWN);
8053 started_moving = TRUE;
8056 (Tile[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8057 Tile[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8058 EL_DC_MAGIC_WALL_FILLING);
8059 Store[x][y] = element;
8061 else if (CAN_FALL(element) && Tile[x][y + 1] == EL_ACID)
8063 SplashAcid(x, y + 1);
8065 InitMovingField(x, y, MV_DOWN);
8066 started_moving = TRUE;
8068 Store[x][y] = EL_ACID;
8071 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8072 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8073 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8074 CAN_FALL(element) && WasJustFalling[x][y] &&
8075 (Tile[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8077 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8078 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8079 (Tile[x][y + 1] == EL_BLOCKED)))
8081 /* this is needed for a special case not covered by calling "Impact()"
8082 from "ContinueMoving()": if an element moves to a tile directly below
8083 another element which was just falling on that tile (which was empty
8084 in the previous frame), the falling element above would just stop
8085 instead of smashing the element below (in previous version, the above
8086 element was just checked for "moving" instead of "falling", resulting
8087 in incorrect smashes caused by horizontal movement of the above
8088 element; also, the case of the player being the element to smash was
8089 simply not covered here... :-/ ) */
8091 CheckCollision[x][y] = 0;
8092 CheckImpact[x][y] = 0;
8096 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8098 if (MovDir[x][y] == MV_NONE)
8100 InitMovingField(x, y, MV_DOWN);
8101 started_moving = TRUE;
8104 else if (IS_FREE(x, y + 1) || Tile[x][y + 1] == EL_DIAMOND_BREAKING)
8106 if (WasJustFalling[x][y]) // prevent animation from being restarted
8107 MovDir[x][y] = MV_DOWN;
8109 InitMovingField(x, y, MV_DOWN);
8110 started_moving = TRUE;
8112 else if (element == EL_AMOEBA_DROP)
8114 Tile[x][y] = EL_AMOEBA_GROWING;
8115 Store[x][y] = EL_AMOEBA_WET;
8117 else if (((IS_SLIPPERY(Tile[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8118 (IS_EM_SLIPPERY_WALL(Tile[x][y + 1]) && IS_GEM(element))) &&
8119 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8120 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8122 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8123 (IS_FREE(x - 1, y + 1) ||
8124 Tile[x - 1][y + 1] == EL_ACID));
8125 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8126 (IS_FREE(x + 1, y + 1) ||
8127 Tile[x + 1][y + 1] == EL_ACID));
8128 boolean can_fall_any = (can_fall_left || can_fall_right);
8129 boolean can_fall_both = (can_fall_left && can_fall_right);
8130 int slippery_type = element_info[Tile[x][y + 1]].slippery_type;
8132 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8134 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8135 can_fall_right = FALSE;
8136 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8137 can_fall_left = FALSE;
8138 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8139 can_fall_right = FALSE;
8140 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8141 can_fall_left = FALSE;
8143 can_fall_any = (can_fall_left || can_fall_right);
8144 can_fall_both = FALSE;
8149 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8150 can_fall_right = FALSE; // slip down on left side
8152 can_fall_left = !(can_fall_right = RND(2));
8154 can_fall_both = FALSE;
8159 // if not determined otherwise, prefer left side for slipping down
8160 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8161 started_moving = TRUE;
8164 else if (IS_BELT_ACTIVE(Tile[x][y + 1]))
8166 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8167 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8168 int belt_nr = getBeltNrFromBeltActiveElement(Tile[x][y + 1]);
8169 int belt_dir = game.belt_dir[belt_nr];
8171 if ((belt_dir == MV_LEFT && left_is_free) ||
8172 (belt_dir == MV_RIGHT && right_is_free))
8174 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8176 InitMovingField(x, y, belt_dir);
8177 started_moving = TRUE;
8179 Pushed[x][y] = TRUE;
8180 Pushed[nextx][y] = TRUE;
8182 GfxAction[x][y] = ACTION_DEFAULT;
8186 MovDir[x][y] = 0; // if element was moving, stop it
8191 // not "else if" because of elements that can fall and move (EL_SPRING)
8192 if (CAN_MOVE(element) && !started_moving)
8194 int move_pattern = element_info[element].move_pattern;
8197 Moving2Blocked(x, y, &newx, &newy);
8199 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8202 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8203 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8205 WasJustMoving[x][y] = 0;
8206 CheckCollision[x][y] = 0;
8208 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8210 if (Tile[x][y] != element) // element has changed
8214 if (!MovDelay[x][y]) // start new movement phase
8216 // all objects that can change their move direction after each step
8217 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
8219 if (element != EL_YAMYAM &&
8220 element != EL_DARK_YAMYAM &&
8221 element != EL_PACMAN &&
8222 !(move_pattern & MV_ANY_DIRECTION) &&
8223 move_pattern != MV_TURNING_LEFT &&
8224 move_pattern != MV_TURNING_RIGHT &&
8225 move_pattern != MV_TURNING_LEFT_RIGHT &&
8226 move_pattern != MV_TURNING_RIGHT_LEFT &&
8227 move_pattern != MV_TURNING_RANDOM)
8231 if (MovDelay[x][y] && (element == EL_BUG ||
8232 element == EL_SPACESHIP ||
8233 element == EL_SP_SNIKSNAK ||
8234 element == EL_SP_ELECTRON ||
8235 element == EL_MOLE))
8236 TEST_DrawLevelField(x, y);
8240 if (MovDelay[x][y]) // wait some time before next movement
8244 if (element == EL_ROBOT ||
8245 element == EL_YAMYAM ||
8246 element == EL_DARK_YAMYAM)
8248 DrawLevelElementAnimationIfNeeded(x, y, element);
8249 PlayLevelSoundAction(x, y, ACTION_WAITING);
8251 else if (element == EL_SP_ELECTRON)
8252 DrawLevelElementAnimationIfNeeded(x, y, element);
8253 else if (element == EL_DRAGON)
8256 int dir = MovDir[x][y];
8257 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8258 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8259 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8260 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8261 dir == MV_UP ? IMG_FLAMES_1_UP :
8262 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8263 int frame = getGraphicAnimationFrameXY(graphic, x, y);
8265 GfxAction[x][y] = ACTION_ATTACKING;
8267 if (IS_PLAYER(x, y))
8268 DrawPlayerField(x, y);
8270 TEST_DrawLevelField(x, y);
8272 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8274 for (i = 1; i <= 3; i++)
8276 int xx = x + i * dx;
8277 int yy = y + i * dy;
8278 int sx = SCREENX(xx);
8279 int sy = SCREENY(yy);
8280 int flame_graphic = graphic + (i - 1);
8282 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Tile[xx][yy]))
8287 int flamed = MovingOrBlocked2Element(xx, yy);
8289 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8292 RemoveMovingField(xx, yy);
8294 ChangeDelay[xx][yy] = 0;
8296 Tile[xx][yy] = EL_FLAMES;
8298 if (IN_SCR_FIELD(sx, sy))
8300 TEST_DrawLevelFieldCrumbled(xx, yy);
8301 DrawScreenGraphic(sx, sy, flame_graphic, frame);
8306 if (Tile[xx][yy] == EL_FLAMES)
8307 Tile[xx][yy] = EL_EMPTY;
8308 TEST_DrawLevelField(xx, yy);
8313 if (MovDelay[x][y]) // element still has to wait some time
8315 PlayLevelSoundAction(x, y, ACTION_WAITING);
8321 // now make next step
8323 Moving2Blocked(x, y, &newx, &newy); // get next screen position
8325 if (DONT_COLLIDE_WITH(element) &&
8326 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8327 !PLAYER_ENEMY_PROTECTED(newx, newy))
8329 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8334 else if (CAN_MOVE_INTO_ACID(element) &&
8335 IN_LEV_FIELD(newx, newy) && Tile[newx][newy] == EL_ACID &&
8336 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8337 (MovDir[x][y] == MV_DOWN ||
8338 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8340 SplashAcid(newx, newy);
8341 Store[x][y] = EL_ACID;
8343 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8345 if (Tile[newx][newy] == EL_EXIT_OPEN ||
8346 Tile[newx][newy] == EL_EM_EXIT_OPEN ||
8347 Tile[newx][newy] == EL_STEEL_EXIT_OPEN ||
8348 Tile[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8351 TEST_DrawLevelField(x, y);
8353 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8354 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8355 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8357 game.friends_still_needed--;
8358 if (!game.friends_still_needed &&
8360 game.all_players_gone)
8365 else if (IS_FOOD_PENGUIN(Tile[newx][newy]))
8367 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8368 TEST_DrawLevelField(newx, newy);
8370 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8372 else if (!IS_FREE(newx, newy))
8374 GfxAction[x][y] = ACTION_WAITING;
8376 if (IS_PLAYER(x, y))
8377 DrawPlayerField(x, y);
8379 TEST_DrawLevelField(x, y);
8384 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8386 if (IS_FOOD_PIG(Tile[newx][newy]))
8388 if (IS_MOVING(newx, newy))
8389 RemoveMovingField(newx, newy);
8392 Tile[newx][newy] = EL_EMPTY;
8393 TEST_DrawLevelField(newx, newy);
8396 PlayLevelSound(x, y, SND_PIG_DIGGING);
8398 else if (!IS_FREE(newx, newy))
8400 if (IS_PLAYER(x, y))
8401 DrawPlayerField(x, y);
8403 TEST_DrawLevelField(x, y);
8408 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8410 if (Store[x][y] != EL_EMPTY)
8412 boolean can_clone = FALSE;
8415 // check if element to clone is still there
8416 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8418 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == Store[x][y])
8426 // cannot clone or target field not free anymore -- do not clone
8427 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8428 Store[x][y] = EL_EMPTY;
8431 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8433 if (IS_MV_DIAGONAL(MovDir[x][y]))
8435 int diagonal_move_dir = MovDir[x][y];
8436 int stored = Store[x][y];
8437 int change_delay = 8;
8440 // android is moving diagonally
8442 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8444 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8445 GfxElement[x][y] = EL_EMC_ANDROID;
8446 GfxAction[x][y] = ACTION_SHRINKING;
8447 GfxDir[x][y] = diagonal_move_dir;
8448 ChangeDelay[x][y] = change_delay;
8450 if (Store[x][y] == EL_EMPTY)
8451 Store[x][y] = GfxElementEmpty[x][y];
8453 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8456 DrawLevelGraphicAnimation(x, y, graphic);
8457 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8459 if (Tile[newx][newy] == EL_ACID)
8461 SplashAcid(newx, newy);
8466 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8468 Store[newx][newy] = EL_EMC_ANDROID;
8469 GfxElement[newx][newy] = EL_EMC_ANDROID;
8470 GfxAction[newx][newy] = ACTION_GROWING;
8471 GfxDir[newx][newy] = diagonal_move_dir;
8472 ChangeDelay[newx][newy] = change_delay;
8474 graphic = el_act_dir2img(GfxElement[newx][newy],
8475 GfxAction[newx][newy], GfxDir[newx][newy]);
8477 DrawLevelGraphicAnimation(newx, newy, graphic);
8478 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8484 Tile[newx][newy] = EL_EMPTY;
8485 TEST_DrawLevelField(newx, newy);
8487 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8490 else if (!IS_FREE(newx, newy))
8495 else if (IS_CUSTOM_ELEMENT(element) &&
8496 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8498 if (!DigFieldByCE(newx, newy, element))
8501 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8503 RunnerVisit[x][y] = FrameCounter;
8504 PlayerVisit[x][y] /= 8; // expire player visit path
8507 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8509 if (!IS_FREE(newx, newy))
8511 if (IS_PLAYER(x, y))
8512 DrawPlayerField(x, y);
8514 TEST_DrawLevelField(x, y);
8520 boolean wanna_flame = !RND(10);
8521 int dx = newx - x, dy = newy - y;
8522 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8523 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8524 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8525 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8526 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8527 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8530 IS_CLASSIC_ENEMY(element1) ||
8531 IS_CLASSIC_ENEMY(element2)) &&
8532 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8533 element1 != EL_FLAMES && element2 != EL_FLAMES)
8535 ResetGfxAnimation(x, y);
8536 GfxAction[x][y] = ACTION_ATTACKING;
8538 if (IS_PLAYER(x, y))
8539 DrawPlayerField(x, y);
8541 TEST_DrawLevelField(x, y);
8543 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8545 MovDelay[x][y] = 50;
8547 Tile[newx][newy] = EL_FLAMES;
8548 if (IN_LEV_FIELD(newx1, newy1) && Tile[newx1][newy1] == EL_EMPTY)
8549 Tile[newx1][newy1] = EL_FLAMES;
8550 if (IN_LEV_FIELD(newx2, newy2) && Tile[newx2][newy2] == EL_EMPTY)
8551 Tile[newx2][newy2] = EL_FLAMES;
8557 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8558 Tile[newx][newy] == EL_DIAMOND)
8560 if (IS_MOVING(newx, newy))
8561 RemoveMovingField(newx, newy);
8564 Tile[newx][newy] = EL_EMPTY;
8565 TEST_DrawLevelField(newx, newy);
8568 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8570 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8571 IS_FOOD_DARK_YAMYAM(Tile[newx][newy]))
8573 if (AmoebaNr[newx][newy])
8575 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8576 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8577 Tile[newx][newy] == EL_BD_AMOEBA)
8578 AmoebaCnt[AmoebaNr[newx][newy]]--;
8581 if (IS_MOVING(newx, newy))
8583 RemoveMovingField(newx, newy);
8587 Tile[newx][newy] = EL_EMPTY;
8588 TEST_DrawLevelField(newx, newy);
8591 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8593 else if ((element == EL_PACMAN || element == EL_MOLE)
8594 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Tile[newx][newy]))
8596 if (AmoebaNr[newx][newy])
8598 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599 if (Tile[newx][newy] == EL_AMOEBA_FULL ||
8600 Tile[newx][newy] == EL_BD_AMOEBA)
8601 AmoebaCnt[AmoebaNr[newx][newy]]--;
8604 if (element == EL_MOLE)
8606 Tile[newx][newy] = EL_AMOEBA_SHRINKING;
8607 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8609 ResetGfxAnimation(x, y);
8610 GfxAction[x][y] = ACTION_DIGGING;
8611 TEST_DrawLevelField(x, y);
8613 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8615 return; // wait for shrinking amoeba
8617 else // element == EL_PACMAN
8619 Tile[newx][newy] = EL_EMPTY;
8620 TEST_DrawLevelField(newx, newy);
8621 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8624 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8625 (Tile[newx][newy] == EL_AMOEBA_SHRINKING ||
8626 (Tile[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8628 // wait for shrinking amoeba to completely disappear
8631 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8633 // object was running against a wall
8637 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8638 DrawLevelElementAnimation(x, y, element);
8640 if (DONT_TOUCH(element))
8641 TestIfBadThingTouchesPlayer(x, y);
8646 InitMovingField(x, y, MovDir[x][y]);
8648 PlayLevelSoundAction(x, y, ACTION_MOVING);
8652 ContinueMoving(x, y);
8655 void ContinueMoving(int x, int y)
8657 int element = Tile[x][y];
8658 struct ElementInfo *ei = &element_info[element];
8659 int direction = MovDir[x][y];
8660 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8661 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8662 int newx = x + dx, newy = y + dy;
8663 int stored = Store[x][y];
8664 int stored_new = Store[newx][newy];
8665 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8666 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8667 boolean last_line = (newy == lev_fieldy - 1);
8668 boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
8670 if (pushed_by_player) // special case: moving object pushed by player
8672 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8674 else if (use_step_delay) // special case: moving object has step delay
8676 if (!MovDelay[x][y])
8677 MovPos[x][y] += getElementMoveStepsize(x, y);
8682 MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
8686 TEST_DrawLevelField(x, y);
8688 return; // element is still waiting
8691 else // normal case: generically moving object
8693 MovPos[x][y] += getElementMoveStepsize(x, y);
8696 if (ABS(MovPos[x][y]) < TILEX)
8698 TEST_DrawLevelField(x, y);
8700 return; // element is still moving
8703 // element reached destination field
8705 Tile[x][y] = EL_EMPTY;
8706 Tile[newx][newy] = element;
8707 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8709 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8711 element = Tile[newx][newy] = EL_ACID;
8713 else if (element == EL_MOLE)
8715 Tile[x][y] = EL_SAND;
8717 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8719 else if (element == EL_QUICKSAND_FILLING)
8721 element = Tile[newx][newy] = get_next_element(element);
8722 Store[newx][newy] = Store[x][y];
8724 else if (element == EL_QUICKSAND_EMPTYING)
8726 Tile[x][y] = get_next_element(element);
8727 element = Tile[newx][newy] = Store[x][y];
8729 else if (element == EL_QUICKSAND_FAST_FILLING)
8731 element = Tile[newx][newy] = get_next_element(element);
8732 Store[newx][newy] = Store[x][y];
8734 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8736 Tile[x][y] = get_next_element(element);
8737 element = Tile[newx][newy] = Store[x][y];
8739 else if (element == EL_MAGIC_WALL_FILLING)
8741 element = Tile[newx][newy] = get_next_element(element);
8742 if (!game.magic_wall_active)
8743 element = Tile[newx][newy] = EL_MAGIC_WALL_DEAD;
8744 Store[newx][newy] = Store[x][y];
8746 else if (element == EL_MAGIC_WALL_EMPTYING)
8748 Tile[x][y] = get_next_element(element);
8749 if (!game.magic_wall_active)
8750 Tile[x][y] = EL_MAGIC_WALL_DEAD;
8751 element = Tile[newx][newy] = Store[x][y];
8753 InitField(newx, newy, FALSE);
8755 else if (element == EL_BD_MAGIC_WALL_FILLING)
8757 element = Tile[newx][newy] = get_next_element(element);
8758 if (!game.magic_wall_active)
8759 element = Tile[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8760 Store[newx][newy] = Store[x][y];
8762 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8764 Tile[x][y] = get_next_element(element);
8765 if (!game.magic_wall_active)
8766 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
8767 element = Tile[newx][newy] = Store[x][y];
8769 InitField(newx, newy, FALSE);
8771 else if (element == EL_DC_MAGIC_WALL_FILLING)
8773 element = Tile[newx][newy] = get_next_element(element);
8774 if (!game.magic_wall_active)
8775 element = Tile[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8776 Store[newx][newy] = Store[x][y];
8778 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8780 Tile[x][y] = get_next_element(element);
8781 if (!game.magic_wall_active)
8782 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
8783 element = Tile[newx][newy] = Store[x][y];
8785 InitField(newx, newy, FALSE);
8787 else if (element == EL_AMOEBA_DROPPING)
8789 Tile[x][y] = get_next_element(element);
8790 element = Tile[newx][newy] = Store[x][y];
8792 else if (element == EL_SOKOBAN_OBJECT)
8795 Tile[x][y] = Back[x][y];
8797 if (Back[newx][newy])
8798 Tile[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8800 Back[x][y] = Back[newx][newy] = 0;
8803 Store[x][y] = EL_EMPTY;
8808 MovDelay[newx][newy] = 0;
8810 if (CAN_CHANGE_OR_HAS_ACTION(element))
8812 // copy element change control values to new field
8813 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8814 ChangePage[newx][newy] = ChangePage[x][y];
8815 ChangeCount[newx][newy] = ChangeCount[x][y];
8816 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8819 CustomValue[newx][newy] = CustomValue[x][y];
8821 ChangeDelay[x][y] = 0;
8822 ChangePage[x][y] = -1;
8823 ChangeCount[x][y] = 0;
8824 ChangeEvent[x][y] = -1;
8826 CustomValue[x][y] = 0;
8828 // copy animation control values to new field
8829 GfxFrame[newx][newy] = GfxFrame[x][y];
8830 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8831 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8832 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8834 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8836 // some elements can leave other elements behind after moving
8837 if (ei->move_leave_element != EL_EMPTY &&
8838 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8839 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8841 int move_leave_element = ei->move_leave_element;
8843 // this makes it possible to leave the removed element again
8844 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8845 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8847 Tile[x][y] = move_leave_element;
8849 if (element_info[Tile[x][y]].move_direction_initial == MV_START_PREVIOUS)
8850 MovDir[x][y] = direction;
8852 InitField(x, y, FALSE);
8854 if (GFX_CRUMBLED(Tile[x][y]))
8855 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8857 if (IS_PLAYER_ELEMENT(move_leave_element))
8858 RelocatePlayer(x, y, move_leave_element);
8861 // do this after checking for left-behind element
8862 ResetGfxAnimation(x, y); // reset animation values for old field
8864 if (!CAN_MOVE(element) ||
8865 (CAN_FALL(element) && direction == MV_DOWN &&
8866 (element == EL_SPRING ||
8867 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8868 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8869 GfxDir[x][y] = MovDir[newx][newy] = 0;
8871 TEST_DrawLevelField(x, y);
8872 TEST_DrawLevelField(newx, newy);
8874 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8876 // prevent pushed element from moving on in pushed direction
8877 if (pushed_by_player && CAN_MOVE(element) &&
8878 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8879 !(element_info[element].move_pattern & direction))
8880 TurnRound(newx, newy);
8882 // prevent elements on conveyor belt from moving on in last direction
8883 if (pushed_by_conveyor && CAN_FALL(element) &&
8884 direction & MV_HORIZONTAL)
8885 MovDir[newx][newy] = 0;
8887 if (!pushed_by_player)
8889 int nextx = newx + dx, nexty = newy + dy;
8890 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8892 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8894 if (CAN_FALL(element) && direction == MV_DOWN)
8895 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8897 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8898 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8900 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8901 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8904 if (DONT_TOUCH(element)) // object may be nasty to player or others
8906 TestIfBadThingTouchesPlayer(newx, newy);
8907 TestIfBadThingTouchesFriend(newx, newy);
8909 if (!IS_CUSTOM_ELEMENT(element))
8910 TestIfBadThingTouchesOtherBadThing(newx, newy);
8912 else if (element == EL_PENGUIN)
8913 TestIfFriendTouchesBadThing(newx, newy);
8915 if (DONT_GET_HIT_BY(element))
8917 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8920 // give the player one last chance (one more frame) to move away
8921 if (CAN_FALL(element) && direction == MV_DOWN &&
8922 (last_line || (!IS_FREE(x, newy + 1) &&
8923 (!IS_PLAYER(x, newy + 1) ||
8924 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8927 if (pushed_by_player && !game.use_change_when_pushing_bug)
8929 int push_side = MV_DIR_OPPOSITE(direction);
8930 struct PlayerInfo *player = PLAYERINFO(x, y);
8932 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8933 player->index_bit, push_side);
8934 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8935 player->index_bit, push_side);
8938 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8939 MovDelay[newx][newy] = 1;
8941 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8943 TestIfElementTouchesCustomElement(x, y); // empty or new element
8944 TestIfElementHitsCustomElement(newx, newy, direction);
8945 TestIfPlayerTouchesCustomElement(newx, newy);
8946 TestIfElementTouchesCustomElement(newx, newy);
8948 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8949 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8950 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8951 MV_DIR_OPPOSITE(direction));
8954 int AmoebaNeighbourNr(int ax, int ay)
8957 int element = Tile[ax][ay];
8959 struct XY *xy = xy_topdown;
8961 for (i = 0; i < NUM_DIRECTIONS; i++)
8963 int x = ax + xy[i].x;
8964 int y = ay + xy[i].y;
8966 if (!IN_LEV_FIELD(x, y))
8969 if (Tile[x][y] == element && AmoebaNr[x][y] > 0)
8970 group_nr = AmoebaNr[x][y];
8976 static void AmoebaMerge(int ax, int ay)
8978 int i, x, y, xx, yy;
8979 int new_group_nr = AmoebaNr[ax][ay];
8980 struct XY *xy = xy_topdown;
8982 if (new_group_nr == 0)
8985 for (i = 0; i < NUM_DIRECTIONS; i++)
8990 if (!IN_LEV_FIELD(x, y))
8993 if ((Tile[x][y] == EL_AMOEBA_FULL ||
8994 Tile[x][y] == EL_BD_AMOEBA ||
8995 Tile[x][y] == EL_AMOEBA_DEAD) &&
8996 AmoebaNr[x][y] != new_group_nr)
8998 int old_group_nr = AmoebaNr[x][y];
9000 if (old_group_nr == 0)
9003 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9004 AmoebaCnt[old_group_nr] = 0;
9005 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9006 AmoebaCnt2[old_group_nr] = 0;
9008 SCAN_PLAYFIELD(xx, yy)
9010 if (AmoebaNr[xx][yy] == old_group_nr)
9011 AmoebaNr[xx][yy] = new_group_nr;
9017 void AmoebaToDiamond(int ax, int ay)
9021 if (Tile[ax][ay] == EL_AMOEBA_DEAD)
9023 int group_nr = AmoebaNr[ax][ay];
9028 Debug("game:playing:AmoebaToDiamond", "ax = %d, ay = %d", ax, ay);
9029 Debug("game:playing:AmoebaToDiamond", "This should never happen!");
9035 SCAN_PLAYFIELD(x, y)
9037 if (Tile[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9040 Tile[x][y] = EL_AMOEBA_TO_DIAMOND;
9044 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9045 SND_AMOEBA_TURNING_TO_GEM :
9046 SND_AMOEBA_TURNING_TO_ROCK));
9051 struct XY *xy = xy_topdown;
9053 for (i = 0; i < NUM_DIRECTIONS; i++)
9058 if (!IN_LEV_FIELD(x, y))
9061 if (Tile[x][y] == EL_AMOEBA_TO_DIAMOND)
9063 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9064 SND_AMOEBA_TURNING_TO_GEM :
9065 SND_AMOEBA_TURNING_TO_ROCK));
9072 static void AmoebaToDiamondBD(int ax, int ay, int new_element)
9075 int group_nr = AmoebaNr[ax][ay];
9076 boolean done = FALSE;
9081 Debug("game:playing:AmoebaToDiamondBD", "ax = %d, ay = %d", ax, ay);
9082 Debug("game:playing:AmoebaToDiamondBD", "This should never happen!");
9088 SCAN_PLAYFIELD(x, y)
9090 if (AmoebaNr[x][y] == group_nr &&
9091 (Tile[x][y] == EL_AMOEBA_DEAD ||
9092 Tile[x][y] == EL_BD_AMOEBA ||
9093 Tile[x][y] == EL_AMOEBA_GROWING))
9096 Tile[x][y] = new_element;
9097 InitField(x, y, FALSE);
9098 TEST_DrawLevelField(x, y);
9104 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9105 SND_BD_AMOEBA_TURNING_TO_ROCK :
9106 SND_BD_AMOEBA_TURNING_TO_GEM));
9109 static void AmoebaGrowing(int x, int y)
9111 static DelayCounter sound_delay = { 0 };
9113 if (!MovDelay[x][y]) // start new growing cycle
9117 if (DelayReached(&sound_delay))
9119 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9120 sound_delay.value = 30;
9124 if (MovDelay[x][y]) // wait some time before growing bigger
9127 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9129 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9130 6 - MovDelay[x][y]);
9132 DrawLevelGraphic(x, y, IMG_AMOEBA_GROWING, frame);
9135 if (!MovDelay[x][y])
9137 Tile[x][y] = Store[x][y];
9139 TEST_DrawLevelField(x, y);
9144 static void AmoebaShrinking(int x, int y)
9146 static DelayCounter sound_delay = { 0 };
9148 if (!MovDelay[x][y]) // start new shrinking cycle
9152 if (DelayReached(&sound_delay))
9153 sound_delay.value = 30;
9156 if (MovDelay[x][y]) // wait some time before shrinking
9159 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9161 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9162 6 - MovDelay[x][y]);
9164 DrawLevelGraphic(x, y, IMG_AMOEBA_SHRINKING, frame);
9167 if (!MovDelay[x][y])
9169 Tile[x][y] = EL_EMPTY;
9170 TEST_DrawLevelField(x, y);
9172 // don't let mole enter this field in this cycle;
9173 // (give priority to objects falling to this field from above)
9179 static void AmoebaReproduce(int ax, int ay)
9182 int element = Tile[ax][ay];
9183 int graphic = el2img(element);
9184 int newax = ax, neway = ay;
9185 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9186 struct XY *xy = xy_topdown;
9188 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9190 Tile[ax][ay] = EL_AMOEBA_DEAD;
9191 TEST_DrawLevelField(ax, ay);
9195 if (IS_ANIMATED(graphic))
9196 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9198 if (!MovDelay[ax][ay]) // start making new amoeba field
9199 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9201 if (MovDelay[ax][ay]) // wait some time before making new amoeba
9204 if (MovDelay[ax][ay])
9208 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
9211 int x = ax + xy[start].x;
9212 int y = ay + xy[start].y;
9214 if (!IN_LEV_FIELD(x, y))
9217 if (IS_FREE(x, y) ||
9218 CAN_GROW_INTO(Tile[x][y]) ||
9219 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9220 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9226 if (newax == ax && neway == ay)
9229 else // normal or "filled" (BD style) amoeba
9232 boolean waiting_for_player = FALSE;
9234 for (i = 0; i < NUM_DIRECTIONS; i++)
9236 int j = (start + i) % 4;
9237 int x = ax + xy[j].x;
9238 int y = ay + xy[j].y;
9240 if (!IN_LEV_FIELD(x, y))
9243 if (IS_FREE(x, y) ||
9244 CAN_GROW_INTO(Tile[x][y]) ||
9245 Tile[x][y] == EL_QUICKSAND_EMPTY ||
9246 Tile[x][y] == EL_QUICKSAND_FAST_EMPTY)
9252 else if (IS_PLAYER(x, y))
9253 waiting_for_player = TRUE;
9256 if (newax == ax && neway == ay) // amoeba cannot grow
9258 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9260 Tile[ax][ay] = EL_AMOEBA_DEAD;
9261 TEST_DrawLevelField(ax, ay);
9262 AmoebaCnt[AmoebaNr[ax][ay]]--;
9264 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
9266 if (element == EL_AMOEBA_FULL)
9267 AmoebaToDiamond(ax, ay);
9268 else if (element == EL_BD_AMOEBA)
9269 AmoebaToDiamondBD(ax, ay, level.amoeba_content);
9274 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9276 // amoeba gets larger by growing in some direction
9278 int new_group_nr = AmoebaNr[ax][ay];
9281 if (new_group_nr == 0)
9283 Debug("game:playing:AmoebaReproduce", "newax = %d, neway = %d",
9285 Debug("game:playing:AmoebaReproduce", "This should never happen!");
9291 AmoebaNr[newax][neway] = new_group_nr;
9292 AmoebaCnt[new_group_nr]++;
9293 AmoebaCnt2[new_group_nr]++;
9295 // if amoeba touches other amoeba(s) after growing, unify them
9296 AmoebaMerge(newax, neway);
9298 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9300 AmoebaToDiamondBD(newax, neway, EL_BD_ROCK);
9306 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9307 (neway == lev_fieldy - 1 && newax != ax))
9309 Tile[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
9310 Store[newax][neway] = element;
9312 else if (neway == ay || element == EL_EMC_DRIPPER)
9314 Tile[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
9316 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9320 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
9321 Tile[ax][ay] = EL_AMOEBA_DROPPING;
9322 Store[ax][ay] = EL_AMOEBA_DROP;
9323 ContinueMoving(ax, ay);
9327 TEST_DrawLevelField(newax, neway);
9330 static void Life(int ax, int ay)
9334 int element = Tile[ax][ay];
9335 int graphic = el2img(element);
9336 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9338 boolean changed = FALSE;
9340 if (IS_ANIMATED(graphic))
9341 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9346 if (!MovDelay[ax][ay]) // start new "game of life" cycle
9347 MovDelay[ax][ay] = life_time;
9349 if (MovDelay[ax][ay]) // wait some time before next cycle
9352 if (MovDelay[ax][ay])
9356 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9358 int xx = ax+x1, yy = ay+y1;
9359 int old_element = Tile[xx][yy];
9360 int num_neighbours = 0;
9362 if (!IN_LEV_FIELD(xx, yy))
9365 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9367 int x = xx+x2, y = yy+y2;
9369 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9372 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9373 boolean is_neighbour = FALSE;
9375 if (level.use_life_bugs)
9377 (((Tile[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9378 (IS_FREE(x, y) && Stop[x][y]));
9381 (Last[x][y] == element || is_player_cell);
9387 boolean is_free = FALSE;
9389 if (level.use_life_bugs)
9390 is_free = (IS_FREE(xx, yy));
9392 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9394 if (xx == ax && yy == ay) // field in the middle
9396 if (num_neighbours < life_parameter[0] ||
9397 num_neighbours > life_parameter[1])
9399 Tile[xx][yy] = EL_EMPTY;
9400 if (Tile[xx][yy] != old_element)
9401 TEST_DrawLevelField(xx, yy);
9402 Stop[xx][yy] = TRUE;
9406 else if (is_free || CAN_GROW_INTO(Tile[xx][yy]))
9407 { // free border field
9408 if (num_neighbours >= life_parameter[2] &&
9409 num_neighbours <= life_parameter[3])
9411 Tile[xx][yy] = element;
9412 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time - 1);
9413 if (Tile[xx][yy] != old_element)
9414 TEST_DrawLevelField(xx, yy);
9415 Stop[xx][yy] = TRUE;
9422 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9423 SND_GAME_OF_LIFE_GROWING);
9426 static void InitRobotWheel(int x, int y)
9428 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9431 static void RunRobotWheel(int x, int y)
9433 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9436 static void StopRobotWheel(int x, int y)
9438 if (game.robot_wheel_x == x &&
9439 game.robot_wheel_y == y)
9441 game.robot_wheel_x = -1;
9442 game.robot_wheel_y = -1;
9443 game.robot_wheel_active = FALSE;
9447 static void InitTimegateWheel(int x, int y)
9449 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9452 static void RunTimegateWheel(int x, int y)
9454 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9457 static void InitMagicBallDelay(int x, int y)
9459 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9462 static void ActivateMagicBall(int bx, int by)
9466 if (level.ball_random)
9468 int pos_border = RND(8); // select one of the eight border elements
9469 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9470 int xx = pos_content % 3;
9471 int yy = pos_content / 3;
9476 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9477 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9481 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9483 int xx = x - bx + 1;
9484 int yy = y - by + 1;
9486 if (IN_LEV_FIELD(x, y) && Tile[x][y] == EL_EMPTY)
9487 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9491 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9494 static void CheckExit(int x, int y)
9496 if (game.gems_still_needed > 0 ||
9497 game.sokoban_fields_still_needed > 0 ||
9498 game.sokoban_objects_still_needed > 0 ||
9499 game.lights_still_needed > 0)
9501 int element = Tile[x][y];
9502 int graphic = el2img(element);
9504 if (IS_ANIMATED(graphic))
9505 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9510 // do not re-open exit door closed after last player
9511 if (game.all_players_gone)
9514 Tile[x][y] = EL_EXIT_OPENING;
9516 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9519 static void CheckExitEM(int x, int y)
9521 if (game.gems_still_needed > 0 ||
9522 game.sokoban_fields_still_needed > 0 ||
9523 game.sokoban_objects_still_needed > 0 ||
9524 game.lights_still_needed > 0)
9526 int element = Tile[x][y];
9527 int graphic = el2img(element);
9529 if (IS_ANIMATED(graphic))
9530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9535 // do not re-open exit door closed after last player
9536 if (game.all_players_gone)
9539 Tile[x][y] = EL_EM_EXIT_OPENING;
9541 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9544 static void CheckExitSteel(int x, int y)
9546 if (game.gems_still_needed > 0 ||
9547 game.sokoban_fields_still_needed > 0 ||
9548 game.sokoban_objects_still_needed > 0 ||
9549 game.lights_still_needed > 0)
9551 int element = Tile[x][y];
9552 int graphic = el2img(element);
9554 if (IS_ANIMATED(graphic))
9555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9560 // do not re-open exit door closed after last player
9561 if (game.all_players_gone)
9564 Tile[x][y] = EL_STEEL_EXIT_OPENING;
9566 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9569 static void CheckExitSteelEM(int x, int y)
9571 if (game.gems_still_needed > 0 ||
9572 game.sokoban_fields_still_needed > 0 ||
9573 game.sokoban_objects_still_needed > 0 ||
9574 game.lights_still_needed > 0)
9576 int element = Tile[x][y];
9577 int graphic = el2img(element);
9579 if (IS_ANIMATED(graphic))
9580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9585 // do not re-open exit door closed after last player
9586 if (game.all_players_gone)
9589 Tile[x][y] = EL_EM_STEEL_EXIT_OPENING;
9591 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9594 static void CheckExitSP(int x, int y)
9596 if (game.gems_still_needed > 0)
9598 int element = Tile[x][y];
9599 int graphic = el2img(element);
9601 if (IS_ANIMATED(graphic))
9602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9607 // do not re-open exit door closed after last player
9608 if (game.all_players_gone)
9611 Tile[x][y] = EL_SP_EXIT_OPENING;
9613 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9616 static void CloseAllOpenTimegates(void)
9620 SCAN_PLAYFIELD(x, y)
9622 int element = Tile[x][y];
9624 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9626 Tile[x][y] = EL_TIMEGATE_CLOSING;
9628 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9633 static void DrawTwinkleOnField(int x, int y)
9635 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9638 if (Tile[x][y] == EL_BD_DIAMOND)
9641 if (MovDelay[x][y] == 0) // next animation frame
9642 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9644 if (MovDelay[x][y] != 0) // wait some time before next frame
9648 DrawLevelElementAnimation(x, y, Tile[x][y]);
9650 if (MovDelay[x][y] != 0)
9652 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9653 10 - MovDelay[x][y]);
9655 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9660 static void WallGrowing(int x, int y)
9664 if (!MovDelay[x][y]) // next animation frame
9665 MovDelay[x][y] = 3 * delay;
9667 if (MovDelay[x][y]) // wait some time before next frame
9671 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9673 int graphic = el_dir2img(Tile[x][y], GfxDir[x][y]);
9674 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9676 DrawLevelGraphic(x, y, graphic, frame);
9679 if (!MovDelay[x][y])
9681 if (MovDir[x][y] == MV_LEFT)
9683 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Tile[x - 1][y]))
9684 TEST_DrawLevelField(x - 1, y);
9686 else if (MovDir[x][y] == MV_RIGHT)
9688 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Tile[x + 1][y]))
9689 TEST_DrawLevelField(x + 1, y);
9691 else if (MovDir[x][y] == MV_UP)
9693 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Tile[x][y - 1]))
9694 TEST_DrawLevelField(x, y - 1);
9698 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Tile[x][y + 1]))
9699 TEST_DrawLevelField(x, y + 1);
9702 Tile[x][y] = Store[x][y];
9704 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9705 TEST_DrawLevelField(x, y);
9710 static void CheckWallGrowing(int ax, int ay)
9712 int element = Tile[ax][ay];
9713 int graphic = el2img(element);
9714 boolean free_top = FALSE;
9715 boolean free_bottom = FALSE;
9716 boolean free_left = FALSE;
9717 boolean free_right = FALSE;
9718 boolean stop_top = FALSE;
9719 boolean stop_bottom = FALSE;
9720 boolean stop_left = FALSE;
9721 boolean stop_right = FALSE;
9722 boolean new_wall = FALSE;
9724 boolean is_steelwall = (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9725 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9726 element == EL_EXPANDABLE_STEELWALL_ANY);
9728 boolean grow_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9729 element == EL_EXPANDABLE_WALL_ANY ||
9730 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9731 element == EL_EXPANDABLE_STEELWALL_ANY);
9733 boolean grow_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9734 element == EL_EXPANDABLE_WALL_ANY ||
9735 element == EL_EXPANDABLE_WALL ||
9736 element == EL_BD_EXPANDABLE_WALL ||
9737 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9738 element == EL_EXPANDABLE_STEELWALL_ANY);
9740 boolean stop_vertical = (element == EL_EXPANDABLE_WALL_VERTICAL ||
9741 element == EL_EXPANDABLE_STEELWALL_VERTICAL);
9743 boolean stop_horizontal = (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9744 element == EL_EXPANDABLE_WALL ||
9745 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL);
9747 int wall_growing = (is_steelwall ?
9748 EL_EXPANDABLE_STEELWALL_GROWING :
9749 EL_EXPANDABLE_WALL_GROWING);
9751 int gfx_wall_growing_up = (is_steelwall ?
9752 IMG_EXPANDABLE_STEELWALL_GROWING_UP :
9753 IMG_EXPANDABLE_WALL_GROWING_UP);
9754 int gfx_wall_growing_down = (is_steelwall ?
9755 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN :
9756 IMG_EXPANDABLE_WALL_GROWING_DOWN);
9757 int gfx_wall_growing_left = (is_steelwall ?
9758 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT :
9759 IMG_EXPANDABLE_WALL_GROWING_LEFT);
9760 int gfx_wall_growing_right = (is_steelwall ?
9761 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT :
9762 IMG_EXPANDABLE_WALL_GROWING_RIGHT);
9764 if (IS_ANIMATED(graphic))
9765 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9767 if (!MovDelay[ax][ay]) // start building new wall
9768 MovDelay[ax][ay] = 6;
9770 if (MovDelay[ax][ay]) // wait some time before building new wall
9773 if (MovDelay[ax][ay])
9777 if (IN_LEV_FIELD(ax, ay - 1) && IS_FREE(ax, ay - 1))
9779 if (IN_LEV_FIELD(ax, ay + 1) && IS_FREE(ax, ay + 1))
9781 if (IN_LEV_FIELD(ax - 1, ay) && IS_FREE(ax - 1, ay))
9783 if (IN_LEV_FIELD(ax + 1, ay) && IS_FREE(ax + 1, ay))
9790 Tile[ax][ay - 1] = wall_growing;
9791 Store[ax][ay - 1] = element;
9792 GfxDir[ax][ay - 1] = MovDir[ax][ay - 1] = MV_UP;
9794 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay - 1)))
9795 DrawLevelGraphic(ax, ay - 1, gfx_wall_growing_up, 0);
9802 Tile[ax][ay + 1] = wall_growing;
9803 Store[ax][ay + 1] = element;
9804 GfxDir[ax][ay + 1] = MovDir[ax][ay + 1] = MV_DOWN;
9806 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay + 1)))
9807 DrawLevelGraphic(ax, ay + 1, gfx_wall_growing_down, 0);
9813 if (grow_horizontal)
9817 Tile[ax - 1][ay] = wall_growing;
9818 Store[ax - 1][ay] = element;
9819 GfxDir[ax - 1][ay] = MovDir[ax - 1][ay] = MV_LEFT;
9821 if (IN_SCR_FIELD(SCREENX(ax - 1), SCREENY(ay)))
9822 DrawLevelGraphic(ax - 1, ay, gfx_wall_growing_left, 0);
9829 Tile[ax + 1][ay] = wall_growing;
9830 Store[ax + 1][ay] = element;
9831 GfxDir[ax + 1][ay] = MovDir[ax + 1][ay] = MV_RIGHT;
9833 if (IN_SCR_FIELD(SCREENX(ax + 1), SCREENY(ay)))
9834 DrawLevelGraphic(ax + 1, ay, gfx_wall_growing_right, 0);
9840 if (element == EL_EXPANDABLE_WALL && (free_left || free_right))
9841 TEST_DrawLevelField(ax, ay);
9843 if (!IN_LEV_FIELD(ax, ay - 1) || IS_WALL(Tile[ax][ay - 1]))
9845 if (!IN_LEV_FIELD(ax, ay + 1) || IS_WALL(Tile[ax][ay + 1]))
9847 if (!IN_LEV_FIELD(ax - 1, ay) || IS_WALL(Tile[ax - 1][ay]))
9849 if (!IN_LEV_FIELD(ax + 1, ay) || IS_WALL(Tile[ax + 1][ay]))
9852 if (((stop_top && stop_bottom) || stop_horizontal) &&
9853 ((stop_left && stop_right) || stop_vertical))
9854 Tile[ax][ay] = EL_WALL;
9857 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9860 static void CheckForDragon(int x, int y)
9863 boolean dragon_found = FALSE;
9864 struct XY *xy = xy_topdown;
9866 for (i = 0; i < NUM_DIRECTIONS; i++)
9868 for (j = 0; j < 4; j++)
9870 int xx = x + j * xy[i].x;
9871 int yy = y + j * xy[i].y;
9873 if (IN_LEV_FIELD(xx, yy) &&
9874 (Tile[xx][yy] == EL_FLAMES || Tile[xx][yy] == EL_DRAGON))
9876 if (Tile[xx][yy] == EL_DRAGON)
9877 dragon_found = TRUE;
9886 for (i = 0; i < NUM_DIRECTIONS; i++)
9888 for (j = 0; j < 3; j++)
9890 int xx = x + j * xy[i].x;
9891 int yy = y + j * xy[i].y;
9893 if (IN_LEV_FIELD(xx, yy) && Tile[xx][yy] == EL_FLAMES)
9895 Tile[xx][yy] = EL_EMPTY;
9896 TEST_DrawLevelField(xx, yy);
9905 static void InitBuggyBase(int x, int y)
9907 int element = Tile[x][y];
9908 int activating_delay = FRAMES_PER_SECOND / 4;
9911 (element == EL_SP_BUGGY_BASE ?
9912 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9913 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9915 element == EL_SP_BUGGY_BASE_ACTIVE ?
9916 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9919 static void WarnBuggyBase(int x, int y)
9922 struct XY *xy = xy_topdown;
9924 for (i = 0; i < NUM_DIRECTIONS; i++)
9926 int xx = x + xy[i].x;
9927 int yy = y + xy[i].y;
9929 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9931 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9938 static void InitTrap(int x, int y)
9940 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9943 static void ActivateTrap(int x, int y)
9945 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9948 static void ChangeActiveTrap(int x, int y)
9950 int graphic = IMG_TRAP_ACTIVE;
9952 // if new animation frame was drawn, correct crumbled sand border
9953 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9954 TEST_DrawLevelFieldCrumbled(x, y);
9957 static int getSpecialActionElement(int element, int number, int base_element)
9959 return (element != EL_EMPTY ? element :
9960 number != -1 ? base_element + number - 1 :
9964 static int getModifiedActionNumber(int value_old, int operator, int operand,
9965 int value_min, int value_max)
9967 int value_new = (operator == CA_MODE_SET ? operand :
9968 operator == CA_MODE_ADD ? value_old + operand :
9969 operator == CA_MODE_SUBTRACT ? value_old - operand :
9970 operator == CA_MODE_MULTIPLY ? value_old * operand :
9971 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9972 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9975 return (value_new < value_min ? value_min :
9976 value_new > value_max ? value_max :
9980 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9982 struct ElementInfo *ei = &element_info[element];
9983 struct ElementChangeInfo *change = &ei->change_page[page];
9984 int target_element = change->target_element;
9985 int action_type = change->action_type;
9986 int action_mode = change->action_mode;
9987 int action_arg = change->action_arg;
9988 int action_element = change->action_element;
9991 if (!change->has_action)
9994 // ---------- determine action paramater values -----------------------------
9996 int level_time_value =
9997 (level.time > 0 ? TimeLeft :
10000 int action_arg_element_raw =
10001 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10002 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10003 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10004 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10005 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10006 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10007 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10009 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10011 int action_arg_direction =
10012 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10013 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10014 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10015 change->actual_trigger_side :
10016 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10017 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10020 int action_arg_number_min =
10021 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10024 int action_arg_number_max =
10025 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10026 action_type == CA_SET_LEVEL_GEMS ? 999 :
10027 action_type == CA_SET_LEVEL_TIME ? 9999 :
10028 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10029 action_type == CA_SET_CE_VALUE ? 9999 :
10030 action_type == CA_SET_CE_SCORE ? 9999 :
10033 int action_arg_number_reset =
10034 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10035 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10036 action_type == CA_SET_LEVEL_TIME ? level.time :
10037 action_type == CA_SET_LEVEL_SCORE ? 0 :
10038 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10039 action_type == CA_SET_CE_SCORE ? 0 :
10042 int action_arg_number =
10043 (action_arg <= CA_ARG_MAX ? action_arg :
10044 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10045 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10046 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10047 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10048 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10049 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10050 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10051 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10052 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10053 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10054 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
10055 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
10056 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10057 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10058 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10059 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10060 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10061 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10062 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10063 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10064 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10067 int action_arg_number_old =
10068 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
10069 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10070 action_type == CA_SET_LEVEL_SCORE ? game.score :
10071 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10072 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10075 int action_arg_number_new =
10076 getModifiedActionNumber(action_arg_number_old,
10077 action_mode, action_arg_number,
10078 action_arg_number_min, action_arg_number_max);
10080 int trigger_player_bits =
10081 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10082 change->actual_trigger_player_bits : change->trigger_player);
10084 int action_arg_player_bits =
10085 (action_arg >= CA_ARG_PLAYER_1 &&
10086 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10087 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10088 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10091 // ---------- execute action -----------------------------------------------
10093 switch (action_type)
10100 // ---------- level actions ----------------------------------------------
10102 case CA_RESTART_LEVEL:
10104 game.restart_level = TRUE;
10109 case CA_SHOW_ENVELOPE:
10111 int element = getSpecialActionElement(action_arg_element,
10112 action_arg_number, EL_ENVELOPE_1);
10114 if (IS_ENVELOPE(element))
10115 local_player->show_envelope = element;
10120 case CA_SET_LEVEL_TIME:
10122 if (level.time > 0) // only modify limited time value
10124 TimeLeft = action_arg_number_new;
10126 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10128 DisplayGameControlValues();
10130 if (!TimeLeft && game.time_limit)
10131 for (i = 0; i < MAX_PLAYERS; i++)
10132 KillPlayer(&stored_player[i]);
10138 case CA_SET_LEVEL_SCORE:
10140 game.score = action_arg_number_new;
10142 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
10144 DisplayGameControlValues();
10149 case CA_SET_LEVEL_GEMS:
10151 game.gems_still_needed = action_arg_number_new;
10153 game.snapshot.collected_item = TRUE;
10155 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
10157 DisplayGameControlValues();
10162 case CA_SET_LEVEL_WIND:
10164 game.wind_direction = action_arg_direction;
10169 case CA_SET_LEVEL_RANDOM_SEED:
10171 // ensure that setting a new random seed while playing is predictable
10172 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10177 // ---------- player actions ---------------------------------------------
10179 case CA_MOVE_PLAYER:
10180 case CA_MOVE_PLAYER_NEW:
10182 // automatically move to the next field in specified direction
10183 for (i = 0; i < MAX_PLAYERS; i++)
10184 if (trigger_player_bits & (1 << i))
10185 if (action_type == CA_MOVE_PLAYER ||
10186 stored_player[i].MovPos == 0)
10187 stored_player[i].programmed_action = action_arg_direction;
10192 case CA_EXIT_PLAYER:
10194 for (i = 0; i < MAX_PLAYERS; i++)
10195 if (action_arg_player_bits & (1 << i))
10196 ExitPlayer(&stored_player[i]);
10198 if (game.players_still_needed == 0)
10204 case CA_KILL_PLAYER:
10206 for (i = 0; i < MAX_PLAYERS; i++)
10207 if (action_arg_player_bits & (1 << i))
10208 KillPlayer(&stored_player[i]);
10213 case CA_SET_PLAYER_KEYS:
10215 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10216 int element = getSpecialActionElement(action_arg_element,
10217 action_arg_number, EL_KEY_1);
10219 if (IS_KEY(element))
10221 for (i = 0; i < MAX_PLAYERS; i++)
10223 if (trigger_player_bits & (1 << i))
10225 stored_player[i].key[KEY_NR(element)] = key_state;
10227 DrawGameDoorValues();
10235 case CA_SET_PLAYER_SPEED:
10237 for (i = 0; i < MAX_PLAYERS; i++)
10239 if (trigger_player_bits & (1 << i))
10241 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10243 if (action_arg == CA_ARG_SPEED_FASTER &&
10244 stored_player[i].cannot_move)
10246 action_arg_number = STEPSIZE_VERY_SLOW;
10248 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10249 action_arg == CA_ARG_SPEED_FASTER)
10251 action_arg_number = 2;
10252 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10255 else if (action_arg == CA_ARG_NUMBER_RESET)
10257 action_arg_number = level.initial_player_stepsize[i];
10261 getModifiedActionNumber(move_stepsize,
10264 action_arg_number_min,
10265 action_arg_number_max);
10267 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10274 case CA_SET_PLAYER_SHIELD:
10276 for (i = 0; i < MAX_PLAYERS; i++)
10278 if (trigger_player_bits & (1 << i))
10280 if (action_arg == CA_ARG_SHIELD_OFF)
10282 stored_player[i].shield_normal_time_left = 0;
10283 stored_player[i].shield_deadly_time_left = 0;
10285 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10287 stored_player[i].shield_normal_time_left = 999999;
10289 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10291 stored_player[i].shield_normal_time_left = 999999;
10292 stored_player[i].shield_deadly_time_left = 999999;
10300 case CA_SET_PLAYER_GRAVITY:
10302 for (i = 0; i < MAX_PLAYERS; i++)
10304 if (trigger_player_bits & (1 << i))
10306 stored_player[i].gravity =
10307 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10308 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10309 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10310 stored_player[i].gravity);
10317 case CA_SET_PLAYER_ARTWORK:
10319 for (i = 0; i < MAX_PLAYERS; i++)
10321 if (trigger_player_bits & (1 << i))
10323 int artwork_element = action_arg_element;
10325 if (action_arg == CA_ARG_ELEMENT_RESET)
10327 (level.use_artwork_element[i] ? level.artwork_element[i] :
10328 stored_player[i].element_nr);
10330 if (stored_player[i].artwork_element != artwork_element)
10331 stored_player[i].Frame = 0;
10333 stored_player[i].artwork_element = artwork_element;
10335 SetPlayerWaiting(&stored_player[i], FALSE);
10337 // set number of special actions for bored and sleeping animation
10338 stored_player[i].num_special_action_bored =
10339 get_num_special_action(artwork_element,
10340 ACTION_BORING_1, ACTION_BORING_LAST);
10341 stored_player[i].num_special_action_sleeping =
10342 get_num_special_action(artwork_element,
10343 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10350 case CA_SET_PLAYER_INVENTORY:
10352 for (i = 0; i < MAX_PLAYERS; i++)
10354 struct PlayerInfo *player = &stored_player[i];
10357 if (trigger_player_bits & (1 << i))
10359 int inventory_element = action_arg_element;
10361 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10362 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10363 action_arg == CA_ARG_ELEMENT_ACTION)
10365 int element = inventory_element;
10366 int collect_count = element_info[element].collect_count_initial;
10368 if (!IS_CUSTOM_ELEMENT(element))
10371 if (collect_count == 0)
10372 player->inventory_infinite_element = element;
10374 for (k = 0; k < collect_count; k++)
10375 if (player->inventory_size < MAX_INVENTORY_SIZE)
10376 player->inventory_element[player->inventory_size++] =
10379 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10380 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10381 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10383 if (player->inventory_infinite_element != EL_UNDEFINED &&
10384 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10385 action_arg_element_raw))
10386 player->inventory_infinite_element = EL_UNDEFINED;
10388 for (k = 0, j = 0; j < player->inventory_size; j++)
10390 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10391 action_arg_element_raw))
10392 player->inventory_element[k++] = player->inventory_element[j];
10395 player->inventory_size = k;
10397 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10399 if (player->inventory_size > 0)
10401 for (j = 0; j < player->inventory_size - 1; j++)
10402 player->inventory_element[j] = player->inventory_element[j + 1];
10404 player->inventory_size--;
10407 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10409 if (player->inventory_size > 0)
10410 player->inventory_size--;
10412 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10414 player->inventory_infinite_element = EL_UNDEFINED;
10415 player->inventory_size = 0;
10417 else if (action_arg == CA_ARG_INVENTORY_RESET)
10419 player->inventory_infinite_element = EL_UNDEFINED;
10420 player->inventory_size = 0;
10422 if (level.use_initial_inventory[i])
10424 for (j = 0; j < level.initial_inventory_size[i]; j++)
10426 int element = level.initial_inventory_content[i][j];
10427 int collect_count = element_info[element].collect_count_initial;
10429 if (!IS_CUSTOM_ELEMENT(element))
10432 if (collect_count == 0)
10433 player->inventory_infinite_element = element;
10435 for (k = 0; k < collect_count; k++)
10436 if (player->inventory_size < MAX_INVENTORY_SIZE)
10437 player->inventory_element[player->inventory_size++] =
10448 // ---------- CE actions -------------------------------------------------
10450 case CA_SET_CE_VALUE:
10452 int last_ce_value = CustomValue[x][y];
10454 CustomValue[x][y] = action_arg_number_new;
10456 if (CustomValue[x][y] != last_ce_value)
10458 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10459 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10461 if (CustomValue[x][y] == 0)
10463 // reset change counter (else CE_VALUE_GETS_ZERO would not work)
10464 ChangeCount[x][y] = 0; // allow at least one more change
10466 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10467 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10474 case CA_SET_CE_SCORE:
10476 int last_ce_score = ei->collect_score;
10478 ei->collect_score = action_arg_number_new;
10480 if (ei->collect_score != last_ce_score)
10482 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10483 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10485 if (ei->collect_score == 0)
10489 // reset change counter (else CE_SCORE_GETS_ZERO would not work)
10490 ChangeCount[x][y] = 0; // allow at least one more change
10492 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10493 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10496 This is a very special case that seems to be a mixture between
10497 CheckElementChange() and CheckTriggeredElementChange(): while
10498 the first one only affects single elements that are triggered
10499 directly, the second one affects multiple elements in the playfield
10500 that are triggered indirectly by another element. This is a third
10501 case: Changing the CE score always affects multiple identical CEs,
10502 so every affected CE must be checked, not only the single CE for
10503 which the CE score was changed in the first place (as every instance
10504 of that CE shares the same CE score, and therefore also can change)!
10506 SCAN_PLAYFIELD(xx, yy)
10508 if (Tile[xx][yy] == element)
10509 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10510 CE_SCORE_GETS_ZERO);
10518 case CA_SET_CE_ARTWORK:
10520 int artwork_element = action_arg_element;
10521 boolean reset_frame = FALSE;
10524 if (action_arg == CA_ARG_ELEMENT_RESET)
10525 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10528 if (ei->gfx_element != artwork_element)
10529 reset_frame = TRUE;
10531 ei->gfx_element = artwork_element;
10533 SCAN_PLAYFIELD(xx, yy)
10535 if (Tile[xx][yy] == element)
10539 ResetGfxAnimation(xx, yy);
10540 ResetRandomAnimationValue(xx, yy);
10543 TEST_DrawLevelField(xx, yy);
10550 // ---------- engine actions ---------------------------------------------
10552 case CA_SET_ENGINE_SCAN_MODE:
10554 InitPlayfieldScanMode(action_arg);
10564 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10566 int old_element = Tile[x][y];
10567 int new_element = GetElementFromGroupElement(element);
10568 int previous_move_direction = MovDir[x][y];
10569 int last_ce_value = CustomValue[x][y];
10570 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10571 boolean new_element_is_player = IS_PLAYER_ELEMENT(new_element);
10572 boolean add_player_onto_element = (new_element_is_player &&
10573 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10574 IS_WALKABLE(old_element));
10576 if (!add_player_onto_element)
10578 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10579 RemoveMovingField(x, y);
10583 Tile[x][y] = new_element;
10585 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10586 MovDir[x][y] = previous_move_direction;
10588 if (element_info[new_element].use_last_ce_value)
10589 CustomValue[x][y] = last_ce_value;
10591 InitField_WithBug1(x, y, FALSE);
10593 new_element = Tile[x][y]; // element may have changed
10595 ResetGfxAnimation(x, y);
10596 ResetRandomAnimationValue(x, y);
10598 TEST_DrawLevelField(x, y);
10600 if (GFX_CRUMBLED(new_element))
10601 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10604 // check if element under the player changes from accessible to unaccessible
10605 // (needed for special case of dropping element which then changes)
10606 // (must be checked after creating new element for walkable group elements)
10607 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10608 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10615 // "ChangeCount" not set yet to allow "entered by player" change one time
10616 if (new_element_is_player)
10617 RelocatePlayer(x, y, new_element);
10620 ChangeCount[x][y]++; // count number of changes in the same frame
10622 TestIfBadThingTouchesPlayer(x, y);
10623 TestIfPlayerTouchesCustomElement(x, y);
10624 TestIfElementTouchesCustomElement(x, y);
10627 static void CreateField(int x, int y, int element)
10629 CreateFieldExt(x, y, element, FALSE);
10632 static void CreateElementFromChange(int x, int y, int element)
10634 element = GET_VALID_RUNTIME_ELEMENT(element);
10636 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10638 int old_element = Tile[x][y];
10640 // prevent changed element from moving in same engine frame
10641 // unless both old and new element can either fall or move
10642 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10643 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10647 CreateFieldExt(x, y, element, TRUE);
10650 static boolean ChangeElement(int x, int y, int element, int page)
10652 struct ElementInfo *ei = &element_info[element];
10653 struct ElementChangeInfo *change = &ei->change_page[page];
10654 int ce_value = CustomValue[x][y];
10655 int ce_score = ei->collect_score;
10656 int target_element;
10657 int old_element = Tile[x][y];
10659 // always use default change event to prevent running into a loop
10660 if (ChangeEvent[x][y] == -1)
10661 ChangeEvent[x][y] = CE_DELAY;
10663 if (ChangeEvent[x][y] == CE_DELAY)
10665 // reset actual trigger element, trigger player and action element
10666 change->actual_trigger_element = EL_EMPTY;
10667 change->actual_trigger_player = EL_EMPTY;
10668 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10669 change->actual_trigger_side = CH_SIDE_NONE;
10670 change->actual_trigger_ce_value = 0;
10671 change->actual_trigger_ce_score = 0;
10674 // do not change elements more than a specified maximum number of changes
10675 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10678 ChangeCount[x][y]++; // count number of changes in the same frame
10680 if (change->explode)
10687 if (change->use_target_content)
10689 boolean complete_replace = TRUE;
10690 boolean can_replace[3][3];
10693 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10696 boolean is_walkable;
10697 boolean is_diggable;
10698 boolean is_collectible;
10699 boolean is_removable;
10700 boolean is_destructible;
10701 int ex = x + xx - 1;
10702 int ey = y + yy - 1;
10703 int content_element = change->target_content.e[xx][yy];
10706 can_replace[xx][yy] = TRUE;
10708 if (ex == x && ey == y) // do not check changing element itself
10711 if (content_element == EL_EMPTY_SPACE)
10713 can_replace[xx][yy] = FALSE; // do not replace border with space
10718 if (!IN_LEV_FIELD(ex, ey))
10720 can_replace[xx][yy] = FALSE;
10721 complete_replace = FALSE;
10728 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10729 e = MovingOrBlocked2Element(ex, ey);
10731 is_empty = (IS_FREE(ex, ey) ||
10732 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10734 is_walkable = (is_empty || IS_WALKABLE(e));
10735 is_diggable = (is_empty || IS_DIGGABLE(e));
10736 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10737 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10738 is_removable = (is_diggable || is_collectible);
10740 can_replace[xx][yy] =
10741 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10742 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10743 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10744 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10745 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10746 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10747 !(IS_PLAYER(ex, ey) && IS_PLAYER_ELEMENT(content_element)));
10749 if (!can_replace[xx][yy])
10750 complete_replace = FALSE;
10753 if (!change->only_if_complete || complete_replace)
10755 boolean something_has_changed = FALSE;
10757 if (change->only_if_complete && change->use_random_replace &&
10758 RND(100) < change->random_percentage)
10761 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10763 int ex = x + xx - 1;
10764 int ey = y + yy - 1;
10765 int content_element;
10767 if (can_replace[xx][yy] && (!change->use_random_replace ||
10768 RND(100) < change->random_percentage))
10770 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10771 RemoveMovingField(ex, ey);
10773 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10775 content_element = change->target_content.e[xx][yy];
10776 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10777 ce_value, ce_score);
10779 CreateElementFromChange(ex, ey, target_element);
10781 something_has_changed = TRUE;
10783 // for symmetry reasons, freeze newly created border elements
10784 if (ex != x || ey != y)
10785 Stop[ex][ey] = TRUE; // no more moving in this frame
10789 if (something_has_changed)
10791 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10792 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10798 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10799 ce_value, ce_score);
10801 if (element == EL_DIAGONAL_GROWING ||
10802 element == EL_DIAGONAL_SHRINKING)
10804 target_element = Store[x][y];
10806 Store[x][y] = EL_EMPTY;
10809 // special case: element changes to player (and may be kept if walkable)
10810 if (IS_PLAYER_ELEMENT(target_element) && !level.keep_walkable_ce)
10811 CreateElementFromChange(x, y, EL_EMPTY);
10813 CreateElementFromChange(x, y, target_element);
10815 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10816 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10819 // this uses direct change before indirect change
10820 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10825 static void HandleElementChange(int x, int y, int page)
10827 int element = MovingOrBlocked2Element(x, y);
10828 struct ElementInfo *ei = &element_info[element];
10829 struct ElementChangeInfo *change = &ei->change_page[page];
10830 boolean handle_action_before_change = FALSE;
10833 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10834 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10836 Debug("game:playing:HandleElementChange", "%d,%d: element = %d ('%s')",
10837 x, y, element, element_info[element].token_name);
10838 Debug("game:playing:HandleElementChange", "This should never happen!");
10842 // this can happen with classic bombs on walkable, changing elements
10843 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10848 if (ChangeDelay[x][y] == 0) // initialize element change
10850 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10852 if (change->can_change)
10854 // !!! not clear why graphic animation should be reset at all here !!!
10855 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10856 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10859 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10861 When using an animation frame delay of 1 (this only happens with
10862 "sp_zonk.moving.left/right" in the classic graphics), the default
10863 (non-moving) animation shows wrong animation frames (while the
10864 moving animation, like "sp_zonk.moving.left/right", is correct,
10865 so this graphical bug never shows up with the classic graphics).
10866 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10867 be drawn instead of the correct frames 0,1,2,3. This is caused by
10868 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10869 an element change: First when the change delay ("ChangeDelay[][]")
10870 counter has reached zero after decrementing, then a second time in
10871 the next frame (after "GfxFrame[][]" was already incremented) when
10872 "ChangeDelay[][]" is reset to the initial delay value again.
10874 This causes frame 0 to be drawn twice, while the last frame won't
10875 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10877 As some animations may already be cleverly designed around this bug
10878 (at least the "Snake Bite" snake tail animation does this), it cannot
10879 simply be fixed here without breaking such existing animations.
10880 Unfortunately, it cannot easily be detected if a graphics set was
10881 designed "before" or "after" the bug was fixed. As a workaround,
10882 a new graphics set option "game.graphics_engine_version" was added
10883 to be able to specify the game's major release version for which the
10884 graphics set was designed, which can then be used to decide if the
10885 bugfix should be used (version 4 and above) or not (version 3 or
10886 below, or if no version was specified at all, as with old sets).
10888 (The wrong/fixed animation frames can be tested with the test level set
10889 "test_gfxframe" and level "000", which contains a specially prepared
10890 custom element at level position (x/y) == (11/9) which uses the zonk
10891 animation mentioned above. Using "game.graphics_engine_version: 4"
10892 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10893 This can also be seen from the debug output for this test element.)
10896 // when a custom element is about to change (for example by change delay),
10897 // do not reset graphic animation when the custom element is moving
10898 if (game.graphics_engine_version < 4 &&
10901 ResetGfxAnimation(x, y);
10902 ResetRandomAnimationValue(x, y);
10905 if (change->pre_change_function)
10906 change->pre_change_function(x, y);
10910 ChangeDelay[x][y]--;
10912 if (ChangeDelay[x][y] != 0) // continue element change
10914 if (change->can_change)
10916 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10918 if (IS_ANIMATED(graphic))
10919 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10921 if (change->change_function)
10922 change->change_function(x, y);
10925 else // finish element change
10927 if (ChangePage[x][y] != -1) // remember page from delayed change
10929 page = ChangePage[x][y];
10930 ChangePage[x][y] = -1;
10932 change = &ei->change_page[page];
10935 if (IS_MOVING(x, y)) // never change a running system ;-)
10937 ChangeDelay[x][y] = 1; // try change after next move step
10938 ChangePage[x][y] = page; // remember page to use for change
10943 // special case: set new level random seed before changing element
10944 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10945 handle_action_before_change = TRUE;
10947 if (change->has_action && handle_action_before_change)
10948 ExecuteCustomElementAction(x, y, element, page);
10950 if (change->can_change)
10952 if (ChangeElement(x, y, element, page))
10954 if (change->post_change_function)
10955 change->post_change_function(x, y);
10959 if (change->has_action && !handle_action_before_change)
10960 ExecuteCustomElementAction(x, y, element, page);
10964 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10965 int trigger_element,
10967 int trigger_player,
10971 boolean change_done_any = FALSE;
10972 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10975 if (!(trigger_events[trigger_element][trigger_event]))
10978 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10980 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10982 int element = EL_CUSTOM_START + i;
10983 boolean change_done = FALSE;
10986 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10987 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10990 for (p = 0; p < element_info[element].num_change_pages; p++)
10992 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10994 if (change->can_change_or_has_action &&
10995 change->has_event[trigger_event] &&
10996 change->trigger_side & trigger_side &&
10997 change->trigger_player & trigger_player &&
10998 change->trigger_page & trigger_page_bits &&
10999 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11001 change->actual_trigger_element = trigger_element;
11002 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11003 change->actual_trigger_player_bits = trigger_player;
11004 change->actual_trigger_side = trigger_side;
11005 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11006 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11008 if ((change->can_change && !change_done) || change->has_action)
11012 SCAN_PLAYFIELD(x, y)
11014 if (Tile[x][y] == element)
11016 if (change->can_change && !change_done)
11018 // if element already changed in this frame, not only prevent
11019 // another element change (checked in ChangeElement()), but
11020 // also prevent additional element actions for this element
11022 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11023 !level.use_action_after_change_bug)
11026 ChangeDelay[x][y] = 1;
11027 ChangeEvent[x][y] = trigger_event;
11029 HandleElementChange(x, y, p);
11031 else if (change->has_action)
11033 // if element already changed in this frame, not only prevent
11034 // another element change (checked in ChangeElement()), but
11035 // also prevent additional element actions for this element
11037 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11038 !level.use_action_after_change_bug)
11041 ExecuteCustomElementAction(x, y, element, p);
11042 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11047 if (change->can_change)
11049 change_done = TRUE;
11050 change_done_any = TRUE;
11057 RECURSION_LOOP_DETECTION_END();
11059 return change_done_any;
11062 static boolean CheckElementChangeExt(int x, int y,
11064 int trigger_element,
11066 int trigger_player,
11069 boolean change_done = FALSE;
11072 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11073 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11076 if (Tile[x][y] == EL_BLOCKED)
11078 Blocked2Moving(x, y, &x, &y);
11079 element = Tile[x][y];
11082 // check if element has already changed or is about to change after moving
11083 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11084 Tile[x][y] != element) ||
11086 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11087 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11088 ChangePage[x][y] != -1)))
11091 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11093 for (p = 0; p < element_info[element].num_change_pages; p++)
11095 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11097 /* check trigger element for all events where the element that is checked
11098 for changing interacts with a directly adjacent element -- this is
11099 different to element changes that affect other elements to change on the
11100 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11101 boolean check_trigger_element =
11102 (trigger_event == CE_NEXT_TO_X ||
11103 trigger_event == CE_TOUCHING_X ||
11104 trigger_event == CE_HITTING_X ||
11105 trigger_event == CE_HIT_BY_X ||
11106 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
11108 if (change->can_change_or_has_action &&
11109 change->has_event[trigger_event] &&
11110 change->trigger_side & trigger_side &&
11111 change->trigger_player & trigger_player &&
11112 (!check_trigger_element ||
11113 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11115 change->actual_trigger_element = trigger_element;
11116 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11117 change->actual_trigger_player_bits = trigger_player;
11118 change->actual_trigger_side = trigger_side;
11119 change->actual_trigger_ce_value = CustomValue[x][y];
11120 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11122 // special case: trigger element not at (x,y) position for some events
11123 if (check_trigger_element)
11135 { 0, 0 }, { 0, 0 }, { 0, 0 },
11139 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11140 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11142 change->actual_trigger_ce_value = CustomValue[xx][yy];
11143 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11146 if (change->can_change && !change_done)
11148 ChangeDelay[x][y] = 1;
11149 ChangeEvent[x][y] = trigger_event;
11151 HandleElementChange(x, y, p);
11153 change_done = TRUE;
11155 else if (change->has_action)
11157 ExecuteCustomElementAction(x, y, element, p);
11158 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11163 RECURSION_LOOP_DETECTION_END();
11165 return change_done;
11168 static void PlayPlayerSound(struct PlayerInfo *player)
11170 int jx = player->jx, jy = player->jy;
11171 int sound_element = player->artwork_element;
11172 int last_action = player->last_action_waiting;
11173 int action = player->action_waiting;
11175 if (player->is_waiting)
11177 if (action != last_action)
11178 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11180 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11184 if (action != last_action)
11185 StopSound(element_info[sound_element].sound[last_action]);
11187 if (last_action == ACTION_SLEEPING)
11188 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11192 static void PlayAllPlayersSound(void)
11196 for (i = 0; i < MAX_PLAYERS; i++)
11197 if (stored_player[i].active)
11198 PlayPlayerSound(&stored_player[i]);
11201 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11203 boolean last_waiting = player->is_waiting;
11204 int move_dir = player->MovDir;
11206 player->dir_waiting = move_dir;
11207 player->last_action_waiting = player->action_waiting;
11211 if (!last_waiting) // not waiting -> waiting
11213 player->is_waiting = TRUE;
11215 player->frame_counter_bored =
11217 game.player_boring_delay_fixed +
11218 GetSimpleRandom(game.player_boring_delay_random);
11219 player->frame_counter_sleeping =
11221 game.player_sleeping_delay_fixed +
11222 GetSimpleRandom(game.player_sleeping_delay_random);
11224 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11227 if (game.player_sleeping_delay_fixed +
11228 game.player_sleeping_delay_random > 0 &&
11229 player->anim_delay_counter == 0 &&
11230 player->post_delay_counter == 0 &&
11231 FrameCounter >= player->frame_counter_sleeping)
11232 player->is_sleeping = TRUE;
11233 else if (game.player_boring_delay_fixed +
11234 game.player_boring_delay_random > 0 &&
11235 FrameCounter >= player->frame_counter_bored)
11236 player->is_bored = TRUE;
11238 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11239 player->is_bored ? ACTION_BORING :
11242 if (player->is_sleeping && player->use_murphy)
11244 // special case for sleeping Murphy when leaning against non-free tile
11246 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11247 (Tile[player->jx - 1][player->jy] != EL_EMPTY &&
11248 !IS_MOVING(player->jx - 1, player->jy)))
11249 move_dir = MV_LEFT;
11250 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11251 (Tile[player->jx + 1][player->jy] != EL_EMPTY &&
11252 !IS_MOVING(player->jx + 1, player->jy)))
11253 move_dir = MV_RIGHT;
11255 player->is_sleeping = FALSE;
11257 player->dir_waiting = move_dir;
11260 if (player->is_sleeping)
11262 if (player->num_special_action_sleeping > 0)
11264 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11266 int last_special_action = player->special_action_sleeping;
11267 int num_special_action = player->num_special_action_sleeping;
11268 int special_action =
11269 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11270 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11271 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11272 last_special_action + 1 : ACTION_SLEEPING);
11273 int special_graphic =
11274 el_act_dir2img(player->artwork_element, special_action, move_dir);
11276 player->anim_delay_counter =
11277 graphic_info[special_graphic].anim_delay_fixed +
11278 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11279 player->post_delay_counter =
11280 graphic_info[special_graphic].post_delay_fixed +
11281 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11283 player->special_action_sleeping = special_action;
11286 if (player->anim_delay_counter > 0)
11288 player->action_waiting = player->special_action_sleeping;
11289 player->anim_delay_counter--;
11291 else if (player->post_delay_counter > 0)
11293 player->post_delay_counter--;
11297 else if (player->is_bored)
11299 if (player->num_special_action_bored > 0)
11301 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11303 int special_action =
11304 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11305 int special_graphic =
11306 el_act_dir2img(player->artwork_element, special_action, move_dir);
11308 player->anim_delay_counter =
11309 graphic_info[special_graphic].anim_delay_fixed +
11310 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11311 player->post_delay_counter =
11312 graphic_info[special_graphic].post_delay_fixed +
11313 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11315 player->special_action_bored = special_action;
11318 if (player->anim_delay_counter > 0)
11320 player->action_waiting = player->special_action_bored;
11321 player->anim_delay_counter--;
11323 else if (player->post_delay_counter > 0)
11325 player->post_delay_counter--;
11330 else if (last_waiting) // waiting -> not waiting
11332 player->is_waiting = FALSE;
11333 player->is_bored = FALSE;
11334 player->is_sleeping = FALSE;
11336 player->frame_counter_bored = -1;
11337 player->frame_counter_sleeping = -1;
11339 player->anim_delay_counter = 0;
11340 player->post_delay_counter = 0;
11342 player->dir_waiting = player->MovDir;
11343 player->action_waiting = ACTION_DEFAULT;
11345 player->special_action_bored = ACTION_DEFAULT;
11346 player->special_action_sleeping = ACTION_DEFAULT;
11350 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11352 if ((!player->is_moving && player->was_moving) ||
11353 (player->MovPos == 0 && player->was_moving) ||
11354 (player->is_snapping && !player->was_snapping) ||
11355 (player->is_dropping && !player->was_dropping))
11357 if (!CheckSaveEngineSnapshotToList())
11360 player->was_moving = FALSE;
11361 player->was_snapping = TRUE;
11362 player->was_dropping = TRUE;
11366 if (player->is_moving)
11367 player->was_moving = TRUE;
11369 if (!player->is_snapping)
11370 player->was_snapping = FALSE;
11372 if (!player->is_dropping)
11373 player->was_dropping = FALSE;
11376 static struct MouseActionInfo mouse_action_last = { 0 };
11377 struct MouseActionInfo mouse_action = player->effective_mouse_action;
11378 boolean new_released = (!mouse_action.button && mouse_action_last.button);
11381 CheckSaveEngineSnapshotToList();
11383 mouse_action_last = mouse_action;
11386 static void CheckSingleStepMode(struct PlayerInfo *player)
11388 if (tape.single_step && tape.recording && !tape.pausing)
11390 // as it is called "single step mode", just return to pause mode when the
11391 // player stopped moving after one tile (or never starts moving at all)
11392 // (reverse logic needed here in case single step mode used in team mode)
11393 if (player->is_moving ||
11394 player->is_pushing ||
11395 player->is_dropping_pressed ||
11396 player->effective_mouse_action.button)
11397 game.enter_single_step_mode = FALSE;
11400 CheckSaveEngineSnapshot(player);
11403 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11405 int left = player_action & JOY_LEFT;
11406 int right = player_action & JOY_RIGHT;
11407 int up = player_action & JOY_UP;
11408 int down = player_action & JOY_DOWN;
11409 int button1 = player_action & JOY_BUTTON_1;
11410 int button2 = player_action & JOY_BUTTON_2;
11411 int dx = (left ? -1 : right ? 1 : 0);
11412 int dy = (up ? -1 : down ? 1 : 0);
11414 if (!player->active || tape.pausing)
11420 SnapField(player, dx, dy);
11424 DropElement(player);
11426 MovePlayer(player, dx, dy);
11429 CheckSingleStepMode(player);
11431 SetPlayerWaiting(player, FALSE);
11433 return player_action;
11437 // no actions for this player (no input at player's configured device)
11439 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11440 SnapField(player, 0, 0);
11441 CheckGravityMovementWhenNotMoving(player);
11443 if (player->MovPos == 0)
11444 SetPlayerWaiting(player, TRUE);
11446 if (player->MovPos == 0) // needed for tape.playing
11447 player->is_moving = FALSE;
11449 player->is_dropping = FALSE;
11450 player->is_dropping_pressed = FALSE;
11451 player->drop_pressed_delay = 0;
11453 CheckSingleStepMode(player);
11459 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11462 if (!tape.use_mouse_actions)
11465 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11466 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11467 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11470 static void SetTapeActionFromMouseAction(byte *tape_action,
11471 struct MouseActionInfo *mouse_action)
11473 if (!tape.use_mouse_actions)
11476 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11477 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11478 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11481 static void CheckLevelSolved(void)
11483 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11485 if (game_em.level_solved &&
11486 !game_em.game_over) // game won
11490 game_em.game_over = TRUE;
11492 game.all_players_gone = TRUE;
11495 if (game_em.game_over) // game lost
11496 game.all_players_gone = TRUE;
11498 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11500 if (game_sp.level_solved &&
11501 !game_sp.game_over) // game won
11505 game_sp.game_over = TRUE;
11507 game.all_players_gone = TRUE;
11510 if (game_sp.game_over) // game lost
11511 game.all_players_gone = TRUE;
11513 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11515 if (game_mm.level_solved &&
11516 !game_mm.game_over) // game won
11520 game_mm.game_over = TRUE;
11522 game.all_players_gone = TRUE;
11525 if (game_mm.game_over) // game lost
11526 game.all_players_gone = TRUE;
11530 static void CheckLevelTime_StepCounter(void)
11540 if (TimeLeft <= 10 && game.time_limit && !game.LevelSolved)
11541 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11543 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11545 DisplayGameControlValues();
11547 if (!TimeLeft && game.time_limit && !game.LevelSolved)
11548 for (i = 0; i < MAX_PLAYERS; i++)
11549 KillPlayer(&stored_player[i]);
11551 else if (game.no_level_time_limit && !game.all_players_gone)
11553 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11555 DisplayGameControlValues();
11559 static void CheckLevelTime(void)
11563 if (TimeFrames >= FRAMES_PER_SECOND)
11568 for (i = 0; i < MAX_PLAYERS; i++)
11570 struct PlayerInfo *player = &stored_player[i];
11572 if (SHIELD_ON(player))
11574 player->shield_normal_time_left--;
11576 if (player->shield_deadly_time_left > 0)
11577 player->shield_deadly_time_left--;
11581 if (!game.LevelSolved && !level.use_step_counter)
11589 if (TimeLeft <= 10 && game.time_limit)
11590 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11592 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11593 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11595 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11597 if (!TimeLeft && game.time_limit)
11599 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11600 game_em.lev->killed_out_of_time = TRUE;
11602 for (i = 0; i < MAX_PLAYERS; i++)
11603 KillPlayer(&stored_player[i]);
11606 else if (game.no_level_time_limit && !game.all_players_gone)
11608 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11611 game_em.lev->time = (game.no_level_time_limit ? TimePlayed : TimeLeft);
11614 if (tape.recording || tape.playing)
11615 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11618 if (tape.recording || tape.playing)
11619 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11621 UpdateAndDisplayGameControlValues();
11624 void AdvanceFrameAndPlayerCounters(int player_nr)
11628 // advance frame counters (global frame counter and time frame counter)
11632 // advance player counters (counters for move delay, move animation etc.)
11633 for (i = 0; i < MAX_PLAYERS; i++)
11635 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11636 int move_delay_value = stored_player[i].move_delay_value;
11637 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11639 if (!advance_player_counters) // not all players may be affected
11642 if (move_frames == 0) // less than one move per game frame
11644 int stepsize = TILEX / move_delay_value;
11645 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11646 int count = (stored_player[i].is_moving ?
11647 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11649 if (count % delay == 0)
11653 stored_player[i].Frame += move_frames;
11655 if (stored_player[i].MovPos != 0)
11656 stored_player[i].StepFrame += move_frames;
11658 if (stored_player[i].move_delay > 0)
11659 stored_player[i].move_delay--;
11661 // due to bugs in previous versions, counter must count up, not down
11662 if (stored_player[i].push_delay != -1)
11663 stored_player[i].push_delay++;
11665 if (stored_player[i].drop_delay > 0)
11666 stored_player[i].drop_delay--;
11668 if (stored_player[i].is_dropping_pressed)
11669 stored_player[i].drop_pressed_delay++;
11673 void StartGameActions(boolean init_network_game, boolean record_tape,
11676 unsigned int new_random_seed = InitRND(random_seed);
11679 TapeStartRecording(new_random_seed);
11681 if (setup.auto_pause_on_start && !tape.pausing)
11682 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11684 if (init_network_game)
11686 SendToServer_LevelFile();
11687 SendToServer_StartPlaying();
11695 static void GameActionsExt(void)
11698 static unsigned int game_frame_delay = 0;
11700 unsigned int game_frame_delay_value;
11701 byte *recorded_player_action;
11702 byte summarized_player_action = 0;
11703 byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
11706 // detect endless loops, caused by custom element programming
11707 if (recursion_loop_detected && recursion_loop_depth == 0)
11709 char *message = getStringCat3("Internal Error! Element ",
11710 EL_NAME(recursion_loop_element),
11711 " caused endless loop! Quit the game?");
11713 Warn("element '%s' caused endless loop in game engine",
11714 EL_NAME(recursion_loop_element));
11716 RequestQuitGameExt(program.headless, level_editor_test_game, message);
11718 recursion_loop_detected = FALSE; // if game should be continued
11725 if (game.restart_level)
11726 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11728 CheckLevelSolved();
11730 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11733 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11736 if (game_status != GAME_MODE_PLAYING) // status might have changed
11739 game_frame_delay_value =
11740 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11742 if (tape.playing && tape.warp_forward && !tape.pausing)
11743 game_frame_delay_value = 0;
11745 SetVideoFrameDelay(game_frame_delay_value);
11747 // (de)activate virtual buttons depending on current game status
11748 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11750 if (game.all_players_gone) // if no players there to be controlled anymore
11751 SetOverlayActive(FALSE);
11752 else if (!tape.playing) // if game continues after tape stopped playing
11753 SetOverlayActive(TRUE);
11758 // ---------- main game synchronization point ----------
11760 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11762 Debug("game:playing:skip", "skip == %d", skip);
11765 // ---------- main game synchronization point ----------
11767 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11771 if (network_playing && !network_player_action_received)
11773 // try to get network player actions in time
11775 // last chance to get network player actions without main loop delay
11776 HandleNetworking();
11778 // game was quit by network peer
11779 if (game_status != GAME_MODE_PLAYING)
11782 // check if network player actions still missing and game still running
11783 if (!network_player_action_received && !checkGameEnded())
11784 return; // failed to get network player actions in time
11786 // do not yet reset "network_player_action_received" (for tape.pausing)
11792 // at this point we know that we really continue executing the game
11794 network_player_action_received = FALSE;
11796 // when playing tape, read previously recorded player input from tape data
11797 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11799 local_player->effective_mouse_action = local_player->mouse_action;
11801 if (recorded_player_action != NULL)
11802 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11803 recorded_player_action);
11805 // TapePlayAction() may return NULL when toggling to "pause before death"
11809 if (tape.set_centered_player)
11811 game.centered_player_nr_next = tape.centered_player_nr_next;
11812 game.set_centered_player = TRUE;
11815 for (i = 0; i < MAX_PLAYERS; i++)
11817 summarized_player_action |= stored_player[i].action;
11819 if (!network_playing && (game.team_mode || tape.playing))
11820 stored_player[i].effective_action = stored_player[i].action;
11823 if (network_playing && !checkGameEnded())
11824 SendToServer_MovePlayer(summarized_player_action);
11826 // summarize all actions at local players mapped input device position
11827 // (this allows using different input devices in single player mode)
11828 if (!network.enabled && !game.team_mode)
11829 stored_player[map_player_action[local_player->index_nr]].effective_action =
11830 summarized_player_action;
11832 // summarize all actions at centered player in local team mode
11833 if (tape.recording &&
11834 setup.team_mode && !network.enabled &&
11835 setup.input_on_focus &&
11836 game.centered_player_nr != -1)
11838 for (i = 0; i < MAX_PLAYERS; i++)
11839 stored_player[map_player_action[i]].effective_action =
11840 (i == game.centered_player_nr ? summarized_player_action : 0);
11843 if (recorded_player_action != NULL)
11844 for (i = 0; i < MAX_PLAYERS; i++)
11845 stored_player[i].effective_action = recorded_player_action[i];
11847 for (i = 0; i < MAX_PLAYERS; i++)
11849 tape_action[i] = stored_player[i].effective_action;
11851 /* (this may happen in the RND game engine if a player was not present on
11852 the playfield on level start, but appeared later from a custom element */
11853 if (setup.team_mode &&
11856 !tape.player_participates[i])
11857 tape.player_participates[i] = TRUE;
11860 SetTapeActionFromMouseAction(tape_action,
11861 &local_player->effective_mouse_action);
11863 // only record actions from input devices, but not programmed actions
11864 if (tape.recording)
11865 TapeRecordAction(tape_action);
11867 // remember if game was played (especially after tape stopped playing)
11868 if (!tape.playing && summarized_player_action)
11869 game.GamePlayed = TRUE;
11871 #if USE_NEW_PLAYER_ASSIGNMENTS
11872 // !!! also map player actions in single player mode !!!
11873 // if (game.team_mode)
11876 byte mapped_action[MAX_PLAYERS];
11878 #if DEBUG_PLAYER_ACTIONS
11879 for (i = 0; i < MAX_PLAYERS; i++)
11880 DebugContinued("", "%d, ", stored_player[i].effective_action);
11883 for (i = 0; i < MAX_PLAYERS; i++)
11884 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11886 for (i = 0; i < MAX_PLAYERS; i++)
11887 stored_player[i].effective_action = mapped_action[i];
11889 #if DEBUG_PLAYER_ACTIONS
11890 DebugContinued("", "=> ");
11891 for (i = 0; i < MAX_PLAYERS; i++)
11892 DebugContinued("", "%d, ", stored_player[i].effective_action);
11893 DebugContinued("game:playing:player", "\n");
11896 #if DEBUG_PLAYER_ACTIONS
11899 for (i = 0; i < MAX_PLAYERS; i++)
11900 DebugContinued("", "%d, ", stored_player[i].effective_action);
11901 DebugContinued("game:playing:player", "\n");
11906 for (i = 0; i < MAX_PLAYERS; i++)
11908 // allow engine snapshot in case of changed movement attempt
11909 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11910 (stored_player[i].effective_action & KEY_MOTION))
11911 game.snapshot.changed_action = TRUE;
11913 // allow engine snapshot in case of snapping/dropping attempt
11914 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11915 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11916 game.snapshot.changed_action = TRUE;
11918 game.snapshot.last_action[i] = stored_player[i].effective_action;
11921 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11923 GameActions_EM_Main();
11925 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11927 GameActions_SP_Main();
11929 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11931 GameActions_MM_Main();
11935 GameActions_RND_Main();
11938 BlitScreenToBitmap(backbuffer);
11940 CheckLevelSolved();
11943 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11945 if (global.show_frames_per_second)
11947 static unsigned int fps_counter = 0;
11948 static int fps_frames = 0;
11949 unsigned int fps_delay_ms = Counter() - fps_counter;
11953 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11955 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11958 fps_counter = Counter();
11960 // always draw FPS to screen after FPS value was updated
11961 redraw_mask |= REDRAW_FPS;
11964 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11965 if (GetDrawDeactivationMask() == REDRAW_NONE)
11966 redraw_mask |= REDRAW_FPS;
11970 static void GameActions_CheckSaveEngineSnapshot(void)
11972 if (!game.snapshot.save_snapshot)
11975 // clear flag for saving snapshot _before_ saving snapshot
11976 game.snapshot.save_snapshot = FALSE;
11978 SaveEngineSnapshotToList();
11981 void GameActions(void)
11985 GameActions_CheckSaveEngineSnapshot();
11988 void GameActions_EM_Main(void)
11990 byte effective_action[MAX_PLAYERS];
11991 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11994 for (i = 0; i < MAX_PLAYERS; i++)
11995 effective_action[i] = stored_player[i].effective_action;
11997 GameActions_EM(effective_action, warp_mode);
12000 void GameActions_SP_Main(void)
12002 byte effective_action[MAX_PLAYERS];
12003 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12006 for (i = 0; i < MAX_PLAYERS; i++)
12007 effective_action[i] = stored_player[i].effective_action;
12009 GameActions_SP(effective_action, warp_mode);
12011 for (i = 0; i < MAX_PLAYERS; i++)
12013 if (stored_player[i].force_dropping)
12014 stored_player[i].action |= KEY_BUTTON_DROP;
12016 stored_player[i].force_dropping = FALSE;
12020 void GameActions_MM_Main(void)
12022 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12024 GameActions_MM(local_player->effective_mouse_action, warp_mode);
12027 void GameActions_RND_Main(void)
12032 void GameActions_RND(void)
12034 static struct MouseActionInfo mouse_action_last = { 0 };
12035 struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
12036 int magic_wall_x = 0, magic_wall_y = 0;
12037 int i, x, y, element, graphic, last_gfx_frame;
12039 InitPlayfieldScanModeVars();
12041 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12043 SCAN_PLAYFIELD(x, y)
12045 ChangeCount[x][y] = 0;
12046 ChangeEvent[x][y] = -1;
12050 if (game.set_centered_player)
12052 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12054 // switching to "all players" only possible if all players fit to screen
12055 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12057 game.centered_player_nr_next = game.centered_player_nr;
12058 game.set_centered_player = FALSE;
12061 // do not switch focus to non-existing (or non-active) player
12062 if (game.centered_player_nr_next >= 0 &&
12063 !stored_player[game.centered_player_nr_next].active)
12065 game.centered_player_nr_next = game.centered_player_nr;
12066 game.set_centered_player = FALSE;
12070 if (game.set_centered_player &&
12071 ScreenMovPos == 0) // screen currently aligned at tile position
12075 if (game.centered_player_nr_next == -1)
12077 setScreenCenteredToAllPlayers(&sx, &sy);
12081 sx = stored_player[game.centered_player_nr_next].jx;
12082 sy = stored_player[game.centered_player_nr_next].jy;
12085 game.centered_player_nr = game.centered_player_nr_next;
12086 game.set_centered_player = FALSE;
12088 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12089 DrawGameDoorValues();
12092 // check single step mode (set flag and clear again if any player is active)
12093 game.enter_single_step_mode =
12094 (tape.single_step && tape.recording && !tape.pausing);
12096 for (i = 0; i < MAX_PLAYERS; i++)
12098 int actual_player_action = stored_player[i].effective_action;
12101 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12102 - rnd_equinox_tetrachloride 048
12103 - rnd_equinox_tetrachloride_ii 096
12104 - rnd_emanuel_schmieg 002
12105 - doctor_sloan_ww 001, 020
12107 if (stored_player[i].MovPos == 0)
12108 CheckGravityMovement(&stored_player[i]);
12111 // overwrite programmed action with tape action
12112 if (stored_player[i].programmed_action)
12113 actual_player_action = stored_player[i].programmed_action;
12115 PlayerActions(&stored_player[i], actual_player_action);
12117 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12120 // single step pause mode may already have been toggled by "ScrollPlayer()"
12121 if (game.enter_single_step_mode && !tape.pausing)
12122 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12124 ScrollScreen(NULL, SCROLL_GO_ON);
12126 /* for backwards compatibility, the following code emulates a fixed bug that
12127 occured when pushing elements (causing elements that just made their last
12128 pushing step to already (if possible) make their first falling step in the
12129 same game frame, which is bad); this code is also needed to use the famous
12130 "spring push bug" which is used in older levels and might be wanted to be
12131 used also in newer levels, but in this case the buggy pushing code is only
12132 affecting the "spring" element and no other elements */
12134 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12136 for (i = 0; i < MAX_PLAYERS; i++)
12138 struct PlayerInfo *player = &stored_player[i];
12139 int x = player->jx;
12140 int y = player->jy;
12142 if (player->active && player->is_pushing && player->is_moving &&
12144 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12145 Tile[x][y] == EL_SPRING))
12147 ContinueMoving(x, y);
12149 // continue moving after pushing (this is actually a bug)
12150 if (!IS_MOVING(x, y))
12151 Stop[x][y] = FALSE;
12156 SCAN_PLAYFIELD(x, y)
12158 Last[x][y] = Tile[x][y];
12160 ChangeCount[x][y] = 0;
12161 ChangeEvent[x][y] = -1;
12163 // this must be handled before main playfield loop
12164 if (Tile[x][y] == EL_PLAYER_IS_LEAVING)
12167 if (MovDelay[x][y] <= 0)
12171 if (Tile[x][y] == EL_ELEMENT_SNAPPING)
12174 if (MovDelay[x][y] <= 0)
12176 int element = Store[x][y];
12177 int move_direction = MovDir[x][y];
12178 int player_index_bit = Store2[x][y];
12184 TEST_DrawLevelField(x, y);
12186 TestFieldAfterSnapping(x, y, element, move_direction, player_index_bit);
12188 if (IS_ENVELOPE(element))
12189 local_player->show_envelope = element;
12194 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12196 Debug("game:playing:GameActions_RND", "x = %d, y = %d: ChangePage != -1",
12198 Debug("game:playing:GameActions_RND", "This should never happen!");
12200 ChangePage[x][y] = -1;
12204 Stop[x][y] = FALSE;
12205 if (WasJustMoving[x][y] > 0)
12206 WasJustMoving[x][y]--;
12207 if (WasJustFalling[x][y] > 0)
12208 WasJustFalling[x][y]--;
12209 if (CheckCollision[x][y] > 0)
12210 CheckCollision[x][y]--;
12211 if (CheckImpact[x][y] > 0)
12212 CheckImpact[x][y]--;
12216 /* reset finished pushing action (not done in ContinueMoving() to allow
12217 continuous pushing animation for elements with zero push delay) */
12218 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12220 ResetGfxAnimation(x, y);
12221 TEST_DrawLevelField(x, y);
12225 if (IS_BLOCKED(x, y))
12229 Blocked2Moving(x, y, &oldx, &oldy);
12230 if (!IS_MOVING(oldx, oldy))
12232 Debug("game:playing:GameActions_RND", "(BLOCKED => MOVING) context corrupted!");
12233 Debug("game:playing:GameActions_RND", "BLOCKED: x = %d, y = %d", x, y);
12234 Debug("game:playing:GameActions_RND", "!MOVING: oldx = %d, oldy = %d", oldx, oldy);
12235 Debug("game:playing:GameActions_RND", "This should never happen!");
12241 if (mouse_action.button)
12243 int new_button = (mouse_action.button && mouse_action_last.button == 0);
12244 int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
12246 x = mouse_action.lx;
12247 y = mouse_action.ly;
12248 element = Tile[x][y];
12252 CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
12253 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
12257 CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
12258 CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
12261 if (level.use_step_counter)
12263 boolean counted_click = FALSE;
12265 // element clicked that can change when clicked/pressed
12266 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
12267 (HAS_ANY_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
12268 HAS_ANY_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE)))
12269 counted_click = TRUE;
12271 // element clicked that can trigger change when clicked/pressed
12272 if (trigger_events[element][CE_MOUSE_CLICKED_ON_X] ||
12273 trigger_events[element][CE_MOUSE_PRESSED_ON_X])
12274 counted_click = TRUE;
12276 if (new_button && counted_click)
12277 CheckLevelTime_StepCounter();
12281 SCAN_PLAYFIELD(x, y)
12283 element = Tile[x][y];
12284 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12285 last_gfx_frame = GfxFrame[x][y];
12287 if (element == EL_EMPTY)
12288 graphic = el2img(GfxElementEmpty[x][y]);
12290 ResetGfxFrame(x, y);
12292 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
12293 DrawLevelGraphicAnimation(x, y, graphic);
12295 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12296 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12297 ResetRandomAnimationValue(x, y);
12299 SetRandomAnimationValue(x, y);
12301 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12303 if (IS_INACTIVE(element))
12305 if (IS_ANIMATED(graphic))
12306 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12311 // this may take place after moving, so 'element' may have changed
12312 if (IS_CHANGING(x, y) &&
12313 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12315 int page = element_info[element].event_page_nr[CE_DELAY];
12317 HandleElementChange(x, y, page);
12319 element = Tile[x][y];
12320 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12323 CheckNextToConditions(x, y);
12325 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12329 element = Tile[x][y];
12330 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12332 if (IS_ANIMATED(graphic) &&
12333 !IS_MOVING(x, y) &&
12335 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12337 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12338 TEST_DrawTwinkleOnField(x, y);
12340 else if (element == EL_ACID)
12343 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12345 else if ((element == EL_EXIT_OPEN ||
12346 element == EL_EM_EXIT_OPEN ||
12347 element == EL_SP_EXIT_OPEN ||
12348 element == EL_STEEL_EXIT_OPEN ||
12349 element == EL_EM_STEEL_EXIT_OPEN ||
12350 element == EL_SP_TERMINAL ||
12351 element == EL_SP_TERMINAL_ACTIVE ||
12352 element == EL_EXTRA_TIME ||
12353 element == EL_SHIELD_NORMAL ||
12354 element == EL_SHIELD_DEADLY) &&
12355 IS_ANIMATED(graphic))
12356 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12357 else if (IS_MOVING(x, y))
12358 ContinueMoving(x, y);
12359 else if (IS_ACTIVE_BOMB(element))
12360 CheckDynamite(x, y);
12361 else if (element == EL_AMOEBA_GROWING)
12362 AmoebaGrowing(x, y);
12363 else if (element == EL_AMOEBA_SHRINKING)
12364 AmoebaShrinking(x, y);
12366 #if !USE_NEW_AMOEBA_CODE
12367 else if (IS_AMOEBALIVE(element))
12368 AmoebaReproduce(x, y);
12371 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12373 else if (element == EL_EXIT_CLOSED)
12375 else if (element == EL_EM_EXIT_CLOSED)
12377 else if (element == EL_STEEL_EXIT_CLOSED)
12378 CheckExitSteel(x, y);
12379 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12380 CheckExitSteelEM(x, y);
12381 else if (element == EL_SP_EXIT_CLOSED)
12383 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12384 element == EL_EXPANDABLE_STEELWALL_GROWING)
12386 else if (element == EL_EXPANDABLE_WALL ||
12387 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12388 element == EL_EXPANDABLE_WALL_VERTICAL ||
12389 element == EL_EXPANDABLE_WALL_ANY ||
12390 element == EL_BD_EXPANDABLE_WALL ||
12391 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12392 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12393 element == EL_EXPANDABLE_STEELWALL_ANY)
12394 CheckWallGrowing(x, y);
12395 else if (element == EL_FLAMES)
12396 CheckForDragon(x, y);
12397 else if (element == EL_EXPLOSION)
12398 ; // drawing of correct explosion animation is handled separately
12399 else if (element == EL_ELEMENT_SNAPPING ||
12400 element == EL_DIAGONAL_SHRINKING ||
12401 element == EL_DIAGONAL_GROWING)
12403 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12405 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12407 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12408 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12410 if (IS_BELT_ACTIVE(element))
12411 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12413 if (game.magic_wall_active)
12415 int jx = local_player->jx, jy = local_player->jy;
12417 // play the element sound at the position nearest to the player
12418 if ((element == EL_MAGIC_WALL_FULL ||
12419 element == EL_MAGIC_WALL_ACTIVE ||
12420 element == EL_MAGIC_WALL_EMPTYING ||
12421 element == EL_BD_MAGIC_WALL_FULL ||
12422 element == EL_BD_MAGIC_WALL_ACTIVE ||
12423 element == EL_BD_MAGIC_WALL_EMPTYING ||
12424 element == EL_DC_MAGIC_WALL_FULL ||
12425 element == EL_DC_MAGIC_WALL_ACTIVE ||
12426 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12427 ABS(x - jx) + ABS(y - jy) <
12428 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12436 #if USE_NEW_AMOEBA_CODE
12437 // new experimental amoeba growth stuff
12438 if (!(FrameCounter % 8))
12440 static unsigned int random = 1684108901;
12442 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12444 x = RND(lev_fieldx);
12445 y = RND(lev_fieldy);
12446 element = Tile[x][y];
12448 if (!IS_PLAYER(x,y) &&
12449 (element == EL_EMPTY ||
12450 CAN_GROW_INTO(element) ||
12451 element == EL_QUICKSAND_EMPTY ||
12452 element == EL_QUICKSAND_FAST_EMPTY ||
12453 element == EL_ACID_SPLASH_LEFT ||
12454 element == EL_ACID_SPLASH_RIGHT))
12456 if ((IN_LEV_FIELD(x, y - 1) && Tile[x][y - 1] == EL_AMOEBA_WET) ||
12457 (IN_LEV_FIELD(x - 1, y) && Tile[x - 1][y] == EL_AMOEBA_WET) ||
12458 (IN_LEV_FIELD(x + 1, y) && Tile[x + 1][y] == EL_AMOEBA_WET) ||
12459 (IN_LEV_FIELD(x, y + 1) && Tile[x][y + 1] == EL_AMOEBA_WET))
12460 Tile[x][y] = EL_AMOEBA_DROP;
12463 random = random * 129 + 1;
12468 game.explosions_delayed = FALSE;
12470 SCAN_PLAYFIELD(x, y)
12472 element = Tile[x][y];
12474 if (ExplodeField[x][y])
12475 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12476 else if (element == EL_EXPLOSION)
12477 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12479 ExplodeField[x][y] = EX_TYPE_NONE;
12482 game.explosions_delayed = TRUE;
12484 if (game.magic_wall_active)
12486 if (!(game.magic_wall_time_left % 4))
12488 int element = Tile[magic_wall_x][magic_wall_y];
12490 if (element == EL_BD_MAGIC_WALL_FULL ||
12491 element == EL_BD_MAGIC_WALL_ACTIVE ||
12492 element == EL_BD_MAGIC_WALL_EMPTYING)
12493 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12494 else if (element == EL_DC_MAGIC_WALL_FULL ||
12495 element == EL_DC_MAGIC_WALL_ACTIVE ||
12496 element == EL_DC_MAGIC_WALL_EMPTYING)
12497 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12499 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12502 if (game.magic_wall_time_left > 0)
12504 game.magic_wall_time_left--;
12506 if (!game.magic_wall_time_left)
12508 SCAN_PLAYFIELD(x, y)
12510 element = Tile[x][y];
12512 if (element == EL_MAGIC_WALL_ACTIVE ||
12513 element == EL_MAGIC_WALL_FULL)
12515 Tile[x][y] = EL_MAGIC_WALL_DEAD;
12516 TEST_DrawLevelField(x, y);
12518 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12519 element == EL_BD_MAGIC_WALL_FULL)
12521 Tile[x][y] = EL_BD_MAGIC_WALL_DEAD;
12522 TEST_DrawLevelField(x, y);
12524 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12525 element == EL_DC_MAGIC_WALL_FULL)
12527 Tile[x][y] = EL_DC_MAGIC_WALL_DEAD;
12528 TEST_DrawLevelField(x, y);
12532 game.magic_wall_active = FALSE;
12537 if (game.light_time_left > 0)
12539 game.light_time_left--;
12541 if (game.light_time_left == 0)
12542 RedrawAllLightSwitchesAndInvisibleElements();
12545 if (game.timegate_time_left > 0)
12547 game.timegate_time_left--;
12549 if (game.timegate_time_left == 0)
12550 CloseAllOpenTimegates();
12553 if (game.lenses_time_left > 0)
12555 game.lenses_time_left--;
12557 if (game.lenses_time_left == 0)
12558 RedrawAllInvisibleElementsForLenses();
12561 if (game.magnify_time_left > 0)
12563 game.magnify_time_left--;
12565 if (game.magnify_time_left == 0)
12566 RedrawAllInvisibleElementsForMagnifier();
12569 for (i = 0; i < MAX_PLAYERS; i++)
12571 struct PlayerInfo *player = &stored_player[i];
12573 if (SHIELD_ON(player))
12575 if (player->shield_deadly_time_left)
12576 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12577 else if (player->shield_normal_time_left)
12578 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12582 #if USE_DELAYED_GFX_REDRAW
12583 SCAN_PLAYFIELD(x, y)
12585 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12587 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12588 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12590 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12591 DrawLevelField(x, y);
12593 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12594 DrawLevelFieldCrumbled(x, y);
12596 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12597 DrawLevelFieldCrumbledNeighbours(x, y);
12599 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12600 DrawTwinkleOnField(x, y);
12603 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12608 PlayAllPlayersSound();
12610 for (i = 0; i < MAX_PLAYERS; i++)
12612 struct PlayerInfo *player = &stored_player[i];
12614 if (player->show_envelope != 0 && (!player->active ||
12615 player->MovPos == 0))
12617 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12619 player->show_envelope = 0;
12623 // use random number generator in every frame to make it less predictable
12624 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12627 mouse_action_last = mouse_action;
12630 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12632 int min_x = x, min_y = y, max_x = x, max_y = y;
12633 int scr_fieldx = getScreenFieldSizeX();
12634 int scr_fieldy = getScreenFieldSizeY();
12637 for (i = 0; i < MAX_PLAYERS; i++)
12639 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12641 if (!stored_player[i].active || &stored_player[i] == player)
12644 min_x = MIN(min_x, jx);
12645 min_y = MIN(min_y, jy);
12646 max_x = MAX(max_x, jx);
12647 max_y = MAX(max_y, jy);
12650 return (max_x - min_x < scr_fieldx && max_y - min_y < scr_fieldy);
12653 static boolean AllPlayersInVisibleScreen(void)
12657 for (i = 0; i < MAX_PLAYERS; i++)
12659 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12661 if (!stored_player[i].active)
12664 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12671 void ScrollLevel(int dx, int dy)
12673 int scroll_offset = 2 * TILEX_VAR;
12676 BlitBitmap(drawto_field, drawto_field,
12677 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12678 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12679 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12680 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12681 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12682 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12686 x = (dx == 1 ? BX1 : BX2);
12687 for (y = BY1; y <= BY2; y++)
12688 DrawScreenField(x, y);
12693 y = (dy == 1 ? BY1 : BY2);
12694 for (x = BX1; x <= BX2; x++)
12695 DrawScreenField(x, y);
12698 redraw_mask |= REDRAW_FIELD;
12701 static boolean canFallDown(struct PlayerInfo *player)
12703 int jx = player->jx, jy = player->jy;
12705 return (IN_LEV_FIELD(jx, jy + 1) &&
12706 (IS_FREE(jx, jy + 1) ||
12707 (Tile[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12708 IS_WALKABLE_FROM(Tile[jx][jy], MV_DOWN) &&
12709 !IS_WALKABLE_INSIDE(Tile[jx][jy]));
12712 static boolean canPassField(int x, int y, int move_dir)
12714 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12715 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12716 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12717 int nextx = x + dx;
12718 int nexty = y + dy;
12719 int element = Tile[x][y];
12721 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12722 !CAN_MOVE(element) &&
12723 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12724 IS_WALKABLE_FROM(Tile[nextx][nexty], move_dir) &&
12725 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12728 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12730 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12731 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12732 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12736 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12737 IS_GRAVITY_REACHABLE(Tile[newx][newy]) &&
12738 (IS_DIGGABLE(Tile[newx][newy]) ||
12739 IS_WALKABLE_FROM(Tile[newx][newy], opposite_dir) ||
12740 canPassField(newx, newy, move_dir)));
12743 static void CheckGravityMovement(struct PlayerInfo *player)
12745 if (player->gravity && !player->programmed_action)
12747 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12748 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12749 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12750 int jx = player->jx, jy = player->jy;
12751 boolean player_is_moving_to_valid_field =
12752 (!player_is_snapping &&
12753 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12754 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12755 boolean player_can_fall_down = canFallDown(player);
12757 if (player_can_fall_down &&
12758 !player_is_moving_to_valid_field)
12759 player->programmed_action = MV_DOWN;
12763 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12765 return CheckGravityMovement(player);
12767 if (player->gravity && !player->programmed_action)
12769 int jx = player->jx, jy = player->jy;
12770 boolean field_under_player_is_free =
12771 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12772 boolean player_is_standing_on_valid_field =
12773 (IS_WALKABLE_INSIDE(Tile[jx][jy]) ||
12774 (IS_WALKABLE(Tile[jx][jy]) &&
12775 !(element_info[Tile[jx][jy]].access_direction & MV_DOWN)));
12777 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12778 player->programmed_action = MV_DOWN;
12783 MovePlayerOneStep()
12784 -----------------------------------------------------------------------------
12785 dx, dy: direction (non-diagonal) to try to move the player to
12786 real_dx, real_dy: direction as read from input device (can be diagonal)
12789 boolean MovePlayerOneStep(struct PlayerInfo *player,
12790 int dx, int dy, int real_dx, int real_dy)
12792 int jx = player->jx, jy = player->jy;
12793 int new_jx = jx + dx, new_jy = jy + dy;
12795 boolean player_can_move = !player->cannot_move;
12797 if (!player->active || (!dx && !dy))
12798 return MP_NO_ACTION;
12800 player->MovDir = (dx < 0 ? MV_LEFT :
12801 dx > 0 ? MV_RIGHT :
12803 dy > 0 ? MV_DOWN : MV_NONE);
12805 if (!IN_LEV_FIELD(new_jx, new_jy))
12806 return MP_NO_ACTION;
12808 if (!player_can_move)
12810 if (player->MovPos == 0)
12812 player->is_moving = FALSE;
12813 player->is_digging = FALSE;
12814 player->is_collecting = FALSE;
12815 player->is_snapping = FALSE;
12816 player->is_pushing = FALSE;
12820 if (!network.enabled && game.centered_player_nr == -1 &&
12821 !AllPlayersInSight(player, new_jx, new_jy))
12822 return MP_NO_ACTION;
12824 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12825 if (can_move != MP_MOVING)
12828 // check if DigField() has caused relocation of the player
12829 if (player->jx != jx || player->jy != jy)
12830 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12832 StorePlayer[jx][jy] = 0;
12833 player->last_jx = jx;
12834 player->last_jy = jy;
12835 player->jx = new_jx;
12836 player->jy = new_jy;
12837 StorePlayer[new_jx][new_jy] = player->element_nr;
12839 if (player->move_delay_value_next != -1)
12841 player->move_delay_value = player->move_delay_value_next;
12842 player->move_delay_value_next = -1;
12846 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12848 player->step_counter++;
12850 PlayerVisit[jx][jy] = FrameCounter;
12852 player->is_moving = TRUE;
12855 // should better be called in MovePlayer(), but this breaks some tapes
12856 ScrollPlayer(player, SCROLL_INIT);
12862 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12864 int jx = player->jx, jy = player->jy;
12865 int old_jx = jx, old_jy = jy;
12866 int moved = MP_NO_ACTION;
12868 if (!player->active)
12873 if (player->MovPos == 0)
12875 player->is_moving = FALSE;
12876 player->is_digging = FALSE;
12877 player->is_collecting = FALSE;
12878 player->is_snapping = FALSE;
12879 player->is_pushing = FALSE;
12885 if (player->move_delay > 0)
12888 player->move_delay = -1; // set to "uninitialized" value
12890 // store if player is automatically moved to next field
12891 player->is_auto_moving = (player->programmed_action != MV_NONE);
12893 // remove the last programmed player action
12894 player->programmed_action = 0;
12896 if (player->MovPos)
12898 // should only happen if pre-1.2 tape recordings are played
12899 // this is only for backward compatibility
12901 int original_move_delay_value = player->move_delay_value;
12904 Debug("game:playing:MovePlayer",
12905 "THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]",
12909 // scroll remaining steps with finest movement resolution
12910 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12912 while (player->MovPos)
12914 ScrollPlayer(player, SCROLL_GO_ON);
12915 ScrollScreen(NULL, SCROLL_GO_ON);
12917 AdvanceFrameAndPlayerCounters(player->index_nr);
12920 BackToFront_WithFrameDelay(0);
12923 player->move_delay_value = original_move_delay_value;
12926 player->is_active = FALSE;
12928 if (player->last_move_dir & MV_HORIZONTAL)
12930 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12931 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12935 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12936 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12939 if (!moved && !player->is_active)
12941 player->is_moving = FALSE;
12942 player->is_digging = FALSE;
12943 player->is_collecting = FALSE;
12944 player->is_snapping = FALSE;
12945 player->is_pushing = FALSE;
12951 if (moved & MP_MOVING && !ScreenMovPos &&
12952 (player->index_nr == game.centered_player_nr ||
12953 game.centered_player_nr == -1))
12955 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12957 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12959 // actual player has left the screen -- scroll in that direction
12960 if (jx != old_jx) // player has moved horizontally
12961 scroll_x += (jx - old_jx);
12962 else // player has moved vertically
12963 scroll_y += (jy - old_jy);
12967 int offset_raw = game.scroll_delay_value;
12969 if (jx != old_jx) // player has moved horizontally
12971 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12972 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12973 int new_scroll_x = jx - MIDPOSX + offset_x;
12975 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12976 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12977 scroll_x = new_scroll_x;
12979 // don't scroll over playfield boundaries
12980 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12982 // don't scroll more than one field at a time
12983 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12985 // don't scroll against the player's moving direction
12986 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12987 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12988 scroll_x = old_scroll_x;
12990 else // player has moved vertically
12992 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12993 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12994 int new_scroll_y = jy - MIDPOSY + offset_y;
12996 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12997 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12998 scroll_y = new_scroll_y;
13000 // don't scroll over playfield boundaries
13001 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
13003 // don't scroll more than one field at a time
13004 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13006 // don't scroll against the player's moving direction
13007 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13008 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13009 scroll_y = old_scroll_y;
13013 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13015 if (!network.enabled && game.centered_player_nr == -1 &&
13016 !AllPlayersInVisibleScreen())
13018 scroll_x = old_scroll_x;
13019 scroll_y = old_scroll_y;
13023 ScrollScreen(player, SCROLL_INIT);
13024 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13029 player->StepFrame = 0;
13031 if (moved & MP_MOVING)
13033 if (old_jx != jx && old_jy == jy)
13034 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13035 else if (old_jx == jx && old_jy != jy)
13036 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13038 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
13040 player->last_move_dir = player->MovDir;
13041 player->is_moving = TRUE;
13042 player->is_snapping = FALSE;
13043 player->is_switching = FALSE;
13044 player->is_dropping = FALSE;
13045 player->is_dropping_pressed = FALSE;
13046 player->drop_pressed_delay = 0;
13049 // should better be called here than above, but this breaks some tapes
13050 ScrollPlayer(player, SCROLL_INIT);
13055 CheckGravityMovementWhenNotMoving(player);
13057 player->is_moving = FALSE;
13059 /* at this point, the player is allowed to move, but cannot move right now
13060 (e.g. because of something blocking the way) -- ensure that the player
13061 is also allowed to move in the next frame (in old versions before 3.1.1,
13062 the player was forced to wait again for eight frames before next try) */
13064 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13065 player->move_delay = 0; // allow direct movement in the next frame
13068 if (player->move_delay == -1) // not yet initialized by DigField()
13069 player->move_delay = player->move_delay_value;
13071 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13073 TestIfPlayerTouchesBadThing(jx, jy);
13074 TestIfPlayerTouchesCustomElement(jx, jy);
13077 if (!player->active)
13078 RemovePlayer(player);
13083 void ScrollPlayer(struct PlayerInfo *player, int mode)
13085 int jx = player->jx, jy = player->jy;
13086 int last_jx = player->last_jx, last_jy = player->last_jy;
13087 int move_stepsize = TILEX / player->move_delay_value;
13089 if (!player->active)
13092 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
13095 if (mode == SCROLL_INIT)
13097 player->actual_frame_counter.count = FrameCounter;
13098 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13100 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13101 Tile[last_jx][last_jy] == EL_EMPTY)
13103 int last_field_block_delay = 0; // start with no blocking at all
13104 int block_delay_adjustment = player->block_delay_adjustment;
13106 // if player blocks last field, add delay for exactly one move
13107 if (player->block_last_field)
13109 last_field_block_delay += player->move_delay_value;
13111 // when blocking enabled, prevent moving up despite gravity
13112 if (player->gravity && player->MovDir == MV_UP)
13113 block_delay_adjustment = -1;
13116 // add block delay adjustment (also possible when not blocking)
13117 last_field_block_delay += block_delay_adjustment;
13119 Tile[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13120 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13123 if (player->MovPos != 0) // player has not yet reached destination
13126 else if (!FrameReached(&player->actual_frame_counter))
13129 if (player->MovPos != 0)
13131 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13132 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13134 // before DrawPlayer() to draw correct player graphic for this case
13135 if (player->MovPos == 0)
13136 CheckGravityMovement(player);
13139 if (player->MovPos == 0) // player reached destination field
13141 if (player->move_delay_reset_counter > 0)
13143 player->move_delay_reset_counter--;
13145 if (player->move_delay_reset_counter == 0)
13147 // continue with normal speed after quickly moving through gate
13148 HALVE_PLAYER_SPEED(player);
13150 // be able to make the next move without delay
13151 player->move_delay = 0;
13155 if (Tile[jx][jy] == EL_EXIT_OPEN ||
13156 Tile[jx][jy] == EL_EM_EXIT_OPEN ||
13157 Tile[jx][jy] == EL_EM_EXIT_OPENING ||
13158 Tile[jx][jy] == EL_STEEL_EXIT_OPEN ||
13159 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13160 Tile[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13161 Tile[jx][jy] == EL_SP_EXIT_OPEN ||
13162 Tile[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
13164 ExitPlayer(player);
13166 if (game.players_still_needed == 0 &&
13167 (game.friends_still_needed == 0 ||
13168 IS_SP_ELEMENT(Tile[jx][jy])))
13172 player->last_jx = jx;
13173 player->last_jy = jy;
13175 // this breaks one level: "machine", level 000
13177 int move_direction = player->MovDir;
13178 int enter_side = MV_DIR_OPPOSITE(move_direction);
13179 int leave_side = move_direction;
13180 int old_jx = last_jx;
13181 int old_jy = last_jy;
13182 int old_element = Tile[old_jx][old_jy];
13183 int new_element = Tile[jx][jy];
13185 if (IS_CUSTOM_ELEMENT(old_element))
13186 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13188 player->index_bit, leave_side);
13190 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13191 CE_PLAYER_LEAVES_X,
13192 player->index_bit, leave_side);
13194 if (IS_CUSTOM_ELEMENT(new_element))
13195 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13196 player->index_bit, enter_side);
13198 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13199 CE_PLAYER_ENTERS_X,
13200 player->index_bit, enter_side);
13202 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13203 CE_MOVE_OF_X, move_direction);
13206 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13208 TestIfPlayerTouchesBadThing(jx, jy);
13209 TestIfPlayerTouchesCustomElement(jx, jy);
13211 /* needed because pushed element has not yet reached its destination,
13212 so it would trigger a change event at its previous field location */
13213 if (!player->is_pushing)
13214 TestIfElementTouchesCustomElement(jx, jy); // for empty space
13216 if (level.finish_dig_collect &&
13217 (player->is_digging || player->is_collecting))
13219 int last_element = player->last_removed_element;
13220 int move_direction = player->MovDir;
13221 int enter_side = MV_DIR_OPPOSITE(move_direction);
13222 int change_event = (player->is_digging ? CE_PLAYER_DIGS_X :
13223 CE_PLAYER_COLLECTS_X);
13225 CheckTriggeredElementChangeByPlayer(jx, jy, last_element, change_event,
13226 player->index_bit, enter_side);
13228 player->last_removed_element = EL_UNDEFINED;
13231 if (!player->active)
13232 RemovePlayer(player);
13235 if (level.use_step_counter)
13236 CheckLevelTime_StepCounter();
13238 if (tape.single_step && tape.recording && !tape.pausing &&
13239 !player->programmed_action)
13240 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13242 if (!player->programmed_action)
13243 CheckSaveEngineSnapshot(player);
13247 void ScrollScreen(struct PlayerInfo *player, int mode)
13249 static DelayCounter screen_frame_counter = { 0 };
13251 if (mode == SCROLL_INIT)
13253 // set scrolling step size according to actual player's moving speed
13254 ScrollStepSize = TILEX / player->move_delay_value;
13256 screen_frame_counter.count = FrameCounter;
13257 screen_frame_counter.value = 1;
13259 ScreenMovDir = player->MovDir;
13260 ScreenMovPos = player->MovPos;
13261 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13264 else if (!FrameReached(&screen_frame_counter))
13269 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13270 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13271 redraw_mask |= REDRAW_FIELD;
13274 ScreenMovDir = MV_NONE;
13277 void CheckNextToConditions(int x, int y)
13279 int element = Tile[x][y];
13281 if (IS_PLAYER(x, y))
13282 TestIfPlayerNextToCustomElement(x, y);
13284 if (CAN_CHANGE_OR_HAS_ACTION(element) &&
13285 HAS_ANY_CHANGE_EVENT(element, CE_NEXT_TO_X))
13286 TestIfElementNextToCustomElement(x, y);
13289 void TestIfPlayerNextToCustomElement(int x, int y)
13291 struct XY *xy = xy_topdown;
13292 static int trigger_sides[4][2] =
13294 // center side border side
13295 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13296 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13297 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13298 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13302 if (!IS_PLAYER(x, y))
13305 struct PlayerInfo *player = PLAYERINFO(x, y);
13307 if (player->is_moving)
13310 for (i = 0; i < NUM_DIRECTIONS; i++)
13312 int xx = x + xy[i].x;
13313 int yy = y + xy[i].y;
13314 int border_side = trigger_sides[i][1];
13315 int border_element;
13317 if (!IN_LEV_FIELD(xx, yy))
13320 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13321 continue; // center and border element not connected
13323 border_element = Tile[xx][yy];
13325 CheckElementChangeByPlayer(xx, yy, border_element, CE_NEXT_TO_PLAYER,
13326 player->index_bit, border_side);
13327 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13328 CE_PLAYER_NEXT_TO_X,
13329 player->index_bit, border_side);
13331 /* use player element that is initially defined in the level playfield,
13332 not the player element that corresponds to the runtime player number
13333 (example: a level that contains EL_PLAYER_3 as the only player would
13334 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13336 CheckElementChangeBySide(xx, yy, border_element, player->initial_element,
13337 CE_NEXT_TO_X, border_side);
13341 void TestIfPlayerTouchesCustomElement(int x, int y)
13343 struct XY *xy = xy_topdown;
13344 static int trigger_sides[4][2] =
13346 // center side border side
13347 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13348 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13349 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13350 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13352 static int touch_dir[4] =
13354 MV_LEFT | MV_RIGHT,
13359 int center_element = Tile[x][y]; // should always be non-moving!
13362 for (i = 0; i < NUM_DIRECTIONS; i++)
13364 int xx = x + xy[i].x;
13365 int yy = y + xy[i].y;
13366 int center_side = trigger_sides[i][0];
13367 int border_side = trigger_sides[i][1];
13368 int border_element;
13370 if (!IN_LEV_FIELD(xx, yy))
13373 if (IS_PLAYER(x, y)) // player found at center element
13375 struct PlayerInfo *player = PLAYERINFO(x, y);
13377 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13378 border_element = Tile[xx][yy]; // may be moving!
13379 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13380 border_element = Tile[xx][yy];
13381 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13382 border_element = MovingOrBlocked2Element(xx, yy);
13384 continue; // center and border element do not touch
13386 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13387 player->index_bit, border_side);
13388 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13389 CE_PLAYER_TOUCHES_X,
13390 player->index_bit, border_side);
13393 /* use player element that is initially defined in the level playfield,
13394 not the player element that corresponds to the runtime player number
13395 (example: a level that contains EL_PLAYER_3 as the only player would
13396 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13397 int player_element = PLAYERINFO(x, y)->initial_element;
13399 CheckElementChangeBySide(xx, yy, border_element, player_element,
13400 CE_TOUCHING_X, border_side);
13403 else if (IS_PLAYER(xx, yy)) // player found at border element
13405 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13407 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13409 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13410 continue; // center and border element do not touch
13413 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13414 player->index_bit, center_side);
13415 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13416 CE_PLAYER_TOUCHES_X,
13417 player->index_bit, center_side);
13420 /* use player element that is initially defined in the level playfield,
13421 not the player element that corresponds to the runtime player number
13422 (example: a level that contains EL_PLAYER_3 as the only player would
13423 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13424 int player_element = PLAYERINFO(xx, yy)->initial_element;
13426 CheckElementChangeBySide(x, y, center_element, player_element,
13427 CE_TOUCHING_X, center_side);
13435 void TestIfElementNextToCustomElement(int x, int y)
13437 struct XY *xy = xy_topdown;
13438 static int trigger_sides[4][2] =
13440 // center side border side
13441 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13442 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13443 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13444 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13446 int center_element = Tile[x][y]; // should always be non-moving!
13449 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
13452 for (i = 0; i < NUM_DIRECTIONS; i++)
13454 int xx = x + xy[i].x;
13455 int yy = y + xy[i].y;
13456 int border_side = trigger_sides[i][1];
13457 int border_element;
13459 if (!IN_LEV_FIELD(xx, yy))
13462 if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
13463 continue; // center and border element not connected
13465 border_element = Tile[xx][yy];
13467 // check for change of center element (but change it only once)
13468 if (CheckElementChangeBySide(x, y, center_element, border_element,
13469 CE_NEXT_TO_X, border_side))
13474 void TestIfElementTouchesCustomElement(int x, int y)
13476 struct XY *xy = xy_topdown;
13477 static int trigger_sides[4][2] =
13479 // center side border side
13480 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
13481 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
13482 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
13483 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
13485 static int touch_dir[4] =
13487 MV_LEFT | MV_RIGHT,
13492 boolean change_center_element = FALSE;
13493 int center_element = Tile[x][y]; // should always be non-moving!
13494 int border_element_old[NUM_DIRECTIONS];
13497 for (i = 0; i < NUM_DIRECTIONS; i++)
13499 int xx = x + xy[i].x;
13500 int yy = y + xy[i].y;
13501 int border_element;
13503 border_element_old[i] = -1;
13505 if (!IN_LEV_FIELD(xx, yy))
13508 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13509 border_element = Tile[xx][yy]; // may be moving!
13510 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13511 border_element = Tile[xx][yy];
13512 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13513 border_element = MovingOrBlocked2Element(xx, yy);
13515 continue; // center and border element do not touch
13517 border_element_old[i] = border_element;
13520 for (i = 0; i < NUM_DIRECTIONS; i++)
13522 int xx = x + xy[i].x;
13523 int yy = y + xy[i].y;
13524 int center_side = trigger_sides[i][0];
13525 int border_element = border_element_old[i];
13527 if (border_element == -1)
13530 // check for change of border element
13531 CheckElementChangeBySide(xx, yy, border_element, center_element,
13532 CE_TOUCHING_X, center_side);
13534 // (center element cannot be player, so we dont have to check this here)
13537 for (i = 0; i < NUM_DIRECTIONS; i++)
13539 int xx = x + xy[i].x;
13540 int yy = y + xy[i].y;
13541 int border_side = trigger_sides[i][1];
13542 int border_element = border_element_old[i];
13544 if (border_element == -1)
13547 // check for change of center element (but change it only once)
13548 if (!change_center_element)
13549 change_center_element =
13550 CheckElementChangeBySide(x, y, center_element, border_element,
13551 CE_TOUCHING_X, border_side);
13553 if (IS_PLAYER(xx, yy))
13555 /* use player element that is initially defined in the level playfield,
13556 not the player element that corresponds to the runtime player number
13557 (example: a level that contains EL_PLAYER_3 as the only player would
13558 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13559 int player_element = PLAYERINFO(xx, yy)->initial_element;
13561 CheckElementChangeBySide(x, y, center_element, player_element,
13562 CE_TOUCHING_X, border_side);
13567 void TestIfElementHitsCustomElement(int x, int y, int direction)
13569 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13570 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13571 int hitx = x + dx, hity = y + dy;
13572 int hitting_element = Tile[x][y];
13573 int touched_element;
13575 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13578 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13579 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13581 if (IN_LEV_FIELD(hitx, hity))
13583 int opposite_direction = MV_DIR_OPPOSITE(direction);
13584 int hitting_side = direction;
13585 int touched_side = opposite_direction;
13586 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13587 MovDir[hitx][hity] != direction ||
13588 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13594 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13595 CE_HITTING_X, touched_side);
13597 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13598 CE_HIT_BY_X, hitting_side);
13600 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13601 CE_HIT_BY_SOMETHING, opposite_direction);
13603 if (IS_PLAYER(hitx, hity))
13605 /* use player element that is initially defined in the level playfield,
13606 not the player element that corresponds to the runtime player number
13607 (example: a level that contains EL_PLAYER_3 as the only player would
13608 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13609 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13611 CheckElementChangeBySide(x, y, hitting_element, player_element,
13612 CE_HITTING_X, touched_side);
13617 // "hitting something" is also true when hitting the playfield border
13618 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13619 CE_HITTING_SOMETHING, direction);
13622 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13624 int i, kill_x = -1, kill_y = -1;
13626 int bad_element = -1;
13627 struct XY *test_xy = xy_topdown;
13628 static int test_dir[4] =
13636 for (i = 0; i < NUM_DIRECTIONS; i++)
13638 int test_x, test_y, test_move_dir, test_element;
13640 test_x = good_x + test_xy[i].x;
13641 test_y = good_y + test_xy[i].y;
13643 if (!IN_LEV_FIELD(test_x, test_y))
13647 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13649 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13651 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13652 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13654 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13655 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13659 bad_element = test_element;
13665 if (kill_x != -1 || kill_y != -1)
13667 if (IS_PLAYER(good_x, good_y))
13669 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13671 if (player->shield_deadly_time_left > 0 &&
13672 !IS_INDESTRUCTIBLE(bad_element))
13673 Bang(kill_x, kill_y);
13674 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13675 KillPlayer(player);
13678 Bang(good_x, good_y);
13682 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13684 int i, kill_x = -1, kill_y = -1;
13685 int bad_element = Tile[bad_x][bad_y];
13686 struct XY *test_xy = xy_topdown;
13687 static int touch_dir[4] =
13689 MV_LEFT | MV_RIGHT,
13694 static int test_dir[4] =
13702 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13705 for (i = 0; i < NUM_DIRECTIONS; i++)
13707 int test_x, test_y, test_move_dir, test_element;
13709 test_x = bad_x + test_xy[i].x;
13710 test_y = bad_y + test_xy[i].y;
13712 if (!IN_LEV_FIELD(test_x, test_y))
13716 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13718 test_element = Tile[test_x][test_y];
13720 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13721 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13723 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13724 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13726 // good thing is player or penguin that does not move away
13727 if (IS_PLAYER(test_x, test_y))
13729 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13731 if (bad_element == EL_ROBOT && player->is_moving)
13732 continue; // robot does not kill player if he is moving
13734 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13736 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13737 continue; // center and border element do not touch
13745 else if (test_element == EL_PENGUIN)
13755 if (kill_x != -1 || kill_y != -1)
13757 if (IS_PLAYER(kill_x, kill_y))
13759 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13761 if (player->shield_deadly_time_left > 0 &&
13762 !IS_INDESTRUCTIBLE(bad_element))
13763 Bang(bad_x, bad_y);
13764 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13765 KillPlayer(player);
13768 Bang(kill_x, kill_y);
13772 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13774 int bad_element = Tile[bad_x][bad_y];
13775 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13776 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13777 int test_x = bad_x + dx, test_y = bad_y + dy;
13778 int test_move_dir, test_element;
13779 int kill_x = -1, kill_y = -1;
13781 if (!IN_LEV_FIELD(test_x, test_y))
13785 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13787 test_element = Tile[test_x][test_y];
13789 if (test_move_dir != bad_move_dir)
13791 // good thing can be player or penguin that does not move away
13792 if (IS_PLAYER(test_x, test_y))
13794 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13796 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13797 player as being hit when he is moving towards the bad thing, because
13798 the "get hit by" condition would be lost after the player stops) */
13799 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13800 return; // player moves away from bad thing
13805 else if (test_element == EL_PENGUIN)
13812 if (kill_x != -1 || kill_y != -1)
13814 if (IS_PLAYER(kill_x, kill_y))
13816 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13818 if (player->shield_deadly_time_left > 0 &&
13819 !IS_INDESTRUCTIBLE(bad_element))
13820 Bang(bad_x, bad_y);
13821 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13822 KillPlayer(player);
13825 Bang(kill_x, kill_y);
13829 void TestIfPlayerTouchesBadThing(int x, int y)
13831 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13834 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13836 TestIfGoodThingHitsBadThing(x, y, move_dir);
13839 void TestIfBadThingTouchesPlayer(int x, int y)
13841 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13844 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13846 TestIfBadThingHitsGoodThing(x, y, move_dir);
13849 void TestIfFriendTouchesBadThing(int x, int y)
13851 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13854 void TestIfBadThingTouchesFriend(int x, int y)
13856 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13859 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13861 int i, kill_x = bad_x, kill_y = bad_y;
13862 struct XY *xy = xy_topdown;
13864 for (i = 0; i < NUM_DIRECTIONS; i++)
13868 x = bad_x + xy[i].x;
13869 y = bad_y + xy[i].y;
13870 if (!IN_LEV_FIELD(x, y))
13873 element = Tile[x][y];
13874 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13875 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13883 if (kill_x != bad_x || kill_y != bad_y)
13884 Bang(bad_x, bad_y);
13887 void KillPlayer(struct PlayerInfo *player)
13889 int jx = player->jx, jy = player->jy;
13891 if (!player->active)
13895 Debug("game:playing:KillPlayer",
13896 "0: killed == %d, active == %d, reanimated == %d",
13897 player->killed, player->active, player->reanimated);
13900 /* the following code was introduced to prevent an infinite loop when calling
13902 -> CheckTriggeredElementChangeExt()
13903 -> ExecuteCustomElementAction()
13905 -> (infinitely repeating the above sequence of function calls)
13906 which occurs when killing the player while having a CE with the setting
13907 "kill player X when explosion of <player X>"; the solution using a new
13908 field "player->killed" was chosen for backwards compatibility, although
13909 clever use of the fields "player->active" etc. would probably also work */
13911 if (player->killed)
13915 player->killed = TRUE;
13917 // remove accessible field at the player's position
13918 Tile[jx][jy] = EL_EMPTY;
13920 // deactivate shield (else Bang()/Explode() would not work right)
13921 player->shield_normal_time_left = 0;
13922 player->shield_deadly_time_left = 0;
13925 Debug("game:playing:KillPlayer",
13926 "1: killed == %d, active == %d, reanimated == %d",
13927 player->killed, player->active, player->reanimated);
13933 Debug("game:playing:KillPlayer",
13934 "2: killed == %d, active == %d, reanimated == %d",
13935 player->killed, player->active, player->reanimated);
13938 if (player->reanimated) // killed player may have been reanimated
13939 player->killed = player->reanimated = FALSE;
13941 BuryPlayer(player);
13944 static void KillPlayerUnlessEnemyProtected(int x, int y)
13946 if (!PLAYER_ENEMY_PROTECTED(x, y))
13947 KillPlayer(PLAYERINFO(x, y));
13950 static void KillPlayerUnlessExplosionProtected(int x, int y)
13952 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13953 KillPlayer(PLAYERINFO(x, y));
13956 void BuryPlayer(struct PlayerInfo *player)
13958 int jx = player->jx, jy = player->jy;
13960 if (!player->active)
13963 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13964 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13966 RemovePlayer(player);
13968 player->buried = TRUE;
13970 if (game.all_players_gone)
13971 game.GameOver = TRUE;
13974 void RemovePlayer(struct PlayerInfo *player)
13976 int jx = player->jx, jy = player->jy;
13977 int i, found = FALSE;
13979 player->present = FALSE;
13980 player->active = FALSE;
13982 // required for some CE actions (even if the player is not active anymore)
13983 player->MovPos = 0;
13985 if (!ExplodeField[jx][jy])
13986 StorePlayer[jx][jy] = 0;
13988 if (player->is_moving)
13989 TEST_DrawLevelField(player->last_jx, player->last_jy);
13991 for (i = 0; i < MAX_PLAYERS; i++)
13992 if (stored_player[i].active)
13997 game.all_players_gone = TRUE;
13998 game.GameOver = TRUE;
14001 game.exit_x = game.robot_wheel_x = jx;
14002 game.exit_y = game.robot_wheel_y = jy;
14005 void ExitPlayer(struct PlayerInfo *player)
14007 DrawPlayer(player); // needed here only to cleanup last field
14008 RemovePlayer(player);
14010 if (game.players_still_needed > 0)
14011 game.players_still_needed--;
14014 static void SetFieldForSnapping(int x, int y, int element, int direction,
14015 int player_index_bit)
14017 struct ElementInfo *ei = &element_info[element];
14018 int direction_bit = MV_DIR_TO_BIT(direction);
14019 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14020 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14021 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14023 Tile[x][y] = EL_ELEMENT_SNAPPING;
14024 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14025 MovDir[x][y] = direction;
14026 Store[x][y] = element;
14027 Store2[x][y] = player_index_bit;
14029 ResetGfxAnimation(x, y);
14031 GfxElement[x][y] = element;
14032 GfxAction[x][y] = action;
14033 GfxDir[x][y] = direction;
14034 GfxFrame[x][y] = -1;
14037 static void TestFieldAfterSnapping(int x, int y, int element, int direction,
14038 int player_index_bit)
14040 TestIfElementTouchesCustomElement(x, y); // for empty space
14042 if (level.finish_dig_collect)
14044 int dig_side = MV_DIR_OPPOSITE(direction);
14045 int change_event = (IS_DIGGABLE(element) ? CE_PLAYER_DIGS_X :
14046 CE_PLAYER_COLLECTS_X);
14048 CheckTriggeredElementChangeByPlayer(x, y, element, change_event,
14049 player_index_bit, dig_side);
14050 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14051 player_index_bit, dig_side);
14056 =============================================================================
14057 checkDiagonalPushing()
14058 -----------------------------------------------------------------------------
14059 check if diagonal input device direction results in pushing of object
14060 (by checking if the alternative direction is walkable, diggable, ...)
14061 =============================================================================
14064 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14065 int x, int y, int real_dx, int real_dy)
14067 int jx, jy, dx, dy, xx, yy;
14069 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
14072 // diagonal direction: check alternative direction
14077 xx = jx + (dx == 0 ? real_dx : 0);
14078 yy = jy + (dy == 0 ? real_dy : 0);
14080 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Tile[xx][yy]));
14084 =============================================================================
14086 -----------------------------------------------------------------------------
14087 x, y: field next to player (non-diagonal) to try to dig to
14088 real_dx, real_dy: direction as read from input device (can be diagonal)
14089 =============================================================================
14092 static int DigField(struct PlayerInfo *player,
14093 int oldx, int oldy, int x, int y,
14094 int real_dx, int real_dy, int mode)
14096 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14097 boolean player_was_pushing = player->is_pushing;
14098 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14099 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14100 int jx = oldx, jy = oldy;
14101 int dx = x - jx, dy = y - jy;
14102 int nextx = x + dx, nexty = y + dy;
14103 int move_direction = (dx == -1 ? MV_LEFT :
14104 dx == +1 ? MV_RIGHT :
14106 dy == +1 ? MV_DOWN : MV_NONE);
14107 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14108 int dig_side = MV_DIR_OPPOSITE(move_direction);
14109 int old_element = Tile[jx][jy];
14110 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14113 if (is_player) // function can also be called by EL_PENGUIN
14115 if (player->MovPos == 0)
14117 player->is_digging = FALSE;
14118 player->is_collecting = FALSE;
14121 if (player->MovPos == 0) // last pushing move finished
14122 player->is_pushing = FALSE;
14124 if (mode == DF_NO_PUSH) // player just stopped pushing
14126 player->is_switching = FALSE;
14127 player->push_delay = -1;
14129 return MP_NO_ACTION;
14132 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14133 old_element = Back[jx][jy];
14135 // in case of element dropped at player position, check background
14136 else if (Back[jx][jy] != EL_EMPTY &&
14137 game.engine_version >= VERSION_IDENT(2,2,0,0))
14138 old_element = Back[jx][jy];
14140 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14141 return MP_NO_ACTION; // field has no opening in this direction
14143 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14144 return MP_NO_ACTION; // field has no opening in this direction
14146 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14150 Tile[jx][jy] = player->artwork_element;
14151 InitMovingField(jx, jy, MV_DOWN);
14152 Store[jx][jy] = EL_ACID;
14153 ContinueMoving(jx, jy);
14154 BuryPlayer(player);
14156 return MP_DONT_RUN_INTO;
14159 if (player_can_move && DONT_RUN_INTO(element))
14161 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14163 return MP_DONT_RUN_INTO;
14166 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14167 return MP_NO_ACTION;
14169 collect_count = element_info[element].collect_count_initial;
14171 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
14172 return MP_NO_ACTION;
14174 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14175 player_can_move = player_can_move_or_snap;
14177 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14178 game.engine_version >= VERSION_IDENT(2,2,0,0))
14180 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14181 player->index_bit, dig_side);
14182 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14183 player->index_bit, dig_side);
14185 if (element == EL_DC_LANDMINE)
14188 if (Tile[x][y] != element) // field changed by snapping
14191 return MP_NO_ACTION;
14194 if (player->gravity && is_player && !player->is_auto_moving &&
14195 canFallDown(player) && move_direction != MV_DOWN &&
14196 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14197 return MP_NO_ACTION; // player cannot walk here due to gravity
14199 if (player_can_move &&
14200 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14202 int sound_element = SND_ELEMENT(element);
14203 int sound_action = ACTION_WALKING;
14205 if (IS_RND_GATE(element))
14207 if (!player->key[RND_GATE_NR(element)])
14208 return MP_NO_ACTION;
14210 else if (IS_RND_GATE_GRAY(element))
14212 if (!player->key[RND_GATE_GRAY_NR(element)])
14213 return MP_NO_ACTION;
14215 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14217 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14218 return MP_NO_ACTION;
14220 else if (element == EL_EXIT_OPEN ||
14221 element == EL_EM_EXIT_OPEN ||
14222 element == EL_EM_EXIT_OPENING ||
14223 element == EL_STEEL_EXIT_OPEN ||
14224 element == EL_EM_STEEL_EXIT_OPEN ||
14225 element == EL_EM_STEEL_EXIT_OPENING ||
14226 element == EL_SP_EXIT_OPEN ||
14227 element == EL_SP_EXIT_OPENING)
14229 sound_action = ACTION_PASSING; // player is passing exit
14231 else if (element == EL_EMPTY)
14233 sound_action = ACTION_MOVING; // nothing to walk on
14236 // play sound from background or player, whatever is available
14237 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14238 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14240 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14242 else if (player_can_move &&
14243 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14245 if (!ACCESS_FROM(element, opposite_direction))
14246 return MP_NO_ACTION; // field not accessible from this direction
14248 if (CAN_MOVE(element)) // only fixed elements can be passed!
14249 return MP_NO_ACTION;
14251 if (IS_EM_GATE(element))
14253 if (!player->key[EM_GATE_NR(element)])
14254 return MP_NO_ACTION;
14256 else if (IS_EM_GATE_GRAY(element))
14258 if (!player->key[EM_GATE_GRAY_NR(element)])
14259 return MP_NO_ACTION;
14261 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14263 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14264 return MP_NO_ACTION;
14266 else if (IS_EMC_GATE(element))
14268 if (!player->key[EMC_GATE_NR(element)])
14269 return MP_NO_ACTION;
14271 else if (IS_EMC_GATE_GRAY(element))
14273 if (!player->key[EMC_GATE_GRAY_NR(element)])
14274 return MP_NO_ACTION;
14276 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14278 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14279 return MP_NO_ACTION;
14281 else if (element == EL_DC_GATE_WHITE ||
14282 element == EL_DC_GATE_WHITE_GRAY ||
14283 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14285 if (player->num_white_keys == 0)
14286 return MP_NO_ACTION;
14288 player->num_white_keys--;
14290 else if (IS_SP_PORT(element))
14292 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14293 element == EL_SP_GRAVITY_PORT_RIGHT ||
14294 element == EL_SP_GRAVITY_PORT_UP ||
14295 element == EL_SP_GRAVITY_PORT_DOWN)
14296 player->gravity = !player->gravity;
14297 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14298 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14299 element == EL_SP_GRAVITY_ON_PORT_UP ||
14300 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14301 player->gravity = TRUE;
14302 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14303 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14304 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14305 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14306 player->gravity = FALSE;
14309 // automatically move to the next field with double speed
14310 player->programmed_action = move_direction;
14312 if (player->move_delay_reset_counter == 0)
14314 player->move_delay_reset_counter = 2; // two double speed steps
14316 DOUBLE_PLAYER_SPEED(player);
14319 PlayLevelSoundAction(x, y, ACTION_PASSING);
14321 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14325 if (mode != DF_SNAP)
14327 GfxElement[x][y] = GFX_ELEMENT(element);
14328 player->is_digging = TRUE;
14331 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14333 // use old behaviour for old levels (digging)
14334 if (!level.finish_dig_collect)
14336 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14337 player->index_bit, dig_side);
14339 // if digging triggered player relocation, finish digging tile
14340 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14341 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14344 if (mode == DF_SNAP)
14346 if (level.block_snap_field)
14347 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14349 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14351 // use old behaviour for old levels (snapping)
14352 if (!level.finish_dig_collect)
14353 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14354 player->index_bit, dig_side);
14357 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14361 if (is_player && mode != DF_SNAP)
14363 GfxElement[x][y] = element;
14364 player->is_collecting = TRUE;
14367 if (element == EL_SPEED_PILL)
14369 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14371 else if (element == EL_EXTRA_TIME && level.time > 0)
14373 TimeLeft += level.extra_time;
14375 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14377 DisplayGameControlValues();
14379 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14381 int shield_time = (element == EL_SHIELD_DEADLY ?
14382 level.shield_deadly_time :
14383 level.shield_normal_time);
14385 player->shield_normal_time_left += shield_time;
14386 if (element == EL_SHIELD_DEADLY)
14387 player->shield_deadly_time_left += shield_time;
14389 else if (element == EL_DYNAMITE ||
14390 element == EL_EM_DYNAMITE ||
14391 element == EL_SP_DISK_RED)
14393 if (player->inventory_size < MAX_INVENTORY_SIZE)
14394 player->inventory_element[player->inventory_size++] = element;
14396 DrawGameDoorValues();
14398 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14400 player->dynabomb_count++;
14401 player->dynabombs_left++;
14403 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14405 player->dynabomb_size++;
14407 else if (element == EL_DYNABOMB_INCREASE_POWER)
14409 player->dynabomb_xl = TRUE;
14411 else if (IS_KEY(element))
14413 player->key[KEY_NR(element)] = TRUE;
14415 DrawGameDoorValues();
14417 else if (element == EL_DC_KEY_WHITE)
14419 player->num_white_keys++;
14421 // display white keys?
14422 // DrawGameDoorValues();
14424 else if (IS_ENVELOPE(element))
14426 boolean wait_for_snapping = (mode == DF_SNAP && level.block_snap_field);
14428 if (!wait_for_snapping)
14429 player->show_envelope = element;
14431 else if (element == EL_EMC_LENSES)
14433 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14435 RedrawAllInvisibleElementsForLenses();
14437 else if (element == EL_EMC_MAGNIFIER)
14439 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14441 RedrawAllInvisibleElementsForMagnifier();
14443 else if (IS_DROPPABLE(element) ||
14444 IS_THROWABLE(element)) // can be collected and dropped
14448 if (collect_count == 0)
14449 player->inventory_infinite_element = element;
14451 for (i = 0; i < collect_count; i++)
14452 if (player->inventory_size < MAX_INVENTORY_SIZE)
14453 player->inventory_element[player->inventory_size++] = element;
14455 DrawGameDoorValues();
14457 else if (collect_count > 0)
14459 game.gems_still_needed -= collect_count;
14460 if (game.gems_still_needed < 0)
14461 game.gems_still_needed = 0;
14463 game.snapshot.collected_item = TRUE;
14465 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
14467 DisplayGameControlValues();
14470 RaiseScoreElement(element);
14471 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14473 // use old behaviour for old levels (collecting)
14474 if (!level.finish_dig_collect && is_player)
14476 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14477 player->index_bit, dig_side);
14479 // if collecting triggered player relocation, finish collecting tile
14480 if (mode == DF_DIG && (player->jx != jx || player->jy != jy))
14481 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14484 if (mode == DF_SNAP)
14486 if (level.block_snap_field)
14487 SetFieldForSnapping(x, y, element, move_direction, player->index_bit);
14489 TestFieldAfterSnapping(x, y, element, move_direction, player->index_bit);
14491 // use old behaviour for old levels (snapping)
14492 if (!level.finish_dig_collect)
14493 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14494 player->index_bit, dig_side);
14497 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14499 if (mode == DF_SNAP && element != EL_BD_ROCK)
14500 return MP_NO_ACTION;
14502 if (CAN_FALL(element) && dy)
14503 return MP_NO_ACTION;
14505 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14506 !(element == EL_SPRING && level.use_spring_bug))
14507 return MP_NO_ACTION;
14509 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14510 ((move_direction & MV_VERTICAL &&
14511 ((element_info[element].move_pattern & MV_LEFT &&
14512 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14513 (element_info[element].move_pattern & MV_RIGHT &&
14514 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14515 (move_direction & MV_HORIZONTAL &&
14516 ((element_info[element].move_pattern & MV_UP &&
14517 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14518 (element_info[element].move_pattern & MV_DOWN &&
14519 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14520 return MP_NO_ACTION;
14522 // do not push elements already moving away faster than player
14523 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14524 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14525 return MP_NO_ACTION;
14527 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14529 if (player->push_delay_value == -1 || !player_was_pushing)
14530 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14532 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14534 if (player->push_delay_value == -1)
14535 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14537 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14539 if (!player->is_pushing)
14540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14543 player->is_pushing = TRUE;
14544 player->is_active = TRUE;
14546 if (!(IN_LEV_FIELD(nextx, nexty) &&
14547 (IS_FREE(nextx, nexty) ||
14548 (IS_SB_ELEMENT(element) &&
14549 Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14550 (IS_CUSTOM_ELEMENT(element) &&
14551 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14552 return MP_NO_ACTION;
14554 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14555 return MP_NO_ACTION;
14557 if (player->push_delay == -1) // new pushing; restart delay
14558 player->push_delay = 0;
14560 if (player->push_delay < player->push_delay_value &&
14561 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14562 element != EL_SPRING && element != EL_BALLOON)
14564 // make sure that there is no move delay before next try to push
14565 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14566 player->move_delay = 0;
14568 return MP_NO_ACTION;
14571 if (IS_CUSTOM_ELEMENT(element) &&
14572 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14574 if (!DigFieldByCE(nextx, nexty, element))
14575 return MP_NO_ACTION;
14578 if (IS_SB_ELEMENT(element))
14580 boolean sokoban_task_solved = FALSE;
14582 if (element == EL_SOKOBAN_FIELD_FULL)
14584 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14586 IncrementSokobanFieldsNeeded();
14587 IncrementSokobanObjectsNeeded();
14590 if (Tile[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14592 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14594 DecrementSokobanFieldsNeeded();
14595 DecrementSokobanObjectsNeeded();
14597 // sokoban object was pushed from empty field to sokoban field
14598 if (Back[x][y] == EL_EMPTY)
14599 sokoban_task_solved = TRUE;
14602 Tile[x][y] = EL_SOKOBAN_OBJECT;
14604 if (Back[x][y] == Back[nextx][nexty])
14605 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14606 else if (Back[x][y] != 0)
14607 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14610 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14613 if (sokoban_task_solved &&
14614 game.sokoban_fields_still_needed == 0 &&
14615 game.sokoban_objects_still_needed == 0 &&
14616 level.auto_exit_sokoban)
14618 game.players_still_needed = 0;
14622 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14626 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14628 InitMovingField(x, y, move_direction);
14629 GfxAction[x][y] = ACTION_PUSHING;
14631 if (mode == DF_SNAP)
14632 ContinueMoving(x, y);
14634 MovPos[x][y] = (dx != 0 ? dx : dy);
14636 Pushed[x][y] = TRUE;
14637 Pushed[nextx][nexty] = TRUE;
14639 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14640 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14642 player->push_delay_value = -1; // get new value later
14644 // check for element change _after_ element has been pushed
14645 if (game.use_change_when_pushing_bug)
14647 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14648 player->index_bit, dig_side);
14649 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14650 player->index_bit, dig_side);
14653 else if (IS_SWITCHABLE(element))
14655 if (PLAYER_SWITCHING(player, x, y))
14657 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14658 player->index_bit, dig_side);
14663 player->is_switching = TRUE;
14664 player->switch_x = x;
14665 player->switch_y = y;
14667 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14669 if (element == EL_ROBOT_WHEEL)
14671 Tile[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14673 game.robot_wheel_x = x;
14674 game.robot_wheel_y = y;
14675 game.robot_wheel_active = TRUE;
14677 TEST_DrawLevelField(x, y);
14679 else if (element == EL_SP_TERMINAL)
14683 SCAN_PLAYFIELD(xx, yy)
14685 if (Tile[xx][yy] == EL_SP_DISK_YELLOW)
14689 else if (Tile[xx][yy] == EL_SP_TERMINAL)
14691 Tile[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14693 ResetGfxAnimation(xx, yy);
14694 TEST_DrawLevelField(xx, yy);
14698 else if (IS_BELT_SWITCH(element))
14700 ToggleBeltSwitch(x, y);
14702 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14703 element == EL_SWITCHGATE_SWITCH_DOWN ||
14704 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14705 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14707 ToggleSwitchgateSwitch(x, y);
14709 else if (element == EL_LIGHT_SWITCH ||
14710 element == EL_LIGHT_SWITCH_ACTIVE)
14712 ToggleLightSwitch(x, y);
14714 else if (element == EL_TIMEGATE_SWITCH ||
14715 element == EL_DC_TIMEGATE_SWITCH)
14717 ActivateTimegateSwitch(x, y);
14719 else if (element == EL_BALLOON_SWITCH_LEFT ||
14720 element == EL_BALLOON_SWITCH_RIGHT ||
14721 element == EL_BALLOON_SWITCH_UP ||
14722 element == EL_BALLOON_SWITCH_DOWN ||
14723 element == EL_BALLOON_SWITCH_NONE ||
14724 element == EL_BALLOON_SWITCH_ANY)
14726 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14727 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14728 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14729 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14730 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14733 else if (element == EL_LAMP)
14735 Tile[x][y] = EL_LAMP_ACTIVE;
14736 game.lights_still_needed--;
14738 ResetGfxAnimation(x, y);
14739 TEST_DrawLevelField(x, y);
14741 else if (element == EL_TIME_ORB_FULL)
14743 Tile[x][y] = EL_TIME_ORB_EMPTY;
14745 if (level.time > 0 || level.use_time_orb_bug)
14747 TimeLeft += level.time_orb_time;
14748 game.no_level_time_limit = FALSE;
14750 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14752 DisplayGameControlValues();
14755 ResetGfxAnimation(x, y);
14756 TEST_DrawLevelField(x, y);
14758 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14759 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14763 game.ball_active = !game.ball_active;
14765 SCAN_PLAYFIELD(xx, yy)
14767 int e = Tile[xx][yy];
14769 if (game.ball_active)
14771 if (e == EL_EMC_MAGIC_BALL)
14772 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14773 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14774 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14778 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14779 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14780 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14781 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14787 player->index_bit, dig_side);
14789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14790 player->index_bit, dig_side);
14792 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14793 player->index_bit, dig_side);
14799 if (!PLAYER_SWITCHING(player, x, y))
14801 player->is_switching = TRUE;
14802 player->switch_x = x;
14803 player->switch_y = y;
14805 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14806 player->index_bit, dig_side);
14807 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14808 player->index_bit, dig_side);
14810 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14811 player->index_bit, dig_side);
14812 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14813 player->index_bit, dig_side);
14816 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14817 player->index_bit, dig_side);
14818 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14819 player->index_bit, dig_side);
14821 return MP_NO_ACTION;
14824 player->push_delay = -1;
14826 if (is_player) // function can also be called by EL_PENGUIN
14828 if (Tile[x][y] != element) // really digged/collected something
14830 player->is_collecting = !player->is_digging;
14831 player->is_active = TRUE;
14833 player->last_removed_element = element;
14840 static boolean DigFieldByCE(int x, int y, int digging_element)
14842 int element = Tile[x][y];
14844 if (!IS_FREE(x, y))
14846 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14847 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14850 // no element can dig solid indestructible elements
14851 if (IS_INDESTRUCTIBLE(element) &&
14852 !IS_DIGGABLE(element) &&
14853 !IS_COLLECTIBLE(element))
14856 if (AmoebaNr[x][y] &&
14857 (element == EL_AMOEBA_FULL ||
14858 element == EL_BD_AMOEBA ||
14859 element == EL_AMOEBA_GROWING))
14861 AmoebaCnt[AmoebaNr[x][y]]--;
14862 AmoebaCnt2[AmoebaNr[x][y]]--;
14865 if (IS_MOVING(x, y))
14866 RemoveMovingField(x, y);
14870 TEST_DrawLevelField(x, y);
14873 // if digged element was about to explode, prevent the explosion
14874 ExplodeField[x][y] = EX_TYPE_NONE;
14876 PlayLevelSoundAction(x, y, action);
14879 Store[x][y] = EL_EMPTY;
14881 // this makes it possible to leave the removed element again
14882 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14883 Store[x][y] = element;
14888 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14890 int jx = player->jx, jy = player->jy;
14891 int x = jx + dx, y = jy + dy;
14892 int snap_direction = (dx == -1 ? MV_LEFT :
14893 dx == +1 ? MV_RIGHT :
14895 dy == +1 ? MV_DOWN : MV_NONE);
14896 boolean can_continue_snapping = (level.continuous_snapping &&
14897 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14899 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14902 if (!player->active || !IN_LEV_FIELD(x, y))
14910 if (player->MovPos == 0)
14911 player->is_pushing = FALSE;
14913 player->is_snapping = FALSE;
14915 if (player->MovPos == 0)
14917 player->is_moving = FALSE;
14918 player->is_digging = FALSE;
14919 player->is_collecting = FALSE;
14925 // prevent snapping with already pressed snap key when not allowed
14926 if (player->is_snapping && !can_continue_snapping)
14929 player->MovDir = snap_direction;
14931 if (player->MovPos == 0)
14933 player->is_moving = FALSE;
14934 player->is_digging = FALSE;
14935 player->is_collecting = FALSE;
14938 player->is_dropping = FALSE;
14939 player->is_dropping_pressed = FALSE;
14940 player->drop_pressed_delay = 0;
14942 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14945 player->is_snapping = TRUE;
14946 player->is_active = TRUE;
14948 if (player->MovPos == 0)
14950 player->is_moving = FALSE;
14951 player->is_digging = FALSE;
14952 player->is_collecting = FALSE;
14955 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14956 TEST_DrawLevelField(player->last_jx, player->last_jy);
14958 TEST_DrawLevelField(x, y);
14963 static boolean DropElement(struct PlayerInfo *player)
14965 int old_element, new_element;
14966 int dropx = player->jx, dropy = player->jy;
14967 int drop_direction = player->MovDir;
14968 int drop_side = drop_direction;
14969 int drop_element = get_next_dropped_element(player);
14971 /* do not drop an element on top of another element; when holding drop key
14972 pressed without moving, dropped element must move away before the next
14973 element can be dropped (this is especially important if the next element
14974 is dynamite, which can be placed on background for historical reasons) */
14975 if (PLAYER_DROPPING(player, dropx, dropy) && Tile[dropx][dropy] != EL_EMPTY)
14978 if (IS_THROWABLE(drop_element))
14980 dropx += GET_DX_FROM_DIR(drop_direction);
14981 dropy += GET_DY_FROM_DIR(drop_direction);
14983 if (!IN_LEV_FIELD(dropx, dropy))
14987 old_element = Tile[dropx][dropy]; // old element at dropping position
14988 new_element = drop_element; // default: no change when dropping
14990 // check if player is active, not moving and ready to drop
14991 if (!player->active || player->MovPos || player->drop_delay > 0)
14994 // check if player has anything that can be dropped
14995 if (new_element == EL_UNDEFINED)
14998 // only set if player has anything that can be dropped
14999 player->is_dropping_pressed = TRUE;
15001 // check if drop key was pressed long enough for EM style dynamite
15002 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15005 // check if anything can be dropped at the current position
15006 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15009 // collected custom elements can only be dropped on empty fields
15010 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15013 if (old_element != EL_EMPTY)
15014 Back[dropx][dropy] = old_element; // store old element on this field
15016 ResetGfxAnimation(dropx, dropy);
15017 ResetRandomAnimationValue(dropx, dropy);
15019 if (player->inventory_size > 0 ||
15020 player->inventory_infinite_element != EL_UNDEFINED)
15022 if (player->inventory_size > 0)
15024 player->inventory_size--;
15026 DrawGameDoorValues();
15028 if (new_element == EL_DYNAMITE)
15029 new_element = EL_DYNAMITE_ACTIVE;
15030 else if (new_element == EL_EM_DYNAMITE)
15031 new_element = EL_EM_DYNAMITE_ACTIVE;
15032 else if (new_element == EL_SP_DISK_RED)
15033 new_element = EL_SP_DISK_RED_ACTIVE;
15036 Tile[dropx][dropy] = new_element;
15038 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15039 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15040 el2img(Tile[dropx][dropy]), 0);
15042 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15044 // needed if previous element just changed to "empty" in the last frame
15045 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15047 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15048 player->index_bit, drop_side);
15049 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15051 player->index_bit, drop_side);
15053 TestIfElementTouchesCustomElement(dropx, dropy);
15055 else // player is dropping a dyna bomb
15057 player->dynabombs_left--;
15059 Tile[dropx][dropy] = new_element;
15061 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15062 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15063 el2img(Tile[dropx][dropy]), 0);
15065 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15068 if (Tile[dropx][dropy] == new_element) // uninitialized unless CE change
15069 InitField_WithBug1(dropx, dropy, FALSE);
15071 new_element = Tile[dropx][dropy]; // element might have changed
15073 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15074 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15076 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15077 MovDir[dropx][dropy] = drop_direction;
15079 ChangeCount[dropx][dropy] = 0; // allow at least one more change
15081 // do not cause impact style collision by dropping elements that can fall
15082 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15085 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15086 player->is_dropping = TRUE;
15088 player->drop_pressed_delay = 0;
15089 player->is_dropping_pressed = FALSE;
15091 player->drop_x = dropx;
15092 player->drop_y = dropy;
15097 // ----------------------------------------------------------------------------
15098 // game sound playing functions
15099 // ----------------------------------------------------------------------------
15101 static int *loop_sound_frame = NULL;
15102 static int *loop_sound_volume = NULL;
15104 void InitPlayLevelSound(void)
15106 int num_sounds = getSoundListSize();
15108 checked_free(loop_sound_frame);
15109 checked_free(loop_sound_volume);
15111 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15112 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15115 static void PlayLevelSound(int x, int y, int nr)
15117 int sx = SCREENX(x), sy = SCREENY(y);
15118 int volume, stereo_position;
15119 int max_distance = 8;
15120 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15122 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15123 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15126 if (!IN_LEV_FIELD(x, y) ||
15127 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15128 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15131 volume = SOUND_MAX_VOLUME;
15133 if (!IN_SCR_FIELD(sx, sy))
15135 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15136 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15138 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15141 stereo_position = (SOUND_MAX_LEFT +
15142 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15143 (SCR_FIELDX + 2 * max_distance));
15145 if (IS_LOOP_SOUND(nr))
15147 /* This assures that quieter loop sounds do not overwrite louder ones,
15148 while restarting sound volume comparison with each new game frame. */
15150 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15153 loop_sound_volume[nr] = volume;
15154 loop_sound_frame[nr] = FrameCounter;
15157 PlaySoundExt(nr, volume, stereo_position, type);
15160 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15162 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15163 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15164 y < LEVELY(BY1) ? LEVELY(BY1) :
15165 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15169 static void PlayLevelSoundAction(int x, int y, int action)
15171 PlayLevelSoundElementAction(x, y, Tile[x][y], action);
15174 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15176 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15178 if (sound_effect != SND_UNDEFINED)
15179 PlayLevelSound(x, y, sound_effect);
15182 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15185 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15187 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15188 PlayLevelSound(x, y, sound_effect);
15191 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15193 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15195 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15196 PlayLevelSound(x, y, sound_effect);
15199 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15201 int sound_effect = element_info[SND_ELEMENT(Tile[x][y])].sound[action];
15203 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15204 StopSound(sound_effect);
15207 static int getLevelMusicNr(void)
15209 if (levelset.music[level_nr] != MUS_UNDEFINED)
15210 return levelset.music[level_nr]; // from config file
15212 return MAP_NOCONF_MUSIC(level_nr); // from music dir
15215 static void FadeLevelSounds(void)
15220 static void FadeLevelMusic(void)
15222 int music_nr = getLevelMusicNr();
15223 char *curr_music = getCurrentlyPlayingMusicFilename();
15224 char *next_music = getMusicInfoEntryFilename(music_nr);
15226 if (!strEqual(curr_music, next_music))
15230 void FadeLevelSoundsAndMusic(void)
15236 static void PlayLevelMusic(void)
15238 int music_nr = getLevelMusicNr();
15239 char *curr_music = getCurrentlyPlayingMusicFilename();
15240 char *next_music = getMusicInfoEntryFilename(music_nr);
15242 if (!strEqual(curr_music, next_music))
15243 PlayMusicLoop(music_nr);
15246 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15248 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
15250 int x = xx - offset;
15251 int y = yy - offset;
15256 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15260 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15264 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15268 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15272 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15276 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15280 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15283 case SOUND_android_clone:
15284 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15287 case SOUND_android_move:
15288 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15292 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15296 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15300 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15303 case SOUND_eater_eat:
15304 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15308 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15311 case SOUND_collect:
15312 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15315 case SOUND_diamond:
15316 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15320 // !!! CHECK THIS !!!
15322 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15324 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15328 case SOUND_wonderfall:
15329 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15333 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15337 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15341 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15349 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15353 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15357 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15361 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15364 case SOUND_exit_open:
15365 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15368 case SOUND_exit_leave:
15369 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15372 case SOUND_dynamite:
15373 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15381 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15385 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15389 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15393 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15397 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15401 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15406 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
15408 int element = map_element_SP_to_RND(element_sp);
15409 int action = map_action_SP_to_RND(action_sp);
15410 int offset = (setup.sp_show_border_elements ? 0 : 1);
15411 int x = xx - offset;
15412 int y = yy - offset;
15414 PlayLevelSoundElementAction(x, y, element, action);
15417 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
15419 int element = map_element_MM_to_RND(element_mm);
15420 int action = map_action_MM_to_RND(action_mm);
15422 int x = xx - offset;
15423 int y = yy - offset;
15425 if (!IS_MM_ELEMENT(element))
15426 element = EL_MM_DEFAULT;
15428 PlayLevelSoundElementAction(x, y, element, action);
15431 void PlaySound_MM(int sound_mm)
15433 int sound = map_sound_MM_to_RND(sound_mm);
15435 if (sound == SND_UNDEFINED)
15441 void PlaySoundLoop_MM(int sound_mm)
15443 int sound = map_sound_MM_to_RND(sound_mm);
15445 if (sound == SND_UNDEFINED)
15448 PlaySoundLoop(sound);
15451 void StopSound_MM(int sound_mm)
15453 int sound = map_sound_MM_to_RND(sound_mm);
15455 if (sound == SND_UNDEFINED)
15461 void RaiseScore(int value)
15463 game.score += value;
15465 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
15467 DisplayGameControlValues();
15470 void RaiseScoreElement(int element)
15475 case EL_BD_DIAMOND:
15476 case EL_EMERALD_YELLOW:
15477 case EL_EMERALD_RED:
15478 case EL_EMERALD_PURPLE:
15479 case EL_SP_INFOTRON:
15480 RaiseScore(level.score[SC_EMERALD]);
15483 RaiseScore(level.score[SC_DIAMOND]);
15486 RaiseScore(level.score[SC_CRYSTAL]);
15489 RaiseScore(level.score[SC_PEARL]);
15492 case EL_BD_BUTTERFLY:
15493 case EL_SP_ELECTRON:
15494 RaiseScore(level.score[SC_BUG]);
15497 case EL_BD_FIREFLY:
15498 case EL_SP_SNIKSNAK:
15499 RaiseScore(level.score[SC_SPACESHIP]);
15502 case EL_DARK_YAMYAM:
15503 RaiseScore(level.score[SC_YAMYAM]);
15506 RaiseScore(level.score[SC_ROBOT]);
15509 RaiseScore(level.score[SC_PACMAN]);
15512 RaiseScore(level.score[SC_NUT]);
15515 case EL_EM_DYNAMITE:
15516 case EL_SP_DISK_RED:
15517 case EL_DYNABOMB_INCREASE_NUMBER:
15518 case EL_DYNABOMB_INCREASE_SIZE:
15519 case EL_DYNABOMB_INCREASE_POWER:
15520 RaiseScore(level.score[SC_DYNAMITE]);
15522 case EL_SHIELD_NORMAL:
15523 case EL_SHIELD_DEADLY:
15524 RaiseScore(level.score[SC_SHIELD]);
15526 case EL_EXTRA_TIME:
15527 RaiseScore(level.extra_time_score);
15541 case EL_DC_KEY_WHITE:
15542 RaiseScore(level.score[SC_KEY]);
15545 RaiseScore(element_info[element].collect_score);
15550 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15552 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15556 // prevent short reactivation of overlay buttons while closing door
15557 SetOverlayActive(FALSE);
15558 UnmapGameButtons();
15560 // door may still be open due to skipped or envelope style request
15561 CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
15564 if (network.enabled)
15565 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15569 FadeSkipNextFadeIn();
15571 SetGameStatus(GAME_MODE_MAIN);
15576 else // continue playing the game
15578 if (tape.playing && tape.deactivate_display)
15579 TapeDeactivateDisplayOff(TRUE);
15581 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15583 if (tape.playing && tape.deactivate_display)
15584 TapeDeactivateDisplayOn();
15588 void RequestQuitGame(boolean escape_key_pressed)
15590 boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
15591 boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
15592 level_editor_test_game);
15593 boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
15594 quick_quit || score_info_tape_play);
15596 RequestQuitGameExt(skip_request, quick_quit,
15597 "Do you really want to quit the game?");
15600 void RequestRestartGame(char *message)
15602 game.restart_game_message = NULL;
15604 boolean has_started_game = hasStartedNetworkGame();
15605 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15607 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15609 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15613 // needed in case of envelope request to close game panel
15614 CloseDoor(DOOR_CLOSE_1);
15616 SetGameStatus(GAME_MODE_MAIN);
15622 void CheckGameOver(void)
15624 static boolean last_game_over = FALSE;
15625 static int game_over_delay = 0;
15626 int game_over_delay_value = 50;
15627 boolean game_over = checkGameFailed();
15629 // do not handle game over if request dialog is already active
15630 if (game.request_active)
15633 // do not ask to play again if game was never actually played
15634 if (!game.GamePlayed)
15639 last_game_over = FALSE;
15640 game_over_delay = game_over_delay_value;
15645 if (game_over_delay > 0)
15652 if (last_game_over != game_over)
15653 game.restart_game_message = (hasStartedNetworkGame() ?
15654 "Game over! Play it again?" :
15657 last_game_over = game_over;
15660 boolean checkGameSolved(void)
15662 // set for all game engines if level was solved
15663 return game.LevelSolved_GameEnd;
15666 boolean checkGameFailed(void)
15668 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15669 return (game_em.game_over && !game_em.level_solved);
15670 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15671 return (game_sp.game_over && !game_sp.level_solved);
15672 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15673 return (game_mm.game_over && !game_mm.level_solved);
15674 else // GAME_ENGINE_TYPE_RND
15675 return (game.GameOver && !game.LevelSolved);
15678 boolean checkGameEnded(void)
15680 return (checkGameSolved() || checkGameFailed());
15684 // ----------------------------------------------------------------------------
15685 // random generator functions
15686 // ----------------------------------------------------------------------------
15688 unsigned int InitEngineRandom_RND(int seed)
15690 game.num_random_calls = 0;
15692 return InitEngineRandom(seed);
15695 unsigned int RND(int max)
15699 game.num_random_calls++;
15701 return GetEngineRandom(max);
15708 // ----------------------------------------------------------------------------
15709 // game engine snapshot handling functions
15710 // ----------------------------------------------------------------------------
15712 struct EngineSnapshotInfo
15714 // runtime values for custom element collect score
15715 int collect_score[NUM_CUSTOM_ELEMENTS];
15717 // runtime values for group element choice position
15718 int choice_pos[NUM_GROUP_ELEMENTS];
15720 // runtime values for belt position animations
15721 int belt_graphic[4][NUM_BELT_PARTS];
15722 int belt_anim_mode[4][NUM_BELT_PARTS];
15725 static struct EngineSnapshotInfo engine_snapshot_rnd;
15726 static char *snapshot_level_identifier = NULL;
15727 static int snapshot_level_nr = -1;
15729 static void SaveEngineSnapshotValues_RND(void)
15731 static int belt_base_active_element[4] =
15733 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15734 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15735 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15736 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15740 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15742 int element = EL_CUSTOM_START + i;
15744 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15747 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15749 int element = EL_GROUP_START + i;
15751 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15754 for (i = 0; i < 4; i++)
15756 for (j = 0; j < NUM_BELT_PARTS; j++)
15758 int element = belt_base_active_element[i] + j;
15759 int graphic = el2img(element);
15760 int anim_mode = graphic_info[graphic].anim_mode;
15762 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15763 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15768 static void LoadEngineSnapshotValues_RND(void)
15770 unsigned int num_random_calls = game.num_random_calls;
15773 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15775 int element = EL_CUSTOM_START + i;
15777 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15780 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15782 int element = EL_GROUP_START + i;
15784 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15787 for (i = 0; i < 4; i++)
15789 for (j = 0; j < NUM_BELT_PARTS; j++)
15791 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15792 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15794 graphic_info[graphic].anim_mode = anim_mode;
15798 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15800 InitRND(tape.random_seed);
15801 for (i = 0; i < num_random_calls; i++)
15805 if (game.num_random_calls != num_random_calls)
15807 Error("number of random calls out of sync");
15808 Error("number of random calls should be %d", num_random_calls);
15809 Error("number of random calls is %d", game.num_random_calls);
15811 Fail("this should not happen -- please debug");
15815 void FreeEngineSnapshotSingle(void)
15817 FreeSnapshotSingle();
15819 setString(&snapshot_level_identifier, NULL);
15820 snapshot_level_nr = -1;
15823 void FreeEngineSnapshotList(void)
15825 FreeSnapshotList();
15828 static ListNode *SaveEngineSnapshotBuffers(void)
15830 ListNode *buffers = NULL;
15832 // copy some special values to a structure better suited for the snapshot
15834 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15835 SaveEngineSnapshotValues_RND();
15836 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15837 SaveEngineSnapshotValues_EM();
15838 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15839 SaveEngineSnapshotValues_SP(&buffers);
15840 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15841 SaveEngineSnapshotValues_MM(&buffers);
15843 // save values stored in special snapshot structure
15845 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15846 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15847 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15848 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15849 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15850 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15851 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15852 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15854 // save further RND engine values
15856 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15857 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15858 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15860 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15861 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15862 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15863 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15864 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15866 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15867 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15868 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15870 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15872 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15873 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15875 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Tile));
15876 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15877 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15878 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15879 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15880 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15881 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15882 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15883 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15884 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15885 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15886 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15887 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15888 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15889 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15890 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15891 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15892 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15894 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15895 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15897 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15898 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15899 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15901 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15902 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15904 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15905 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15906 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandomStatic));
15907 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15908 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15909 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15911 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15912 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15915 ListNode *node = engine_snapshot_list_rnd;
15918 while (node != NULL)
15920 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15925 Debug("game:playing:SaveEngineSnapshotBuffers",
15926 "size of engine snapshot: %d bytes", num_bytes);
15932 void SaveEngineSnapshotSingle(void)
15934 ListNode *buffers = SaveEngineSnapshotBuffers();
15936 // finally save all snapshot buffers to single snapshot
15937 SaveSnapshotSingle(buffers);
15939 // save level identification information
15940 setString(&snapshot_level_identifier, leveldir_current->identifier);
15941 snapshot_level_nr = level_nr;
15944 boolean CheckSaveEngineSnapshotToList(void)
15946 boolean save_snapshot =
15947 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15948 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15949 game.snapshot.changed_action) ||
15950 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15951 game.snapshot.collected_item));
15953 game.snapshot.changed_action = FALSE;
15954 game.snapshot.collected_item = FALSE;
15955 game.snapshot.save_snapshot = save_snapshot;
15957 return save_snapshot;
15960 void SaveEngineSnapshotToList(void)
15962 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15966 ListNode *buffers = SaveEngineSnapshotBuffers();
15968 // finally save all snapshot buffers to snapshot list
15969 SaveSnapshotToList(buffers);
15972 void SaveEngineSnapshotToListInitial(void)
15974 FreeEngineSnapshotList();
15976 SaveEngineSnapshotToList();
15979 static void LoadEngineSnapshotValues(void)
15981 // restore special values from snapshot structure
15983 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15984 LoadEngineSnapshotValues_RND();
15985 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15986 LoadEngineSnapshotValues_EM();
15987 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15988 LoadEngineSnapshotValues_SP();
15989 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15990 LoadEngineSnapshotValues_MM();
15993 void LoadEngineSnapshotSingle(void)
15995 LoadSnapshotSingle();
15997 LoadEngineSnapshotValues();
16000 static void LoadEngineSnapshot_Undo(int steps)
16002 LoadSnapshotFromList_Older(steps);
16004 LoadEngineSnapshotValues();
16007 static void LoadEngineSnapshot_Redo(int steps)
16009 LoadSnapshotFromList_Newer(steps);
16011 LoadEngineSnapshotValues();
16014 boolean CheckEngineSnapshotSingle(void)
16016 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16017 snapshot_level_nr == level_nr);
16020 boolean CheckEngineSnapshotList(void)
16022 return CheckSnapshotList();
16026 // ---------- new game button stuff -------------------------------------------
16033 boolean *setup_value;
16034 boolean allowed_on_tape;
16035 boolean is_touch_button;
16037 } gamebutton_info[NUM_GAME_BUTTONS] =
16040 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
16041 GAME_CTRL_ID_STOP, NULL,
16042 TRUE, FALSE, "stop game"
16045 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
16046 GAME_CTRL_ID_PAUSE, NULL,
16047 TRUE, FALSE, "pause game"
16050 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
16051 GAME_CTRL_ID_PLAY, NULL,
16052 TRUE, FALSE, "play game"
16055 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
16056 GAME_CTRL_ID_UNDO, NULL,
16057 TRUE, FALSE, "undo step"
16060 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
16061 GAME_CTRL_ID_REDO, NULL,
16062 TRUE, FALSE, "redo step"
16065 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
16066 GAME_CTRL_ID_SAVE, NULL,
16067 TRUE, FALSE, "save game"
16070 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
16071 GAME_CTRL_ID_PAUSE2, NULL,
16072 TRUE, FALSE, "pause game"
16075 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
16076 GAME_CTRL_ID_LOAD, NULL,
16077 TRUE, FALSE, "load game"
16080 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
16081 GAME_CTRL_ID_PANEL_STOP, NULL,
16082 FALSE, FALSE, "stop game"
16085 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
16086 GAME_CTRL_ID_PANEL_PAUSE, NULL,
16087 FALSE, FALSE, "pause game"
16090 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
16091 GAME_CTRL_ID_PANEL_PLAY, NULL,
16092 FALSE, FALSE, "play game"
16095 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
16096 GAME_CTRL_ID_TOUCH_STOP, NULL,
16097 FALSE, TRUE, "stop game"
16100 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
16101 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
16102 FALSE, TRUE, "pause game"
16105 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
16106 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
16107 TRUE, FALSE, "background music on/off"
16110 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
16111 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
16112 TRUE, FALSE, "sound loops on/off"
16115 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
16116 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
16117 TRUE, FALSE, "normal sounds on/off"
16120 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
16121 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
16122 FALSE, FALSE, "background music on/off"
16125 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
16126 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
16127 FALSE, FALSE, "sound loops on/off"
16130 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
16131 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
16132 FALSE, FALSE, "normal sounds on/off"
16136 void CreateGameButtons(void)
16140 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16142 int graphic = gamebutton_info[i].graphic;
16143 struct GraphicInfo *gfx = &graphic_info[graphic];
16144 struct XY *pos = gamebutton_info[i].pos;
16145 struct GadgetInfo *gi;
16148 unsigned int event_mask;
16149 boolean is_touch_button = gamebutton_info[i].is_touch_button;
16150 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
16151 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
16152 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
16153 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
16154 int gd_x = gfx->src_x;
16155 int gd_y = gfx->src_y;
16156 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16157 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16158 int gd_xa = gfx->src_x + gfx->active_xoffset;
16159 int gd_ya = gfx->src_y + gfx->active_yoffset;
16160 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16161 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16162 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
16163 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
16166 // do not use touch buttons if overlay touch buttons are disabled
16167 if (is_touch_button && !setup.touch.overlay_buttons)
16170 if (gfx->bitmap == NULL)
16172 game_gadget[id] = NULL;
16177 if (id == GAME_CTRL_ID_STOP ||
16178 id == GAME_CTRL_ID_PANEL_STOP ||
16179 id == GAME_CTRL_ID_TOUCH_STOP ||
16180 id == GAME_CTRL_ID_PLAY ||
16181 id == GAME_CTRL_ID_PANEL_PLAY ||
16182 id == GAME_CTRL_ID_SAVE ||
16183 id == GAME_CTRL_ID_LOAD)
16185 button_type = GD_TYPE_NORMAL_BUTTON;
16187 event_mask = GD_EVENT_RELEASED;
16189 else if (id == GAME_CTRL_ID_UNDO ||
16190 id == GAME_CTRL_ID_REDO)
16192 button_type = GD_TYPE_NORMAL_BUTTON;
16194 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
16198 button_type = GD_TYPE_CHECK_BUTTON;
16199 checked = (gamebutton_info[i].setup_value != NULL ?
16200 *gamebutton_info[i].setup_value : FALSE);
16201 event_mask = GD_EVENT_PRESSED;
16204 gi = CreateGadget(GDI_CUSTOM_ID, id,
16205 GDI_IMAGE_ID, graphic,
16206 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16209 GDI_WIDTH, gfx->width,
16210 GDI_HEIGHT, gfx->height,
16211 GDI_TYPE, button_type,
16212 GDI_STATE, GD_BUTTON_UNPRESSED,
16213 GDI_CHECKED, checked,
16214 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16215 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16216 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16217 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16218 GDI_DIRECT_DRAW, FALSE,
16219 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
16220 GDI_EVENT_MASK, event_mask,
16221 GDI_CALLBACK_ACTION, HandleGameButtons,
16225 Fail("cannot create gadget");
16227 game_gadget[id] = gi;
16231 void FreeGameButtons(void)
16235 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16236 FreeGadget(game_gadget[i]);
16239 static void UnmapGameButtonsAtSamePosition(int id)
16243 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16245 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
16246 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
16247 UnmapGadget(game_gadget[i]);
16250 static void UnmapGameButtonsAtSamePosition_All(void)
16252 if (setup.show_load_save_buttons)
16254 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16255 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16256 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16258 else if (setup.show_undo_redo_buttons)
16260 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16261 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
16262 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16266 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
16267 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
16268 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
16270 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
16271 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
16272 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
16276 void MapLoadSaveButtons(void)
16278 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
16279 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
16281 MapGadget(game_gadget[GAME_CTRL_ID_LOAD]);
16282 MapGadget(game_gadget[GAME_CTRL_ID_SAVE]);
16285 void MapUndoRedoButtons(void)
16287 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
16288 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
16290 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
16291 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
16294 void ModifyPauseButtons(void)
16298 GAME_CTRL_ID_PAUSE,
16299 GAME_CTRL_ID_PAUSE2,
16300 GAME_CTRL_ID_PANEL_PAUSE,
16301 GAME_CTRL_ID_TOUCH_PAUSE,
16306 for (i = 0; ids[i] > -1; i++)
16307 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
16310 static void MapGameButtonsExt(boolean on_tape)
16314 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16316 if ((i == GAME_CTRL_ID_UNDO ||
16317 i == GAME_CTRL_ID_REDO) &&
16318 game_status != GAME_MODE_PLAYING)
16321 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16322 MapGadget(game_gadget[i]);
16325 UnmapGameButtonsAtSamePosition_All();
16327 RedrawGameButtons();
16330 static void UnmapGameButtonsExt(boolean on_tape)
16334 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16335 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16336 UnmapGadget(game_gadget[i]);
16339 static void RedrawGameButtonsExt(boolean on_tape)
16343 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16344 if (!on_tape || gamebutton_info[i].allowed_on_tape)
16345 RedrawGadget(game_gadget[i]);
16348 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
16353 gi->checked = state;
16356 static void RedrawSoundButtonGadget(int id)
16358 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
16359 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
16360 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
16361 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
16362 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
16363 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
16366 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
16367 RedrawGadget(game_gadget[id2]);
16370 void MapGameButtons(void)
16372 MapGameButtonsExt(FALSE);
16375 void UnmapGameButtons(void)
16377 UnmapGameButtonsExt(FALSE);
16380 void RedrawGameButtons(void)
16382 RedrawGameButtonsExt(FALSE);
16385 void MapGameButtonsOnTape(void)
16387 MapGameButtonsExt(TRUE);
16390 void UnmapGameButtonsOnTape(void)
16392 UnmapGameButtonsExt(TRUE);
16395 void RedrawGameButtonsOnTape(void)
16397 RedrawGameButtonsExt(TRUE);
16400 static void GameUndoRedoExt(void)
16402 ClearPlayerAction();
16404 tape.pausing = TRUE;
16407 UpdateAndDisplayGameControlValues();
16409 DrawCompleteVideoDisplay();
16410 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
16411 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
16412 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
16414 ModifyPauseButtons();
16419 static void GameUndo(int steps)
16421 if (!CheckEngineSnapshotList())
16424 int tape_property_bits = tape.property_bits;
16426 LoadEngineSnapshot_Undo(steps);
16428 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16433 static void GameRedo(int steps)
16435 if (!CheckEngineSnapshotList())
16438 int tape_property_bits = tape.property_bits;
16440 LoadEngineSnapshot_Redo(steps);
16442 tape.property_bits |= tape_property_bits | TAPE_PROPERTY_SNAPSHOT;
16447 static void HandleGameButtonsExt(int id, int button)
16449 static boolean game_undo_executed = FALSE;
16450 int steps = BUTTON_STEPSIZE(button);
16451 boolean handle_game_buttons =
16452 (game_status == GAME_MODE_PLAYING ||
16453 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
16455 if (!handle_game_buttons)
16460 case GAME_CTRL_ID_STOP:
16461 case GAME_CTRL_ID_PANEL_STOP:
16462 case GAME_CTRL_ID_TOUCH_STOP:
16467 case GAME_CTRL_ID_PAUSE:
16468 case GAME_CTRL_ID_PAUSE2:
16469 case GAME_CTRL_ID_PANEL_PAUSE:
16470 case GAME_CTRL_ID_TOUCH_PAUSE:
16471 if (network.enabled && game_status == GAME_MODE_PLAYING)
16474 SendToServer_ContinuePlaying();
16476 SendToServer_PausePlaying();
16479 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16481 game_undo_executed = FALSE;
16485 case GAME_CTRL_ID_PLAY:
16486 case GAME_CTRL_ID_PANEL_PLAY:
16487 if (game_status == GAME_MODE_MAIN)
16489 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
16491 else if (tape.pausing)
16493 if (network.enabled)
16494 SendToServer_ContinuePlaying();
16496 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
16500 case GAME_CTRL_ID_UNDO:
16501 // Important: When using "save snapshot when collecting an item" mode,
16502 // load last (current) snapshot for first "undo" after pressing "pause"
16503 // (else the last-but-one snapshot would be loaded, because the snapshot
16504 // pointer already points to the last snapshot when pressing "pause",
16505 // which is fine for "every step/move" mode, but not for "every collect")
16506 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
16507 !game_undo_executed)
16510 game_undo_executed = TRUE;
16515 case GAME_CTRL_ID_REDO:
16519 case GAME_CTRL_ID_SAVE:
16523 case GAME_CTRL_ID_LOAD:
16527 case SOUND_CTRL_ID_MUSIC:
16528 case SOUND_CTRL_ID_PANEL_MUSIC:
16529 if (setup.sound_music)
16531 setup.sound_music = FALSE;
16535 else if (audio.music_available)
16537 setup.sound = setup.sound_music = TRUE;
16539 SetAudioMode(setup.sound);
16541 if (game_status == GAME_MODE_PLAYING)
16545 RedrawSoundButtonGadget(id);
16549 case SOUND_CTRL_ID_LOOPS:
16550 case SOUND_CTRL_ID_PANEL_LOOPS:
16551 if (setup.sound_loops)
16552 setup.sound_loops = FALSE;
16553 else if (audio.loops_available)
16555 setup.sound = setup.sound_loops = TRUE;
16557 SetAudioMode(setup.sound);
16560 RedrawSoundButtonGadget(id);
16564 case SOUND_CTRL_ID_SIMPLE:
16565 case SOUND_CTRL_ID_PANEL_SIMPLE:
16566 if (setup.sound_simple)
16567 setup.sound_simple = FALSE;
16568 else if (audio.sound_available)
16570 setup.sound = setup.sound_simple = TRUE;
16572 SetAudioMode(setup.sound);
16575 RedrawSoundButtonGadget(id);
16584 static void HandleGameButtons(struct GadgetInfo *gi)
16586 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16589 void HandleSoundButtonKeys(Key key)
16591 if (key == setup.shortcut.sound_simple)
16592 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16593 else if (key == setup.shortcut.sound_loops)
16594 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16595 else if (key == setup.shortcut.sound_music)
16596 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);